;-------------Mission 127---------------
; Originally: Pimping sub-mission


:PIMP_1
03A4: name_thread 'PIMP'
0050: gosub PIMP_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false PIMP_7
0050: gosub PIMP_4461

:PIMP_7
0050: gosub PIMP_4514
004E: end_thread

:PIMP_9
00D6: if  0
0038:   $1991 ==  0  ;; integer values
004D: jump_if_false PIMP_13
0317: increment_mission_attempts

:PIMP_13
0004: $162 =  1  ;; integer values
0004: $ON_MISSION =  1  ;; integer values
0001: wait  0 ms
0001: wait  0 ms
054C: use_GXT_table 'PIMP'
0169: set_fade_color  0  0  0
016A: fade  1 (back)  500 ms
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false PIMP_24
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:PIMP_24
0006: @541 =  0  ;; integer values
0006: @34 =  0  ;; integer values
0006: @537 =  0  ;; integer values
0006: @538 =  0  ;; integer values
0004: $8245 =  0  ;; integer values
0006: @514 =  0  ;; integer values
0006: @516 =  0  ;; integer values
0006: @517 =  0  ;; integer values
0006: @520 =  0  ;; integer values
0006: @531 =  0  ;; integer values
0006: @41 =  0  ;; integer values
0006: @42 =  0  ;; integer values
0006: @47 =  0  ;; integer values
0006: @44 =  0  ;; integer values
0006: @46 =  0  ;; integer values
0006: @45 =  0  ;; integer values
0006: @43 =  0  ;; integer values
0006: @48 =  0  ;; integer values
0006: @147 =  0  ;; integer values
0006: @52 =  0  ;; integer values
0006: @56 =  0  ;; integer values
0006: @55 =  0  ;; integer values
0006: @511 =  0  ;; integer values
0006: @512 =  0  ;; integer values
0006: @37 =  0  ;; integer values
0006: @521 =  0  ;; integer values
0006: @525 =  0  ;; integer values
0006: @524 =  0  ;; integer values
0006: @523 =  0  ;; integer values
0006: @57 =  1  ;; integer values
0007: @175 =  2286.79  ;; floating-point values
0007: @203 = -2312.836  ;; floating-point values
0007: @231 =  12.557  ;; floating-point values
0007: @259 =  301.0  ;; floating-point values
0007: @176 =  1537.268  ;; floating-point values
0007: @204 = -2314.27  ;; floating-point values
0007: @232 =  12.5469  ;; floating-point values
0007: @260 =  280.2771  ;; floating-point values
0007: @177 =  2307.902  ;; floating-point values
0007: @205 = -1998.647  ;; floating-point values
0007: @233 =  12.5529  ;; floating-point values
0007: @261 =  321.3693  ;; floating-point values
0007: @178 =  1239.282  ;; floating-point values
0007: @206 = -1918.819  ;; floating-point values
0007: @234 =  30.3478  ;; floating-point values
0007: @262 =  284.1407  ;; floating-point values
0007: @179 =  1685.32  ;; floating-point values
0007: @207 = -1585.244  ;; floating-point values
0007: @235 =  12.5469  ;; floating-point values
0007: @263 =  233.3592  ;; floating-point values
0007: @180 =  1749.745  ;; floating-point values
0007: @208 = -1455.778  ;; floating-point values
0007: @236 =  12.5547  ;; floating-point values
0007: @264 =  8.5912  ;; floating-point values
0007: @181 =  1959.538  ;; floating-point values
0007: @209 = -1452.56  ;; floating-point values
0007: @237 =  12.5495  ;; floating-point values
0007: @265 =  186.4147  ;; floating-point values
0007: @182 =  1793.708  ;; floating-point values
0007: @210 = -1600.12  ;; floating-point values
0007: @238 =  12.5387  ;; floating-point values
0007: @266 =  74.0619  ;; floating-point values
0007: @183 =  2259.703  ;; floating-point values
0007: @211 = -1339.907  ;; floating-point values
0007: @239 =  22.9832  ;; floating-point values
0007: @267 =  267.1747  ;; floating-point values
0007: @184 =  2350.009  ;; floating-point values
0007: @212 = -1504.599  ;; floating-point values
0007: @240 =  23.0  ;; floating-point values
0007: @268 =  113.9031  ;; floating-point values
0007: @185 =  2745.374  ;; floating-point values
0007: @213 = -1188.68  ;; floating-point values
0007: @241 =  68.3986  ;; floating-point values
0007: @269 =  109.0182  ;; floating-point values
0007: @186 =  2833.886  ;; floating-point values
0007: @214 = -1585.979  ;; floating-point values
0007: @242 =  10.086  ;; floating-point values
0007: @270 =  223.6582  ;; floating-point values
0007: @187 =  1282.429  ;; floating-point values
0007: @215 = -1666.13  ;; floating-point values
0007: @243 =  12.5547  ;; floating-point values
0007: @271 =  202.373  ;; floating-point values
0007: @188 =  899.8489  ;; floating-point values
0007: @216 = -1823.876  ;; floating-point values
0007: @244 =  11.2302  ;; floating-point values
0007: @272 =  215.4203  ;; floating-point values
0007: @189 =  447.2084  ;; floating-point values
0007: @217 = -1761.314  ;; floating-point values
0007: @245 =  4.7837  ;; floating-point values
0007: @273 =  230.4552  ;; floating-point values
0007: @190 =  765.7432  ;; floating-point values
0007: @218 = -1541.32  ;; floating-point values
0007: @246 =  12.5536  ;; floating-point values
0007: @274 =  264.2591  ;; floating-point values
0007: @191 =  1269.592  ;; floating-point values
0007: @219 = -1560.462  ;; floating-point values
0007: @247 =  12.5643  ;; floating-point values
0007: @275 =  186.3764  ;; floating-point values
0007: @192 =  557.9569  ;; floating-point values
0007: @220 = -1509.402  ;; floating-point values
0007: @248 =  13.5557  ;; floating-point values
0007: @276 =  94.5521  ;; floating-point values
0007: @193 =  434.0113  ;; floating-point values
0007: @221 = -1555.667  ;; floating-point values
0007: @249 =  26.5851  ;; floating-point values
0007: @277 =  273.0415  ;; floating-point values
0007: @194 =  403.0965  ;; floating-point values
0007: @222 = -1256.665  ;; floating-point values
0007: @250 =  51.2  ;; floating-point values
0007: @278 =  29.0138  ;; floating-point values
0007: @195 =  1147.13  ;; floating-point values
0007: @223 = -898.4011  ;; floating-point values
0007: @251 =  41.7814  ;; floating-point values
0007: @279 =  234.2193  ;; floating-point values
0007: @196 =  1020.802  ;; floating-point values
0007: @224 = -911.898  ;; floating-point values
0007: @252 =  41.2395  ;; floating-point values
0007: @280 =  222.6945  ;; floating-point values
0007: @197 =  828.6284  ;; floating-point values
0007: @225 = -1056.445  ;; floating-point values
0007: @253 =  24.2484  ;; floating-point values
0007: @281 =  22.838  ;; floating-point values
0007: @198 =  971.1776  ;; floating-point values
0007: @226 = -1107.744  ;; floating-point values
0007: @254 =  22.8672  ;; floating-point values
0007: @282 =  83.3249  ;; floating-point values
0007: @199 =  1893.362  ;; floating-point values
0007: @227 = -1741.244  ;; floating-point values
0007: @255 =  12.5468  ;; floating-point values
0007: @283 =  177.218  ;; floating-point values
0007: @200 =  2333.625  ;; floating-point values
0007: @228 = -1764.659  ;; floating-point values
0007: @256 =  12.5534  ;; floating-point values
0007: @284 =  333.4691  ;; floating-point values
0007: @201 =  1775.942  ;; floating-point values
0007: @229 = -1895.623  ;; floating-point values
0007: @257 =  12.3865  ;; floating-point values
0007: @285 =  248.6633  ;; floating-point values
0007: @202 =  1707.121  ;; floating-point values
0007: @230 = -1804.755  ;; floating-point values
0007: @258 =  12.5391  ;; floating-point values
0007: @286 =  172.0678  ;; floating-point values
0007: @287 = -2020.273  ;; floating-point values
0007: @315 =  932.0927  ;; floating-point values
0007: @343 =  44.5639  ;; floating-point values
0007: @371 =  221.8539  ;; floating-point values
0007: @288 = -2399.298  ;; floating-point values
0007: @316 =  1071.83  ;; floating-point values
0007: @344 =  54.7266  ;; floating-point values
0007: @372 =  327.6848  ;; floating-point values
0007: @289 = -2400.652  ;; floating-point values
0007: @317 =  922.1189  ;; floating-point values
0007: @345 =  44.4453  ;; floating-point values
0007: @373 =  283.5361  ;; floating-point values
0007: @290 = -2301.292  ;; floating-point values
0007: @318 =  1373.105  ;; floating-point values
0007: @346 =  6.1961  ;; floating-point values
0007: @374 =  124.8329  ;; floating-point values
0007: @293 = -2576.948  ;; floating-point values
0007: @321 =  1144.234  ;; floating-point values
0007: @349 =  54.7266  ;; floating-point values
0007: @377 =  124.6449  ;; floating-point values
0007: @294 = -2694.151  ;; floating-point values
0007: @322 =  1204.628  ;; floating-point values
0007: @350 =  54.1953  ;; floating-point values
0007: @378 =  357.2611  ;; floating-point values
0007: @295 = -2244.235  ;; floating-point values
0007: @323 =  643.8406  ;; floating-point values
0007: @351 =  48.4375  ;; floating-point values
0007: @379 =  99.8674  ;; floating-point values
0007: @296 = -1923.351  ;; floating-point values
0007: @324 =  563.4099  ;; floating-point values
0007: @352 =  34.1972  ;; floating-point values
0007: @380 =  44.6685  ;; floating-point values
0007: @297 = -1736.431  ;; floating-point values
0007: @325 =  809.515  ;; floating-point values
0007: @353 =  23.8904  ;; floating-point values
0007: @381 =  333.3014  ;; floating-point values
0007: @298 = -1504.571  ;; floating-point values
0007: @326 =  1083.0  ;; floating-point values
0007: @354 =  6.1846  ;; floating-point values
0007: @382 =  156.5032  ;; floating-point values
0007: @299 = -2400.051  ;; floating-point values
0007: @327 =  556.1022  ;; floating-point values
0007: @355 =  23.8906  ;; floating-point values
0007: @383 =  18.535  ;; floating-point values
0007: @300 = -2490.255  ;; floating-point values
0007: @328 =  6.0292  ;; floating-point values
0007: @356 =  24.6238  ;; floating-point values
0007: @384 =  56.3408  ;; floating-point values
0007: @301 = -2757.468  ;; floating-point values
0007: @329 =  168.1762  ;; floating-point values
0007: @357 =  6.0408  ;; floating-point values
0007: @385 =  196.6891  ;; floating-point values
0007: @302 = -2779.791  ;; floating-point values
0007: @330 = -319.9682  ;; floating-point values
0007: @358 =  6.1875  ;; floating-point values
0007: @386 =  123.0427  ;; floating-point values
0007: @303 = -2192.023  ;; floating-point values
0007: @331 =  309.7259  ;; floating-point values
0007: @359 =  34.1172  ;; floating-point values
0007: @387 =  7.9069  ;; floating-point values
0007: @304 = -2195.789  ;; floating-point values
0007: @332 =  197.3115  ;; floating-point values
0007: @360 =  34.3203  ;; floating-point values
0007: @388 =  9.4354  ;; floating-point values
0007: @305 = -2108.647  ;; floating-point values
0007: @333 =  217.1542  ;; floating-point values
0007: @361 =  34.3045  ;; floating-point values
0007: @389 =  133.6119  ;; floating-point values
0007: @306 = -1545.449  ;; floating-point values
0007: @334 =  560.5441  ;; floating-point values
0007: @362 =  6.1797  ;; floating-point values
0007: @390 =  165.7533  ;; floating-point values
0007: @307 = -2779.8  ;; floating-point values
0007: @335 = -500.7523  ;; floating-point values
0007: @363 =  6.2925  ;; floating-point values
0007: @391 =  37.7744  ;; floating-point values
0007: @308 = -1974.475  ;; floating-point values
0007: @336 = -975.055  ;; floating-point values
0007: @364 =  31.2266  ;; floating-point values
0007: @392 =  138.4206  ;; floating-point values
0007: @309 = -1587.119  ;; floating-point values
0007: @337 = -482.9532  ;; floating-point values
0007: @365 =  5.1484  ;; floating-point values
0007: @393 =  117.5313  ;; floating-point values
0007: @310 = -2838.112  ;; floating-point values
0007: @338 =  846.8309  ;; floating-point values
0007: @366 =  42.5804  ;; floating-point values
0007: @394 =  288.0701  ;; floating-point values
0007: @311 = -2566.241  ;; floating-point values
0007: @339 =  918.7418  ;; floating-point values
0007: @367 =  63.9765  ;; floating-point values
0007: @395 =  178.9968  ;; floating-point values
0007: @312 = -2601.591  ;; floating-point values
0007: @340 =  688.1887  ;; floating-point values
0007: @368 =  26.8125  ;; floating-point values
0007: @396 =  34.6082  ;; floating-point values
0007: @313 = -2758.551  ;; floating-point values
0007: @341 =  394.18  ;; floating-point values
0007: @369 =  3.3359  ;; floating-point values
0007: @397 =  315.443  ;; floating-point values
0007: @399 =  2009.313  ;; floating-point values
0007: @427 =  1167.793  ;; floating-point values
0007: @455 =  9.813  ;; floating-point values
0007: @483 =  266.731  ;; floating-point values
0007: @400 =  1959.998  ;; floating-point values
0007: @428 =  945.6432  ;; floating-point values
0007: @456 =  9.8203  ;; floating-point values
0007: @484 =  225.7712  ;; floating-point values
0007: @401 =  2202.737  ;; floating-point values
0007: @429 =  1254.45  ;; floating-point values
0007: @457 =  9.8203  ;; floating-point values
0007: @485 =  110.1904  ;; floating-point values
0007: @402 =  2186.84  ;; floating-point values
0007: @430 =  998.9764  ;; floating-point values
0007: @458 =  9.8203  ;; floating-point values
0007: @486 =  202.3453  ;; floating-point values
0007: @403 =  2031.976  ;; floating-point values
0007: @431 =  1539.9  ;; floating-point values
0007: @459 =  9.8203  ;; floating-point values
0007: @487 =  224.9353  ;; floating-point values
0007: @404 =  2139.462  ;; floating-point values
0007: @432 =  1516.045  ;; floating-point values
0007: @460 =  9.8203  ;; floating-point values
0007: @488 =  351.7  ;; floating-point values
0007: @405 =  2150.364  ;; floating-point values
0007: @433 =  1675.969  ;; floating-point values
0007: @461 =  9.8203  ;; floating-point values
0007: @489 =  217.8727  ;; floating-point values
0007: @406 =  1939.55  ;; floating-point values
0007: @434 =  1389.756  ;; floating-point values
0007: @462 =  8.2578  ;; floating-point values
0007: @490 =  271.8136  ;; floating-point values
0007: @407 =  2595.79  ;; floating-point values
0007: @435 =  1793.637  ;; floating-point values
0007: @463 =  9.9692  ;; floating-point values
0007: @491 =  105.7608  ;; floating-point values
0007: @408 =  2185.686  ;; floating-point values
0007: @436 =  1885.912  ;; floating-point values
0007: @464 =  9.8203  ;; floating-point values
0007: @492 =  4.9185  ;; floating-point values
0007: @409 =  2159.891  ;; floating-point values
0007: @437 =  1931.016  ;; floating-point values
0007: @465 =  9.8203  ;; floating-point values
0007: @493 =  94.0854  ;; floating-point values
0007: @410 =  2057.374  ;; floating-point values
0007: @438 =  1957.522  ;; floating-point values
0007: @466 =  10.7324  ;; floating-point values
0007: @494 =  218.8441  ;; floating-point values
0007: @411 =  2181.532  ;; floating-point values
0007: @439 =  2353.484  ;; floating-point values
0007: @467 =  9.8203  ;; floating-point values
0007: @495 =  186.4606  ;; floating-point values
0007: @412 =  2437.607  ;; floating-point values
0007: @440 =  2376.581  ;; floating-point values
0007: @468 =  9.8203  ;; floating-point values
0007: @496 =  87.5329  ;; floating-point values
0007: @413 =  2335.391  ;; floating-point values
0007: @441 =  2076.146  ;; floating-point values
0007: @469 =  9.8125  ;; floating-point values
0007: @497 =  261.0065  ;; floating-point values
0007: @414 =  2217.564  ;; floating-point values
0007: @442 =  1787.844  ;; floating-point values
0007: @470 =  9.8203  ;; floating-point values
0007: @498 =  36.1247  ;; floating-point values
0007: @415 =  1540.732  ;; floating-point values
0007: @443 =  748.3782  ;; floating-point values
0007: @471 =  9.8203  ;; floating-point values
0007: @499 =  259.5982  ;; floating-point values
0007: @416 =  1011.96  ;; floating-point values
0007: @444 =  1104.625  ;; floating-point values
0007: @472 =  9.8203  ;; floating-point values
0007: @500 =  4.436  ;; floating-point values
0007: @417 =  1723.904  ;; floating-point values
0007: @445 =  1541.124  ;; floating-point values
0007: @473 =  9.8203  ;; floating-point values
0007: @501 =  317.5323  ;; floating-point values
0007: @418 =  1958.822  ;; floating-point values
0007: @446 =  706.9632  ;; floating-point values
0007: @474 =  9.8199  ;; floating-point values
0007: @502 =  216.0597  ;; floating-point values
0004: $8246 =  180000  ;; integer values
0395: clear_area  0 at  1918.988 -1791.854  12.3828 range  30.0
039E: (unknown) $PLAYER_ACTOR  1
008B: @49 = $8230  ;; integer values and handles 
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false PIMP_354
0002: jump PIMP_4461

:PIMP_354
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false PIMP_359
00D9: @40 = actor $PLAYER_ACTOR car
0002: jump PIMP_360

:PIMP_359
0002: jump PIMP_4461

:PIMP_360
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false PIMP_364
0224: set_car @40 health_to  2000

:PIMP_364
060A: unknown_create_entity  0 @518 
0746:  1  7  0 
02DD: set_actor @35(@37,2i) creation_zone 'BLUFF'  1  0  1
009B: destroy_actor_instantly @35(@37,2i)
02DD: set_actor @91(@51,28i) creation_zone 'BLUFF'  1  0  1
009B: destroy_actor_instantly @91(@51,28i)
00D6: if  0
0039:   @47 == -13  ;; integer values
004D: jump_if_false PIMP_375
03C3: set_timer_with_text_to $8246 type  1 text 'PIMP_90'
014F: stop_timer $8246

:PIMP_375
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false PIMP_379
0842: @531 = unknown_player $PLAYER_CHAR data

:PIMP_379
00D6: if  0
84A4:   NOT @531  1 
004D: jump_if_false PIMP_404
00D6: if  0
84A4:   NOT @531  2 
004D: jump_if_false PIMP_404
00D6: if  0
84A4:   NOT @531  3 
004D: jump_if_false PIMP_404
00A0: store_actor $PLAYER_ACTOR position_to @532 @533 @534
050A: @536 = distance_between @532 @533 @534 and @200 @228 @256 
0087: @535 = @536  ;; floating-point values only
04AF: @531 = unknown_wav_reference  1 
050A: @536 = distance_between @532 @533 @534 and @287 @315 @343 
00D6: if  0
0025:   @535 > @536  ;; floating-point values  
004D: jump_if_false PIMP_398
0087: @535 = @536  ;; floating-point values only
04AF: @531 = unknown_wav_reference  2 

:PIMP_398
050A: @536 = distance_between @532 @533 @534 and @399 @427 @455 
00D6: if  0
0025:   @535 > @536  ;; floating-point values  
004D: jump_if_false PIMP_404
0087: @535 = @536  ;; floating-point values only
04AF: @531 = unknown_wav_reference  3 

:PIMP_404
0001: wait  0 ms
00D6: if  0
0039:   @541 ==  1  ;; integer values
004D: jump_if_false PIMP_411
040D: unload_wav  4
03CF: load_wav  31400 as  4
0006: @541 =  2  ;; integer values

:PIMP_411
00D6: if  0
0039:   @541 ==  2  ;; integer values
004D: jump_if_false PIMP_418
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false PIMP_418
0006: @541 =  3  ;; integer values

:PIMP_418
00D6: if  0
0039:   @537 ==  1  ;; integer values
004D: jump_if_false PIMP_427
00D6: if  0
001A:    1 > $8246  ;; integer values
004D: jump_if_false PIMP_427
00BE: text_clear_all
00BC: text_highpriority 'PIMP_92'  6000 ms  1
0002: jump PIMP_4461

:PIMP_427
00D6: if  0
0039:   @537 ==  2  ;; integer values
004D: jump_if_false PIMP_436
00D6: if  0
001A:    1 > $8246  ;; integer values
004D: jump_if_false PIMP_436
00BE: text_clear_all
00BC: text_highpriority 'PIMP_91'  6000 ms  1
0002: jump PIMP_4461

:PIMP_436
00D6: if  0
0735:  87 
004D: jump_if_false PIMP_440
0008: $8246 +=  60000  ;; integer values

:PIMP_440
00D6: if  0
0735:  81 
004D: jump_if_false PIMP_444
000C: $8246 -=  30000  ;; integer values

:PIMP_444
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false PIMP_448
0002: jump PIMP_4461

:PIMP_448
00D6: if  0
0119:   car @40 wrecked
004D: jump_if_false PIMP_452
0002: jump PIMP_4461

:PIMP_452
00D6: if  0
0735:  80 
004D: jump_if_false PIMP_456
010D: set_player $PLAYER_CHAR wanted_level_to  2

:PIMP_456
00D6: if  0
0735:  79 
004D: jump_if_false PIMP_460
010D: set_player $PLAYER_CHAR wanted_level_to  0

:PIMP_460
0293: $13 = current_controls
00D6: if  0
8038:   NOT   $13 ==  3  ;; integer values
004D: jump_if_false PIMP_496
00D6: if  1
00E1:   key_pressed  0  19
0038:   $162 ==  1  ;; integer values
004D: jump_if_false PIMP_495
03EB: clear_small_messages_only
00BC: text_highpriority 'PIMP_59'  6000 ms  1
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false PIMP_482
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false PIMP_481
00D6: if  0
0448:   actor @35 in_car @40
004D: jump_if_false PIMP_481
0687: @35 
0633: unknown_action_sequence @35 

:PIMP_481
01C2: remove_references_to_actor @35  ;; Like turning an actor into a random pedestrian

:PIMP_482
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false PIMP_494
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false PIMP_493
00D6: if  0
0448:   actor @36 in_car @40
004D: jump_if_false PIMP_493
0687: @36 
0633: unknown_action_sequence @36 

:PIMP_493
01C2: remove_references_to_actor @36  ;; Like turning an actor into a random pedestrian

:PIMP_494
0002: jump PIMP_4437

:PIMP_495
0002: jump PIMP_527

:PIMP_496
00D6: if  1
00E1:   key_pressed  0  14
0038:   $162 ==  1  ;; integer values
004D: jump_if_false PIMP_527
00BE: text_clear_all
00BC: text_highpriority 'PIMP_59'  6000 ms  1
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false PIMP_514
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false PIMP_513
00D6: if  0
0448:   actor @35 in_car @40
004D: jump_if_false PIMP_513
0687: @35 
0633: unknown_action_sequence @35 

:PIMP_513
01C2: remove_references_to_actor @35  ;; Like turning an actor into a random pedestrian

:PIMP_514
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false PIMP_526
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false PIMP_525
00D6: if  0
0448:   actor @36 in_car @40
004D: jump_if_false PIMP_525
0687: @36 
0633: unknown_action_sequence @36 

:PIMP_525
01C2: remove_references_to_actor @36  ;; Like turning an actor into a random pedestrian

:PIMP_526
0002: jump PIMP_4437

:PIMP_527
0006: @530 =  0  ;; integer values

:PIMP_528
00D6: if  0
001B:    28 > @530  ;; integer values
004D: jump_if_false PIMP_549
00D6: if  0
0039:   @119(@530,28i) ==  1  ;; integer values
004D: jump_if_false PIMP_547
00D6: if  0
056D:   unknown_actor @91(@530,28i) dead_but_valid
004D: jump_if_false PIMP_547
00D6: if  0
051A:   unknown_actor @91(@530,28i) hit_by_actor $PLAYER_ACTOR
004D: jump_if_false PIMP_542
00BC: text_highpriority 'PIMP_52'  8000 ms  1
0002: jump PIMP_4461

:PIMP_542
00D6: if  0
0118:   actor @91(@530,28i) dead
004D: jump_if_false PIMP_547
00BC: text_highpriority 'PIMP_52'  8000 ms  1
0002: jump PIMP_4461

:PIMP_547
000A: @530 +=  1  ;; integer values
0002: jump PIMP_528

:PIMP_549
00D6: if  0
0039:   @516 ==  0  ;; integer values
004D: jump_if_false PIMP_565
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false PIMP_565
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @40
004D: jump_if_false PIMP_565
0006: @33 =  0  ;; integer values
0006: @517 =  1  ;; integer values
008B: @515 = $8246  ;; integer values and handles
0016: @515 /=  1000  ;; integer values 
0006: @516 =  1  ;; integer values
00BE: text_clear_all
03E6: remove_text_box

:PIMP_565
00D6: if  0
0039:   @516 ==  1  ;; integer values
004D: jump_if_false PIMP_579
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false PIMP_579
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @40
004D: jump_if_false PIMP_579
0006: @33 =  0  ;; integer values
0006: @516 =  0  ;; integer values
0006: @517 =  0  ;; integer values
0006: @538 =  0  ;; integer values
00BE: text_clear_all

:PIMP_579
00D6: if  0
0039:   @517 ==  1  ;; integer values
004D: jump_if_false PIMP_621
0085: @514 = @33  ;; integer values and handles
0016: @514 /=  1000  ;; integer values 
00D6: if  0
0039:   @538 ==  0  ;; integer values
004D: jump_if_false PIMP_592
00D6: if  1
001A:    21000 > $8246  ;; integer values
0018:   $8246 >  1  ;; integer values
004D: jump_if_false PIMP_592
0006: @538 =  1  ;; integer values

:PIMP_592
00D6: if  0
0039:   @538 ==  0  ;; integer values
004D: jump_if_false PIMP_599
00D6: if  0
0018:   $8246 >  20099  ;; integer values
004D: jump_if_false PIMP_599
0006: @538 =  2  ;; integer values

:PIMP_599
00D6: if  0
0039:   @538 ==  1  ;; integer values
004D: jump_if_false PIMP_604
0084: $8245 = $8246  ;; integer values and handles
0014: $8245 /=  1000  ;; integer values

:PIMP_604
00D6: if  0
0039:   @538 ==  2  ;; integer values
004D: jump_if_false PIMP_609
0004: $8245 =  20  ;; integer values
0066: $8245 -= @514  ;; integer values 

:PIMP_609
00BE: text_clear_all
00D6: if  0
0018:   $8245 >  0  ;; integer values
004D: jump_if_false PIMP_615
09C1:  0 
01E5: text_1number_highpriority 'PIMP_1' $8245  4000 ms  1

:PIMP_615
00D6: if  0
0019:   @33 >  21000  ;; integer values
004D: jump_if_false PIMP_621
00BE: text_clear_all
00BC: text_highpriority 'PIMP_59'  6000 ms  1
0002: jump PIMP_4461

:PIMP_621
00D6: if  0
0039:   @41 == -13  ;; integer values
004D: jump_if_false PIMP_628
009A: @35(@37,2i) = create_actor  22 #WFYPRO at  1954.348 -1867.164  12.5391
0187: @88 = create_marker_above_actor @35(@37,2i)
0187: @89 = create_marker_above_actor $PLAYER_ACTOR
0187: @90 = create_marker_above_actor $PLAYER_ACTOR

:PIMP_628
00D6: if  0
0039:   @41 ==  0  ;; integer values
004D: jump_if_false PIMP_633
0050: gosub PIMP_4271
0006: @41 =  1  ;; integer values

:PIMP_633
00D6: if  0
0039:   @41 ==  1  ;; integer values
004D: jump_if_false PIMP_1359
00D6: if  0
04A4: @531  1 
004D: jump_if_false PIMP_898
0247: request_model #BFYPRO
0247: request_model #HFYPRO

:PIMP_641
00D6: if  21
8248:   NOT   model #BFYPRO available
8248:   NOT   model #HFYPRO available
004D: jump_if_false PIMP_647
0001: wait  0 ms
0002: jump PIMP_641

:PIMP_647
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_656
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'IWD'
004D: jump_if_false PIMP_656
009A: @35(@37,2i) = create_actor  22 #HFYPRO at @202 @230 @258
0173: set_actor @35(@37,2i) z_angle_to @286
0050: gosub PIMP_4249

:PIMP_656
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_665
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'GAN'
004D: jump_if_false PIMP_665
009A: @35(@37,2i) = create_actor  22 #HFYPRO at @201 @229 @257
0173: set_actor @35(@37,2i) z_angle_to @285
0050: gosub PIMP_4249

:PIMP_665
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_674
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'ELCO'
004D: jump_if_false PIMP_674
009A: @35(@37,2i) = create_actor  22 #BFYPRO at @200 @228 @256
0173: set_actor @35(@37,2i) z_angle_to @284
0050: gosub PIMP_4249

:PIMP_674
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_683
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'LMEX'
004D: jump_if_false PIMP_683
009A: @35(@37,2i) = create_actor  22 #BFYPRO at @199 @227 @255
0173: set_actor @35(@37,2i) z_angle_to @283
0050: gosub PIMP_4249

:PIMP_683
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_692
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'LDOC'
004D: jump_if_false PIMP_692
009A: @35(@37,2i) = create_actor  22 #BFYPRO at @176 @204 @232
0173: set_actor @35(@37,2i) z_angle_to @260
0050: gosub PIMP_4249

:PIMP_692
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_701
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'LAIR'
004D: jump_if_false PIMP_701
009A: @35(@37,2i) = create_actor  22 #BFYPRO at @177 @205 @233
0173: set_actor @35(@37,2i) z_angle_to @261
0050: gosub PIMP_4249

:PIMP_701
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_710
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'LIND'
004D: jump_if_false PIMP_710
009A: @35(@37,2i) = create_actor  22 #HFYPRO at @175 @203 @231
0173: set_actor @35(@37,2i) z_angle_to @259
0050: gosub PIMP_4249

:PIMP_710
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_719
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'BLUF'
004D: jump_if_false PIMP_719
009A: @35(@37,2i) = create_actor  22 #HFYPRO at @176 @204 @232
0173: set_actor @35(@37,2i) z_angle_to @260
0050: gosub PIMP_4249

:PIMP_719
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_728
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'COM'
004D: jump_if_false PIMP_728
009A: @35(@37,2i) = create_actor  22 #HFYPRO at @180 @208 @236
0173: set_actor @35(@37,2i) z_angle_to @264
0050: gosub PIMP_4249

:PIMP_728
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_737
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'LDT'
004D: jump_if_false PIMP_737
009A: @35(@37,2i) = create_actor  22 #HFYPRO at @179 @207 @235
0173: set_actor @35(@37,2i) z_angle_to @263
0050: gosub PIMP_4249

:PIMP_737
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_746
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'GLN'
004D: jump_if_false PIMP_746
009A: @35(@37,2i) = create_actor  22 #HFYPRO at @182 @210 @238
0173: set_actor @35(@37,2i) z_angle_to @266
0050: gosub PIMP_4249

:PIMP_746
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_755
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'CHC'
004D: jump_if_false PIMP_755
009A: @35(@37,2i) = create_actor  22 #BFYPRO at @181 @209 @237
0173: set_actor @35(@37,2i) z_angle_to @265
0050: gosub PIMP_4249

:PIMP_755
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_764
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'JEF'
004D: jump_if_false PIMP_764
009A: @35(@37,2i) = create_actor  22 #HFYPRO at @184 @212 @240
0173: set_actor @35(@37,2i) z_angle_to @268
0050: gosub PIMP_4249

:PIMP_764
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_773
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'ELS'
004D: jump_if_false PIMP_773
009A: @35(@37,2i) = create_actor  22 #BFYPRO at @183 @211 @239
0173: set_actor @35(@37,2i) z_angle_to @267
0050: gosub PIMP_4249

:PIMP_773
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_782
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'LFL'
004D: jump_if_false PIMP_782
009A: @35(@37,2i) = create_actor  22 #BFYPRO at @186 @214 @242
0173: set_actor @35(@37,2i) z_angle_to @270
0050: gosub PIMP_4249

:PIMP_782
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_791
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'EBE'
004D: jump_if_false PIMP_791
009A: @35(@37,2i) = create_actor  22 #HFYPRO at @185 @213 @241
0173: set_actor @35(@37,2i) z_angle_to @269
0050: gosub PIMP_4249

:PIMP_791
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_800
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'CONF'
004D: jump_if_false PIMP_800
009A: @35(@37,2i) = create_actor  22 #BFYPRO at @188 @216 @244
0173: set_actor @35(@37,2i) z_angle_to @272
0050: gosub PIMP_4249

:PIMP_800
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_809
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'VERO'
004D: jump_if_false PIMP_809
009A: @35(@37,2i) = create_actor  22 #BFYPRO at @187 @215 @243
0173: set_actor @35(@37,2i) z_angle_to @271
0050: gosub PIMP_4249

:PIMP_809
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_818
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'MKT'
004D: jump_if_false PIMP_818
009A: @35(@37,2i) = create_actor  22 #BFYPRO at @190 @218 @246
0173: set_actor @35(@37,2i) z_angle_to @274
0050: gosub PIMP_4249

:PIMP_818
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_827
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'MAR'
004D: jump_if_false PIMP_827
009A: @35(@37,2i) = create_actor  22 #BFYPRO at @189 @217 @245
0173: set_actor @35(@37,2i) z_angle_to @273
0050: gosub PIMP_4249

:PIMP_827
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_836
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'SMB'
004D: jump_if_false PIMP_836
009A: @35(@37,2i) = create_actor  22 #BFYPRO at @190 @218 @246
0173: set_actor @35(@37,2i) z_angle_to @274
0050: gosub PIMP_4249

:PIMP_836
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_845
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'PLS'
004D: jump_if_false PIMP_845
009A: @35(@37,2i) = create_actor  22 #HFYPRO at @193 @221 @249
0173: set_actor @35(@37,2i) z_angle_to @277
0050: gosub PIMP_4249

:PIMP_845
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_854
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'ROD'
004D: jump_if_false PIMP_854
009A: @35(@37,2i) = create_actor  22 #BFYPRO at @194 @222 @250
0173: set_actor @35(@37,2i) z_angle_to @278
0050: gosub PIMP_4249

:PIMP_854
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_863
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'RIH'
004D: jump_if_false PIMP_863
009A: @35(@37,2i) = create_actor  22 #BFYPRO at @192 @220 @248
0173: set_actor @35(@37,2i) z_angle_to @276
0050: gosub PIMP_4249

:PIMP_863
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_872
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'VIN'
004D: jump_if_false PIMP_872
009A: @35(@37,2i) = create_actor  22 #BFYPRO at @195 @223 @251
0173: set_actor @35(@37,2i) z_angle_to @279
0050: gosub PIMP_4249

:PIMP_872
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_881
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'MUL'
004D: jump_if_false PIMP_881
009A: @35(@37,2i) = create_actor  22 #BFYPRO at @198 @226 @254
0173: set_actor @35(@37,2i) z_angle_to @282
0050: gosub PIMP_4249

:PIMP_881
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_890
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'SUN'
004D: jump_if_false PIMP_890
009A: @35(@37,2i) = create_actor  22 #HFYPRO at @196 @224 @252
0173: set_actor @35(@37,2i) z_angle_to @280
0050: gosub PIMP_4249

:PIMP_890
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_896
009A: @35(@37,2i) = create_actor  22 #HFYPRO at @180 @208 @236
0173: set_actor @35(@37,2i) z_angle_to @264
0050: gosub PIMP_4249

:PIMP_896
0249: release_model #BFYPRO
0249: release_model #HFYPRO

:PIMP_898
00D6: if  0
04A4: @531  2 
004D: jump_if_false PIMP_1160
0247: request_model #SWFOPRO
0247: request_model #WFYPRO

:PIMP_903
00D6: if  21
8248:   NOT   model #SWFOPRO available
8248:   NOT   model #WFYPRO available
004D: jump_if_false PIMP_909
0001: wait  0 ms
0002: jump PIMP_903

:PIMP_909
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_918
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'CALT'
004D: jump_if_false PIMP_918
009A: @35(@37,2i) = create_actor  22 #WFYPRO at @288 @316 @344
0173: set_actor @35(@37,2i) z_angle_to @372
0050: gosub PIMP_4249

:PIMP_918
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_927
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'JUNIHO'
004D: jump_if_false PIMP_927
009A: @35(@37,2i) = create_actor  22 #SWFOPRO at @287 @315 @343
0173: set_actor @35(@37,2i) z_angle_to @371
0050: gosub PIMP_4249

:PIMP_927
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_936
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'ESPN'
004D: jump_if_false PIMP_936
009A: @35(@37,2i) = create_actor  22 #SWFOPRO at @289 @317 @345
0173: set_actor @35(@37,2i) z_angle_to @373
0050: gosub PIMP_4249

:PIMP_936
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_945
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'JUNIHI'
004D: jump_if_false PIMP_945
009A: @35(@37,2i) = create_actor  22 #WFYPRO at @290 @318 @346
0173: set_actor @35(@37,2i) z_angle_to @374
0050: gosub PIMP_4249

:PIMP_945
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_954
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'SUNMA'
004D: jump_if_false PIMP_954
009A: @35(@37,2i) = create_actor  22 #WFYPRO at @292 @320 @348
0173: set_actor @35(@37,2i) z_angle_to @376
0050: gosub PIMP_4249

:PIMP_954
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_963
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'SUNNN'
004D: jump_if_false PIMP_963
009A: @35(@37,2i) = create_actor  22 #SWFOPRO at @291 @319 @347
0173: set_actor @35(@37,2i) z_angle_to @375
0050: gosub PIMP_4249

:PIMP_963
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_972
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'BATTP'
004D: jump_if_false PIMP_972
009A: @35(@37,2i) = create_actor  22 #SWFOPRO at @294 @322 @350
0173: set_actor @35(@37,2i) z_angle_to @378
0050: gosub PIMP_4249

:PIMP_972
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_981
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'GANTB'
004D: jump_if_false PIMP_981
009A: @35(@37,2i) = create_actor  22 #WFYPRO at @293 @321 @349
0173: set_actor @35(@37,2i) z_angle_to @377
0050: gosub PIMP_4249

:PIMP_981
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_990
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'CHINA'
004D: jump_if_false PIMP_990
009A: @35(@37,2i) = create_actor  22 #WFYPRO at @296 @324 @352
0173: set_actor @35(@37,2i) z_angle_to @380
0050: gosub PIMP_4249

:PIMP_990
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_999
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'SFDWT'
004D: jump_if_false PIMP_999
009A: @35(@37,2i) = create_actor  22 #SWFOPRO at @295 @323 @351
0173: set_actor @35(@37,2i) z_angle_to @379
0050: gosub PIMP_4249

:PIMP_999
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1008
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'FINA'
004D: jump_if_false PIMP_1008
009A: @35(@37,2i) = create_actor  22 #SWFOPRO at @298 @326 @354
0173: set_actor @35(@37,2i) z_angle_to @382
0050: gosub PIMP_4249

:PIMP_1008
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1017
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'ESPE'
004D: jump_if_false PIMP_1017
009A: @35(@37,2i) = create_actor  22 #WFYPRO at @297 @325 @353
0173: set_actor @35(@37,2i) z_angle_to @381
0050: gosub PIMP_4249

:PIMP_1017
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1026
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'WESTP'
004D: jump_if_false PIMP_1026
009A: @35(@37,2i) = create_actor  22 #WFYPRO at @300 @328 @356
0173: set_actor @35(@37,2i) z_angle_to @384
0050: gosub PIMP_4249

:PIMP_1026
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1035
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'HASH'
004D: jump_if_false PIMP_1035
009A: @35(@37,2i) = create_actor  22 #SWFOPRO at @299 @327 @355
0173: set_actor @35(@37,2i) z_angle_to @383
0050: gosub PIMP_4249

:PIMP_1035
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1044
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'OCEAF'
004D: jump_if_false PIMP_1044
009A: @35(@37,2i) = create_actor  22 #WFYPRO at @302 @330 @358
0173: set_actor @35(@37,2i) z_angle_to @386
0050: gosub PIMP_4249

:PIMP_1044
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1053
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'CUNTC'
004D: jump_if_false PIMP_1053
009A: @35(@37,2i) = create_actor  22 #SWFOPRO at @301 @329 @357
0173: set_actor @35(@37,2i) z_angle_to @385
0050: gosub PIMP_4249

:PIMP_1053
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1062
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'THEA'
004D: jump_if_false PIMP_1062
009A: @35(@37,2i) = create_actor  22 #WFYPRO at @304 @332 @360
0173: set_actor @35(@37,2i) z_angle_to @388
0050: gosub PIMP_4249

:PIMP_1062
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1071
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'GARC'
004D: jump_if_false PIMP_1071
009A: @35(@37,2i) = create_actor  22 #SWFOPRO at @303 @331 @359
0173: set_actor @35(@37,2i) z_angle_to @387
0050: gosub PIMP_4249

:PIMP_1071
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1080
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'DOH'
004D: jump_if_false PIMP_1080
009A: @35(@37,2i) = create_actor  22 #WFYPRO at @306 @334 @362
0173: set_actor @35(@37,2i) z_angle_to @390
0050: gosub PIMP_4249

:PIMP_1080
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1089
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'EASB'
004D: jump_if_false PIMP_1089
009A: @35(@37,2i) = create_actor  22 #SWFOPRO at @305 @333 @361
0173: set_actor @35(@37,2i) z_angle_to @389
0050: gosub PIMP_4249

:PIMP_1089
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1098
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'HILLP'
004D: jump_if_false PIMP_1098
009A: @35(@37,2i) = create_actor  22 #SWFOPRO at @308 @336 @364
0173: set_actor @35(@37,2i) z_angle_to @392
0050: gosub PIMP_4249

:PIMP_1098
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1107
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'SILLY'
004D: jump_if_false PIMP_1107
009A: @35(@37,2i) = create_actor  22 #WFYPRO at @309 @337 @365
0173: set_actor @35(@37,2i) z_angle_to @393
0050: gosub PIMP_4249

:PIMP_1107
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1116
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'SFAIR'
004D: jump_if_false PIMP_1116
009A: @35(@37,2i) = create_actor  22 #SWFOPRO at @307 @335 @363
0173: set_actor @35(@37,2i) z_angle_to @391
0050: gosub PIMP_4249

:PIMP_1116
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1125
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'BAYV'
004D: jump_if_false PIMP_1125
009A: @35(@37,2i) = create_actor  22 #SWFOPRO at @311 @339 @367
0173: set_actor @35(@37,2i) z_angle_to @395
0050: gosub PIMP_4249

:PIMP_1125
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1134
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'PARA'
004D: jump_if_false PIMP_1134
009A: @35(@37,2i) = create_actor  22 #WFYPRO at @310 @338 @366
0173: set_actor @35(@37,2i) z_angle_to @394
0050: gosub PIMP_4249

:PIMP_1134
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1143
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'CIVI'
004D: jump_if_false PIMP_1143
009A: @35(@37,2i) = create_actor  22 #WFYPRO at @313 @341 @369
0173: set_actor @35(@37,2i) z_angle_to @397
0050: gosub PIMP_4249

:PIMP_1143
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1152
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'CITYS'
004D: jump_if_false PIMP_1152
009A: @35(@37,2i) = create_actor  22 #SWFOPRO at @312 @340 @368
0173: set_actor @35(@37,2i) z_angle_to @396
0050: gosub PIMP_4249

:PIMP_1152
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1158
009A: @35(@37,2i) = create_actor  22 #SWFOPRO at @287 @315 @343
0173: set_actor @35(@37,2i) z_angle_to @371
0050: gosub PIMP_4249

:PIMP_1158
0249: release_model #SWFOPRO
0249: release_model #WFYPRO

:PIMP_1160
00D6: if  0
04A4: @531  3 
004D: jump_if_false PIMP_1359
0247: request_model #VWFYPRO
0247: request_model #VBFYPRO

:PIMP_1165
00D6: if  21
8248:   NOT   model #VWFYPRO available
8248:   NOT   model #VBFYPRO available
004D: jump_if_false PIMP_1171
0001: wait  0 ms
0002: jump PIMP_1165

:PIMP_1171
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1180
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'PINK'
004D: jump_if_false PIMP_1180
009A: @35(@37,2i) = create_actor  22 #VWFYPRO at @400 @428 @456
0173: set_actor @35(@37,2i) z_angle_to @484
0050: gosub PIMP_4249

:PIMP_1180
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1189
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'DRAG'
004D: jump_if_false PIMP_1189
009A: @35(@37,2i) = create_actor  22 #VWFYPRO at @399 @427 @455
0173: set_actor @35(@37,2i) z_angle_to @483
0050: gosub PIMP_4249

:PIMP_1189
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1198
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'CAM'
004D: jump_if_false PIMP_1198
009A: @35(@37,2i) = create_actor  22 #VBFYPRO at @402 @430 @458
0173: set_actor @35(@37,2i) z_angle_to @486
0050: gosub PIMP_4249

:PIMP_1198
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1207
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'LOT'
004D: jump_if_false PIMP_1207
009A: @35(@37,2i) = create_actor  22 #VBFYPRO at @401 @429 @457
0173: set_actor @35(@37,2i) z_angle_to @485
0050: gosub PIMP_4249

:PIMP_1207
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1216
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'PIRA'
004D: jump_if_false PIMP_1216
009A: @35(@37,2i) = create_actor  22 #VWFYPRO at @404 @432 @460
0173: set_actor @35(@37,2i) z_angle_to @488
0050: gosub PIMP_4249

:PIMP_1216
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1225
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'ROY'
004D: jump_if_false PIMP_1225
009A: @35(@37,2i) = create_actor  22 #VWFYPRO at @403 @431 @459
0173: set_actor @35(@37,2i) z_angle_to @487
0050: gosub PIMP_4249

:PIMP_1225
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1234
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'CALI'
004D: jump_if_false PIMP_1234
009A: @35(@37,2i) = create_actor  22 #VBFYPRO at @406 @434 @462
0173: set_actor @35(@37,2i) z_angle_to @490
0050: gosub PIMP_4249

:PIMP_1234
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1243
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'HIGH'
004D: jump_if_false PIMP_1243
009A: @35(@37,2i) = create_actor  22 #VBFYPRO at @405 @433 @461
0173: set_actor @35(@37,2i) z_angle_to @489
0050: gosub PIMP_4249

:PIMP_1243
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1252
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'PILG'
004D: jump_if_false PIMP_1252
009A: @35(@37,2i) = create_actor  22 #VWFYPRO at @408 @436 @464
0173: set_actor @35(@37,2i) z_angle_to @492
0050: gosub PIMP_4249

:PIMP_1252
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1261
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'STAR'
004D: jump_if_false PIMP_1261
009A: @35(@37,2i) = create_actor  22 #VWFYPRO at @407 @435 @463
0173: set_actor @35(@37,2i) z_angle_to @491
0050: gosub PIMP_4249

:PIMP_1261
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1270
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'STRIP'
004D: jump_if_false PIMP_1270
009A: @35(@37,2i) = create_actor  22 #VBFYPRO at @410 @438 @466
0173: set_actor @35(@37,2i) z_angle_to @494
0050: gosub PIMP_4249

:PIMP_1270
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1279
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'VISA'
004D: jump_if_false PIMP_1279
009A: @35(@37,2i) = create_actor  22 #VBFYPRO at @409 @437 @465
0173: set_actor @35(@37,2i) z_angle_to @493
0050: gosub PIMP_4249

:PIMP_1279
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1288
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'ISLE'
004D: jump_if_false PIMP_1288
009A: @35(@37,2i) = create_actor  22 #VWFYPRO at @412 @440 @468
0173: set_actor @35(@37,2i) z_angle_to @496
0050: gosub PIMP_4249

:PIMP_1288
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1297
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'ROCE'
004D: jump_if_false PIMP_1297
009A: @35(@37,2i) = create_actor  22 #VWFYPRO at @411 @439 @467
0173: set_actor @35(@37,2i) z_angle_to @495
0050: gosub PIMP_4249

:PIMP_1297
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1306
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'OVS'
004D: jump_if_false PIMP_1306
009A: @35(@37,2i) = create_actor  22 #VBFYPRO at @414 @442 @470
0173: set_actor @35(@37,2i) z_angle_to @498
0050: gosub PIMP_4249

:PIMP_1306
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1315
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'RING'
004D: jump_if_false PIMP_1315
009A: @35(@37,2i) = create_actor  22 #VBFYPRO at @413 @441 @469
0173: set_actor @35(@37,2i) z_angle_to @497
0050: gosub PIMP_4249

:PIMP_1315
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1324
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'BFC'
004D: jump_if_false PIMP_1324
009A: @35(@37,2i) = create_actor  22 #VWFYPRO at @416 @444 @472
0173: set_actor @35(@37,2i) z_angle_to @500
0050: gosub PIMP_4249

:PIMP_1324
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1333
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'GGC'
004D: jump_if_false PIMP_1333
009A: @35(@37,2i) = create_actor  22 #VWFYPRO at @415 @443 @471
0173: set_actor @35(@37,2i) z_angle_to @499
0050: gosub PIMP_4249

:PIMP_1333
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1342
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'VAIR'
004D: jump_if_false PIMP_1342
009A: @35(@37,2i) = create_actor  22 #VBFYPRO at @418 @446 @474
0173: set_actor @35(@37,2i) z_angle_to @502
0050: gosub PIMP_4249

:PIMP_1342
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1351
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'LDM'
004D: jump_if_false PIMP_1351
009A: @35(@37,2i) = create_actor  22 #VBFYPRO at @417 @445 @473
0173: set_actor @35(@37,2i) z_angle_to @501
0050: gosub PIMP_4249

:PIMP_1351
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1357
009A: @35(@37,2i) = create_actor  22 #VWFYPRO at @399 @427 @455
0173: set_actor @35(@37,2i) z_angle_to @483
0050: gosub PIMP_4249

:PIMP_1357
0249: release_model #VWFYPRO
0249: release_model #VBFYPRO

:PIMP_1359
00D6: if  0
0039:   @42 ==  1  ;; integer values
004D: jump_if_false PIMP_1386
00D6: if  0
8118:   NOT   actor @35(@37,2i) dead
004D: jump_if_false PIMP_1386
05BA: unknown_action_sequence @35(@37,2i) -1 
0164: disable_marker @88
0187: @88 = create_marker_above_actor @35(@37,2i)
060B: unknown_actor_use_entity @35(@37,2i) @518 
02A9: set_actor @35(@37,2i) immune_to_nonplayer  1
039E: (unknown) @35(@37,2i)  1 
07E0: @88  1 
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false PIMP_1378
00BE: text_clear_all
00BC: text_highpriority 'PIMP_2'  6000 ms  1
039E: (unknown) @35(@37,2i)  1 

:PIMP_1378
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false PIMP_1384
00BE: text_clear_all
00BC: text_highpriority 'PIMP_30'  6000 ms  1
039E: (unknown) @35(@37,2i)  1 

:PIMP_1384
0006: @42 =  2  ;; integer values
0006: @43 =  1  ;; integer values

:PIMP_1386
00D6: if  0
0039:   @43 ==  1  ;; integer values
004D: jump_if_false PIMP_1408
00D6: if  0
056D:   unknown_actor @35 dead_but_valid
004D: jump_if_false PIMP_1397
00D6: if  0
0118:   actor @35 dead
004D: jump_if_false PIMP_1397
00BC: text_highpriority 'PIMP_51'  8000 ms  1
0002: jump PIMP_4461

:PIMP_1397
00D6: if  0
0039:   @52 ==  1  ;; integer values
004D: jump_if_false PIMP_1408
00D6: if  0
056D:   unknown_actor @36 dead_but_valid
004D: jump_if_false PIMP_1408
00D6: if  0
0118:   actor @36 dead
004D: jump_if_false PIMP_1408
00BC: text_highpriority 'PIMP_51'  8000 ms  1
0002: jump PIMP_4461

:PIMP_1408
00D6: if  0
0039:   @42 ==  2  ;; integer values
004D: jump_if_false PIMP_1500
00D6: if  0
0039:   @523 ==  1  ;; integer values
004D: jump_if_false PIMP_1419
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false PIMP_1419
00BC: text_highpriority 'PIMP_57'  6000 ms  1
0006: @523 =  99  ;; integer values

:PIMP_1419
00D6: if  0
8118:   NOT   actor @35(@37,2i) dead
004D: jump_if_false PIMP_1500
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false PIMP_1500
00D6: if  0
0039:   @521 ==  0  ;; integer values
004D: jump_if_false PIMP_1435
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @40
004D: jump_if_false PIMP_1435
0186: @522 = create_marker_above_car @40
07E0: @522  1 
0164: disable_marker @88
0006: @521 =  1  ;; integer values

:PIMP_1435
00D6: if  0
0039:   @521 ==  1  ;; integer values
004D: jump_if_false PIMP_1448
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @40
004D: jump_if_false PIMP_1448
0164: disable_marker @522
0006: @521 =  0  ;; integer values
0164: disable_marker @88
0187: @88 = create_marker_above_actor @35(@37,2i)
07E0: @88  1 
00BC: text_highpriority 'PIMP_54'  6000 ms  1
0006: @521 =  0  ;; integer values

:PIMP_1448
00D6: if  0
0039:   @44 ==  0  ;; integer values
004D: jump_if_false PIMP_1473
00D6: if  0
0039:   @521 ==  0  ;; integer values
004D: jump_if_false PIMP_1473
00D6: if  0
00F4:   actor $PLAYER_ACTOR near_actor_in_car @35(@37,2i) radius  7.0  7.0  0  
004D: jump_if_false PIMP_1473
00D6: if  0
0039:   @45 ==  0  ;; integer values
004D: jump_if_false PIMP_1467
0615: @38 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
05BA: unknown_action_sequence -1 -1 
0616: @38 
0618: @35(@37,2i) @38 
061B: @38 
0006: @45 =  1  ;; integer values

:PIMP_1467
00D6: if  0
01C1:   car @40 stopped
004D: jump_if_false PIMP_1473
0687: @35(@37,2i) 
05CA: unknown_action_sequence @35(@37,2i) @40  60000 -1 
0006: @44 =  1  ;; integer values

:PIMP_1473
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false PIMP_1500
00D6: if  0
8118:   NOT   actor @35(@37,2i) dead
004D: jump_if_false PIMP_1500
00D6: if  0
0448:   actor @35(@37,2i) in_car @40
004D: jump_if_false PIMP_1500
00D6: if  0
001B:    2 > @56  ;; integer values
004D: jump_if_false PIMP_1487
000A: @56 +=  1  ;; integer values
0623: add  1 to_stats  171

:PIMP_1487
0006: @44 =  2  ;; integer values
0164: disable_marker @88
0006: @42 =  99  ;; integer values
0006: @47 =  1  ;; integer values
0050: gosub PIMP_4271
0006: @520 =  1  ;; integer values
0006: @32 =  0  ;; integer values
00D6: if  0
0039:   @49 ==  10  ;; integer values
004D: jump_if_false PIMP_1500
00BE: text_clear_all
00BC: text_highpriority 'SEXGOD'  6000 ms  1
0002: jump PIMP_4502

:PIMP_1500
00D6: if  0
0039:   @44 ==  1  ;; integer values
004D: jump_if_false PIMP_1518
00D6: if  0
8118:   NOT   actor @35(@37,2i) dead
004D: jump_if_false PIMP_1518
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false PIMP_1518
062E: @35(@37,2i)  1482 @539 
00D6: if  0
04A4: @539  7 
004D: jump_if_false PIMP_1518
00D6: if  0
80DB:   NOT   actor @35(@37,2i) in_car @40
004D: jump_if_false PIMP_1518
0687: @35(@37,2i) 
05CA: unknown_action_sequence @35(@37,2i) @40  60000 -1 

:PIMP_1518
00D6: if  0
0039:   @47 ==  1  ;; integer values
004D: jump_if_false PIMP_3427
00D6: if  0
04A4: @531  1 
004D: jump_if_false PIMP_2231
00D6: if  0
0039:   @58 ==  1  ;; integer values
004D: jump_if_false PIMP_1625
00D6: if  0
0039:   @60 ==  1  ;; integer values
004D: jump_if_false PIMP_1540
00D6: if  0
0039:   @61 ==  1  ;; integer values
004D: jump_if_false PIMP_1540
00D6: if  0
0039:   @62 ==  1  ;; integer values
004D: jump_if_false PIMP_1540
00D6: if  0
0039:   @63 ==  1  ;; integer values
004D: jump_if_false PIMP_1540
0006: @58 =  2  ;; integer values

:PIMP_1540
0209: @50 = random_int  0  4
00D6: if  0
0039:   @50 ==  0  ;; integer values
004D: jump_if_false PIMP_1562
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_1562
0247: request_model #SWMYHP1

:PIMP_1548
00D6: if  0
8248:   NOT   model #SWMYHP1 available
004D: jump_if_false PIMP_1553
0001: wait  0 ms
0002: jump PIMP_1548

:PIMP_1553
009A: @91(@50,28i) = create_actor  4 #SWMYHP1 at @175(@50,28f) @203(@50,28f) @231(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @259(@50,28f)
0249: release_model #SWMYHP1
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_10'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_1562
00D6: if  0
0039:   @50 ==  1  ;; integer values
004D: jump_if_false PIMP_1583
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_1583
0247: request_model #SWMYHP1

:PIMP_1569
00D6: if  0
8248:   NOT   model #SWMYHP1 available
004D: jump_if_false PIMP_1574
0001: wait  0 ms
0002: jump PIMP_1569

:PIMP_1574
009A: @91(@50,28i) = create_actor  4 #SWMYHP1 at @175(@50,28f) @203(@50,28f) @231(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @259(@50,28f)
0249: release_model #SWMYHP1
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_11'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_1583
00D6: if  0
0039:   @50 ==  2  ;; integer values
004D: jump_if_false PIMP_1604
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_1604
0247: request_model #SWMYHP1

:PIMP_1590
00D6: if  0
8248:   NOT   model #SWMYHP1 available
004D: jump_if_false PIMP_1595
0001: wait  0 ms
0002: jump PIMP_1590

:PIMP_1595
009A: @91(@50,28i) = create_actor  4 #SWMYHP1 at @175(@50,28f) @203(@50,28f) @231(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @259(@50,28f)
0249: release_model #SWMYHP1
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_12'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_1604
00D6: if  0
0039:   @50 ==  3  ;; integer values
004D: jump_if_false PIMP_1625
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_1625
0247: request_model #BMYST

:PIMP_1611
00D6: if  0
8248:   NOT   model #BMYST available
004D: jump_if_false PIMP_1616
0001: wait  0 ms
0002: jump PIMP_1611

:PIMP_1616
009A: @91(@50,28i) = create_actor  4 #BMYST at @175(@50,28f) @203(@50,28f) @231(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @259(@50,28f)
0249: release_model #BMYST
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_13'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_1625
00D6: if  0
0039:   @58 ==  2  ;; integer values
004D: jump_if_false PIMP_1726
00D6: if  0
0039:   @64 ==  1  ;; integer values
004D: jump_if_false PIMP_1641
00D6: if  0
0039:   @65 ==  1  ;; integer values
004D: jump_if_false PIMP_1641
00D6: if  0
0039:   @66 ==  1  ;; integer values
004D: jump_if_false PIMP_1641
00D6: if  0
0039:   @67 ==  1  ;; integer values
004D: jump_if_false PIMP_1641
0006: @58 =  3  ;; integer values

:PIMP_1641
0209: @50 = random_int  4  8
00D6: if  0
0039:   @50 ==  4  ;; integer values
004D: jump_if_false PIMP_1663
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_1663
0247: request_model #BMYST

:PIMP_1649
00D6: if  0
8248:   NOT   model #BMYST available
004D: jump_if_false PIMP_1654
0001: wait  0 ms
0002: jump PIMP_1649

:PIMP_1654
009A: @91(@50,28i) = create_actor  4 #BMYST at @175(@50,28f) @203(@50,28f) @231(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @259(@50,28f)
0249: release_model #BMYST
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_14'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_1663
00D6: if  0
0039:   @50 ==  5  ;; integer values
004D: jump_if_false PIMP_1684
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_1684
0247: request_model #WMYBU

:PIMP_1670
00D6: if  0
8248:   NOT   model #WMYBU available
004D: jump_if_false PIMP_1675
0001: wait  0 ms
0002: jump PIMP_1670

:PIMP_1675
009A: @91(@50,28i) = create_actor  4 #WMYBU at @175(@50,28f) @203(@50,28f) @231(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @259(@50,28f)
0249: release_model #WMYBU
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_15'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_1684
00D6: if  0
0039:   @50 ==  6  ;; integer values
004D: jump_if_false PIMP_1705
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_1705
0247: request_model #BMYST

:PIMP_1691
00D6: if  0
8248:   NOT   model #BMYST available
004D: jump_if_false PIMP_1696
0001: wait  0 ms
0002: jump PIMP_1691

:PIMP_1696
009A: @91(@50,28i) = create_actor  4 #BMYST at @175(@50,28f) @203(@50,28f) @231(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @259(@50,28f)
0249: release_model #BMYST
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_16'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_1705
00D6: if  0
0039:   @50 ==  7  ;; integer values
004D: jump_if_false PIMP_1726
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_1726
0247: request_model #BMYST

:PIMP_1712
00D6: if  0
8248:   NOT   model #BMYST available
004D: jump_if_false PIMP_1717
0001: wait  0 ms
0002: jump PIMP_1712

:PIMP_1717
009A: @91(@50,28i) = create_actor  4 #BMYST at @175(@50,28f) @203(@50,28f) @231(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @259(@50,28f)
0249: release_model #BMYST
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_17'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_1726
00D6: if  0
0039:   @58 ==  3  ;; integer values
004D: jump_if_false PIMP_1827
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false PIMP_1742
00D6: if  0
0039:   @69 ==  1  ;; integer values
004D: jump_if_false PIMP_1742
00D6: if  0
0039:   @70 ==  1  ;; integer values
004D: jump_if_false PIMP_1742
00D6: if  0
0039:   @71 ==  1  ;; integer values
004D: jump_if_false PIMP_1742
0006: @58 =  4  ;; integer values

:PIMP_1742
0209: @50 = random_int  8  12
00D6: if  0
0039:   @50 ==  8  ;; integer values
004D: jump_if_false PIMP_1764
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_1764
0247: request_model #WMOPREA

:PIMP_1750
00D6: if  0
8248:   NOT   model #WMOPREA available
004D: jump_if_false PIMP_1755
0001: wait  0 ms
0002: jump PIMP_1750

:PIMP_1755
009A: @91(@50,28i) = create_actor  4 #WMOPREA at @175(@50,28f) @203(@50,28f) @231(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @259(@50,28f)
0249: release_model #WMOPREA
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_18'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_1764
00D6: if  0
0039:   @50 ==  9  ;; integer values
004D: jump_if_false PIMP_1785
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_1785
0247: request_model #HMYST

:PIMP_1771
00D6: if  0
8248:   NOT   model #HMYST available
004D: jump_if_false PIMP_1776
0001: wait  0 ms
0002: jump PIMP_1771

:PIMP_1776
009A: @91(@50,28i) = create_actor  4 #HMYST at @175(@50,28f) @203(@50,28f) @231(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @259(@50,28f)
0249: release_model #HMYST
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_19'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_1785
00D6: if  0
0039:   @50 ==  10  ;; integer values
004D: jump_if_false PIMP_1806
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_1806
0247: request_model #HMYST

:PIMP_1792
00D6: if  0
8248:   NOT   model #HMYST available
004D: jump_if_false PIMP_1797
0001: wait  0 ms
0002: jump PIMP_1792

:PIMP_1797
009A: @91(@50,28i) = create_actor  4 #HMYST at @175(@50,28f) @203(@50,28f) @231(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @259(@50,28f)
0249: release_model #HMYST
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_20'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_1806
00D6: if  0
0039:   @50 ==  11  ;; integer values
004D: jump_if_false PIMP_1827
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_1827
0247: request_model #WMYBU

:PIMP_1813
00D6: if  0
8248:   NOT   model #WMYBU available
004D: jump_if_false PIMP_1818
0001: wait  0 ms
0002: jump PIMP_1813

:PIMP_1818
009A: @91(@50,28i) = create_actor  4 #WMYBU at @175(@50,28f) @203(@50,28f) @231(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @259(@50,28f)
0249: release_model #WMYBU
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_21'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_1827
00D6: if  0
0039:   @58 ==  4  ;; integer values
004D: jump_if_false PIMP_1928
00D6: if  0
0039:   @72 ==  1  ;; integer values
004D: jump_if_false PIMP_1843
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false PIMP_1843
00D6: if  0
0039:   @74 ==  1  ;; integer values
004D: jump_if_false PIMP_1843
00D6: if  0
0039:   @75 ==  1  ;; integer values
004D: jump_if_false PIMP_1843
0006: @58 =  5  ;; integer values

:PIMP_1843
0209: @50 = random_int  12  16
00D6: if  0
0039:   @50 ==  12  ;; integer values
004D: jump_if_false PIMP_1865
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_1865
0247: request_model #WMYBU

:PIMP_1851
00D6: if  0
8248:   NOT   model #WMYBU available
004D: jump_if_false PIMP_1856
0001: wait  0 ms
0002: jump PIMP_1851

:PIMP_1856
009A: @91(@50,28i) = create_actor  4 #WMYBU at @175(@50,28f) @203(@50,28f) @231(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @259(@50,28f)
0249: release_model #WMYBU
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_22'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_1865
00D6: if  0
0039:   @50 ==  13  ;; integer values
004D: jump_if_false PIMP_1886
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_1886
0247: request_model #WMYBMX

:PIMP_1872
00D6: if  0
8248:   NOT   model #WMYBMX available
004D: jump_if_false PIMP_1877
0001: wait  0 ms
0002: jump PIMP_1872

:PIMP_1877
009A: @91(@50,28i) = create_actor  4 #WMYBMX at @175(@50,28f) @203(@50,28f) @231(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @259(@50,28f)
0249: release_model #WMYBMX
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_23'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_1886
00D6: if  0
0039:   @50 ==  14  ;; integer values
004D: jump_if_false PIMP_1907
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_1907
0247: request_model #BMYBU

:PIMP_1893
00D6: if  0
8248:   NOT   model #BMYBU available
004D: jump_if_false PIMP_1898
0001: wait  0 ms
0002: jump PIMP_1893

:PIMP_1898
009A: @91(@50,28i) = create_actor  4 #BMYBU at @175(@50,28f) @203(@50,28f) @231(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @259(@50,28f)
0249: release_model #BMYBU
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_24'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_1907
00D6: if  0
0039:   @50 ==  15  ;; integer values
004D: jump_if_false PIMP_1928
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_1928
0247: request_model #WMYMECH

:PIMP_1914
00D6: if  0
8248:   NOT   model #WMYMECH available
004D: jump_if_false PIMP_1919
0001: wait  0 ms
0002: jump PIMP_1914

:PIMP_1919
009A: @91(@50,28i) = create_actor  4 #WMYMECH at @175(@50,28f) @203(@50,28f) @231(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @259(@50,28f)
0249: release_model #WMYMECH
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_25'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_1928
00D6: if  0
0039:   @58 ==  5  ;; integer values
004D: jump_if_false PIMP_2029
00D6: if  0
0039:   @76 ==  1  ;; integer values
004D: jump_if_false PIMP_1944
00D6: if  0
0039:   @77 ==  1  ;; integer values
004D: jump_if_false PIMP_1944
00D6: if  0
0039:   @78 ==  1  ;; integer values
004D: jump_if_false PIMP_1944
00D6: if  0
0039:   @79 ==  1  ;; integer values
004D: jump_if_false PIMP_1944
0006: @58 =  6  ;; integer values

:PIMP_1944
0209: @50 = random_int  16  20
00D6: if  0
0039:   @50 ==  16  ;; integer values
004D: jump_if_false PIMP_1966
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_1966
0247: request_model #WMYBU

:PIMP_1952
00D6: if  0
8248:   NOT   model #WMYBU available
004D: jump_if_false PIMP_1957
0001: wait  0 ms
0002: jump PIMP_1952

:PIMP_1957
009A: @91(@50,28i) = create_actor  4 #WMYBU at @175(@50,28f) @203(@50,28f) @231(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @259(@50,28f)
0249: release_model #WMYBU
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_26'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_1966
00D6: if  0
0039:   @50 ==  17  ;; integer values
004D: jump_if_false PIMP_1987
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_1987
0247: request_model #HMYST

:PIMP_1973
00D6: if  0
8248:   NOT   model #HMYST available
004D: jump_if_false PIMP_1978
0001: wait  0 ms
0002: jump PIMP_1973

:PIMP_1978
009A: @91(@50,28i) = create_actor  4 #HMYST at @175(@50,28f) @203(@50,28f) @231(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @259(@50,28f)
0249: release_model #HMYST
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_27'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_1987
00D6: if  0
0039:   @50 ==  18  ;; integer values
004D: jump_if_false PIMP_2008
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2008
0247: request_model #WMYBMX

:PIMP_1994
00D6: if  0
8248:   NOT   model #WMYBMX available
004D: jump_if_false PIMP_1999
0001: wait  0 ms
0002: jump PIMP_1994

:PIMP_1999
009A: @91(@50,28i) = create_actor  4 #WMYBMX at @175(@50,28f) @203(@50,28f) @231(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @259(@50,28f)
0249: release_model #WMYBMX
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_28'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_2008
00D6: if  0
0039:   @50 ==  19  ;; integer values
004D: jump_if_false PIMP_2029
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2029
0247: request_model #BMYBU

:PIMP_2015
00D6: if  0
8248:   NOT   model #BMYBU available
004D: jump_if_false PIMP_2020
0001: wait  0 ms
0002: jump PIMP_2015

:PIMP_2020
009A: @91(@50,28i) = create_actor  4 #BMYBU at @175(@50,28f) @203(@50,28f) @231(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @259(@50,28f)
0249: release_model #BMYBU
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_29'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_2029
00D6: if  0
0039:   @58 ==  6  ;; integer values
004D: jump_if_false PIMP_2130
00D6: if  0
0039:   @80 ==  1  ;; integer values
004D: jump_if_false PIMP_2045
00D6: if  0
0039:   @81 ==  1  ;; integer values
004D: jump_if_false PIMP_2045
00D6: if  0
0039:   @82 ==  1  ;; integer values
004D: jump_if_false PIMP_2045
00D6: if  0
0039:   @83 ==  1  ;; integer values
004D: jump_if_false PIMP_2045
0006: @58 =  7  ;; integer values

:PIMP_2045
0209: @50 = random_int  20  24
00D6: if  0
0039:   @50 ==  20  ;; integer values
004D: jump_if_false PIMP_2067
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2067
0247: request_model #WMYGOL1

:PIMP_2053
00D6: if  0
8248:   NOT   model #WMYGOL1 available
004D: jump_if_false PIMP_2058
0001: wait  0 ms
0002: jump PIMP_2053

:PIMP_2058
009A: @91(@50,28i) = create_actor  4 #WMYGOL1 at @175(@50,28f) @203(@50,28f) @231(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @259(@50,28f)
0249: release_model #WMYGOL1
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_80'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_2067
00D6: if  0
0039:   @50 ==  21  ;; integer values
004D: jump_if_false PIMP_2088
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2088
0247: request_model #WMYMECH

:PIMP_2074
00D6: if  0
8248:   NOT   model #WMYMECH available
004D: jump_if_false PIMP_2079
0001: wait  0 ms
0002: jump PIMP_2074

:PIMP_2079
009A: @91(@50,28i) = create_actor  4 #WMYMECH at @175(@50,28f) @203(@50,28f) @231(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @259(@50,28f)
0249: release_model #WMYMECH
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_81'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_2088
00D6: if  0
0039:   @50 ==  22  ;; integer values
004D: jump_if_false PIMP_2109
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2109
0247: request_model #HMYST

:PIMP_2095
00D6: if  0
8248:   NOT   model #HMYST available
004D: jump_if_false PIMP_2100
0001: wait  0 ms
0002: jump PIMP_2095

:PIMP_2100
009A: @91(@50,28i) = create_actor  4 #HMYST at @175(@50,28f) @203(@50,28f) @231(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @259(@50,28f)
0249: release_model #HMYST
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_82'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_2109
00D6: if  0
0039:   @50 ==  23  ;; integer values
004D: jump_if_false PIMP_2130
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2130
0247: request_model #WMOPREA

:PIMP_2116
00D6: if  0
8248:   NOT   model #WMOPREA available
004D: jump_if_false PIMP_2121
0001: wait  0 ms
0002: jump PIMP_2116

:PIMP_2121
009A: @91(@50,28i) = create_actor  4 #WMOPREA at @175(@50,28f) @203(@50,28f) @231(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @259(@50,28f)
0249: release_model #WMOPREA
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_83'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_2130
00D6: if  0
0039:   @58 ==  7  ;; integer values
004D: jump_if_false PIMP_2231
00D6: if  0
0039:   @84 ==  1  ;; integer values
004D: jump_if_false PIMP_2146
00D6: if  0
0039:   @85 ==  1  ;; integer values
004D: jump_if_false PIMP_2146
00D6: if  0
0039:   @86 ==  1  ;; integer values
004D: jump_if_false PIMP_2146
00D6: if  0
0039:   @87 ==  1  ;; integer values
004D: jump_if_false PIMP_2146
0006: @58 =  1  ;; integer values

:PIMP_2146
0209: @50 = random_int  24  28
00D6: if  0
0039:   @50 ==  24  ;; integer values
004D: jump_if_false PIMP_2168
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2168
0247: request_model #BMYBOUN

:PIMP_2154
00D6: if  0
8248:   NOT   model #BMYBOUN available
004D: jump_if_false PIMP_2159
0001: wait  0 ms
0002: jump PIMP_2154

:PIMP_2159
009A: @91(@50,28i) = create_actor  4 #BMYBOUN at @175(@50,28f) @203(@50,28f) @231(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @259(@50,28f)
0249: release_model #BMYBOUN
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_84'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_2168
00D6: if  0
0039:   @50 ==  25  ;; integer values
004D: jump_if_false PIMP_2189
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2189
0247: request_model #BMYDJ

:PIMP_2175
00D6: if  0
8248:   NOT   model #BMYDJ available
004D: jump_if_false PIMP_2180
0001: wait  0 ms
0002: jump PIMP_2175

:PIMP_2180
009A: @91(@50,28i) = create_actor  4 #BMYDJ at @175(@50,28f) @203(@50,28f) @231(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @259(@50,28f)
0249: release_model #BMYDJ
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_85'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_2189
00D6: if  0
0039:   @50 ==  26  ;; integer values
004D: jump_if_false PIMP_2210
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2210
0247: request_model #WMYDRUG

:PIMP_2196
00D6: if  0
8248:   NOT   model #WMYDRUG available
004D: jump_if_false PIMP_2201
0001: wait  0 ms
0002: jump PIMP_2196

:PIMP_2201
009A: @91(@50,28i) = create_actor  4 #WMYDRUG at @175(@50,28f) @203(@50,28f) @231(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @259(@50,28f)
0249: release_model #WMYDRUG
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_86'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_2210
00D6: if  0
0039:   @50 ==  27  ;; integer values
004D: jump_if_false PIMP_2231
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2231
0247: request_model #HMYST

:PIMP_2217
00D6: if  0
8248:   NOT   model #HMYST available
004D: jump_if_false PIMP_2222
0001: wait  0 ms
0002: jump PIMP_2217

:PIMP_2222
009A: @91(@50,28i) = create_actor  4 #HMYST at @175(@50,28f) @203(@50,28f) @231(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @259(@50,28f)
0249: release_model #HMYST
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_87'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_2231
00D6: if  0
04A4: @531  2 
004D: jump_if_false PIMP_2919
00D6: if  0
0039:   @58 ==  1  ;; integer values
004D: jump_if_false PIMP_2335
00D6: if  0
0039:   @60 ==  1  ;; integer values
004D: jump_if_false PIMP_2250
00D6: if  0
0039:   @61 ==  1  ;; integer values
004D: jump_if_false PIMP_2250
00D6: if  0
0039:   @62 ==  1  ;; integer values
004D: jump_if_false PIMP_2250
00D6: if  0
0039:   @63 ==  1  ;; integer values
004D: jump_if_false PIMP_2250
0006: @58 =  2  ;; integer values

:PIMP_2250
0209: @50 = random_int  0  4
00D6: if  0
0039:   @50 ==  0  ;; integer values
004D: jump_if_false PIMP_2272
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2272
0247: request_model #SWMYHP1

:PIMP_2258
00D6: if  0
8248:   NOT   model #SWMYHP1 available
004D: jump_if_false PIMP_2263
0001: wait  0 ms
0002: jump PIMP_2258

:PIMP_2263
009A: @91(@50,28i) = create_actor  4 #SWMYHP1 at @287(@50,28f) @315(@50,28f) @343(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @371(@50,28f)
0249: release_model #SWMYHP1
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP200'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_2272
00D6: if  0
0039:   @50 ==  1  ;; integer values
004D: jump_if_false PIMP_2293
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2293
0247: request_model #SWMYHP1

:PIMP_2279
00D6: if  0
8248:   NOT   model #SWMYHP1 available
004D: jump_if_false PIMP_2284
0001: wait  0 ms
0002: jump PIMP_2279

:PIMP_2284
009A: @91(@50,28i) = create_actor  4 #SWMYHP1 at @287(@50,28f) @315(@50,28f) @343(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @371(@50,28f)
0249: release_model #SWMYHP1
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP201'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_2293
00D6: if  0
0039:   @50 ==  2  ;; integer values
004D: jump_if_false PIMP_2314
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2314
0247: request_model #WMYMECH

:PIMP_2300
00D6: if  0
8248:   NOT   model #WMYMECH available
004D: jump_if_false PIMP_2305
0001: wait  0 ms
0002: jump PIMP_2300

:PIMP_2305
009A: @91(@50,28i) = create_actor  4 #WMYMECH at @287(@50,28f) @315(@50,28f) @343(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @371(@50,28f)
0249: release_model #WMYMECH
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP202'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_2314
00D6: if  0
0039:   @50 ==  3  ;; integer values
004D: jump_if_false PIMP_2335
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2335
0247: request_model #WMYMECH

:PIMP_2321
00D6: if  0
8248:   NOT   model #WMYMECH available
004D: jump_if_false PIMP_2326
0001: wait  0 ms
0002: jump PIMP_2321

:PIMP_2326
009A: @91(@50,28i) = create_actor  4 #WMYMECH at @287(@50,28f) @315(@50,28f) @343(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @371(@50,28f)
0249: release_model #WMYMECH
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP203'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_2335
00D6: if  0
0039:   @58 ==  2  ;; integer values
004D: jump_if_false PIMP_2438
00D6: if  0
0039:   @64 ==  1  ;; integer values
004D: jump_if_false PIMP_2351
00D6: if  0
0039:   @65 ==  1  ;; integer values
004D: jump_if_false PIMP_2351
00D6: if  0
0039:   @66 ==  1  ;; integer values
004D: jump_if_false PIMP_2351
00D6: if  0
0039:   @67 ==  1  ;; integer values
004D: jump_if_false PIMP_2351
0006: @58 =  3  ;; integer values

:PIMP_2351
0209: @50 = random_int  4  8
00D6: if  0
0039:   @50 ==  4  ;; integer values
004D: jump_if_false PIMP_2374
0006: @60(@50,28i) =  1  ;; integer values
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2374
0247: request_model #BMYBU

:PIMP_2360
00D6: if  0
8248:   NOT   model #BMYBU available
004D: jump_if_false PIMP_2365
0001: wait  0 ms
0002: jump PIMP_2360

:PIMP_2365
009A: @91(@50,28i) = create_actor  4 #BMYBU at @287(@50,28f) @315(@50,28f) @343(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @371(@50,28f)
0249: release_model #BMYBU
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP204'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_2374
00D6: if  0
0039:   @50 ==  5  ;; integer values
004D: jump_if_false PIMP_2396
0006: @60(@50,28i) =  1  ;; integer values
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2396
0247: request_model #WMYBU

:PIMP_2382
00D6: if  0
8248:   NOT   model #WMYBU available
004D: jump_if_false PIMP_2387
0001: wait  0 ms
0002: jump PIMP_2382

:PIMP_2387
009A: @91(@50,28i) = create_actor  4 #WMYBU at @287(@50,28f) @315(@50,28f) @343(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @371(@50,28f)
0249: release_model #WMYBU
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP205'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_2396
00D6: if  0
0039:   @50 ==  6  ;; integer values
004D: jump_if_false PIMP_2417
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2417
0247: request_model #WMYMECH

:PIMP_2403
00D6: if  0
8248:   NOT   model #WMYMECH available
004D: jump_if_false PIMP_2408
0001: wait  0 ms
0002: jump PIMP_2403

:PIMP_2408
009A: @91(@50,28i) = create_actor  4 #WMYMECH at @287(@50,28f) @315(@50,28f) @343(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @371(@50,28f)
0249: release_model #WMYMECH
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP206'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_2417
00D6: if  0
0039:   @50 ==  7  ;; integer values
004D: jump_if_false PIMP_2438
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2438
0247: request_model #BMYST

:PIMP_2424
00D6: if  0
8248:   NOT   model #BMYST available
004D: jump_if_false PIMP_2429
0001: wait  0 ms
0002: jump PIMP_2424

:PIMP_2429
009A: @91(@50,28i) = create_actor  4 #BMYST at @287(@50,28f) @315(@50,28f) @343(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @371(@50,28f)
0249: release_model #BMYST
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP207'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_2438
00D6: if  0
0039:   @58 ==  3  ;; integer values
004D: jump_if_false PIMP_2539
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false PIMP_2454
00D6: if  0
0039:   @69 ==  1  ;; integer values
004D: jump_if_false PIMP_2454
00D6: if  0
0039:   @70 ==  1  ;; integer values
004D: jump_if_false PIMP_2454
00D6: if  0
0039:   @71 ==  1  ;; integer values
004D: jump_if_false PIMP_2454
0006: @58 =  4  ;; integer values

:PIMP_2454
0209: @50 = random_int  8  12
00D6: if  0
0039:   @50 ==  8  ;; integer values
004D: jump_if_false PIMP_2476
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2476
0247: request_model #OMOST

:PIMP_2462
00D6: if  0
8248:   NOT   model #OMOST available
004D: jump_if_false PIMP_2467
0001: wait  0 ms
0002: jump PIMP_2462

:PIMP_2467
009A: @91(@50,28i) = create_actor  4 #OMOST at @287(@50,28f) @315(@50,28f) @343(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @371(@50,28f)
0249: release_model #OMOST
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP208'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_2476
00D6: if  0
0039:   @50 ==  9  ;; integer values
004D: jump_if_false PIMP_2497
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2497
0247: request_model #WMYBU

:PIMP_2483
00D6: if  0
8248:   NOT   model #WMYBU available
004D: jump_if_false PIMP_2488
0001: wait  0 ms
0002: jump PIMP_2483

:PIMP_2488
009A: @91(@50,28i) = create_actor  4 #WMYBU at @287(@50,28f) @315(@50,28f) @343(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @371(@50,28f)
0249: release_model #WMYBU
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP209'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_2497
00D6: if  0
0039:   @50 ==  10  ;; integer values
004D: jump_if_false PIMP_2518
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2518
0247: request_model #BMYBU

:PIMP_2504
00D6: if  0
8248:   NOT   model #BMYBU available
004D: jump_if_false PIMP_2509
0001: wait  0 ms
0002: jump PIMP_2504

:PIMP_2509
009A: @91(@50,28i) = create_actor  4 #BMYBU at @287(@50,28f) @315(@50,28f) @343(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @371(@50,28f)
0249: release_model #BMYBU
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP210'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_2518
00D6: if  0
0039:   @50 ==  11  ;; integer values
004D: jump_if_false PIMP_2539
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2539
0247: request_model #BMYST

:PIMP_2525
00D6: if  0
8248:   NOT   model #BMYST available
004D: jump_if_false PIMP_2530
0001: wait  0 ms
0002: jump PIMP_2525

:PIMP_2530
009A: @91(@50,28i) = create_actor  4 #BMYST at @287(@50,28f) @315(@50,28f) @343(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @371(@50,28f)
0249: release_model #BMYST
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP211'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_2539
00D6: if  0
0039:   @58 ==  4  ;; integer values
004D: jump_if_false PIMP_2640
00D6: if  0
0039:   @72 ==  1  ;; integer values
004D: jump_if_false PIMP_2555
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false PIMP_2555
00D6: if  0
0039:   @74 ==  1  ;; integer values
004D: jump_if_false PIMP_2555
00D6: if  0
0039:   @75 ==  1  ;; integer values
004D: jump_if_false PIMP_2555
0006: @58 =  5  ;; integer values

:PIMP_2555
0209: @50 = random_int  12  16
00D6: if  0
0039:   @50 ==  12  ;; integer values
004D: jump_if_false PIMP_2577
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2577
0247: request_model #WMYBU

:PIMP_2563
00D6: if  0
8248:   NOT   model #WMYBU available
004D: jump_if_false PIMP_2568
0001: wait  0 ms
0002: jump PIMP_2563

:PIMP_2568
009A: @91(@50,28i) = create_actor  4 #WMYBU at @287(@50,28f) @315(@50,28f) @343(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @371(@50,28f)
0249: release_model #WMYBU
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP212'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_2577
00D6: if  0
0039:   @50 ==  13  ;; integer values
004D: jump_if_false PIMP_2598
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2598
0247: request_model #WMYDRUG

:PIMP_2584
00D6: if  0
8248:   NOT   model #WMYDRUG available
004D: jump_if_false PIMP_2589
0001: wait  0 ms
0002: jump PIMP_2584

:PIMP_2589
009A: @91(@50,28i) = create_actor  4 #WMYDRUG at @287(@50,28f) @315(@50,28f) @343(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @371(@50,28f)
0249: release_model #WMYDRUG
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP213'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_2598
00D6: if  0
0039:   @50 ==  14  ;; integer values
004D: jump_if_false PIMP_2619
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2619
0247: request_model #BMYBU

:PIMP_2605
00D6: if  0
8248:   NOT   model #BMYBU available
004D: jump_if_false PIMP_2610
0001: wait  0 ms
0002: jump PIMP_2605

:PIMP_2610
009A: @91(@50,28i) = create_actor  4 #BMYBU at @287(@50,28f) @315(@50,28f) @343(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @371(@50,28f)
0249: release_model #BMYBU
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP214'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_2619
00D6: if  0
0039:   @50 ==  15  ;; integer values
004D: jump_if_false PIMP_2640
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2640
0247: request_model #WMYGOL1

:PIMP_2626
00D6: if  0
8248:   NOT   model #WMYGOL1 available
004D: jump_if_false PIMP_2631
0001: wait  0 ms
0002: jump PIMP_2626

:PIMP_2631
009A: @91(@50,28i) = create_actor  4 #WMYGOL1 at @287(@50,28f) @315(@50,28f) @343(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @371(@50,28f)
0249: release_model #WMYGOL1
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP215'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_2640
00D6: if  0
0039:   @58 ==  5  ;; integer values
004D: jump_if_false PIMP_2741
00D6: if  0
0039:   @76 ==  1  ;; integer values
004D: jump_if_false PIMP_2656
00D6: if  0
0039:   @77 ==  1  ;; integer values
004D: jump_if_false PIMP_2656
00D6: if  0
0039:   @78 ==  1  ;; integer values
004D: jump_if_false PIMP_2656
00D6: if  0
0039:   @79 ==  1  ;; integer values
004D: jump_if_false PIMP_2656
0006: @58 =  6  ;; integer values

:PIMP_2656
0209: @50 = random_int  16  20
00D6: if  0
0039:   @50 ==  16  ;; integer values
004D: jump_if_false PIMP_2678
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2678
0247: request_model #WMYBU

:PIMP_2664
00D6: if  0
8248:   NOT   model #WMYBU available
004D: jump_if_false PIMP_2669
0001: wait  0 ms
0002: jump PIMP_2664

:PIMP_2669
009A: @91(@50,28i) = create_actor  4 #WMYBU at @287(@50,28f) @315(@50,28f) @343(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @371(@50,28f)
0249: release_model #WMYBU
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP216'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_2678
00D6: if  0
0039:   @50 ==  17  ;; integer values
004D: jump_if_false PIMP_2699
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2699
0247: request_model #WMYDRUG

:PIMP_2685
00D6: if  0
8248:   NOT   model #WMYDRUG available
004D: jump_if_false PIMP_2690
0001: wait  0 ms
0002: jump PIMP_2685

:PIMP_2690
009A: @91(@50,28i) = create_actor  4 #WMYDRUG at @287(@50,28f) @315(@50,28f) @343(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @371(@50,28f)
0249: release_model #WMYDRUG
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP217'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_2699
00D6: if  0
0039:   @50 ==  18  ;; integer values
004D: jump_if_false PIMP_2720
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2720
0247: request_model #WMYCON

:PIMP_2706
00D6: if  0
8248:   NOT   model #WMYCON available
004D: jump_if_false PIMP_2711
0001: wait  0 ms
0002: jump PIMP_2706

:PIMP_2711
009A: @91(@50,28i) = create_actor  4 #WMYCON at @287(@50,28f) @315(@50,28f) @343(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @371(@50,28f)
0249: release_model #WMYCON
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP218'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_2720
00D6: if  0
0039:   @50 ==  19  ;; integer values
004D: jump_if_false PIMP_2741
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2741
0247: request_model #WMYMECH

:PIMP_2727
00D6: if  0
8248:   NOT   model #WMYMECH available
004D: jump_if_false PIMP_2732
0001: wait  0 ms
0002: jump PIMP_2727

:PIMP_2732
009A: @91(@50,28i) = create_actor  4 #WMYMECH at @287(@50,28f) @315(@50,28f) @343(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @371(@50,28f)
0249: release_model #WMYMECH
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP219'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_2741
00D6: if  0
0039:   @58 ==  6  ;; integer values
004D: jump_if_false PIMP_2818
00D6: if  0
0039:   @80 ==  1  ;; integer values
004D: jump_if_false PIMP_2754
00D6: if  0
0039:   @81 ==  1  ;; integer values
004D: jump_if_false PIMP_2754
00D6: if  0
0039:   @82 ==  1  ;; integer values
004D: jump_if_false PIMP_2754
0006: @58 =  7  ;; integer values

:PIMP_2754
0209: @50 = random_int  20  23
00D6: if  0
0039:   @50 ==  20  ;; integer values
004D: jump_if_false PIMP_2776
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2776
0247: request_model #WMYBU

:PIMP_2762
00D6: if  0
8248:   NOT   model #WMYBU available
004D: jump_if_false PIMP_2767
0001: wait  0 ms
0002: jump PIMP_2762

:PIMP_2767
009A: @91(@50,28i) = create_actor  4 #WMYBU at @287(@50,28f) @315(@50,28f) @343(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @371(@50,28f)
0249: release_model #WMYBU
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP220'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_2776
00D6: if  0
0039:   @50 ==  21  ;; integer values
004D: jump_if_false PIMP_2797
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2797
0247: request_model #BMYBU

:PIMP_2783
00D6: if  0
8248:   NOT   model #BMYBU available
004D: jump_if_false PIMP_2788
0001: wait  0 ms
0002: jump PIMP_2783

:PIMP_2788
009A: @91(@50,28i) = create_actor  4 #BMYBU at @287(@50,28f) @315(@50,28f) @343(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @371(@50,28f)
0249: release_model #BMYBU
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP221'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_2797
00D6: if  0
0039:   @50 ==  22  ;; integer values
004D: jump_if_false PIMP_2818
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2818
0247: request_model #WMYSGRD

:PIMP_2804
00D6: if  0
8248:   NOT   model #WMYSGRD available
004D: jump_if_false PIMP_2809
0001: wait  0 ms
0002: jump PIMP_2804

:PIMP_2809
009A: @91(@50,28i) = create_actor  4 #WMYSGRD at @287(@50,28f) @315(@50,28f) @343(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @371(@50,28f)
0249: release_model #WMYSGRD
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP222'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_2818
00D6: if  0
0039:   @58 ==  7  ;; integer values
004D: jump_if_false PIMP_2919
00D6: if  0
0039:   @83 ==  1  ;; integer values
004D: jump_if_false PIMP_2834
00D6: if  0
0039:   @84 ==  1  ;; integer values
004D: jump_if_false PIMP_2834
00D6: if  0
0039:   @85 ==  1  ;; integer values
004D: jump_if_false PIMP_2834
00D6: if  0
0039:   @86 ==  1  ;; integer values
004D: jump_if_false PIMP_2834
0006: @58 =  1  ;; integer values

:PIMP_2834
0209: @50 = random_int  23  27
00D6: if  0
0039:   @50 ==  23  ;; integer values
004D: jump_if_false PIMP_2856
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2856
0247: request_model #WMYBU

:PIMP_2842
00D6: if  0
8248:   NOT   model #WMYBU available
004D: jump_if_false PIMP_2847
0001: wait  0 ms
0002: jump PIMP_2842

:PIMP_2847
009A: @91(@50,28i) = create_actor  4 #WMYBU at @287(@50,28f) @315(@50,28f) @343(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @371(@50,28f)
0249: release_model #WMYBU
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP223'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_2856
00D6: if  0
0039:   @50 ==  24  ;; integer values
004D: jump_if_false PIMP_2877
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2877
0247: request_model #WMYDRUG

:PIMP_2863
00D6: if  0
8248:   NOT   model #WMYDRUG available
004D: jump_if_false PIMP_2868
0001: wait  0 ms
0002: jump PIMP_2863

:PIMP_2868
009A: @91(@50,28i) = create_actor  4 #WMYDRUG at @287(@50,28f) @315(@50,28f) @343(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @371(@50,28f)
0249: release_model #WMYDRUG
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP224'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_2877
00D6: if  0
0039:   @50 ==  25  ;; integer values
004D: jump_if_false PIMP_2898
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2898
0247: request_model #WMYBMX

:PIMP_2884
00D6: if  0
8248:   NOT   model #WMYBMX available
004D: jump_if_false PIMP_2889
0001: wait  0 ms
0002: jump PIMP_2884

:PIMP_2889
009A: @91(@50,28i) = create_actor  4 #WMYBMX at @287(@50,28f) @315(@50,28f) @343(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @371(@50,28f)
0249: release_model #WMYBMX
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP225'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_2898
00D6: if  0
0039:   @50 ==  26  ;; integer values
004D: jump_if_false PIMP_2919
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2919
0247: request_model #BMYBU

:PIMP_2905
00D6: if  0
8248:   NOT   model #BMYBU available
004D: jump_if_false PIMP_2910
0001: wait  0 ms
0002: jump PIMP_2905

:PIMP_2910
009A: @91(@50,28i) = create_actor  4 #BMYBU at @287(@50,28f) @315(@50,28f) @343(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @371(@50,28f)
0249: release_model #BMYBU
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP226'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_2919
00D6: if  0
04A4: @531  3 
004D: jump_if_false PIMP_3427
00D6: if  0
0039:   @58 ==  1  ;; integer values
004D: jump_if_false PIMP_3023
00D6: if  0
0039:   @60 ==  1  ;; integer values
004D: jump_if_false PIMP_2938
00D6: if  0
0039:   @61 ==  1  ;; integer values
004D: jump_if_false PIMP_2938
00D6: if  0
0039:   @62 ==  1  ;; integer values
004D: jump_if_false PIMP_2938
00D6: if  0
0039:   @63 ==  1  ;; integer values
004D: jump_if_false PIMP_2938
0006: @58 =  2  ;; integer values

:PIMP_2938
0209: @50 = random_int  0  4
00D6: if  0
0039:   @50 ==  0  ;; integer values
004D: jump_if_false PIMP_2960
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2960
0247: request_model #SWMYHP1

:PIMP_2946
00D6: if  0
8248:   NOT   model #SWMYHP1 available
004D: jump_if_false PIMP_2951
0001: wait  0 ms
0002: jump PIMP_2946

:PIMP_2951
009A: @91(@50,28i) = create_actor  4 #SWMYHP1 at @399(@50,28f) @427(@50,28f) @455(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @483(@50,28f)
0249: release_model #SWMYHP1
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP300'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_2960
00D6: if  0
0039:   @50 ==  1  ;; integer values
004D: jump_if_false PIMP_2981
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2981
0247: request_model #SWMYHP1

:PIMP_2967
00D6: if  0
8248:   NOT   model #SWMYHP1 available
004D: jump_if_false PIMP_2972
0001: wait  0 ms
0002: jump PIMP_2967

:PIMP_2972
009A: @91(@50,28i) = create_actor  4 #SWMYHP1 at @399(@50,28f) @427(@50,28f) @455(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @483(@50,28f)
0249: release_model #SWMYHP1
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP301'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_2981
00D6: if  0
0039:   @50 ==  2  ;; integer values
004D: jump_if_false PIMP_3002
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_3002
0247: request_model #BMYBU

:PIMP_2988
00D6: if  0
8248:   NOT   model #BMYBU available
004D: jump_if_false PIMP_2993
0001: wait  0 ms
0002: jump PIMP_2988

:PIMP_2993
009A: @91(@50,28i) = create_actor  4 #BMYBU at @399(@50,28f) @427(@50,28f) @455(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @483(@50,28f)
0249: release_model #BMYBU
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP302'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_3002
00D6: if  0
0039:   @50 ==  3  ;; integer values
004D: jump_if_false PIMP_3023
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_3023
0247: request_model #WMYBU

:PIMP_3009
00D6: if  0
8248:   NOT   model #WMYBU available
004D: jump_if_false PIMP_3014
0001: wait  0 ms
0002: jump PIMP_3009

:PIMP_3014
009A: @91(@50,28i) = create_actor  4 #WMYBU at @399(@50,28f) @427(@50,28f) @455(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @483(@50,28f)
0249: release_model #WMYBU
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP303'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_3023
00D6: if  0
0039:   @58 ==  2  ;; integer values
004D: jump_if_false PIMP_3124
00D6: if  0
0039:   @64 ==  1  ;; integer values
004D: jump_if_false PIMP_3039
00D6: if  0
0039:   @65 ==  1  ;; integer values
004D: jump_if_false PIMP_3039
00D6: if  0
0039:   @66 ==  1  ;; integer values
004D: jump_if_false PIMP_3039
00D6: if  0
0039:   @67 ==  1  ;; integer values
004D: jump_if_false PIMP_3039
0006: @58 =  3  ;; integer values

:PIMP_3039
0209: @50 = random_int  4  8
00D6: if  0
0039:   @50 ==  4  ;; integer values
004D: jump_if_false PIMP_3061
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_3061
0247: request_model #DWMOLC1

:PIMP_3047
00D6: if  0
8248:   NOT   model #DWMOLC1 available
004D: jump_if_false PIMP_3052
0001: wait  0 ms
0002: jump PIMP_3047

:PIMP_3052
009A: @91(@50,28i) = create_actor  4 #DWMOLC1 at @399(@50,28f) @427(@50,28f) @455(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @483(@50,28f)
0249: release_model #DWMOLC1
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP304'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_3061
00D6: if  0
0039:   @50 ==  5  ;; integer values
004D: jump_if_false PIMP_3082
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_3082
0247: request_model #DWMOLC2

:PIMP_3068
00D6: if  0
8248:   NOT   model #DWMOLC2 available
004D: jump_if_false PIMP_3073
0001: wait  0 ms
0002: jump PIMP_3068

:PIMP_3073
009A: @91(@50,28i) = create_actor  4 #DWMOLC2 at @399(@50,28f) @427(@50,28f) @455(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @483(@50,28f)
0249: release_model #DWMOLC2
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP305'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_3082
00D6: if  0
0039:   @50 ==  6  ;; integer values
004D: jump_if_false PIMP_3103
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_3103
0247: request_model #BMYBU

:PIMP_3089
00D6: if  0
8248:   NOT   model #BMYBU available
004D: jump_if_false PIMP_3094
0001: wait  0 ms
0002: jump PIMP_3089

:PIMP_3094
009A: @91(@50,28i) = create_actor  4 #BMYBU at @399(@50,28f) @427(@50,28f) @455(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @483(@50,28f)
0249: release_model #BMYBU
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP306'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_3103
00D6: if  0
0039:   @50 ==  7  ;; integer values
004D: jump_if_false PIMP_3124
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_3124
0247: request_model #WMYBU

:PIMP_3110
00D6: if  0
8248:   NOT   model #WMYBU available
004D: jump_if_false PIMP_3115
0001: wait  0 ms
0002: jump PIMP_3110

:PIMP_3115
009A: @91(@50,28i) = create_actor  4 #WMYBU at @399(@50,28f) @427(@50,28f) @455(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @483(@50,28f)
0249: release_model #WMYBU
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP307'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_3124
00D6: if  0
0039:   @58 ==  3  ;; integer values
004D: jump_if_false PIMP_3225
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false PIMP_3140
00D6: if  0
0039:   @69 ==  1  ;; integer values
004D: jump_if_false PIMP_3140
00D6: if  0
0039:   @70 ==  1  ;; integer values
004D: jump_if_false PIMP_3140
00D6: if  0
0039:   @71 ==  1  ;; integer values
004D: jump_if_false PIMP_3140
0006: @58 =  4  ;; integer values

:PIMP_3140
0209: @50 = random_int  8  12
00D6: if  0
0039:   @50 ==  8  ;; integer values
004D: jump_if_false PIMP_3162
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_3162
0247: request_model #DWMOLC1

:PIMP_3148
00D6: if  0
8248:   NOT   model #DWMOLC1 available
004D: jump_if_false PIMP_3153
0001: wait  0 ms
0002: jump PIMP_3148

:PIMP_3153
009A: @91(@50,28i) = create_actor  4 #DWMOLC1 at @399(@50,28f) @427(@50,28f) @455(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @483(@50,28f)
0249: release_model #DWMOLC1
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP308'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_3162
00D6: if  0
0039:   @50 ==  9  ;; integer values
004D: jump_if_false PIMP_3183
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_3183
0247: request_model #DWMOLC2

:PIMP_3169
00D6: if  0
8248:   NOT   model #DWMOLC2 available
004D: jump_if_false PIMP_3174
0001: wait  0 ms
0002: jump PIMP_3169

:PIMP_3174
009A: @91(@50,28i) = create_actor  4 #DWMOLC2 at @399(@50,28f) @427(@50,28f) @455(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @483(@50,28f)
0249: release_model #DWMOLC2
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP309'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_3183
00D6: if  0
0039:   @50 ==  10  ;; integer values
004D: jump_if_false PIMP_3204
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_3204
0247: request_model #BMYBU

:PIMP_3190
00D6: if  0
8248:   NOT   model #BMYBU available
004D: jump_if_false PIMP_3195
0001: wait  0 ms
0002: jump PIMP_3190

:PIMP_3195
009A: @91(@50,28i) = create_actor  4 #BMYBU at @399(@50,28f) @427(@50,28f) @455(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @483(@50,28f)
0249: release_model #BMYBU
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP310'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_3204
00D6: if  0
0039:   @50 ==  11  ;; integer values
004D: jump_if_false PIMP_3225
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_3225
0247: request_model #WMYBU

:PIMP_3211
00D6: if  0
8248:   NOT   model #WMYBU available
004D: jump_if_false PIMP_3216
0001: wait  0 ms
0002: jump PIMP_3211

:PIMP_3216
009A: @91(@50,28i) = create_actor  4 #WMYBU at @399(@50,28f) @427(@50,28f) @455(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @483(@50,28f)
0249: release_model #WMYBU
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP311'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_3225
00D6: if  0
0039:   @58 ==  4  ;; integer values
004D: jump_if_false PIMP_3326
00D6: if  0
0039:   @72 ==  1  ;; integer values
004D: jump_if_false PIMP_3241
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false PIMP_3241
00D6: if  0
0039:   @74 ==  1  ;; integer values
004D: jump_if_false PIMP_3241
00D6: if  0
0039:   @75 ==  1  ;; integer values
004D: jump_if_false PIMP_3241
0006: @58 =  5  ;; integer values

:PIMP_3241
0209: @50 = random_int  12  16
00D6: if  0
0039:   @50 ==  12  ;; integer values
004D: jump_if_false PIMP_3263
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_3263
0247: request_model #WMYMECH

:PIMP_3249
00D6: if  0
8248:   NOT   model #WMYMECH available
004D: jump_if_false PIMP_3254
0001: wait  0 ms
0002: jump PIMP_3249

:PIMP_3254
009A: @91(@50,28i) = create_actor  4 #WMYMECH at @399(@50,28f) @427(@50,28f) @455(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @483(@50,28f)
0249: release_model #WMYMECH
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP312'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_3263
00D6: if  0
0039:   @50 ==  13  ;; integer values
004D: jump_if_false PIMP_3284
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_3284
0247: request_model #DWMYLC1

:PIMP_3270
00D6: if  0
8248:   NOT   model #DWMYLC1 available
004D: jump_if_false PIMP_3275
0001: wait  0 ms
0002: jump PIMP_3270

:PIMP_3275
009A: @91(@50,28i) = create_actor  4 #DWMYLC1 at @399(@50,28f) @427(@50,28f) @455(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @483(@50,28f)
0249: release_model #DWMYLC1
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP313'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_3284
00D6: if  0
0039:   @50 ==  14  ;; integer values
004D: jump_if_false PIMP_3305
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_3305
0247: request_model #BMYBU

:PIMP_3291
00D6: if  0
8248:   NOT   model #BMYBU available
004D: jump_if_false PIMP_3296
0001: wait  0 ms
0002: jump PIMP_3291

:PIMP_3296
009A: @91(@50,28i) = create_actor  4 #BMYBU at @399(@50,28f) @427(@50,28f) @455(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @483(@50,28f)
0249: release_model #BMYBU
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP314'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_3305
00D6: if  0
0039:   @50 ==  15  ;; integer values
004D: jump_if_false PIMP_3326
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_3326
0247: request_model #WMYDRUG

:PIMP_3312
00D6: if  0
8248:   NOT   model #WMYDRUG available
004D: jump_if_false PIMP_3317
0001: wait  0 ms
0002: jump PIMP_3312

:PIMP_3317
009A: @91(@50,28i) = create_actor  4 #WMYDRUG at @399(@50,28f) @427(@50,28f) @455(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @483(@50,28f)
0249: release_model #WMYDRUG
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP315'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_3326
00D6: if  0
0039:   @58 ==  5  ;; integer values
004D: jump_if_false PIMP_3427
00D6: if  0
0039:   @76 ==  1  ;; integer values
004D: jump_if_false PIMP_3342
00D6: if  0
0039:   @77 ==  1  ;; integer values
004D: jump_if_false PIMP_3342
00D6: if  0
0039:   @78 ==  1  ;; integer values
004D: jump_if_false PIMP_3342
00D6: if  0
0039:   @79 ==  1  ;; integer values
004D: jump_if_false PIMP_3342
0006: @58 =  1  ;; integer values

:PIMP_3342
0209: @50 = random_int  16  20
00D6: if  0
0039:   @50 ==  16  ;; integer values
004D: jump_if_false PIMP_3364
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_3364
0247: request_model #WMOPREA

:PIMP_3350
00D6: if  0
8248:   NOT   model #WMOPREA available
004D: jump_if_false PIMP_3355
0001: wait  0 ms
0002: jump PIMP_3350

:PIMP_3355
009A: @91(@50,28i) = create_actor  4 #WMOPREA at @399(@50,28f) @427(@50,28f) @455(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @483(@50,28f)
0249: release_model #WMOPREA
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP316'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_3364
00D6: if  0
0039:   @50 ==  17  ;; integer values
004D: jump_if_false PIMP_3385
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_3385
0247: request_model #WMYST

:PIMP_3371
00D6: if  0
8248:   NOT   model #WMYST available
004D: jump_if_false PIMP_3376
0001: wait  0 ms
0002: jump PIMP_3371

:PIMP_3376
009A: @91(@50,28i) = create_actor  4 #WMYST at @399(@50,28f) @427(@50,28f) @455(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @483(@50,28f)
0249: release_model #WMYST
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP317'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_3385
00D6: if  0
0039:   @50 ==  18  ;; integer values
004D: jump_if_false PIMP_3406
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_3406
0247: request_model #BMYBU

:PIMP_3392
00D6: if  0
8248:   NOT   model #BMYBU available
004D: jump_if_false PIMP_3397
0001: wait  0 ms
0002: jump PIMP_3392

:PIMP_3397
009A: @91(@50,28i) = create_actor  4 #BMYBU at @399(@50,28f) @427(@50,28f) @455(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @483(@50,28f)
0249: release_model #BMYBU
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP318'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_3406
00D6: if  0
0039:   @50 ==  19  ;; integer values
004D: jump_if_false PIMP_3427
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_3427
0247: request_model #DWMYLC1

:PIMP_3413
00D6: if  0
8248:   NOT   model #DWMYLC1 available
004D: jump_if_false PIMP_3418
0001: wait  0 ms
0002: jump PIMP_3413

:PIMP_3418
009A: @91(@50,28i) = create_actor  4 #DWMYLC1 at @399(@50,28f) @427(@50,28f) @455(@50,28f)
0173: set_actor @91(@50,28i) z_angle_to @483(@50,28f)
0249: release_model #DWMYLC1
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP319'  4000 ms  1
0006: @47 =  2  ;; integer values
0006: @32 =  0  ;; integer values
0006: @60(@50,28i) =  1  ;; integer values
0006: @119(@50,28i) =  1  ;; integer values

:PIMP_3427
00D6: if  0
0039:   @520 ==  1  ;; integer values
004D: jump_if_false PIMP_3477
00D6: if  0
0019:   @32 >  5000  ;; integer values
004D: jump_if_false PIMP_3477
00D6: if  0
001B:    1 > @49  ;; integer values
004D: jump_if_false PIMP_3444
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false PIMP_3440
00BC: text_highpriority 'PIMP_3'  6000 ms  1

:PIMP_3440
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false PIMP_3444
00BC: text_highpriority 'PIMP_31'  6000 ms  1

:PIMP_3444
00D6: if  0
0019:   @49 >  0  ;; integer values
004D: jump_if_false PIMP_3475
0006: @541 =  1  ;; integer values
00D6: if  0
8039:   NOT   @513 ==  1  ;; integer values
004D: jump_if_false PIMP_3475
08D4: 'PIMP_70'  31.0  80.0  89.0  2  0  1  1 @529 
0006: @34 =  1  ;; integer values
08DB: @529  0 'PIMP_71' 'PIMP_72' 'PIMP_73' 'PIMP_74' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08D6: @529  1  2 
0006: @528 =  300  ;; integer values
0085: @526 = @49  ;; integer values and handles
006A: @526 *= @528  ;; integer values
08EE: @529  1  0 'DOLLAR' @528 
08EE: @529  1  1 'PIMP_75' @49 
08EE: @529  1  2 'DOLLAR' @526 
090E: @529  2 
0093: @527 = integer_to_float @526  
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false PIMP_3469
00BC: text_highpriority 'PIMP_7'  6000 ms  1
0109: player $PLAYER_CHAR money += @526
0624:  36 @527 

:PIMP_3469
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false PIMP_3475
00BC: text_highpriority 'PIMP_32'  6000 ms  1
0109: player $PLAYER_CHAR money += @526
0624:  36 @527 

:PIMP_3475
0006: @520 =  2  ;; integer values
0006: @32 =  0  ;; integer values

:PIMP_3477
00D6: if  0
0039:   @520 ==  2  ;; integer values
004D: jump_if_false PIMP_3489
00D6: if  0
0019:   @32 >  6000  ;; integer values
004D: jump_if_false PIMP_3489
00D6: if  0
0039:   @34 ==  1  ;; integer values
004D: jump_if_false PIMP_3488
08DA: @529 
0006: @34 =  0  ;; integer values

:PIMP_3488
0006: @520 =  3  ;; integer values

:PIMP_3489
00D6: if  0
0039:   @47 ==  2  ;; integer values
004D: jump_if_false PIMP_3513
00D6: if  0
8118:   NOT   actor @91(@50,28i) dead
004D: jump_if_false PIMP_3503
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false PIMP_3499
0085: @511 = @50  ;; integer values and handles

:PIMP_3499
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false PIMP_3503
0085: @512 = @50  ;; integer values and handles

:PIMP_3503
0164: disable_marker @89
0187: @89 = create_marker_above_actor @91(@50,28i)
0165: set_marker @89 color_to  4
0004: $8246 =  180000  ;; integer values
014F: stop_timer $8246
0006: @537 =  0  ;; integer values
03C3: set_timer_with_text_to $8246 type  1 text 'PIMP_90'
0006: @537 =  1  ;; integer values
0006: @47 =  3  ;; integer values
0006: @48 =  0  ;; integer values

:PIMP_3513
00D6: if  0
0039:   @47 ==  3  ;; integer values
004D: jump_if_false PIMP_3610
00D6: if  0
8118:   NOT   actor @91(@50,28i) dead
004D: jump_if_false PIMP_3610
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false PIMP_3610
00D6: if  0
0039:   @521 ==  0  ;; integer values
004D: jump_if_false PIMP_3532
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @40
004D: jump_if_false PIMP_3532
0186: @522 = create_marker_above_car @40
07E0: @522  1 
0164: disable_marker @89
0006: @521 =  1  ;; integer values

:PIMP_3532
00D6: if  0
0039:   @521 ==  1  ;; integer values
004D: jump_if_false PIMP_3545
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @40
004D: jump_if_false PIMP_3545
0164: disable_marker @522
0006: @521 =  0  ;; integer values
0164: disable_marker @89
0187: @89 = create_marker_above_actor @91(@50,28i)
0165: set_marker @89 color_to  4
00BC: text_highpriority 'PIMP_53'  6000 ms  1
0006: @521 =  0  ;; integer values

:PIMP_3545
00D6: if  0
051A:   unknown_actor @91(@50,28i) hit_by_actor $PLAYER_ACTOR
004D: jump_if_false PIMP_3550
00BC: text_highpriority 'PIMP_52'  8000 ms  1
0002: jump PIMP_4461

:PIMP_3550
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false PIMP_3610
00D6: if  0
8118:   NOT   actor @35(@37,2i) dead
004D: jump_if_false PIMP_3610
00D6: if  0
0039:   @46 ==  0  ;; integer values
004D: jump_if_false PIMP_3610
00D6: if  0
0039:   @521 ==  0  ;; integer values
004D: jump_if_false PIMP_3610
00D6: if  0
00F4:   actor $PLAYER_ACTOR near_actor_in_car @91(@50,28i) radius  10.0  10.0  0  
004D: jump_if_false PIMP_3610
00D6: if  0
0039:   @48 ==  0  ;; integer values
004D: jump_if_false PIMP_3578
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false PIMP_3573
00BC: text_highpriority 'PIMP_6'  4000 ms  1
0006: @48 =  1  ;; integer values

:PIMP_3573
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false PIMP_3578
00BC: text_highpriority 'PIMP_33'  4000 ms  1
0006: @48 =  1  ;; integer values

:PIMP_3578
0085: @53 = @37  ;; integer values and handles
00D6: if  0
01C1:   car @40 stopped
004D: jump_if_false PIMP_3610
0639: unknown_action_sequence @91(@50,28i) @35(@53,2i) 
0687: @35(@53,2i) 
0085: @54 = @50  ;; integer values and handles
0006: @537 =  0  ;; integer values
014F: stop_timer $8246
0004: $8246 =  180000  ;; integer values
0615: @39 
05CD: unknown_action_sequence -1 @40 
040D: unload_wav  4
00D6: if  0
04A4: @531  1 
004D: jump_if_false PIMP_3595
05D3: unknown_action_sequence -1 @175(@50,28f) @203(@50,28f) @231(@50,28f)  6  10000 

:PIMP_3595
00D6: if  0
04A4: @531  2 
004D: jump_if_false PIMP_3599
05D3: unknown_action_sequence -1 @287(@50,28f) @315(@50,28f) @343(@50,28f)  6  10000 

:PIMP_3599
00D6: if  0
04A4: @531  3 
004D: jump_if_false PIMP_3603
05D3: unknown_action_sequence -1 @399(@50,28f) @427(@50,28f) @455(@50,28f)  6  10000 

:PIMP_3603
0616: @39 
0618: @35(@53,2i) @39 
061B: @39 
0006: @46 =  1  ;; integer values
0006: @55 =  1  ;; integer values
0006: @47 =  4  ;; integer values
0006: @32 =  0  ;; integer values

:PIMP_3610
00D6: if  0
0039:   @55 ==  1  ;; integer values
004D: jump_if_false PIMP_3627
00D6: if  0
8118:   NOT   actor @35(@53,2i) dead
004D: jump_if_false PIMP_3627
00D6: if  0
8118:   NOT   actor @91(@54,28i) dead
004D: jump_if_false PIMP_3627
00D6: if  0
00F2:   actor @35(@53,2i) near_actor @91(@54,28i) radius  3.0  3.0  0
004D: jump_if_false PIMP_3627
0687: @35(@53,2i) 
0687: @91(@54,28i) 
0677: unknown_action_sequence @35(@53,2i) @91(@54,28i)  1  1 
0677: unknown_action_sequence @91(@54,28i) @35(@53,2i)  0  1 
0006: @55 =  0  ;; integer values

:PIMP_3627
00D6: if  0
0039:   @47 ==  4  ;; integer values
004D: jump_if_false PIMP_3660
00D6: if  0
051A:   unknown_actor @91(@50,28i) hit_by_actor $PLAYER_ACTOR
004D: jump_if_false PIMP_3635
00BC: text_highpriority 'PIMP_52'  8000 ms  1
0002: jump PIMP_4461

:PIMP_3635
00D6: if  0
8118:   NOT   actor @35(@53,2i) dead
004D: jump_if_false PIMP_3660
00D6: if  0
8118:   NOT   actor @91(@50,28i) dead
004D: jump_if_false PIMP_3660
00D6: if  0
0039:   @52 ==  1  ;; integer values
004D: jump_if_false PIMP_3645
0006: @47 =  15  ;; integer values

:PIMP_3645
00D6: if  0
0039:   @52 ==  0  ;; integer values
004D: jump_if_false PIMP_3660
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false PIMP_3660
0006: @42 =  0  ;; integer values
0006: @41 =  0  ;; integer values
0006: @37 =  1  ;; integer values
0006: @47 =  99  ;; integer values
0164: disable_marker @89
0006: @45 =  0  ;; integer values
0006: @44 =  0  ;; integer values
0006: @46 =  0  ;; integer values
0006: @52 =  1  ;; integer values

:PIMP_3660
00D6: if  0
0039:   @47 ==  15  ;; integer values
004D: jump_if_false PIMP_3674
00D6: if  0
051A:   unknown_actor @91(@50,28i) hit_by_actor $PLAYER_ACTOR
004D: jump_if_false PIMP_3668
00BC: text_highpriority 'PIMP_52'  8000 ms  1
0002: jump PIMP_4461

:PIMP_3668
0164: disable_marker @89
0006: @45 =  0  ;; integer values
0006: @44 =  0  ;; integer values
0006: @46 =  0  ;; integer values
0050: gosub PIMP_4259
0006: @47 =  20  ;; integer values

:PIMP_3674
00D6: if  0
0039:   @47 ==  20  ;; integer values
004D: jump_if_false PIMP_3683
00D6: if  0
051A:   unknown_actor @91(@50,28i) hit_by_actor $PLAYER_ACTOR
004D: jump_if_false PIMP_3682
00BC: text_highpriority 'PIMP_52'  8000 ms  1
0002: jump PIMP_4461

:PIMP_3682
0006: @47 =  25  ;; integer values

:PIMP_3683
00D6: if  0
0039:   @47 ==  25  ;; integer values
004D: jump_if_false PIMP_3783
0209: @513 = random_int  0  4
00D6: if  0
001B:    2 > @49  ;; integer values
004D: jump_if_false PIMP_3691
0006: @513 =  3  ;; integer values

:PIMP_3691
00D6: if  0
0039:   @513 ==  0  ;; integer values
004D: jump_if_false PIMP_3728
0006: @47 =  30  ;; integer values
00BC: text_highpriority 'PIMP_35'  6000 ms  1
0006: @524 =  1  ;; integer values
0006: @32 =  0  ;; integer values
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false PIMP_3713
00D6: if  0
8118:   NOT   actor @91(@511,28i) dead
004D: jump_if_false PIMP_3713
0164: disable_marker @90
0187: @90 = create_marker_above_actor @91(@511,28i)
0770: @91(@511,28i)  1 
0006: @119(@511,28i) =  0  ;; integer values
0165: set_marker @90 color_to  0
014F: stop_timer $8246
0004: $8246 =  180000  ;; integer values
03C3: set_timer_with_text_to $8246 type  1 text 'PIMP_90'
0006: @537 =  2  ;; integer values

:PIMP_3713
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false PIMP_3728
00D6: if  0
8118:   NOT   actor @91(@512,28i) dead
004D: jump_if_false PIMP_3728
0164: disable_marker @90
0187: @90 = create_marker_above_actor @91(@512,28i)
0770: @91(@512,28i)  1 
0006: @119(@512,28i) =  0  ;; integer values
0165: set_marker @90 color_to  0
014F: stop_timer $8246
0004: $8246 =  180000  ;; integer values
03C3: set_timer_with_text_to $8246 type  1 text 'PIMP_90'
0006: @537 =  2  ;; integer values

:PIMP_3728
00D6: if  0
0039:   @513 ==  1  ;; integer values
004D: jump_if_false PIMP_3767
0006: @47 =  40  ;; integer values
00BC: text_highpriority 'PIMP_39'  6000 ms  1
0006: @525 =  1  ;; integer values
0006: @32 =  0  ;; integer values
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false PIMP_3751
00D6: if  0
8118:   NOT   actor @91(@511,28i) dead
004D: jump_if_false PIMP_3751
0164: disable_marker @90
0187: @90 = create_marker_above_actor @91(@511,28i)
0770: @91(@511,28i)  1 
0006: @119(@511,28i) =  0  ;; integer values
03FE: set_actor @91(@511,28i) money  250
0165: set_marker @90 color_to  0
014F: stop_timer $8246
0004: $8246 =  180000  ;; integer values
03C3: set_timer_with_text_to $8246 type  1 text 'PIMP_90'
0006: @537 =  2  ;; integer values

:PIMP_3751
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false PIMP_3767
00D6: if  0
8118:   NOT   actor @91(@512,28i) dead
004D: jump_if_false PIMP_3767
0164: disable_marker @90
0187: @90 = create_marker_above_actor @91(@512,28i)
0770: @91(@512,28i)  1 
0006: @119(@512,28i) =  0  ;; integer values
0165: set_marker @90 color_to  0
03FE: set_actor @91(@512,28i) money  250
014F: stop_timer $8246
0004: $8246 =  180000  ;; integer values
03C3: set_timer_with_text_to $8246 type  1 text 'PIMP_90'
0006: @537 =  2  ;; integer values

:PIMP_3767
00D6: if  0
0039:   @513 ==  2  ;; integer values
004D: jump_if_false PIMP_3775
0006: @523 =  0  ;; integer values
0006: @47 =  50  ;; integer values
00BC: text_highpriority 'PIMP_56'  4000 ms  1
0006: @32 =  0  ;; integer values
0006: @523 =  1  ;; integer values

:PIMP_3775
00D6: if  0
0039:   @513 ==  3  ;; integer values
004D: jump_if_false PIMP_3783
0006: @523 =  0  ;; integer values
0006: @47 =  50  ;; integer values
00BC: text_highpriority 'PIMP_56'  4000 ms  1
0006: @32 =  0  ;; integer values
0006: @523 =  1  ;; integer values

:PIMP_3783
00D6: if  0
0039:   @47 ==  30  ;; integer values
004D: jump_if_false PIMP_3897
00D6: if  0
0039:   @525 ==  1  ;; integer values
004D: jump_if_false PIMP_3794
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false PIMP_3794
00BC: text_highpriority 'PIMP_37'  6000 ms  1
0006: @525 =  99  ;; integer values

:PIMP_3794
00D6: if  0
0039:   @524 ==  1  ;; integer values
004D: jump_if_false PIMP_3802
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false PIMP_3802
00BC: text_highpriority 'PIMP_36'  6000 ms  1
0006: @524 =  99  ;; integer values

:PIMP_3802
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false PIMP_3842
00D6: if  0
0039:   @521 ==  0  ;; integer values
004D: jump_if_false PIMP_3815
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @40
004D: jump_if_false PIMP_3815
0186: @522 = create_marker_above_car @40
07E0: @522  1 
0164: disable_marker @90
0006: @521 =  1  ;; integer values

:PIMP_3815
00D6: if  0
0039:   @521 ==  1  ;; integer values
004D: jump_if_false PIMP_3842
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @40
004D: jump_if_false PIMP_3842
0164: disable_marker @522
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false PIMP_3831
00D6: if  0
8118:   NOT   actor @91(@511,28i) dead
004D: jump_if_false PIMP_3831
0164: disable_marker @90
0187: @90 = create_marker_above_actor @91(@511,28i)
0165: set_marker @90 color_to  0

:PIMP_3831
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false PIMP_3840
00D6: if  0
8118:   NOT   actor @91(@512,28i) dead
004D: jump_if_false PIMP_3840
0164: disable_marker @90
0187: @90 = create_marker_above_actor @91(@512,28i)
0165: set_marker @90 color_to  0

:PIMP_3840
00BC: text_highpriority 'PIMP_55'  6000 ms  1
0006: @521 =  0  ;; integer values

:PIMP_3842
00D6: if  0
0039:   @521 ==  0  ;; integer values
004D: jump_if_false PIMP_3879
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false PIMP_3862
00D6: if  0
8118:   NOT   actor @35(@37,2i) dead
004D: jump_if_false PIMP_3862
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @35(@37,2i) radius  50.0  50.0  0
004D: jump_if_false PIMP_3862
00D6: if  0
8118:   NOT   actor @91(@511,28i) dead
004D: jump_if_false PIMP_3862
0687: @35(@37,2i) 
05E2: unknown_action_sequence @35(@37,2i) @91(@511,28i) 
05E2: unknown_action_sequence @91(@511,28i) @35(@37,2i) 
00BC: text_highpriority 'PIMP_55'  6000 ms  1
0006: @47 =  35  ;; integer values

:PIMP_3862
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false PIMP_3879
00D6: if  0
8118:   NOT   actor @35(@37,2i) dead
004D: jump_if_false PIMP_3879
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @35(@37,2i) radius  50.0  50.0  0
004D: jump_if_false PIMP_3879
00D6: if  0
8118:   NOT   actor @91(@512,28i) dead
004D: jump_if_false PIMP_3879
05E2: unknown_action_sequence @91(@512,28i) @35(@37,2i) 
0687: @35(@37,2i) 
05E2: unknown_action_sequence @35(@37,2i) @91(@512,28i) 
00BC: text_highpriority 'PIMP_55'  6000 ms  1
0006: @47 =  35  ;; integer values

:PIMP_3879
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false PIMP_3888
00D6: if  0
0118:   actor @91(@511,28i) dead
004D: jump_if_false PIMP_3888
0164: disable_marker @90
00BC: text_highpriority 'PIMP_38'  4000 ms  1
0006: @47 =  50  ;; integer values

:PIMP_3888
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false PIMP_3897
00D6: if  0
0118:   actor @91(@512,28i) dead
004D: jump_if_false PIMP_3897
0164: disable_marker @90
00BC: text_highpriority 'PIMP_38'  4000 ms  1
0006: @47 =  50  ;; integer values

:PIMP_3897
00D6: if  0
0039:   @47 ==  35  ;; integer values
004D: jump_if_false PIMP_3974
0006: @516 =  99  ;; integer values
00D6: if  0
0039:   @525 ==  1  ;; integer values
004D: jump_if_false PIMP_3909
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false PIMP_3909
00BC: text_highpriority 'PIMP_37'  6000 ms  1
0006: @525 =  99  ;; integer values

:PIMP_3909
00D6: if  0
0039:   @524 ==  1  ;; integer values
004D: jump_if_false PIMP_3917
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false PIMP_3917
00BC: text_highpriority 'PIMP_36'  6000 ms  1
0006: @524 =  99  ;; integer values

:PIMP_3917
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false PIMP_3956
00D6: if  0
0039:   @521 ==  0  ;; integer values
004D: jump_if_false PIMP_3929
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @40
004D: jump_if_false PIMP_3929
0186: @522 = create_marker_above_car @40
07E0: @522  1 
0006: @521 =  1  ;; integer values

:PIMP_3929
00D6: if  0
0039:   @521 ==  1  ;; integer values
004D: jump_if_false PIMP_3956
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @40
004D: jump_if_false PIMP_3956
0164: disable_marker @522
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false PIMP_3945
00D6: if  0
8118:   NOT   actor @91(@511,28i) dead
004D: jump_if_false PIMP_3945
0164: disable_marker @90
0187: @90 = create_marker_above_actor @91(@511,28i)
0165: set_marker @90 color_to  0

:PIMP_3945
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false PIMP_3954
00D6: if  0
8118:   NOT   actor @91(@512,28i) dead
004D: jump_if_false PIMP_3954
0164: disable_marker @90
0187: @90 = create_marker_above_actor @91(@512,28i)
0165: set_marker @90 color_to  0

:PIMP_3954
00BC: text_highpriority 'PIMP_55'  6000 ms  1
0006: @521 =  0  ;; integer values

:PIMP_3956
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false PIMP_3965
00D6: if  0
0118:   actor @91(@511,28i) dead
004D: jump_if_false PIMP_3965
00BC: text_highpriority 'PIMP_38'  4000 ms  1
0164: disable_marker @90
0006: @47 =  50  ;; integer values

:PIMP_3965
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false PIMP_3974
00D6: if  0
0118:   actor @91(@512,28i) dead
004D: jump_if_false PIMP_3974
00BC: text_highpriority 'PIMP_38'  4000 ms  1
0164: disable_marker @90
0006: @47 =  50  ;; integer values

:PIMP_3974
00D6: if  0
0039:   @47 ==  40  ;; integer values
004D: jump_if_false PIMP_4084
00D6: if  0
0039:   @525 ==  1  ;; integer values
004D: jump_if_false PIMP_3985
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false PIMP_3985
00BC: text_highpriority 'PIMP_37'  6000 ms  1
0006: @525 =  99  ;; integer values

:PIMP_3985
00D6: if  0
0039:   @524 ==  1  ;; integer values
004D: jump_if_false PIMP_3993
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false PIMP_3993
00BC: text_highpriority 'PIMP_36'  6000 ms  1
0006: @524 =  99  ;; integer values

:PIMP_3993
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false PIMP_4033
00D6: if  0
0039:   @521 ==  0  ;; integer values
004D: jump_if_false PIMP_4006
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @40
004D: jump_if_false PIMP_4006
0186: @522 = create_marker_above_car @40
07E0: @522  1 
0164: disable_marker @90
0006: @521 =  1  ;; integer values

:PIMP_4006
00D6: if  0
0039:   @521 ==  1  ;; integer values
004D: jump_if_false PIMP_4033
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @40
004D: jump_if_false PIMP_4033
0164: disable_marker @522
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false PIMP_4022
00D6: if  0
8118:   NOT   actor @91(@511,28i) dead
004D: jump_if_false PIMP_4022
0164: disable_marker @90
0187: @90 = create_marker_above_actor @91(@511,28i)
0165: set_marker @90 color_to  0

:PIMP_4022
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false PIMP_4031
00D6: if  0
8118:   NOT   actor @91(@512,28i) dead
004D: jump_if_false PIMP_4031
0164: disable_marker @90
0187: @90 = create_marker_above_actor @91(@512,28i)
0165: set_marker @90 color_to  0

:PIMP_4031
00BC: text_highpriority 'PIMP_55'  6000 ms  1
0006: @521 =  0  ;; integer values

:PIMP_4033
00D6: if  0
0039:   @521 ==  0  ;; integer values
004D: jump_if_false PIMP_4066
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false PIMP_4051
00D6: if  0
8118:   NOT   actor @35(@37,2i) dead
004D: jump_if_false PIMP_4051
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @35(@37,2i) radius  20.0  20.0  0
004D: jump_if_false PIMP_4051
00D6: if  0
8118:   NOT   actor @91(@511,28i) dead
004D: jump_if_false PIMP_4051
05DD: unknown_action_sequence @91(@511,28i) $PLAYER_ACTOR  100.0 -1 
00BC: text_highpriority 'PIMP_37'  6000 ms  1
0006: @47 =  45  ;; integer values

:PIMP_4051
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false PIMP_4066
00D6: if  0
8118:   NOT   actor @35(@37,2i) dead
004D: jump_if_false PIMP_4066
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @35(@37,2i) radius  20.0  20.0  0
004D: jump_if_false PIMP_4066
00D6: if  0
8118:   NOT   actor @91(@512,28i) dead
004D: jump_if_false PIMP_4066
05DD: unknown_action_sequence @91(@512,28i) $PLAYER_ACTOR  100.0 -1 
00BC: text_highpriority 'PIMP_37'  6000 ms  1
0006: @47 =  45  ;; integer values

:PIMP_4066
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false PIMP_4075
00D6: if  0
0118:   actor @91(@511,28i) dead
004D: jump_if_false PIMP_4075
0164: disable_marker @90
00BC: text_highpriority 'PIMP_38'  4000 ms  1
0006: @47 =  50  ;; integer values

:PIMP_4075
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false PIMP_4084
00D6: if  0
0118:   actor @91(@512,28i) dead
004D: jump_if_false PIMP_4084
0164: disable_marker @90
00BC: text_highpriority 'PIMP_38'  4000 ms  1
0006: @47 =  50  ;; integer values

:PIMP_4084
00D6: if  0
0039:   @47 ==  45  ;; integer values
004D: jump_if_false PIMP_4163
0006: @516 =  99  ;; integer values
00D6: if  0
0039:   @525 ==  1  ;; integer values
004D: jump_if_false PIMP_4096
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false PIMP_4096
00BC: text_highpriority 'PIMP_37'  6000 ms  1
0006: @525 =  99  ;; integer values

:PIMP_4096
00D6: if  0
0039:   @524 ==  1  ;; integer values
004D: jump_if_false PIMP_4104
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false PIMP_4104
00BC: text_highpriority 'PIMP_36'  6000 ms  1
0006: @524 =  99  ;; integer values

:PIMP_4104
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false PIMP_4143
00D6: if  0
0039:   @521 ==  0  ;; integer values
004D: jump_if_false PIMP_4116
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @40
004D: jump_if_false PIMP_4116
0186: @522 = create_marker_above_car @40
07E0: @522  1 
0006: @521 =  1  ;; integer values

:PIMP_4116
00D6: if  0
0039:   @521 ==  1  ;; integer values
004D: jump_if_false PIMP_4143
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @40
004D: jump_if_false PIMP_4143
0164: disable_marker @522
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false PIMP_4132
00D6: if  0
8118:   NOT   actor @91(@511,28i) dead
004D: jump_if_false PIMP_4132
0164: disable_marker @90
0187: @90 = create_marker_above_actor @91(@511,28i)
0165: set_marker @90 color_to  0

:PIMP_4132
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false PIMP_4141
00D6: if  0
8118:   NOT   actor @91(@512,28i) dead
004D: jump_if_false PIMP_4141
0164: disable_marker @90
0187: @90 = create_marker_above_actor @91(@512,28i)
0165: set_marker @90 color_to  0

:PIMP_4141
00BC: text_highpriority 'PIMP_55'  6000 ms  1
0006: @521 =  0  ;; integer values

:PIMP_4143
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false PIMP_4153
00D6: if  0
0118:   actor @91(@511,28i) dead
004D: jump_if_false PIMP_4153
00BC: text_highpriority 'PIMP_38'  4000 ms  1
0164: disable_marker @90
0001: wait  2000 ms
0006: @47 =  50  ;; integer values

:PIMP_4153
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false PIMP_4163
00D6: if  0
0118:   actor @91(@512,28i) dead
004D: jump_if_false PIMP_4163
00BC: text_highpriority 'PIMP_38'  4000 ms  1
0164: disable_marker @90
0001: wait  2000 ms
0006: @47 =  50  ;; integer values

:PIMP_4163
00D6: if  0
0039:   @47 ==  50  ;; integer values
004D: jump_if_false PIMP_4203
0006: @537 =  0  ;; integer values
014F: stop_timer $8246
0004: $8246 =  180000  ;; integer values
0006: @516 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @35(@37,2i) dead
004D: jump_if_false PIMP_4195
00BE: text_clear_all
0687: @35(@37,2i) 
0164: disable_marker @88
0187: @88 = create_marker_above_actor @35(@37,2i)
07E0: @88  1 
0006: @47 =  25  ;; integer values
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false PIMP_4187
00D6: if  0
8118:   NOT   actor @91(@511,28i) dead
004D: jump_if_false PIMP_4187
01C2: remove_references_to_actor @91(@511,28i)  ;; Like turning an actor into a random pedestrian
0006: @119(@511,28i) =  0  ;; integer values

:PIMP_4187
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false PIMP_4195
00D6: if  0
8118:   NOT   actor @91(@512,28i) dead
004D: jump_if_false PIMP_4195
01C2: remove_references_to_actor @91(@512,28i)  ;; Like turning an actor into a random pedestrian
0006: @119(@512,28i) =  0  ;; integer values

:PIMP_4195
0006: @47 =  99  ;; integer values
0006: @42 =  2  ;; integer values
000A: @49 +=  1  ;; integer values
0652: @540 = stat  210 (pimp level)  ; integer
00D6: if  0
801D:   NOT   @540 > @49  ;; integer values  
004D: jump_if_false PIMP_4203
0629: change_stat  210 (pimp level) to @49  ; integer see statdisp.dat

:PIMP_4203
00D6: if  0
8118:   NOT   actor @91(@50,28i) dead
004D: jump_if_false PIMP_4212
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @91(@50,28i) radius  50.0  50.0  60.0 sphere  0
004D: jump_if_false PIMP_4211
0575: @91(@50,28i)  0 
0002: jump PIMP_4212

:PIMP_4211
0575: @91(@50,28i)  1 

:PIMP_4212
00D6: if  0
8118:   NOT   actor @91(@511,28i) dead
004D: jump_if_false PIMP_4221
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @91(@511,28i) radius  50.0  50.0  60.0 sphere  0
004D: jump_if_false PIMP_4220
0575: @91(@511,28i)  0 
0002: jump PIMP_4221

:PIMP_4220
0575: @91(@511,28i)  1 

:PIMP_4221
00D6: if  0
8118:   NOT   actor @91(@512,28i) dead
004D: jump_if_false PIMP_4230
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @91(@512,28i) radius  50.0  50.0  60.0 sphere  0
004D: jump_if_false PIMP_4229
0575: @91(@512,28i)  0 
0002: jump PIMP_4230

:PIMP_4229
0575: @91(@512,28i)  1 

:PIMP_4230
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false PIMP_4239
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @35 radius  50.0  50.0  60.0 sphere  0
004D: jump_if_false PIMP_4238
0575: @35  0 
0002: jump PIMP_4239

:PIMP_4238
0575: @35  1 

:PIMP_4239
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false PIMP_4248
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @36 radius  50.0  50.0  60.0 sphere  0
004D: jump_if_false PIMP_4247
0575: @36  0 
0002: jump PIMP_4248

:PIMP_4247
0575: @36  1 

:PIMP_4248
0002: jump PIMP_404

:PIMP_4249
00D6: if  0
8039:   NOT   @35(@37,2i) == -1  ;; integer values
004D: jump_if_false PIMP_4258
089F: @35(@37,2i) @519 
00D6: if  0
83A3:   NOT (unknown) @35(@37,2i) 
004D: jump_if_false PIMP_4258
0006: @41 =  99  ;; integer values
0006: @42 =  1  ;; integer values

:PIMP_4258
0051: return

:PIMP_4259
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false PIMP_4264
0006: @37 =  1  ;; integer values
0051: return

:PIMP_4264
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false PIMP_4269
0006: @37 =  0  ;; integer values
0051: return

:PIMP_4269
0051: return
0051: return

:PIMP_4271
00D6: if  0
04A4: @531  1 
004D: jump_if_false PIMP_4331
00D6: if  23
0154:   actor $PLAYER_ACTOR in_zone 'IWD'
0154:   actor $PLAYER_ACTOR in_zone 'GAN'
0154:   actor $PLAYER_ACTOR in_zone 'ELCO'
0154:   actor $PLAYER_ACTOR in_zone 'LMEX'
004D: jump_if_false PIMP_4281
0006: @58 =  1  ;; integer values

:PIMP_4281
00D6: if  23
0154:   actor $PLAYER_ACTOR in_zone 'LDOC'
0154:   actor $PLAYER_ACTOR in_zone 'LAIR'
0154:   actor $PLAYER_ACTOR in_zone 'LIND'
0154:   actor $PLAYER_ACTOR in_zone 'BLUF'
004D: jump_if_false PIMP_4288
0006: @58 =  2  ;; integer values

:PIMP_4288
00D6: if  23
0154:   actor $PLAYER_ACTOR in_zone 'COM'
0154:   actor $PLAYER_ACTOR in_zone 'LDT'
0154:   actor $PLAYER_ACTOR in_zone 'GLN'
0154:   actor $PLAYER_ACTOR in_zone 'LMEX'
004D: jump_if_false PIMP_4295
0006: @58 =  3  ;; integer values

:PIMP_4295
00D6: if  23
0154:   actor $PLAYER_ACTOR in_zone 'JEF'
0154:   actor $PLAYER_ACTOR in_zone 'ELS'
0154:   actor $PLAYER_ACTOR in_zone 'LFL'
0154:   actor $PLAYER_ACTOR in_zone 'EBE'
004D: jump_if_false PIMP_4302
0006: @58 =  4  ;; integer values

:PIMP_4302
00D6: if  24
0154:   actor $PLAYER_ACTOR in_zone 'CONF'
0154:   actor $PLAYER_ACTOR in_zone 'VERO'
0154:   actor $PLAYER_ACTOR in_zone 'SMB'
0154:   actor $PLAYER_ACTOR in_zone 'MAR'
0154:   actor $PLAYER_ACTOR in_zone 'MKT'
004D: jump_if_false PIMP_4310
0006: @58 =  5  ;; integer values

:PIMP_4310
00D6: if  23
0154:   actor $PLAYER_ACTOR in_zone 'SMB'
0154:   actor $PLAYER_ACTOR in_zone 'PLS'
0154:   actor $PLAYER_ACTOR in_zone 'ROD'
0154:   actor $PLAYER_ACTOR in_zone 'RIH'
004D: jump_if_false PIMP_4317
0006: @58 =  6  ;; integer values

:PIMP_4317
00D6: if  22
0154:   actor $PLAYER_ACTOR in_zone 'VIN'
0154:   actor $PLAYER_ACTOR in_zone 'MUL'
0154:   actor $PLAYER_ACTOR in_zone 'SUN'
004D: jump_if_false PIMP_4323
0006: @58 =  7  ;; integer values

:PIMP_4323
00D6: if  0
001B:    1 > @58  ;; integer values
004D: jump_if_false PIMP_4327
0006: @58 =  1  ;; integer values

:PIMP_4327
00D6: if  0
0019:   @58 >  7  ;; integer values
004D: jump_if_false PIMP_4331
0006: @58 =  1  ;; integer values

:PIMP_4331
00D6: if  0
04A4: @531  2 
004D: jump_if_false PIMP_4390
00D6: if  23
0154:   actor $PLAYER_ACTOR in_zone 'BAYV'
0154:   actor $PLAYER_ACTOR in_zone 'PARA'
0154:   actor $PLAYER_ACTOR in_zone 'CIVI'
0154:   actor $PLAYER_ACTOR in_zone 'CITYS'
004D: jump_if_false PIMP_4341
0006: @58 =  1  ;; integer values

:PIMP_4341
00D6: if  23
0154:   actor $PLAYER_ACTOR in_zone 'CALT'
0154:   actor $PLAYER_ACTOR in_zone 'JUNIHO'
0154:   actor $PLAYER_ACTOR in_zone 'JUNIHI'
0154:   actor $PLAYER_ACTOR in_zone 'ESPN'
004D: jump_if_false PIMP_4348
0006: @58 =  2  ;; integer values

:PIMP_4348
00D6: if  23
0154:   actor $PLAYER_ACTOR in_zone 'SUNMA'
0154:   actor $PLAYER_ACTOR in_zone 'SUNNN'
0154:   actor $PLAYER_ACTOR in_zone 'GANTB'
0154:   actor $PLAYER_ACTOR in_zone 'BATTP'
004D: jump_if_false PIMP_4355
0006: @58 =  3  ;; integer values

:PIMP_4355
00D6: if  23
0154:   actor $PLAYER_ACTOR in_zone 'CHINA'
0154:   actor $PLAYER_ACTOR in_zone 'SFDWT'
0154:   actor $PLAYER_ACTOR in_zone 'FINA'
0154:   actor $PLAYER_ACTOR in_zone 'ESPE'
004D: jump_if_false PIMP_4362
0006: @58 =  4  ;; integer values

:PIMP_4362
00D6: if  23
0154:   actor $PLAYER_ACTOR in_zone 'WESTP'
0154:   actor $PLAYER_ACTOR in_zone 'HASH'
0154:   actor $PLAYER_ACTOR in_zone 'OCEAF'
0154:   actor $PLAYER_ACTOR in_zone 'CUNTC'
004D: jump_if_false PIMP_4369
0006: @58 =  5  ;; integer values

:PIMP_4369
00D6: if  23
0154:   actor $PLAYER_ACTOR in_zone 'THEA'
0154:   actor $PLAYER_ACTOR in_zone 'GARC'
0154:   actor $PLAYER_ACTOR in_zone 'DOH'
0154:   actor $PLAYER_ACTOR in_zone 'EASB'
004D: jump_if_false PIMP_4376
0006: @58 =  6  ;; integer values

:PIMP_4376
00D6: if  22
0154:   actor $PLAYER_ACTOR in_zone 'HILLP'
0154:   actor $PLAYER_ACTOR in_zone 'SILLY'
0154:   actor $PLAYER_ACTOR in_zone 'SFAIR'
004D: jump_if_false PIMP_4382
0006: @58 =  7  ;; integer values

:PIMP_4382
00D6: if  0
001B:    1 > @58  ;; integer values
004D: jump_if_false PIMP_4386
0006: @58 =  1  ;; integer values

:PIMP_4386
00D6: if  0
0019:   @58 >  7  ;; integer values
004D: jump_if_false PIMP_4390
0006: @58 =  1  ;; integer values

:PIMP_4390
00D6: if  0
04A4: @531  3 
004D: jump_if_false PIMP_4436
00D6: if  23
0154:   actor $PLAYER_ACTOR in_zone 'BFC'
0154:   actor $PLAYER_ACTOR in_zone 'GGC'
0154:   actor $PLAYER_ACTOR in_zone 'VAIR'
0154:   actor $PLAYER_ACTOR in_zone 'LDM'
004D: jump_if_false PIMP_4400
0006: @58 =  1  ;; integer values

:PIMP_4400
00D6: if  23
0154:   actor $PLAYER_ACTOR in_zone 'PINK'
0154:   actor $PLAYER_ACTOR in_zone 'DRAG'
0154:   actor $PLAYER_ACTOR in_zone 'CAM'
0154:   actor $PLAYER_ACTOR in_zone 'LOT'
004D: jump_if_false PIMP_4407
0006: @58 =  2  ;; integer values

:PIMP_4407
00D6: if  23
0154:   actor $PLAYER_ACTOR in_zone 'PIRA'
0154:   actor $PLAYER_ACTOR in_zone 'ROY'
0154:   actor $PLAYER_ACTOR in_zone 'CALI'
0154:   actor $PLAYER_ACTOR in_zone 'HIGH'
004D: jump_if_false PIMP_4414
0006: @58 =  3  ;; integer values

:PIMP_4414
00D6: if  23
0154:   actor $PLAYER_ACTOR in_zone 'PILG'
0154:   actor $PLAYER_ACTOR in_zone 'STAR'
0154:   actor $PLAYER_ACTOR in_zone 'STRIP'
0154:   actor $PLAYER_ACTOR in_zone 'VISA'
004D: jump_if_false PIMP_4421
0006: @58 =  4  ;; integer values

:PIMP_4421
00D6: if  23
0154:   actor $PLAYER_ACTOR in_zone 'ISLE'
0154:   actor $PLAYER_ACTOR in_zone 'ROCE'
0154:   actor $PLAYER_ACTOR in_zone 'OVS'
0154:   actor $PLAYER_ACTOR in_zone 'RING'
004D: jump_if_false PIMP_4428
0006: @58 =  5  ;; integer values

:PIMP_4428
00D6: if  0
001B:    1 > @58  ;; integer values
004D: jump_if_false PIMP_4432
0006: @58 =  1  ;; integer values

:PIMP_4432
00D6: if  0
0019:   @58 >  5  ;; integer values
004D: jump_if_false PIMP_4436
0006: @58 =  1  ;; integer values

:PIMP_4436
0051: return

:PIMP_4437
0293: $13 = current_controls
00D6: if  0
8038:   NOT   $13 ==  3  ;; integer values
004D: jump_if_false PIMP_4451

:PIMP_4441
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false PIMP_4450
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false PIMP_4449
0002: jump PIMP_4461

:PIMP_4449
0002: jump PIMP_4441

:PIMP_4450
0002: jump PIMP_4460

:PIMP_4451
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false PIMP_4460
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false PIMP_4459
0002: jump PIMP_4461

:PIMP_4459
0002: jump PIMP_4451

:PIMP_4460
0002: jump PIMP_4461

:PIMP_4461
00D6: if  0
0039:   @49 ==  0  ;; integer values
004D: jump_if_false PIMP_4465
00BA: text_styled 'PIMP_40'  5000 ms  1

:PIMP_4465
00D6: if  0
0039:   @49 ==  1  ;; integer values
004D: jump_if_false PIMP_4469
00BA: text_styled 'PIMP_41'  5000 ms  1

:PIMP_4469
00D6: if  0
0039:   @49 ==  2  ;; integer values
004D: jump_if_false PIMP_4473
00BA: text_styled 'PIMP_42'  5000 ms  1

:PIMP_4473
00D6: if  0
0039:   @49 ==  3  ;; integer values
004D: jump_if_false PIMP_4477
00BA: text_styled 'PIMP_43'  5000 ms  1

:PIMP_4477
00D6: if  0
0039:   @49 ==  4  ;; integer values
004D: jump_if_false PIMP_4481
00BA: text_styled 'PIMP_44'  5000 ms  1

:PIMP_4481
00D6: if  0
0039:   @49 ==  5  ;; integer values
004D: jump_if_false PIMP_4485
00BA: text_styled 'PIMP_45'  5000 ms  1

:PIMP_4485
00D6: if  0
0039:   @49 ==  6  ;; integer values
004D: jump_if_false PIMP_4489
00BA: text_styled 'PIMP_46'  5000 ms  1

:PIMP_4489
00D6: if  0
0039:   @49 ==  7  ;; integer values
004D: jump_if_false PIMP_4493
00BA: text_styled 'PIMP_47'  5000 ms  1

:PIMP_4493
00D6: if  0
0039:   @49 ==  8  ;; integer values
004D: jump_if_false PIMP_4497
00BA: text_styled 'PIMP_48'  5000 ms  1

:PIMP_4497
00D6: if  0
0039:   @49 ==  9  ;; integer values
004D: jump_if_false PIMP_4501
00BA: text_styled 'PIMP_49'  5000 ms  1

:PIMP_4501
0051: return

:PIMP_4502
01E3: text_1number_styled 'PIMP_50'  1000  5000 ms  1
0394: play_music  2
0109: player $PLAYER_CHAR money +=  1000
0110: clear_player $PLAYER_CHAR wanted_level
00D6: if  0
0038:   $1991 ==  0  ;; integer values
004D: jump_if_false PIMP_4513
0595: (unknown)
030C: set_mission_points +=  1
0A3D:  1 
0004: $1991 =  1  ;; integer values

:PIMP_4513
0051: return

:PIMP_4514
040D: unload_wav  4
014F: stop_timer $8246
0249: release_model #WMYMECH
0249: release_model #BMYST
0249: release_model #WMYBU
0249: release_model #BMYBU
0249: release_model #WMYGOL1
0249: release_model #WMYDRUG
0249: release_model #DWMOLC2
0249: release_model #DWMYLC1
0249: release_model #DWMOLC1
0249: release_model #WFYPRO
0249: release_model #SWFOPRO
0249: release_model #BFYPRO
0249: release_model #HFYPRO
0249: release_model #VWFYPRO
0249: release_model #VBFYPRO
0249: release_model #WMYSGRD
0249: release_model #OMOST
0249: release_model #WMYMECH
0249: release_model #WMOPREA
0249: release_model #WMYBMX
0249: release_model #SWMYHP1
0249: release_model #HMYST
0249: release_model #BMYBOUN
0249: release_model #BMYDJ
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false PIMP_4544
039E: (unknown) $PLAYER_ACTOR  0 

:PIMP_4544
0164: disable_marker @88
0164: disable_marker @89
0164: disable_marker @90
0164: disable_marker @522
00D6: if  0
0039:   @34 ==  1  ;; integer values
004D: jump_if_false PIMP_4552
08DA: @529 

:PIMP_4552
0746:  3  7  0 
01BD: $184 = current_time_in_ms
0004: $162 =  0  ;; integer values
0004: $ON_MISSION =  0  ;; integer values
008A: $8230 = @49  ;; integer values and handles 
00D8: mission_cleanup
0051: return