{$CLEO .cs}

//-------------MAIN---------------
0000: NOP 

:NONAME_2
0001: wait 0 ms 
05DF: write_memory 10553666 size 1 value 0 virtual_protect 0 
0002: jump @NONAME_26 

:NONAME_26
0001: wait 0 ms 
05E0: 0@ = read_memory 10553666 size 4 virtual_protect 0 
05E0: 1@ = read_memory 10553670 size 2 virtual_protect 0 
05E0: 2@ = read_memory 10553672 size 1 virtual_protect 0 
00D6: if and
0039:   0@ == 1397312581 // integer values 
0039:   1@ == 18771 // integer values 
0039:   2@ == 77 // integer values 
004D: jump_if_false @NONAME_26 
0001: wait 0 ms 
05DF: write_memory 10553666 size 1 value 0 virtual_protect 0 
0006: 9@ = 0 // integer values 
03E5: text_box 'CHEAT1'  // Cheat activated
0002: jump @NONAME_149 

:NONAME_149
0001: wait 0 ms 
05E0: 0@ = read_memory 8820520 size 1 virtual_protect 0 
00D6: if 
8039:   not  0@ == 15 // integer values 
004D: jump_if_false @NONAME_439 
05E0: 0@ = read_memory 10553666 size 4 virtual_protect 0 
05E0: 1@ = read_memory 10553670 size 2 virtual_protect 0 
05E0: 2@ = read_memory 10553672 size 1 virtual_protect 0 
00D6: if or
8039:   not  0@ == 1397312581 // integer values 
8039:   not  1@ == 18771 // integer values 
8039:   not  2@ == 77 // integer values 
004D: jump_if_false @NONAME_439 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @NONAME_1925 
05E6: 0@ = actor $PLAYER_ACTOR struct 
000A: 0@ += 580 // integer values 
05E0: 0@ = read_memory 0@ size 4 virtual_protect 0 
00D6: if and
0039:   0@ == 12 // integer values 
02D7:   player $PLAYER_CHAR currentweapon == 30 
004D: jump_if_false @NONAME_149 
00D6: if 
80E1:   not player 0 pressed_button 17 
004D: jump_if_false @NONAME_1270 
0107: 3@ = create_object #NULL at 0.0 0.0 0.0 
0382: set_object 3@ collision_detection 0 
0172: 4@ = actor $PLAYER_ACTOR z_angle 
0177: set_object 3@ z_angle_to 4@ 
0050: gosub @NONAME_6720 
034E: move_object 3@ to 0@ 1@ 2@ speed 2000.0 2000.0 2000.0 collision_check 0 
0002: jump @NONAME_456 

:NONAME_439
03E5: text_box 'CHEAT1'  // Cheat activated
0002: jump @NONAME_2 

:NONAME_456
0050: gosub @NONAME_6720 
05E0: 4@ = read_memory 8275640 size 4 virtual_protect 0 
05E0: 5@ = read_memory 8275644 size 4 virtual_protect 0 
05E0: 6@ = read_memory 8275648 size 4 virtual_protect 0 
000F: 4@ -= 0@ // floating-point values 
0011: 4@ *= 4@ // floating-point values 
000F: 5@ -= 1@ // floating-point values 
0011: 5@ *= 5@ // floating-point values 
000B: 4@ += 5@ // floating-point values 
000F: 2@ -= 6@ // floating-point values 
01FB: 1@ = square_root 4@ 
0007: 0@ = 2@ // floating-point values 
0011: 0@ *= 0@ // floating-point values 
000B: 0@ += 4@ // floating-point values 
01FB: 0@ = square_root 0@ 
0015: 1@ /= 0@ // floating-point values 
0015: 2@ /= 0@ // floating-point values 
0011: 1@ *= 0.5 // floating-point values 
0011: 2@ *= 0.5 // floating-point values 
0400: create_coordinate 0@ 1@ 2@ from_object 3@ offset 0.0 1@ 2@ 
0050: gosub @NONAME_7035 
00D6: if 
0023:   2000.0 > 4@ // floating-point values 
004D: jump_if_false @NONAME_1239 
04C4: create_coordinate 4@ 5@ 6@ from_actor $PLAYER_ACTOR offset 0.0 0.0 0.0 
0050: gosub @NONAME_7072 
00D6: if 
0023:   200.0 > 4@ // floating-point values 
004D: jump_if_false @NONAME_1239 
0007: 4@ = 2@ // floating-point values 
02CE: 4@ = ground_z 0@ 1@ 4@ 
00D6: if 
0021:   4@ > -50.0 // floating-point values 
004D: jump_if_false @NONAME_1239 
034E: move_object 3@ to 0@ 1@ 2@ speed 1.0 1.0 1.0 collision_check 0 
0002: jump @NONAME_820 

:NONAME_820
0400: create_coordinate 0@ 1@ 2@ from_object 3@ offset 0.0 0.0 0.0 
05F0: 7@ = random_vehicle_near_point 0@ 1@ 2@ in_radius 15.0 find_next 0 pass_wrecked 0 //IF and SET 
0002: jump @NONAME_938 

:NONAME_879
0400: create_coordinate 0@ 1@ 2@ from_object 3@ offset 0.0 0.0 0.0 
05F0: 7@ = random_vehicle_near_point 0@ 1@ 2@ in_radius 15.0 find_next 1 pass_wrecked 0 //IF and SET 
0002: jump @NONAME_938 

:NONAME_938
00D6: if 
0019:   7@ > 0 // integer values 
004D: jump_if_false @NONAME_456 
00D6: if 
8119:   not car 7@ wrecked 
004D: jump_if_false @NONAME_879 
0002: jump @NONAME_979 

:NONAME_979
04C4: create_coordinate 4@ 5@ 6@ from_actor $PLAYER_ACTOR offset 0.0 0.0 0.0 
0407: create_coordinate 0@ 1@ 2@ from_car 7@ offset 0.0 0.0 0.0 
0050: gosub @NONAME_7072 
0015: 4@ /= 14.0 // floating-point values 
00D6: if 
04E6:   object 3@ near_point 0@ 1@ 2@ radius 4@ 4@ 4@ flag 0 
004D: jump_if_false @NONAME_1097 
0002: jump @NONAME_1146 

:NONAME_1097
00D6: if 
04E6:   object 3@ near_point 0@ 1@ 2@ radius 3.0 3.0 3.0 flag 0 
004D: jump_if_false @NONAME_879 
0002: jump @NONAME_1146 

:NONAME_1146
00D6: if 
001B:   20 > 9@ // integer values 
004D: jump_if_false @NONAME_1205 
04D5: create_corona_at 0@ 1@ 2@ radius 3.0 type 7 flare 0 RGB 0 128 0 
000A: 9@ += 1 // integer values 
0002: jump @NONAME_1253 

:NONAME_1205
04D5: create_corona_at 0@ 1@ 2@ radius 2.8 type 7 flare 0 RGB 255 0 0 
0002: jump @NONAME_1253 

:NONAME_1239
0006: 9@ = 0 // integer values 
0002: jump @NONAME_1253 

:NONAME_1253
0108: destroy_object 3@ 
01C4: remove_references_to_object 3@ // This object will now disappear when the player looks away 
0002: jump @NONAME_149 

:NONAME_1270
0001: wait 0 ms 
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 0.0 0.0 
05F1: 3@ = random_object_near_point 0@ 1@ 2@ in_radius 3.0 find_next 0 //IF and SET 
00D6: if 
0019:   3@ > 0 // integer values 
004D: jump_if_false @NONAME_149 
05E8: 0@ = object 3@ struct 
000A: 0@ += 92 // integer values 
05E0: 1@ = read_memory 0@ size 2 virtual_protect 0 
00D6: if 
0039:   1@ == 273 // integer values 
004D: jump_if_false @NONAME_1395 
0002: jump @NONAME_1516 

:NONAME_1395
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 0.0 0.0 
05F1: 3@ = random_object_near_point 0@ 1@ 2@ in_radius 3.0 find_next 1 //IF and SET 
00D6: if 
0019:   3@ > 0 // integer values 
004D: jump_if_false @NONAME_149 
05E8: 0@ = object 3@ struct 
000A: 0@ += 92 // integer values 
05E0: 1@ = read_memory 0@ size 2 virtual_protect 0 
00D6: if 
0039:   1@ == 273 // integer values 
004D: jump_if_false @NONAME_1395 
0002: jump @NONAME_1516 

:NONAME_1516
0188: 8@ = create_marker_above_object 3@ 
0165: set_marker 8@ color_to 0 
0166: set_marker 8@ brightness_to 1 
018B: show_on_radar 8@ 2 
0006: 10@ = 1 // integer values 
0007: 11@ = 1.0 // floating-point values 
0002: jump @NONAME_1569 

:NONAME_1569
00D6: if 
0039:   9@ == 20 // integer values 
004D: jump_if_false @NONAME_1594 
0002: jump @NONAME_1688 

:NONAME_1594
0001: wait 0 ms 
00D6: if and
03CA:   object 3@ exists 
00E1:   player 0 pressed_button 6 
00E1:   player 0 pressed_button 17 
004D: jump_if_false @NONAME_1647 
0050: gosub @NONAME_4163 
0006: 10@ = 2 // integer values 
0002: jump @NONAME_1594 

:NONAME_1647
00D6: if 
0039:   10@ == 2 // integer values 
004D: jump_if_false @NONAME_1676 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0002: jump @NONAME_1676 

:NONAME_1676
0164: disable_marker 8@ 
0002: jump @NONAME_149 

:NONAME_1688
0001: wait 0 ms 
00D6: if 
03CA:   object 3@ exists 
004D: jump_if_false @NONAME_1877 
00D6: if 
8119:   not car 7@ wrecked 
004D: jump_if_false @NONAME_1767 
0407: create_coordinate 0@ 1@ 2@ from_car 7@ offset 0.0 0.0 0.0 
0050: gosub @NONAME_4536 
0002: jump @NONAME_1767 

:NONAME_1767
00D6: if and
00E1:   player 0 pressed_button 6 
00E1:   player 0 pressed_button 17 
0029:   10@ >= 1 // integer values 
004D: jump_if_false @NONAME_1818 
0050: gosub @NONAME_4937 
0006: 10@ = 2 // integer values 
0002: jump @NONAME_1688 

:NONAME_1818
00D6: if 
0039:   10@ == 2 // integer values 
004D: jump_if_false @NONAME_1847 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0002: jump @NONAME_1847 

:NONAME_1847
0006: 10@ = 0 // integer values 
00D6: if 
8119:   not car 7@ wrecked 
004D: jump_if_false @NONAME_1877 
0002: jump @NONAME_1688 

:NONAME_1877
00D6: if 
0029:   10@ >= 1 // integer values 
004D: jump_if_false @NONAME_1906 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0002: jump @NONAME_1906 

:NONAME_1906
0164: disable_marker 8@ 
0006: 9@ = 20 // integer values 
0002: jump @NONAME_149 

:NONAME_1925
00D6: if and
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #HUNTER 
00E1:   player 0 pressed_button 4 
004D: jump_if_false @NONAME_3351 
00D6: if 
80E1:   not player 0 pressed_button 17 
004D: jump_if_false @NONAME_2261 
0007: 10@ = 0.0 // floating-point values 
0002: jump @NONAME_1984 

:NONAME_1984
000B: 10@ += 5.0 // floating-point values 
00D6: if 
0032:   200.0 >= 10@ // floating-point values 
004D: jump_if_false @NONAME_149 
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 10@ 0.0 
05F0: 7@ = random_vehicle_near_point 0@ 1@ 2@ in_radius 10@ find_next 0 pass_wrecked 0 //IF and SET 
0002: jump @NONAME_2098 

:NONAME_2070
05F0: 7@ = random_vehicle_near_point 0@ 1@ 2@ in_radius 10@ find_next 1 pass_wrecked 0 //IF and SET 
0002: jump @NONAME_2098 

:NONAME_2098
00D6: if 
0019:   7@ > 0 // integer values 
004D: jump_if_false @NONAME_1984 
00D6: if 
8119:   not car 7@ wrecked 
004D: jump_if_false @NONAME_2070 
0002: jump @NONAME_2139 

:NONAME_2139
0407: create_coordinate 0@ 1@ 2@ from_car 7@ offset 0.0 0.0 0.0 
00D6: if 
001B:   5 > 9@ // integer values 
004D: jump_if_false @NONAME_2227 
04D5: create_corona_at 0@ 1@ 2@ radius 3.0 type 7 flare 0 RGB 0 128 0 
000A: 9@ += 1 // integer values 
0002: jump @NONAME_149 

:NONAME_2227
04D5: create_corona_at 0@ 1@ 2@ radius 2.8 type 7 flare 0 RGB 255 0 0 
0002: jump @NONAME_149 

:NONAME_2261
00D6: if 
0039:   9@ == 5 // integer values 
004D: jump_if_false @NONAME_149 
0001: wait 0 ms 
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 0.0 0.0 
05F1: 3@ = random_object_near_point 0@ 1@ 2@ in_radius 5.0 find_next 0 //IF and SET 
00D6: if 
0019:   3@ > 0 // integer values 
004D: jump_if_false @NONAME_149 
05E8: 0@ = object 3@ struct 
000A: 0@ += 92 // integer values 
05E0: 1@ = read_memory 0@ size 2 virtual_protect 0 
00D6: if 
0039:   1@ == 273 // integer values 
004D: jump_if_false @NONAME_2404 
0002: jump @NONAME_2525 

:NONAME_2404
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 0.0 0.0 
05F1: 3@ = random_object_near_point 0@ 1@ 2@ in_radius 5.0 find_next 1 //IF and SET 
00D6: if 
0019:   3@ > 0 // integer values 
004D: jump_if_false @NONAME_149 
05E8: 0@ = object 3@ struct 
000A: 0@ += 92 // integer values 
05E0: 1@ = read_memory 0@ size 2 virtual_protect 0 
00D6: if 
0039:   1@ == 273 // integer values 
004D: jump_if_false @NONAME_2404 
0002: jump @NONAME_2525 

:NONAME_2525
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 0.0 0.0 
05F1: 10@ = random_object_near_point 0@ 1@ 2@ in_radius 5.0 find_next 1 //IF and SET 
00D6: if 
0019:   10@ > 0 // integer values 
004D: jump_if_false @NONAME_2657 
05E8: 0@ = object 10@ struct 
000A: 0@ += 92 // integer values 
05E0: 1@ = read_memory 0@ size 2 virtual_protect 0 
00D6: if 
0039:   1@ == 273 // integer values 
004D: jump_if_false @NONAME_2525 
0002: jump @NONAME_2657 

:NONAME_2646
0001: wait 0 ms 
0002: jump @NONAME_2657 

:NONAME_2657
00D6: if and
00E1:   player 0 pressed_button 17 
8119:   not car 7@ wrecked 
004D: jump_if_false @NONAME_3337 
00D6: if or
03CA:   object 3@ exists 
03CA:   object 10@ exists 
004D: jump_if_false @NONAME_3337 
0002: jump @NONAME_2707 

:NONAME_2707
00D6: if 
03CA:   object 3@ exists 
004D: jump_if_false @NONAME_3022 
0407: create_coordinate 0@ 1@ 2@ from_car 7@ offset 0.0 0.0 0.0 
0400: create_coordinate 4@ 5@ 6@ from_object 3@ offset 0.0 0.0 0.0 
0050: gosub @NONAME_7072 
0007: 9@ = 4@ // floating-point values 
0400: create_coordinate 4@ 5@ 6@ from_object 3@ offset 0.0 0.0 0.0 
000F: 0@ -= 4@ // floating-point values 
0015: 0@ /= 9@ // floating-point values 
000F: 1@ -= 5@ // floating-point values 
0015: 1@ /= 9@ // floating-point values 
000F: 2@ -= 6@ // floating-point values 
0015: 2@ /= 9@ // floating-point values 
05E8: 9@ = object 3@ struct 
000A: 9@ += 256 // integer values 
05E0: 9@ = read_memory 9@ size 4 virtual_protect 0 
0007: 5@ = 9@ // floating-point values 
0011: 5@ *= 0.584 // floating-point values 
0050: gosub @NONAME_4801 
05E8: 4@ = object 3@ struct 
000A: 4@ += 112 // integer values 
0011: 0@ *= 5@ // floating-point values 
05DF: write_memory 4@ size 4 value 0@ virtual_protect 0 
000A: 4@ += 4 // integer values 
0011: 1@ *= 5@ // floating-point values 
05DF: write_memory 4@ size 4 value 1@ virtual_protect 0 
000A: 4@ += 4 // integer values 
0011: 2@ *= 5@ // floating-point values 
05DF: write_memory 4@ size 4 value 2@ virtual_protect 0 
0002: jump @NONAME_3022 

:NONAME_3022
00D6: if 
03CA:   object 10@ exists 
004D: jump_if_false @NONAME_2646 
0407: create_coordinate 0@ 1@ 2@ from_car 7@ offset 0.0 0.0 0.0 
0400: create_coordinate 4@ 5@ 6@ from_object 10@ offset 0.0 0.0 0.0 
0050: gosub @NONAME_7072 
0007: 9@ = 4@ // floating-point values 
0400: create_coordinate 4@ 5@ 6@ from_object 10@ offset 0.0 0.0 0.0 
000F: 0@ -= 4@ // floating-point values 
0015: 0@ /= 9@ // floating-point values 
000F: 1@ -= 5@ // floating-point values 
0015: 1@ /= 9@ // floating-point values 
000F: 2@ -= 6@ // floating-point values 
0015: 2@ /= 9@ // floating-point values 
05E8: 9@ = object 10@ struct 
000A: 9@ += 256 // integer values 
05E0: 9@ = read_memory 9@ size 4 virtual_protect 0 
0007: 5@ = 9@ // floating-point values 
0011: 5@ *= 0.584 // floating-point values 
0050: gosub @NONAME_4801 
05E8: 4@ = object 10@ struct 
000A: 4@ += 112 // integer values 
0011: 0@ *= 5@ // floating-point values 
05DF: write_memory 4@ size 4 value 0@ virtual_protect 0 
000A: 4@ += 4 // integer values 
0011: 1@ *= 5@ // floating-point values 
05DF: write_memory 4@ size 4 value 1@ virtual_protect 0 
000A: 4@ += 4 // integer values 
0011: 2@ *= 5@ // floating-point values 
05DF: write_memory 4@ size 4 value 2@ virtual_protect 0 
0002: jump @NONAME_2646 

:NONAME_3337
0006: 9@ = 5 // integer values 
0002: jump @NONAME_149 

:NONAME_3351
00D6: if and
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #RHINO 
00E1:   player 0 pressed_button 4 
004D: jump_if_false @NONAME_149 
03C0: 3@ = actor $PLAYER_ACTOR car 
05E7: 0@ = car 3@ struct 
000A: 0@ += 1456 // integer values 
05E0: 9@ = read_memory 0@ size 4 virtual_protect 0 
0011: 9@ *= 180.0 // floating-point values 
0015: 9@ /= 3.141593 // floating-point values 
0007: 10@ = 0.0 // floating-point values 
0002: jump @NONAME_3449 

:NONAME_3449
000B: 10@ += 5.0 // floating-point values 
00D6: if 
0032:   200.0 >= 10@ // floating-point values 
004D: jump_if_false @NONAME_149 
02F6: 0@ = sine 9@ // float 
02F7: 1@ = cosine 9@ 
0011: 0@ *= 10@ // floating-point values 
0011: 1@ *= 10@ // floating-point values 
0011: 0@ *= -1.0 // floating-point values 
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0@ 1@ 0.0 
05F0: 7@ = random_vehicle_near_point 0@ 1@ 2@ in_radius 10.0 find_next 0 pass_wrecked 0 //IF and SET 
0002: jump @NONAME_3607 

:NONAME_3577
05F0: 7@ = random_vehicle_near_point 0@ 1@ 2@ in_radius 10.0 find_next 1 pass_wrecked 0 //IF and SET 
0002: jump @NONAME_3607 

:NONAME_3607
00D6: if 
0019:   7@ > 0 // integer values 
004D: jump_if_false @NONAME_3449 
00D6: if and
8119:   not car 7@ wrecked 
8039:   not  3@ == 7@ // integer values 
004D: jump_if_false @NONAME_3577 
0002: jump @NONAME_3656 

:NONAME_3656
0007: 2@ = 9@ // floating-point values 
000B: 2@ += 1.0 // floating-point values 
02F6: 0@ = sine 2@ // float 
02F7: 1@ = cosine 2@ 
0011: 0@ *= -1.0 // floating-point values 
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0@ 1@ 0.0 
0407: create_coordinate 4@ 5@ 6@ from_car 7@ offset 0.0 0.0 0.0 
0050: gosub @NONAME_7072 
0007: 8@ = 4@ // floating-point values 
0007: 2@ = 9@ // floating-point values 
000F: 2@ -= 1.0 // floating-point values 
02F6: 0@ = sine 2@ // float 
02F7: 1@ = cosine 2@ 
0011: 0@ *= -1.0 // floating-point values 
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0@ 1@ 0.0 
0407: create_coordinate 4@ 5@ 6@ from_car 7@ offset 0.0 0.0 0.0 
0050: gosub @NONAME_7072 
05E7: 0@ = car 3@ struct 
000A: 0@ += 1456 // integer values 
0007: 1@ = 4@ // floating-point values 
000F: 1@ -= 8@ // floating-point values 
00D6: if or
0021:   1@ > 0.001 // floating-point values 
0023:   -0.001 > 1@ // floating-point values 
004D: jump_if_false @NONAME_4100 
00D6: if 
0021:   4@ > 8@ // floating-point values 
004D: jump_if_false @NONAME_3963 
0002: jump @NONAME_3980 

:NONAME_3963
000F: 9@ -= 3.0 // floating-point values 
0002: jump @NONAME_3997 

:NONAME_3980
000B: 9@ += 3.0 // floating-point values 
0002: jump @NONAME_3997 

:NONAME_3997
0007: 1@ = 9@ // floating-point values 
0011: 1@ *= 3.141593 // floating-point values 
0015: 1@ /= 180.0 // floating-point values 
05DF: write_memory 0@ size 4 value 1@ virtual_protect 0 
0407: create_coordinate 0@ 1@ 2@ from_car 7@ offset 0.0 0.0 0.0 
04D5: create_corona_at 0@ 1@ 2@ radius 3.0 type 7 flare 0 RGB 0 128 0 
0002: jump @NONAME_149 

:NONAME_4100
0407: create_coordinate 0@ 1@ 2@ from_car 7@ offset 0.0 0.0 0.0 
04D5: create_corona_at 0@ 1@ 2@ radius 2.8 type 7 flare 0 RGB 255 0 0 
0002: jump @NONAME_149 

:NONAME_4163
0006: 5@ = 8239240 // integer values 
0002: jump @NONAME_4180 

:NONAME_4180
00D6: if 
002A:   8239772 >= 5@ // integer values 
004D: jump_if_false @NONAME_4351 
05E0: 0@ = read_memory 5@ size 4 virtual_protect 0 
000A: 5@ += 4 // integer values 
05E0: 1@ = read_memory 5@ size 4 virtual_protect 0 
000A: 5@ += 8 // integer values 
05E0: 4@ = read_memory 5@ size 1 virtual_protect 0 
05E6: 2@ = actor $PLAYER_ACTOR struct 
00D6: if and
0039:   0@ == 16 // integer values 
0039:   1@ == 2@ // integer values 
0039:   4@ == 1 // integer values 
004D: jump_if_false @NONAME_4337 
000E: 5@ -= 4 // integer values 
05E0: 0@ = read_memory 5@ size 4 virtual_protect 0 
000A: 0@ += 100 // integer values 
05DF: write_memory 5@ size 4 value 0@ virtual_protect 0 
0002: jump @NONAME_4351 

:NONAME_4337
000A: 5@ += 16 // integer values 
0002: jump @NONAME_4180 

:NONAME_4351
0007: 5@ = 1.07 // floating-point values 
05E8: 9@ = object 3@ struct 
000A: 9@ += 256 // integer values 
05E0: 9@ = read_memory 9@ size 4 virtual_protect 0 
00D6: if and
00E1:   player 0 pressed_button 4 
0021:   9@ > 0.1 // floating-point values 
004D: jump_if_false @NONAME_4970 
0002: jump @NONAME_4423 

:NONAME_4423
0400: create_coordinate 0@ 1@ 2@ from_object 3@ offset 0.0 1.0 0.0 
0400: create_coordinate 4@ 5@ 6@ from_object 3@ offset 0.0 0.0 0.0 
000F: 0@ -= 4@ // floating-point values 
000F: 1@ -= 5@ // floating-point values 
000F: 2@ -= 6@ // floating-point values 
0381: throw_object 3@ distance 0@ 1@ 2@ 
0007: 5@ = 1.07 // floating-point values 
0002: jump @NONAME_5824 

:NONAME_4536
0400: create_coordinate 4@ 5@ 6@ from_object 3@ offset 0.0 0.0 0.0 
0050: gosub @NONAME_7072 
0007: 9@ = 4@ // floating-point values 
0400: create_coordinate 4@ 5@ 6@ from_object 3@ offset 0.0 0.0 0.0 
000F: 0@ -= 4@ // floating-point values 
0015: 0@ /= 9@ // floating-point values 
000F: 1@ -= 5@ // floating-point values 
0015: 1@ /= 9@ // floating-point values 
000F: 2@ -= 6@ // floating-point values 
0015: 2@ /= 9@ // floating-point values 
05E8: 9@ = object 3@ struct 
000A: 9@ += 256 // integer values 
05E0: 9@ = read_memory 9@ size 4 virtual_protect 0 
0007: 5@ = 9@ // floating-point values 
0011: 5@ *= 0.584 // floating-point values 
0050: gosub @NONAME_4801 
05E8: 4@ = object 3@ struct 
000A: 4@ += 112 // integer values 
0011: 0@ *= 5@ // floating-point values 
05DF: write_memory 4@ size 4 value 0@ virtual_protect 0 
000A: 4@ += 4 // integer values 
0011: 1@ *= 5@ // floating-point values 
05DF: write_memory 4@ size 4 value 1@ virtual_protect 0 
000A: 4@ += 4 // integer values 
0011: 2@ *= 5@ // floating-point values 
05DF: write_memory 4@ size 4 value 2@ virtual_protect 0 
0051: return 

:NONAME_4801
05E0: 4@ = read_memory 8820309 size 1 virtual_protect 0 
00D6: if 
0039:   4@ == 1 // integer values 
004D: jump_if_false @NONAME_4840 
0002: jump @NONAME_4857 

:NONAME_4840
0015: 5@ /= 0.2 // floating-point values 
0002: jump @NONAME_4857 

:NONAME_4857
05E0: 4@ = read_memory 9957988 size 4 virtual_protect 0 
00D6: if 
0032:   1.0 >= 4@ // floating-point values 
004D: jump_if_false @NONAME_4915 
00D6: if 
0030:   4@ >= 1.0 // floating-point values 
004D: jump_if_false @NONAME_4927 
0051: return 

:NONAME_4915
0015: 5@ /= 1.85 // floating-point values 
0051: return 

:NONAME_4927
0015: 5@ /= 4@ // floating-point values 
0051: return 

:NONAME_4937
00D6: if 
8119:   not car 7@ wrecked 
004D: jump_if_false @NONAME_4163 
0007: 5@ = 1.04 // floating-point values 
0002: jump @NONAME_5824 

:NONAME_4970
00D6: if 
00E1:   player 0 pressed_button 13 
004D: jump_if_false @NONAME_5188 
0007: 4@ = 0.0 // floating-point values 
0002: jump @NONAME_5004 

:NONAME_5004
000B: 4@ += 5.0 // floating-point values 
00D6: if 
0032:   200.0 >= 4@ // floating-point values 
004D: jump_if_false @NONAME_5188 
0400: create_coordinate 0@ 1@ 2@ from_object 3@ offset 0.0 4@ 0.0 
05F0: 7@ = random_vehicle_near_point 0@ 1@ 2@ in_radius 4@ find_next 0 pass_wrecked 0 //IF and SET 
0002: jump @NONAME_5118 

:NONAME_5090
05F0: 7@ = random_vehicle_near_point 0@ 1@ 2@ in_radius 4@ find_next 1 pass_wrecked 0 //IF and SET 
0002: jump @NONAME_5118 

:NONAME_5118
00D6: if 
0019:   7@ > 0 // integer values 
004D: jump_if_false @NONAME_5004 
00D6: if 
8119:   not car 7@ wrecked 
004D: jump_if_false @NONAME_5090 
0407: create_coordinate 0@ 1@ 2@ from_car 7@ offset 0.0 0.0 0.0 
0002: jump @NONAME_5800 

:NONAME_5188
00D6: if 
00E1:   player 0 pressed_button 18 
004D: jump_if_false @NONAME_5241 
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 0.0 0.0 
0002: jump @NONAME_5800 

:NONAME_5241
00D6: if and
00E1:   player 0 pressed_button 8 
00E1:   player 0 pressed_button 10 
004D: jump_if_false @NONAME_5300 
0400: create_coordinate 0@ 1@ 2@ from_object 3@ offset 0.1 1.0 -0.1 
0002: jump @NONAME_5800 

:NONAME_5300
00D6: if and
00E1:   player 0 pressed_button 8 
00E1:   player 0 pressed_button 11 
004D: jump_if_false @NONAME_5359 
0400: create_coordinate 0@ 1@ 2@ from_object 3@ offset -0.1 1.0 -0.1 
0002: jump @NONAME_5800 

:NONAME_5359
00D6: if and
00E1:   player 0 pressed_button 9 
00E1:   player 0 pressed_button 10 
004D: jump_if_false @NONAME_5418 
0400: create_coordinate 0@ 1@ 2@ from_object 3@ offset 0.1 1.0 0.1 
0002: jump @NONAME_5800 

:NONAME_5418
00D6: if and
00E1:   player 0 pressed_button 9 
00E1:   player 0 pressed_button 11 
004D: jump_if_false @NONAME_5477 
0400: create_coordinate 0@ 1@ 2@ from_object 3@ offset -0.1 1.0 0.1 
0002: jump @NONAME_5800 

:NONAME_5477
00D6: if 
00E1:   player 0 pressed_button 8 
004D: jump_if_false @NONAME_5530 
0400: create_coordinate 0@ 1@ 2@ from_object 3@ offset 0.0 1.0 -0.1 
0002: jump @NONAME_5800 

:NONAME_5530
00D6: if 
00E1:   player 0 pressed_button 9 
004D: jump_if_false @NONAME_5583 
0400: create_coordinate 0@ 1@ 2@ from_object 3@ offset 0.0 1.0 0.1 
0002: jump @NONAME_5800 

:NONAME_5583
00D6: if 
00E1:   player 0 pressed_button 10 
004D: jump_if_false @NONAME_5636 
0400: create_coordinate 0@ 1@ 2@ from_object 3@ offset 0.1 1.0 0.0 
0002: jump @NONAME_5800 

:NONAME_5636
00D6: if 
00E1:   player 0 pressed_button 11 
004D: jump_if_false @NONAME_5689 
0400: create_coordinate 0@ 1@ 2@ from_object 3@ offset -0.1 1.0 0.0 
0002: jump @NONAME_5800 

:NONAME_5689
05E0: 0@ = read_memory 9660688 size 4 virtual_protect 0 
05E0: 1@ = read_memory 9660692 size 4 virtual_protect 0 
0011: 0@ *= -0.005 // floating-point values 
0011: 1@ *= -0.005 // floating-point values 
00D6: if or
8043:   not  0@ == 0.0 // floating-point values 
8043:   not  1@ == 0.0 // floating-point values 
004D: jump_if_false @NONAME_5824 
0400: create_coordinate 0@ 1@ 2@ from_object 3@ offset 0@ 1.0 1@ 
0002: jump @NONAME_5800 

:NONAME_5800
0050: gosub @NONAME_4536 
0007: 5@ = 1.04 // floating-point values 
0002: jump @NONAME_5824 

:NONAME_5824
05E8: 9@ = object 3@ struct 
000A: 9@ += 112 // integer values 
05E0: 0@ = read_memory 9@ size 4 virtual_protect 0 
000A: 9@ += 4 // integer values 
05E0: 1@ = read_memory 9@ size 4 virtual_protect 0 
000A: 9@ += 4 // integer values 
05E0: 4@ = read_memory 9@ size 4 virtual_protect 0 
0011: 1@ *= 1@ // floating-point values 
0007: 2@ = 0@ // floating-point values 
0011: 2@ *= 2@ // floating-point values 
000B: 2@ += 1@ // floating-point values 
0007: 1@ = 4@ // floating-point values 
0011: 1@ *= 1@ // floating-point values 
000B: 1@ += 2@ // floating-point values 
01FB: 1@ = square_root 1@ 
00D6: if 
8043:   not  1@ == 0.0 // floating-point values 
004D: jump_if_false @NONAME_6461 
0015: 4@ /= 1@ // floating-point values 
01FB: 2@ = square_root 2@ 
0011: 0@ *= -1.0 // floating-point values 
00D6: if 
8043:   not  2@ == 0.0 // floating-point values 
004D: jump_if_false @NONAME_6461 
0015: 0@ /= 2@ // floating-point values 
0007: 6@ = 0@ // floating-point values 
0007: 2@ = 0.0 // floating-point values 
0007: 10@ = 6@ // floating-point values 
0050: gosub @NONAME_6878 
0007: 6@ = 2@ // floating-point values 
0007: 2@ = 0.0 // floating-point values 
0007: 10@ = 4@ // floating-point values 
0050: gosub @NONAME_6878 
0007: 4@ = 2@ // floating-point values 
05E8: 9@ = object 3@ struct 
000A: 9@ += 112 // integer values 
05E0: 0@ = read_memory 9@ size 4 virtual_protect 0 
000A: 9@ += 4 // integer values 
05E0: 1@ = read_memory 9@ size 4 virtual_protect 0 
0002: jump @NONAME_6156 

:NONAME_6156
00D6: if and
0023:   0.0 > 0@ // floating-point values 
0023:   0.0 > 1@ // floating-point values 
004D: jump_if_false @NONAME_6220 
0007: 0@ = 180.0 // floating-point values 
000F: 0@ -= 6@ // floating-point values 
0007: 6@ = 0@ // floating-point values 
0002: jump @NONAME_6284 

:NONAME_6220
00D6: if and
0021:   0@ > 0.0 // floating-point values 
0023:   0.0 > 1@ // floating-point values 
004D: jump_if_false @NONAME_6284 
0007: 0@ = -180.0 // floating-point values 
000F: 0@ -= 6@ // floating-point values 
0007: 6@ = 0@ // floating-point values 
0002: jump @NONAME_6284 

:NONAME_6284
00D6: if 
0021:   4@ > 85.0 // floating-point values 
004D: jump_if_false @NONAME_6342 
000F: 4@ -= 1.0 // floating-point values 
000B: 6@ += 180.0 // floating-point values 
0011: 11@ *= -1.0 // floating-point values 
0002: jump @NONAME_6400 

:NONAME_6342
00D6: if 
0023:   -85.0 > 4@ // floating-point values 
004D: jump_if_false @NONAME_6400 
000B: 4@ += 1.0 // floating-point values 
000B: 6@ += 180.0 // floating-point values 
0011: 11@ *= -1.0 // floating-point values 
0002: jump @NONAME_6400 

:NONAME_6400
000B: 11@ += 1.0 // floating-point values 
0011: 11@ *= 90.0 // floating-point values 
0453: object 3@ set_rotation 4@ 11@ 6@ 
0015: 11@ /= 90.0 // floating-point values 
000F: 11@ -= 1.0 // floating-point values 
0002: jump @NONAME_6461 

:NONAME_6461
05E8: 9@ = object 3@ struct 
000A: 9@ += 256 // integer values 
05E0: 1@ = read_memory 9@ size 4 virtual_protect 0 
0011: 1@ *= 5@ // floating-point values 
000F: 1@ -= 1.1 // floating-point values 
0400: create_coordinate 0@ 1@ 2@ from_object 3@ offset 0.0 1@ 0.0 
0007: 9@ = 4@ // floating-point values 
02F6: 4@ = sine 6@ // float 
0011: 4@ *= 90.0 // floating-point values 
0011: 4@ *= 9@ // floating-point values 
0011: 4@ *= 11@ // floating-point values 
000B: 6@ += 90.0 // floating-point values 
02F6: 6@ = sine 6@ // float 
0011: 6@ *= -90.0 // floating-point values 
0011: 6@ *= 9@ // floating-point values 
0011: 6@ *= 11@ // floating-point values 
05E8: 9@ = object 3@ struct 
000A: 9@ += 256 // integer values 
015F: set_camera_position 0@ 1@ 2@ 4@ rotation 6@ 0.0 
05E0: 1@ = read_memory 9@ size 4 virtual_protect 0 
0011: 1@ *= 5@ // floating-point values 
0400: create_coordinate 0@ 1@ 2@ from_object 3@ offset 0.0 1@ 0.0 
0160: point_camera 0@ 1@ 2@ switchstyle 2 
0051: return 

:NONAME_6720
05E0: 1@ = read_memory 8276156 size 4 virtual_protect 0 
0011: 1@ *= 3.0 // floating-point values 
0007: 0@ = 1@ // floating-point values 
0011: 0@ *= 0@ // floating-point values 
01FB: 0@ = square_root 0@ 
0011: 0@ *= -0.5 // floating-point values 
000B: 0@ += 3.0 // floating-point values 
05E6: 2@ = actor $PLAYER_ACTOR struct 
000A: 2@ += 336 // integer values 
05E0: 2@ = read_memory 2@ size 1 virtual_protect 0 
00D6: if 
8039:   not  2@ == 24 // integer values 
004D: jump_if_false @NONAME_6851 
000B: 1@ += 0.7 // floating-point values 
0002: jump @NONAME_6851 

:NONAME_6851
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 0@ 1@ 
0051: return 

:NONAME_6878
0006: 9@ = 0 // integer values 
0002: jump @NONAME_6892 

:NONAME_6892
00D6: if 
001B:   15 > 9@ // integer values 
004D: jump_if_false @NONAME_7013 
0007: 0@ = 2@ // floating-point values 
0011: 0@ *= 180.0 // floating-point values 
0015: 0@ /= 3.141593 // floating-point values 
02F7: 1@ = cosine 0@ 
02F6: 0@ = sine 0@ // float 
000F: 0@ -= 10@ // floating-point values 
00D6: if 
8043:   not  1@ == 0.0 // floating-point values 
004D: jump_if_false @NONAME_7013 
0015: 0@ /= 1@ // floating-point values 
000F: 2@ -= 0@ // floating-point values 
000A: 9@ += 1 // integer values 
0002: jump @NONAME_6892 

:NONAME_7013
0011: 2@ *= 180.0 // floating-point values 
0015: 2@ /= 3.141593 // floating-point values 
0051: return 

:NONAME_7035
0007: 4@ = 0.0 // floating-point values 
0007: 5@ = 0.0 // floating-point values 
0007: 6@ = 0.0 // floating-point values 
0002: jump @NONAME_7072 

:NONAME_7072
000F: 4@ -= 0@ // floating-point values 
0011: 4@ *= 4@ // floating-point values 
000F: 5@ -= 1@ // floating-point values 
0011: 5@ *= 5@ // floating-point values 
000F: 6@ -= 2@ // floating-point values 
0011: 6@ *= 6@ // floating-point values 
000B: 4@ += 5@ // floating-point values 
000B: 4@ += 6@ // floating-point values 
01FB: 4@ = square_root 4@ 
0051: return 
