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Portal

The document is a script written in a programming language for modifying a game, likely related to cheat codes and object manipulation. It includes various functions for reading and writing memory, creating objects, and controlling actor behaviors within the game environment. The script contains multiple conditional checks and loops to execute specific actions based on the game's state and player interactions.

Uploaded by

Y'ërü Y'üph
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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0% found this document useful (0 votes)
35 views22 pages

Portal

The document is a script written in a programming language for modifying a game, likely related to cheat codes and object manipulation. It includes various functions for reading and writing memory, creating objects, and controlling actor behaviors within the game environment. The script contains multiple conditional checks and loops to execute specific actions based on the game's state and player interactions.

Uploaded by

Y'ërü Y'üph
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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{$CLEO .

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

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