// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007

{$VERSION 3.1.0027}
{$CLEO .cs}

//-------------MAIN---------------
03A4: name_thread '1' 

:1_11
0001: wait 0 ms 
00D6: if and
03EE:   player $PLAYER_CHAR controllable 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @1_11 
0000: NOP 
0000: NOP 
0000: NOP 
00D6: if 
00EC:   actor $PLAYER_ACTOR 0 near_point 2037.541 2727.687 radius 50.0 50.0 
004D: jump_if_false @1_87 
0004: $5001 = 1 

:1_87
0004: $3800 = 0 
0004: $3801 = 0 
0004: $3002 = 0 
0004: $3803 = 0 
0004: $3004 = 0 
0004: $3005 = 0 
0006: 20@ = 0 
0006: 35@ = 0 
062A: change_float_stat 4 to 0.0 
062A: change_float_stat 5 to 0.0 
062A: change_float_stat 6 to 0.0 
062A: change_float_stat 7 to 0.0 
062A: change_float_stat 8 to 0.0 
062A: change_float_stat 9 to 0.0 
062A: change_float_stat 27 to 0.0 
062A: change_float_stat 28 to 0.0 
062A: change_float_stat 29 to 0.0 
00D6: if 
8038:   not  $5001 == 0 
004D: jump_if_false @1_460 
0002: jump @1_249 

:1_249
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @1_460 
00D6: if and
0256:   player $PLAYER_CHAR defined 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @1_412 
0002: jump @1_299 

:1_299
00D6: if 
0038:   $5000 == 1 
004D: jump_if_false @1_529 
0004: $5000 = 0 
062A: change_float_stat 4 to 0.0 
062A: change_float_stat 5 to 0.0 
062A: change_float_stat 6 to 0.0 
062A: change_float_stat 7 to 0.0 
062A: change_float_stat 8 to 0.0 
062A: change_float_stat 9 to 0.0 
062A: change_float_stat 27 to 0.0 
062A: change_float_stat 28 to 0.0 
062A: change_float_stat 29 to 0.0 
0002: jump @1_529 

:1_412
00D6: if 
0039:   6@ == 1 
004D: jump_if_false @1_249 
0006: 6@ = 0 
0006: 29@ = 0 
03F0: enable_text_draw 0 
014F: stop_timer $3800 
0002: jump @1_249 

:1_460
00D6: if 
0039:   6@ == 1 
004D: jump_if_false @1_249 
0006: 6@ = 0 
0006: 25@ = 0 
0004: $3800 = 0 
0004: $5000 = 1 
0006: 29@ = 0 
03F0: enable_text_draw 0 
014F: stop_timer $3800 
0002: jump @1_249 

:1_529
0006: 6@ = 1 
03C0: 34@ = actor $PLAYER_ACTOR car 
06A3: get_car 34@ mass_to $3600 
02E3: 4@ = car 34@ speed 
0087: $3802 = 4@ // (float) 
0011: $3802 *= 2.236936 
092E: get_water_height_at 99999.0 99999.0 flag 0 store_to 21@ 
00A0: store_actor $PLAYER_ACTOR position_to 1@ 2@ 3@ 
050A: 17@ = distance_between_XYZ 1@ 2@ 3@ and_XYZ 1@ 2@ 21@ 
0087: $3803 = 17@ // (float) 
0011: $3803 *= 3.28084 
0087: $4025 = 17@ // (float) 
02E3: $3820 = car 34@ speed 
02E3: $3821 = car 34@ speed 
02E3: $3822 = car 34@ speed 
0011: $3822 *= 3.28084 
02E3: $3823 = car 34@ speed 
0015: $3820 /= 343.0 
0015: $3821 /= 2.997924E08 
0011: $3823 *= 2.236936 
00D6: if 
0020:   $3822 > 528000.0 
004D: jump_if_false @1_837 
0015: $3822 /= 5280.0 
0090: $3922 = float $3822 to_integer 
0093: $3923 = integer $3922 to_float 
0063: $3822 -= $3923 // (float) 
0013: $3822 *= 10.0 
0090: $3822 = float $3822 to_integer 
0050: gosub @1_6310 
045B: draw_text_2numbers 430.0 160.333 GXT 'SPEED8' numbers $3922 $3822 

:1_837
0090: $3821 = float $3821 to_integer 
0090: $3822 = float $3822 to_integer 
0090: $3823 = float $3823 to_integer 
0090: $3802 = float $3802 to_integer 
0090: $3803 = float $3803 to_integer 
0050: gosub @1_6310 
045A: draw_text_1number 430.0 150.333 GXT 'SPEED1' number $3802 
0050: gosub @1_6310 
00D6: if 
8021:   not  4@ > 160934.4 
004D: jump_if_false @1_972 
0340: set_text_draw_RGBA 0 255 0 255 
045A: draw_text_1number 430.0 160.333 GXT 'SPEED1' number $3822 

:1_972
00D6: if or
04C8:   actor $PLAYER_ACTOR driving_flying_vehicle 
04A7:   actor $PLAYER_ACTOR driving_boat 
004D: jump_if_false @1_1147 
0087: $3824 = 4@ // (float) 
0011: $3824 *= 1.943844 
0090: $3824 = float $3824 to_integer 
0050: gosub @1_6310 
045A: draw_text_1number 450.0 140.333 GXT 'SPEED1' number $3824 
0172: $5002 = actor $PLAYER_ACTOR Z_angle 
0090: $5002 = float $5002 to_integer 
0050: gosub @1_6310 
045A: draw_text_1number 315.0 0.0 GXT 'SPEED1' number $5002 
00D6: if 
001B:   0 > $4016 
004D: jump_if_false @1_1122 
0010: $4016 *= -1 

:1_1122
00D6: if 
001B:   0 > $4017 
004D: jump_if_false @1_1147 
0010: $4017 *= -1 

:1_1147
00D6: if 
0039:   20@ == 0 
004D: jump_if_false @1_1238 
0087: $3825 = 4@ // (float) 
0087: $4002 = 25@ // (float) 
0085: $3806 = $3800 // (int) 
0085: $4100 = $3803 // (int) 
0093: $4100 = integer $4100 to_float 
0015: $4100 /= 3.28084 
0090: $4100 = float $4100 to_integer 
0087: $4015 = $4025 // (float) 
0006: 20@ = 1 

:1_1238
00D6: if 
0039:   20@ == 1 
004D: jump_if_false @1_1917 
00D6: if 
0019:   33@ > 500 
004D: jump_if_false @1_1917 
0087: $3826 = 4@ // (float) 
0085: $4101 = $3803 // (int) 
0093: $4101 = integer $4101 to_float 
0015: $4101 /= 3.28084 
0090: $4101 = float $4101 to_integer 
0062: $4101 -= $4100 // (int) 
0087: $4003 = 25@ // (float) 
0063: $4003 -= $4002 // (float) 
0087: $4016 = $4025 // (float) 
0063: $4016 -= $4015 // (float) 
0011: $4016 *= 2.0 
0011: $4016 *= 3.28084 
0087: $4017 = $4016 // (float) 
0015: $4017 /= 3.28084 
0090: $4020 = float $4016 to_integer 
0093: $4021 = integer $4020 to_float 
0063: $4016 -= $4021 // (float) 
0013: $4016 *= 10.0 
0015: $4017 /= 9.81 
0090: $4018 = float $4017 to_integer 
0093: $4019 = integer $4018 to_float 
0063: $4017 -= $4019 // (float) 
0013: $4017 *= 10.0 
0006: 20@ = 0 
0006: 33@ = 0 
0063: $3826 -= $3825 // (float) 
0011: $3826 *= 2.0 
0087: $4055 = $3826 // (float) 
0090: $4055 = float $4055 to_integer 
0090: $3926 = float $3826 to_integer 
0087: $3827 = $3826 // (float) 
0087: $6000 = $3826 // (float) 
0015: $3826 /= 9.81 
0087: $3601 = $3600 // (float) 
0087: $3602 = $3600 // (float) 
006B: $3602 *= $6000 // (float) 
006B: $3602 *= $4003 // (float) 
0090: $4065 = float $3602 to_integer 
005A: $4066 += $4065 // (int) 
0087: $3603 = 4@ // (float) 
006B: $3603 *= $3603 // (float) 
0087: $3604 = $3600 // (float) 
006B: $3604 *= $3603 // (float) 
0011: $3604 *= 0.5 
0011: $3604 *= 0.7375621 
0015: $3604 /= 1000.0 
0085: $3807 = $3800 // (int) 
0062: $3807 -= $3806 // (int) 
0087: $3610 = $3807 // (float) 
008F: $3810 = integer $3810 to_float 
008F: $3807 = integer $3807 to_float 
0087: $3605 = $3602 // (float) 
0011: $3605 *= 1000.0 
0073: $3605 /= $3807 // (float) 
0011: $3605 *= 0.001341022 
006B: $3601 *= $3826 // (float) 
0011: $3601 *= 2.204623 
0090: $3926 = float $3826 to_integer 
0093: $3927 = integer $3926 to_float 
0063: $3826 -= $3927 // (float) 
0013: $3826 *= 10.0 
0090: $3826 = float $3826 to_integer 
0090: $3601 = float $3601 to_integer 
0090: $3602 = float $3602 to_integer 
0090: $3604 = float $3604 to_integer 
0090: $3605 = float $3605 to_integer 
0090: $3610 = float $3610 to_integer 
0090: $4016 = float $4016 to_integer 
0090: $4017 = float $4017 to_integer 
0090: $4066 = float $4066 to_integer 
0011: $3827 *= 3.28084 
0090: $4000 = float $3827 to_integer 
0093: $4001 = integer $4000 to_float 
0063: $3827 -= $4001 // (float) 
0013: $3827 *= 10.0 
0090: $3827 = float $3827 to_integer 

:1_1917
00D6: if 
001B:   0 > $3827 
004D: jump_if_false @1_1942 
0012: $3827 *= -1 

:1_1942
00D6: if 
001B:   0 > $3826 
004D: jump_if_false @1_1967 
0012: $3826 *= -1 

:1_1967
0002: jump @1_1999 
00D6: if 
0038:   $3926 == 0 
004D: jump_if_false @1_1999 
0012: $3926 *= 0 

:1_1999
00D6: if 
8028:   not  $3602 >= 0 
004D: jump_if_false @1_2024 
0012: $3602 *= -1 

:1_2024
0050: gosub @1_6310 
0340: set_text_draw_RGBA 0 255 0 255 
045B: draw_text_2numbers 430.0 220.333 GXT 'SPEED8' numbers $3926 $3826 
0050: gosub @1_6310 
0340: set_text_draw_RGBA 0 255 0 255 
045B: draw_text_2numbers 430.0 210.333 GXT 'SPEED8' numbers $4000 $3827 
0050: gosub @1_6310 
0340: set_text_draw_RGBA 0 255 0 255 
045A: draw_text_1number 430.0 200.333 GXT 'SPEED1' number $3601 
0050: gosub @1_6310 
0340: set_text_draw_RGBA 0 255 0 255 
045A: draw_text_1number 430.0 230.333 GXT 'SPEED1' number $3604 
0050: gosub @1_6310 
0340: set_text_draw_RGBA 0 255 0 255 
045A: draw_text_1number 430.0 240.333 GXT 'SPEED1' number $3605 
00D6: if 
04C8:   actor $PLAYER_ACTOR driving_flying_vehicle 
004D: jump_if_false @1_2353 
0050: gosub @1_6310 
0340: set_text_draw_RGBA 0 255 0 255 
045B: draw_text_2numbers 470.0 100.333 GXT 'SPEED8' numbers $4020 $4016 
0050: gosub @1_6310 
0340: set_text_draw_RGBA 0 255 0 255 
045B: draw_text_2numbers 470.0 110.333 GXT 'SPEED8' numbers $4018 $4017 

:1_2353
00D6: if 
8021:   not  4@ > 377.3 
004D: jump_if_false @1_2381 
0002: jump @1_2593 

:1_2381
0090: $3920 = float $3820 to_integer 
0093: $3921 = integer $3920 to_float 
0063: $3820 -= $3921 // (float) 
0013: $3820 *= 100.0 
0090: $3820 = float $3820 to_integer 
0050: gosub @1_6310 
0002: jump @1_2437 

:1_2437
00D6: if 
0021:   4@ > 1715.0 
004D: jump_if_false @1_2472 
0050: gosub @1_2491 
0002: jump @1_2506 

:1_2472
0340: set_text_draw_RGBA 255 0 0 255 
0002: jump @1_2506 

:1_2491
0340: set_text_draw_RGBA 255 0 255 255 
0051: return 

:1_2506
00D6: if 
8028:   not  $3820 >= 10 
004D: jump_if_false @1_2531 
0012: $3820 *= 0 

:1_2531
045B: draw_text_2numbers 450.0 130.333 GXT 'SPEED8' numbers $3920 $3820 
00D6: if 
8021:   not  4@ > 1715.0 
004D: jump_if_false @1_2593 
0050: gosub @1_6310 
0002: jump @1_2593 

:1_2593
00D6: if 
04C8:   actor $PLAYER_ACTOR driving_flying_vehicle 
004D: jump_if_false @1_2880 
03C0: 34@ = actor $PLAYER_ACTOR car 
091F: get_plane 34@ landing_gear_status_to $4050 
00D6: if 
8021:   not  4@ > 171.5 
004D: jump_if_false @1_2721 
00D6: if and
8038:   not  $4050 == 0 
8028:   not  $3803 >= 120 
004D: jump_if_false @1_2880 
0050: gosub @1_6310 
0340: set_text_draw_RGBA 255 0 0 255 
045A: draw_text_1number 430.0 180.333 GXT 'SPEED1' number $3803 
0002: jump @1_2923 

:1_2721
00D6: if 
8021:   not  4@ > 343.0 
004D: jump_if_false @1_2811 
00D6: if 
8028:   not  $3803 >= 200 
004D: jump_if_false @1_2880 
0050: gosub @1_6310 
0340: set_text_draw_RGBA 255 0 0 255 
045A: draw_text_1number 430.0 180.333 GXT 'SPEED1' number $3803 
0002: jump @1_2923 

:1_2811
00D6: if 
8028:   not  $3803 >= 500 
004D: jump_if_false @1_2880 
0050: gosub @1_6310 
0340: set_text_draw_RGBA 255 0 0 255 
045A: draw_text_1number 430.0 180.333 GXT 'SPEED1' number $3803 
0002: jump @1_2923 

:1_2880
0050: gosub @1_6310 
0340: set_text_draw_RGBA 0 255 0 255 
045A: draw_text_1number 430.0 180.333 GXT 'SPEED1' number $3803 

:1_2923
0050: gosub @1_6310 
0340: set_text_draw_RGBA 255 0 0 255 
0050: gosub @1_6310 
0340: set_text_draw_RGBA 255 0 0 255 
0050: gosub @1_6310 
0340: set_text_draw_RGBA 255 0 0 255 
0002: jump @1_3062 
00D6: if 
001B:   0 > $3802 
004D: jump_if_false @1_3012 
0012: $3802 *= -1 

:1_3012
00D6: if 
001B:   0 > $3822 
004D: jump_if_false @1_3037 
0012: $3822 *= -1 

:1_3037
00D6: if 
001B:   0 > $3803 
004D: jump_if_false @1_3062 
0012: $3803 *= -1 

:1_3062
00D6: if 
04C8:   actor $PLAYER_ACTOR driving_flying_vehicle 
004D: jump_if_false @1_3231 
0819: $4073 = actor $PLAYER_ACTOR distance_from_ground 
0087: $4072 = $4073 // (float) 
0011: $4072 *= 3.28084 
0090: $4072 = float $4072 to_integer 
00D6: if 
0028:   $4072 >= 164 
004D: jump_if_false @1_3181 
0050: gosub @1_6310 
0340: set_text_draw_RGBA 0 255 0 255 
045A: draw_text_1number 470.0 120.333 GXT 'SPEED1' number $4072 
0002: jump @1_3231 

:1_3181
0050: gosub @1_6310 
0340: set_text_draw_RGBA 255 0 0 255 
045A: draw_text_1number 470.0 120.333 GXT 'SPEED1' number $4072 
0002: jump @1_3231 

:1_3231
00D6: if 
0039:   29@ == 0 
004D: jump_if_false @1_3263 
0006: 29@ = 1 
014E: set_timer_to $3800 type 0 // global_variable 

:1_3263
0050: gosub @1_6130 
0087: 12@ = 10@ // (float) 
0002: jump @1_3285 

:1_3285
0050: gosub @1_6130 
0087: 13@ = 10@ // (float) 
0087: 25@ = 13@ // (float) 
0087: $3804 = 25@ // (float) 
0011: $3804 *= 3.28084 
0002: jump @1_3333 

:1_3333
0002: jump @1_3340 

:1_3340
00D6: if or
0043:   4@ == 0.0 
02A0:   actor $PLAYER_ACTOR stopped 
004D: jump_if_false @1_3370 
0396: pause_timer 1 

:1_3370
00D6: if 
0021:   4@ > 0.0 
004D: jump_if_false @1_3395 
0396: pause_timer 0 

:1_3395
00D6: if 
0020:   $3804 > 100000.0 
004D: jump_if_false @1_3502 
0011: $3804 *= 0.0001893939 
00D6: if 
8020:   not  $3804 > 1.91678E13 
004D: jump_if_false @1_3454 
0002: jump @1_3502 

:1_3454
0015: $3804 /= 1.91678E13 
00D6: if 
8020:   not  $3804 > 63241.08 
004D: jump_if_false @1_3492 
0002: jump @1_3502 

:1_3492
0015: $3804 /= 63241.08 

:1_3502
00D6: if and
8031:   not  25@ >= 9.460731E15 
8031:   not  25@ >= 1.495979E11 
004D: jump_if_false @1_3628 
00D6: if 
8031:   not  25@ >= 1.609344E07 
004D: jump_if_false @1_3582 
00D6: if 
8021:   not  25@ > 30479.99 
004D: jump_if_false @1_3628 
0002: jump @1_3582 

:1_3582
0090: $3804 = float $3804 to_integer 
0050: gosub @1_6310 
045A: draw_text_1number 430.0 190.333 GXT 'SPEED1' number $3804 
0002: jump @1_3718 

:1_3628
0090: $3904 = float $3804 to_integer 
0093: $3905 = integer $3904 to_float 
0063: $3804 -= $3905 // (float) 
0013: $3804 *= 10.0 
0002: jump @1_3669 

:1_3669
0090: $3804 = float $3804 to_integer 
0050: gosub @1_6310 
045B: draw_text_2numbers 430.0 190.333 GXT 'SPEED8' numbers $3904 $3804 
0002: jump @1_3718 

:1_3718
0002: jump @1_3725 

:1_3725
0087: 26@ = 25@ // (float) 
0013: 26@ *= 2.236936 
0013: 26@ *= 1000.0 
0085: $3801 = $3800 // (int) 
008F: $3801 = integer $3801 to_float 
0073: 26@ /= $3801 // (float) 
0087: $3805 = 26@ // (float) 
0090: $3805 = float $3805 to_integer 
00D6: if 
0018:   $3805 > 360000 
004D: jump_if_false @1_3849 
008F: $3805 = integer $3805 to_float 
0015: $3805 /= 2.236936 
0015: $3805 /= 1609.344 
0002: jump @1_3887 

:1_3849
0050: gosub @1_6310 
045A: draw_text_1number 430.0 170.333 GXT 'SPEED1' number $3805 
0002: jump @1_3995 

:1_3887
0090: $4070 = float $3805 to_integer 
0093: $4071 = integer $4070 to_float 
0063: $3805 -= $4071 // (float) 
0013: $3805 *= 10.0 
0090: $3805 = float $3805 to_integer 
00D6: if 
001A:   0 > $3805 
004D: jump_if_false @1_3954 
0012: $3805 *= -1 

:1_3954
0050: gosub @1_6310 
045B: draw_text_2numbers 430.0 170.333 GXT 'SPEED8' numbers $4070 $3805 
0002: jump @1_3995 

:1_3995
00D6: if 
0021:   4@ > 2.997924E08 
004D: jump_if_false @1_4034 
03C0: 34@ = actor $PLAYER_ACTOR car 
04BA: set_car 34@ speed_to 2.997924E08 

:1_4034
00D6: if 
04AB:   actor $PLAYER_ACTOR driving_plane 
004D: jump_if_false @1_4692 
03C0: 34@ = actor $PLAYER_ACTOR car 
091F: get_plane 34@ landing_gear_status_to $4050 
00D6: if 
8021:   not  4@ > 300.0 
004D: jump_if_false @1_4288 
0028:   $4072 >= 35 
004D: jump_if_false @1_4416 
00D6: if 
0028:   $3803 >= 80 
004D: jump_if_false @1_4416 
00D6: if and
04AB:   actor $PLAYER_ACTOR driving_plane 
8028:   not  $4101 >= -5 
8028:   not  $3803 >= 350 
004D: jump_if_false @1_4692 
00D6: if 
8038:   not  $4050 == 0 
004D: jump_if_false @1_4692 
018C: play_sound 1058 at 0.0 0.0 0.0 
0050: gosub @1_6418 
045A: draw_text_1number 15.0 100.0 GXT 'SPEED31' number $3803 
0050: gosub @1_6418 
045A: draw_text_1number 15.0 190.0 GXT 'SPEED32' number $3803 
0050: gosub @1_6364 
045A: draw_text_1number 15.0 250.0 GXT 'SPEED30' number $3803 
0002: jump @1_4692 

:1_4288
00D6: if 
0028:   $4072 >= 100 
004D: jump_if_false @1_4416 
00D6: if 
0028:   $3803 >= 100 
004D: jump_if_false @1_4416 
0087: $4052 = 4@ // (float) 
0011: $4052 *= 2.236936 
0011: $4052 *= 1.5 
0090: $4052 = float $4052 to_integer 
00D6: if and
8028:   not  $4101 >= -9 
801D:   not  $3803 > $4052 // (int) 
04AB:   actor $PLAYER_ACTOR driving_plane 
004D: jump_if_false @1_4692 
00D6: if 
8038:   not  $4050 == 0 
004D: jump_if_false @1_4692 
0002: jump @1_4554 

:1_4416
00D6: if 
8038:   not  $4050 == 0 
004D: jump_if_false @1_4692 
018C: play_sound 1058 at 0.0 0.0 0.0 
0050: gosub @1_6364 
045A: draw_text_1number 15.0 250.0 GXT 'SPEED30' number $3803 
0050: gosub @1_6418 
045A: draw_text_1number 15.0 100.0 GXT 'SPEED34' number $3803 
0050: gosub @1_6418 
045A: draw_text_1number 15.0 190.0 GXT 'SPEED32' number $3803 
0002: jump @1_4692 

:1_4554
00D6: if 
8038:   not  $4050 == 0 
004D: jump_if_false @1_4692 
018C: play_sound 1058 at 0.0 0.0 0.0 
0050: gosub @1_6418 
045A: draw_text_1number 15.0 100.0 GXT 'SPEED31' number $3803 
0050: gosub @1_6418 
045A: draw_text_1number 15.0 190.0 GXT 'SPEED32' number $3803 
0050: gosub @1_6364 
045A: draw_text_1number 15.0 250.0 GXT 'SPEED30' number $3803 
0002: jump @1_4692 

:1_4692
00D6: if and
0039:   0@ == 0 
0021:   4@ > 343.0 
004D: jump_if_false @1_4898 
0006: 0@ = 1 
00A0: store_actor $PLAYER_ACTOR position_to 1@ 2@ 3@ 
000F: 1@ -= 10.0 
000F: 2@ -= 10.0 
020C: create_explosion_with_radius 8 at 1@ 2@ 3@ 
020C: create_explosion_with_radius 8 at 1@ 2@ 3@ 
020C: create_explosion_with_radius 8 at 1@ 2@ 3@ 
020C: create_explosion_with_radius 8 at 1@ 2@ 3@ 
020C: create_explosion_with_radius 8 at 1@ 2@ 3@ 
020C: create_explosion_with_radius 8 at 1@ 2@ 3@ 
020C: create_explosion_with_radius 8 at 1@ 2@ 3@ 
020C: create_explosion_with_radius 8 at 1@ 2@ 3@ 
020C: create_explosion_with_radius 8 at 1@ 2@ 3@ 
020C: create_explosion_with_radius 8 at 1@ 2@ 3@ 
0006: 7@ = 1 

:1_4898
00D6: if and
0039:   0@ == 1 
8031:   not  4@ >= 330.0 
004D: jump_if_false @1_4940 
0006: 0@ = 0 
0006: 7@ = 0 

:1_4940
00D6: if 
0039:   7@ == 1 
004D: jump_if_false @1_5043 
04C4: store_coords_to 29@ 30@ 31@ from_actor $PLAYER_ACTOR with_offset 0.0 -15.0 0.0 
095C: create_smoke_at 29@ 30@ 31@ velocity 0.0 0.0 0.0 RGBA 100.0 100.0 100.0 100.0 size 10.0 last_factor 1.0 

:1_5043
00D6: if 
0AB0:   key_pressed 34 
004D: jump_if_false @1_5153 
0006: 25@ = 0 
0004: $3800 = 0 
062A: change_float_stat 4 to 0.0 
062A: change_float_stat 5 to 0.0 
062A: change_float_stat 6 to 0.0 
062A: change_float_stat 7 to 0.0 
062A: change_float_stat 8 to 0.0 
062A: change_float_stat 9 to 0.0 
062A: change_float_stat 27 to 0.0 
062A: change_float_stat 28 to 0.0 
062A: change_float_stat 29 to 0.0 

:1_5153
00D6: if 
0AB0:   key_pressed 35 
004D: jump_if_false @1_5199 
0050: gosub @1_6310 
045A: draw_text_1number 360.0 300.333 GXT 'SPEED2' number $3800 

:1_5199
0002: jump @1_6023 
00D6: if 
0039:   50@ == 0 
004D: jump_if_false @1_5253 
0006: 50@ = 1 
00A0: store_actor $PLAYER_ACTOR position_to 40@ 41@ 42@ 
0085: 60@ = $3800 // (int) 

:1_5253
0001: wait 0 ms 
00D6: if 
0039:   50@ == 1 
004D: jump_if_false @1_5868 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @1_5868 
0006: 33@ = 0 
0006: 50@ = 0 
00A0: store_actor $PLAYER_ACTOR position_to 43@ 44@ 45@ 
0085: 61@ = $3800 // (int) 
0062: 61@ -= 60@ // (int) 
0509: 51@ = distance_between_XY 40@ 41@ and_XY 43@ 44@ 
0013: 51@ *= 1000.0 
0092: 51@ = float 51@ to_integer 
0072: 51@ /= 61@ // (int) 
00D6: if and
8018:   not  $4055 > 60 
8018:   not  $4101 > 30 
004D: jump_if_false @1_5428 
0004: $4057 = 0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 2000 

:1_5428
00D6: if or
0018:   $4055 > 60 
0018:   $4101 > 30 
004D: jump_if_false @1_5582 
0004: $4057 = 1 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 2000 
00D6: if 
0019:   32@ > 400 
004D: jump_if_false @1_5582 
0006: 32@ = 0 
0004: $4058 = 1 
0085: $4060 = $4055 // (int) 
0085: $4061 = $4101 // (int) 
005A: $4061 += $4060 // (int) 
008F: $4061 = integer $4061 to_float 
0011: $4061 *= 0.04 
0092: $4061 = float $4061 to_integer 
0226: $4062 = actor $PLAYER_ACTOR health 
0060: $4062 -= $4061 // (int) 
0223: set_actor $PLAYER_ACTOR health_to $4062 

:1_5582
00D6: if 
0038:   $4057 == 0 
004D: jump_if_false @1_5748 
00D6: if or
8028:   not  $4055 >= -50 
8028:   not  $4101 >= -16 
004D: jump_if_false @1_5748 
0169: set_fade_color_RGB 255 0 0 
016A: fade 0 time 1000 
00D6: if 
0019:   32@ > 400 
004D: jump_if_false @1_5748 
0006: 32@ = 0 
0085: $4060 = $4055 // (int) 
0085: $4061 = $4101 // (int) 
005A: $4061 += $4060 // (int) 
0010: $4061 *= -1 
008F: $4061 = integer $4061 to_float 
0011: $4061 *= 0.05 
0092: $4061 = float $4061 to_integer 
0226: $4062 = actor $PLAYER_ACTOR health 
0060: $4062 -= $4061 // (int) 
0223: set_actor $PLAYER_ACTOR health_to $4062 

:1_5748
00D6: if 
0038:   $4058 == 0 
004D: jump_if_false @1_5828 
00D6: if and
0038:   $4057 == 0 
0028:   $4055 >= -50 
0028:   $4101 >= -16 
004D: jump_if_false @1_5868 
0002: jump @1_5805 

:1_5805
0169: set_fade_color_RGB 255 0 0 
016A: fade 1 time 1000 
0002: jump @1_5868 

:1_5828
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @1_5868 
0006: 32@ = 0 
0004: $4058 = 0 
0002: jump @1_5868 

:1_5868
0002: jump @1_6023 
00D6: if 
0028:   $4101 >= -150 
004D: jump_if_false @1_6486 
00D6: if 
0028:   $4055 >= -500 
004D: jump_if_false @1_6486 
00D6: if 
8018:   not  $4055 > 500 
004D: jump_if_false @1_6486 
00D6: if 
8018:   not  $4101 > 150 
004D: jump_if_false @1_6486 
00D6: if 
0028:   $4101 >= -15 
004D: jump_if_false @1_6472 
00D6: if 
0028:   $4055 >= -50 
004D: jump_if_false @1_6472 
00D6: if 
8018:   not  $4055 > 60 
004D: jump_if_false @1_6472 
00D6: if 
8018:   not  $4101 > 60 
004D: jump_if_false @1_6472 

:1_6023
00D6: if 
04AB:   actor $PLAYER_ACTOR driving_plane 
004D: jump_if_false @1_249 
00D6: if 
8038:   not  $4050 == 0 
004D: jump_if_false @1_249 
00D6: if and
8028:   not  $4101 >= -30 
8028:   not  $3803 >= 164 
004D: jump_if_false @1_6090 
0002: jump @1_6526 

:1_6090
00D6: if and
0021:   4@ > 83.33334 
0018:   $3803 > 164 
0AB0:   key_pressed 46 
004D: jump_if_false @1_249 
0002: jump @1_6526 

:1_6130
00D6: if 
0021:   4@ > 0.0 
004D: jump_if_false @1_6280 
0653: 10@ = float_stat 4 
0653: 11@ = float_stat 5 
005B: 10@ += 11@ // (float) 
0653: 11@ = float_stat 6 
005B: 10@ += 11@ // (float) 
0653: 11@ = float_stat 7 
005B: 10@ += 11@ // (float) 
0653: 11@ = float_stat 8 
005B: 10@ += 11@ // (float) 
0653: 11@ = float_stat 9 
005B: 10@ += 11@ // (float) 
0653: 11@ = float_stat 27 
005B: 10@ += 11@ // (float) 
0653: 11@ = float_stat 28 
005B: 10@ += 11@ // (float) 
0653: 11@ = float_stat 29 
005B: 10@ += 11@ // (float) 
0051: return 

:1_6280
0051: return 
005B: 25@ += 13@ // (float) 
0051: return 
005B: 22@ += $3802 // (float) 
0087: 24@ = 22@ // (float) 
0051: return 

:1_6310
03F0: enable_text_draw 0 
0349: set_text_draw_font 2 
0341: unknown_text_draw_flag 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.3 1.8 
081C: draw_text_outline 0 RGBA 0 0 0 0 
0340: set_text_draw_RGBA 0 255 0 255 
0051: return 

:1_6364
03F0: enable_text_draw 0 
0349: set_text_draw_font 2 
0341: unknown_text_draw_flag 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 3.0 18.0 
081C: draw_text_outline 1 RGBA 0 0 0 0 
0340: set_text_draw_RGBA 255 0 0 255 
0051: return 

:1_6418
03F0: enable_text_draw 0 
0349: set_text_draw_font 2 
0341: unknown_text_draw_flag 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.5 9.0 
081C: draw_text_outline 1 RGBA 0 0 0 0 
0340: set_text_draw_RGBA 255 0 0 255 
0051: return 

:1_6472
0002: jump @1_6023 
0002: jump @1_6023 

:1_6486
016A: fade 0 time 0 
02EB: restore_camera_with_jumpcut 
0851: set_actor $PLAYER_ACTOR decrease_health_by 1E10 flag 0 
0396: pause_timer 1 
0001: wait 3000 ms 
0396: pause_timer 0 
0002: jump @1_412 

:1_6526
03C0: 34@ = actor $PLAYER_ACTOR car 
0006: 1@ = 0 
0006: 2@ = 0 
0006: 3@ = 0 
0407: store_coords_to 1@ 2@ 3@ from_car 34@ with_offset 0.0 0.0 5.0 
020C: create_explosion_with_radius 7 at 1@ 2@ 3@ 
020C: create_explosion_with_radius 7 at 1@ 2@ 3@ 
0396: pause_timer 1 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1@ 2@ 3@ 
02EB: restore_camera_with_jumpcut 
0006: 33@ = 0 

:1_6637
0001: wait 0 ms 
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 50000.0 
00D6: if 
0019:   33@ > 2500 
004D: jump_if_false @1_6637 
016A: fade 1 time 2000 
0006: 33@ = 0 
0006: 32@ = 0 
0851: set_actor $PLAYER_ACTOR decrease_health_by 50 flag 0 
0247: load_model #GUN_PARA 
01B2: give_actor $PLAYER_ACTOR weapon 46 ammo 1 // Load the weapon model before using this 
0396: pause_timer 0 
0002: jump @1_412 
0000: NOP 
0051: return 
004E: end_thread 
