Portal
Portal
cs}
//-------------MAIN---------------
0000: NOP
:NONAME_2
0001: wait 0 ms
05DF: write_memory 10553666 size 1 value 0 virtual_protect 0
0002: jump @NONAME_26
:NONAME_26
0001: wait 0 ms
05E0: 0@ = read_memory 10553666 size 4 virtual_protect 0
05E0: 1@ = read_memory 10553670 size 2 virtual_protect 0
00D6: if and
0039: 0@ == 1381253452 // integer values
0039: 1@ == 20559 // integer values
004D: jump_if_false @NONAME_26
0001: wait 0 ms
03E5: text_box 'CHEAT1' // Cheat activated
05DF: write_memory 10553666 size 1 value 0 virtual_protect 0
05DF: write_memory 8820309 size 1 value 1 virtual_protect 0
0107: 12@ = create_object 564 at 0.0 0.0 0.0
0382: set_object 12@ collision_detection 0
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
0006: 11@ = 0 // integer values
0002: jump @NONAME_165
:NONAME_165
0001: wait 0 ms
05E0: 3@ = read_memory 8820520 size 1 virtual_protect 0
00D6: if
8039: not 3@ == 15 // integer values
004D: jump_if_false @NONAME_3336
05E0: 0@ = read_memory 10553666 size 4 virtual_protect 0
05E0: 1@ = read_memory 10553670 size 2 virtual_protect 0
00D6: if or
8039: not 0@ == 1381253452 // integer values
8039: not 1@ == 20559 // integer values
004D: jump_if_false @NONAME_3336
0002: jump @NONAME_265
:NONAME_265
0050: gosub @NONAME_9957
0050: gosub @NONAME_5825
00D6: if
0039: 3@ == 0 // integer values
004D: jump_if_false @NONAME_3394
0002: jump @NONAME_304
:NONAME_304
00D6: if and
03CA: object 4@ exists
03CA: object 5@ exists
004D: jump_if_false @NONAME_165
0050: gosub @NONAME_10022
0050: gosub @NONAME_5825
00D6: if
0039: 3@ == 0 // integer values
004D: jump_if_false @NONAME_3394
00D6: if
80DF: not actor $PLAYER_ACTOR driving
004D: jump_if_false @NONAME_572
0006: 9@ = $PLAYER_ACTOR // integer values
0050: gosub @NONAME_9421
000B: 6@ += 1.7 // floating-point values
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 0.0 -4.1
00D6: if
04E6: object 5@ near_point 0@ 1@ 2@ radius 6@ 6@ 2.0 flag 0
004D: jump_if_false @NONAME_572
0172: 10@ = actor $PLAYER_ACTOR z_angle
0050: gosub @NONAME_8899
0173: set_actor $PLAYER_ACTOR z_angle_to 3@
0050: gosub @NONAME_9421
000B: 6@ += 2.3 // floating-point values
0011: 6@ *= -1.0 // floating-point values
0400: create_coordinate 0@ 1@ 2@ from_object 4@ offset 0.0 6@ 2.6
0050: gosub @NONAME_7509
00A1: put_actor $PLAYER_ACTOR at 0@ 1@ 2@
0373: set_camera_directly_behind_player
0002: jump @NONAME_165
:NONAME_572
00D6: if and
03CA: object 4@ exists
03CA: object 5@ exists
004D: jump_if_false @NONAME_165
0050: gosub @NONAME_10022
0050: gosub @NONAME_5825
00D6: if
0039: 3@ == 0 // integer values
004D: jump_if_false @NONAME_3394
00D6: if
80DF: not actor $PLAYER_ACTOR driving
004D: jump_if_false @NONAME_840
0006: 9@ = $PLAYER_ACTOR // integer values
0050: gosub @NONAME_9421
000B: 6@ += 1.7 // floating-point values
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 0.0 -4.1
00D6: if
04E6: object 4@ near_point 0@ 1@ 2@ radius 6@ 6@ 2.0 flag 0
004D: jump_if_false @NONAME_840
0172: 10@ = actor $PLAYER_ACTOR z_angle
0050: gosub @NONAME_9027
0173: set_actor $PLAYER_ACTOR z_angle_to 3@
0050: gosub @NONAME_9421
000B: 6@ += 2.3 // floating-point values
0011: 6@ *= -1.0 // floating-point values
0400: create_coordinate 0@ 1@ 2@ from_object 5@ offset 0.0 6@ 2.6
0050: gosub @NONAME_7968
00A1: put_actor $PLAYER_ACTOR at 0@ 1@ 2@
0373: set_camera_directly_behind_player
0002: jump @NONAME_165
:NONAME_840
00D6: if and
03CA: object 4@ exists
03CA: object 5@ exists
004D: jump_if_false @NONAME_165
0050: gosub @NONAME_10022
0050: gosub @NONAME_5825
00D6: if
0039: 3@ == 0 // integer values
004D: jump_if_false @NONAME_3394
0400: create_coordinate 0@ 1@ 2@ from_object 5@ offset 0.0 0.0 4.1
05EF: 9@ = random_actor_near_point 0@ 1@ 2@ in_radius 3.4 find_next 0 pass_deads
0 //IF and SET
00D6: if
0019: 9@ > 0 // integer values
004D: jump_if_false @NONAME_1168
0050: gosub @NONAME_9421
000B: 6@ += 1.7 // floating-point values
04C4: create_coordinate 0@ 1@ 2@ from_actor 9@ offset 0.0 0.0 -4.1
00D6: if
04E6: object 5@ near_point 0@ 1@ 2@ radius 6@ 6@ 2.0 flag 0
004D: jump_if_false @NONAME_1168
00D6: if
8449: not actor 9@ in_a_car
004D: jump_if_false @NONAME_1168
0172: 10@ = actor 9@ z_angle
0050: gosub @NONAME_8899
0173: set_actor 9@ z_angle_to 3@
0050: gosub @NONAME_9421
000B: 6@ += 2.3 // floating-point values
0011: 6@ *= -1.0 // floating-point values
0400: create_coordinate 0@ 1@ 2@ from_object 4@ offset 0.0 6@ 2.6
0050: gosub @NONAME_7509
00A1: put_actor 9@ at 0@ 1@ 2@
0002: jump @NONAME_165
:NONAME_1168
00D6: if and
03CA: object 4@ exists
03CA: object 5@ exists
004D: jump_if_false @NONAME_165
0050: gosub @NONAME_10022
0050: gosub @NONAME_5825
00D6: if
0039: 3@ == 0 // integer values
004D: jump_if_false @NONAME_3394
0400: create_coordinate 0@ 1@ 2@ from_object 5@ offset 0.0 0.0 4.5
05F0: 9@ = random_vehicle_near_point 0@ 1@ 2@ in_radius 6.0 find_next 0
pass_wrecked 0 //IF and SET
00D6: if
0019: 9@ > 0 // integer values
004D: jump_if_false @NONAME_1564
0050: gosub @NONAME_7401
0050: gosub @NONAME_9653
00D6: if
0021: 3@ > 3.0 // floating-point values
004D: jump_if_false @NONAME_1333
0002: jump @NONAME_1564
:NONAME_1333
046C: 10@ = car 9@ driver
00D6: if
0019: 10@ > 0 // integer values
004D: jump_if_false @NONAME_1412
03C0: 10@ = actor $PLAYER_ACTOR car
00D6: if
8039: not 9@ == 10@ // integer values
004D: jump_if_false @NONAME_1412
00A7: car 9@ drive_to 0@ 1@ 2@
00A8: set_car 9@ to_psycho_driver
0002: jump @NONAME_1412
:NONAME_1412
00D6: if
81F3: not car 9@ airborne
004D: jump_if_false @NONAME_1450
0174: 10@ = car 9@ z_angle
0050: gosub @NONAME_8899
0002: jump @NONAME_1475
:NONAME_1450
0176: 3@ = object 4@ z_angle
000B: 3@ += 180.0 // floating-point values
0002: jump @NONAME_1475
:NONAME_1475
02E3: 10@ = car 9@ speed
00D6: if
0023: 5.0 > 10@ // floating-point values
004D: jump_if_false @NONAME_1521
0007: 10@ = 5.0 // floating-point values
0002: jump @NONAME_1521
:NONAME_1521
0400: create_coordinate 0@ 1@ 2@ from_object 4@ offset 0.0 -3.6 2.1
0050: gosub @NONAME_8427
0002: jump @NONAME_165
:NONAME_1564
00D6: if and
03CA: object 4@ exists
03CA: object 5@ exists
004D: jump_if_false @NONAME_165
0050: gosub @NONAME_10022
0050: gosub @NONAME_5825
00D6: if
0039: 3@ == 0 // integer values
004D: jump_if_false @NONAME_3394
0400: create_coordinate 0@ 1@ 2@ from_object 4@ offset 0.0 0.0 4.1
05EF: 9@ = random_actor_near_point 0@ 1@ 2@ in_radius 3.4 find_next 0 pass_deads
0 //IF and SET
00D6: if
0019: 9@ > 0 // integer values
004D: jump_if_false @NONAME_1892
0050: gosub @NONAME_9421
000B: 6@ += 1.7 // floating-point values
04C4: create_coordinate 0@ 1@ 2@ from_actor 9@ offset 0.0 0.0 -4.1
00D6: if
04E6: object 4@ near_point 0@ 1@ 2@ radius 6@ 6@ 2.0 flag 0
004D: jump_if_false @NONAME_1892
00D6: if
8449: not actor 9@ in_a_car
004D: jump_if_false @NONAME_1892
0172: 10@ = actor $PLAYER_ACTOR z_angle
0050: gosub @NONAME_9027
0173: set_actor 9@ z_angle_to 3@
0050: gosub @NONAME_9421
000B: 6@ += 2.3 // floating-point values
0011: 6@ *= -1.0 // floating-point values
0400: create_coordinate 0@ 1@ 2@ from_object 5@ offset 0.0 6@ 2.6
0050: gosub @NONAME_7968
00A1: put_actor 9@ at 0@ 1@ 2@
0002: jump @NONAME_165
:NONAME_1892
00D6: if and
03CA: object 4@ exists
03CA: object 5@ exists
004D: jump_if_false @NONAME_165
0050: gosub @NONAME_10022
0050: gosub @NONAME_5825
00D6: if
0039: 3@ == 0 // integer values
004D: jump_if_false @NONAME_3394
0400: create_coordinate 0@ 1@ 2@ from_object 4@ offset 0.0 0.0 4.5
05F0: 9@ = random_vehicle_near_point 0@ 1@ 2@ in_radius 6.0 find_next 0
pass_wrecked 0 //IF and SET
00D6: if
0019: 9@ > 0 // integer values
004D: jump_if_false @NONAME_2288
0050: gosub @NONAME_7401
0050: gosub @NONAME_9653
00D6: if
0021: 3@ > 3.0 // floating-point values
004D: jump_if_false @NONAME_2057
0002: jump @NONAME_2288
:NONAME_2057
046C: 10@ = car 9@ driver
00D6: if
0019: 10@ > 0 // integer values
004D: jump_if_false @NONAME_2136
03C0: 10@ = actor $PLAYER_ACTOR car
00D6: if
8039: not 9@ == 10@ // integer values
004D: jump_if_false @NONAME_2136
00A7: car 9@ drive_to 0@ 1@ 2@
00A8: set_car 9@ to_psycho_driver
0002: jump @NONAME_2136
:NONAME_2136
00D6: if
81F3: not car 9@ airborne
004D: jump_if_false @NONAME_2174
0174: 10@ = car 9@ z_angle
0050: gosub @NONAME_9027
0002: jump @NONAME_2199
:NONAME_2174
0176: 3@ = object 5@ z_angle
000B: 3@ += 180.0 // floating-point values
0002: jump @NONAME_2199
:NONAME_2199
02E3: 10@ = car 9@ speed
00D6: if
0023: 5.0 > 10@ // floating-point values
004D: jump_if_false @NONAME_2245
0007: 10@ = 5.0 // floating-point values
0002: jump @NONAME_2245
:NONAME_2245
0400: create_coordinate 0@ 1@ 2@ from_object 5@ offset 0.0 -3.6 2.1
0050: gosub @NONAME_8427
0002: jump @NONAME_165
:NONAME_2288
00D6: if and
03CA: object 4@ exists
03CA: object 5@ exists
004D: jump_if_false @NONAME_165
0050: gosub @NONAME_10022
0050: gosub @NONAME_5825
00D6: if
0039: 3@ == 0 // integer values
004D: jump_if_false @NONAME_3394
0400: create_coordinate 0@ 1@ 2@ from_object 5@ offset 0.0 0.0 4.0
05F1: 9@ = random_object_near_point 0@ 1@ 2@ in_radius 3.5 find_next 0 //IF and SET
00D6: if and
0019: 9@ > 0 // integer values
8039: not 9@ == 4@ // integer values
8039: not 9@ == 5@ // integer values
8039: not 9@ == 12@ // integer values
004D: jump_if_false @NONAME_2763
05E8: 10@ = object 9@ struct
000A: 10@ += 256 // integer values
05E0: 10@ = read_memory 10@ size 4 virtual_protect 0
0011: 10@ *= 0.263 // floating-point values
000B: 10@ += 1.37 // floating-point values
00D6: if
04E6: object 9@ near_point 0@ 1@ 2@ radius 10@ 10@ 10@ flag 0
004D: jump_if_false @NONAME_2763
0176: 10@ = object 9@ z_angle
0050: gosub @NONAME_8899
0400: create_coordinate 0@ 1@ 10@ from_object 9@ offset 0.0 0.0 1.0
000F: 10@ -= 2@ // floating-point values
0011: 10@ *= -1.0 // floating-point values
0400: create_coordinate 0@ 1@ 2@ from_object 4@ offset 0.0 -1.7 3.2
000F: 2@ -= 1.0 // floating-point values
0050: gosub @NONAME_8850
000B: 2@ += 1.0 // floating-point values
01BC: put_object 9@ at 0@ 1@ 2@
0177: set_object 9@ z_angle_to 3@
0392: object 9@ toggle_in_moving_list 1
05E8: 10@ = object 9@ struct
000A: 10@ += 92 // integer values
05E0: 10@ = read_memory 10@ size 2 virtual_protect 0
00D6: if
8039: not 10@ == 273 // integer values
004D: jump_if_false @NONAME_3238
0400: create_coordinate 3@ 6@ 2@ from_object 4@ offset 0.0 -0.6 3.2
0007: 10@ = 0.0 // floating-point values
0050: gosub @NONAME_9727
0002: jump @NONAME_165
:NONAME_2763
00D6: if and
03CA: object 4@ exists
03CA: object 5@ exists
004D: jump_if_false @NONAME_165
0050: gosub @NONAME_10022
0050: gosub @NONAME_5825
00D6: if
0039: 3@ == 0 // integer values
004D: jump_if_false @NONAME_3394
0400: create_coordinate 0@ 1@ 2@ from_object 4@ offset 0.0 0.0 4.0
05F1: 9@ = random_object_near_point 0@ 1@ 2@ in_radius 3.5 find_next 0 //IF and SET
00D6: if and
0019: 9@ > 0 // integer values
8039: not 9@ == 4@ // integer values
8039: not 9@ == 5@ // integer values
8039: not 9@ == 12@ // integer values
004D: jump_if_false @NONAME_165
05E8: 10@ = object 9@ struct
000A: 10@ += 256 // integer values
05E0: 10@ = read_memory 10@ size 4 virtual_protect 0
0011: 10@ *= 0.263 // floating-point values
000B: 10@ += 1.37 // floating-point values
00D6: if
04E6: object 9@ near_point 0@ 1@ 2@ radius 10@ 10@ 10@ flag 0
004D: jump_if_false @NONAME_165
0176: 10@ = object 9@ z_angle
0050: gosub @NONAME_9027
0400: create_coordinate 0@ 1@ 10@ from_object 9@ offset 0.0 0.0 1.0
000F: 10@ -= 2@ // floating-point values
0011: 10@ *= -1.0 // floating-point values
0400: create_coordinate 0@ 1@ 2@ from_object 5@ offset 0.0 -1.7 3.2
000F: 2@ -= 1.0 // floating-point values
0050: gosub @NONAME_8850
000B: 2@ += 1.0 // floating-point values
01BC: put_object 9@ at 0@ 1@ 2@
0177: set_object 9@ z_angle_to 3@
0392: object 9@ toggle_in_moving_list 1
05E8: 10@ = object 9@ struct
000A: 10@ += 92 // integer values
05E0: 10@ = read_memory 10@ size 2 virtual_protect 0
00D6: if
8039: not 10@ == 273 // integer values
004D: jump_if_false @NONAME_3238
0400: create_coordinate 3@ 6@ 2@ from_object 5@ offset 0.0 -0.6 3.2
0007: 10@ = 0.0 // floating-point values
0050: gosub @NONAME_9727
0002: jump @NONAME_165
:NONAME_3238
0400: create_coordinate 3@ 6@ 2@ from_object 9@ offset 0.0 0.0 0.0
0400: create_coordinate 0@ 1@ 2@ from_object 9@ offset 0.0 2.0 0.0
0176: 2@ = object 9@ z_angle
000B: 2@ += 180.0 // floating-point values
0177: set_object 9@ z_angle_to 2@
0050: gosub @NONAME_9727
0002: jump @NONAME_165
:NONAME_3336
0001: wait 0 ms
0164: disable_marker 7@
0108: destroy_object 5@
01C4: remove_references_to_object 5@ // This object will now disappear when the
player looks away
0164: disable_marker 8@
0108: destroy_object 4@
01C4: remove_references_to_object 4@ // This object will now disappear when the
player looks away
0108: destroy_object 12@
01C4: remove_references_to_object 12@ // This object will now disappear when the
player looks away
015D: set_gamespeed 1.0
0002: jump @NONAME_2
:NONAME_3394
00D6: if
80E1: not player 0 pressed_button 17
004D: jump_if_false @NONAME_3472
00D6: if
80E1: not player 0 pressed_button 6
004D: jump_if_false @NONAME_4446
:NONAME_3428
0164: disable_marker 7@
0108: destroy_object 5@
01C4: remove_references_to_object 5@ // This object will now disappear when the
player looks away
0002: jump @NONAME_165
:NONAME_3450
0164: disable_marker 8@
0108: destroy_object 4@
01C4: remove_references_to_object 4@ // This object will now disappear when the
player looks away
0002: jump @NONAME_165
:NONAME_3472
0001: wait 0 ms
02CE: 3@ = ground_z 0@ 1@ 500.0
00D6: if
0024: 2@ > 3@ // floating-point values only
004D: jump_if_false @NONAME_165
0002: jump @NONAME_3518
:NONAME_3518
0001: wait 0 ms
0108: destroy_object 5@
01C4: remove_references_to_object 5@ // This object will now disappear when the
player looks away
0107: 5@ = create_object #NULL at 0.0 0.0 0.0
0382: set_object 5@ collision_detection 0
0172: 3@ = actor $PLAYER_ACTOR z_angle
0177: set_object 5@ z_angle_to 3@
034E: move_object 5@ to 0@ 1@ 2@ speed 2000.0 2000.0 2000.0 collision_check 0
0050: gosub @NONAME_9789
0006: 11@ = 2 // integer values
0050: gosub @NONAME_5437
0002: jump @NONAME_3636
:NONAME_3636
0006: 3@ = 0 // integer values
0002: jump @NONAME_3650
:NONAME_3650
0001: wait 0 ms
0400: create_coordinate 0@ 1@ 2@ from_object 5@ offset 0.0 0.0 0.0
04D5: create_corona_at 0@ 1@ 2@ radius 0.5 type 0 flare 0 RGB 0 0 255
0400: create_coordinate 0@ 1@ 2@ from_object 5@ offset 0.0 0.5 0.0
000B: 2@ += 9@ // floating-point values
04D5: create_corona_at 0@ 1@ 2@ radius 0.5 type 0 flare 0 RGB 0 255 255
0400: create_coordinate 0@ 1@ 2@ from_object 5@ offset 0.0 1.0 0.0
000B: 2@ += 9@ // floating-point values
000B: 2@ += 9@ // floating-point values
04D5: create_corona_at 0@ 1@ 2@ radius 0.5 type 0 flare 0 RGB 0 0 255
0400: create_coordinate 0@ 1@ 2@ from_object 5@ offset 0.0 1.5 0.0
000B: 2@ += 9@ // floating-point values
000B: 2@ += 9@ // floating-point values
000B: 2@ += 9@ // floating-point values
04D5: create_corona_at 0@ 1@ 2@ radius 0.5 type 0 flare 0 RGB 0 0 255
000A: 3@ += 1 // integer values
0050: gosub @NONAME_5437
00D6: if
0029: 3@ >= 3 // integer values
004D: jump_if_false @NONAME_3650
0002: jump @NONAME_3966
:NONAME_3966
0400: create_coordinate 0@ 1@ 2@ from_object 5@ offset 0.0 6@ 9@
0050: gosub @NONAME_9579
00D6: if
0023: 2000.0 > 3@ // floating-point values
004D: jump_if_false @NONAME_3428
02CE: 3@ = ground_z 0@ 1@ 500.0
00D6: if
0024: 2@ > 3@ // floating-point values only
004D: jump_if_false @NONAME_4092
034E: move_object 5@ to 0@ 1@ 2@ speed 1.0 1.0 1.0 collision_check 0
0002: jump @NONAME_3966
:NONAME_4092
0015: 6@ /= 5.0 // floating-point values
0015: 9@ /= 5.0 // floating-point values
0002: jump @NONAME_4119
:NONAME_4119
0400: create_coordinate 0@ 1@ 2@ from_object 5@ offset 0.0 6@ 9@
0050: gosub @NONAME_9579
00D6: if
0023: 2000.0 > 3@ // floating-point values
004D: jump_if_false @NONAME_3428
02CE: 3@ = ground_z 0@ 1@ 500.0
00D6: if
0024: 2@ > 3@ // floating-point values only
004D: jump_if_false @NONAME_4245
034E: move_object 5@ to 0@ 1@ 2@ speed 1.0 1.0 1.0 collision_check 0
0002: jump @NONAME_4119
:NONAME_4245
0001: wait 0 ms
0050: gosub @NONAME_5437
0400: create_coordinate 0@ 1@ 2@ from_object 5@ offset 0.0 0.0 0.0
0437: scatter_particle 26 0.0 at 0@ 1@ 2@ 0.0 0.0 0.0
0050: gosub @NONAME_5437
0164: disable_marker 7@
0400: create_coordinate 0@ 1@ 2@ from_object 5@ offset 0.0 0.0 -3.5
034E: move_object 5@ to 0@ 1@ 2@ speed 5.0 5.0 5.0 collision_check 0
018C: play_sound 1 at 0@ 1@ 2@
0006: 6@ = 0 // integer values
0050: gosub @NONAME_9288
0188: 7@ = create_marker_above_object 5@
0165: set_marker 7@ color_to 2
018B: show_on_radar 7@ 2
0002: jump @NONAME_165
:NONAME_4446
0001: wait 0 ms
02CE: 3@ = ground_z 0@ 1@ 500.0
00D6: if
0024: 2@ > 3@ // floating-point values only
004D: jump_if_false @NONAME_165
0002: jump @NONAME_4492
:NONAME_4492
0001: wait 0 ms
0108: destroy_object 4@
01C4: remove_references_to_object 4@ // This object will now disappear when the
player looks away
0107: 4@ = create_object #NULL at 0.0 0.0 0.0
0382: set_object 4@ collision_detection 0
0172: 3@ = actor $PLAYER_ACTOR z_angle
0177: set_object 4@ z_angle_to 3@
034E: move_object 4@ to 0@ 1@ 2@ speed 2000.0 2000.0 2000.0 collision_check 0
0050: gosub @NONAME_9789
0006: 11@ = 1 // integer values
0050: gosub @NONAME_5437
0002: jump @NONAME_4610
:NONAME_4610
0006: 3@ = 0 // integer values
0002: jump @NONAME_4624
:NONAME_4624
0001: wait 0 ms
0400: create_coordinate 0@ 1@ 2@ from_object 4@ offset 0.0 0.0 0.0
04D5: create_corona_at 0@ 1@ 2@ radius 0.5 type 0 flare 0 RGB 255 255 0
0400: create_coordinate 0@ 1@ 2@ from_object 4@ offset 0.0 0.5 0.0
000B: 2@ += 9@ // floating-point values
04D5: create_corona_at 0@ 1@ 2@ radius 0.5 type 0 flare 0 RGB 255 255 0
0400: create_coordinate 0@ 1@ 2@ from_object 4@ offset 0.0 1.0 0.0
000B: 2@ += 9@ // floating-point values
000B: 2@ += 9@ // floating-point values
04D5: create_corona_at 0@ 1@ 2@ radius 0.5 type 0 flare 0 RGB 255 255 0
0400: create_coordinate 0@ 1@ 2@ from_object 4@ offset 0.0 1.5 0.0
000B: 2@ += 9@ // floating-point values
000B: 2@ += 9@ // floating-point values
000B: 2@ += 9@ // floating-point values
04D5: create_corona_at 0@ 1@ 2@ radius 0.5 type 0 flare 0 RGB 255 255 0
000A: 3@ += 1 // integer values
0050: gosub @NONAME_5437
00D6: if
0029: 3@ >= 3 // integer values
004D: jump_if_false @NONAME_4624
0002: jump @NONAME_4943
:NONAME_4943
0400: create_coordinate 0@ 1@ 2@ from_object 4@ offset 0.0 6@ 9@
0050: gosub @NONAME_9579
00D6: if
0023: 2000.0 > 3@ // floating-point values
004D: jump_if_false @NONAME_3450
02CE: 3@ = ground_z 0@ 1@ 500.0
00D6: if
0024: 2@ > 3@ // floating-point values only
004D: jump_if_false @NONAME_5069
034E: move_object 4@ to 0@ 1@ 2@ speed 1.0 1.0 1.0 collision_check 0
0002: jump @NONAME_4943
:NONAME_5069
0015: 6@ /= 5.0 // floating-point values
0015: 9@ /= 5.0 // floating-point values
0002: jump @NONAME_5096
:NONAME_5096
0400: create_coordinate 0@ 1@ 2@ from_object 4@ offset 0.0 6@ 9@
0050: gosub @NONAME_9579
00D6: if
0023: 2000.0 > 3@ // floating-point values
004D: jump_if_false @NONAME_3450
02CE: 3@ = ground_z 0@ 1@ 500.0
00D6: if
0024: 2@ > 3@ // floating-point values only
004D: jump_if_false @NONAME_5222
034E: move_object 4@ to 0@ 1@ 2@ speed 1.0 1.0 1.0 collision_check 0
0002: jump @NONAME_5096
:NONAME_5222
0006: 3@ = 0 // integer values
0002: jump @NONAME_5236
:NONAME_5236
0437: scatter_particle 0 0.03 at 0@ 1@ 2@ 0.0 0.0 0.0
000A: 3@ += 1 // integer values
00D6: if
0029: 3@ >= 15 // integer values
004D: jump_if_false @NONAME_5236
0001: wait 0 ms
0050: gosub @NONAME_5437
0164: disable_marker 8@
0400: create_coordinate 0@ 1@ 2@ from_object 4@ offset 0.0 0.0 -3.5
034E: move_object 4@ to 0@ 1@ 2@ speed 5.0 5.0 5.0 collision_check 0
018C: play_sound 1 at 0@ 1@ 2@
0006: 6@ = 0 // integer values
0050: gosub @NONAME_9155
0188: 8@ = create_marker_above_object 4@
018B: show_on_radar 8@ 2
0002: jump @NONAME_165
:NONAME_5419
0006: 3@ = 0 // integer values
0051: return
:NONAME_5428
0006: 3@ = 1 // integer values
0051: return
:NONAME_5437
05E6: 0@ = actor $PLAYER_ACTOR struct
000A: 0@ += 336 // integer values
05E0: 0@ = read_memory 0@ size 1 virtual_protect 0
00D6: if
0039: 0@ == 24 // integer values
004D: jump_if_false @NONAME_5490
0002: jump @NONAME_5526
:NONAME_5490
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.25 0.3 0.35
0002: jump @NONAME_5562
:NONAME_5526
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.5 0.25 -0.3
0002: jump @NONAME_5562
:NONAME_5562
034E: move_object 12@ to 0@ 1@ 2@ speed 2.0 2.0 2.0 collision_check 0
0400: create_coordinate 0@ 1@ 2@ from_object 12@ offset 0.0 -0.15 0.05
04D5: create_corona_at 0@ 1@ 2@ radius 0.1 type 0 flare 0 RGB 255 65 0
0400: create_coordinate 0@ 1@ 2@ from_object 12@ offset 0.0 0.0 -0.01
04D5: create_corona_at 0@ 1@ 2@ radius 0.1 type 4 flare 0 RGB 211 211 211
0400: create_coordinate 0@ 1@ 2@ from_object 12@ offset 0.15 -0.5 0.0
04D5: create_corona_at 0@ 1@ 2@ radius 0.05 type 0 flare 0 RGB 255 255 255
0400: create_coordinate 0@ 1@ 2@ from_object 12@ offset -0.15 -0.5 0.0
04D5: create_corona_at 0@ 1@ 2@ radius 0.05 type 0 flare 0 RGB 255 255 255
0051: return
:NONAME_5825
0050: gosub @NONAME_6443
00D6: if
0039: 0@ == 1 // integer values
004D: jump_if_false @NONAME_5419
0007: 3@ = 1.7 // floating-point values
0050: gosub @NONAME_6887
05E6: 2@ = actor $PLAYER_ACTOR struct
000A: 2@ += 112 // integer values
05E0: 0@ = read_memory 2@ size 4 virtual_protect 0
0011: 0@ *= 3@ // floating-point values
000A: 2@ += 4 // integer values
05E0: 1@ = read_memory 2@ size 4 virtual_protect 0
0011: 1@ *= 3@ // floating-point values
000A: 2@ += 4 // integer values
05E0: 2@ = read_memory 2@ size 4 virtual_protect 0
0011: 2@ *= 3@ // floating-point values
0050: gosub @NONAME_6933
034E: move_object 12@ to 3@ 6@ 9@ speed 2.0 2.0 2.0 collision_check 0
0400: create_coordinate 3@ 6@ 9@ from_object 12@ offset 0.0 -0.6 0.0
0050: gosub @NONAME_7112
0400: create_coordinate 3@ 6@ 9@ from_object 12@ offset 0.0 -0.15 0.05
04D5: create_corona_at 3@ 6@ 9@ radius 0.1 type 0 flare 0 RGB 255 65 0
0400: create_coordinate 3@ 6@ 9@ from_object 12@ offset 0.0 0.0 -0.01
04D5: create_corona_at 3@ 6@ 9@ radius 0.1 type 4 flare 0 RGB 211 211 211
0400: create_coordinate 3@ 6@ 9@ from_object 12@ offset 0.15 -0.5 0.0
04D5: create_corona_at 3@ 6@ 9@ radius 0.05 type 0 flare 0 RGB 255 255 255
0400: create_coordinate 3@ 6@ 9@ from_object 12@ offset -0.15 -0.5 0.0
04D5: create_corona_at 3@ 6@ 9@ radius 0.05 type 0 flare 0 RGB 255 255 255
0050: gosub @NONAME_7207
04C4: create_coordinate 3@ 6@ 9@ from_actor $PLAYER_ACTOR offset 0.0 0.0 1.0
000F: 9@ -= 2@ // floating-point values
0011: 9@ *= 25.0 // floating-point values
0172: 3@ = actor $PLAYER_ACTOR z_angle
000B: 3@ += 177.5 // floating-point values
0453: object 12@ set_rotation 9@ 0.0 3@
0050: gosub @NONAME_7207
04D5: create_corona_at 0@ 1@ 2@ radius 0.05 type 0 flare 0 RGB 255 255 255
04D5: create_corona_at 0@ 1@ 2@ radius 0.1 type 7 flare 0 RGB 255 255 255
00D6: if and
80E1: not player 0 pressed_button 17
80E1: not player 0 pressed_button 6
004D: jump_if_false @NONAME_5428
0002: jump @NONAME_5419
:NONAME_6443
00D6: if and
00E1: player 0 pressed_button 4
80DF: not actor $PLAYER_ACTOR driving
004D: jump_if_false @NONAME_6526
0002: jump @NONAME_6472
:NONAME_6472
0470: 3@ = actor $PLAYER_ACTOR armed_weapon
00D6: if
0029: 3@ >= 12 // integer values
004D: jump_if_false @NONAME_6512
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
0002: jump @NONAME_6512
:NONAME_6512
015D: set_gamespeed 0.2
0002: jump @NONAME_6540
:NONAME_6526
015D: set_gamespeed 1.0
0002: jump @NONAME_6540
:NONAME_6540
05E6: 0@ = actor $PLAYER_ACTOR struct
000A: 0@ += 580 // integer values
05E0: 1@ = read_memory 0@ size 4 virtual_protect 0
000E: 0@ -= 247 // integer values
05E0: 2@ = read_memory 0@ size 1 virtual_protect 0
0470: 3@ = actor $PLAYER_ACTOR armed_weapon
00D6: if or
0029: 1@ >= 42 // integer values
0029: 2@ >= 16 // integer values
0029: 3@ >= 12 // integer values
00DF: actor $PLAYER_ACTOR driving
004D: jump_if_false @NONAME_6652
0108: destroy_object 12@
01C4: remove_references_to_object 12@ // This object will now disappear when the
player looks away
0006: 0@ = 0 // integer values
0051: return
:NONAME_6652
00D6: if
83CA: not object 12@ exists
004D: jump_if_false @NONAME_6767
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 0.0 0.0
0107: 12@ = create_object 564 at 0.0 0.0 0.0
0382: set_object 12@ collision_detection 0
034E: move_object 12@ to 0@ 1@ 2@ speed 2000.0 2000.0 2000.0 collision_check 0
0006: 0@ = 1 // integer values
0051: return
:NONAME_6767
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 0.0 0.0
00D6: if
04E6: object 12@ near_point 0@ 1@ 2@ radius 5.0 5.0 5.0 flag 0
004D: jump_if_false @NONAME_6847
0006: 0@ = 1 // integer values
0051: return
:NONAME_6847
034E: move_object 12@ to 0@ 1@ 2@ speed 2000.0 2000.0 2000.0 collision_check 0
0006: 0@ = 1 // integer values
0051: return
:NONAME_6887
05E0: 6@ = read_memory 8820309 size 1 virtual_protect 0
00D6: if
0039: 6@ == 1 // integer values
004D: jump_if_false @NONAME_6921
0051: return
:NONAME_6921
0007: 3@ = 0.34 // floating-point values
0051: return
:NONAME_6933
05E6: 3@ = actor $PLAYER_ACTOR struct
000A: 3@ += 336 // integer values
05E0: 6@ = read_memory 3@ size 1 virtual_protect 0
00D6: if
0039: 6@ == 24 // integer values
004D: jump_if_false @NONAME_7010
04C4: create_coordinate 3@ 6@ 9@ from_actor $PLAYER_ACTOR offset 0.5 0.25 -0.3
0051: return
:NONAME_7010
04C4: create_coordinate 3@ 6@ 9@ from_actor $PLAYER_ACTOR offset 0.25 0.3 0.35
00D6: if
00E1: player 0 pressed_button 4
004D: jump_if_false @NONAME_7086
0015: 0@ /= 4.0 // floating-point values
0015: 1@ /= 4.0 // floating-point values
0015: 2@ /= 4.0 // floating-point values
:NONAME_7086
000B: 3@ += 0@ // floating-point values
000B: 6@ += 1@ // floating-point values
000B: 9@ += 2@ // floating-point values
0051: return
:NONAME_7112
00D6: if
0039: 11@ == 1 // integer values
004D: jump_if_false @NONAME_7160
04D5: create_corona_at 3@ 6@ 9@ radius 0.25 type 0 flare 0 RGB 255 255 0
0051: return
:NONAME_7160
00D6: if
0039: 11@ == 2 // integer values
004D: jump_if_false @NONAME_9567
04D5: create_corona_at 3@ 6@ 9@ radius 0.25 type 0 flare 0 RGB 0 0 255
0051: return
:NONAME_7207
05E0: 3@ = read_memory 8275640 size 4 virtual_protect 0
05E0: 6@ = read_memory 8275644 size 4 virtual_protect 0
05E0: 9@ = read_memory 8275648 size 4 virtual_protect 0
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 0.0 0.0
000F: 3@ -= 0@ // floating-point values
0011: 3@ *= 3@ // floating-point values
000F: 6@ -= 1@ // floating-point values
0011: 6@ *= 6@ // floating-point values
000B: 3@ += 6@ // floating-point values
01FB: 3@ = square_root 3@
0011: 3@ *= 1.2 // floating-point values
000B: 3@ += 0.2 // floating-point values
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 3@ 0.0
000F: 9@ -= 2@ // floating-point values
000F: 2@ -= 9@ // floating-point values
000B: 2@ += 2.418 // floating-point values
0051: return
:NONAME_7401
05E7: 3@ = car 9@ struct
000A: 3@ += 668 // integer values
05E0: 3@ = read_memory 3@ size 1 virtual_protect 0
00D6: if
0039: 3@ == 5 // integer values
004D: jump_if_false @NONAME_7478
0407: create_coordinate 3@ 6@ 10@ from_car 9@ offset 0.0 1.0 0.0
0051: return
:NONAME_7478
0407: create_coordinate 3@ 6@ 10@ from_car 9@ offset 0.0 3.0 0.0
0051: return
:NONAME_7509
02CE: 6@ = ground_z 0@ 1@ 500.0
00D6: if
0024: 2@ > 6@ // floating-point values only
004D: jump_if_false @NONAME_7743
0050: gosub @NONAME_9421
0002: jump @NONAME_7558
:NONAME_7558
0400: create_coordinate 0@ 1@ 2@ from_object 4@ offset 0.0 -1.0 0.0
0400: create_coordinate 3@ 10@ 2@ from_object 4@ offset 0.0 0.0 0.0
000F: 0@ -= 3@ // floating-point values
0011: 0@ *= 6@ // floating-point values
000F: 1@ -= 10@ // floating-point values
0011: 1@ *= 6@ // floating-point values
05E6: 3@ = actor 9@ struct
000A: 3@ += 112 // integer values
05DF: write_memory 3@ size 4 value 0@ virtual_protect 0
000A: 3@ += 4 // integer values
05DF: write_memory 3@ size 4 value 1@ virtual_protect 0
000B: 6@ += 3.0 // floating-point values
0011: 6@ *= -1.0 // floating-point values
0400: create_coordinate 0@ 1@ 2@ from_object 4@ offset 0.0 6@ 2.6
0051: return
:NONAME_7743
05E6: 3@ = actor 9@ struct
000A: 3@ += 120 // integer values
05E0: 6@ = read_memory 3@ size 4 virtual_protect 0
0011: 6@ *= -1.0 // floating-point values
00D6: if
0023: 0.05 > 6@ // floating-point values
004D: jump_if_false @NONAME_7881
000B: 2@ += 1.0 // floating-point values
000E: 3@ -= 4 // integer values
05DF: write_memory 3@ size 4 value 0.0 virtual_protect 0
000E: 3@ -= 4 // integer values
05DF: write_memory 3@ size 4 value 0.0 virtual_protect 0
0176: 3@ = object 4@ z_angle
000B: 3@ += 180.0 // floating-point values
0173: set_actor 9@ z_angle_to 3@
0051: return
:NONAME_7881
0007: 10@ = 6@ // floating-point values
000B: 10@ += 1.0 // floating-point values
0011: 10@ *= 6@ // floating-point values
000B: 10@ += 0.75 // floating-point values
0011: 6@ *= 10@ // floating-point values
0400: create_coordinate 0@ 1@ 2@ from_object 4@ offset 0.0 0.0 5.1
05DF: write_memory 3@ size 4 value 6@ virtual_protect 0
0051: return
:NONAME_7968
02CE: 6@ = ground_z 0@ 1@ 500.0
00D6: if
0024: 2@ > 6@ // floating-point values only
004D: jump_if_false @NONAME_8202
0050: gosub @NONAME_9421
0002: jump @NONAME_8017
:NONAME_8017
0400: create_coordinate 0@ 1@ 2@ from_object 5@ offset 0.0 -1.0 0.0
0400: create_coordinate 3@ 10@ 2@ from_object 5@ offset 0.0 0.0 0.0
000F: 0@ -= 3@ // floating-point values
0011: 0@ *= 6@ // floating-point values
000F: 1@ -= 10@ // floating-point values
0011: 1@ *= 6@ // floating-point values
05E6: 3@ = actor 9@ struct
000A: 3@ += 112 // integer values
05DF: write_memory 3@ size 4 value 0@ virtual_protect 0
000A: 3@ += 4 // integer values
05DF: write_memory 3@ size 4 value 1@ virtual_protect 0
000B: 6@ += 3.0 // floating-point values
0011: 6@ *= -1.0 // floating-point values
0400: create_coordinate 0@ 1@ 2@ from_object 5@ offset 0.0 6@ 2.6
0051: return
:NONAME_8202
05E6: 3@ = actor 9@ struct
000A: 3@ += 120 // integer values
05E0: 6@ = read_memory 3@ size 4 virtual_protect 0
0011: 6@ *= -1.0 // floating-point values
00D6: if
0023: 0.05 > 6@ // floating-point values
004D: jump_if_false @NONAME_8340
000B: 2@ += 1.0 // floating-point values
000E: 3@ -= 4 // integer values
05DF: write_memory 3@ size 4 value 0.0 virtual_protect 0
000E: 3@ -= 4 // integer values
05DF: write_memory 3@ size 4 value 0.0 virtual_protect 0
0176: 3@ = object 5@ z_angle
000B: 3@ += 180.0 // floating-point values
0173: set_actor 9@ z_angle_to 3@
0051: return
:NONAME_8340
0007: 10@ = 6@ // floating-point values
000B: 10@ += 1.0 // floating-point values
0011: 10@ *= 6@ // floating-point values
000B: 10@ += 0.75 // floating-point values
0011: 6@ *= 10@ // floating-point values
0400: create_coordinate 0@ 1@ 2@ from_object 5@ offset 0.0 0.0 5.1
05DF: write_memory 3@ size 4 value 6@ virtual_protect 0
0051: return
:NONAME_8427
00D6: if
020D: car 9@ flipped
004D: jump_if_false @NONAME_8485
02CE: 6@ = ground_z 0@ 1@ 500.0
00D6: if
0024: 2@ > 6@ // floating-point values only
004D: jump_if_false @NONAME_8627
0002: jump @NONAME_8527
:NONAME_8485
02CE: 6@ = ground_z 0@ 1@ 500.0
00D6: if
0024: 2@ > 6@ // floating-point values only
004D: jump_if_false @NONAME_8752
0002: jump @NONAME_8613
:NONAME_8527
05E7: 6@ = car 9@ struct
000A: 6@ += 12 // integer values
05E0: 6@ = read_memory 6@ size 4 virtual_protect 0
00AB: put_car 9@ at 0@ 1@ 2@
0175: set_car 9@ z_angle_to 3@
05E7: 0@ = car 9@ struct
000A: 0@ += 12 // integer values
05DF: write_memory 0@ size 4 value 6@ virtual_protect 0
04BA: set_car 9@ speed_instantly 10@
0051: return
:NONAME_8613
0050: gosub @NONAME_8527
0002: jump @NONAME_8766
:NONAME_8627
000B: 2@ += 1.5 // floating-point values
05E7: 6@ = car 9@ struct
000A: 6@ += 12 // integer values
05E0: 6@ = read_memory 6@ size 4 virtual_protect 0
00AB: put_car 9@ at 0@ 1@ 2@
0175: set_car 9@ z_angle_to 3@
04BA: set_car 9@ speed_instantly 10@
05E7: 0@ = car 9@ struct
000A: 0@ += 120 // integer values
0015: 10@ /= 100.0 // floating-point values
05DF: write_memory 0@ size 4 value 10@ virtual_protect 0
000E: 0@ -= 108 // integer values
05DF: write_memory 0@ size 4 value 6@ virtual_protect 0
0051: return
:NONAME_8752
0050: gosub @NONAME_8627
0002: jump @NONAME_8766
:NONAME_8766
000E: 0@ -= 4 // integer values
05E0: 1@ = read_memory 0@ size 4 virtual_protect 0
0011: 1@ *= -1.0 // floating-point values
05DF: write_memory 0@ size 4 value 1@ virtual_protect 0
000E: 0@ -= 4 // integer values
05E0: 1@ = read_memory 0@ size 4 virtual_protect 0
0011: 1@ *= -1.0 // floating-point values
05DF: write_memory 0@ size 4 value 1@ virtual_protect 0
0051: return
:NONAME_8850
02CE: 6@ = ground_z 0@ 1@ 500.0
00D6: if
0024: 2@ > 6@ // floating-point values only
004D: jump_if_false @NONAME_8887
0051: return
:NONAME_8887
000B: 2@ += 1.5 // floating-point values
0051: return
:NONAME_8899
0400: create_coordinate 0@ 1@ 2@ from_object 5@ offset 0.0 0.0 3.0
02CE: 0@ = ground_z 0@ 1@ 500.0
00D6: if
0024: 2@ > 0@ // floating-point values only
004D: jump_if_false @NONAME_9007
0176: 3@ = object 4@ z_angle
0176: 6@ = object 5@ z_angle
000F: 6@ -= 10@ // floating-point values
000B: 3@ += 180.0 // floating-point values
000B: 3@ += 6@ // floating-point values
0051: return
:NONAME_9007
0176: 3@ = object 4@ z_angle
000B: 3@ += 180.0 // floating-point values
0051: return
:NONAME_9027
0400: create_coordinate 0@ 1@ 2@ from_object 4@ offset 0.0 0.0 3.0
02CE: 0@ = ground_z 0@ 1@ 500.0
00D6: if
0024: 2@ > 0@ // floating-point values only
004D: jump_if_false @NONAME_9135
0176: 3@ = object 5@ z_angle
0176: 6@ = object 4@ z_angle
000F: 6@ -= 10@ // floating-point values
000B: 3@ += 180.0 // floating-point values
000B: 3@ += 6@ // floating-point values
0051: return
:NONAME_9135
0176: 3@ = object 5@ z_angle
000B: 3@ += 180.0 // floating-point values
0051: return
:NONAME_9155
0176: 3@ = object 4@ z_angle
000B: 3@ += 0.5 // floating-point values
000A: 6@ += 1 // integer values
0177: set_object 4@ z_angle_to 3@
0400: create_coordinate 0@ 1@ 2@ from_object 4@ offset 0.0 -0.3 4.6
02CE: 3@ = ground_z 0@ 1@ 500.0
00D6: if or
0024: 3@ > 2@ // floating-point values only
0019: 6@ > 720 // integer values
004D: jump_if_false @NONAME_9155
0176: 3@ = object 4@ z_angle
000B: 3@ += 270.0 // floating-point values
0177: set_object 4@ z_angle_to 3@
0051: return
:NONAME_9288
0176: 3@ = object 5@ z_angle
000B: 3@ += 0.5 // floating-point values
000A: 6@ += 1 // integer values
0177: set_object 5@ z_angle_to 3@
0400: create_coordinate 0@ 1@ 2@ from_object 5@ offset 0.0 -0.3 4.6
02CE: 3@ = ground_z 0@ 1@ 500.0
00D6: if or
0024: 3@ > 2@ // floating-point values only
0019: 6@ > 720 // integer values
004D: jump_if_false @NONAME_9288
0176: 3@ = object 5@ z_angle
000B: 3@ += 270.0 // floating-point values
0177: set_object 5@ z_angle_to 3@
0051: return
:NONAME_9421
05E6: 3@ = actor 9@ struct
000A: 3@ += 120 // integer values
05E0: 6@ = read_memory 3@ size 4 virtual_protect 0
000E: 3@ -= 4 // integer values
05E0: 10@ = read_memory 3@ size 4 virtual_protect 0
0011: 6@ *= 6@ // floating-point values
0011: 6@ *= 2.0 // floating-point values
0011: 10@ *= 10@ // floating-point values
000B: 6@ += 10@ // floating-point values
000E: 3@ -= 4 // integer values
05E0: 10@ = read_memory 3@ size 4 virtual_protect 0
0011: 10@ *= 10@ // floating-point values
000B: 6@ += 10@ // floating-point values
01FB: 6@ = square_root 6@
00D6: if
0023: 1.666 > 6@ // floating-point values
004D: jump_if_false @NONAME_9567
0051: return
:NONAME_9567
0007: 6@ = 1.666 // floating-point values
0051: return
:NONAME_9579
0007: 3@ = 0@ // floating-point values
0011: 3@ *= 3@ // floating-point values
0007: 10@ = 1@ // floating-point values
0011: 10@ *= 10@ // floating-point values
000B: 3@ += 10@ // floating-point values
0007: 10@ = 2@ // floating-point values
0011: 10@ *= 10@ // floating-point values
000B: 3@ += 10@ // floating-point values
01FB: 3@ = square_root 3@
0051: return
:NONAME_9653
000F: 3@ -= 0@ // floating-point values
0011: 3@ *= 3@ // floating-point values
000F: 6@ -= 1@ // floating-point values
0011: 6@ *= 6@ // floating-point values
000F: 10@ -= 2@ // floating-point values
0011: 10@ *= 10@ // floating-point values
000B: 3@ += 6@ // floating-point values
000B: 3@ += 10@ // floating-point values
01FB: 3@ = square_root 3@
0051: return
:NONAME_9727
000F: 0@ -= 3@ // floating-point values
0011: 0@ *= 6.0 // floating-point values
000F: 1@ -= 6@ // floating-point values
0011: 1@ *= 6.0 // floating-point values
0011: 10@ *= 6.0 // floating-point values
0381: throw_object 9@ distance 0@ 1@ 10@
0051: return
:NONAME_9789
05E0: 3@ = read_memory 8275640 size 4 virtual_protect 0
05E0: 6@ = read_memory 8275644 size 4 virtual_protect 0
05E0: 9@ = read_memory 8275648 size 4 virtual_protect 0
000F: 3@ -= 0@ // floating-point values
0011: 3@ *= 3@ // floating-point values
000F: 6@ -= 1@ // floating-point values
0011: 6@ *= 6@ // floating-point values
000B: 3@ += 6@ // floating-point values
000F: 2@ -= 9@ // floating-point values
01FB: 6@ = square_root 3@
0007: 9@ = 2@ // floating-point values
0011: 2@ *= 2@ // floating-point values
000B: 2@ += 3@ // floating-point values
01FB: 0@ = square_root 2@
0015: 6@ /= 0@ // floating-point values
0015: 9@ /= 0@ // floating-point values
0011: 6@ *= 0.5 // floating-point values
0011: 9@ *= 0.5 // floating-point values
0051: return
:NONAME_9957
00D6: if or
03CA: object 4@ exists
83CA: not object 5@ exists
004D: jump_if_false @NONAME_10137
00D6: if or
03CA: object 5@ exists
83CA: not object 4@ exists
004D: jump_if_false @NONAME_10195
00D6: if or
83CA: not object 4@ exists
83CA: not object 5@ exists
004D: jump_if_false @NONAME_10022
0051: return
:NONAME_10022
0400: create_coordinate 0@ 1@ 2@ from_object 4@ offset 0.0 0.0 3.5
04D5: create_corona_at 0@ 1@ 2@ radius 1.0 type 7 flare 0 RGB 255 255 0
0400: create_coordinate 0@ 1@ 2@ from_object 5@ offset 0.0 0.0 3.5
04D5: create_corona_at 0@ 1@ 2@ radius 1.0 type 7 flare 0 RGB 0 0 255
0051: return
:NONAME_10137
0400: create_coordinate 0@ 1@ 2@ from_object 5@ offset 0.0 0.0 3.5
04D5: create_corona_at 0@ 1@ 2@ radius 1.0 type 6 flare 0 RGB 0 0 255
0051: return
:NONAME_10195
0400: create_coordinate 0@ 1@ 2@ from_object 4@ offset 0.0 0.0 3.5
04D5: create_corona_at 0@ 1@ 2@ radius 1.0 type 6 flare 0 RGB 255 255 0
0051: return