 {$CLEO .cm}
$onmission = 1
04C4: store_coords_to 1000@ 1001@ 1002@ from_actor $player_actor  with_offset 0.0 0.0 -1.0
0923: enable_air_traffic 0
//no birds
0A8C: write_memory 5497200 size 5 value 144 virtual_protect 1 
905@ = 0
const
_PLAYER1_SCORE = 400@
_PLAYER2_SCORE = 401@
_PLAYER3_SCORE = 402@
_PLAYER4_SCORE = 403@
_PLAYER5_SCORE = 404@
_PLAYER6_SCORE = 405@
_PLAYER7_SCORE = 406@
_PLAYER8_SCORE = 407@
_CPU_SCORE = 402@
_HAZARD_SCORE = 403@
_KILL_LIMIT = 533@
_TIME_LIMIT = 534@
_NO_LIMIT = 532@
_CPUS = 536@
_PEDS = 535@
_HAZARDS = 537@
_PLAYER1_LIFES = $LIVES1 
_PLAYER2_LIFES = $LIVES2 
_PLAYER3_LIFES = 492@ 
_PLAYER4_LIFES = 493@ 
_PLAYER5_LIFES = 494@ 
_PLAYER6_LIFES = 495@ 
_PLAYER7_LIFES = 496@
_PLAYER8_LIFES = 497@ 
_PLAYER_TOTAL_KILLS = 498@
_GAME_WINS_P1 = 444@
_GAME_WINS_P2 = 445@
_TARGET_KILLS = 500@
_TARGET_TIMER = 501@
_RESPECTP1 = 488@
_RESPECTP2 = 489@
_TARGET_KILLS_P1 = 497@
_TARGET_KILLS_P2 = 498@
_AI_PATH = 979@
end
_TARGET_KILLS_P1 = 0
_TARGET_KILLS_P2 = 0
_PLAYER_TOTAL_KILLS = 0 
_PLAYER1_SCORE = 0
_PLAYER2_SCORE = 0
_PLAYER3_SCORE = 0
_PLAYER4_SCORE = 0
_PLAYER5_SCORE = 0
_PLAYER6_SCORE = 0
_PLAYER7_SCORE = 0
_PLAYER8_SCORE = 0
_PLAYER1_LIFES  = 0
_PLAYER2_LIFES = 0
_PLAYER3_LIFES = 0
_PLAYER4_LIFES = 0
_PLAYER5_LIFES =  0
_PLAYER6_LIFES =  0
_PLAYER7_LIFES =  0
_PLAYER8_LIFES = 0        
_GAME_WINS_P1 = 0
_GAME_WINS_P2 = 0
01F0: set_max_wanted_level_to 0
0ADF: add_dynamic_GXT_entry "GAMEWIN" text "~r~Player 1's wins ~1~ ~b~Player 2's wins ~1~"
0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 4
0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 5

0746: set_acquaintance 3 of_actors_pedtype 8 to_actors_pedtype 4
0746: set_acquaintance 3 of_actors_pedtype 8 to_actors_pedtype 5

0746: set_acquaintance 3 of_actors_pedtype 9 to_actors_pedtype 4
0746: set_acquaintance 3 of_actors_pedtype 9 to_actors_pedtype 5

0746: set_acquaintance 3 of_actors_pedtype 10 to_actors_pedtype 4
0746: set_acquaintance 3 of_actors_pedtype 10 to_actors_pedtype 5

0746: set_acquaintance 3 of_actors_pedtype 11 to_actors_pedtype 4
0746: set_acquaintance 3 of_actors_pedtype 11 to_actors_pedtype 5

0746: set_acquaintance 3 of_actors_pedtype 12 to_actors_pedtype 4
0746: set_acquaintance 3 of_actors_pedtype 12 to_actors_pedtype 5

0746: set_acquaintance 3 of_actors_pedtype 13 to_actors_pedtype 4
0746: set_acquaintance 3 of_actors_pedtype 13 to_actors_pedtype 5

0746: set_acquaintance 3 of_actors_pedtype 14 to_actors_pedtype 4
0746: set_acquaintance 3 of_actors_pedtype 14 to_actors_pedtype 5

0746: set_acquaintance 4 of_actors_pedtype 15 to_actors_pedtype 4
0746: set_acquaintance 4 of_actors_pedtype 15 to_actors_pedtype 5

0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 4
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 5

0746: set_acquaintance 4 of_actors_pedtype 23 to_actors_pedtype 4
0746: set_acquaintance 4 of_actors_pedtype 23 to_actors_pedtype 5
                         {
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 4
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 5

0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 4
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 5

0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 4
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 5

0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 4
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 5   }


//0974: emulated_wasted_busted  // +12 hours and clear weapons
$timer = 99999999999999
 $LIVES1 = 99999
 $LIVES2 = 99999
999@ = 0
905@ = 0
_TARGET_KILLS = 20
_NO_LIMIT = 1
_HAZARDS = 0
actor.PutAt($player_actor, 4079.4119, -1194.9144, 888.8405)
actor.LockInCurrentPosition($player_actor, 1)
015F: set_camera_position  4066.6716 -1198.689 881.8405 rotation 0.0 0.0 0.0
0160: set_camera_point_at  4043.1926 -1174.0183 881.8405 switchstyle 2

if 
056D:   actor $second_player_actor defined

then
actor.PutAt($second_player_actor, 4079.4119, -1194.9144, 888.8405)
actor.LockInCurrentPosition($second_player_actor, 1)
end
_HAZARDS == 1   //on
_HAZARDS == 0   //off
_HAZARDS == 2   //targetable
_HAZARDS == 3   //untargetable
0247: load_model 10558
0247: load_model 6959
0247: load_model 10150
0247: load_model 14411
0247: load_model 16082
0247: load_model 16322
0247: load_model 16644
0247: load_model 16641
0247: load_model 16653
0247: load_model 2886
0247: load_model 3095
0247: load_model 3115
0247: load_model 3397
0247: load_model 3388
0247: load_model 3787
0247: load_model 1808
0247: load_model 2007
0247: load_model 2000
0247: load_model 2066
0247: load_model 2199
0247: load_model 2200
0247: load_model 2608
0247: load_model 2610
0247: load_model 945
0247: load_model 2894
0247: load_model 2357
0247: load_model 1703
0247: load_model 2063
0247: load_model 2165
0247: load_model 1714
0247: load_model 1499
0247: load_model 195
0247: load_model 299
0247: load_model 7
0247: load_model 75
0247: load_model 191
0247: load_model 530
0247: load_model 939
0247: load_model 1225
0247: load_model 627
0247: load_model 996
0247: load_model 942
0247: load_model 1508
0247: load_model 945
0247: load_model 18608
0247: load_model 16653
0247: load_model 922
0247: load_model 1271
0247: load_model 16644
0247: load_model 994
0247: load_model 1497
0247: load_model 10558
0247: load_model 3800  
0247: load_model 16500   
0247: load_model 10558
0247: load_model 14411
0247: load_model 3115
0247: load_model 1508
0247: load_model 16644
0247: load_model 939
0247: load_model 942
0247: load_model 922
0247: load_model 2932
0247: load_model 2934
0247: load_model 2935
0247: load_model 1271
0247: load_model 2669
0247: load_model 2678
0247: load_model 2679
0247: load_model 3565
0247: load_model 16653
0247: load_model 3568
0247: load_model 3566
0247: load_model 3799
0247: load_model 3800

0247: load_model 5262
0247: load_model 12913
0247: load_model 923
0247: load_model 939
0247: load_model 942
0247: load_model 944
0247: load_model 16644
0247: load_model 922
0247: load_model 1497
0247: load_model 10558
0247: load_model 994
0247: load_model 996
0247: load_model 997
0247: load_model 2932
0247: load_model 2934
0247: load_model 5816
0247: load_model 943
0247: load_model 988
0247: load_model 16500
0247: load_model 3799
0247: load_model 930
0247: load_model 925
0247: load_model 3066
0247: load_model 3577
0247: load_model 3796
0247: load_model 3576
model.Load(#AK47)
model.Load(#SHOTGSPA)
model.Load(#COLT45)
model.Load(#AK47)
model.Load(#DESERT_EAGLE)
model.Load(#CHROMEGUN)
model.Load(#SAWNOFF)
model.Load(#M4)
model.Load(#FLAME)
model.Load(#AK47)
model.Load(#BAT)
model.Load(#KNIFECUR)
model.Load(#KATANA)
model.Load(#M4 )
model.Load(#SILENCED )
model.Load(#MP5LNG )
model.Load(#MICRO_UZI )
model.Load(#TEC9 )
model.Load(#ROCKETLA )
model.Load(#HEATSEEK )
model.Load(#MOLOTOV )               
model.Load(#GRENADE )
model.Load(#CUNTGUN )
model.Load(#SNIPER )
0247: load_model 1240 //health
0247: load_model 1242 //armour
038B: load_requested_models



032B: 335@ = create_weapon_pickup #M4 group 15 ammo 70 at  4016.6018 -1137.8597 879.6166
032B: 336@ = create_weapon_pickup 1242 group 15 ammo 30 at  4060.1377 -1123.4674 882.0756
032B: 337@ = create_weapon_pickup #FLAME group 15 ammo 70 at  4043.5698 -1122.7235 874.5287
032B: 338@ = create_weapon_pickup #SHOTGSPA group 15 ammo 30 at 4060.4873 -1151.2676 877.8942
032B: 339@ = create_weapon_pickup #SNIPER group 15 ammo 30 at  4060.3145 -1137.2952 882.0834
032B: 340@ = create_weapon_pickup 1240 group 15 ammo 30 at  4071.082 -1182.5314 878.4473
032B: 341@ = create_weapon_pickup #AK47 group 15 ammo 30 at 4074.5706 -1170.5513 874.5287
032B: 342@ = create_weapon_pickup #MICRO_UZI group 15 ammo 60 at  4036.0232 -1181.6313 874.5287
032B: 343@ = create_weapon_pickup #MP5LNG group 15 ammo 50 at  4070.7629 -1232.7968 874.5287
032B: 344@ = create_weapon_pickup #GRENADE group 15 ammo 6 at  4016.7761 -1169.8582 882.0834
032B: 345@ = create_weapon_pickup #AK47 group 15 ammo 30 at 4036.6829 -1176.5297 882.1563
032B: 346@ = create_weapon_pickup #MP5LNG group 15 ammo 50 at  4017.8503 -1217.7291 882.0912
032B: 347@ = create_weapon_pickup 1240 group 15 ammo 30 at 4064.6655 -1208.7052 884.7693
032B: 348@ = create_weapon_pickup #TEC9 group 15 ammo 40 at  4070.9888 -1165.6255 882.0441
032B: 349@ = create_weapon_pickup #MOLOTOV group 15 ammo 5 at 4044.1902 -1151.0006 882.0834
032B: 350@ = create_weapon_pickup #MINIGUN group 15 ammo 120 at  4025.9724 -1156.8694 880.3734
032B: 351@ = create_weapon_pickup #AK47 group 15 ammo 50 at  4008.5984 -1178.7606 877.4135
032B: 352@ = create_weapon_pickup 1242 group 15 ammo 30 at  3983.9146 -1166.8514 874.5287
032B: 353@ = create_weapon_pickup #CUNTGUN group 15 ammo 30 at  3983.5178 -1160.5537 882.1563
032B: 354@ = create_weapon_pickup #DESERT_EAGLE group 15 ammo 30 at 3983.9553 -1179.2126 878.394
032B: 355@ = create_weapon_pickup #MP5LNG group 15 ammo 40 at  4012.4646 -1146.3477 882.2454
032B: 356@ = create_weapon_pickup #SNIPER group 15 ammo 60 at  3992.3584 -1199.3983 874.6523
032B: 357@ = create_weapon_pickup #SAWNOFF group 15 ammo 30 at  3993.2529 -1217.4789 874.5287
032B: 358@ = create_weapon_pickup #CHROMEGUN group 15 ammo 30 at  4057.467 -1203.2708 877.3734
032B: 359@ = create_weapon_pickup #MICRO_UZI group 15 ammo 30 at  4071.5132 -1196.3643 878.394
032B: 360@ = create_weapon_pickup #SILENCED group 15 ammo 30 at  4058.3569 -1167.5001 877.4135
032B: 361@ = create_weapon_pickup #MP5LNG group 15 ammo 30 at  4043.1108 -1154.178 877.8044
032B: 362@ = create_weapon_pickup #BAT group 15 ammo 30 at  3998.6919 -1152.3972 874.5287
032B: 363@ = create_weapon_pickup #BAT group 15 ammo 30 at   4063.2378 -1151.2816 874.5287
032B: 364@ = create_weapon_pickup #DESERT_EAGLE group 15 ammo 50 at   4062.675 -1144.3002 878.4473
032B: 365@ = create_weapon_pickup #AK47 group 15 ammo 30 at  4078.311 -1144.3927 874.5287
032B: 366@ = create_weapon_pickup #m4 group 15 ammo 60 at  4017.3188 -1223.4933 882.2656
032B: 367@ = create_weapon_pickup 1242 group 15 ammo 60 at  4052.8618 -1217.4314 879.6269
032B: 368@ = create_weapon_pickup #GRENADE group 15 ammo 7 at   4056.6572 -1217.005 874.6316
032B: 369@ = create_weapon_pickup #TEC9 group 15 ammo 30 at  4027.4968 -1209.2622 877.5201
032B: 370@ = create_weapon_pickup #CHROMEGUN group 15 ammo 30 at  4017.9375 -1210.6766 882.0834
032B: 371@ = create_weapon_pickup #SAWNOFF group 15 ammo 30 at   3975.9158 -1152.9911 882.0756
032B: 372@ = create_weapon_pickup #SHOTGSPA group 15 ammo 30 at 4044.2551 -1223.4077 874.5287

//elevators
029B: 705@ = init_object 16500 at 4041.0293 -1202.1191 873.52002 // elevator 3 A
0453: set_object 705@ XY_rotation 0.0 90.0 angle 270.0

029B: 706@ = init_object 16500 at 4041.0303 -1200.9092 873.52002 // elevator 3 B
0453: set_object 706@ XY_rotation 0.0 90.0 angle 270.0

029B: 707@ = init_object 16500 at 4019.7402 -1181.4502 873.52002 // evevator 2 A
0453: set_object 707@ XY_rotation 0.0 90.0 angle 179.995

029B: 708@ = init_object 16500 at 4020.9502 -1181.4502 873.52002 // evator 2 B
0453: set_object 708@ XY_rotation 0.0 90.0 angle 179.995

029B: 709@ = init_object 16500 at 4047.5498 -1166.4102 873.52002 // object (cn2_savgardr1_) (3)
0453: set_object 709@ XY_rotation 0.0 90.0 angle 0.0

029B: 710@ = init_object 16500 at 4046.3398 -1166.4102 873.52002 // object (cn2_savgardr1_) (4)
0453: set_object 710@ XY_rotation 0.0 90.0 angle 0.0

04BB: select_interior 0
//00A1: put_actor $PLAYER_ACTOR at 3998.4099 -1195.2 874.53003
//0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0
//0860: link_actor $PLAYER_ACTOR to_interior 0

set_weather 22
01B5: force_weather 22
00C0: set_current_time 19 0
0A8C: write_memory 9867623 size 4 value 1 virtual_protect 1 
0A8C: write_memory 9867624 size 4 value 1 virtual_protect 1 


029B: 0@ = init_object 10558 at 4030.6797 -1179.8253 888.0834 // object (tbnSFS) (1)
0453: set_object 0@ XY_rotation 0.0 0.0 angle 0.0
0382: set_object 0@ collision_detection 0
0750: set_object 0@ visibility 0
          //.mp3
//$warehouse_sounds = audiostream.Load3D("cleo\battle_maps\ambiance_warehouse_v2.mp3")
$warehouse_sounds = audiostream.Load("cleo\battle_maps\Background_Noise.mp3")
audiostream.LinkToObject($warehouse_sounds, 0@)
audiostream.PerformAction($warehouse_sounds, play)
audiostream.Loop($warehouse_sounds, 1)
$warehouse_sounds2 = audiostream.Load3d("cleo\battle_maps\blackstar.mp3")
audiostream.PerformAction($warehouse_sounds2, play)
audiostream.Loop($warehouse_sounds2, 1)

029B: 1@ = init_object 10558 at 4072.7002 -1182.6104 875.48999 // object (tbnSFS) (1)
0453: set_object 1@ XY_rotation 0.0 0.0 angle 0.0
029B: 2@ = init_object 6959 at 4052.3896 -1180.6504 873.56 // object (vegasNbball1) (1)
0453: set_object 2@ XY_rotation 0.0 0.0 angle 0.0
029B: 3@ = init_object 6959 at 4011.2803 -1180.6504 873.56 // object (vegasNbball1) (2)
0453: set_object 3@ XY_rotation 0.0 0.0 angle 0.0
029B: 4@ = init_object 6959 at 4011.2803 -1140.8398 873.56 // object (vegasNbball1) (3)
0453: set_object 4@ XY_rotation 0.0 0.0 angle 0.0
029B: 5@ = init_object 6959 at 4052.2998 -1140.8398 873.56 // object (vegasNbball1) (4)
0453: set_object 5@ XY_rotation 0.0 0.0 angle 0.0
029B: 6@ = init_object 10558 at 4072.7 -1173.86 875.48999 // object (tbnSFS) (4)
0453: set_object 6@ XY_rotation 0.0 0.0 angle 0.0
029B: 7@ = init_object 10558 at 4072.7 -1165.36 875.48999 // object (tbnSFS) (5)
0453: set_object 7@ XY_rotation 0.0 0.0 angle 0.0
029B: 8@ = init_object 10558 at 4072.7 -1157.38 875.48999 // object (tbnSFS) (6)
0453: set_object 8@ XY_rotation 0.0 0.0 angle 0.0
029B: 9@ = init_object 10558 at 4073.45 -1152.86 875.48999 // object (tbnSFS) (7)
0453: set_object 9@ XY_rotation 0.0 0.0 angle 90.0
029B: 10@ = init_object 10558 at 4063.27 -1152.86 873.09998 // object (tbnSFS) (8)
0453: set_object 10@ XY_rotation 90.0 0.0 angle 90.0
029B: 11@ = init_object 10558 at 4061.51 -1148.75 875.48999 // object (tbnSFS) (9)
0453: set_object 11@ XY_rotation 0.0 0.0 angle 0.0
029B: 12@ = init_object 10558 at 4061.5098 -1140.25 875.48999 // object (tbnSFS) (10)
0453: set_object 12@ XY_rotation 0.0 0.0 angle 0.0
029B: 13@ = init_object 10558 at 4063.2705 -1152.8604 881.85999 // object (tbnSFS) (13)
0453: set_object 13@ XY_rotation 90.0 0.0 angle 90.0
029B: 14@ = init_object 10558 at 4067.1499 -1152.86 881.85999 // object (tbnSFS) (14)
0453: set_object 14@ XY_rotation 90.0 0.0 angle 90.0
029B: 15@ = init_object 10558 at 4070.97 -1152.86 881.85999 // object (tbnSFS) (15)
0453: set_object 15@ XY_rotation 90.0 0.0 angle 90.0
029B: 16@ = init_object 10558 at 4065.76 -1136.12 875.48999 // object (tbnSFS) (19)
0453: set_object 16@ XY_rotation 0.0 0.0 angle 270.0
029B: 17@ = init_object 10558 at 4074.51 -1136.12 875.48999 // object (tbnSFS) (20)
0453: set_object 17@ XY_rotation 0.0 0.0 angle 270.0
029B: 18@ = init_object 10558 at 4083.01 -1136.12 875.48999 // object (tbnSFS) (21)
0453: set_object 18@ XY_rotation 0.0 0.0 angle 270.0
029B: 19@ = init_object 10558 at 4091.76 -1136.12 875.48999 // object (tbnSFS) (22)
0453: set_object 19@ XY_rotation 0.0 0.0 angle 270.0
029B: 20@ = init_object 6959 at 4092.97 -1140.84 873.56 // object (vegasNbball1) (5)
0453: set_object 20@ XY_rotation 0.0 0.0 angle 0.0
029B: 21@ = init_object 10558 at 4081.95 -1152.86 875.48999 // object (tbnSFS) (24)
0453: set_object 21@ XY_rotation 0.0 0.0 angle 90.0
029B: 22@ = init_object 10558 at 4090.29 -1152.8604 875.48999 // object (tbnSFS) (25)
0453: set_object 22@ XY_rotation 0.0 0.0 angle 90.0
029B: 23@ = init_object 10558 at 4102.79 -1152.86 875.48999 // object (tbnSFS) (26)
0453: set_object 23@ XY_rotation 0.0 0.0 angle 90.0
029B: 24@ = init_object 10558 at 4102.79 -1152.8604 875.48999 // object (tbnSFS) (27)
0453: set_object 24@ XY_rotation 0.0 0.0 angle 90.0
029B: 25@ = init_object 10558 at 4100.5098 -1136.12 875.48999 // object (tbnSFS) (28)
0453: set_object 25@ XY_rotation 0.0 0.0 angle 270.0
029B: 26@ = init_object 10558 at 4104.5098 -1139.87 875.48999 // object (tbnSFS) (29)
0453: set_object 26@ XY_rotation 0.0 0.0 angle 180.0
029B: 27@ = init_object 10558 at 4104.5098 -1148.37 875.48999 // object (tbnSFS) (30)
0453: set_object 27@ XY_rotation 0.0 0.0 angle 179.995
029B: 28@ = init_object 10558 at 4104.5098 -1156.62 875.48999 // object (tbnSFS) (31)
0453: set_object 28@ XY_rotation 0.0 0.0 angle 179.995
029B: 29@ = init_object 10558 at 4074.72 -1152.86 881.85999 // object (tbnSFS) (32)
0453: set_object 29@ XY_rotation 90.0 0.0 angle 90.0
029B: 30@ = init_object 10558 at 4078.6201 -1152.8604 881.85999 // object (tbnSFS) (33)
0453: set_object 30@ XY_rotation 90.0 0.0 angle 90.0
029B: 31@ = init_object 10558 at 4082.47 -1152.86 881.85999 // object (tbnSFS) (34)
0453: set_object 31@ XY_rotation 90.0 0.0 angle 90.0
029B: 34@ = init_object 10558 at 4086.3701 -1152.86 881.85999 // object (tbnSFS) (35)
0453: set_object 34@ XY_rotation 90.0 0.0 angle 90.0
029B: 35@ = init_object 10558 at 4090.1201 -1152.86 881.85999 // object (tbnSFS) (36)
0453: set_object 35@ XY_rotation 90.0 0.0 angle 90.0
029B: 36@ = init_object 10558 at 4093.8701 -1152.86 881.85999 // object (tbnSFS) (37)
0453: set_object 36@ XY_rotation 90.0 0.0 angle 90.0
029B: 37@ = init_object 10558 at 4097.6201 -1152.86 881.85999 // object (tbnSFS) (38)
0453: set_object 37@ XY_rotation 90.0 0.0 angle 90.0
029B: 38@ = init_object 10558 at 4101.3701 -1152.86 881.85999 // object (tbnSFS) (39)
0453: set_object 38@ XY_rotation 90.0 0.0 angle 90.0
029B: 39@ = init_object 10558 at 4105.1201 -1152.86 881.85999 // object (tbnSFS) (40)
0453: set_object 39@ XY_rotation 90.0 0.0 angle 90.0
029B: 40@ = init_object 10558 at 4104.5098 -1151.11 881.85999 // object (tbnSFS) (41)
0453: set_object 40@ XY_rotation 90.0 0.0 angle 180.0
029B: 41@ = init_object 10558 at 4104.5098 -1147.54 881.85999 // object (tbnSFS) (42)
0453: set_object 41@ XY_rotation 90.0 0.0 angle 179.995
029B: 42@ = init_object 10558 at 4104.5098 -1143.58 881.85999 // object (tbnSFS) (43)
0453: set_object 42@ XY_rotation 90.0 0.0 angle 179.995
029B: 43@ = init_object 10558 at 4104.5098 -1139.75 881.85999 // object (tbnSFS) (44)
0453: set_object 43@ XY_rotation 90.0 0.0 angle 179.995
029B: 44@ = init_object 10558 at 4104.5098 -1136.0 881.85999 // object (tbnSFS) (45)
0453: set_object 44@ XY_rotation 90.0 0.0 angle 179.995
029B: 45@ = init_object 10558 at 4102.7598 -1136.1 881.85999 // object (tbnSFS) (46)
0453: set_object 45@ XY_rotation 90.0 0.0 angle 269.995
029B: 46@ = init_object 10558 at 4098.8398 -1136.1 881.85999 // object (tbnSFS) (47)
0453: set_object 46@ XY_rotation 90.0 0.0 angle 269.995
029B: 47@ = init_object 10558 at 4094.8701 -1136.1 881.85999 // object (tbnSFS) (48)
0453: set_object 47@ XY_rotation 90.0 0.0 angle 269.995
029B: 48@ = init_object 10558 at 4091.23 -1136.1 881.85999 // object (tbnSFS) (49)
0453: set_object 48@ XY_rotation 90.0 0.0 angle 269.995
029B: 49@ = init_object 10558 at 4087.3 -1136.1 881.85999 // object (tbnSFS) (50)
0453: set_object 49@ XY_rotation 90.0 0.0 angle 269.995
029B: 50@ = init_object 10558 at 4083.4099 -1136.1 881.85999 // object (tbnSFS) (51)
0453: set_object 50@ XY_rotation 90.0 0.0 angle 269.995
029B: 51@ = init_object 10558 at 4079.47 -1136.1 881.85999 // object (tbnSFS) (52)
0453: set_object 51@ XY_rotation 90.0 0.0 angle 269.995
029B: 52@ = init_object 10558 at 4075.6299 -1136.1 881.85999 // object (tbnSFS) (53)
0453: set_object 52@ XY_rotation 90.0 0.0 angle 269.995
029B: 53@ = init_object 10558 at 4071.76 -1136.1 881.85999 // object (tbnSFS) (54)
0453: set_object 53@ XY_rotation 90.0 0.0 angle 269.995
029B: 54@ = init_object 10558 at 4067.8701 -1136.1 881.85999 // object (tbnSFS) (55)
0453: set_object 54@ XY_rotation 90.0 0.0 angle 269.995
029B: 55@ = init_object 10558 at 4064.27 -1136.1 881.85999 // object (tbnSFS) (56)
0453: set_object 55@ XY_rotation 90.0 0.0 angle 269.995
029B: 56@ = init_object 10558 at 4063.25 -1136.1 881.85999 // object (tbnSFS) (57)
0453: set_object 56@ XY_rotation 90.0 0.0 angle 269.995
029B: 57@ = init_object 10150 at 4096.6201 -1153.0 875.51001 // object (fdorsfe) (2)
0453: set_object 57@ XY_rotation 0.005 180.0 angle 90.0
029B: 58@ = init_object 10558 at 4061.5 -1151.1104 881.85999 // object (tbnSFS) (58)
0453: set_object 58@ XY_rotation 90.0 0.0 angle 0.0
029B: 59@ = init_object 10558 at 4061.5 -1147.1602 881.85999 // object (tbnSFS) (59)
0453: set_object 59@ XY_rotation 90.0 0.0 angle 0.0
029B: 60@ = init_object 10558 at 4061.5 -1143.23 881.85999 // object (tbnSFS) (60)
0453: set_object 60@ XY_rotation 90.0 0.0 angle 0.0
029B: 61@ = init_object 10558 at 4061.5 -1139.29 881.85999 // object (tbnSFS) (61)
0453: set_object 61@ XY_rotation 90.0 0.0 angle 0.0
029B: 62@ = init_object 10558 at 4061.5 -1135.3 881.85999 // object (tbnSFS) (62)
0453: set_object 62@ XY_rotation 90.0 0.0 angle 0.0
029B: 63@ = init_object 10558 at 4061.5 -1131.38 881.85999 // object (tbnSFS) (63)
0453: set_object 63@ XY_rotation 90.0 0.0 angle 0.0
029B: 64@ = init_object 10558 at 4061.5 -1127.6299 881.85999 // object (tbnSFS) (64)
0453: set_object 64@ XY_rotation 90.0 0.0 angle 0.0
029B: 65@ = init_object 10558 at 4061.51 -1131.5699 875.48999 // object (tbnSFS) (65)
0453: set_object 65@ XY_rotation 0.0 0.0 angle 0.0
029B: 66@ = init_object 10558 at 4061.51 -1122.9301 875.48999 // object (tbnSFS) (66)
0453: set_object 66@ XY_rotation 0.0 0.0 angle 0.0
029B: 67@ = init_object 10558 at 4072.71 -1155.0996 881.85999 // object (tbnSFS) (67)
0453: set_object 67@ XY_rotation 90.0 0.0 angle 0.0
029B: 68@ = init_object 10558 at 4072.71 -1159.1 881.85999 // object (tbnSFS) (68)
0453: set_object 68@ XY_rotation 90.0 0.0 angle 0.0
029B: 69@ = init_object 10558 at 4072.71 -1162.85 881.85999 // object (tbnSFS) (69)
0453: set_object 69@ XY_rotation 90.0 0.0 angle 0.0
029B: 70@ = init_object 10558 at 4072.71 -1166.79 881.85999 // object (tbnSFS) (70)
0453: set_object 70@ XY_rotation 90.0 0.0 angle 0.0
029B: 71@ = init_object 10558 at 4072.71 -1170.7 881.85999 // object (tbnSFS) (71)
0453: set_object 71@ XY_rotation 90.0 0.0 angle 0.0
029B: 72@ = init_object 10558 at 4072.71 -1174.66 881.85999 // object (tbnSFS) (72)
0453: set_object 72@ XY_rotation 90.0 0.0 angle 0.0
029B: 73@ = init_object 10558 at 4072.71 -1178.5601 881.85999 // object (tbnSFS) (73)
0453: set_object 73@ XY_rotation 90.0 0.0 angle 0.0
029B: 74@ = init_object 10558 at 4072.71 -1182.53 881.85999 // object (tbnSFS) (74)
0453: set_object 74@ XY_rotation 90.0 0.0 angle 0.0
029B: 75@ = init_object 10558 at 4072.71 -1186.4004 881.85999 // object (tbnSFS) (75)
0453: set_object 75@ XY_rotation 90.0 0.0 angle 0.0
029B: 76@ = init_object 10558 at 4072.71 -1190.29 881.85999 // object (tbnSFS) (76)
0453: set_object 76@ XY_rotation 90.0 0.0 angle 0.0
029B: 77@ = init_object 14411 at 4046.8101 -1227.3101 878.02002 // object (carter-stairs04) (1)
0453: set_object 77@ XY_rotation 0.0 0.0 angle 270.0
029B: 78@ = init_object 16082 at 4037.22 -1176.8199 877.51001 // object (des_quarryplatform) (1)
0453: set_object 78@ XY_rotation 0.0 0.0 angle 90.0
029B: 79@ = init_object 16322 at 4060.4199 -1148.1396 877.58002 // object (a51_plat) (1)
0453: set_object 79@ XY_rotation 0.0 0.0 angle 90.0
029B: 80@ = init_object 16644 at 4035.02 -1162.29 881.06 // object (a51_ventsouth) (1)
0453: set_object 80@ XY_rotation 0.0 0.0 angle 90.0
029B: 81@ = init_object 16641 at 4046.3701 -1150.28 875.09998 // object (des_a51warheads) (1)
0453: set_object 81@ XY_rotation 0.0 0.0 angle 0.0
029B: 82@ = init_object 16644 at 4029.1899 -1151.47 881.06 // object (a51_ventsouth) (2)
0453: set_object 82@ XY_rotation 0.0 0.0 angle 180.0
029B: 83@ = init_object 16644 at 4046.6504 -1151.4697 881.06 // object (a51_ventsouth) (3)
0453: set_object 83@ XY_rotation 0.0 0.0 angle 179.995
029B: 84@ = init_object 16644 at 4011.73 -1151.47 881.06 // object (a51_ventsouth) (4)
0453: set_object 84@ XY_rotation 0.0 0.0 angle 179.995
029B: 85@ = init_object 16644 at 4015.9805 -1162.2695 881.06 // object (a51_ventsouth) (5)
0453: set_object 85@ XY_rotation 0.0 0.0 angle 89.995
029B: 86@ = init_object 16653 at 3997.97 -1151.95 889.57001 // object (a51_fakealpha2) (1)
0453: set_object 86@ XY_rotation 0.0 0.0 angle 0.0
029B: 87@ = init_object 10558 at 4061.5 -1123.67 881.85999 // object (tbnSFS) (77)
0453: set_object 87@ XY_rotation 90.0 0.0 angle 0.0
029B: 88@ = init_object 10558 at 4061.5 -1119.92 881.85999 // object (tbnSFS) (78)
0453: set_object 88@ XY_rotation 90.0 0.0 angle 0.0
029B: 89@ = init_object 10558 at 4057.1499 -1135.8199 875.48999 // object (tbnSFS) (79)
0453: set_object 89@ XY_rotation 0.0 0.0 angle 90.0
029B: 90@ = init_object 10558 at 4044.9004 -1135.8203 875.48999 // object (tbnSFS) (80)
0453: set_object 90@ XY_rotation 0.0 0.0 angle 90.0
029B: 91@ = init_object 10558 at 4059.2305 -1135.8301 881.85999 // object (tbnSFS) (81)
0453: set_object 91@ XY_rotation 90.0 0.0 angle 90.0
029B: 92@ = init_object 10558 at 4055.2305 -1135.8301 881.85999 // object (tbnSFS) (82)
0453: set_object 92@ XY_rotation 90.0 0.0 angle 90.0
029B: 93@ = init_object 10558 at 4051.23 -1135.83 881.85999 // object (tbnSFS) (83)
0453: set_object 93@ XY_rotation 90.0 0.0 angle 90.0
029B: 94@ = init_object 10558 at 4047.45996 -1135.83008 881.85999 // object (tbnSFS) (84)
0453: set_object 94@ XY_rotation 90.0 0.0 angle 90.0
029B: 95@ = init_object 10558 at 4043.71 -1135.8301 881.85999 // object (tbnSFS) (85)
0453: set_object 95@ XY_rotation 90.0 0.0 angle 90.0
029B: 96@ = init_object 10558 at 4039.96 -1135.83 881.85999 // object (tbnSFS) (86)
0453: set_object 96@ XY_rotation 90.0 0.0 angle 90.0
029B: 97@ = init_object 10558 at 4036.21 -1135.83 881.85999 // object (tbnSFS) (87)
0453: set_object 97@ XY_rotation 90.0 0.0 angle 90.0
029B: 98@ = init_object 10558 at 4036.4004 -1135.8203 875.48999 // object (tbnSFS) (88)
0453: set_object 98@ XY_rotation 0.0 0.0 angle 90.0
029B: 99@ = init_object 10558 at 4027.6499 -1135.8199 875.48999 // object (tbnSFS) (90)
0453: set_object 99@ XY_rotation 0.0 0.0 angle 90.0
029B: 100@ = init_object 10558 at 4019.1499 -1135.8199 875.48999 // object (tbnSFS) (91)
0453: set_object 100@ XY_rotation 0.0 0.0 angle 90.0
029B: 101@ = init_object 10558 at 4014.6499 -1136.8199 875.48999 // object (tbnSFS) (92)
0453: set_object 101@ XY_rotation 0.0 0.0 angle 180.0
029B: 102@ = init_object 10558 at 4014.6499 -1145.3199 875.48999 // object (tbnSFS) (93)
0453: set_object 102@ XY_rotation 0.0 0.0 angle 179.995
029B: 103@ = init_object 10558 at 4032.3101 -1135.83 881.85999 // object (tbnSFS) (95)
0453: set_object 103@ XY_rotation 90.0 0.0 angle 90.0
029B: 104@ = init_object 10558 at 4028.53 -1135.83 881.85999 // object (tbnSFS) (96)
0453: set_object 104@ XY_rotation 90.0 0.0 angle 90.0
029B: 105@ = init_object 10558 at 4024.79 -1135.83 881.85999 // object (tbnSFS) (97)
0453: set_object 105@ XY_rotation 90.0 0.0 angle 90.0
029B: 106@ = init_object 10558 at 4020.9399 -1135.83 881.85999 // object (tbnSFS) (98)
0453: set_object 106@ XY_rotation 90.0 0.0 angle 90.0
029B: 107@ = init_object 10558 at 4016.96 -1135.8301 881.85999 // object (tbnSFS) (99)
0453: set_object 107@ XY_rotation 90.0 0.0 angle 90.0
029B: 108@ = init_object 10558 at 4016.55 -1135.8101 881.85999 // object (tbnSFS) (100)
0453: set_object 108@ XY_rotation 90.0 0.0 angle 90.0
029B: 109@ = init_object 10558 at 4057.5 -1121.4301 875.48999 // object (tbnSFS) (101)
0453: set_object 109@ XY_rotation 0.0 0.0 angle 90.0
029B: 110@ = init_object 10558 at 4045.72 -1121.4301 875.48999 // object (tbnSFS) (102)
0453: set_object 110@ XY_rotation 0.0 0.0 angle 90.0
029B: 111@ = init_object 10558 at 4037.01 -1121.4301 875.48999 // object (tbnSFS) (103)
0453: set_object 111@ XY_rotation 0.0 0.0 angle 90.0
029B: 112@ = init_object 10558 at 4040.76 -1131.62 875.48999 // object (tbnSFS) (104)
0453: set_object 112@ XY_rotation 0.0 0.0 angle 180.0
029B: 113@ = init_object 10558 at 4040.76 -1123.87 875.48999 // object (tbnSFS) (105)
0453: set_object 113@ XY_rotation 0.0 0.0 angle 179.995
029B: 114@ = init_object 10558 at 4014.6399 -1147.72 881.85999 // object (tbnSFS) (106)
0453: set_object 114@ XY_rotation 90.0 0.0 angle 180.0
029B: 115@ = init_object 10558 at 4014.6399 -1143.72 881.85999 // object (tbnSFS) (107)
0453: set_object 115@ XY_rotation 90.0 0.0 angle 179.995
029B: 116@ = init_object 10558 at 4014.6399 -1139.6801 881.85999 // object (tbnSFS) (108)
0453: set_object 116@ XY_rotation 90.0 0.0 angle 179.995
029B: 117@ = init_object 10558 at 4014.6399 -1135.6801 881.85999 // object (tbnSFS) (109)
0453: set_object 117@ XY_rotation 90.0 0.0 angle 179.995
029B: 118@ = init_object 10558 at 4010.46 -1149.49 875.48999 // object (tbnSFS) (110)
0453: set_object 118@ XY_rotation 0.0 0.0 angle 89.995
029B: 119@ = init_object 10558 at 4001.74 -1149.49 875.48999 // object (tbnSFS) (111)
0453: set_object 119@ XY_rotation 0.0 0.0 angle 89.989
029B: 120@ = init_object 10558 at 3993.0901 -1149.49 875.48999 // object (tbnSFS) (112)
0453: set_object 120@ XY_rotation 0.0 0.0 angle 89.989
029B: 121@ = init_object 10558 at 4010.46 -1149.49 879.25 // object (tbnSFS) (113)
0453: set_object 121@ XY_rotation 0.0 0.0 angle 89.989
029B: 122@ = init_object 10558 at 4001.78 -1149.49 879.25 // object (tbnSFS) (114)
0453: set_object 122@ XY_rotation 0.0 0.0 angle 89.989
029B: 123@ = init_object 10558 at 3993.1399 -1149.49 879.25 // object (tbnSFS) (115)
0453: set_object 123@ XY_rotation 0.0 0.0 angle 89.989
029B: 124@ = init_object 10558 at 4010.45996 -1149.44995 880.83002 // object (tbnSFS) (116)
0453: set_object 124@ XY_rotation 0.0 0.0 angle 89.995
029B: 125@ = init_object 10558 at 4010.46 -1149.4697 886.58002 // object (tbnSFS) (117)
0453: set_object 125@ XY_rotation 0.0 0.0 angle 89.984
029B: 126@ = init_object 10558 at 4001.71 -1149.47 886.58002 // object (tbnSFS) (118)
0453: set_object 126@ XY_rotation 0.0 0.0 angle 89.989
029B: 127@ = init_object 10558 at 3993.3701 -1149.47 886.58002 // object (tbnSFS) (119)
0453: set_object 127@ XY_rotation 0.0 0.0 angle 89.989
029B: 128@ = init_object 10558 at 4014.6399 -1147.72 890.35999 // object (tbnSFS) (120)
0453: set_object 128@ XY_rotation 90.0 0.0 angle 179.995
029B: 129@ = init_object 10558 at 4014.6399 -1143.72 890.35999 // object (tbnSFS) (121)
0453: set_object 129@ XY_rotation 90.0 0.0 angle 179.995
029B: 130@ = init_object 10558 at 4014.6399 -1139.97 890.35999 // object (tbnSFS) (122)
0453: set_object 130@ XY_rotation 90.0 0.0 angle 179.995
029B: 131@ = init_object 10558 at 4014.6399 -1135.97 890.35999 // object (tbnSFS) (123)
0453: set_object 131@ XY_rotation 90.0 0.0 angle 179.995
029B: 132@ = init_object 10558 at 4007.8301 -1149.46 883.33002 // object (tbnSFS) (124)
0453: set_object 132@ XY_rotation 90.0 0.0 angle 90.0
029B: 133@ = init_object 10558 at 4004.0303 -1149.46 883.33002 // object (tbnSFS) (125)
0453: set_object 133@ XY_rotation 90.0 0.0 angle 90.0
029B: 134@ = init_object 16644 at 3992.0 -1150.6899 881.06 // object (a51_ventsouth) (7)
0453: set_object 134@ XY_rotation 0.0 0.0 angle 359.989
029B: 135@ = init_object 10558 at 4000.78 -1149.45 880.83002 // object (tbnSFS) (128)
0453: set_object 135@ XY_rotation 0.0 0.0 angle 89.989
029B: 136@ = init_object 2886 at 3994.26 -1149.71 882.94 // object (sec_keypad) (1)
0453: set_object 136@ XY_rotation 0.0 0.0 angle 0.0
029B: 137@ = init_object 3095 at 4010.1899 -1145.22 880.69 // object (a51_jetdoor) (1)
0453: set_object 137@ XY_rotation 0.0 0.0 angle 0.0
029B: 138@ = init_object 3095 at 4001.2705 -1145.2197 880.69 // object (a51_jetdoor) (2)
0453: set_object 138@ XY_rotation 0.0 0.0 angle 0.0
029B: 139@ = init_object 3095 at 3992.3401 -1145.22 880.69 // object (a51_jetdoor) (3)
0453: set_object 139@ XY_rotation 0.0 0.0 angle 0.0
029B: 140@ = init_object 3095 at 3992.3401 -1136.5 880.69 // object (a51_jetdoor) (4)
0453: set_object 140@ XY_rotation 0.0 0.0 angle 0.0
029B: 141@ = init_object 3095 at 4001.2305 -1136.5 880.69 // object (a51_jetdoor) (5)
0453: set_object 141@ XY_rotation 0.0 0.0 angle 0.0
029B: 142@ = init_object 3095 at 4010.22 -1136.5 880.69 // object (a51_jetdoor) (6)
0453: set_object 142@ XY_rotation 0.0 0.0 angle 0.0
029B: 143@ = init_object 10558 at 4012.8 -1135.8101 885.35999 // object (tbnSFS) (129)
0453: set_object 143@ XY_rotation 90.0 0.0 angle 90.0
029B: 144@ = init_object 10558 at 4008.8 -1135.8101 885.35999 // object (tbnSFS) (130)
0453: set_object 144@ XY_rotation 90.0 0.0 angle 90.0
029B: 145@ = init_object 10558 at 4004.7998 -1135.8096 885.35999 // object (tbnSFS) (131)
0453: set_object 145@ XY_rotation 90.0 0.0 angle 90.0
029B: 146@ = init_object 10558 at 4001.0498 -1135.8096 885.35999 // object (tbnSFS) (132)
0453: set_object 146@ XY_rotation 90.0 0.0 angle 90.0
029B: 147@ = init_object 10558 at 3997.3 -1135.8101 885.35999 // object (tbnSFS) (133)
0453: set_object 147@ XY_rotation 90.0 0.0 angle 90.0
029B: 148@ = init_object 10558 at 3993.3 -1135.8101 885.35999 // object (tbnSFS) (134)
0453: set_object 148@ XY_rotation 90.0 0.0 angle 90.0
029B: 149@ = init_object 10558 at 3989.3 -1135.8101 885.35999 // object (tbnSFS) (135)
0453: set_object 149@ XY_rotation 90.0 0.0 angle 90.0
029B: 150@ = init_object 10558 at 4010.46 -1149.47 890.58002 // object (tbnSFS) (136)
0453: set_object 150@ XY_rotation 0.0 0.0 angle 89.989
029B: 151@ = init_object 10558 at 4001.96 -1149.47 890.53998 // object (tbnSFS) (137)
0453: set_object 151@ XY_rotation 0.0 0.0 angle 89.989
029B: 152@ = init_object 10558 at 3993.46 -1149.47 890.57001 // object (tbnSFS) (138)
0453: set_object 152@ XY_rotation 0.0 0.0 angle 89.989
029B: 153@ = init_object 10558 at 3995.75 -1149.46 883.33002 // object (tbnSFS) (139)
0453: set_object 153@ XY_rotation 90.0 0.0 angle 90.0
029B: 154@ = init_object 10558 at 3990.26 -1149.46 883.33002 // object (tbnSFS) (140)
0453: set_object 154@ XY_rotation 90.0 0.0 angle 90.0
029B: 155@ = init_object 10558 at 4016.96 -1135.83 890.35999 // object (tbnSFS) (141)
0453: set_object 155@ XY_rotation 90.0 0.0 angle 90.0
029B: 156@ = init_object 10558 at 4020.96 -1135.83 890.35999 // object (tbnSFS) (142)
0453: set_object 156@ XY_rotation 90.0 0.0 angle 90.0
029B: 157@ = init_object 10558 at 4024.71 -1135.83 890.35999 // object (tbnSFS) (143)
0453: set_object 157@ XY_rotation 90.0 0.0 angle 90.0
029B: 158@ = init_object 10558 at 4028.46 -1135.83 890.35999 // object (tbnSFS) (144)
0453: set_object 158@ XY_rotation 90.0 0.0 angle 90.0
029B: 159@ = init_object 10558 at 4032.46 -1135.83 890.35999 // object (tbnSFS) (145)
0453: set_object 159@ XY_rotation 90.0 0.0 angle 90.0
029B: 160@ = init_object 10558 at 4036.21 -1135.83 890.35999 // object (tbnSFS) (146)
0453: set_object 160@ XY_rotation 90.0 0.0 angle 90.0
029B: 161@ = init_object 10558 at 4039.96 -1135.83 890.35999 // object (tbnSFS) (147)
0453: set_object 161@ XY_rotation 90.0 0.0 angle 90.0
029B: 162@ = init_object 10558 at 4043.71 -1135.83 890.35999 // object (tbnSFS) (148)
0453: set_object 162@ XY_rotation 90.0 0.0 angle 90.0
029B: 163@ = init_object 10558 at 4047.71 -1135.83 890.35999 // object (tbnSFS) (149)
0453: set_object 163@ XY_rotation 90.0 0.0 angle 90.0
029B: 164@ = init_object 10558 at 4051.46 -1135.83 890.35999 // object (tbnSFS) (150)
0453: set_object 164@ XY_rotation 90.0 0.0 angle 90.0
029B: 165@ = init_object 10558 at 4055.21 -1135.83 890.35999 // object (tbnSFS) (151)
0453: set_object 165@ XY_rotation 90.0 0.0 angle 90.0
029B: 166@ = init_object 10558 at 4058.71 -1135.83 890.35999 // object (tbnSFS) (152)
0453: set_object 166@ XY_rotation 90.0 0.0 angle 90.0
029B: 167@ = init_object 10558 at 4062.21 -1135.83 890.35999 // object (tbnSFS) (153)
0453: set_object 167@ XY_rotation 90.0 0.0 angle 90.0
029B: 168@ = init_object 10558 at 3987.8601 -1147.54 885.35999 // object (tbnSFS) (154)
0453: set_object 168@ XY_rotation 90.0 0.0 angle 180.0
029B: 169@ = init_object 10558 at 3987.8601 -1144.04 885.35999 // object (tbnSFS) (155)
0453: set_object 169@ XY_rotation 90.0 0.0 angle 179.995
029B: 170@ = init_object 10558 at 3987.8601 -1140.54 885.35999 // object (tbnSFS) (156)
0453: set_object 170@ XY_rotation 90.0 0.0 angle 179.995
029B: 171@ = init_object 10558 at 3987.8601 -1137.04 885.35999 // object (tbnSFS) (157)
0453: set_object 171@ XY_rotation 90.0 0.0 angle 179.995
029B: 172@ = init_object 10558 at 3985.1201 -1149.4697 886.58002 // object (tbnSFS) (158)
0453: set_object 172@ XY_rotation 0.0 0.0 angle 89.984
029B: 173@ = init_object 10558 at 3985.21 -1149.4697 890.56 // object (tbnSFS) (159)
0453: set_object 173@ XY_rotation 0.0 0.0 angle 89.984
029B: 174@ = init_object 3115 at 4004.3105 -1140.1895 888.72998 // object (CARRIER_LIFT1_SFSE) (2)
0453: set_object 174@ XY_rotation 0.0 0.0 angle 0.0
029B: 175@ = init_object 3115 at 3983.79 -1140.1899 888.72998 // object (CARRIER_LIFT1_SFSE) (3)
0453: set_object 175@ XY_rotation 0.0 0.0 angle 0.0
029B: 176@ = init_object 3397 at 4012.52 -1148.83 881.25 // object (a51_sdsk_1_) (1)
0453: set_object 176@ XY_rotation 0.0 0.0 angle 270.0
029B: 177@ = init_object 3388 at 4014.24 -1141.27 881.25 // object (a51_srack4_) (1)
0453: set_object 177@ XY_rotation 0.0 0.0 angle 0.0
029B: 178@ = init_object 3388 at 4014.24 -1142.26 881.25 // object (a51_srack4_) (2)
0453: set_object 178@ XY_rotation 0.0 0.0 angle 0.0
029B: 179@ = init_object 3388 at 4014.24 -1143.26 881.25 // object (a51_srack4_) (3)
0453: set_object 179@ XY_rotation 0.0 0.0 angle 0.0
029B: 180@ = init_object 3388 at 4014.24 -1144.25 881.25 // object (a51_srack4_) (4)
0453: set_object 180@ XY_rotation 0.0 0.0 angle 0.0
029B: 181@ = init_object 3388 at 4014.24 -1145.24 881.25 // object (a51_srack4_) (5)
0453: set_object 181@ XY_rotation 0.0 0.0 angle 0.0
029B: 182@ = init_object 3787 at 4012.95 -1138.91 881.81 // object (missile_02_SFXR) (1)
0453: set_object 182@ XY_rotation 0.0 0.0 angle 100.0
029B: 183@ = init_object 1808 at 4002.96 -1136.3 881.25 // object (CJ_WATERCOOLER2) (1)
0453: set_object 183@ XY_rotation 0.0 0.0 angle 0.0
029B: 184@ = init_object 2007 at 3999.8201 -1136.62 881.25 // object (filing_cab_nu01) (1)
0453: set_object 184@ XY_rotation 0.0 0.0 angle 0.0
029B: 185@ = init_object 2000 at 4008.1001 -1136.61 881.25 // object (filing_cab_nu) (1)
0453: set_object 185@ XY_rotation 0.0 0.0 angle 0.0
029B: 186@ = init_object 2066 at 4007.52 -1136.61 881.25 // object (CJ_M_FILEING2) (1)
0453: set_object 186@ XY_rotation 0.0 0.0 angle 0.0
029B: 187@ = init_object 2199 at 4009.7 -1136.12 881.25 // object (MED_OFFICE6_MC_1) (1)
0453: set_object 187@ XY_rotation 0.0 0.0 angle 0.0
029B: 188@ = init_object 2200 at 3988.22 -1137.83 881.25 // object (MED_OFFICE5_UNIT_1) (1)
0453: set_object 188@ XY_rotation 0.0 0.0 angle 90.0
029B: 189@ = init_object 2200 at 3988.22 -1140.05 881.25 // object (MED_OFFICE5_UNIT_1) (2)
0453: set_object 189@ XY_rotation 0.0 0.0 angle 90.0
029B: 190@ = init_object 2608 at 4005.6299 -1136.58 881.96002 // object (POLCE_SHELF) (1)
0453: set_object 190@ XY_rotation 0.0 0.0 angle 0.0
029B: 191@ = init_object 2610 at 3991.3601 -1136.46 882.07001 // object (CJ_P_FILEING2) (1)
0453: set_object 191@ XY_rotation 0.0 0.0 angle 0.0
029B: 192@ = init_object 2610 at 3991.9399 -1136.46 882.07001 // object (CJ_P_FILEING2) (2)
0453: set_object 192@ XY_rotation 0.0 0.0 angle 0.0
029B: 193@ = init_object 945 at 3993.71 -1146.5 894.21002 // object (WS_CF_LAMPS) (1)
0453: set_object 193@ XY_rotation 0.0 0.0 angle 0.0
029B: 194@ = init_object 945 at 3993.71 -1138.5 894.21002 // object (WS_CF_LAMPS) (2)
0453: set_object 194@ XY_rotation 0.0 0.0 angle 0.0
029B: 195@ = init_object 945 at 4000.7998 -1138.5 894.21002 // object (WS_CF_LAMPS) (3)
0453: set_object 195@ XY_rotation 0.0 0.0 angle 0.0
029B: 196@ = init_object 945 at 4000.8 -1146.48 894.21002 // object (WS_CF_LAMPS) (4)
0453: set_object 196@ XY_rotation 0.0 0.0 angle 0.0
029B: 197@ = init_object 945 at 4009.05 -1146.48 894.21002 // object (WS_CF_LAMPS) (5)
0453: set_object 197@ XY_rotation 0.0 0.0 angle 0.0
029B: 198@ = init_object 945 at 4009.05 -1138.48 894.21002 // object (WS_CF_LAMPS) (6)
0453: set_object 198@ XY_rotation 0.0 0.0 angle 0.0
029B: 199@ = init_object 2894 at 3988.4299 -1139.9 883.15002 // object (kmb_rhymesbook) (1)
0453: set_object 199@ XY_rotation 0.0 0.0 angle 270.0
029B: 200@ = init_object 2357 at 3995.4199 -1136.6801 881.64001 // object (DUNC_DINNING) (1)
0453: set_object 200@ XY_rotation 0.0 0.0 angle 0.0
029B: 201@ = init_object 1703 at 3988.72 -1143.28 881.25 // object (kb_couch02) (1)
0453: set_object 201@ XY_rotation 0.0 0.0 angle 90.0
029B: 202@ = init_object 1703 at 3988.72 -1147.03 881.25 // object (kb_couch02) (2)
0453: set_object 202@ XY_rotation 0.0 0.0 angle 90.0
029B: 203@ = init_object 2063 at 4012.78 -1136.42 882.15002 // object (CJ_GREENSHELVES) (1)
0453: set_object 203@ XY_rotation 0.0 0.0 angle 0.0
029B: 204@ = init_object 2063 at 3989.78 -1149.08 882.15002 // object (CJ_GREENSHELVES) (2)
0453: set_object 204@ XY_rotation 0.0 0.0 angle 180.0
029B: 205@ = init_object 3397 at 4008.77 -1148.83 881.25 // object (a51_sdsk_1_) (2)
0453: set_object 205@ XY_rotation 0.0 0.0 angle 270.0
029B: 206@ = init_object 3397 at 3997.4299 -1148.83 881.25 // object (a51_sdsk_1_) (3)
0453: set_object 206@ XY_rotation 0.0 0.0 angle 270.0
029B: 207@ = init_object 3397 at 4001.1799 -1148.83 881.25 // object (a51_sdsk_1_) (4)
0453: set_object 207@ XY_rotation 0.0 0.0 angle 270.0
029B: 208@ = init_object 3397 at 4004.9299 -1148.83 881.25 // object (a51_sdsk_1_) (5)
0453: set_object 208@ XY_rotation 0.0 0.0 angle 270.0
029B: 209@ = init_object 2165 at 4001.1299 -1136.59 881.25 // object (MED_OFFICE_DESK_1) (1)
0453: set_object 209@ XY_rotation 0.0 0.0 angle 0.0
029B: 210@ = init_object 3397 at 3993.9299 -1143.08 881.25 // object (a51_sdsk_1_) (6)
0453: set_object 210@ XY_rotation 0.0 0.0 angle 0.0
029B: 211@ = init_object 3397 at 3995.0901 -1142.91 881.25 // object (a51_sdsk_1_) (7)
0453: set_object 211@ XY_rotation 0.0 0.0 angle 180.0
029B: 212@ = init_object 3397 at 4002.0901 -1142.91 881.25 // object (a51_sdsk_1_) (8)
0453: set_object 212@ XY_rotation 0.0 0.0 angle 179.995
029B: 213@ = init_object 3397 at 4000.8999 -1143.08 881.25 // object (a51_sdsk_1_) (9)
0453: set_object 213@ XY_rotation 0.0 0.0 angle 359.995
029B: 214@ = init_object 3397 at 4007.8999 -1143.08 881.25 // object (a51_sdsk_1_) (10)
0453: set_object 214@ XY_rotation 0.0 0.0 angle 359.989
029B: 215@ = init_object 3397 at 4009.05 -1142.9 881.25 // object (a51_sdsk_1_) (11)
0453: set_object 215@ XY_rotation 0.0 0.0 angle 179.989
029B: 216@ = init_object 1714 at 4003.2 -1142.84 881.25 // object (kb_swivelchair1) (1)
0453: set_object 216@ XY_rotation 0.0 0.0 angle 280.0
029B: 217@ = init_object 1714 at 3999.9199 -1142.7 881.25 // object (kb_swivelchair1) (2)
0453: set_object 217@ XY_rotation 0.0 0.0 angle 79.998
029B: 218@ = init_object 1714 at 4006.8101 -1142.85 881.25 // object (kb_swivelchair1) (3)
0453: set_object 218@ XY_rotation 0.0 0.0 angle 79.997
029B: 219@ = init_object 1714 at 4010.47 -1143.16 881.25 // object (kb_swivelchair1) (4)
0453: set_object 219@ XY_rotation 0.0 0.0 angle 219.997
029B: 220@ = init_object 1714 at 4012.49 -1147.79 881.25 // object (kb_swivelchair1) (5)
0453: set_object 220@ XY_rotation 0.0 0.0 angle 19.996
029B: 221@ = init_object 1714 at 4008.9199 -1148.14 881.25 // object (kb_swivelchair1) (6)
0453: set_object 221@ XY_rotation 282.0 0.0 angle 329.995
029B: 222@ = init_object 1714 at 3997.8601 -1147.97 881.25 // object (kb_swivelchair1) (7)
0453: set_object 222@ XY_rotation 281.997 0.0 angle 49.991
029B: 223@ = init_object 1714 at 4001.3999 -1147.79 881.25 // object (kb_swivelchair1) (8)
0453: set_object 223@ XY_rotation 0.0 0.0 angle 209.995
029B: 224@ = init_object 1714 at 4005.1499 -1147.79 881.25 // object (kb_swivelchair1) (9)
0453: set_object 224@ XY_rotation 0.0 0.0 angle 349.993
029B: 225@ = init_object 1714 at 3992.6499 -1143.29 881.25 // object (kb_swivelchair1) (10)
0453: set_object 225@ XY_rotation 0.0 0.0 angle 119.991
029B: 226@ = init_object 1714 at 3995.8601 -1143.47 881.25 // object (kb_swivelchair1) (11)
0453: set_object 226@ XY_rotation 281.992 0.0 angle 339.988
029B: 227@ = init_object 1714 at 4001.8501 -1137.05 881.25 // object (kb_swivelchair1) (12)
0453: set_object 227@ XY_rotation 281.992 0.0 angle 229.983
029B: 228@ = init_object 1499 at 3992.26 -1149.63 881.27002 // object (Gen_doorINT05) (1)
0453: set_object 228@ XY_rotation 0.0 0.0 angle 0.0
029B: 229@ = init_object 10558 at 3992.0 -1149.4399 888.16998 // object (tbnSFS) (160)
0453: set_object 229@ XY_rotation 90.0 0.0 angle 90.0






029B: 1@ = init_object 10558 at 3986.76 -1149.46 883.33002 // object (tbnSFS) (161)
0453: set_object 1@ XY_rotation 90.0 0.0 angle 90.0
029B: 2@ = init_object 1508 at 3973.6396 -1176.1797 875.19 // object (DYN_GARAGE_DOOR) (1)
0453: set_object 2@ XY_rotation 0.0 0.0 angle 0.0
029B: 3@ = init_object 3857 at 4011.0601 -1149.64 884.19 // object (ottosmash3) (1)
0453: set_object 3@ XY_rotation 0.0 0.0 angle 224.96
029B: 4@ = init_object 3857 at 3999.3101 -1149.64 884.19 // object (ottosmash3) (2)
0453: set_object 4@ XY_rotation 0.0 0.0 angle 224.956
029B: 5@ = init_object 10826 at 4052.6201 -1164.5303 907.91998 // object (subpen_ext_SFSe) (1)
0453: set_object 5@ XY_rotation 0.005 180.0 angle 180.0
029B: 6@ = init_object 10558 at 3990.74 -1153.91 875.48999 // object (tbnSFS) (162)
0453: set_object 6@ XY_rotation 0.0 0.0 angle 179.995
029B: 7@ = init_object 10558 at 3990.74 -1153.91 879.06 // object (tbnSFS) (163)
0453: set_object 7@ XY_rotation 0.0 0.0 angle 179.995
029B: 8@ = init_object 10558 at 3990.74 -1162.45 879.39001 // object (tbnSFS) (164)
0453: set_object 8@ XY_rotation 0.0 0.0 angle 179.995
029B: 9@ = init_object 10558 at 3990.74 -1156.91 882.70001 // object (tbnSFS) (166)
0453: set_object 9@ XY_rotation 0.0 0.0 angle 179.995
029B: 10@ = init_object 10558 at 3990.72 -1151.71 889.01001 // object (tbnSFS) (168)
0453: set_object 10@ XY_rotation 90.0 0.0 angle 180.0
029B: 11@ = init_object 10558 at 3990.72 -1155.46 889.01001 // object (tbnSFS) (169)
0453: set_object 11@ XY_rotation 90.0 0.0 angle 179.995
029B: 12@ = init_object 10558 at 3990.72 -1159.21 889.01001 // object (tbnSFS) (170)
0453: set_object 12@ XY_rotation 90.0 0.0 angle 179.995
029B: 13@ = init_object 10558 at 3990.72 -1163.21 889.01001 // object (tbnSFS) (171)
0453: set_object 13@ XY_rotation 90.0 0.0 angle 179.995
029B: 14@ = init_object 10558 at 3982.76001 -1149.45996 883.33002 // object (tbnSFS) (172)
0453: set_object 14@ XY_rotation 90.0 0.0 angle 90.0
029B: 15@ = init_object 10558 at 3990.72 -1160.09 873.91998 // object (tbnSFS) (173)
0453: set_object 15@ XY_rotation 90.0 0.0 angle 179.995
029B: 16@ = init_object 10558 at 3990.72 -1167.84 873.91998 // object (tbnSFS) (174)
0453: set_object 16@ XY_rotation 90.0 0.0 angle 179.995
029B: 17@ = init_object 10558 at 3990.7402 -1171.0898 879.39001 // object (tbnSFS) (175)
0453: set_object 17@ XY_rotation 0.0 0.0 angle 179.995
029B: 18@ = init_object 6959 at 3970.3601 -1161.15 873.56 // object (vegasNbball1) (6)
0453: set_object 18@ XY_rotation 0.0 0.0 angle 0.0
029B: 19@ = init_object 10558 at 3984.55 -1149.49 879.25 // object (tbnSFS) (176)
0453: set_object 19@ XY_rotation 0.0 0.0 angle 89.989
029B: 20@ = init_object 10558 at 3976.05 -1149.49 879.25 // object (tbnSFS) (177)
0453: set_object 20@ XY_rotation 0.0 0.0 angle 89.989
029B: 21@ = init_object 10558 at 3984.5 -1149.49 875.48999 // object (tbnSFS) (178)
0453: set_object 21@ XY_rotation 0.0 0.0 angle 89.989
029B: 22@ = init_object 10558 at 3976.25 -1149.4902 875.48999 // object (tbnSFS) (179)
0453: set_object 22@ XY_rotation 0.0 0.0 angle 89.984
029B: 23@ = init_object 16082 at 3984.96 -1161.6699 877.51001 // object (des_quarryplatform) (2)
0453: set_object 23@ XY_rotation 0.0 0.0 angle 90.0
029B: 24@ = init_object 16644 at 3977.01 -1151.41 881.06 // object (a51_ventsouth) (9)
0453: set_object 24@ XY_rotation 0.0 0.0 angle 179.995
029B: 25@ = init_object 16644 at 3977.03 -1153.95 881.06 // object (a51_ventsouth) (10)
0453: set_object 25@ XY_rotation 0.0 0.0 angle 179.995
029B: 26@ = init_object 10558 at 3979.0098 -1149.46 883.33002 // object (tbnSFS) (180)
0453: set_object 26@ XY_rotation 90.0 0.0 angle 90.0
029B: 27@ = init_object 10558 at 3990.72 -1171.84 873.91998 // object (tbnSFS) (182)
0453: set_object 27@ XY_rotation 90.0 0.0 angle 179.995
029B: 28@ = init_object 10558 at 3990.7197 -1175.5898 873.91998 // object (tbnSFS) (183)
0453: set_object 28@ XY_rotation 90.0 0.0 angle 179.995
029B: 29@ = init_object 10558 at 3990.72 -1179.34 873.91998 // object (tbnSFS) (184)
0453: set_object 29@ XY_rotation 90.0 0.0 angle 179.995
029B: 30@ = init_object 10558 at 3990.7402 -1179.7695 879.39001 // object (tbnSFS) (185)
0453: set_object 30@ XY_rotation 0.0 0.0 angle 179.995
029B: 31@ = init_object 10558 at 3990.7402 -1188.2695 879.39001 // object (tbnSFS) (186)
0453: set_object 31@ XY_rotation 0.0 0.0 angle 179.995
029B: 34@ = init_object 10558 at 3990.7402 -1188.3203 875.48999 // object (tbnSFS) (187)
0453: set_object 34@ XY_rotation 0.0 0.0 angle 179.995
029B: 35@ = init_object 10558 at 3990.72 -1183.34 873.91998 // object (tbnSFS) (188)
0453: set_object 35@ XY_rotation 90.0 0.0 angle 179.995
029B: 36@ = init_object 10558 at 3990.74 -1179.5699 875.48999 // object (tbnSFS) (189)
0453: set_object 36@ XY_rotation 0.0 0.0 angle 179.995
029B: 37@ = init_object 10558 at 3990.7402 -1171.0303 875.48999 // object (tbnSFS) (190)
0453: set_object 37@ XY_rotation 0.0 0.0 angle 179.995
029B: 38@ = init_object 10558 at 3990.74 -1165.6 883.39001 // object (tbnSFS) (191)
0453: set_object 38@ XY_rotation 0.0 0.0 angle 179.995
029B: 39@ = init_object 10558 at 3990.74 -1174.39 883.39001 // object (tbnSFS) (192)
0453: set_object 39@ XY_rotation 0.0 0.0 angle 179.995
029B: 40@ = init_object 10558 at 3990.74 -1182.39 883.39001 // object (tbnSFS) (193)
0453: set_object 40@ XY_rotation 0.0 0.0 angle 179.995
029B: 41@ = init_object 10558 at 3990.7402 -1190.8896 883.39001 // object (tbnSFS) (194)
0453: set_object 41@ XY_rotation 0.0 0.0 angle 179.995
029B: 42@ = init_object 10558 at 3990.72 -1167.04 889.01001 // object (tbnSFS) (195)
0453: set_object 42@ XY_rotation 90.0 0.0 angle 179.995
029B: 43@ = init_object 10558 at 3990.72 -1170.72 889.01001 // object (tbnSFS) (196)
0453: set_object 43@ XY_rotation 90.0 0.0 angle 179.995
029B: 44@ = init_object 10558 at 3990.72 -1174.72 889.01001 // object (tbnSFS) (197)
0453: set_object 44@ XY_rotation 90.0 0.0 angle 179.995
029B: 45@ = init_object 10558 at 3990.72 -1178.72 889.01001 // object (tbnSFS) (198)
0453: set_object 45@ XY_rotation 90.0 0.0 angle 179.995
029B: 46@ = init_object 10558 at 3990.72 -1182.45 889.01001 // object (tbnSFS) (199)
0453: set_object 46@ XY_rotation 90.0 0.0 angle 179.995
029B: 47@ = init_object 10558 at 3990.72 -1186.09 889.01001 // object (tbnSFS) (200)
0453: set_object 47@ XY_rotation 90.0 0.0 angle 179.995
029B: 48@ = init_object 10558 at 3990.7197 -1189.8799 889.01001 // object (tbnSFS) (201)
0453: set_object 48@ XY_rotation 90.0 0.0 angle 179.995
029B: 49@ = init_object 10558 at 3990.7197 -1193.8096 889.01001 // object (tbnSFS) (202)
0453: set_object 49@ XY_rotation 90.0 0.0 angle 179.995
029B: 50@ = init_object 10558 at 3986.3701 -1180.6699 875.48999 // object (tbnSFS) (203)
0453: set_object 50@ XY_rotation 0.0 0.0 angle 89.995
029B: 51@ = init_object 10558 at 3977.6699 -1180.6699 875.48999 // object (tbnSFS) (204)
0453: set_object 51@ XY_rotation 0.0 0.0 angle 89.984
029B: 52@ = init_object 10558 at 3973.5601 -1176.45 875.48999 // object (tbnSFS) (205)
0453: set_object 52@ XY_rotation 0.0 0.0 angle 359.989
029B: 53@ = init_object 10558 at 3973.5605 -1167.8096 875.48999 // object (tbnSFS) (206)
0453: set_object 53@ XY_rotation 0.0 0.0 angle 359.989
029B: 54@ = init_object 10558 at 3973.5601 -1159.3101 875.48999 // object (tbnSFS) (207)
0453: set_object 54@ XY_rotation 0.0 0.0 angle 359.989
029B: 55@ = init_object 10558 at 3973.5601 -1150.5601 875.48999 // object (tbnSFS) (208)
0453: set_object 55@ XY_rotation 0.0 0.0 angle 359.989
029B: 56@ = init_object 10558 at 3975.26 -1149.46 883.33002 // object (tbnSFS) (2)
0453: set_object 56@ XY_rotation 90.0 0.0 angle 90.0
029B: 57@ = init_object 10558 at 3971.51 -1149.46 883.33002 // object (tbnSFS) (3)
0453: set_object 57@ XY_rotation 90.0 0.0 angle 90.0
029B: 58@ = init_object 10558 at 3976.6201 -1149.47 886.58002 // object (tbnSFS) (11)
0453: set_object 58@ XY_rotation 0.0 0.0 angle 89.984
029B: 59@ = init_object 10558 at 3976.71 -1149.47 890.56 // object (tbnSFS) (12)
0453: set_object 59@ XY_rotation 0.0 0.0 angle 89.984
029B: 60@ = init_object 10558 at 3973.5601 -1167.8101 879.23999 // object (tbnSFS) (16)
0453: set_object 60@ XY_rotation 0.0 0.0 angle 359.989
029B: 61@ = init_object 10558 at 3973.5601 -1176.42 879.23999 // object (tbnSFS) (17)
0453: set_object 61@ XY_rotation 0.0 0.0 angle 359.989
029B: 62@ = init_object 10558 at 3973.5601 -1159.3101 879.23999 // object (tbnSFS) (18)
0453: set_object 62@ XY_rotation 0.0 0.0 angle 359.989
029B: 63@ = init_object 10558 at 3973.5601 -1150.5601 879.23999 // object (tbnSFS) (23)
0453: set_object 63@ XY_rotation 0.0 0.0 angle 359.989
029B: 64@ = init_object 10558 at 3973.29 -1151.6801 883.33002 // object (tbnSFS) (94)
0453: set_object 64@ XY_rotation 90.0 0.0 angle 180.0
029B: 65@ = init_object 10558 at 3973.29 -1155.6801 883.33002 // object (tbnSFS) (126)
0453: set_object 65@ XY_rotation 90.0 0.0 angle 179.995
029B: 66@ = init_object 10558 at 3973.29 -1159.4301 883.33002 // object (tbnSFS) (127)
0453: set_object 66@ XY_rotation 90.0 0.0 angle 179.995
029B: 67@ = init_object 10558 at 3973.29 -1163.35 883.33002 // object (tbnSFS) (165)
0453: set_object 67@ XY_rotation 90.0 0.0 angle 179.995
029B: 68@ = init_object 10558 at 3973.29 -1167.35 883.33002 // object (tbnSFS) (167)
0453: set_object 68@ XY_rotation 90.0 0.0 angle 179.995
029B: 69@ = init_object 10558 at 3973.29 -1171.1 883.33002 // object (tbnSFS) (181)
0453: set_object 69@ XY_rotation 90.0 0.0 angle 179.995
029B: 70@ = init_object 10558 at 3973.29 -1174.85 883.33002 // object (tbnSFS) (209)
0453: set_object 70@ XY_rotation 90.0 0.0 angle 179.995
029B: 71@ = init_object 10558 at 3973.29 -1178.79 883.33002 // object (tbnSFS) (210)
0453: set_object 71@ XY_rotation 90.0 0.0 angle 179.995
029B: 72@ = init_object 10558 at 3973.5601 -1159.3101 889.67999 // object (tbnSFS) (211)
0453: set_object 72@ XY_rotation 0.0 0.0 angle 359.989
029B: 73@ = init_object 10558 at 3973.5601 -1150.5601 889.67999 // object (tbnSFS) (212)
0453: set_object 73@ XY_rotation 0.0 0.0 angle 359.989
029B: 74@ = init_object 10558 at 3973.5601 -1150.5601 893.54999 // object (tbnSFS) (213)
0453: set_object 74@ XY_rotation 0.0 0.0 angle 359.989
029B: 75@ = init_object 10558 at 3973.5601 -1159.3 893.54999 // object (tbnSFS) (214)
0453: set_object 75@ XY_rotation 0.0 0.0 angle 359.989
029B: 76@ = init_object 10558 at 3973.5601 -1168.05 893.54999 // object (tbnSFS) (215)
0453: set_object 76@ XY_rotation 0.0 0.0 angle 359.989
029B: 77@ = init_object 10558 at 3973.5601 -1176.8 893.54999 // object (tbnSFS) (216)
0453: set_object 77@ XY_rotation 0.0 0.0 angle 359.989
029B: 78@ = init_object 10558 at 3973.5601 -1167.89 889.67999 // object (tbnSFS) (217)
0453: set_object 78@ XY_rotation 0.0 0.0 angle 359.989
029B: 79@ = init_object 10558 at 3973.5601 -1176.64 889.67999 // object (tbnSFS) (218)
0453: set_object 79@ XY_rotation 0.0 0.0 angle 359.989
029B: 80@ = init_object 10558 at 3986.3701 -1180.67 879.23999 // object (tbnSFS) (219)
0453: set_object 80@ XY_rotation 0.0 0.0 angle 89.995
029B: 81@ = init_object 10558 at 3986.3701 -1180.67 883.15997 // object (tbnSFS) (220)
0453: set_object 81@ XY_rotation 0.0 0.0 angle 89.995
029B: 82@ = init_object 10558 at 3986.3701 -1180.67 887.14001 // object (tbnSFS) (221)
0453: set_object 82@ XY_rotation 0.0 0.0 angle 89.995
029B: 83@ = init_object 10558 at 3986.3701 -1180.67 891.09998 // object (tbnSFS) (222)
0453: set_object 83@ XY_rotation 0.0 0.0 angle 89.995
029B: 84@ = init_object 10558 at 3977.6699 -1180.67 879.26001 // object (tbnSFS) (223)
0453: set_object 84@ XY_rotation 0.0 0.0 angle 89.984
029B: 85@ = init_object 10558 at 3977.6699 -1180.67 883.09998 // object (tbnSFS) (224)
0453: set_object 85@ XY_rotation 0.0 0.0 angle 89.984
029B: 86@ = init_object 10558 at 3977.6699 -1180.67 887.09003 // object (tbnSFS) (225)
0453: set_object 86@ XY_rotation 0.0 0.0 angle 89.984
029B: 87@ = init_object 10558 at 3977.6699 -1180.67 890.97998 // object (tbnSFS) (226)
0453: set_object 87@ XY_rotation 0.0 0.0 angle 89.984
029B: 88@ = init_object 10558 at 4063.27 -1152.86 890.35999 // object (tbnSFS) (227)
0453: set_object 88@ XY_rotation 90.0 0.0 angle 90.0
029B: 89@ = init_object 10558 at 4067.23 -1152.86 890.35999 // object (tbnSFS) (228)
0453: set_object 89@ XY_rotation 90.0 0.0 angle 90.0
029B: 90@ = init_object 10558 at 4071.04 -1152.86 890.35999 // object (tbnSFS) (229)
0453: set_object 90@ XY_rotation 90.0 0.0 angle 90.0
029B: 91@ = init_object 10558 at 4061.5 -1151.11 890.35999 // object (tbnSFS) (230)
0453: set_object 91@ XY_rotation 90.0 0.0 angle 0.0
029B: 92@ = init_object 10558 at 4061.5 -1147.21 890.35999 // object (tbnSFS) (231)
0453: set_object 92@ XY_rotation 90.0 0.0 angle 0.0
029B: 93@ = init_object 10558 at 4061.5 -1143.37 890.35999 // object (tbnSFS) (232)
0453: set_object 93@ XY_rotation 90.0 0.0 angle 0.0
029B: 94@ = init_object 10558 at 4061.5 -1139.49 890.35999 // object (tbnSFS) (233)
0453: set_object 94@ XY_rotation 90.0 0.0 angle 0.0
029B: 95@ = init_object 10558 at 4061.5 -1135.5601 890.35999 // object (tbnSFS) (234)
0453: set_object 95@ XY_rotation 90.0 0.0 angle 0.0
029B: 96@ = init_object 10558 at 4072.71 -1155.1 890.35999 // object (tbnSFS) (235)
0453: set_object 96@ XY_rotation 90.0 0.0 angle 0.0
029B: 97@ = init_object 10558 at 4072.71 -1158.91 890.35999 // object (tbnSFS) (236)
0453: set_object 97@ XY_rotation 90.0 0.0 angle 0.0
029B: 98@ = init_object 10558 at 4072.71 -1162.66 890.35999 // object (tbnSFS) (237)
0453: set_object 98@ XY_rotation 90.0 0.0 angle 0.0
029B: 99@ = init_object 10558 at 4072.71 -1166.41 890.35999 // object (tbnSFS) (238)
0453: set_object 99@ XY_rotation 90.0 0.0 angle 0.0
029B: 100@ = init_object 10558 at 4072.71 -1170.27 890.35999 // object (tbnSFS) (239)
0453: set_object 100@ XY_rotation 90.0 0.0 angle 0.0
029B: 101@ = init_object 10558 at 4072.71 -1174.27 890.35999 // object (tbnSFS) (240)
0453: set_object 101@ XY_rotation 90.0 0.0 angle 0.0
029B: 102@ = init_object 10558 at 4072.71 -1177.77 890.35999 // object (tbnSFS) (241)
0453: set_object 102@ XY_rotation 90.0 0.0 angle 0.0
029B: 103@ = init_object 10558 at 4072.71 -1181.46 890.35999 // object (tbnSFS) (242)
0453: set_object 103@ XY_rotation 90.0 0.0 angle 0.0
029B: 104@ = init_object 10558 at 4072.71 -1185.26 890.35999 // object (tbnSFS) (243)
0453: set_object 104@ XY_rotation 90.0 0.0 angle 0.0
029B: 105@ = init_object 10558 at 4072.71 -1189.01 890.35999 // object (tbnSFS) (244)
0453: set_object 105@ XY_rotation 90.0 0.0 angle 0.0
029B: 106@ = init_object 10558 at 4072.71 -1192.71 890.35999 // object (tbnSFS) (245)
0453: set_object 106@ XY_rotation 90.0 0.0 angle 0.0
029B: 107@ = init_object 16644 at 4053.8101 -1151.47 881.06 // object (a51_ventsouth) (6)
0453: set_object 107@ XY_rotation 0.0 0.0 angle 179.995
029B: 108@ = init_object 16644 at 4059.6001 -1146.0 881.06 // object (a51_ventsouth) (8)
0453: set_object 108@ XY_rotation 0.0 0.0 angle 89.995
029B: 109@ = init_object 10558 at 4059.6201 -1121.4399 881.85999 // object (tbnSFS) (246)
0453: set_object 109@ XY_rotation 90.0 0.0 angle 90.0
029B: 110@ = init_object 10558 at 4055.71 -1121.4399 881.85999 // object (tbnSFS) (247)
0453: set_object 110@ XY_rotation 90.0 0.0 angle 90.0
029B: 111@ = init_object 10558 at 4051.75 -1121.4399 881.85999 // object (tbnSFS) (248)
0453: set_object 111@ XY_rotation 90.0 0.0 angle 90.0
029B: 112@ = init_object 10558 at 4047.9299 -1121.4399 881.85999 // object (tbnSFS) (249)
0453: set_object 112@ XY_rotation 90.0 0.0 angle 90.0
029B: 113@ = init_object 10558 at 4044.02 -1121.4399 881.85999 // object (tbnSFS) (250)
0453: set_object 113@ XY_rotation 90.0 0.0 angle 90.0
029B: 114@ = init_object 10558 at 4040.0901 -1121.4399 881.85999 // object (tbnSFS) (251)
0453: set_object 114@ XY_rotation 90.0 0.0 angle 90.0
029B: 115@ = init_object 10558 at 4041.04 -1133.83 881.85999 // object (tbnSFS) (252)
0453: set_object 115@ XY_rotation 90.0 0.0 angle 0.0
029B: 116@ = init_object 10558 at 4041.04 -1129.91 881.85999 // object (tbnSFS) (253)
0453: set_object 116@ XY_rotation 90.0 0.0 angle 0.0
029B: 117@ = init_object 10558 at 4041.04 -1125.91 881.85999 // object (tbnSFS) (254)
0453: set_object 117@ XY_rotation 90.0 0.0 angle 0.0
029B: 118@ = init_object 10558 at 4041.04 -1121.98 881.85999 // object (tbnSFS) (255)
0453: set_object 118@ XY_rotation 90.0 0.0 angle 0.0
029B: 119@ = init_object 10558 at 4042.4199 -1131.45 885.84003 // object (tbnSFS) (257)
0453: set_object 119@ XY_rotation 0.0 90.0 angle 0.0
029B: 120@ = init_object 10558 at 4042.4199 -1122.7 885.84003 // object (tbnSFS) (258)
0453: set_object 120@ XY_rotation 0.0 90.0 angle 0.0
029B: 121@ = init_object 10558 at 4046.3 -1122.7 885.84003 // object (tbnSFS) (259)
0453: set_object 121@ XY_rotation 0.0 90.0 angle 0.0
029B: 122@ = init_object 10558 at 4046.3 -1131.45 885.84003 // object (tbnSFS) (260)
0453: set_object 122@ XY_rotation 0.0 90.0 angle 0.0
029B: 123@ = init_object 10558 at 4050.26 -1131.45 885.84003 // object (tbnSFS) (261)
0453: set_object 123@ XY_rotation 0.0 90.0 angle 0.0
029B: 124@ = init_object 10558 at 4054.21 -1131.45 885.84003 // object (tbnSFS) (262)
0453: set_object 124@ XY_rotation 0.0 90.0 angle 0.0
029B: 125@ = init_object 10558 at 4058.1699 -1131.45 885.84003 // object (tbnSFS) (263)
0453: set_object 125@ XY_rotation 0.0 90.0 angle 0.0
029B: 126@ = init_object 10558 at 4062.1499 -1131.45 885.84003 // object (tbnSFS) (264)
0453: set_object 126@ XY_rotation 0.0 90.0 angle 0.0
029B: 127@ = init_object 10558 at 4050.21 -1122.7 885.84003 // object (tbnSFS) (265)
0453: set_object 127@ XY_rotation 0.0 90.0 angle 0.0
029B: 128@ = init_object 10558 at 4054.1399 -1122.7 885.84003 // object (tbnSFS) (266)
0453: set_object 128@ XY_rotation 0.0 90.0 angle 0.0
029B: 129@ = init_object 10558 at 4058.0801 -1122.7 885.84003 // object (tbnSFS) (267)
0453: set_object 129@ XY_rotation 0.0 90.0 angle 0.0
029B: 130@ = init_object 10558 at 4062.02 -1122.7 885.84003 // object (tbnSFS) (268)
0453: set_object 130@ XY_rotation 0.0 90.0 angle 0.0
029B: 131@ = init_object 934 at 4053.23 -1161.73 896.40002 // object (GENERATOR_BIG) (1)
0453: set_object 131@ XY_rotation 0.0 0.0 angle 0.0
029B: 132@ = init_object 943 at 4051.6101 -1175.55 894.38 // object (GENERATOR_LOW) (1)
0453: set_object 132@ XY_rotation 0.0 0.0 angle 90.0
029B: 133@ = init_object 3256 at 4000.55 -1276.66 873.53003 // object (refchimny01) (1)
0453: set_object 133@ XY_rotation 0.0 0.0 angle 160.0
029B: 134@ = init_object 16644 at 4015.98 -1179.36 881.06 // object (a51_ventsouth) (11)
0453: set_object 134@ XY_rotation 0.0 0.0 angle 89.995
029B: 135@ = init_object 16644 at 3992.6201 -1191.65 881.06 // object (a51_ventsouth) (12)
0453: set_object 135@ XY_rotation 0.0 0.0 angle 269.995
029B: 136@ = init_object 16644 at 3991.8899 -1177.39 877.76001 // object (a51_ventsouth) (13)
0453: set_object 136@ XY_rotation 0.0 26.0 angle 89.989
029B: 137@ = init_object 16644 at 4015.98 -1196.74 881.06 // object (a51_ventsouth) (14)
0453: set_object 137@ XY_rotation 0.0 0.0 angle 89.995
029B: 138@ = init_object 10558 at 3990.74 -1197.0699 875.48999 // object (tbnSFS) (269)
0453: set_object 138@ XY_rotation 0.0 0.0 angle 179.995
029B: 139@ = init_object 10558 at 3990.74 -1197.03 879.39001 // object (tbnSFS) (270)
0453: set_object 139@ XY_rotation 0.0 0.0 angle 179.995
029B: 140@ = init_object 16644 at 4022.47 -1205.15 881.06 // object (a51_ventsouth) (17)
0453: set_object 140@ XY_rotation 0.0 0.0 angle 359.995
029B: 141@ = init_object 6959 at 4011.28 -1219.5699 873.56 // object (vegasNbball1) (7)
0453: set_object 141@ XY_rotation 0.0 0.0 angle 0.0
029B: 142@ = init_object 6959 at 4052.3899 -1219.76 873.56 // object (vegasNbball1) (8)
0453: set_object 142@ XY_rotation 0.0 0.0 angle 0.0
029B: 143@ = init_object 10558 at 3990.74 -1199.39 883.39001 // object (tbnSFS) (271)
0453: set_object 143@ XY_rotation 0.0 0.0 angle 179.995
029B: 144@ = init_object 10558 at 3990.74 -1207.89 883.39001 // object (tbnSFS) (272)
0453: set_object 144@ XY_rotation 0.0 0.0 angle 179.995
029B: 145@ = init_object 10558 at 3990.74 -1216.64 883.39001 // object (tbnSFS) (273)
0453: set_object 145@ XY_rotation 0.0 0.0 angle 179.995
029B: 146@ = init_object 16644 at 4022.47 -1207.74 881.06 // object (a51_ventsouth) (18)
0453: set_object 146@ XY_rotation 0.0 0.0 angle 359.989
029B: 147@ = init_object 16644 at 4022.47 -1210.28 881.06 // object (a51_ventsouth) (19)
0453: set_object 147@ XY_rotation 0.0 0.0 angle 359.989
029B: 148@ = init_object 16644 at 4022.47 -1212.77 881.06 // object (a51_ventsouth) (20)
0453: set_object 148@ XY_rotation 0.0 0.0 angle 359.989
029B: 149@ = init_object 10558 at 3994.74 -1201.3199 875.48999 // object (tbnSFS) (274)
0453: set_object 149@ XY_rotation 0.0 0.0 angle 269.995
029B: 150@ = init_object 10558 at 4003.24 -1201.3199 875.48999 // object (tbnSFS) (275)
0453: set_object 150@ XY_rotation 0.0 0.0 angle 269.995
029B: 151@ = init_object 10558 at 4010.74 -1201.3199 875.48999 // object (tbnSFS) (276)
0453: set_object 151@ XY_rotation 0.0 0.0 angle 269.995
029B: 152@ = init_object 10558 at 3994.74 -1201.3199 879.32001 // object (tbnSFS) (277)
0453: set_object 152@ XY_rotation 0.0 0.0 angle 269.995
029B: 153@ = init_object 10558 at 4002.99 -1201.3199 879.32001 // object (tbnSFS) (278)
0453: set_object 153@ XY_rotation 0.0 0.0 angle 269.995
029B: 154@ = init_object 10558 at 4010.74 -1201.3199 879.32001 // object (tbnSFS) (279)
0453: set_object 154@ XY_rotation 0.0 0.0 angle 269.995
029B: 155@ = init_object 10558 at 3994.74 -1201.3199 883.32001 // object (tbnSFS) (280)
0453: set_object 155@ XY_rotation 0.0 0.0 angle 269.995
029B: 156@ = init_object 16644 at 4005.23 -1199.49 881.06 // object (a51_ventsouth) (22)
0453: set_object 156@ XY_rotation 0.0 0.0 angle 359.989
029B: 157@ = init_object 16644 at 3988.73 -1199.49 881.06 // object (a51_ventsouth) (23)
0453: set_object 157@ XY_rotation 0.0 0.0 angle 359.989
029B: 158@ = init_object 10558 at 4002.49 -1201.3199 883.32001 // object (tbnSFS) (281)
0453: set_object 158@ XY_rotation 0.0 0.0 angle 269.995
029B: 159@ = init_object 10558 at 4010.72 -1201.3199 883.32001 // object (tbnSFS) (282)
0453: set_object 159@ XY_rotation 0.0 0.0 angle 269.995
029B: 160@ = init_object 10558 at 4014.99 -1205.4399 875.48999 // object (tbnSFS) (283)
0453: set_object 160@ XY_rotation 0.0 0.0 angle 179.995
029B: 161@ = init_object 10558 at 4014.99 -1217.65 875.48999 // object (tbnSFS) (284)
0453: set_object 161@ XY_rotation 0.0 0.0 angle 179.995
029B: 162@ = init_object 10558 at 4014.99 -1222.63 875.48999 // object (tbnSFS) (285)
0453: set_object 162@ XY_rotation 0.0 0.0 angle 179.995
029B: 163@ = init_object 10558 at 4014.99 -1205.4399 879.32001 // object (tbnSFS) (286)
0453: set_object 163@ XY_rotation 0.0 0.0 angle 179.995
029B: 164@ = init_object 10558 at 4014.99 -1205.4399 883.09998 // object (tbnSFS) (287)
0453: set_object 164@ XY_rotation 0.0 0.0 angle 179.995
029B: 165@ = init_object 10558 at 4014.99 -1214.15 883.09998 // object (tbnSFS) (288)
0453: set_object 165@ XY_rotation 0.0 0.0 angle 179.995
029B: 166@ = init_object 10558 at 4014.99 -1222.4 883.09998 // object (tbnSFS) (289)
0453: set_object 166@ XY_rotation 0.0 0.0 angle 179.995
029B: 167@ = init_object 10558 at 4014.99 -1214.15 879.31 // object (tbnSFS) (290)
0453: set_object 167@ XY_rotation 0.0 0.0 angle 179.995
029B: 168@ = init_object 10558 at 4014.99 -1222.62 879.31 // object (tbnSFS) (291)
0453: set_object 168@ XY_rotation 0.0 0.0 angle 179.995
029B: 169@ = init_object 10558 at 3990.72 -1197.8101 889.01001 // object (tbnSFS) (292)
0453: set_object 169@ XY_rotation 90.0 0.0 angle 179.995
029B: 170@ = init_object 10558 at 3990.72 -1201.5601 889.01001 // object (tbnSFS) (293)
0453: set_object 170@ XY_rotation 90.0 0.0 angle 179.995
029B: 171@ = init_object 10558 at 3992.97 -1201.35 889.01001 // object (tbnSFS) (294)
0453: set_object 171@ XY_rotation 90.0 0.0 angle 269.995
029B: 172@ = init_object 10558 at 3996.72 -1201.35 889.01001 // object (tbnSFS) (295)
0453: set_object 172@ XY_rotation 90.0 0.0 angle 269.995
029B: 173@ = init_object 10558 at 4000.47 -1201.35 889.01001 // object (tbnSFS) (296)
0453: set_object 173@ XY_rotation 90.0 0.0 angle 269.995
029B: 174@ = init_object 10558 at 4003.97 -1201.35 889.01001 // object (tbnSFS) (297)
0453: set_object 174@ XY_rotation 90.0 0.0 angle 269.995
029B: 175@ = init_object 10558 at 4007.47 -1201.35 889.01001 // object (tbnSFS) (298)
0453: set_object 175@ XY_rotation 90.0 0.0 angle 269.995
029B: 176@ = init_object 10558 at 4010.97 -1201.35 889.01001 // object (tbnSFS) (299)
0453: set_object 176@ XY_rotation 90.0 0.0 angle 269.995
029B: 177@ = init_object 10558 at 4013.21 -1201.35 889.01001 // object (tbnSFS) (300)
0453: set_object 177@ XY_rotation 90.0 0.0 angle 269.995
029B: 178@ = init_object 10558 at 4014.97 -1203.0699 889.01001 // object (tbnSFS) (301)
0453: set_object 178@ XY_rotation 90.0 0.0 angle 179.995
029B: 179@ = init_object 10558 at 4014.97 -1206.8199 889.01001 // object (tbnSFS) (302)
0453: set_object 179@ XY_rotation 90.0 0.0 angle 179.995
029B: 180@ = init_object 10558 at 4014.97 -1210.6899 889.01001 // object (tbnSFS) (303)
0453: set_object 180@ XY_rotation 90.0 0.0 angle 179.995
029B: 181@ = init_object 10558 at 4014.97 -1214.4399 889.01001 // object (tbnSFS) (304)
0453: set_object 181@ XY_rotation 90.0 0.0 angle 179.995
029B: 182@ = init_object 10558 at 4014.97 -1218.38 889.01001 // object (tbnSFS) (305)
0453: set_object 182@ XY_rotation 90.0 0.0 angle 179.995
029B: 183@ = init_object 16644 at 4022.47 -1215.29 881.06 // object (a51_ventsouth) (24)
0453: set_object 183@ XY_rotation 0.0 0.0 angle 359.989
029B: 184@ = init_object 16644 at 4022.47 -1217.79 881.06 // object (a51_ventsouth) (25)
0453: set_object 184@ XY_rotation 0.0 0.0 angle 359.989
029B: 185@ = init_object 16644 at 4039.8501 -1205.15 881.06 // object (a51_ventsouth) (26)
0453: set_object 185@ XY_rotation 0.0 0.0 angle 359.989
029B: 186@ = init_object 16644 at 4039.8501 -1207.6899 881.06 // object (a51_ventsouth) (27)
0453: set_object 186@ XY_rotation 0.0 0.0 angle 359.989
029B: 187@ = init_object 16644 at 4039.8501 -1210.1899 881.06 // object (a51_ventsouth) (28)
0453: set_object 187@ XY_rotation 0.0 0.0 angle 359.989
029B: 188@ = init_object 16644 at 4039.8501 -1212.6899 881.06 // object (a51_ventsouth) (29)
0453: set_object 188@ XY_rotation 0.0 0.0 angle 359.989
029B: 189@ = init_object 16644 at 4039.8501 -1215.26 881.06 // object (a51_ventsouth) (30)
0453: set_object 189@ XY_rotation 0.0 0.0 angle 359.989
029B: 190@ = init_object 16644 at 4039.8501 -1217.8 881.06 // object (a51_ventsouth) (31)
0453: set_object 190@ XY_rotation 0.0 0.0 angle 359.989
029B: 191@ = init_object 10558 at 4072.7 -1195.11 875.48999 // object (tbnSFS) (306)
0453: set_object 191@ XY_rotation 0.0 0.0 angle 0.0
029B: 192@ = init_object 6959 at 4093.6699 -1180.65 873.56 // object (vegasNbball1) (9)
0453: set_object 192@ XY_rotation 0.0 0.0 angle 0.0
029B: 193@ = init_object 10558 at 4074.6201 -1192.34 877.81 // object (tbnSFS) (308)
0453: set_object 193@ XY_rotation 90.0 0.0 angle 270.0
029B: 194@ = init_object 10558 at 4078.3999 -1192.34 877.81 // object (tbnSFS) (309)
0453: set_object 194@ XY_rotation 90.0 0.0 angle 270.0
029B: 195@ = init_object 10558 at 4077.3899 -1190.34 877.81 // object (tbnSFS) (310)
0453: set_object 195@ XY_rotation 90.0 0.0 angle 0.0
029B: 196@ = init_object 10558 at 4077.3899 -1186.34 877.81 // object (tbnSFS) (311)
0453: set_object 196@ XY_rotation 90.0 0.0 angle 0.0
029B: 197@ = init_object 10558 at 4077.3899 -1182.78 877.81 // object (tbnSFS) (312)
0453: set_object 197@ XY_rotation 90.0 0.0 angle 0.0
029B: 198@ = init_object 10558 at 4077.3899 -1178.9 877.81 // object (tbnSFS) (313)
0453: set_object 198@ XY_rotation 90.0 0.0 angle 0.0
029B: 199@ = init_object 10558 at 4077.3899 -1170.97 877.81 // object (tbnSFS) (314)
0453: set_object 199@ XY_rotation 90.0 0.0 angle 0.0
029B: 200@ = init_object 10558 at 4077.3899 -1174.91 881.81 // object (tbnSFS) (315)
0453: set_object 200@ XY_rotation 90.0 0.0 angle 0.0
029B: 201@ = init_object 10558 at 4074.7 -1168.47 877.81 // object (tbnSFS) (316)
0453: set_object 201@ XY_rotation 90.0 0.0 angle 90.0
029B: 202@ = init_object 10558 at 4078.7 -1168.47 877.81 // object (tbnSFS) (317)
0453: set_object 202@ XY_rotation 90.0 0.0 angle 90.0
029B: 203@ = init_object 10558 at 4077.3899 -1167.08 877.81 // object (tbnSFS) (318)
0453: set_object 203@ XY_rotation 90.0 0.0 angle 0.0
029B: 204@ = init_object 10150 at 4077.29 -1174.9399 875.5 // object (fdorsfe) (4)
0453: set_object 204@ XY_rotation 0.0 179.995 angle 0.0
029B: 205@ = init_object 10558 at 4076.8999 -1170.02 877.81 // object (tbnSFS) (319)
0453: set_object 205@ XY_rotation 180.0 90.0 angle 90.0
029B: 206@ = init_object 10558 at 4076.8999 -1174.02 877.81 // object (tbnSFS) (320)
0453: set_object 206@ XY_rotation 179.995 90.0 angle 90.0
029B: 207@ = init_object 10558 at 4076.8999 -1177.96 877.81 // object (tbnSFS) (321)
0453: set_object 207@ XY_rotation 179.995 90.0 angle 90.0
029B: 208@ = init_object 10558 at 4076.8999 -1181.84 877.81 // object (tbnSFS) (322)
0453: set_object 208@ XY_rotation 179.995 90.0 angle 90.0
029B: 209@ = init_object 10558 at 4076.8999 -1185.8101 877.81 // object (tbnSFS) (323)
0453: set_object 209@ XY_rotation 179.995 90.0 angle 90.0
029B: 210@ = init_object 10558 at 4076.8999 -1189.76 877.81 // object (tbnSFS) (324)
0453: set_object 210@ XY_rotation 179.995 90.0 angle 90.0
029B: 211@ = init_object 10558 at 4076.8999 -1193.7 877.81 // object (tbnSFS) (325)
0453: set_object 211@ XY_rotation 179.995 90.0 angle 90.0
029B: 212@ = init_object 10558 at 4018.99 -1219.29 875.48999 // object (tbnSFS) (326)
0453: set_object 212@ XY_rotation 0.0 0.0 angle 269.995
029B: 213@ = init_object 10558 at 4010.3501 -1219.29 875.48999 // object (tbnSFS) (327)
0453: set_object 213@ XY_rotation 0.0 0.0 angle 269.995
029B: 214@ = init_object 10558 at 4002.1001 -1219.29 875.48999 // object (tbnSFS) (328)
0453: set_object 214@ XY_rotation 0.0 0.0 angle 269.995
029B: 215@ = init_object 10558 at 3993.6001 -1219.29 875.48999 // object (tbnSFS) (329)
0453: set_object 215@ XY_rotation 0.0 0.0 angle 269.995
029B: 216@ = init_object 10558 at 3990.74 -1222.89 879.47998 // object (tbnSFS) (331)
0453: set_object 216@ XY_rotation 0.0 0.0 angle 179.995
029B: 217@ = init_object 10558 at 3990.74 -1205.89 879.64001 // object (tbnSFS) (332)
0453: set_object 217@ XY_rotation 0.0 0.0 angle 179.995
029B: 218@ = init_object 10558 at 3990.74 -1205.76 875.63 // object (tbnSFS) (335)
0453: set_object 218@ XY_rotation 0.0 0.0 angle 179.995
029B: 219@ = init_object 10558 at 3990.74 -1205.76 871.94 // object (tbnSFS) (336)
0453: set_object 219@ XY_rotation 0.0 0.0 angle 179.995
029B: 220@ = init_object 10558 at 3990.74 -1217.54 875.46002 // object (tbnSFS) (337)
0453: set_object 220@ XY_rotation 0.0 0.0 angle 179.995
029B: 221@ = init_object 10558 at 4010.6001 -1219.29 879.41998 // object (tbnSFS) (339)
0453: set_object 221@ XY_rotation 0.0 0.0 angle 269.995
029B: 222@ = init_object 10558 at 4002.1499 -1219.29 879.41998 // object (tbnSFS) (340)
0453: set_object 222@ XY_rotation 0.0 0.0 angle 269.995
029B: 223@ = init_object 10558 at 3993.6499 -1219.29 879.41998 // object (tbnSFS) (341)
0453: set_object 223@ XY_rotation 0.0 0.0 angle 269.995
029B: 224@ = init_object 10558 at 3993.6499 -1219.29 883.16998 // object (tbnSFS) (342)
0453: set_object 224@ XY_rotation 0.0 0.0 angle 269.995
029B: 225@ = init_object 10558 at 4001.8999 -1219.29 883.16998 // object (tbnSFS) (343)
0453: set_object 225@ XY_rotation 0.0 0.0 angle 269.995




029B: 1@ = init_object 10558 at 4010.6499 -1219.29 883.16998 // object (tbnSFS) (344)
0453: set_object 1@ XY_rotation 0.0 0.0 angle 269.995
029B: 2@ = init_object 10558 at 4018.99 -1219.29 879.23999 // object (tbnSFS) (345)
0453: set_object 2@ XY_rotation 0.0 0.0 angle 269.995
029B: 3@ = init_object 10558 at 4018.99 -1219.29 883.23999 // object (tbnSFS) (346)
0453: set_object 3@ XY_rotation 0.0 0.0 angle 269.995
029B: 4@ = init_object 10558 at 4027.49 -1219.29 883.23999 // object (tbnSFS) (347)
0453: set_object 4@ XY_rotation 0.0 0.0 angle 269.995
029B: 5@ = init_object 10558 at 4027.5901 -1219.29 879.23999 // object (tbnSFS) (348)
0453: set_object 5@ XY_rotation 0.0 0.0 angle 269.995
029B: 6@ = init_object 10558 at 4027.49 -1219.29 875.48999 // object (tbnSFS) (349)
0453: set_object 6@ XY_rotation 0.0 0.0 angle 269.995
029B: 7@ = init_object 10558 at 4016.8 -1219.3101 889.23999 // object (tbnSFS) (350)
0453: set_object 7@ XY_rotation 90.0 0.0 angle 269.995
029B: 8@ = init_object 10558 at 4020.55 -1219.3101 889.23999 // object (tbnSFS) (351)
0453: set_object 8@ XY_rotation 90.0 0.0 angle 269.995
029B: 9@ = init_object 10558 at 4024.3 -1219.3101 889.23999 // object (tbnSFS) (352)
0453: set_object 9@ XY_rotation 90.0 0.0 angle 269.995
029B: 10@ = init_object 10558 at 4028.05 -1219.3101 889.23999 // object (tbnSFS) (353)
0453: set_object 10@ XY_rotation 90.0 0.0 angle 269.995
029B: 11@ = init_object 10558 at 4031.8 -1219.3101 889.23999 // object (tbnSFS) (354)
0453: set_object 11@ XY_rotation 90.0 0.0 angle 269.995
029B: 12@ = init_object 10558 at 4040.3301 -1219.29 875.48999 // object (tbnSFS) (355)
0453: set_object 12@ XY_rotation 0.0 0.0 angle 269.995
029B: 13@ = init_object 10558 at 4036.3401 -1219.29 879.23999 // object (tbnSFS) (356)
0453: set_object 13@ XY_rotation 0.0 0.0 angle 269.995
029B: 14@ = init_object 10558 at 4045.0901 -1219.29 879.23999 // object (tbnSFS) (357)
0453: set_object 14@ XY_rotation 0.0 0.0 angle 269.995
029B: 15@ = init_object 10558 at 4053.5901 -1219.29 879.23999 // object (tbnSFS) (358)
0453: set_object 15@ XY_rotation 0.0 0.0 angle 269.995
029B: 16@ = init_object 10558 at 4048.8301 -1219.29 875.48999 // object (tbnSFS) (360)
0453: set_object 16@ XY_rotation 0.0 0.0 angle 269.995
029B: 17@ = init_object 10558 at 4057.5801 -1219.29 875.48999 // object (tbnSFS) (361)
0453: set_object 17@ XY_rotation 0.0 0.0 angle 269.995
029B: 18@ = init_object 10558 at 4035.99 -1219.29 883.23999 // object (tbnSFS) (362)
0453: set_object 18@ XY_rotation 0.0 0.0 angle 269.995
029B: 19@ = init_object 10558 at 4044.49 -1219.29 883.23999 // object (tbnSFS) (363)
0453: set_object 19@ XY_rotation 0.0 0.0 angle 269.995
029B: 20@ = init_object 10558 at 4040.1599 -1225.46 875.48999 // object (tbnSFS) (364)
0453: set_object 20@ XY_rotation 0.0 0.0 angle 269.995
029B: 21@ = init_object 10558 at 4048.45 -1225.46 875.48999 // object (tbnSFS) (365)
0453: set_object 21@ XY_rotation 0.0 0.0 angle 269.995
029B: 22@ = init_object 10558 at 4049.45 -1223.71 875.48999 // object (tbnSFS) (366)
0453: set_object 22@ XY_rotation 0.0 0.0 angle 359.995
029B: 23@ = init_object 10558 at 4048.45 -1225.46 878.98999 // object (tbnSFS) (367)
0453: set_object 23@ XY_rotation 0.0 0.0 angle 269.995
029B: 24@ = init_object 10558 at 4040.21 -1225.46 878.98999 // object (tbnSFS) (368)
0453: set_object 24@ XY_rotation 0.0 0.0 angle 269.995
029B: 25@ = init_object 10558 at 4053.5 -1221.13 881.0 // object (tbnSFS) (369)
0453: set_object 25@ XY_rotation 0.0 90.0 angle 269.995
029B: 26@ = init_object 10558 at 4053.5 -1225.13 881.0 // object (tbnSFS) (370)
0453: set_object 26@ XY_rotation 0.0 90.0 angle 269.995
029B: 27@ = init_object 10558 at 4053.5 -1228.88 881.0 // object (tbnSFS) (371)
0453: set_object 27@ XY_rotation 0.0 90.0 angle 269.995
029B: 28@ = init_object 14411 at 4037.8799 -1227.3101 871.89001 // object (carter-stairs04) (2)
0453: set_object 28@ XY_rotation 0.0 0.0 angle 270.0
029B: 29@ = init_object 10558 at 4045.0 -1221.13 881.0 // object (tbnSFS) (372)
0453: set_object 29@ XY_rotation 0.0 90.0 angle 269.995
029B: 30@ = init_object 10558 at 4045.0 -1223.38 881.0 // object (tbnSFS) (373)
0453: set_object 30@ XY_rotation 0.0 90.0 angle 269.995
029B: 31@ = init_object 10558 at 4036.25 -1223.38 881.0 // object (tbnSFS) (374)
0453: set_object 31@ XY_rotation 0.0 90.0 angle 269.995
029B: 34@ = init_object 10558 at 4036.25 -1221.12 881.0 // object (tbnSFS) (375)
0453: set_object 34@ XY_rotation 0.0 90.0 angle 269.995
029B: 35@ = init_object 10558 at 4027.75 -1221.12 881.0 // object (tbnSFS) (376)
0453: set_object 35@ XY_rotation 0.0 90.0 angle 269.995
029B: 36@ = init_object 10558 at 4019.5 -1221.12 881.0 // object (tbnSFS) (377)
0453: set_object 36@ XY_rotation 0.0 90.0 angle 269.995
029B: 37@ = init_object 10558 at 4014.99 -1231.38 875.48999 // object (tbnSFS) (378)
0453: set_object 37@ XY_rotation 0.0 0.0 angle 179.995
029B: 38@ = init_object 10558 at 4014.99 -1231.38 879.27002 // object (tbnSFS) (379)
0453: set_object 38@ XY_rotation 0.0 0.0 angle 179.995
029B: 39@ = init_object 10558 at 4014.98999 -1231.18994 883.04999 // object (tbnSFS) (380)
0453: set_object 39@ XY_rotation 0.0 0.0 angle 179.995
029B: 40@ = init_object 10558 at 4027.5 -1223.38 881.0 // object (tbnSFS) (381)
0453: set_object 40@ XY_rotation 0.0 90.0 angle 269.995
029B: 41@ = init_object 10558 at 4019.0 -1223.38 881.0 // object (tbnSFS) (382)
0453: set_object 41@ XY_rotation 0.0 90.0 angle 269.995
029B: 42@ = init_object 10558 at 4049.45 -1223.71 879.0 // object (tbnSFS) (384)
0453: set_object 42@ XY_rotation 0.0 0.0 angle 359.989
029B: 43@ = init_object 10558 at 4049.45 -1232.46 879.0 // object (tbnSFS) (385)
0453: set_object 43@ XY_rotation 0.0 0.0 angle 359.989
029B: 44@ = init_object 10558 at 4049.45 -1232.46 875.48999 // object (tbnSFS) (387)
0453: set_object 44@ XY_rotation 0.0 0.0 angle 359.989
029B: 45@ = init_object 10558 at 4038.7 -1229.46 875.48999 // object (tbnSFS) (388)
0453: set_object 45@ XY_rotation 0.0 0.0 angle 269.989
029B: 46@ = init_object 10558 at 4046.2 -1229.46 875.48999 // object (tbnSFS) (389)
0453: set_object 46@ XY_rotation 0.0 0.0 angle 269.984
029B: 47@ = init_object 10558 at 4030.1599 -1229.46 875.48999 // object (tbnSFS) (390)
0453: set_object 47@ XY_rotation 0.0 0.0 angle 269.984
029B: 48@ = init_object 10558 at 4021.46 -1229.46 875.48999 // object (tbnSFS) (391)
0453: set_object 48@ XY_rotation 0.0 0.0 angle 269.984
029B: 49@ = init_object 10558 at 4012.77 -1229.46 875.48999 // object (tbnSFS) (392)
0453: set_object 49@ XY_rotation 0.0 0.0 angle 269.984
029B: 50@ = init_object 10558 at 4012.77 -1229.46 879.42999 // object (tbnSFS) (393)
0453: set_object 50@ XY_rotation 0.0 0.0 angle 269.984
029B: 51@ = init_object 10558 at 4012.8799 -1229.46 883.37 // object (tbnSFS) (394)
0453: set_object 51@ XY_rotation 0.0 0.0 angle 269.984
029B: 52@ = init_object 10558 at 4021.49 -1229.46 879.42999 // object (tbnSFS) (395)
0453: set_object 52@ XY_rotation 0.0 0.0 angle 269.984
029B: 53@ = init_object 10558 at 4030.2 -1229.46 879.42999 // object (tbnSFS) (396)
0453: set_object 53@ XY_rotation 0.0 0.0 angle 269.984
029B: 54@ = init_object 10558 at 4038.7 -1229.46 879.42999 // object (tbnSFS) (397)
0453: set_object 54@ XY_rotation 0.0 0.0 angle 269.984
029B: 55@ = init_object 10558 at 4047.45 -1229.46 879.42999 // object (tbnSFS) (398)
0453: set_object 55@ XY_rotation 0.0 0.0 angle 269.984
029B: 56@ = init_object 10558 at 4047.45 -1229.46 883.37 // object (tbnSFS) (399)
0453: set_object 56@ XY_rotation 0.0 0.0 angle 269.984
029B: 57@ = init_object 10558 at 4038.95 -1229.46 883.39001 // object (tbnSFS) (400)
0453: set_object 57@ XY_rotation 0.0 0.0 angle 269.984
029B: 58@ = init_object 10558 at 4030.3201 -1229.46 883.40002 // object (tbnSFS) (401)
0453: set_object 58@ XY_rotation 0.0 0.0 angle 269.984
029B: 59@ = init_object 10558 at 4021.6499 -1229.46 883.40997 // object (tbnSFS) (402)
0453: set_object 59@ XY_rotation 0.0 0.0 angle 269.984
029B: 60@ = init_object 10558 at 4057.5801 -1219.29 883.23999 // object (tbnSFS) (403)
0453: set_object 60@ XY_rotation 0.0 0.0 angle 269.995
029B: 61@ = init_object 10558 at 4055.8301 -1229.46 883.20001 // object (tbnSFS) (404)
0453: set_object 61@ XY_rotation 0.0 0.0 angle 269.984
029B: 62@ = init_object 10558 at 4057.3301 -1223.54 883.20001 // object (tbnSFS) (405)
0453: set_object 62@ XY_rotation 0.0 0.0 angle 359.984
029B: 63@ = init_object 10558 at 4057.3301 -1232.04 883.20001 // object (tbnSFS) (406)
0453: set_object 63@ XY_rotation 0.0 0.0 angle 359.984
029B: 64@ = init_object 10558 at 4062.27 -1219.29 879.23999 // object (tbnSFS) (407)
0453: set_object 64@ XY_rotation 0.0 0.0 angle 269.995
029B: 65@ = init_object 10558 at 4070.55 -1219.29 879.23999 // object (tbnSFS) (408)
0453: set_object 65@ XY_rotation 0.0 0.0 angle 269.995
029B: 66@ = init_object 10558 at 4035.55 -1219.3101 889.23999 // object (tbnSFS) (410)
0453: set_object 66@ XY_rotation 90.0 0.0 angle 269.995
029B: 67@ = init_object 3115 at 4004.6299 -1210.64 882.57001 // object (CARRIER_LIFT1_SFSE) (1)
0453: set_object 67@ XY_rotation 0.0 0.0 angle 0.0
029B: 68@ = init_object 3115 at 4051.21 -1228.48 889.88 // object (CARRIER_LIFT1_SFSE) (4)
0453: set_object 68@ XY_rotation 0.0 0.0 angle 0.0
029B: 69@ = init_object 10558 at 4039.51 -1219.3101 889.23999 // object (tbnSFS) (411)
0453: set_object 69@ XY_rotation 90.0 0.0 angle 269.995
029B: 70@ = init_object 10558 at 4043.48 -1219.3101 889.23999 // object (tbnSFS) (412)
0453: set_object 70@ XY_rotation 90.0 0.0 angle 269.995
029B: 71@ = init_object 10558 at 4047.23 -1219.3101 889.23999 // object (tbnSFS) (413)
0453: set_object 71@ XY_rotation 90.0 0.0 angle 269.995
029B: 72@ = init_object 10558 at 4050.98 -1219.3101 889.23999 // object (tbnSFS) (414)
0453: set_object 72@ XY_rotation 90.0 0.0 angle 269.995
029B: 73@ = init_object 10558 at 4054.73 -1219.3101 889.23999 // object (tbnSFS) (415)
0453: set_object 73@ XY_rotation 90.0 0.0 angle 269.995
029B: 74@ = init_object 10558 at 4058.6599 -1219.3101 889.23999 // object (tbnSFS) (416)
0453: set_object 74@ XY_rotation 90.0 0.0 angle 269.995
029B: 75@ = init_object 10558 at 4062.23 -1219.3101 889.23999 // object (tbnSFS) (417)
0453: set_object 75@ XY_rotation 90.0 0.0 angle 269.995
029B: 76@ = init_object 10558 at 4066.0801 -1219.29 883.23999 // object (tbnSFS) (418)
0453: set_object 76@ XY_rotation 0.0 0.0 angle 269.995
029B: 77@ = init_object 3115 at 3984.0901 -1210.64 882.57001 // object (CARRIER_LIFT1_SFSE) (7)
0453: set_object 77@ XY_rotation 0.0 0.0 angle 0.0
029B: 78@ = init_object 10558 at 4072.7 -1203.61 875.48999 // object (tbnSFS) (419)
0453: set_object 78@ XY_rotation 0.0 0.0 angle 0.0
029B: 79@ = init_object 10558 at 4072.7 -1211.95 875.48999 // object (tbnSFS) (420)
0453: set_object 79@ XY_rotation 0.0 0.0 angle 0.0
029B: 80@ = init_object 10558 at 4072.7 -1220.7 875.48999 // object (tbnSFS) (421)
0453: set_object 80@ XY_rotation 0.0 0.0 angle 0.0
029B: 81@ = init_object 10558 at 4061.74 -1223.45 875.48999 // object (tbnSFS) (422)
0453: set_object 81@ XY_rotation 0.0 0.0 angle 179.995
029B: 82@ = init_object 10558 at 4061.74 -1232.14 875.48999 // object (tbnSFS) (423)
0453: set_object 82@ XY_rotation 0.0 0.0 angle 179.995
029B: 83@ = init_object 10558 at 4065.49 -1235.89 875.48999 // object (tbnSFS) (424)
0453: set_object 83@ XY_rotation 0.0 0.0 angle 269.995
029B: 84@ = init_object 10558 at 4074.24 -1235.89 875.48999 // object (tbnSFS) (425)
0453: set_object 84@ XY_rotation 0.0 0.0 angle 269.995
029B: 85@ = init_object 10558 at 4072.7 -1229.12 875.48999 // object (tbnSFS) (426)
0453: set_object 85@ XY_rotation 0.0 0.0 angle 0.0
029B: 86@ = init_object 10558 at 4072.7 -1237.62 875.48999 // object (tbnSFS) (427)
0453: set_object 86@ XY_rotation 0.0 0.0 angle 0.0
029B: 87@ = init_object 10558 at 4068.95 -1221.14 877.22998 // object (tbnSFS) (429)
0453: set_object 87@ XY_rotation 0.0 90.0 angle 269.995
029B: 88@ = init_object 10558 at 4060.45 -1221.14 877.22998 // object (tbnSFS) (430)
0453: set_object 88@ XY_rotation 0.0 90.0 angle 269.995
029B: 89@ = init_object 10558 at 4060.45 -1224.89 877.22998 // object (tbnSFS) (431)
0453: set_object 89@ XY_rotation 0.0 90.0 angle 269.995
029B: 90@ = init_object 10558 at 4060.45 -1228.64 877.22998 // object (tbnSFS) (432)
0453: set_object 90@ XY_rotation 0.0 90.0 angle 269.995
029B: 91@ = init_object 10558 at 4060.45 -1232.39 877.22998 // object (tbnSFS) (433)
0453: set_object 91@ XY_rotation 0.0 90.0 angle 269.995
029B: 92@ = init_object 10558 at 4060.45 -1236.14 877.22998 // object (tbnSFS) (434)
0453: set_object 92@ XY_rotation 0.0 90.0 angle 269.995
029B: 93@ = init_object 10558 at 4068.95 -1225.08 877.22998 // object (tbnSFS) (435)
0453: set_object 93@ XY_rotation 0.0 90.0 angle 269.995
029B: 94@ = init_object 10558 at 4068.95 -1229.03 877.22998 // object (tbnSFS) (436)
0453: set_object 94@ XY_rotation 0.0 90.0 angle 269.995
029B: 95@ = init_object 10558 at 4068.95 -1232.91 877.22998 // object (tbnSFS) (437)
0453: set_object 95@ XY_rotation 0.0 90.0 angle 269.995
029B: 96@ = init_object 10558 at 4068.95 -1236.77 877.22998 // object (tbnSFS) (438)
0453: set_object 96@ XY_rotation 0.0 90.0 angle 269.995
029B: 97@ = init_object 1508 at 4067.1499 -1235.62 875.19 // object (DYN_GARAGE_DOOR) (2)
0453: set_object 97@ XY_rotation 0.0 0.0 angle 270.0
029B: 98@ = init_object 10558 at 4072.71 -1194.27 881.85999 // object (tbnSFS) (439)
0453: set_object 98@ XY_rotation 90.0 0.0 angle 0.0
029B: 99@ = init_object 10558 at 4072.71 -1198.02 881.85999 // object (tbnSFS) (440)
0453: set_object 99@ XY_rotation 90.0 0.0 angle 0.0
029B: 100@ = init_object 10558 at 4072.71 -1201.85 881.85999 // object (tbnSFS) (441)
0453: set_object 100@ XY_rotation 90.0 0.0 angle 0.0
029B: 101@ = init_object 10558 at 4072.71 -1205.6 881.85999 // object (tbnSFS) (442)
0453: set_object 101@ XY_rotation 90.0 0.0 angle 0.0
029B: 102@ = init_object 10558 at 4072.71 -1209.55 881.85999 // object (tbnSFS) (443)
0453: set_object 102@ XY_rotation 90.0 0.0 angle 0.0
029B: 103@ = init_object 10558 at 4072.71 -1213.55 881.85999 // object (tbnSFS) (444)
0453: set_object 103@ XY_rotation 90.0 0.0 angle 0.0
029B: 104@ = init_object 10558 at 4072.71 -1217.55 881.85999 // object (tbnSFS) (445)
0453: set_object 104@ XY_rotation 90.0 0.0 angle 0.0
029B: 105@ = init_object 10558 at 4074.8799 -1219.29 883.23999 // object (tbnSFS) (446)
0453: set_object 105@ XY_rotation 0.0 0.0 angle 269.995
029B: 106@ = init_object 10558 at 4066.1899 -1219.3101 889.23999 // object (tbnSFS) (447)
0453: set_object 106@ XY_rotation 90.0 0.0 angle 269.995
029B: 107@ = init_object 10558 at 4070.1399 -1219.3101 889.23999 // object (tbnSFS) (448)
0453: set_object 107@ XY_rotation 90.0 0.0 angle 269.995
029B: 108@ = init_object 10558 at 4073.8899 -1219.3101 889.23999 // object (tbnSFS) (449)
0453: set_object 108@ XY_rotation 90.0 0.0 angle 269.995
029B: 109@ = init_object 10558 at 4072.71 -1196.71 890.35999 // object (tbnSFS) (450)
0453: set_object 109@ XY_rotation 90.0 0.0 angle 0.0
029B: 110@ = init_object 10558 at 4072.71 -1200.65 890.35999 // object (tbnSFS) (451)
0453: set_object 110@ XY_rotation 90.0 0.0 angle 0.0
029B: 111@ = init_object 10558 at 4072.71 -1204.61 890.35999 // object (tbnSFS) (452)
0453: set_object 111@ XY_rotation 90.0 0.0 angle 0.0
029B: 112@ = init_object 10558 at 4072.71 -1208.55 890.35999 // object (tbnSFS) (453)
0453: set_object 112@ XY_rotation 90.0 0.0 angle 0.0
029B: 113@ = init_object 10558 at 4072.71 -1212.48 890.35999 // object (tbnSFS) (454)
0453: set_object 113@ XY_rotation 90.0 0.0 angle 0.0
029B: 114@ = init_object 10558 at 4072.71 -1216.41 890.35999 // object (tbnSFS) (455)
0453: set_object 114@ XY_rotation 90.0 0.0 angle 0.0
029B: 115@ = init_object 10558 at 4072.71 -1220.36 890.35999 // object (tbnSFS) (456)
0453: set_object 115@ XY_rotation 90.0 0.0 angle 0.0
029B: 116@ = init_object 16644 at 4057.25 -1205.15 881.06 // object (a51_ventsouth) (32)
0453: set_object 116@ XY_rotation 0.0 0.0 angle 359.989
029B: 117@ = init_object 16644 at 4057.25 -1207.65 881.06 // object (a51_ventsouth) (33)
0453: set_object 117@ XY_rotation 0.0 0.0 angle 359.989
029B: 118@ = init_object 16644 at 4057.25 -1210.22 881.06 // object (a51_ventsouth) (34)
0453: set_object 118@ XY_rotation 0.0 0.0 angle 359.989
029B: 119@ = init_object 16644 at 4057.25 -1212.8199 881.06 // object (a51_ventsouth) (35)
0453: set_object 119@ XY_rotation 0.0 0.0 angle 359.989
029B: 120@ = init_object 16644 at 4057.25 -1215.36 881.06 // object (a51_ventsouth) (36)
0453: set_object 120@ XY_rotation 0.0 0.0 angle 359.989
029B: 121@ = init_object 16644 at 4057.25 -1217.9 881.06 // object (a51_ventsouth) (37)
0453: set_object 121@ XY_rotation 0.0 0.0 angle 359.989
029B: 122@ = init_object 16644 at 4074.46 -1217.9 881.06 // object (a51_ventsouth) (38)
0453: set_object 122@ XY_rotation 0.0 0.0 angle 359.989
029B: 123@ = init_object 16644 at 4074.46 -1216.3101 881.06 // object (a51_ventsouth) (39)
0453: set_object 123@ XY_rotation 0.0 0.0 angle 359.989
029B: 124@ = init_object 16644 at 4074.46 -1213.76 881.06 // object (a51_ventsouth) (40)
0453: set_object 124@ XY_rotation 0.0 0.0 angle 359.989
029B: 125@ = init_object 16644 at 4074.46 -1211.16 881.06 // object (a51_ventsouth) (41)
0453: set_object 125@ XY_rotation 0.0 0.0 angle 359.989
029B: 126@ = init_object 16644 at 4074.46 -1208.6 881.06 // object (a51_ventsouth) (42)
0453: set_object 126@ XY_rotation 0.0 0.0 angle 359.989
029B: 127@ = init_object 16644 at 4074.46 -1206.0601 881.06 // object (a51_ventsouth) (43)
0453: set_object 127@ XY_rotation 0.0 0.0 angle 359.989
029B: 128@ = init_object 16644 at 4074.46 -1205.2 881.06 // object (a51_ventsouth) (44)
0453: set_object 128@ XY_rotation 0.0 0.0 angle 359.989
029B: 129@ = init_object 16644 at 4051.3501 -1194.46 881.06 // object (a51_ventsouth) (45)
0453: set_object 129@ XY_rotation 0.0 0.0 angle 269.989
029B: 130@ = init_object 16644 at 4051.3501 -1177.42 881.06 // object (a51_ventsouth) (46)
0453: set_object 130@ XY_rotation 0.0 0.0 angle 269.984
029B: 131@ = init_object 16644 at 4051.3501 -1160.33 881.06 // object (a51_ventsouth) (47)
0453: set_object 131@ XY_rotation 0.0 0.0 angle 269.984
029B: 132@ = init_object 16644 at 4051.3501 -1159.33 881.06 // object (a51_ventsouth) (48)
0453: set_object 132@ XY_rotation 0.0 0.0 angle 269.984
029B: 133@ = init_object 16644 at 4066.1699 -1154.0601 881.06 // object (a51_ventsouth) (49)
0453: set_object 133@ XY_rotation 0.0 0.0 angle 359.989
029B: 134@ = init_object 3115 at 4071.8401 -1143.6801 885.66998 // object (CARRIER_LIFT1_SFSE) (8)
0453: set_object 134@ XY_rotation 0.0 0.0 angle 0.0
029B: 135@ = init_object 3115 at 4092.54 -1143.6801 885.66998 // object (CARRIER_LIFT1_SFSE) (9)
0453: set_object 135@ XY_rotation 0.0 0.0 angle 0.0
029B: 136@ = init_object 3115 at 4113.0498 -1143.6801 885.66998 // object (CARRIER_LIFT1_SFSE) (10)
0453: set_object 136@ XY_rotation 0.0 0.0 angle 0.0
029B: 137@ = init_object 10558 at 3990.74 -1214.38 879.44 // object (tbnSFS) (457)
0453: set_object 137@ XY_rotation 0.0 0.0 angle 179.995
029B: 138@ = init_object 939 at 4071.1799 -1202.25 875.96997 // object (CJ_DF_UNIT) (1)
0453: set_object 138@ XY_rotation 0.0 0.0 angle 270.0
029B: 139@ = init_object 942 at 4071.2 -1196.83 875.96997 // object (CJ_DF_UNIT_2) (1)
0453: set_object 139@ XY_rotation 0.0 0.0 angle 270.0
029B: 140@ = init_object 942 at 4029.0701 -1217.91 875.96997 // object (CJ_DF_UNIT_2) (2)
0453: set_object 140@ XY_rotation 0.0 0.0 angle 180.0
029B: 141@ = init_object 942 at 4023.3201 -1217.91 875.96997 // object (CJ_DF_UNIT_2) (3)
0453: set_object 141@ XY_rotation 0.0 0.0 angle 179.995
029B: 142@ = init_object 922 at 4015.78 -1204.5699 874.40997 // object (Packing_carates1) (1)
0453: set_object 142@ XY_rotation 0.0 0.0 angle 270.0
029B: 143@ = init_object 922 at 4041.47 -1209.53 874.40997 // object (Packing_carates1) (2)
0453: set_object 143@ XY_rotation 0.0 0.0 angle 0.0
029B: 144@ = init_object 2932 at 4032.4399 -1178.91 874.96002 // object (kmb_container_blue) (1)
0453: set_object 144@ XY_rotation 0.0 0.0 angle 0.0
029B: 145@ = init_object 2934 at 4041.8799 -1181.78 874.91998 // object (kmb_container_red) (1)
0453: set_object 145@ XY_rotation 0.0 0.0 angle 0.0
029B: 146@ = init_object 2932 at 4041.9099 -1174.53 874.96002 // object (kmb_container_blue) (2)
0453: set_object 146@ XY_rotation 0.0 0.0 angle 0.0
029B: 147@ = init_object 2935 at 4030.3501 -1173.84 874.92999 // object (kmb_container_yel) (1)
0453: set_object 147@ XY_rotation 0.0 0.0 angle 90.0
029B: 148@ = init_object 2935 at 3992.53 -1179.4301 874.92999 // object (kmb_container_yel) (2)
0453: set_object 148@ XY_rotation 0.0 0.0 angle 0.0
029B: 149@ = init_object 2935 at 3992.53 -1192.27 874.92999 // object (kmb_container_yel) (3)
0453: set_object 149@ XY_rotation 0.0 0.0 angle 0.0
029B: 150@ = init_object 2934 at 4030.84009 -1198.67004 874.91998 // object (kmb_container_red) (2)
0453: set_object 150@ XY_rotation 0.0 0.0 angle 270.0
029B: 151@ = init_object 2934 at 4003.4099 -1173.1899 874.91998 // object (kmb_container_red) (3)
0453: set_object 151@ XY_rotation 0.0 0.0 angle 270.0
029B: 152@ = init_object 2932 at 4008.55 -1175.25 874.96002 // object (kmb_container_blue) (3)
0453: set_object 152@ XY_rotation 0.0 0.0 angle 0.0
029B: 153@ = init_object 1271 at 3992.8799 -1188.21 873.84998 // object (gunbox) (1)
0453: set_object 153@ XY_rotation 0.0 0.0 angle 10.0
029B: 154@ = init_object 1271 at 3991.6299 -1187.46 873.84998 // object (gunbox) (2)
0453: set_object 154@ XY_rotation 0.0 0.0 angle 59.998
029B: 155@ = init_object 1271 at 3993.3301 -1197.17 873.88 // object (gunbox) (3)
0453: set_object 155@ XY_rotation 0.0 0.0 angle 19.996
029B: 156@ = init_object 2669 at 3993.8 -1199.34 874.87 // object (CJ_CHRIS_CRATE) (1)
0453: set_object 156@ XY_rotation 0.0 0.0 angle 90.0
029B: 157@ = init_object 2678 at 3996.4099 -1200.03 874.76001 // object (CJ_CHRIS_CRATE_LD) (1)
0453: set_object 157@ XY_rotation 0.0 0.0 angle 310.0
029B: 158@ = init_object 2679 at 3996.47 -1198.54 874.73999 // object (CJ_CHRIS_CRATE_RD) (1)
0453: set_object 158@ XY_rotation 0.0 0.0 angle 220.0
029B: 159@ = init_object 3565 at 4025.01 -1209.46 882.41998 // object (lasdkrt1_LA01) (1)
0453: set_object 159@ XY_rotation 0.0 0.0 angle 0.0
029B: 160@ = init_object 3565 at 4025.01 -1214.96 882.41998 // object (lasdkrt1_LA01) (2)
0453: set_object 160@ XY_rotation 0.0 0.0 angle 0.0
029B: 161@ = init_object 3565 at 4038.8999 -1214.96 882.41998 // object (lasdkrt1_LA01) (3)
0453: set_object 161@ XY_rotation 0.0 0.0 angle 0.0
029B: 162@ = init_object 3565 at 4038.8999 -1208.96 882.41998 // object (lasdkrt1_LA01) (4)
0453: set_object 162@ XY_rotation 0.0 0.0 angle 0.0
029B: 163@ = init_object 3565 at 4062.4399 -1208.96 882.41998 // object (lasdkrt1_LA01) (5)
0453: set_object 163@ XY_rotation 0.0 0.0 angle 0.0
029B: 164@ = init_object 3565 at 4062.4399 -1214.71 882.41998 // object (lasdkrt1_LA01) (6)
0453: set_object 164@ XY_rotation 0.0 0.0 angle 0.0
029B: 165@ = init_object 16653 at 4015.3 -1151.95 889.57001 // object (a51_fakealpha2) (2)
0453: set_object 165@ XY_rotation 0.0 0.0 angle 0.0
029B: 166@ = init_object 16653 at 4032.6101 -1151.95 889.57001 // object (a51_fakealpha2) (3)
0453: set_object 166@ XY_rotation 0.0 0.0 angle 0.0
029B: 167@ = init_object 16653 at 4049.96 -1151.95 889.57001 // object (a51_fakealpha2) (4)
0453: set_object 167@ XY_rotation 0.0 0.0 angle 0.0
029B: 168@ = init_object 16653 at 4067.3101 -1151.95 889.57001 // object (a51_fakealpha2) (5)
0453: set_object 168@ XY_rotation 0.0 0.0 angle 0.0
029B: 169@ = init_object 16653 at 4067.3101 -1188.08 889.57001 // object (a51_fakealpha2) (6)
0453: set_object 169@ XY_rotation 0.0 0.0 angle 0.0
029B: 170@ = init_object 16653 at 4049.99 -1188.08 889.57001 // object (a51_fakealpha2) (7)
0453: set_object 170@ XY_rotation 0.0 0.0 angle 0.0
029B: 171@ = init_object 16653 at 4032.6699 -1188.08 889.57001 // object (a51_fakealpha2) (8)
0453: set_object 171@ XY_rotation 0.0 0.0 angle 0.0
029B: 172@ = init_object 16653 at 4015.3401 -1188.08 889.57001 // object (a51_fakealpha2) (9)
0453: set_object 172@ XY_rotation 0.0 0.0 angle 0.0
029B: 173@ = init_object 16653 at 3998.0 -1188.08 889.57001 // object (a51_fakealpha2) (10)
0453: set_object 173@ XY_rotation 0.0 0.0 angle 0.0
029B: 174@ = init_object 16653 at 4019.8301 -1223.3 889.57001 // object (a51_fakealpha2) (11)
0453: set_object 174@ XY_rotation 0.0 0.0 angle 0.0
029B: 175@ = init_object 16653 at 4037.1101 -1223.3 889.57001 // object (a51_fakealpha2) (12)
0453: set_object 175@ XY_rotation 0.0 0.0 angle 0.0
029B: 176@ = init_object 16653 at 4054.4399 -1223.3 889.57001 // object (a51_fakealpha2) (13)
0453: set_object 176@ XY_rotation 0.0 0.0 angle 0.0
029B: 177@ = init_object 16653 at 4071.6399 -1223.3 889.57001 // object (a51_fakealpha2) (14)
0453: set_object 177@ XY_rotation 0.0 0.0 angle 0.0
029B: 178@ = init_object 10558 at 4057.3701 -1221.29 889.23999 // object (tbnSFS) (458)
0453: set_object 178@ XY_rotation 90.0 0.0 angle 359.995
029B: 179@ = init_object 10558 at 4057.3701 -1225.04 889.23999 // object (tbnSFS) (461)
0453: set_object 179@ XY_rotation 90.0 0.0 angle 359.989
029B: 180@ = init_object 10558 at 4057.3701 -1228.79 889.23999 // object (tbnSFS) (462)
0453: set_object 180@ XY_rotation 90.0 0.0 angle 359.989
029B: 181@ = init_object 10558 at 4056.5 -1229.47 889.23999 // object (tbnSFS) (463)
0453: set_object 181@ XY_rotation 90.0 0.0 angle 269.989
029B: 182@ = init_object 10558 at 4052.55 -1229.47 889.23999 // object (tbnSFS) (464)
0453: set_object 182@ XY_rotation 90.0 0.0 angle 269.984
029B: 183@ = init_object 10558 at 4048.8 -1229.47 889.23999 // object (tbnSFS) (465)
0453: set_object 183@ XY_rotation 90.0 0.0 angle 269.984
029B: 184@ = init_object 10558 at 4045.05 -1229.47 889.23999 // object (tbnSFS) (466)
0453: set_object 184@ XY_rotation 90.0 0.0 angle 269.984
029B: 185@ = init_object 10558 at 4041.3 -1229.47 889.23999 // object (tbnSFS) (467)
0453: set_object 185@ XY_rotation 90.0 0.0 angle 269.984
029B: 186@ = init_object 10558 at 4037.3799 -1229.47 889.23999 // object (tbnSFS) (468)
0453: set_object 186@ XY_rotation 90.0 0.0 angle 269.984
029B: 187@ = init_object 10558 at 4033.4199 -1229.47 889.23999 // object (tbnSFS) (469)
0453: set_object 187@ XY_rotation 90.0 0.0 angle 269.984
029B: 188@ = init_object 10558 at 4029.6699 -1229.47 889.23999 // object (tbnSFS) (470)
0453: set_object 188@ XY_rotation 90.0 0.0 angle 269.984
029B: 189@ = init_object 10558 at 4026.1699 -1229.47 889.23999 // object (tbnSFS) (471)
0453: set_object 189@ XY_rotation 90.0 0.0 angle 269.984
029B: 190@ = init_object 10558 at 4022.4199 -1229.47 889.23999 // object (tbnSFS) (472)
0453: set_object 190@ XY_rotation 90.0 0.0 angle 269.984
029B: 191@ = init_object 10558 at 4018.6699 -1229.47 889.23999 // object (tbnSFS) (473)
0453: set_object 191@ XY_rotation 90.0 0.0 angle 269.984
029B: 192@ = init_object 10558 at 4014.75 -1229.47 889.23999 // object (tbnSFS) (474)
0453: set_object 192@ XY_rotation 90.0 0.0 angle 269.984
029B: 193@ = init_object 10558 at 4014.97 -1222.37 889.01001 // object (tbnSFS) (477)
0453: set_object 193@ XY_rotation 90.0 0.0 angle 179.995
029B: 194@ = init_object 10558 at 4014.97 -1226.3199 889.01001 // object (tbnSFS) (478)
0453: set_object 194@ XY_rotation 90.0 0.0 angle 179.995
029B: 195@ = init_object 10558 at 4014.97 -1230.3199 889.01001 // object (tbnSFS) (479)
0453: set_object 195@ XY_rotation 90.0 0.0 angle 179.995
029B: 196@ = init_object 3115 at 4030.6799 -1228.48 889.88 // object (CARRIER_LIFT1_SFSE) (11)
0453: set_object 196@ XY_rotation 0.0 0.0 angle 0.0
029B: 197@ = init_object 3115 at 4010.1699 -1228.48 889.88 // object (CARRIER_LIFT1_SFSE) (12)
0453: set_object 197@ XY_rotation 0.0 0.0 angle 0.0
029B: 198@ = init_object 16644 at 4070.8401 -1196.88 881.06 // object (a51_ventsouth) (50)
0453: set_object 198@ XY_rotation 0.0 0.0 angle 89.989
029B: 199@ = init_object 16644 at 4070.8401 -1179.65 881.06 // object (a51_ventsouth) (51)
0453: set_object 199@ XY_rotation 0.0 0.0 angle 89.989
029B: 200@ = init_object 16644 at 4070.8401 -1163.0601 881.06 // object (a51_ventsouth) (52)
0453: set_object 200@ XY_rotation 0.0 0.0 angle 89.989
029B: 201@ = init_object 3565 at 4051.7 -1127.9399 874.88 // object (lasdkrt1_LA01) (7)
0453: set_object 201@ XY_rotation 0.0 0.0 angle 0.0
029B: 202@ = init_object 3565 at 4051.7 -1130.47 874.88 // object (lasdkrt1_LA01) (8)
0453: set_object 202@ XY_rotation 0.0 0.0 angle 0.0
029B: 203@ = init_object 3565 at 4051.7 -1129.0 877.54999 // object (lasdkrt1_LA01) (10)
0453: set_object 203@ XY_rotation 0.0 0.0 angle 0.0
029B: 204@ = init_object 3565 at 4071.8201 -1141.5601 874.88 // object (lasdkrt1_LA01) (11)
0453: set_object 204@ XY_rotation 0.0 0.0 angle 0.0
029B: 205@ = init_object 3565 at 4071.8201 -1147.5601 874.88 // object (lasdkrt1_LA01) (12)
0453: set_object 205@ XY_rotation 0.0 0.0 angle 0.0
029B: 206@ = init_object 3565 at 4086.0601 -1147.5601 874.88 // object (lasdkrt1_LA01) (13)
0453: set_object 206@ XY_rotation 0.0 0.0 angle 0.0
029B: 207@ = init_object 3565 at 4086.0601 -1141.5601 874.88 // object (lasdkrt1_LA01) (14)
0453: set_object 207@ XY_rotation 0.0 0.0 angle 0.0
029B: 208@ = init_object 3565 at 4097.0298 -1144.6801 874.88 // object (lasdkrt1_LA01) (15)
0453: set_object 208@ XY_rotation 0.0 0.0 angle 90.0
029B: 209@ = init_object 3568 at 4045.8501 -1217.27 876.14001 // object (lasntrk2) (1)
0453: set_object 209@ XY_rotation 0.0 0.0 angle 90.0
029B: 210@ = init_object 3566 at 4020.6499 -1137.86 876.14001 // object (lasntrk1) (1)
0453: set_object 210@ XY_rotation 0.0 0.0 angle 270.0
029B: 211@ = init_object 2935 at 4008.54 -1182.37 874.97998 // object (kmb_container_yel) (4)
0453: set_object 211@ XY_rotation 0.0 0.0 angle 0.0
029B: 212@ = init_object 922 at 4053.96 -1184.13 874.40997 // object (Packing_carates1) (3)
0453: set_object 212@ XY_rotation 0.0 0.0 angle 180.0
029B: 213@ = init_object 3799 at 4031.3 -1138.08 873.39001 // object (acbox2_SFS) (1)
0453: set_object 213@ XY_rotation 0.0 0.0 angle 0.0
029B: 214@ = init_object 3799 at 4016.48 -1141.26 873.45001 // object (acbox2_SFS) (2)
0453: set_object 214@ XY_rotation 0.0 0.0 angle 0.0
029B: 215@ = init_object 3799 at 4011.6001 -1151.36 873.40997 // object (acbox2_SFS) (3)
0453: set_object 215@ XY_rotation 0.0 0.0 angle 0.0
029B: 216@ = init_object 3799 at 4008.3501 -1151.36 873.40002 // object (acbox2_SFS) (4)
0453: set_object 216@ XY_rotation 0.0 0.0 angle 0.0
029B: 217@ = init_object 3800 at 4018.4299 -1140.34 873.53003 // object (acbox4_SFS) (1)
0453: set_object 217@ XY_rotation 0.0 0.0 angle 0.0
029B: 218@ = init_object 3800 at 4013.72 -1150.5699 873.53003 // object (acbox4_SFS) (2)
0453: set_object 218@ XY_rotation 0.0 0.0 angle 0.0






029B: 1@ = init_object 5262 at 4026.4199 -1153.8 876.40002 // object (las2dkwar04) (1)
0453: set_object 1@ XY_rotation 0.0 0.0 angle 270.0
029B: 2@ = init_object 12913 at 3994.1499 -1153.8 876.15002 // object (sw_fueldrum03) (1)
0453: set_object 2@ XY_rotation 0.0 0.0 angle 0.0
029B: 3@ = init_object 923 at 4002.74 -1200.5601 874.29999 // object (Packing_carates2) (1)
0453: set_object 3@ XY_rotation 0.0 0.0 angle 0.0
029B: 4@ = init_object 923 at 3997.74 -1201.9399 874.29999 // object (Packing_carates2) (2)
0453: set_object 4@ XY_rotation 0.0 0.0 angle 0.0
029B: 5@ = init_object 939 at 3997.8899 -1217.9 875.89001 // object (CJ_DF_UNIT) (2)
0453: set_object 5@ XY_rotation 0.0 0.0 angle 0.0
029B: 6@ = init_object 939 at 4003.1399 -1217.9 875.89001 // object (CJ_DF_UNIT) (3)
0453: set_object 6@ XY_rotation 0.0 0.0 angle 0.0
029B: 7@ = init_object 939 at 4005.3899 -1209.4 875.89001 // object (CJ_DF_UNIT) (4)
0453: set_object 7@ XY_rotation 0.0 0.0 angle 0.0
029B: 8@ = init_object 942 at 4000.0901 -1209.39 875.96997 // object (CJ_DF_UNIT_2) (4)
0453: set_object 8@ XY_rotation 0.0 0.0 angle 0.0
029B: 9@ = init_object 942 at 4008.0901 -1202.5601 875.96997 // object (CJ_DF_UNIT_2) (5)
0453: set_object 9@ XY_rotation 0.0 0.0 angle 0.0
029B: 10@ = init_object 942 at 4002.8101 -1202.5601 875.96997 // object (CJ_DF_UNIT_2) (6)
0453: set_object 10@ XY_rotation 0.0 0.0 angle 0.0
029B: 11@ = init_object 944 at 3991.75 -1207.47 874.40997 // object (Packing_carates04) (1)
0453: set_object 11@ XY_rotation 0.0 0.0 angle 270.0
029B: 12@ = init_object 944 at 4014.1499 -1215.59 874.40997 // object (Packing_carates04) (2)
0453: set_object 12@ XY_rotation 0.0 0.0 angle 270.0
029B: 13@ = init_object 944 at 4007.6001 -1218.05 874.40997 // object (Packing_carates04) (3)
0453: set_object 13@ XY_rotation 0.0 0.0 angle 180.0
029B: 14@ = init_object 944 at 4016.8 -1218.26 874.40997 // object (Packing_carates04) (4)
0453: set_object 14@ XY_rotation 0.0 0.0 angle 179.995
029B: 15@ = init_object 944 at 4019.28 -1193.9399 874.40997 // object (Packing_carates04) (5)
0453: set_object 15@ XY_rotation 0.0 0.0 angle 179.995
029B: 16@ = init_object 944 at 4013.75 -1200.12 874.40997 // object (Packing_carates04) (6)
0453: set_object 16@ XY_rotation 0.0 0.0 angle 179.995
029B: 17@ = init_object 944 at 4031.27 -1140.48 874.40997 // object (Packing_carates04) (7)
0453: set_object 17@ XY_rotation 0.0 0.0 angle 179.995
029B: 18@ = init_object 944 at 4028.3301 -1140.49 874.40997 // object (Packing_carates04) (8)
0453: set_object 18@ XY_rotation 0.0 0.0 angle 179.995
029B: 19@ = init_object 16644 at 4015.8101 -1142.34 881.06 // object (a51_ventsouth) (53)
0453: set_object 19@ XY_rotation 0.0 0.0 angle 89.995
029B: 20@ = init_object 944 at 4002.3601 -1183.28 874.40997 // object (Packing_carates04) (9)
0453: set_object 20@ XY_rotation 0.0 0.0 angle 179.995
029B: 21@ = init_object 922 at 4009.51 -1175.3101 877.29999 // object (Packing_carates1) (4)
0453: set_object 21@ XY_rotation 0.0 0.0 angle 270.0
029B: 22@ = init_object 922 at 4009.51 -1181.95 877.29999 // object (Packing_carates1) (5)
0453: set_object 22@ XY_rotation 0.0 0.0 angle 270.0
029B: 23@ = init_object 922 at 4007.51 -1172.2 877.29999 // object (Packing_carates1) (6)
0453: set_object 23@ XY_rotation 0.0 0.0 angle 0.0
029B: 24@ = init_object 922 at 4002.51 -1172.2 877.29999 // object (Packing_carates1) (7)
0453: set_object 24@ XY_rotation 0.0 0.0 angle 0.0
029B: 25@ = init_object 922 at 3999.46 -1150.4 874.40997 // object (Packing_carates1) (8)
0453: set_object 25@ XY_rotation 0.0 0.0 angle 0.0
029B: 26@ = init_object 922 at 3974.1101 -1159.47 874.40997 // object (Packing_carates1) (9)
0453: set_object 26@ XY_rotation 0.0 0.0 angle 270.0
029B: 27@ = init_object 922 at 3974.1101 -1154.22 874.40997 // object (Packing_carates1) (10)
0453: set_object 27@ XY_rotation 0.0 0.0 angle 270.0
029B: 28@ = init_object 922 at 3983.49 -1168.59 874.40997 // object (Packing_carates1) (11)
0453: set_object 28@ XY_rotation 0.0 0.0 angle 180.0
029B: 29@ = init_object 922 at 3977.98 -1150.3 882.09998 // object (Packing_carates1) (12)
0453: set_object 29@ XY_rotation 0.0 0.0 angle 180.0
029B: 30@ = init_object 922 at 4015.76 -1210.2 881.96002 // object (Packing_carates1) (13)
0453: set_object 30@ XY_rotation 0.0 0.0 angle 89.995
029B: 31@ = init_object 922 at 4015.76 -1215.45 881.96002 // object (Packing_carates1) (14)
0453: set_object 31@ XY_rotation 0.0 0.0 angle 89.989
029B: 34@ = init_object 944 at 4019.29 -1223.53 882.15002 // object (Packing_carates04) (10)
0453: set_object 34@ XY_rotation 0.0 0.0 angle 270.0
029B: 35@ = init_object 944 at 4034.53 -1220.89 882.15002 // object (Packing_carates04) (11)
0453: set_object 35@ XY_rotation 0.0 0.0 angle 270.0
029B: 36@ = init_object 944 at 4047.2 -1224.55 882.15002 // object (Packing_carates04) (12)
0453: set_object 36@ XY_rotation 0.0 0.0 angle 180.0
029B: 37@ = init_object 942 at 4063.22 -1222.71 875.96997 // object (CJ_DF_UNIT_2) (7)
0453: set_object 37@ XY_rotation 0.0 0.0 angle 270.0
029B: 38@ = init_object 942 at 4063.22 -1228.21 875.96997 // object (CJ_DF_UNIT_2) (8)
0453: set_object 38@ XY_rotation 0.0 0.0 angle 270.0
029B: 39@ = init_object 942 at 4071.22 -1222.71 875.96997 // object (CJ_DF_UNIT_2) (9)
0453: set_object 39@ XY_rotation 0.0 0.0 angle 270.0
029B: 40@ = init_object 942 at 4071.22 -1228.04 875.96997 // object (CJ_DF_UNIT_2) (10)
0453: set_object 40@ XY_rotation 0.0 0.0 angle 270.0
029B: 41@ = init_object 922 at 4031.49 -1200.79 874.40997 // object (Packing_carates1) (15)
0453: set_object 41@ XY_rotation 0.0 0.0 angle 179.995
029B: 42@ = init_object 922 at 4035.5801 -1183.5601 874.40997 // object (Packing_carates1) (16)
0453: set_object 42@ XY_rotation 0.0 0.0 angle 179.995
029B: 43@ = init_object 922 at 4031.3301 -1171.61 874.40997 // object (Packing_carates1) (17)
0453: set_object 43@ XY_rotation 0.0 0.0 angle 179.995
029B: 44@ = init_object 922 at 4037.3301 -1175.61 874.40997 // object (Packing_carates1) (18)
0453: set_object 44@ XY_rotation 0.0 0.0 angle 89.995
029B: 45@ = init_object 922 at 3981.1599 -1159.79 874.40997 // object (Packing_carates1) (19)
0453: set_object 45@ XY_rotation 0.0 0.0 angle 89.989
029B: 46@ = init_object 922 at 3985.1699 -1159.75 874.40997 // object (Packing_carates1) (20)
0453: set_object 46@ XY_rotation 0.0 0.0 angle 89.989
029B: 47@ = init_object 942 at 4007.6699 -1199.8199 875.96997 // object (CJ_DF_UNIT_2) (11)
0453: set_object 47@ XY_rotation 0.0 0.0 angle 179.995
029B: 48@ = init_object 942 at 3978.8101 -1179.35 875.96997 // object (CJ_DF_UNIT_2) (12)
0453: set_object 48@ XY_rotation 0.0 0.0 angle 179.995
029B: 49@ = init_object 942 at 3984.0801 -1179.35 875.96997 // object (CJ_DF_UNIT_2) (13)
0453: set_object 49@ XY_rotation 0.0 0.0 angle 179.995
029B: 50@ = init_object 942 at 3974.6699 -1167.73 875.96997 // object (CJ_DF_UNIT_2) (14)
0453: set_object 50@ XY_rotation 0.0 0.0 angle 89.995
029B: 51@ = init_object 1497 at 3990.8799 -1210.15 873.51001 // object (Gen_doorEXT02) (1)
0453: set_object 51@ XY_rotation 0.0 0.0 angle 270.0
029B: 52@ = init_object 1497 at 3990.9099 -1213.14 873.51001 // object (Gen_doorEXT02) (2)
0453: set_object 52@ XY_rotation 0.0 0.0 angle 90.0
029B: 53@ = init_object 10558 at 3990.73999 -1214.55005 878.01001 // object (tbnSFS) (481)
0453: set_object 53@ XY_rotation 0.0 0.0 angle 179.995
029B: 54@ = init_object 944 at 3994.5 -1202.03 874.40997 // object (Packing_carates04) (13)
0453: set_object 54@ XY_rotation 0.0 0.0 angle 180.0
029B: 55@ = init_object 994 at 4058.9099 -1136.17 881.14001 // object (lhouse_barrier2) (1)
0453: set_object 55@ XY_rotation 0.0 0.0 angle 270.0
029B: 56@ = init_object 996 at 4018.1299 -1149.9 881.76001 // object (lhouse_barrier1) (1)
0453: set_object 56@ XY_rotation 0.0 0.0 angle 0.0
029B: 57@ = init_object 997 at 4055.47 -1152.3101 881.19 // object (lhouse_barrier3) (1)
0453: set_object 57@ XY_rotation 0.0 0.0 angle 0.0
029B: 58@ = init_object 996 at 4026.4299 -1149.9 881.76001 // object (lhouse_barrier1) (2)
0453: set_object 58@ XY_rotation 0.0 0.0 angle 0.0
029B: 59@ = init_object 996 at 4034.6799 -1149.9 881.76001 // object (lhouse_barrier1) (3)
0453: set_object 59@ XY_rotation 0.0 0.0 angle 0.0
029B: 60@ = init_object 996 at 4042.9299 -1149.9 881.76001 // object (lhouse_barrier1) (4)
0453: set_object 60@ XY_rotation 0.0 0.0 angle 0.0
029B: 61@ = init_object 996 at 4051.23 -1149.9 881.76001 // object (lhouse_barrier1) (5)
0453: set_object 61@ XY_rotation 0.0 0.0 angle 0.0
029B: 62@ = init_object 996 at 4058.8899 -1142.24 881.76001 // object (lhouse_barrier1) (6)
0453: set_object 62@ XY_rotation 0.0 0.0 angle 270.0
029B: 63@ = init_object 997 at 4052.3899 -1152.3101 881.19 // object (lhouse_barrier3) (2)
0453: set_object 63@ XY_rotation 0.0 0.0 angle 0.0
029B: 64@ = init_object 996 at 4042.23 -1152.27 881.76001 // object (lhouse_barrier1) (7)
0453: set_object 64@ XY_rotation 0.0 0.0 angle 0.0
029B: 65@ = init_object 996 at 4037.4199 -1152.27 881.76001 // object (lhouse_barrier1) (8)
0453: set_object 65@ XY_rotation 0.0 0.0 angle 0.0
029B: 66@ = init_object 996 at 4026.5701 -1152.27 881.76001 // object (lhouse_barrier1) (9)
0453: set_object 66@ XY_rotation 0.0 0.0 angle 0.0
029B: 67@ = init_object 996 at 4018.3101 -1152.27 881.76001 // object (lhouse_barrier1) (10)
0453: set_object 67@ XY_rotation 0.0 0.0 angle 0.0
029B: 68@ = init_object 996 at 4007.5601 -1152.27 881.76001 // object (lhouse_barrier1) (11)
0453: set_object 68@ XY_rotation 0.0 0.0 angle 0.0
029B: 69@ = init_object 996 at 3999.3201 -1152.27 881.76001 // object (lhouse_barrier1) (12)
0453: set_object 69@ XY_rotation 0.0 0.0 angle 0.0
029B: 70@ = init_object 996 at 3991.1001 -1152.27 881.76001 // object (lhouse_barrier1) (13)
0453: set_object 70@ XY_rotation 0.0 0.0 angle 0.0
029B: 71@ = init_object 996 at 3974.21 -1154.5601 881.76001 // object (lhouse_barrier1) (14)
0453: set_object 71@ XY_rotation 0.0 0.0 angle 0.0
029B: 72@ = init_object 997 at 3987.8 -1152.29 881.09998 // object (lhouse_barrier3) (3)
0453: set_object 72@ XY_rotation 0.0 0.0 angle 0.0
029B: 73@ = init_object 997 at 4058.6899 -1152.46 881.19 // object (lhouse_barrier3) (4)
0453: set_object 73@ XY_rotation 0.0 0.0 angle 270.0
029B: 74@ = init_object 996 at 4059.4099 -1155.62 881.76001 // object (lhouse_barrier1) (15)
0453: set_object 74@ XY_rotation 0.0 0.0 angle 0.0
029B: 75@ = init_object 996 at 4070.0901 -1156.37 881.76001 // object (lhouse_barrier1) (16)
0453: set_object 75@ XY_rotation 0.0 0.0 angle 270.0
029B: 76@ = init_object 996 at 4070.0901 -1164.67 881.76001 // object (lhouse_barrier1) (17)
0453: set_object 76@ XY_rotation 0.0 0.0 angle 270.0
029B: 77@ = init_object 2932 at 4057.8899 -1185.3199 874.96002 // object (kmb_container_blue) (6)
0453: set_object 77@ XY_rotation 0.0 0.0 angle 0.0
029B: 78@ = init_object 2934 at 4057.8601 -1203.61 874.91998 // object (kmb_container_red) (4)
0453: set_object 78@ XY_rotation 0.0 0.0 angle 0.0
029B: 79@ = init_object 997 at 4066.9399 -1155.72 881.19 // object (lhouse_barrier3) (5)
0453: set_object 79@ XY_rotation 0.0 0.0 angle 0.0
029B: 80@ = init_object 5816 at 4068.46 -1170.54 877.59998 // object (odrampbit) (1)
0453: set_object 80@ XY_rotation 0.0 0.0 angle 90.0
029B: 81@ = init_object 943 at 4040.6101 -1170.55 870.53998 // object (GENERATOR_LOW) (2)
0453: set_object 81@ XY_rotation 0.0 0.0 angle 90.0
029B: 82@ = init_object 2932 at 4057.8899 -1166.59 874.96002 // object (kmb_container_blue) (7)
0453: set_object 82@ XY_rotation 0.0 0.0 angle 0.0
029B: 83@ = init_object 988 at 4043.7507 -1256.7002 874.39001 // object (ws_apgate) (14)
0453: set_object 83@ XY_rotation 0.0 0.0 angle 89.995
029B: 84@ = init_object 988 at 4043.7507 -1256.7002 879.29999 // object (ws_apgate) (15)
0453: set_object 84@ XY_rotation 0.0 0.0 angle 89.995
029B: 85@ = init_object 988 at 4043.7507 -1256.7002 884.17999 // object (ws_apgate) (16)
0453: set_object 85@ XY_rotation 0.0 0.0 angle 89.995
029B: 86@ = init_object 988 at 4041.0103 -1254.0698 874.39001 // object (ws_apgate) (17)
0453: set_object 86@ XY_rotation 0.0 0.0 angle 179.995
029B: 87@ = init_object 988 at 4041.0103 -1254.0698 879.29999 // object (ws_apgate) (18)
0453: set_object 87@ XY_rotation 0.0 0.0 angle 179.995
029B: 88@ = init_object 988 at 4041.0103 -1254.0698 884.21002 // object (ws_apgate) (19)
0453: set_object 88@ XY_rotation 0.0 0.0 angle 179.995
029B: 89@ = init_object 988 at 4038.3501 -1256.8199 874.39001 // object (ws_apgate) (20)
0453: set_object 89@ XY_rotation 0.0 0.0 angle 269.989
029B: 90@ = init_object 988 at 4038.3501 -1256.8199 879.28003 // object (ws_apgate) (21)
0453: set_object 90@ XY_rotation 0.0 0.0 angle 269.989
029B: 91@ = init_object 988 at 4038.3501 -1256.8199 884.16998 // object (ws_apgate) (22)
0453: set_object 91@ XY_rotation 0.0 0.0 angle 269.989
029B: 92@ = init_object 988 at 4041.1499 -1258.1296 888.26001 // object (ws_apgate) (23)
0453: set_object 92@ XY_rotation 270.0 0.0 angle 359.989
029B: 93@ = init_object 988 at 4041.1499 -1258.58 888.26001 // object (ws_apgate) (24)
0453: set_object 93@ XY_rotation 270.0 0.0 angle 359.989
029B: 94@ = init_object 988 at 4041.0901 -1259.46 877.01001 // object (ws_apgate) (25)
0453: set_object 94@ XY_rotation 0.0 0.0 angle 359.989

029B: 97@ = init_object 988 at 4020.4202 -1184.17 874.39001 // object (ws_apgate) (26)
0453: set_object 97@ XY_rotation 0.0 0.0 angle 0.0
029B: 98@ = init_object 988 at 4020.4202 -1184.17 879.29999 // object (ws_apgate) (27)
0453: set_object 98@ XY_rotation 0.0 0.0 angle 359.995
029B: 99@ = init_object 988 at 4020.4202 -1184.17 884.17999 // object (ws_apgate) (28)
0453: set_object 99@ XY_rotation 0.0 0.0 angle 359.995
029B: 100@ = init_object 988 at 4023.05 -1181.4301 874.39001 // object (ws_apgate) (29)
0453: set_object 100@ XY_rotation 0.0 0.0 angle 89.995
029B: 101@ = init_object 988 at 4023.05 -1181.4301 879.29999 // object (ws_apgate) (30)
0453: set_object 101@ XY_rotation 0.0 0.0 angle 89.995
029B: 102@ = init_object 988 at 4023.05 -1181.4301 884.21002 // object (ws_apgate) (31)
0453: set_object 102@ XY_rotation 0.0 0.0 angle 89.995
029B: 103@ = init_object 988 at 4020.3 -1178.77 874.39001 // object (ws_apgate) (32)
0453: set_object 103@ XY_rotation 0.0 0.0 angle 179.995
029B: 104@ = init_object 988 at 4020.3 -1178.77 879.28003 // object (ws_apgate) (33)
0453: set_object 104@ XY_rotation 0.0 0.0 angle 179.989
029B: 105@ = init_object 988 at 4020.3 -1178.77 884.16998 // object (ws_apgate) (34)
0453: set_object 105@ XY_rotation 0.0 0.0 angle 179.989
029B: 106@ = init_object 988 at 4018.99 -1181.5699 888.26001 // object (ws_apgate) (35)
0453: set_object 106@ XY_rotation 270.0 0.0 angle 269.989
029B: 107@ = init_object 988 at 4018.5403 -1181.5699 888.26001 // object (ws_apgate) (36)
0453: set_object 107@ XY_rotation 270.0 0.0 angle 269.989
029B: 108@ = init_object 988 at 4017.6599 -1181.51 877.01001 // object (ws_apgate) (37)
0453: set_object 108@ XY_rotation 0.0 0.0 angle 269.995

029B: 111@ = init_object 943 at 4043.3601 -1162.3 870.53998 // object (GENERATOR_LOW) (3)
0453: set_object 111@ XY_rotation 0.0 0.0 angle 90.0
029B: 112@ = init_object 988 at 4046.8701 -1163.6895 874.39001 // object (ws_apgate) (38)
0453: set_object 112@ XY_rotation 0.0 0.0 angle 179.995
029B: 113@ = init_object 988 at 4046.8701 -1163.6895 879.29999 // object (ws_apgate) (39)
0453: set_object 113@ XY_rotation 0.0 0.0 angle 179.995
029B: 114@ = init_object 988 at 4046.8701 -1163.6895 884.17999 // object (ws_apgate) (40)
0453: set_object 114@ XY_rotation 0.0 0.0 angle 179.995
029B: 115@ = init_object 988 at 4044.2402 -1166.4297 874.39001 // object (ws_apgate) (41)
0453: set_object 115@ XY_rotation 0.0 0.0 angle 269.995
029B: 116@ = init_object 988 at 4044.2402 -1166.4297 879.29999 // object (ws_apgate) (42)
0453: set_object 116@ XY_rotation 0.0 0.0 angle 269.995
029B: 117@ = init_object 988 at 4044.2402 -1166.4297 884.21002 // object (ws_apgate) (43)
0453: set_object 117@ XY_rotation 0.0 0.0 angle 269.995
029B: 118@ = init_object 988 at 4046.9902 -1169.0898 874.39001 // object (ws_apgate) (44)
0453: set_object 118@ XY_rotation 0.0 0.0 angle 359.989
029B: 119@ = init_object 988 at 4046.9902 -1169.0898 879.28003 // object (ws_apgate) (45)
0453: set_object 119@ XY_rotation 0.0 0.0 angle 359.989
029B: 120@ = init_object 988 at 4046.9902 -1169.0898 884.16998 // object (ws_apgate) (46)
0453: set_object 120@ XY_rotation 0.0 0.0 angle 359.989
029B: 121@ = init_object 988 at 4048.2998 -1166.29 888.26001 // object (ws_apgate) (47)
0453: set_object 121@ XY_rotation 270.0 0.0 angle 89.989
029B: 122@ = init_object 988 at 4048.75 -1166.29 888.26001 // object (ws_apgate) (48)
0453: set_object 122@ XY_rotation 270.0 0.0 angle 89.989
029B: 123@ = init_object 988 at 4049.6399 -1166.35 877.01001 // object (ws_apgate) (49)
0453: set_object 123@ XY_rotation 0.0 0.0 angle 89.989

029B: 126@ = init_object 988 at 4043.7507 -1201.4403 874.39001 // object (ws_apgate) (50)
0453: set_object 126@ XY_rotation 0.0 0.0 angle 89.995
029B: 127@ = init_object 988 at 4043.7507 -1201.4403 879.29999 // object (ws_apgate) (51)
0453: set_object 127@ XY_rotation 0.0 0.0 angle 89.995
029B: 128@ = init_object 988 at 4043.751 -1201.4404 884.17999 // object (ws_apgate) (52)
0453: set_object 128@ XY_rotation 0.0 0.0 angle 89.989
029B: 129@ = init_object 988 at 4041.0107 -1198.8096 874.39001 // object (ws_apgate) (53)
0453: set_object 129@ XY_rotation 0.0 0.0 angle 179.995
029B: 130@ = init_object 988 at 4041.0103 -1198.8099 879.29999 // object (ws_apgate) (54)
0453: set_object 130@ XY_rotation 0.0 0.0 angle 179.995
029B: 131@ = init_object 988 at 4041.0103 -1198.8099 884.21002 // object (ws_apgate) (55)
0453: set_object 131@ XY_rotation 0.0 0.0 angle 179.995
029B: 132@ = init_object 988 at 4038.3501 -1201.5601 874.39001 // object (ws_apgate) (56)
0453: set_object 132@ XY_rotation 0.0 0.0 angle 269.989
029B: 133@ = init_object 988 at 4038.3501 -1201.5601 879.28003 // object (ws_apgate) (57)
0453: set_object 133@ XY_rotation 0.0 0.0 angle 269.989
029B: 134@ = init_object 988 at 4038.3501 -1201.5601 884.16998 // object (ws_apgate) (58)
0453: set_object 134@ XY_rotation 0.0 0.0 angle 269.989
029B: 135@ = init_object 988 at 4041.1499 -1202.8698 888.26001 // object (ws_apgate) (59)
0453: set_object 135@ XY_rotation 270.0 0.0 angle 359.989
029B: 136@ = init_object 988 at 4041.1499 -1203.3201 888.26001 // object (ws_apgate) (60)
0453: set_object 136@ XY_rotation 270.0 0.0 angle 359.989
029B: 137@ = init_object 988 at 4041.0901 -1204.23 877.01001 // object (ws_apgate) (61)
0453: set_object 137@ XY_rotation 0.0 0.0 angle 359.989

029B: 140@ = init_object 939 at 4071.1799 -1181.0699 875.96997 // object (CJ_DF_UNIT) (5)
0453: set_object 140@ XY_rotation 0.0 0.0 angle 270.0
029B: 141@ = init_object 944 at 4068.5 -1171.5 874.40997 // object (Packing_carates04) (14)
0453: set_object 141@ XY_rotation 0.0 0.0 angle 179.995
029B: 142@ = init_object 944 at 4005.1599 -1150.53 874.40997 // object (Packing_carates04) (15)
0453: set_object 142@ XY_rotation 0.0 0.0 angle 179.995
029B: 143@ = init_object 3799 at 4059.28 -1141.47 873.53003 // object (acbox2_SFS) (5)
0453: set_object 143@ XY_rotation 0.0 0.0 angle 0.0
029B: 144@ = init_object 930 at 3991.48 -1174.64 873.98999 // object (O2_CPUtles) (1)
0453: set_object 144@ XY_rotation 0.0 0.0 angle 270.0
029B: 145@ = init_object 930 at 3991.48 -1172.89 873.98999 // object (O2_CPUtles) (2)
0453: set_object 145@ XY_rotation 0.0 0.0 angle 270.0
029B: 146@ = init_object 925 at 3980.6799 -1153.5601 882.28003 // object (RACK2) (1)
0453: set_object 146@ XY_rotation 0.0 0.0 angle 180.0
029B: 147@ = init_object 925 at 3988.8 -1179.63 874.59003 // object (RACK2) (2)
0453: set_object 147@ XY_rotation 0.0 0.0 angle 179.995
029B: 148@ = init_object 3066 at 4040.6799 -1137.46 874.57001 // object (ammotrn_obj) (1)
0453: set_object 148@ XY_rotation 0.0 0.0 angle 270.0
029B: 149@ = init_object 3066 at 4070.9099 -1211.42 874.54999 // object (ammotrn_obj) (2)
0453: set_object 149@ XY_rotation 0.0 0.0 angle 180.0
029B: 150@ = init_object 3577 at 4025.6001 -1198.66 874.25 // object (DockCrates1_LA) (1)
0453: set_object 150@ XY_rotation 0.0 0.0 angle 0.0
029B: 151@ = init_object 3577 at 4029.1899 -1176.9399 874.25 // object (DockCrates1_LA) (2)
0453: set_object 151@ XY_rotation 0.0 0.0 angle 90.0
029B: 152@ = init_object 3796 at 4056.3999 -1216.96 873.53003 // object (acbox1_SFS) (1)
0453: set_object 152@ XY_rotation 0.0 0.0 angle 270.0
029B: 153@ = init_object 3576 at 4065.72 -1185.23 875.02002 // object (DockCrates2_LA) (1)
0453: set_object 153@ XY_rotation 0.0 0.0 angle 270.0
029B: 154@ = init_object 3576 at 4050.01 -1176.83 875.02002 // object (DockCrates2_LA) (2)
0453: set_object 154@ XY_rotation 0.0 0.0 angle 180.0
029B: 155@ = init_object 3576 at 4027.1001 -1209.09 875.02002 // object (DockCrates2_LA) (3)
0453: set_object 155@ XY_rotation 0.0 0.0 angle 179.995
029B: 156@ = init_object 3577 at 4020.1101 -1176.97 874.31 // object (DockCrates1_LA) (3)
0453: set_object 156@ XY_rotation 0.0 0.0 angle 0.0
029B: 157@ = init_object 3577 at 3988.77 -1151.51 874.31 // object (DockCrates1_LA) (4)
0453: set_object 157@ XY_rotation 0.0 0.0 angle 0.0
029B: 158@ = init_object 3577 at 3985.49 -1151.58 874.31 // object (DockCrates1_LA) (5)
0453: set_object 158@ XY_rotation 0.0 0.0 angle 90.0
029B: 159@ = init_object 942 at 3979.1699 -1151.2 875.96997 // object (CJ_DF_UNIT_2) (15)
0453: set_object 159@ XY_rotation 0.0 0.0 angle 359.989
029B: 160@ = init_object 988 at 4017.6599 -1181.51 884.12 // object (ws_apgate) (62)
0453: set_object 160@ XY_rotation 0.0 0.0 angle 269.995
029B: 161@ = init_object 988 at 4041.0901 -1204.23 884.17999 // object (ws_apgate) (63)
0453: set_object 161@ XY_rotation 0.0 0.0 angle 359.989
029B: 162@ = init_object 988 at 4049.6399 -1166.35 884.15997 // object (ws_apgate) (64)
0453: set_object 162@ XY_rotation 0.0 0.0 angle 89.989
029B: 163@ = init_object 988 at 4041.0901 -1259.46 884.16998 // object (ws_apgate) (65)
0453: set_object 163@ XY_rotation 0.0 0.0 angle 359.989
029B: 164@ = init_object 996 at 4049.8 -1152.98 881.76001 // object (lhouse_barrier1) (18)
0453: set_object 164@ XY_rotation 0.0 0.0 angle 270.0
029B: 165@ = init_object 996 at 4049.8 -1169.8199 881.76001 // object (lhouse_barrier1) (19)
0453: set_object 165@ XY_rotation 0.0 0.0 angle 270.0
029B: 166@ = init_object 997 at 4049.77 -1160.5699 881.07001 // object (lhouse_barrier3) (6)
0453: set_object 166@ XY_rotation 0.0 0.0 angle 270.0
029B: 167@ = init_object 996 at 4052.24 -1152.98 881.76001 // object (lhouse_barrier1) (20)
0453: set_object 167@ XY_rotation 0.0 0.0 angle 270.0
029B: 168@ = init_object 996 at 4052.24 -1161.2 881.76001 // object (lhouse_barrier1) (21)
0453: set_object 168@ XY_rotation 0.0 0.0 angle 270.0
029B: 169@ = init_object 996 at 4052.24 -1169.4399 881.76001 // object (lhouse_barrier1) (22)
0453: set_object 169@ XY_rotation 0.0 0.0 angle 270.0
029B: 170@ = init_object 996 at 4052.24 -1177.66 881.76001 // object (lhouse_barrier1) (23)
0453: set_object 170@ XY_rotation 0.0 0.0 angle 270.0
029B: 171@ = init_object 996 at 4052.24 -1185.9 881.76001 // object (lhouse_barrier1) (24)
0453: set_object 171@ XY_rotation 0.0 0.0 angle 270.0
029B: 172@ = init_object 996 at 4052.24 -1194.15 881.76001 // object (lhouse_barrier1) (25)
0453: set_object 172@ XY_rotation 0.0 0.0 angle 270.0
029B: 173@ = init_object 996 at 4049.8 -1178.05 881.76001 // object (lhouse_barrier1) (26)
0453: set_object 173@ XY_rotation 0.0 0.0 angle 270.0
029B: 174@ = init_object 996 at 4049.8 -1186.27 881.76001 // object (lhouse_barrier1) (27)
0453: set_object 174@ XY_rotation 0.0 0.0 angle 270.0
029B: 175@ = init_object 996 at 4049.8 -1194.45 881.76001 // object (lhouse_barrier1) (28)
0453: set_object 175@ XY_rotation 0.0 0.0 angle 270.0
029B: 176@ = init_object 997 at 4049.77 -1201.04 881.07001 // object (lhouse_barrier3) (7)
0453: set_object 176@ XY_rotation 0.0 0.0 angle 270.0
029B: 177@ = init_object 997 at 4052.23 -1201.04 881.09998 // object (lhouse_barrier3) (8)
0453: set_object 177@ XY_rotation 0.0 0.0 angle 270.0
029B: 178@ = init_object 996 at 4059.72 -1204.27 881.76001 // object (lhouse_barrier1) (29)
0453: set_object 178@ XY_rotation 0.0 0.0 angle 180.0
029B: 179@ = init_object 996 at 4067.9199 -1204.27 881.76001 // object (lhouse_barrier1) (30)
0453: set_object 179@ XY_rotation 0.0 0.0 angle 179.995
029B: 180@ = init_object 997 at 4066.76 -1204.33 881.07001 // object (lhouse_barrier3) (9)
0453: set_object 180@ XY_rotation 0.0 0.0 angle 0.0
029B: 181@ = init_object 996 at 4069.97 -1196.75 881.76001 // object (lhouse_barrier1) (31)
0453: set_object 181@ XY_rotation 0.0 0.0 angle 269.995
029B: 182@ = init_object 996 at 4069.97 -1188.58 881.76001 // object (lhouse_barrier1) (32)
0453: set_object 182@ XY_rotation 0.0 0.0 angle 269.995
029B: 183@ = init_object 996 at 4069.97 -1180.38 881.76001 // object (lhouse_barrier1) (33)
0453: set_object 183@ XY_rotation 0.0 0.0 angle 269.995
029B: 184@ = init_object 996 at 4017.3101 -1149.1801 881.76001 // object (lhouse_barrier1) (35)
0453: set_object 184@ XY_rotation 0.0 0.0 angle 90.0
029B: 185@ = init_object 997 at 4017.3501 -1141.64 881.15002 // object (lhouse_barrier3) (10)
0453: set_object 185@ XY_rotation 0.0 0.0 angle 90.0
029B: 186@ = init_object 994 at 4069.9099 -1174.49 881.06 // object (lhouse_barrier2) (2)
0453: set_object 186@ XY_rotation 0.0 0.0 angle 270.0
029B: 187@ = init_object 994 at 4049.9099 -1204.3199 881.07001 // object (lhouse_barrier2) (3)
0453: set_object 187@ XY_rotation 0.0 0.0 angle 180.0
029B: 188@ = init_object 996 at 4037.6001 -1204.27 881.76001 // object (lhouse_barrier1) (37)
0453: set_object 188@ XY_rotation 0.0 0.0 angle 179.995
029B: 189@ = init_object 996 at 4029.3899 -1204.27 881.76001 // object (lhouse_barrier1) (38)
0453: set_object 189@ XY_rotation 0.0 0.0 angle 179.995
029B: 190@ = init_object 996 at 4017.49 -1196.5601 881.76001 // object (lhouse_barrier1) (39)
0453: set_object 190@ XY_rotation 0.0 0.0 angle 269.995
029B: 191@ = init_object 994 at 4023.6899 -1204.27 881.08002 // object (lhouse_barrier2) (5)
0453: set_object 191@ XY_rotation 0.0 0.0 angle 179.995
029B: 192@ = init_object 996 at 4017.49 -1188.3101 881.76001 // object (lhouse_barrier1) (40)
0453: set_object 192@ XY_rotation 0.0 0.0 angle 269.995
029B: 193@ = init_object 996 at 4017.49 -1184.8101 881.76001 // object (lhouse_barrier1) (41)
0453: set_object 193@ XY_rotation 0.0 0.0 angle 269.995
029B: 194@ = init_object 996 at 4017.49 -1171.22 881.76001 // object (lhouse_barrier1) (42)
0453: set_object 194@ XY_rotation 0.0 0.0 angle 269.995
029B: 195@ = init_object 996 at 4017.49 -1162.99 881.76001 // object (lhouse_barrier1) (43)
0453: set_object 195@ XY_rotation 0.0 0.0 angle 269.995
029B: 196@ = init_object 996 at 4017.49 -1154.73 881.76001 // object (lhouse_barrier1) (44)
0453: set_object 196@ XY_rotation 0.0 0.0 angle 269.995
029B: 197@ = init_object 997 at 4017.5 -1155.58 881.09998 // object (lhouse_barrier3) (11)
0453: set_object 197@ XY_rotation 0.0 0.0 angle 90.0
029B: 198@ = init_object 996 at 4015.1101 -1153.01 881.76001 // object (lhouse_barrier1) (45)
0453: set_object 198@ XY_rotation 0.0 0.0 angle 269.995
029B: 199@ = init_object 996 at 4015.1101 -1161.26 881.76001 // object (lhouse_barrier1) (46)
0453: set_object 199@ XY_rotation 0.0 0.0 angle 269.995
029B: 200@ = init_object 996 at 4015.1101 -1169.53 881.76001 // object (lhouse_barrier1) (47)
0453: set_object 200@ XY_rotation 0.0 0.0 angle 269.995
029B: 201@ = init_object 996 at 4015.1101 -1177.74 881.76001 // object (lhouse_barrier1) (48)
0453: set_object 201@ XY_rotation 0.0 0.0 angle 269.995
029B: 202@ = init_object 996 at 4015.1101 -1185.99 881.76001 // object (lhouse_barrier1) (49)
0453: set_object 202@ XY_rotation 0.0 0.0 angle 269.995
029B: 203@ = init_object 996 at 4015.1101 -1190.99 881.76001 // object (lhouse_barrier1) (50)
0453: set_object 203@ XY_rotation 0.0 0.0 angle 269.995
029B: 204@ = init_object 996 at 4014.3601 -1198.63 881.76001 // object (lhouse_barrier1) (51)
0453: set_object 204@ XY_rotation 0.0 0.0 angle 179.995
029B: 205@ = init_object 996 at 4006.1599 -1198.63 881.76001 // object (lhouse_barrier1) (52)
0453: set_object 205@ XY_rotation 0.0 0.0 angle 179.995
029B: 206@ = init_object 996 at 4001.1101 -1198.63 881.76001 // object (lhouse_barrier1) (53)
0453: set_object 206@ XY_rotation 0.0 0.0 angle 179.995
029B: 207@ = init_object 996 at 3993.44995 -1197.90002 881.76001 // object (lhouse_barrier1) (54)
0453: set_object 207@ XY_rotation 0.0 0.0 angle 89.995
029B: 208@ = init_object 996 at 3993.45 -1191.9 881.76001 // object (lhouse_barrier1) (55)
0453: set_object 208@ XY_rotation 0.0 0.0 angle 89.989
029B: 209@ = init_object 996 at 3993.45 -1183.22 881.41998 // object (lhouse_barrier1) (56)
0453: set_object 209@ XY_rotation 0.0 26.0 angle 89.989
029B: 210@ = init_object 996 at 3993.45 -1175.73 877.71997 // object (lhouse_barrier1) (57)
0453: set_object 210@ XY_rotation 0.0 25.999 angle 89.989
029B: 211@ = init_object 996 at 4048.4199 -1225.26 882.01001 // object (lhouse_barrier1) (58)
0453: set_object 211@ XY_rotation 0.0 0.0 angle 179.995
029B: 212@ = init_object 996 at 4040.21 -1225.26 882.01001 // object (lhouse_barrier1) (59)
0453: set_object 212@ XY_rotation 0.0 0.0 angle 179.995
029B: 213@ = init_object 996 at 4032.02 -1225.26 882.01001 // object (lhouse_barrier1) (60)
0453: set_object 213@ XY_rotation 0.0 0.0 angle 179.995
029B: 214@ = init_object 996 at 4023.77 -1225.26 882.01001 // object (lhouse_barrier1) (61)
0453: set_object 214@ XY_rotation 0.0 0.0 angle 179.995
029B: 215@ = init_object 996 at 4015.6001 -1225.26 882.01001 // object (lhouse_barrier1) (63)
0453: set_object 215@ XY_rotation 0.0 0.0 angle 179.995
029B: 216@ = init_object 922 at 4053.6899 -1223.6 882.15002 // object (Packing_carates1) (21)
0453: set_object 216@ XY_rotation 0.0 0.0 angle 89.989
029B: 217@ = init_object 922 at 4043.3701 -1219.72 882.15002 // object (Packing_carates1) (22)
0453: set_object 217@ XY_rotation 0.0 0.0 angle 359.989
029B: 218@ = init_object 922 at 4031.48 -1172.79 877.26001 // object (Packing_carates1) (23)
0453: set_object 218@ XY_rotation 0.0 0.0 angle 359.989
029B: 219@ = init_object 922 at 4042.8899 -1173.29 877.26001 // object (Packing_carates1) (24)
0453: set_object 219@ XY_rotation 0.0 0.0 angle 269.989
029B: 220@ = init_object 939 at 4062.72 -1141.74 875.96997 // object (CJ_DF_UNIT) (6)
0453: set_object 220@ XY_rotation 0.0 0.0 angle 270.0
029B: 221@ = init_object 939 at 4062.72 -1147.12 875.96997 // object (CJ_DF_UNIT) (7)
0453: set_object 221@ XY_rotation 0.0 0.0 angle 270.0
029B: 222@ = init_object 939 at 4103.21 -1146.9399 875.96997 // object (CJ_DF_UNIT) (8)
0453: set_object 222@ XY_rotation 0.0 0.0 angle 270.0




029B: 10@ = init_object 939 at 4103.21 -1141.66 875.96997 // object (CJ_DF_UNIT) (9)
0453: set_object 10@ XY_rotation 0.0 0.0 angle 270.0
029B: 11@ = init_object 1225 at 4051.0801 -1195.77 873.92999 // object (barrel4) (1)
0453: set_object 11@ XY_rotation 0.0 0.0 angle 0.0
029B: 12@ = init_object 1225 at 4018.25 -1166.0 873.92999 // object (barrel4) (2)
0453: set_object 12@ XY_rotation 0.0 0.0 angle 0.0
029B: 13@ = init_object 1225 at 4001.77 -1192.98 873.92999 // object (barrel4) (3)
0453: set_object 13@ XY_rotation 0.0 0.0 angle 0.0
029B: 14@ = init_object 1225 at 4055.4099 -1144.08 873.92999 // object (barrel4) (4)
0453: set_object 14@ XY_rotation 0.0 0.0 angle 0.0
029B: 15@ = init_object 627 at 3998.45 -1136.98 883.03998 // object (veg_palmkb3) (1)
0453: set_object 15@ XY_rotation 0.0 0.0 angle 0.0
029B: 16@ = init_object 627 at 3990.0601 -1136.98 883.03998 // object (veg_palmkb3) (2)
0453: set_object 16@ XY_rotation 0.0 0.0 angle 0.0
029B: 17@ = init_object 627 at 3988.99 -1144.2 883.03998 // object (veg_palmkb3) (3)
0453: set_object 17@ XY_rotation 0.0 0.0 angle 0.0
029B: 18@ = init_object 627 at 3995.1799 -1148.7 883.03998 // object (veg_palmkb3) (4)
0453: set_object 18@ XY_rotation 0.0 0.0 angle 0.0
029B: 19@ = init_object 627 at 4003.95 -1136.98 883.03998 // object (veg_palmkb3) (5)
0453: set_object 19@ XY_rotation 0.0 0.0 angle 0.0
029B: 20@ = init_object 1225 at 4060.4299 -1217.53 873.92999 // object (barrel4) (5)
0453: set_object 20@ XY_rotation 0.0 0.0 angle 0.0
029B: 21@ = init_object 1225 at 4063.49 -1233.89 873.92999 // object (barrel4) (6)
0453: set_object 21@ XY_rotation 0.0 0.0 angle 0.0
029B: 22@ = init_object 1225 at 4033.3201 -1210.38 873.92999 // object (barrel4) (7)
0453: set_object 22@ XY_rotation 0.0 0.0 angle 0.0
029B: 23@ = init_object 1225 at 4016.53 -1220.23 881.66998 // object (barrel4) (8)
0453: set_object 23@ XY_rotation 0.0 0.0 angle 0.0
029B: 24@ = init_object 1225 at 4059.3 -1123.01 873.92999 // object (barrel4) (9)
0453: set_object 24@ XY_rotation 0.0 0.0 angle 0.0
029B: 25@ = init_object 996 at 4036.6101 -1153.02 881.76001 // object (lhouse_barrier1) (64)
0453: set_object 25@ XY_rotation 0.0 0.0 angle 270.0
029B: 26@ = init_object 996 at 4036.6101 -1159.86 881.76001 // object (lhouse_barrier1) (65)
0453: set_object 26@ XY_rotation 0.0 0.0 angle 270.0
029B: 27@ = init_object 996 at 4034.0901 -1159.86 881.76001 // object (lhouse_barrier1) (66)
0453: set_object 27@ XY_rotation 0.0 0.0 angle 270.0
029B: 28@ = init_object 996 at 4034.0901 -1153.04 881.76001 // object (lhouse_barrier1) (67)
0453: set_object 28@ XY_rotation 0.0 0.0 angle 270.0
029B: 29@ = init_object 942 at 4016.5901 -1226.46 875.96997 // object (CJ_DF_UNIT_2) (16)
0453: set_object 29@ XY_rotation 0.0 0.0 angle 89.995
029B: 30@ = init_object 942 at 4048.01 -1222.29 875.96997 // object (CJ_DF_UNIT_2) (17)
0453: set_object 30@ XY_rotation 0.0 0.0 angle 89.989
029B: 31@ = init_object 942 at 4038.76 -1223.79 875.96997 // object (CJ_DF_UNIT_2) (18)
0453: set_object 31@ XY_rotation 0.0 0.0 angle 359.989
029B: 34@ = init_object 942 at 4026.3799 -1220.4301 875.96997 // object (CJ_DF_UNIT_2) (19)
0453: set_object 34@ XY_rotation 0.0 0.0 angle 359.989
029B: 35@ = init_object 1508 at 4021.8799 -1229.29 875.15997 // object (DYN_GARAGE_DOOR) (3)
0453: set_object 35@ XY_rotation 0.0 0.0 angle 270.0
029B: 36@ = init_object 945 at 3996.1399 -1213.52 887.19 // object (WS_CF_LAMPS) (7)
0453: set_object 36@ XY_rotation 0.0 0.0 angle 0.0
029B: 37@ = init_object 945 at 3996.1399 -1204.27 887.19 // object (WS_CF_LAMPS) (8)
0453: set_object 37@ XY_rotation 0.0 0.0 angle 0.0
029B: 38@ = init_object 945 at 4007.6799 -1204.27 887.19 // object (WS_CF_LAMPS) (9)
0453: set_object 38@ XY_rotation 0.0 0.0 angle 0.0
029B: 39@ = init_object 945 at 4007.6799 -1213.02 887.19 // object (WS_CF_LAMPS) (10)
0453: set_object 39@ XY_rotation 0.0 0.0 angle 0.0
029B: 40@ = init_object 945 at 4022.74 -1224.04 894.59003 // object (WS_CF_LAMPS) (11)
0453: set_object 40@ XY_rotation 0.0 0.0 angle 0.0
029B: 41@ = init_object 945 at 4034.6299 -1224.04 894.59003 // object (WS_CF_LAMPS) (12)
0453: set_object 41@ XY_rotation 0.0 0.0 angle 0.0
029B: 42@ = init_object 945 at 4044.22 -1224.04 894.59003 // object (WS_CF_LAMPS) (13)
0453: set_object 42@ XY_rotation 0.0 0.0 angle 0.0
029B: 43@ = init_object 945 at 4052.0601 -1224.04 894.59003 // object (WS_CF_LAMPS) (14)
0453: set_object 43@ XY_rotation 0.0 0.0 angle 0.0
029B: 44@ = init_object 945 at 4096.27 -1144.27 889.08002 // object (WS_CF_LAMPS) (15)
0453: set_object 44@ XY_rotation 0.0 0.0 angle 0.0
029B: 45@ = init_object 945 at 4081.54 -1144.27 889.08002 // object (WS_CF_LAMPS) (16)
0453: set_object 45@ XY_rotation 0.0 0.0 angle 0.0
029B: 46@ = init_object 945 at 4068.3101 -1144.27 889.08002 // object (WS_CF_LAMPS) (17)
0453: set_object 46@ XY_rotation 0.0 0.0 angle 0.0
029B: 47@ = init_object 945 at 4052.1399 -1129.02 890.87 // object (WS_CF_LAMPS) (18)
0453: set_object 47@ XY_rotation 0.0 0.0 angle 0.0
029B: 48@ = init_object 945 at 4067.1001 -1230.14 884.46997 // object (WS_CF_LAMPS) (22)
0453: set_object 48@ XY_rotation 0.0 0.0 angle 0.0
029B: 49@ = init_object 945 at 4067.1001 -1221.64 884.46997 // object (WS_CF_LAMPS) (23)
0453: set_object 49@ XY_rotation 0.0 0.0 angle 0.0
029B: 50@ = init_object 18608 at 4066.1899 -1171.63 890.69 // object (countS_lights01) (1)
0453: set_object 50@ XY_rotation 0.0 0.0 angle 0.0
029B: 51@ = init_object 18608 at 4050.1499 -1171.63 890.69 // object (countS_lights01) (2)
0453: set_object 51@ XY_rotation 0.0 0.0 angle 0.0
029B: 52@ = init_object 18608 at 4033.9199 -1171.63 890.69 // object (countS_lights01) (3)
0453: set_object 52@ XY_rotation 0.0 0.0 angle 0.0
029B: 53@ = init_object 18608 at 4015.6899 -1171.63 890.69 // object (countS_lights01) (4)
0453: set_object 53@ XY_rotation 0.0 0.0 angle 0.0
029B: 54@ = init_object 18608 at 3999.46 -1171.63 890.69 // object (countS_lights01) (5)
0453: set_object 54@ XY_rotation 0.0 0.0 angle 0.0
029B: 55@ = init_object 18608 at 3999.46 -1198.11 890.69 // object (countS_lights01) (6)
0453: set_object 55@ XY_rotation 0.0 0.0 angle 0.0
029B: 56@ = init_object 18608 at 4022.1899 -1198.11 890.69 // object (countS_lights01) (7)
0453: set_object 56@ XY_rotation 0.0 0.0 angle 0.0
029B: 57@ = init_object 18608 at 4042.53 -1198.11 890.69 // object (countS_lights01) (8)
0453: set_object 57@ XY_rotation 0.0 0.0 angle 0.0
029B: 58@ = init_object 18608 at 4061.76 -1198.11 890.69 // object (countS_lights01) (9)
0453: set_object 58@ XY_rotation 0.0 0.0 angle 0.0
029B: 59@ = init_object 18608 at 4054.51 -1147.6899 890.69 // object (countS_lights01) (10)
0453: set_object 59@ XY_rotation 0.0 0.0 angle 0.0
029B: 60@ = init_object 18608 at 4040.1699 -1147.6899 890.69 // object (countS_lights01) (11)
0453: set_object 60@ XY_rotation 0.0 0.0 angle 0.0
029B: 61@ = init_object 18608 at 4025.8301 -1147.6899 890.69 // object (countS_lights01) (12)
0453: set_object 61@ XY_rotation 0.0 0.0 angle 0.0
029B: 62@ = init_object 18608 at 3982.6599 -1163.12 890.69 // object (countS_lights01) (13)
0453: set_object 62@ XY_rotation 0.0 0.0 angle 0.0
029B: 63@ = init_object 16653 at 3980.5901 -1158.7 889.57001 // object (a51_fakealpha2) (15)
0453: set_object 63@ XY_rotation 0.0 0.0 angle 0.0
029B: 64@ = init_object 18608 at 4021.1799 -1220.65 890.69 // object (countS_lights01) (14)
0453: set_object 64@ XY_rotation 0.0 0.0 angle 0.0
029B: 65@ = init_object 18608 at 4042.27 -1220.65 890.69 // object (countS_lights01) (15)
0453: set_object 65@ XY_rotation 0.0 0.0 angle 0.0
029B: 66@ = init_object 18608 at 4062.26 -1220.65 890.69 // object (countS_lights01) (16)
0453: set_object 66@ XY_rotation 0.0 0.0 angle 0.0
029B: 67@ = init_object 922 at 4027.8201 -1228.7 874.40997 // object (Packing_carates1) (25)
0453: set_object 67@ XY_rotation 0.0 0.0 angle 359.989
029B: 68@ = init_object 922 at 4018.8201 -1219.8 874.40997 // object (Packing_carates1) (26)
0453: set_object 68@ XY_rotation 0.0 0.0 angle 359.989
029B: 69@ = init_object 922 at 4039.3999 -1219.8199 874.40997 // object (Packing_carates1) (27)
0453: set_object 69@ XY_rotation 0.0 0.0 angle 359.989
029B: 70@ = init_object 1271 at 3992.3301 -1196.42 873.88 // object (gunbox) (4)
0453: set_object 70@ XY_rotation 0.0 0.0 angle 329.995
029B: 71@ = init_object 1271 at 3992.3301 -1198.59 874.0 // object (gunbox) (5)
0453: set_object 71@ XY_rotation 0.0 0.0 angle 289.991
029B: 72@ = init_object 1271 at 3993.26 -1198.38 874.0 // object (gunbox) (6)
0453: set_object 72@ XY_rotation 0.0 0.0 angle 259.99
029B: 73@ = init_object 1271 at 3998.03 -1200.59 873.88 // object (gunbox) (7)
0453: set_object 73@ XY_rotation 0.0 0.0 angle 269.986
029B: 74@ = init_object 1271 at 4013.25 -1199.67 875.32001 // object (gunbox) (8)
0453: set_object 74@ XY_rotation 0.0 0.0 angle 299.984
029B: 75@ = init_object 1271 at 3994.6899 -1199.4301 876.57001 // object (gunbox) (9)
0453: set_object 75@ XY_rotation 0.0 0.0 angle 299.982
029B: 76@ = init_object 1271 at 3993.48 -1199.3199 876.57001 // object (gunbox) (10)
0453: set_object 76@ XY_rotation 0.0 0.0 angle 269.982
029B: 77@ = init_object 1271 at 4016.96 -1218.05 875.32001 // object (gunbox) (11)
0453: set_object 77@ XY_rotation 0.0 0.0 angle 249.978
029B: 78@ = init_object 1271 at 4058.74 -1217.8 873.88 // object (gunbox) (12)
0453: set_object 78@ XY_rotation 0.0 0.0 angle 279.977
029B: 79@ = init_object 1271 at 4055.47 -1218.05 873.97998 // object (gunbox) (13)
0453: set_object 79@ XY_rotation 0.0 0.0 angle 279.976
029B: 80@ = init_object 1271 at 4055.1799 -1217.1899 873.97998 // object (gunbox) (14)
0453: set_object 80@ XY_rotation 0.0 0.0 angle 239.976
029B: 81@ = init_object 16644 at 4059.6599 -1128.37 881.06 // object (a51_ventsouth) (54)
0453: set_object 81@ XY_rotation 0.0 0.0 angle 89.989
029B: 82@ = init_object 994 at 4058.8899 -1129.58 881.14001 // object (lhouse_barrier2) (6)
0453: set_object 82@ XY_rotation 0.0 0.0 angle 270.0
029B: 83@ = init_object 994 at 4058.8899 -1121.74 881.14001 // object (lhouse_barrier2) (7)
0453: set_object 83@ XY_rotation 0.0 0.0 angle 270.0
029B: 84@ = init_object 1497 at 4060.76 -1136.1 881.08002 // object (Gen_doorEXT02) (3)
0453: set_object 84@ XY_rotation 0.0 0.0 angle 180.0
029B: 85@ = init_object 1497 at 4060.77 -1135.84 881.08002 // object (Gen_doorEXT02) (4)
0453: set_object 85@ XY_rotation 0.0 0.0 angle 179.995
029B: 86@ = init_object 1497 at 4060.77 -1121.66 881.08002 // object (Gen_doorEXT02) (5)
0453: set_object 86@ XY_rotation 0.0 0.0 angle 179.995
029B: 87@ = init_object 1497 at 4053.1201 -1121.54 873.51001 // object (Gen_doorEXT02) (6)
0453: set_object 87@ XY_rotation 0.0 0.0 angle 179.995
029B: 88@ = init_object 1497 at 4050.1201 -1121.5601 873.51001 // object (Gen_doorEXT02) (7)
0453: set_object 88@ XY_rotation 0.0 0.0 angle 359.995
029B: 89@ = init_object 10558 at 4053.5 -1121.42 878.03003 // object (tbnSFS) (483)
0453: set_object 89@ XY_rotation 0.0 0.0 angle 90.0
029B: 90@ = init_object 922 at 4031.48 -1180.04 877.26001 // object (Packing_carates1) (28)
0453: set_object 90@ XY_rotation 0.0 0.0 angle 269.989
029B: 91@ = init_object 922 at 4042.8899 -1182.58 877.26001 // object (Packing_carates1) (29)
0453: set_object 91@ XY_rotation 0.0 0.0 angle 269.984
029B: 92@ = init_object 3800 at 4060.3501 -1148.3 873.53003 // object (acbox4_SFS) (3)
0453: set_object 92@ XY_rotation 0.0 0.0 angle 0.0
029B: 93@ = init_object 3800 at 4059.8301 -1149.88 873.53003 // object (acbox4_SFS) (4)
0453: set_object 93@ XY_rotation 0.0 0.0 angle 350.0
029B: 94@ = init_object 3800 at 4059.9199 -1147.08 873.53003 // object (acbox4_SFS) (5)
0453: set_object 94@ XY_rotation 0.0 0.0 angle 9.997
029B: 95@ = init_object 3800 at 4060.1299 -1147.76 874.60999 // object (acbox4_SFS) (6)
0453: set_object 95@ XY_rotation 0.0 0.0 angle 3.992
029B: 96@ = init_object 3800 at 4060.3301 -1137.29 873.53003 // object (acbox4_SFS) (7)
0453: set_object 96@ XY_rotation 0.0 0.0 angle 349.997
029B: 97@ = init_object 3800 at 4059.0801 -1136.89 873.53003 // object (acbox4_SFS) (8)
0453: set_object 97@ XY_rotation 0.0 0.0 angle 29.997



                      {
029B: 665@ = init_object 16500 at 4041.0295 -1257.3794 873.52002 // object (cn2_savgardr1_) (1)
0453: set_object 665@ XY_rotation 0.0 90.0 angle 270.0

029B: 666@ = init_object 16500 at 4041.0298 -1256.1694 873.52002 // object (cn2_savgardr1_) (2)
0453: set_object 666@ XY_rotation 0.0 90.0 angle 270.0
 }
048F: actor $PLAYER_ACTOR remove_weapons


//{$CLEO .cm}                      
wait 0

//:cleanup
//end_thread
:CLEAR_SET
$LIVES1 = 99999
$LIVES2 = 99999
:BACK_MENU

0915: sync_weather_with_time_and_location_instantly
actor.PutAt($player_actor, 4079.4119, -1194.9144, 888.8405)
actor.LockInCurrentPosition($player_actor, 1)
015F: set_camera_position  4066.6716 -1198.689 881.8405 rotation 0.0 0.0 0.0
0160: set_camera_point_at  4043.1926 -1174.0183 881.8405 switchstyle 2

if 
056D:   actor $second_player_actor defined

then
actor.PutAt($second_player_actor, 4079.4119, -1194.9144, 888.8405)
actor.LockInCurrentPosition($second_player_actor, 1)
end
015F: set_camera_position  4066.6716 -1198.689 881.8405 rotation 0.0 0.0 0.0
0160: set_camera_point_at  4043.1926 -1174.0183 881.8405 switchstyle 2

0ADF: add_dynamic_GXT_entry "time" text "Time"

03C3: set_timer_to $timer type 1 GXT 'time' // global_variable  // Time

014E: start_timer_at $timer count_in_direction 1 // global_variable
014F: stop_timer $timer 

02A3: enable_widescreen 1
0151: remove_status_text $LIVES1
0151: remove_status_text $LIVES2
_PLAYER_TOTAL_KILLS = 0 
_PLAYER1_SCORE = 0
_PLAYER2_SCORE = 0
_PLAYER3_SCORE = 0
_PLAYER4_SCORE = 0
_PLAYER5_SCORE = 0
_PLAYER6_SCORE = 0
_PLAYER7_SCORE = 0
_PLAYER8_SCORE = 0
$onmission = 0
wait 300
$onmission = 1
02A3: enable_widescreen 1

0ADF: add_dynamic_GXT_entry "setmap" text "~w~Game Setup"      //Multiplayer
0ADF: add_dynamic_GXT_entry "helpap2" text "Nevagate ~u~/~d~ for the options."
0ADF: add_dynamic_GXT_entry "set01" text "Set Kills"
0ADF: add_dynamic_GXT_entry "set02" text "Set Time Limit"
0ADF: add_dynamic_GXT_entry "set03" text "Set Hazards"
0ADF: add_dynamic_GXT_entry "set04" text "Set Peds"
0ADF: add_dynamic_GXT_entry "set05" text "Set Traffic"
0ADF: add_dynamic_GXT_entry "set06" text "Set CPUs"
0ADF: add_dynamic_GXT_entry "set07" text "Set Lives"
0ADF: add_dynamic_GXT_entry "set08" text "Set Music"
0ADF: add_dynamic_GXT_entry "set09" text "Start Game"
0ADF: add_dynamic_GXT_entry "set10" text "PREVIOUS MUSIC"
0ADF: add_dynamic_GXT_entry "set11" text "NEXT MUSIC"
0ADF: add_dynamic_GXT_entry "set12" text "Exit"
0ADF: add_dynamic_GXT_entry "SLOT00" text "~y~Track Slot ~w~~n~~1~"
0ADF: add_dynamic_GXT_entry "NEXT002" text "Next -->"
0ADF: add_dynamic_GXT_entry "PREVER" text "<-- Previous"



0512: show_permanent_text_box 'helpap2'  //// show_permanent_text_box 'dummy' 
08D4: 510@ = create_panel_with_title 'setmap' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel 510@ column  0 header 'dummy' data 'set01' 'set02' 'set03' 'set04' 'set05' 'set06' 'set07' 'set08' 'set09' 'dummy' 'dummy' 'set12'
090E: set_panel 510@ active_row  0
01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
//0512: set_panel 510@ row 3 enable 0
//0512: set_panel 510@ row 2 enable 0
//0512: set_panel 510@ row 7 enable 0
08D9: set_panel 510@ row 4 enable 0
08D9: set_panel 510@ row 7 enable 0
//08D9: set_panel 510@ row 0 enable 0
:set_Menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @set_Menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @set_Menu_2
jump @set_Menu_21//--jump to menue exit

:set_Menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @set_Menu_1
03E6: remove_text_box
08D7: 512@ = panel 510@ active_row//-- submit number of the highlighted button into variable
if 
////
0039:   512@ ==  0  // integer values
jf @set_Menu_3      
//0A94: start_custom_mission "setd_mode\zombie_horde_only" 
////


//01B4: set_player $PLAYER_CHAR can_move 1
//03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 510@
03E6: remove_text_box
wait 700
jump @KILLS_Menu

:set_Menu_3
if  
////
0039:   512@ ==  1  // integer values
jf @set_Menu_4
//0A94: start_custom_mission "saints_row_missions\canonized" 
////create_custom_thread "spawn_stuff\huntley_duel_gun.cs"
08DA: remove_panel 510@
03E6: remove_text_box
wait 700
jump @time_Menu

:set_Menu_4
if   
0039:   512@ ==  2  // integer values
jf @set_Menu_5
08DA: remove_panel 510@
03E6: remove_text_box
wait 700
jump @hazards_Menu
  
:set_Menu_5
if 
0039:   512@ ==  3  // integer values
jf @set_Menu_6
08DA: remove_panel 510@
03E6: remove_text_box
wait 700
jump @peds_Menu

:set_Menu_6
if 
0039:   512@ ==  4  // integer values
jf @set_Menu_7
////create_custom_thread "spawn_stuff\set\set1.cs"
////create_custom_thread "spawn_stuff\set\set2.cs"
////create_custom_thread "spawn_stuff\set\set3.cs"
////create_custom_thread "spawn_stuff\set\set4.cs"
//// show_text_highpriority "~g~Press F5 + ] to despawn them." time 3000

 
:set_Menu_7
if 
0039:   512@ ==  5  // integer values
jf @set_Menu_8
////create_custom_thread "spawn_stuff\set\heck1.cs"
////create_custom_thread "spawn_stuff\set\heck2.cs"
08DA: remove_panel 510@
03E6: remove_text_box
wait 700
jump @cpus_Menu

:set_Menu_8
if   
0039:   512@ ==  6  // integer values
jf @set_Menu_9
                                                    
08DA: remove_panel 510@
03E6: remove_text_box
wait 700
jump @lives_Menu

:set_Menu_9
if
0039:   512@ ==  7  // integer values
jf @set_Menu_10
////create_custom_thread "spawn_stuff\ai_attack_p1_custom.cs"
wait 300

:set_Menu_10
if
0039:   512@ ==  8  // integer values
jf @set_Menu_11
////create_custom_thread "spawn_stuff\set\broken1.cs"
////create_custom_thread "spawn_stuff\set\broken2.cs"
////create_custom_thread "spawn_stuff\set\broken3.cs"
08DA: remove_panel 510@
03E6: remove_text_box
jump @start_game
//wait 300

:set_Menu_11
if
0039:   512@ ==  9  // integer values
jf @set_Menu_12       
//// -= 1
//



:set_Menu_12
if 
//
0039:   512@ ==  10  // integer values
jf @set_Menu_13
//// += 1
//

wait 100


:set_Menu_13
if
//
0039:   512@ ==  11  // integer values
jf @set_Menu_1          //release
01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 510@
03E6: remove_text_box
02A3: enable_widescreen 0
jump @cleanup
wait 300
jump @set_Menu_3

:set_Menu_21

01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 510@
03E6: remove_text_box
02A3: enable_widescreen 0
fade 0 800
wait 800
fade 1 800
jump @start_game
end_thread





:kills_MENU
0ADF: add_dynamic_GXT_entry "setmap" text "~w~Kills"      //Multiplayer
0ADF: add_dynamic_GXT_entry "helpap2" text "Set number of kill limit, it will end the game when players reach the target kills."
0ADF: add_dynamic_GXT_entry "set01" text "5 Kills"
0ADF: add_dynamic_GXT_entry "set02" text "10 Kills"
0ADF: add_dynamic_GXT_entry "set03" text "20 Kills"
0ADF: add_dynamic_GXT_entry "set04" text "30 Kills"
0ADF: add_dynamic_GXT_entry "set05" text "50 Kills"
0ADF: add_dynamic_GXT_entry "set06" text "100 Kills"
0ADF: add_dynamic_GXT_entry "set07" text "Unlimited Kills"
0ADF: add_dynamic_GXT_entry "set08" text "Spawn Your Enemy That Chase You!"
0ADF: add_dynamic_GXT_entry "set09" text "Spawn Strippers (Broken)"
0ADF: add_dynamic_GXT_entry "set10" text "PREVIOUS MUSIC"
0ADF: add_dynamic_GXT_entry "set11" text "NEXT MUSIC"
0ADF: add_dynamic_GXT_entry "set12" text "STOP MUSIC"
0ADF: add_dynamic_GXT_entry "SLOT00" text "~y~Track Slot ~w~~n~~1~"
0ADF: add_dynamic_GXT_entry "NEXT002" text "Next -->"
0ADF: add_dynamic_GXT_entry "PREVER" text "<-- Previous"



0512: show_permanent_text_box 'helpap2'  //// show_permanent_text_box 'dummy' 
08D4: 510@ = create_panel_with_title 'setmap' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: kills_panel 510@ column  0 header 'dummy' data 'set01' 'set02' 'set03' 'set04' 'set05' 'set06' 'set07' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy'
090E: kills_panel 510@ active_row  0
01B4: kills_player $PLAYER_CHAR can_move 0
03BF: kills_player $PLAYER_CHAR ignored_by_everyone 1
//0512: kills_panel 510@ row 3 enable 0
//0512: kills_panel 510@ row 2 enable 0

:kills_Menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @kills_Menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @kills_Menu_2
jump @kills_Menu_21//--jump to menue exit

:kills_Menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @kills_Menu_1
03E6: remove_text_box
08D7: 512@ = panel 510@ active_row//-- submit number of the highlighted button into variable
if 
////
0039:   512@ ==  0  // integer values
jf @kills_Menu_3      
//////////// = 5
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
//////////// = _PLAYER4_SCORE
//////////// = _PLAYER5_SCORE
//////////// = _PLAYER6_SCORE
//////////// = _PLAYER7_SCORE
//////////// = _PLAYER8_SCORE
902@ = 5
905@ = 1
903@ = 5
//0006: _TARGET_KILLS_P1 = 902@
//0006: _TARGET_KILLS_P2 = 903@
0006: 902@ = _TARGET_KILLS_P1
0006: 903@ = _TARGET_KILLS_P2
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:kills_Menu_3
if  
////
0039:   512@ ==  1  // integer values
jf @kills_Menu_4
//0A94: start_custom_mission "saints_row_missions\canonized" 
////create_custom_thread "spawn_stuff\huntley_duel_gun.cs"
//////////// = 10
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
//////////// = _PLAYER4_SCORE
//////////// = _PLAYER5_SCORE
//////////// = _PLAYER6_SCORE
//////////// = _PLAYER7_SCORE
//////////// = _PLAYER8_SCORE
902@ = 10
903@ = 10
905@ = 1
//0006: _TARGET_KILLS_P1 = 902@
//0006: _TARGET_KILLS_P2 = 903@
0006: 902@ = _TARGET_KILLS_P1
0006: 903@ = _TARGET_KILLS_P2
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU
:kills_Menu_4
if   
0039:   512@ ==  2  // integer values
jf @kills_Menu_5
////create_custom_thread "spawn_stuff\huntley_duel_gun2.cs"
//////////// =  20
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
902@ = 20
905@ = 1
903@ = 20
//0006: _TARGET_KILLS_P1 = 902@
//0006: _TARGET_KILLS_P2 = 903@
0006: 902@ = _TARGET_KILLS_P1
0006: 903@ = _TARGET_KILLS_P2
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU
:kills_Menu_5
if 
0039:   512@ ==  3  // integer values
jf @kills_Menu_6
//////////// =  30
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
//////////// = _PLAYER4_SCORE
902@ = 30
903@ = 30
905@ = 1
//0006: _TARGET_KILLS_P1 = 902@
//0006: _TARGET_KILLS_P2 = 903@
0006: 902@ = _TARGET_KILLS_P1
0006: 903@ = _TARGET_KILLS_P2
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:kills_Menu_6
if 
0039:   512@ ==  4  // integer values
jf @kills_Menu_7
//////////// =  50
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
//////////// = _PLAYER4_SCORE
//////////// = _PLAYER5_SCORE
902@ = 50
903@ = 50   
905@ = 1 
//0006: _TARGET_KILLS_P1 = 902@
//0006: _TARGET_KILLS_P2 = 903@
0006: 902@ = _TARGET_KILLS_P1
0006: 903@ = _TARGET_KILLS_P2
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:kills_Menu_7
if 
0039:   512@ ==  5  // integer values
jf @kills_Menu_8
//////////// =  100
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
902@ = 100
903@ = 100
//0006: _TARGET_KILLS_P1 = 902@
//0006: _TARGET_KILLS_P2 = 903@
0006: 902@ = _TARGET_KILLS_P1
0006: 903@ = _TARGET_KILLS_P2
//0038:   _PLAYER1_SCORE == 903@
905@ = 1

08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:kills_Menu_8
if   
0039:   512@ ==  6  // integer values
jf @kills_Menu_9
905@ = 0
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:kills_Menu_9
if
0039:   512@ ==  7  // integer values
jf @kills_Menu_10
//////////// =  100
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:kills_Menu_10
if
0039:   512@ ==  8  // integer values
jf @kills_Menu_11
////create_custom_thread "spawn_stuff\set\broken1.cs"
////create_custom_thread "spawn_stuff\set\broken2.cs"
////create_custom_thread "spawn_stuff\set\broken3.cs"
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU
:kills_Menu_11
if
0039:   512@ ==  9  // integer values
jf @kills_Menu_12       
//// -= 1
//
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU


:kills_Menu_12
if 
//
0039:   512@ ==  10  // integer values
jf @kills_Menu_13

08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:kills_Menu_13
if 
//
0039:   512@ ==  11  // integer values
jf @kills_Menu_1          //release

08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:kills_Menu_21

//01B4: kills_player $PLAYER_CHAR can_move 1
//03BF: kills_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 510@
03E6: remove_text_box
wait 800
jump @BACK_MENU



:time_MENU
0ADF: add_dynamic_GXT_entry "setmap" text "~w~Set Time"     
0ADF: add_dynamic_GXT_entry "helpap2" text "Set the limit, whenever to the time limit ends, one of the players wins."
0ADF: add_dynamic_GXT_entry "set01" text "1-Minute"
0ADF: add_dynamic_GXT_entry "set02" text "2-Minutes"
0ADF: add_dynamic_GXT_entry "set03" text "5-Minutes"
0ADF: add_dynamic_GXT_entry "set04" text "10-Minutes"
0ADF: add_dynamic_GXT_entry "set05" text "15-Minutes"
0ADF: add_dynamic_GXT_entry "set06" text "20-Minutes"
0ADF: add_dynamic_GXT_entry "set07" text "Unlimited"
0ADF: add_dynamic_GXT_entry "set08" text "Spawn Your Enemy That Chase You!"
0ADF: add_dynamic_GXT_entry "set09" text "Spawn Strippers (Broken)"
0ADF: add_dynamic_GXT_entry "set10" text "PREVIOUS MUSIC"
0ADF: add_dynamic_GXT_entry "set11" text "NEXT MUSIC"
0ADF: add_dynamic_GXT_entry "set12" text "STOP MUSIC"
0ADF: add_dynamic_GXT_entry "SLOT00" text "~y~Track Slot ~w~~n~~1~"
0ADF: add_dynamic_GXT_entry "NEXT002" text "Next -->"
0ADF: add_dynamic_GXT_entry "PREVER" text "<-- Previous"



0512: show_permanent_text_box 'dummy' 
08D4: 510@ = create_panel_with_title 'setmap' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: time_panel 510@ column  0 header 'dummy' data 'set01' 'set02' 'set03' 'set04' 'set05' 'set06' 'set07' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy'
090E: time_panel 510@ active_row  0
01B4: time_player $PLAYER_CHAR can_move 0
03BF: time_player $PLAYER_CHAR ignored_by_everyone 1
//0512: time_panel 510@ row 3 enable 0
//0512: time_panel 510@ row 2 enable 0

:time_Menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @time_Menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @time_Menu_2
jump @time_Menu_21//--jump to menue exit

:time_Menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @time_Menu_1
03E6: remove_text_box
08D7: 512@ = panel 510@ active_row//-- submit number of the highlighted button into variable
if 
////
0039:   512@ ==  0  // integer values
jf @time_Menu_3      
_NO_LIMIT = 0
$timer = 60000


08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:time_Menu_3
if  
////
0039:   512@ ==  1  // integer values
jf @time_Menu_4
//0A94: start_custom_mission "saints_row_missions\canonized" 
////create_custom_thread "spawn_stuff\huntley_duel_gun.cs"
//////////// = 10
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
//////////// = _PLAYER4_SCORE
//////////// = _PLAYER5_SCORE
//////////// = _PLAYER6_SCORE
//////////// = _PLAYER7_SCORE
//////////// = _PLAYER8_SCORE
$timer = 120000
_NO_LIMIT = 0
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU
:time_Menu_4
if   
0039:   512@ ==  2  // integer values
jf @time_Menu_5
$timer = 300000
_NO_LIMIT = 0
////create_custom_thread "spawn_stuff\huntley_duel_gun2.cs"
//////////// =  20
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
//////////// = _PLAYER4_SCORE
//////////// = _PLAYER5_SCORE
//////////// = _PLAYER6_SCORE
//////////// = _PLAYER7_SCORE
//////////// = _PLAYER8_SCORE
08DA: remove_panel 510@
03E6: remove_text_box

wait 600
jump @BACK_MENU
:time_Menu_5
if 
0039:   512@ ==  3  // integer values
jf @time_Menu_6

$timer = 600000
_NO_LIMIT = 0
//////////// =  30
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
//////////// = _PLAYER4_SCORE
//////////// = _PLAYER5_SCORE
//////////// = _PLAYER6_SCORE
//////////// = _PLAYER7_SCORE
//////////// = _PLAYER8_SCORE
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:time_Menu_6
if 
0039:   512@ ==  4  // integer values
jf @time_Menu_7
$timer = 900000
_NO_LIMIT = 0
//////////// =  50
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
//////////// = _PLAYER4_SCORE
//////////// = _PLAYER5_SCORE
//////////// = _PLAYER6_SCORE
//////////// = _PLAYER7_SCORE
//////////// = _PLAYER8_SCORE
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:time_Menu_7
if 
0039:   512@ ==  5  // integer values
jf @time_Menu_8
$timer = 1200000
_NO_LIMIT = 0
//////////// =  100
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
//////////// = _PLAYER4_SCORE
//////////// = _PLAYER5_SCORE
//////////// = _PLAYER6_SCORE
//////////// = _PLAYER7_SCORE
//////////// = _PLAYER8_SCORE
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:time_Menu_8
if   
0039:   512@ ==  6  // integer values
jf @time_Menu_9

$timer = 0
_NO_LIMIT = 1
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:time_Menu_9
if
0039:   512@ ==  7  // integer values
jf @time_Menu_10

08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:time_Menu_10
if
0039:   512@ ==  8  // integer values
jf @time_Menu_11

08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU
:time_Menu_11
if
0039:   512@ ==  9  // integer values
jf @time_Menu_12       
//// -= 1
//
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU


:time_Menu_12
if 
//
0039:   512@ ==  10  // integer values
jf @time_Menu_13

08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:time_Menu_13
if 
//
0039:   512@ ==  11  // integer values
jf @time_Menu_1          //release

08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:time_Menu_21

//01B4: time_player $PLAYER_CHAR can_move 1
//03BF: time_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 510@
03E6: remove_text_box
wait 800
jump @BACK_MENU




:hazards_MENU
0ADF: add_dynamic_GXT_entry "setmap" text "~w~Set hazards"     
0ADF: add_dynamic_GXT_entry "helpap2" text "Set the hazards on, off or targetable when want to get yourself or another blown!"
0ADF: add_dynamic_GXT_entry "set01" text "On"
0ADF: add_dynamic_GXT_entry "set02" text "Off"
0ADF: add_dynamic_GXT_entry "set03" text "Targetable"
0ADF: add_dynamic_GXT_entry "set04" text "Untargetable"
0ADF: add_dynamic_GXT_entry "set05" text "15-Minutes"
0ADF: add_dynamic_GXT_entry "set06" text "20-Minutes"
0ADF: add_dynamic_GXT_entry "set07" text "Unlimited"
0ADF: add_dynamic_GXT_entry "set08" text "Spawn Your Enemy That Chase You!"
0ADF: add_dynamic_GXT_entry "set09" text "Spawn Strippers (Broken)"
0ADF: add_dynamic_GXT_entry "set10" text "PREVIOUS MUSIC"
0ADF: add_dynamic_GXT_entry "set11" text "NEXT MUSIC"
0ADF: add_dynamic_GXT_entry "set12" text "STOP MUSIC"
0ADF: add_dynamic_GXT_entry "SLOT00" text "~y~Track Slot ~w~~n~~1~"
0ADF: add_dynamic_GXT_entry "NEXT002" text "Next -->"
0ADF: add_dynamic_GXT_entry "PREVER" text "<-- Previous"



0512: show_permanent_text_box 'helpap2'  //// show_permanent_text_box 'dummy' 
08D4: 510@ = create_panel_with_title 'setmap' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: hazards_panel 510@ column  0 header 'dummy' data 'set01' 'set02' 'set03' 'set04' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy'
090E: hazards_panel 510@ active_row  0
01B4: hazards_player $PLAYER_CHAR can_move 0
03BF: hazards_player $PLAYER_CHAR ignored_by_everyone 1
//0512: hazards_panel 510@ row 3 enable 0
//0512: hazards_panel 510@ row 2 enable 0

:hazards_Menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @hazards_Menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @hazards_Menu_2
jump @hazards_Menu_21//--jump to menue exit

:hazards_Menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @hazards_Menu_1
03E6: remove_text_box
08D7: 512@ = panel 510@ active_row//-- submit number of the highlighted button into variable
if 
////
0039:   512@ ==  0  // integer values
jf @hazards_Menu_3      


_HAZARDS = 1

08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:hazards_Menu_3
if  
////
0039:   512@ ==  1  // integer values
jf @hazards_Menu_4
//0A94: start_custom_mission "saints_row_missions\canonized" 
////create_custom_thread "spawn_stuff\huntley_duel_gun.cs"
//////////// = 10
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
//////////// = _PLAYER4_SCORE
//////////// = _PLAYER5_SCORE
//////////// = _PLAYER6_SCORE
//////////// = _PLAYER7_SCORE
//////////// = _PLAYER8_SCORE
_HAZARDS = 0
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU
:hazards_Menu_4
if   
0039:   512@ ==  2  // integer values
jf @hazards_Menu_5
_HAZARDS = 2
////create_custom_thread "spawn_stuff\huntley_duel_gun2.cs"
//////////// =  20
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
//////////// = _PLAYER4_SCORE
//////////// = _PLAYER5_SCORE
//////////// = _PLAYER6_SCORE
//////////// = _PLAYER7_SCORE
//////////// = _PLAYER8_SCORE
08DA: remove_panel 510@
03E6: remove_text_box

wait 600
jump @BACK_MENU
:hazards_Menu_5
if 
0039:   512@ ==  3  // integer values
jf @hazards_Menu_6

_HAZARDS = 3
//////////// =  30
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
//////////// = _PLAYER4_SCORE
//////////// = _PLAYER5_SCORE
//////////// = _PLAYER6_SCORE
//////////// = _PLAYER7_SCORE
//////////// = _PLAYER8_SCORE
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:hazards_Menu_6
if 
0039:   512@ ==  4  // integer values
jf @hazards_Menu_7
$hazardsr = 900000
_NO_LIMIT = 0
//////////// =  50
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
//////////// = _PLAYER4_SCORE
//////////// = _PLAYER5_SCORE
//////////// = _PLAYER6_SCORE
//////////// = _PLAYER7_SCORE
//////////// = _PLAYER8_SCORE
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:hazards_Menu_7
if 
0039:   512@ ==  5  // integer values
jf @hazards_Menu_8
$hazardsr = 1200000
_NO_LIMIT = 0
//////////// =  100
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
//////////// = _PLAYER4_SCORE
//////////// = _PLAYER5_SCORE
//////////// = _PLAYER6_SCORE
//////////// = _PLAYER7_SCORE
//////////// = _PLAYER8_SCORE
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:hazards_Menu_8
if   
0039:   512@ ==  6  // integer values
jf @hazards_Menu_9

$hazardsr = 0
_NO_LIMIT = 1
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:hazards_Menu_9
if
0039:   512@ ==  7  // integer values
jf @hazards_Menu_10

08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:hazards_Menu_10
if
0039:   512@ ==  8  // integer values
jf @hazards_Menu_11

08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU
:hazards_Menu_11
if
0039:   512@ ==  9  // integer values
jf @hazards_Menu_12       
//// -= 1
//
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU


:hazards_Menu_12
if 
//
0039:   512@ ==  10  // integer values
jf @hazards_Menu_13

08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:hazards_Menu_13
if 
//
0039:   512@ ==  11  // integer values
jf @hazards_Menu_1          //release

08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:hazards_Menu_21

//01B4: hazards_player $PLAYER_CHAR can_move 1
//03BF: hazards_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 510@
03E6: remove_text_box
wait 800
jump @BACK_MENU



:peds_MENU
0ADF: add_dynamic_GXT_entry "setmap" text "~w~Set peds"     
0ADF: add_dynamic_GXT_entry "helpap2" text "Set Peds on or off, or options, peds will go on hostile whenever their been attack by players."
0ADF: add_dynamic_GXT_entry "set01" text "Disable Peds"
0ADF: add_dynamic_GXT_entry "set02" text "Enable Peds"
0ADF: add_dynamic_GXT_entry "set03" text "Peds Tough"
0ADF: add_dynamic_GXT_entry "set04" text "Peds with Guns"
0ADF: add_dynamic_GXT_entry "set05" text "15-Minutes"
0ADF: add_dynamic_GXT_entry "set06" text "20-Minutes"
0ADF: add_dynamic_GXT_entry "set07" text "Unlimited"
0ADF: add_dynamic_GXT_entry "set08" text "Spawn Your Enemy That Chase You!"
0ADF: add_dynamic_GXT_entry "set09" text "Spawn Strippers (Broken)"
0ADF: add_dynamic_GXT_entry "set10" text "PREVIOUS MUSIC"
0ADF: add_dynamic_GXT_entry "set11" text "NEXT MUSIC"
0ADF: add_dynamic_GXT_entry "set12" text "STOP MUSIC"
0ADF: add_dynamic_GXT_entry "SLOT00" text "~y~Track Slot ~w~~n~~1~"
0ADF: add_dynamic_GXT_entry "NEXT002" text "Next -->"
0ADF: add_dynamic_GXT_entry "PREVER" text "<-- Previous"



0512: show_permanent_text_box 'helpap2'  //// show_permanent_text_box 'dummy' 
08D4: 510@ = create_panel_with_title 'setmap' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: peds_panel 510@ column  0 header 'dummy' data 'set01' 'set02' 'set03' 'set04' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy'
090E: peds_panel 510@ active_row  0
01B4: peds_player $PLAYER_CHAR can_move 0
03BF: peds_player $PLAYER_CHAR ignored_by_everyone 1
//0512: peds_panel 510@ row 3 enable 0
//0512: peds_panel 510@ row 2 enable 0

:peds_Menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @peds_Menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @peds_Menu_2
jump @peds_Menu_21//--jump to menue exit

:peds_Menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @peds_Menu_1
03E6: remove_text_box
08D7: 512@ = panel 510@ active_row//-- submit number of the highlighted button into variable
if 
////
0039:   512@ ==  0  // integer values
jf @peds_Menu_3      


_peds = 0

08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:peds_Menu_3
if  
////
0039:   512@ ==  1  // integer values
jf @peds_Menu_4
_PEDS = 1
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:peds_Menu_4
if   
0039:   512@ ==  2  // integer values
jf @peds_Menu_5

_PEDS = 3
08DA: remove_panel 510@
03E6: remove_text_box

wait 600
jump @BACK_MENU
:peds_Menu_5
if 
0039:   512@ ==  3  // integer values
jf @peds_Menu_6

_peds = 4
//////////// =  30
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
//////////// = _PLAYER4_SCORE
//////////// = _PLAYER5_SCORE
//////////// = _PLAYER6_SCORE
//////////// = _PLAYER7_SCORE
//////////// = _PLAYER8_SCORE
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:peds_Menu_6
if 
0039:   512@ ==  4  // integer values
jf @peds_Menu_7
$pedsr = 900000
_NO_LIMIT = 0
//////////// =  50
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
//////////// = _PLAYER4_SCORE
//////////// = _PLAYER5_SCORE
//////////// = _PLAYER6_SCORE
//////////// = _PLAYER7_SCORE
//////////// = _PLAYER8_SCORE
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:peds_Menu_7
if 
0039:   512@ ==  5  // integer values
jf @peds_Menu_8
$pedsr = 1200000
_NO_LIMIT = 0
//////////// =  100
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
//////////// = _PLAYER4_SCORE
//////////// = _PLAYER5_SCORE
//////////// = _PLAYER6_SCORE
//////////// = _PLAYER7_SCORE
//////////// = _PLAYER8_SCORE
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:peds_Menu_8
if   
0039:   512@ ==  6  // integer values
jf @peds_Menu_9

$pedsr = 0
_NO_LIMIT = 1
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:peds_Menu_9
if
0039:   512@ ==  7  // integer values
jf @peds_Menu_10

08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:peds_Menu_10
if
0039:   512@ ==  8  // integer values
jf @peds_Menu_11

08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU
:peds_Menu_11
if
0039:   512@ ==  9  // integer values
jf @peds_Menu_12       
//// -= 1
//
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU


:peds_Menu_12
if 
//
0039:   512@ ==  10  // integer values
jf @peds_Menu_13

08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:peds_Menu_13
if 
//
0039:   512@ ==  11  // integer values
jf @peds_Menu_1          //release

08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:peds_Menu_21

//01B4: peds_player $PLAYER_CHAR can_move 1
//03BF: peds_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 510@
03E6: remove_text_box
wait 800
jump @BACK_MENU


:CPUs_MENU
0ADF: add_dynamic_GXT_entry "setmap" text "~w~Set CPUs"     
0ADF: add_dynamic_GXT_entry "helpap2" text "Set the amount of CPUs to enable or disable, more than 4 CPUs will be challenging."
0ADF: add_dynamic_GXT_entry "set01" text "No CPUs"
0ADF: add_dynamic_GXT_entry "set02" text "CPUs Normal Level"
0ADF: add_dynamic_GXT_entry "set03" text "CPUs Grove Street Hard"
0ADF: add_dynamic_GXT_entry "set04" text "CPUs Single"
0ADF: add_dynamic_GXT_entry "set05" text "4 CPUs"
0ADF: add_dynamic_GXT_entry "set06" text "5 CPUs"
0ADF: add_dynamic_GXT_entry "set07" text "6 CPUs"
0ADF: add_dynamic_GXT_entry "set08" text "7 CPUs"
0ADF: add_dynamic_GXT_entry "set09" text "8 CPUs"
0ADF: add_dynamic_GXT_entry "set10" text "No CPUs"
0ADF: add_dynamic_GXT_entry "set10" text "PREVIOUS MUSIC"
0ADF: add_dynamic_GXT_entry "set11" text "NEXT MUSIC"
0ADF: add_dynamic_GXT_entry "set12" text "STOP MUSIC"
0ADF: add_dynamic_GXT_entry "SLOT00" text "~y~Track Slot ~w~~n~~1~"
0ADF: add_dynamic_GXT_entry "NEXT002" text "Next -->"
0ADF: add_dynamic_GXT_entry "PREVER" text "<-- Previous"



0512: show_permanent_text_box 'helpap2'  //// show_permanent_text_box 'dummy' 
08D4: 510@ = create_panel_with_title 'setmap' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: CPUs_panel 510@ column  0 header 'dummy' data 'set01' 'set02' 'set03' 'set04' 'set05' 'set06' 'set07' 'set08' 'set09' 'dummy' 'dummy' 'dummy'
090E: CPUs_panel 510@ active_row  0
01B4: CPUs_player $PLAYER_CHAR can_move 0
03BF: CPUs_player $PLAYER_CHAR ignored_by_everyone 1
//0512: CPUs_panel 510@ row 3 enable 0
//0512: CPUs_panel 510@ row 2 enable 0

:CPUs_Menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @CPUs_Menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @CPUs_Menu_2
jump @CPUs_Menu_21//--jump to menue exit

:CPUs_Menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @CPUs_Menu_1
03E6: remove_text_box
08D7: 512@ = panel 510@ active_row//-- submit number of the highlighted button into variable
if 
////
0039:   512@ ==  0  // integer values
jf @CPUs_Menu_3      


_CPUs = 0

08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:CPUs_Menu_3
if  
////
0039:   512@ ==  1  // integer values
jf @CPUs_Menu_4
_CPUs = 1
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:CPUs_Menu_4
if   
0039:   512@ ==  2  // integer values
jf @CPUs_Menu_5

_CPUs = 2
08DA: remove_panel 510@
03E6: remove_text_box

wait 600
jump @BACK_MENU
:CPUs_Menu_5
if 
0039:   512@ ==  3  // integer values
jf @CPUs_Menu_6

_CPUs = 3
//////////// =  30
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
//////////// = _PLAYER4_SCORE
//////////// = _PLAYER5_SCORE
//////////// = _PLAYER6_SCORE
//////////// = _PLAYER7_SCORE
//////////// = _PLAYER8_SCORE
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:CPUs_Menu_6
if 
0039:   512@ ==  4  // integer values
jf @CPUs_Menu_7
_CPUs = 4
//////////// =  50
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
//////////// = _PLAYER4_SCORE
//////////// = _PLAYER5_SCORE
//////////// = _PLAYER6_SCORE
//////////// = _PLAYER7_SCORE
//////////// = _PLAYER8_SCORE
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:CPUs_Menu_7
if 
0039:   512@ ==  5  // integer values
jf @CPUs_Menu_8
_CPUs = 5
//////////// =  100
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
//////////// = _PLAYER4_SCORE
//////////// = _PLAYER5_SCORE
//////////// = _PLAYER6_SCORE
//////////// = _PLAYER7_SCORE
//////////// = _PLAYER8_SCORE
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:CPUs_Menu_8
if   
0039:   512@ ==  6  // integer values
jf @CPUs_Menu_9
_CPUs = 6
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:CPUs_Menu_9
if
0039:   512@ ==  7  // integer values
jf @CPUs_Menu_10
_CPUs = 8
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:CPUs_Menu_10
if
0039:   512@ ==  8  // integer values
jf @CPUs_Menu_11
_CPUs = 7
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU
:CPUs_Menu_11
if
0039:   512@ ==  9  // integer values
jf @CPUs_Menu_12       
//// -= 1
//
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU


:CPUs_Menu_12
if 
//
0039:   512@ ==  10  // integer values
jf @CPUs_Menu_13

08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:CPUs_Menu_13
if 
//
0039:   512@ ==  11  // integer values
jf @CPUs_Menu_1          //release

08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:CPUs_Menu_21

//01B4: CPUs_player $PLAYER_CHAR can_move 1
//03BF: CPUs_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 510@
03E6: remove_text_box
wait 800
jump @BACK_MENU


:lives_MENU
0ADF: add_dynamic_GXT_entry "setmap" text "~w~Set Lives"     
0ADF: add_dynamic_GXT_entry "helpap2" text "Set amount of Lives, the has player stands, wins."    //(Lives Mode Only)
0ADF: add_dynamic_GXT_entry "set01" text "3 Lives"
0ADF: add_dynamic_GXT_entry "set02" text "5 Lives"
0ADF: add_dynamic_GXT_entry "set03" text "10 Lives"
0ADF: add_dynamic_GXT_entry "set04" text "20 Lives"
0ADF: add_dynamic_GXT_entry "set05" text "30 Lives"
0ADF: add_dynamic_GXT_entry "set06" text "50 Lives"
0ADF: add_dynamic_GXT_entry "set07" text "100 Lives"
0ADF: add_dynamic_GXT_entry "set08" text "Infinite Lives"
0ADF: add_dynamic_GXT_entry "set09" text "_____"
0ADF: add_dynamic_GXT_entry "set10" text "_____"
0ADF: add_dynamic_GXT_entry "set10" text "PREVIOUS MUSIC"
0ADF: add_dynamic_GXT_entry "set11" text "NEXT MUSIC"
0ADF: add_dynamic_GXT_entry "set12" text "STOP MUSIC"
0ADF: add_dynamic_GXT_entry "SLOT00" text "~y~Track Slot ~w~~n~~1~"
0ADF: add_dynamic_GXT_entry "NEXT002" text "Next -->"
0ADF: add_dynamic_GXT_entry "PREVER" text "<-- Previous"



0512: show_permanent_text_box 'helpap2' 
08D4: 510@ = create_panel_with_title 'setmap' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: lives_panel 510@ column  0 header 'dummy' data 'set01' 'set02' 'set03' 'set04' 'set05' 'set06' 'set07' 'set08' 'dummy' 'dummy' 'dummy' 'dummy'
090E: lives_panel 510@ active_row  0
01B4: lives_player $PLAYER_CHAR can_move 0
03BF: lives_player $PLAYER_CHAR ignored_by_everyone 1
//0512: lives_panel 510@ row 3 enable 0
//0512: lives_panel 510@ row 2 enable 0

:lives_Menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @lives_Menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @lives_Menu_2
jump @lives_Menu_21//--jump to menue exit

:lives_Menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @lives_Menu_1
03E6: remove_text_box
08D7: 512@ = panel 510@ active_row//-- submit number of the highlighted button into variable
if 
////
0039:   512@ ==  0  // integer values
jf @lives_Menu_3      


_PLAYER1_LIFES = 3
_PLAYER2_LIFES = 3
_PLAYER3_LIFES = 3
_PLAYER4_LIFES = 3
_PLAYER5_LIFES = 3
_PLAYER6_LIFES = 3
_PLAYER7_LIFES = 3
_PLAYER8_LIFES = 3
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:lives_Menu_3
if  
////
0039:   512@ ==  1  // integer values
jf @lives_Menu_4
_PLAYER1_LIFES  = 5
_PLAYER2_LIFES = 5
_PLAYER3_LIFES = 5
_PLAYER4_LIFES = 5
_PLAYER5_LIFES =  5
_PLAYER6_LIFES =  5
_PLAYER7_LIFES =  5
_PLAYER8_LIFES = 5
_PLAYER8_LIFES = 5
999@ = 0
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:lives_Menu_4
if   
0039:   512@ ==  2  // integer values
jf @lives_Menu_5

_PLAYER1_LIFES  = 10
_PLAYER2_LIFES = 10
_PLAYER3_LIFES = 10
_PLAYER4_LIFES = 10
_PLAYER5_LIFES =  10
_PLAYER6_LIFES =  10
_PLAYER7_LIFES =  10
_PLAYER8_LIFES = 10
_PLAYER8_LIFES = 10
999@ = 0
08DA: remove_panel 510@
03E6: remove_text_box

wait 600
jump @BACK_MENU
:lives_Menu_5
if 
0039:   512@ ==  3  // integer values
jf @lives_Menu_6

_PLAYER1_LIFES  = 20
_PLAYER2_LIFES = 20
_PLAYER3_LIFES = 20
_PLAYER4_LIFES = 20
_PLAYER5_LIFES =  20
_PLAYER6_LIFES =  20
_PLAYER7_LIFES =  20
_PLAYER8_LIFES = 20
_PLAYER8_LIFES = 20
999@ = 0
//////////// =  30
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
//////////// = _PLAYER4_SCORE
//////////// = _PLAYER5_SCORE
//////////// = _PLAYER6_SCORE
//////////// = _PLAYER7_SCORE
//////////// = _PLAYER8_SCORE
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:lives_Menu_6
if 
0039:   512@ ==  4  // integer values
jf @lives_Menu_7
_PLAYER1_LIFES  = 30
_PLAYER2_LIFES = 30
_PLAYER3_LIFES = 30
_PLAYER4_LIFES = 30
_PLAYER5_LIFES =  30
_PLAYER6_LIFES =  30
_PLAYER7_LIFES =  30
_PLAYER8_LIFES = 30
_PLAYER8_LIFES = 30
999@ = 0
//////////// =  50
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
//////////// = _PLAYER4_SCORE
//////////// = _PLAYER5_SCORE
//////////// = _PLAYER6_SCORE
//////////// = _PLAYER7_SCORE
//////////// = _PLAYER8_SCORE
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:lives_Menu_7
if 
0039:   512@ ==  5  // integer values
jf @lives_Menu_8
_PLAYER1_LIFES  = 50
_PLAYER2_LIFES = 50
_PLAYER3_LIFES = 50
_PLAYER4_LIFES = 50
_PLAYER5_LIFES =  50
_PLAYER6_LIFES =  50
_PLAYER7_LIFES =  50
_PLAYER8_LIFES = 50
999@ = 0
//////////// =  100
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
//////////// = _PLAYER4_SCORE
//////////// = _PLAYER5_SCORE
//////////// = _PLAYER6_SCORE
//////////// = _PLAYER7_SCORE
//////////// = _PLAYER8_SCORE
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:lives_Menu_8
if   
0039:   512@ ==  6  // integer values
jf @lives_Menu_9
_PLAYER1_LIFES  = 100
_PLAYER2_LIFES = 100
_PLAYER3_LIFES = 100
_PLAYER4_LIFES = 100
_PLAYER5_LIFES =  100
_PLAYER6_LIFES =  100
_PLAYER7_LIFES =  100
_PLAYER8_LIFES = 100
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:lives_Menu_9
if
0039:   512@ ==  7  // integer values
jf @lives_Menu_10
999@ = 1
_PLAYER1_LIFES  = 99999
_PLAYER2_LIFES = 99999
_PLAYER3_LIFES = 99999
_PLAYER4_LIFES = 99999
_PLAYER5_LIFES =  99999
_PLAYER6_LIFES =  99999
_PLAYER7_LIFES =  99999
_PLAYER8_LIFES = 99999
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:lives_Menu_10
if
0039:   512@ ==  8  // integer values
jf @lives_Menu_11

08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU
:lives_Menu_11
if
0039:   512@ ==  9  // integer values
jf @lives_Menu_12       
//// -= 1
//
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU


:lives_Menu_12
if 
//
0039:   512@ ==  10  // integer values
jf @lives_Menu_13

08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:lives_Menu_13
if 
//
0039:   512@ ==  11  // integer values
jf @lives_Menu_1          //release

08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:lives_Menu_21

//01B4: lives_player $PLAYER_CHAR can_move 1
//03BF: lives_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 510@
03E6: remove_text_box
wait 800
jump @BACK_MENU

:start_game

if
_CPUs == 1
then
0A92: create_custom_thread "battle_maps\thE_warehouse\CPU1.cs"                                                                  
0A92: create_custom_thread "battle_maps\thE_warehouse\CPU1.cs"                                                                  
0A92: create_custom_thread "battle_maps\thE_warehouse\CPU1.cs"                                                                  
0A92: create_custom_thread "battle_maps\thE_warehouse\CPU1.cs"                                                                  
0A92: create_custom_thread "battle_maps\thE_warehouse\CPU1.cs"   
0A92: create_custom_thread "battle_maps\thE_warehouse\CPU1.cs"                                                                  
0A92: create_custom_thread "battle_maps\thE_warehouse\CPU1.cs"  
0A92: create_custom_thread "battle_maps\thE_warehouse\CPU1.cs" 
end

if 
_CPUs == 2
then
0A92: create_custom_thread "battle_maps\thE_warehouse\CPU_cj.cs"  
0A92: create_custom_thread "battle_maps\thE_warehouse\CPU_densie.cs"  
0A92: create_custom_thread "battle_maps\thE_warehouse\CPU_ryder.cs"  
0A92: create_custom_thread "battle_maps\thE_warehouse\CPU_smoke.cs"  
0A92: create_custom_thread "battle_maps\thE_warehouse\CPU_sweet.cs"  

end

if 
_CPUs == 3
then
0A92: create_custom_thread "battle_maps\thE_warehouse\CPU1.cs"  

end
//0A92: create_custom_thread "battle_maps\aiming.cs"  
/////0A92: create_custom_thread "battle_maps\aiming2.cs"    {
{0A92: create_custom_thread "battle_maps\thE_warehouse\CPU1.cs"  
0A92: create_custom_thread "battle_maps\thE_warehouse\CPU2.cs"  
0A92: create_custom_thread "battle_maps\thE_warehouse\CPU3.cs"  
0A92: create_custom_thread "battle_maps\thE_warehouse\CPU4.cs"  
0A92: create_custom_thread "battle_maps\thE_warehouse\CPU5.cs"  
0A92: create_custom_thread "battle_maps\thE_warehouse\CPU6.cs"  
0A92: create_custom_thread "battle_maps\thE_warehouse\CPU7.cs"  
0A92: create_custom_thread "battle_maps\thE_warehouse\CPU8.cs"  
                                                                }

                                                               
0ADF: add_dynamic_GXT_entry "Lives1" text "~r~P1 Lives"
0ADF: add_dynamic_GXT_entry "Lives2" text "~b~P2 Lives"
04F7: status_text $LIVES1 type 0 line 1 GXT 'Lives1' // global_variable  // Score
04F7: status_text $LIVES2 type 0 line 2 GXT 'Lives2' // global_variable  // Score

if and
 $LIVES1 >= 10000
 $LIVES2 >= 10000
then
$LIVES1 = 99999
$LIVES2 = 99999
//03C4: set_status_text $BEEFYBARON_SCORE type 0 GXT 'ZER2_43' // global_variable  // Score ~1~

0151: remove_status_text $LIVES1
0151: remove_status_text $LIVES2


end
if 
_NO_LIMIT == 0
then
03C3: set_timer_to $timer type 1 GXT 'time' // global_variable  // Time

014E: start_timer_at $timer count_in_direction 1 // global_variable

end
if 
_HAZARDS == 1
then
0A92: create_custom_thread "battle_maps\thE_warehouse\luigi_toy.cs"
end



camera.Restore_WithJumpCut()
camera.SetBehindPlayer()
00A1: put_actor $PLAYER_ACTOR  4051.2524 -1215.5464 882.0912
actor.Angle($PLAYER_ACTOR) =  0.363
if
056D:   actor $second_PLAYER_ACTOR defined

then 

00A1: put_actor $second_PLAYER_ACTOR   4007.5212 -1139.4506 882.2454
actor.Angle($second_PLAYER_ACTOR) =   90.3628
actor.LockInCurrentPosition($second_player_actor, 0)

end

:LOADOUTS
actor.LockInCurrentPosition($player_actor, 0)

0ADF: add_dynamic_GXT_entry "POINTP2" text "~r~Player 1 ~w~~n~~1~ ~n~~b~Player 2~w~~n~ ~1~"

actor.GiveWeaponAndAmmo($PLAYER_ACTOR, pistol, 30)
actor.GiveWeaponAndAmmo($PLAYER_ACTOR, knife, 30)
actor.GiveWeaponAndAmmo($PLAYER_ACTOR, microuzi, 60)

if 
056D:   actor $second_PLAYER_ACTOR defined
then
actor.GiveWeaponAndAmmo($second_PLAYER_ACTOR, pistol, 30)
actor.GiveWeaponAndAmmo($second_PLAYER_ACTOR, knife, 30)
actor.GiveWeaponAndAmmo($second_PLAYER_ACTOR, microuzi, 60)

end                                



01BC: put_object 705@ at  4041.0293 -1202.1191 873.52002
01BC: put_object 706@ at  4041.0303 -1200.9092 873.52002
01BC: put_object 707@ at  4019.7402 -1181.4502 873.52002
01BC: put_object 708@ at  4020.9502 -1181.4502 873.52002 
01BC: put_object 709@ at 4047.5498 -1166.4102 873.52002 
01BC: put_object 710@ at 4046.3398 -1166.4102 873.52002

0392: make_object 705@ moveable 1
0392: make_object 706@ moveable 1
0392: make_object 707@ moveable 1
0392: make_object 708@ moveable 1
0392: make_object 709@ moveable 1
0392: make_object 710@ moveable 1

04D9: object 705@ set_scripted_collision_check 0
04D9: object 706@ set_scripted_collision_check 0
04D9: object 707@ set_scripted_collision_check 0
04D9: object 708@ set_scripted_collision_check 0
04D9: object 709@ set_scripted_collision_check 0
04D9: object 710@ set_scripted_collision_check 0


marker.CreateAboveActor(700@, $PLAYER_ACTOR)
marker.SetColor(700@, 0)
018B: set_marker 700@ radar_mode 2

//0382: set_object 705@ collision_detection 1
//0382: set_object 706@ collision_detection 1
//ACTOR.PutAt($PLAYER_ACTOR,4039.5447, -1201.3329, 885.0834)

33@ = 0
32@ = 0
720@ = 0
699@ = 0
0ADF: add_dynamic_GXT_entry "SCOREP2" text "~y~Kills"
0ADF: add_dynamic_GXT_entry "Playa1" text "~r~Player 1"
0ADF: add_dynamic_GXT_entry "Playa2" text "~b~Player 2"
0ADF: add_dynamic_GXT_entry "Score1" text "~1~"
0ADF: add_dynamic_GXT_entry "Score2" text "~1~"

:exit
/////0446: set_actor $SECOND_PLAYER_ACTOR dismemberment_possible 1 set_actor $PLAYER_ACTOR dismemberment_possible 1

0915: sync_weather_with_time_and_location_instantly
03F0: enable_text_draw 1 
//033F: set_text_draw_letter_size 0.8 3.1
//0340: set_text_draw_RGBA 43 255 43 255 
//0343: set_text_draw_linewidth 640.0
0937: text_draw_box_cornerA 28.0 180.0 cornerB 212.5 350.0 GXT_reference 'SCOREP2' style 5
        {
033E: set_draw_text_position 37.0 64.0 GXT 'SPECME' 

0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 0.8 3.1       
045A: draw_text_1number 37.0 90.0 GXT 'SPECFIL' number $Speical_Meter 
   }
   03F0: enable_text_draw 1 
0340: set_text_draw_RGBA 43 255 43 255 
033E: set_draw_text_position 37.0 219.0 GXT 'playa1' 

0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number 37.0 229.0 GXT 'score1' number _PLAYER1_SCORE 

03F0: enable_text_draw 1 
0340: set_text_draw_RGBA 49 12 178 255 
033E: set_draw_text_position 37.0 249.0 GXT 'playa2' 

0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number 37.0 259.0 GXT 'score2' number _PLAYER2_SCORE 

                        {
0340: set_text_draw_RGBA 255 0 200 255 
033E: set_draw_text_position 37.0 279.0 GXT 'TEAM03' 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number 37.0 299.0 GXT 'score3' number $Team_3 

0340: set_text_draw_RGBA 179 242 120 255 
033E: set_draw_text_position 37.0 319.0 GXT 'TEAM04' 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number 37.0 329.0 GXT 'score4' number $Team_4
     }
wait 0
gosub @elevators
GOSUB @death_match 
gosub @player2_marker  
GOSUB @death_match_P2
gosub @no_hazards
gosub @AI_PATH
//gosub @timer
if
0ADC:   test_cheat "exit"

jf @timer


marker.Disable(700@)
//// show_text_highpriority "Out." time 3000
:cleanup
select_interior 0
//select_interior 0
01B7: release_weather
0915: sync_weather_with_time_and_location_instantly

$onmission = 0
0A8C: write_memory 9867623 size 4 value 0 virtual_protect 1 
0A8C: write_memory 9867624 size 4 value 0 virtual_protect 1 
                          
01F0: set_max_wanted_level_to 6
audiostream.Release($warehouse_sounds)
audiostream.Release($warehouse_sounds2)
0151: remove_status_text $LIVES1
0151: remove_status_text $LIVES2
014F: stop_timer $timer

mission_cleanup
if 
056D:   actor $second_player_actor defined

then
00A1: put_actor $second_player_actor at 1000@ 1001@ 1002@
actor.LockInCurrentPosition($second_player_actor,0)
end
actor.LockInCurrentPosition($player_actor,0)
0395: clear_area 1 at  4069.8145 -1189.2782 874.5287 radius 753.0
00A1: put_actor $PLAYER_ACTOR at 1000@ 1001@ 1002@
end_thread


:elevators 
:move_up
if and
720@ == 0
32@ >= 5000
then
32@ = 0
0392: make_object 705@ moveable 1
0392: make_object 706@ moveable 1
0392: make_object 707@ moveable 1
0392: make_object 708@ moveable 1
0392: make_object 709@ moveable 1
0392: make_object 710@ moveable 1
720@ = 1
//0381: object 14@ scatter 0.6 1.0 2.0
//0381: throw_object 0@ velocity_in_direction 23@ 24@ 25@

0381: throw_object 705@ velocity_in_direction 0.0 0.0 4.0 
0381: throw_object 706@ velocity_in_direction 0.0 0.0 4.0
0381: throw_object 707@ velocity_in_direction 0.0 0.0 4.0
0381: throw_object 708@ velocity_in_direction 0.0 0.0 4.0
0381: throw_object 709@ velocity_in_direction 0.0 0.0 4.0
0381: throw_object 710@ velocity_in_direction 0.0 0.0 4.0
04D9: object 705@ set_scripted_collision_check 0
04D9: object 706@ set_scripted_collision_check 0
04D9: object 707@ set_scripted_collision_check 0
04D9: object 708@ set_scripted_collision_check 0
04D9: object 709@ set_scripted_collision_check 0
04D9: object 710@ set_scripted_collision_check 0
// show_text_highpriority "1" time 2100

end

:move_idle
if and
32@ >= 8000
720@ == 1
then
32@ = 0
0392: make_object 705@ moveable 0
0392: make_object 706@ moveable 0
0392: make_object 707@ moveable 0
0392: make_object 708@ moveable 0
0392: make_object 709@ moveable 0
0392: make_object 710@ moveable 0
0381: throw_object 705@ velocity_in_direction 0.0 0.0 0.0 
0381: throw_object 706@ velocity_in_direction 0.0 0.0 0.0 
0381: throw_object 707@ velocity_in_direction 0.0 0.0 0.0 
0381: throw_object 708@ velocity_in_direction 0.0 0.0 0.0 
0381: throw_object 709@ velocity_in_direction 0.0 0.0 0.0 
0381: throw_object 710@ velocity_in_direction 0.0 0.0 0.0 
720@ = 2
04D9: object 705@ set_scripted_collision_check 0
04D9: object 706@ set_scripted_collision_check 0
04D9: object 707@ set_scripted_collision_check 0
04D9: object 708@ set_scripted_collision_check 0
04D9: object 709@ set_scripted_collision_check 0
04D9: object 710@ set_scripted_collision_check 0
// show_text_highpriority "2" time 2100
end

:move_down
if and
32@ >= 5000
720@ == 2
then
32@ = 0
0392: make_object 705@ moveable 1
0392: make_object 706@ moveable 1
0392: make_object 707@ moveable 1
0392: make_object 708@ moveable 1
0392: make_object 709@ moveable 1
0392: make_object 710@ moveable 1
//0381: throw_object 705@ velocity_in_direction 0.0 0.0 -4.0
//0381: throw_object 706@ velocity_in_direction 0.0 0.0 -4.0
720@ = 3
0381: throw_object 705@ velocity_in_direction 0.0 0.0 -4.0 
0381: throw_object 706@ velocity_in_direction 0.0 0.0 -4.0
0381: throw_object 707@ velocity_in_direction 0.0 0.0 -4.0
0381: throw_object 708@ velocity_in_direction 0.0 0.0 -4.0
0381: throw_object 709@ velocity_in_direction 0.0 0.0 -4.0
0381: throw_object 710@ velocity_in_direction 0.0 0.0 -4.0
// show_text_highpriority "3" time 2100
04D9: object 705@ set_scripted_collision_check 0
04D9: object 706@ set_scripted_collision_check 0
04D9: object 707@ set_scripted_collision_check 0
04D9: object 708@ set_scripted_collision_check 0
04D9: object 709@ set_scripted_collision_check 0
04D9: object 710@ set_scripted_collision_check 0
end

:move_idle2
if and
32@ >= 8000
720@ == 3
then
32@ = 0
0392: make_object 705@ moveable 0
0392: make_object 706@ moveable 0
0392: make_object 707@ moveable 0
0392: make_object 708@ moveable 0
0392: make_object 709@ moveable 0
0392: make_object 710@ moveable 0
//0381: throw_object 705@ velocity_in_direction 0.0 0.0 0.0
////0381: throw_object 706@ velocity_in_direction 0.0 0.0 0.0
720@ = 0
0381: throw_object 705@ velocity_in_direction 0.0 0.0 0.0 
0381: throw_object 706@ velocity_in_direction 0.0 0.0 0.0 
0381: throw_object 707@ velocity_in_direction 0.0 0.0 0.0 
0381: throw_object 708@ velocity_in_direction 0.0 0.0 0.0 
0381: throw_object 709@ velocity_in_direction 0.0 0.0 0.0 
0381: throw_object 710@ velocity_in_direction 0.0 0.0 0.0 
01BC: put_object 705@ at 4041.0293 -1202.1191 873.52002 
01BC: put_object 706@ at 4041.0303 -1200.9092 873.52002
01BC: put_object 707@ at 4019.7402 -1181.4502 873.52002
01BC: put_object 708@ at 4020.9502 -1181.4502 873.52002
01BC: put_object 709@ at 4047.5498 -1166.4102 873.52002
01BC: put_object 710@ at 4046.3398 -1166.4102 873.52002

// show_text_highpriority "4" time 2100


04D9: object 705@ set_scripted_collision_check 0
04D9: object 706@ set_scripted_collision_check 0
04D9: object 707@ set_scripted_collision_check 0
04D9: object 708@ set_scripted_collision_check 0
04D9: object 709@ set_scripted_collision_check 0
04D9: object 710@ set_scripted_collision_check 0
end

return





:death_match
04C4: store_coords_to 800@ 801@ 802@ from_actor $player_actor  with_offset 0.0 0.0 -1.0
if 
actor.Dead($PLAYER_ACTOR)
then
0826: enable_hud 0
0581: enable_radar 0
$LIVES1 -= 1
048F: actor $PLAYER_ACTOR remove_weapons
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 800@ 801@ 802@
//0A2D: hide_styled_text_while_fading 1  // works with 00BA
01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1

//02A3: enable_widescreen 1
_TARGET_KILLS_P2 += 1
0ACB: show_styled_text "~w~Your Wasted!" time 1000 style 1
0812: AS_actor $PLAYER_ACTOR perform_animation "KO_shot_stom" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1  // versionB
_PLAYER2_SCORE += 1
actor.Health($PLAYER_ACTOR) = 99999999
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1


wait 1000
036D: show_text_2numbers_styled GXT "pointp2" numbers _PLAYER1_SCORE _PLAYER2_SCORE time 5000 style 5  // ~1~ IN A ROW bonus! $~1~


wait 1500
fade 0 700
wait 2000
fade 1 700
/////0446: set_actor $SECOND_PLAYER_ACTOR dismemberment_possible 1 set_actor $PLAYER_ACTOR dismemberment_possible 1

03BF: set_player $PLAYER_CHAR ignored_by_everyone 0

//02A3: enable_widescreen 0
//0A2D: hide_styled_text_while_fading 0  // works with 00BA
01B4: set_player $PLAYER_CHAR can_move 1
0826: enable_hud 1
0581: enable_radar 1

actor.Health($PLAYER_ACTOR) = 99999999
//0006: _TARGET_KILLS_P1 = 902@ disembark_instantly_actor $PLAYER_ACTOR
jump @spawn_point
end
return
:spawn_point
0209: 320@ = random_int_in_ranges 0 6
wait 0
if
320@ == 0
then
actor.Health($PLAYER_ACTOR) = 9999999
00A1: put_actor $PLAYER_ACTOR at 4010.4197 -1139.1219 881.2454
//0006: _TARGET_KILLS_P1 = 902@ disembark_instantly_actor $PLAYER_ACTOR
jump @loadout_P1 
end
if
320@ == 1
then
actor.Health($PLAYER_ACTOR) = 9999999
00A1: put_actor $PLAYER_ACTOR at  3978.5354 -1176.0446 873.5287
//0006: _TARGET_KILLS_P1 = 902@ disembark_instantly_actor $PLAYER_ACTOR
jump @loadout_P1 
end
if
320@ == 2
then
actor.Health($PLAYER_ACTOR) = 9999999
00A1: put_actor $PLAYER_ACTOR at   4033.427 -1227.368 873.5287
//0006: _TARGET_KILLS_P1 = 902@ disembark_instantly_actor $PLAYER_ACTOR
jump @loadout_P1 
end
if
320@ == 3
then
actor.Health($PLAYER_ACTOR) = 9999999
00A1: put_actor $PLAYER_ACTOR at  4051.0435 -1214.4508 881.0912
//0006: _TARGET_KILLS_P1 = 902@ disembark_instantly_actor $PLAYER_ACTOR
jump @loadout_P1 
end
if
320@ == 4
then
actor.Health($PLAYER_ACTOR) = 9999999
00A1: put_actor $PLAYER_ACTOR at  4041.0627 -1143.9187 873.5287
//0006: _TARGET_KILLS_P1 = 902@ disembark_instantly_actor $PLAYER_ACTOR
jump @loadout_P1 
end
if
320@ == 5
then
actor.Health($PLAYER_ACTOR) = 9999999
00A1: put_actor $PLAYER_ACTOR at  4091.749 -1144.7058 873.5287
//0006: _TARGET_KILLS_P1 = 902@ disembark_instantly_actor $PLAYER_ACTOR
jump @loadout_P1 
end
jump @spawn_point

:loadout_P1 
//actor.GiveWeaponAndAmmo($PLAYER_ACTOR, pistol, 40)
//actor.GiveWeaponAndAmmo($PLAYER_ACTOR, knife, 30)
//actor.GiveWeaponAndAmmo($PLAYER_ACTOR, microuzi, 60)

actor.GiveWeaponAndAmmo($PLAYER_ACTOR, grenades, 300)
actor.GiveWeaponAndAmmo($PLAYER_ACTOR, mp5, 200)
actor.GiveWeaponAndAmmo($PLAYER_ACTOR, knife, 30)
actor.GiveWeaponAndAmmo($PLAYER_ACTOR, m4, 300)

return



:player2_marker  
if  and
699@ == 0
056D:   actor $SECOND_PLAYER_ACTOR defined
then
///////0446: set_actor $SECOND_PLAYER_ACTOR dismemberment_possible 1 set_actor $SECOND_PLAYER_ACTOR dismemberment_possible 1

marker.CreateAboveActor(699@, $SECOND_PLAYER_ACTOR)
//marker.SetColor(699@, 0)
07E0: set_marker 699@ type_to 1

018B: set_marker 699@ radar_mode 2
699@ = 1
end
if and
//075C:   marker 699@ enabled

699@ == 1
856D: not  actor $SECOND_PLAYER_ACTOR defined
then
marker.Disable(699@)
699@ = 0
end

return


:death_match_p2
if
056D:   actor $second_player_Actor defined
jf @false_P2 
04C4: store_coords_to 803@ 804@ 805@ from_actor $second_player_Actor  with_offset 0.0 0.0 -1.0
if 
actor.Dead($second_player_Actor)
then
//0826: enable_hud 0
//0581: enable_radar 0
03BF: set_player $SECOND_PLAYER ignored_by_everyone 1
//0568: set_actor $second_player_Actor untargetable 1
$LIVES2 -= 1
_TARGET_KILLS_P1 += 1
048F: actor $second_player_Actor remove_weapons
0362: remove_actor $second_player_Actor from_car_and_place_at 803@ 804@ 805@ 
//0A2D: hide_styled_text_while_fading 1  // works with 00BA
//01B4: set_player $PLAYER_CHAR can_move 0
//02A3: enable_widescreen 1
//01B4: set_player $SECOND_PLAYER can_move 0

//0ACB: show_styled_text "~w~Your Smoked!" time 1000 style 1
0812: AS_actor $second_player_Actor perform_animation "KO_shot_stom" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1  // versionB
_PLAYER1_SCORE += 1
actor.Health($second_player_Actor) = 99999999
06AB: set_actor $second_player_Actor all_weapons_hidden 1
//0ACB: show_styled_text "~w~Your Smoked!" time 1000 style 1

//wait 300
036D: show_text_2numbers_styled GXT "pointp2" numbers _PLAYER1_SCORE _PLAYER2_SCORE time 5000 style 5  // ~1~ IN A ROW bonus! $~1~

//02A3: enable_widescreen 0
//0A2D: hide_styled_text_while_fading 0  // works with 00BA
//01B4: set_player $PLAYER_CHAR can_move 1
//0826: enable_hud 1
//0581: enable_radar 1
//
//wait 3000
33@ = 0
//wait 5000
//01B4: set_player $SECOND_PLAYER can_move 1
:define_player2
wait 0
if
056D:   actor $second_player_Actor defined
jf @false_P2
if
33@ > 5000
//8611: not   actor $second_player_Actor performing_animation "KO_shot_stom"
jf @define_player2
actor.Health($second_player_Actor) = 99999999
//0006: _TARGET_KILLS_P1 = 902@ disembark_instantly_actor $second_player_Actor
03BF: set_player $SECOND_PLAYER ignored_by_everyone 0
//0568: set_actor $second_player_Actor untargetable 0

jump @spawn_point2
end
return
:spawn_point2
0209: 321@ = random_int_in_ranges 0 6
wait 0
if
321@ == 0
then
actor.Health($SECOND_PLAYER_ACTOR) = 9999999
00A1: put_actor $second_player_Actor at 4010.4197 -1139.1219 881.2454
//0006: _TARGET_KILLS_P1 = 902@ disembark_instantly_actor $second_player_Actor
jump @loadout_P2 
end
if
321@ == 1
then
actor.Health($SECOND_PLAYER_ACTOR) = 9999999
00A1: put_actor $second_player_Actor at  3978.5354 -1176.0446 873.5287
//0006: _TARGET_KILLS_P1 = 902@ disembark_instantly_actor $second_player_Actor
jump @loadout_P2 
end
if
321@ == 2
then
actor.Health($SECOND_PLAYER_ACTOR) = 9999999
00A1: put_actor $second_player_Actor at   4033.427 -1227.368 873.5287
//0006: _TARGET_KILLS_P1 = 902@ disembark_instantly_actor $second_player_Actor
jump @loadout_P2 
end
if
321@ == 3
then
actor.Health($SECOND_PLAYER_ACTOR) = 9999999
00A1: put_actor $second_player_Actor at  4051.0435 -1214.4508 881.0912
//0006: _TARGET_KILLS_P1 = 902@ disembark_instantly_actor $second_player_Actor
jump @loadout_P2 
end
if
321@ == 4
then
actor.Health($SECOND_PLAYER_ACTOR) = 9999999
00A1: put_actor $second_player_Actor at  4041.0627 -1143.9187 873.5287
//0006: _TARGET_KILLS_P1 = 902@ disembark_instantly_actor $second_player_Actor
jump @loadout_P2 
end
if
321@ == 5
then
actor.Health($SECOND_PLAYER_ACTOR) = 9999999
00A1: put_actor $second_player_Actor at  4091.749 -1144.7058 873.5287
//0006: _TARGET_KILLS_P1 = 902@ disembark_instantly_actor $second_player_Actor
jump @loadout_P2 
end
jump @spawn_point

:loadout_P2 
//actor.GiveWeaponAndAmmo($second_player_Actor, pistol, 40)
//actor.GiveWeaponAndAmmo($second_player_Actor, knife, 30)
//actor.GiveWeaponAndAmmo($second_player_Actor, microuzi, 60)

actor.GiveWeaponAndAmmo($second_player_Actor, grenades, 300)
actor.GiveWeaponAndAmmo($second_player_Actor, mp5, 200)
actor.GiveWeaponAndAmmo($second_player_Actor, knife, 30)
actor.GiveWeaponAndAmmo($second_player_Actor, m4, 300)
return

:false_P2 
return


:no_hazards
04C4: store_coords_to 888@ 889@ 890@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0AE3: 455@ = random_object_near_point   888@ 889@ 890@ in_radius 500.0 find_next 1 //IF and SET

if
_HAZARDS == 0
then
if
03CA:   object 455@ exists
then
if
09CC:   object 455@ model_is 1225
then
object.Destroy(455@)
end
end
end
if
_HAZARDS == 2
then
if
03CA:   object 455@ exists
then
if
09CC:   object 455@ model_is 1225

then
035D: set_object 455@ targetable 1

end
end
end
return      {
object.Destroy(455@)
//object.KeepInMemory(455@, 1)
object.Indestructibility(455@, 1)
0382: set_object 455@ collision_detection 1
0750: set_object 455@ visibility 0
035D: set_object 455@ targetable 1

     }





//422@ = 0
:timer
if
_NO_LIMIT == 1
then
if
$timer == 0
then
0ACB: show_styled_text "~w~Time Up!" time 1000 style 1
wait 3000
014F: stop_timer $timer 
0006: _PLAYER1_SCORE = 422@
0006: _PLAYER1_SCORE = 423@
fade 0 2000
wait 2000
fade 1 2000
015F: set_camera_position  4066.6716 -1198.689 881.8405 rotation 0.0 0.0 0.0
0160: set_camera_point_at  4043.1926 -1174.0183 881.8405 switchstyle 2


jump @scores                 
end
end
jump @lives

:lives

if
$LIVES1 == 0
then             
0ACB: show_styled_text "~b~Player 2 Wins!" time 3000 style 4
//0ACB: show_styled_text "~r~Player 1 run out of lives!" time 3000 style 4
_GAME_WINS_P2 += 1
wait 200
02FD: show_text_2numbers_lowpriority GXT 'GAMEWIN' numbers _GAME_WINS_P1 _GAME_WINS_P2 time 5000 flag 1  // ~b~1 Pointer!~s~ Distance ~1~.~1~m
jump @CLEAR_SET
end

if
$LIVES2 == 0
then            
0ACB: show_styled_text "~r~Player 1 Wins!" time 3000 style 4
//0ACB: show_styled_text "~b~Player 2 run out of lives!" time 3000 style 4
_GAME_WINS_P1 += 1 
wait 200
02FD: show_text_2numbers_lowpriority GXT 'GAMEWIN' numbers _GAME_WINS_P1 _GAME_WINS_P2 time 5000 flag 1  // ~b~1 Pointer!~s~ Distance ~1~.~1~m
jump @CLEAR_SET
end       

jump @target_kills
//return   


:target_kills
if
905@ == 1
then   

if
002B:   _PLAYER1_SCORE >= 50 //902@
then
jump @winner1 
end
if 
002B:   _PLAYER2_SCORE >= 50 //903@

then
jump @winner2 
end

end

jump @Quit_rage

:Quit_rage
if
0ADC:   test_cheat "reset"

then
0ACB: show_styled_text "~y~Reset!" time 5000 style 5

jump @back_menu
end          

jump @exit     


mission_cleanup
end_thread
:scores     
wait 0
if and
0029:   _PLAYER1_SCORE >= 422@
0029: not  _PLAYER2_SCORE >= 423@
then
:winner1
0ACB: show_styled_text "~r~Player 1 Wins!" time 3000 style 4

_GAME_WINS_P1 += 1
wait 200
02FD: show_text_2numbers_lowpriority GXT 'GAMEWIN' numbers _GAME_WINS_P1 _GAME_WINS_P2 time 5000 flag 1  // ~b~1 Pointer!~s~ Distance ~1~.~1~m
jump @CLEAR_SET
end
if and
0029:  not _PLAYER1_SCORE >= 422@
0029:  _PLAYER2_SCORE >= 423@
then
:winner2 
0ACB: show_styled_text "~b~Player 2 Wins!" time 3000 style 4

_GAME_WINS_P2 += 1
wait 200
02FD: show_text_2numbers_lowpriority GXT 'GAMEWIN' numbers _GAME_WINS_P1 _GAME_WINS_P2 time 5000 flag 1  // ~b~1 Pointer!~s~ Distance ~1~.~1~m
jump @CLEAR_SET
end
if and
0029:  _PLAYER1_SCORE >= 422@
0029:  _PLAYER2_SCORE >= 423@
then
0ACB: show_styled_text "~y~Draw!" time 3000 style 4

_GAME_WINS_P1 += 1
_GAME_WINS_P2 += 1 
wait 200
02FD: show_text_2numbers_lowpriority GXT 'GAMEWIN' numbers _GAME_WINS_P1 _GAME_WINS_P2 time 5000 flag 1  // ~b~1 Pointer!~s~ Distance ~1~.~1~m
jump @CLEAR_SET
end

jump @CLEAR_SET
//return

mission_cleanup
end_thread





























































marker.Disable(700@)
//// show_text_highpriority "Out." time 3000
select_interior 0
//select_interior 0
01B7: release_weather
$onmission = 0
0915: sync_weather_with_time_and_location_instantly
0A8C: write_memory 9867623 size 4 value 0 virtual_protect 1 
0A8C: write_memory 9867624 size 4 value 0 virtual_protect 1 

00A1: put_actor $PLAYER_ACTOR at 1000@ 1001@ 1002@
mission_cleanup
end_thread


:AI_PATH
//run from the entrance ak47
0AE1: _AI_PATH = random_actor_near_point   4039.0566 -1182.2156 876.1758 in_radius 200.0 find_next 1 pass_deads 1
if and
33@ > 3000
056D:   actor _AI_PATH defined

then
if and
00FE:   actor _AI_PATH sphere 0 in_sphere 4074.9141 -1170.7028 874.5287 radius 5.0 5.0 5.0
82E0:  not actor _AI_PATH firing_weapon

then
0687: clear_actor _AI_PATH task
33@ = 0
actor.GiveWeaponAndAmmo(_AI_PATH, ak47, 70)
0615: define_AS_pack_begin 715@
05D3: AS_actor -1 goto_point  4074.9141 -1170.7028 874.5287 mode 6 time 999999 ms // versionA
05D3: AS_actor -1 goto_point  4075.1118 -1188.7004 874.5287 mode 6 time 999999 ms // versionA
05D3: AS_actor -1 goto_point   4068.2781 -1189.2217 874.5287 mode 6 time 999999 ms // versionA


0618: assign_actor _AI_PATH to_AS_pack 715@
061B: remove_references_to_AS_pack 715@

end
end
if and   //evelator up
056D:   actor _AI_PATH defined
33@ > 3000
then
if and
00FE:   actor _AI_PATH sphere 0 in_sphere    4041.0369 -1207.5529 874.5287 radius 3.0 3.0 3.0
82E0:  not actor _AI_PATH firing_weapon

then
0687: clear_actor _AI_PATH task
33@ = 0
0615: define_AS_pack_begin 715@
05D4: AS_actor -1 rotate_angle  9.5814
05D3: AS_actor -1 goto_point   4041.6067 -1206.6536 874.5287 mode 6 time 20000 ms // versionA
05B9: AS_actor -1 stay_idle 6000 ms
//05B9: AS_actor -1 stay_idle 1 ms

05D3: AS_actor -1 goto_point   4040.9556 -1206.3289 882.0756 mode 6 time 22000 ms // versionA


0618: assign_actor _AI_PATH to_AS_pack 715@
061B: remove_references_to_AS_pack 715@

end
end
if  and
33@ > 3000      //evelator down
056D:   actor _AI_PATH defined

then
if and
00FE:   actor _AI_PATH sphere 0 in_sphere   4040.6541 -1205.85 882.0756 radius 3.0 3.0 3.0
82E0:  not actor _AI_PATH firing_weapon

then
0687: clear_actor _AI_PATH task
33@ = 0
0615: define_AS_pack_begin 715@
05D4: AS_actor -1 rotate_angle  9.5814
05D3: AS_actor -1 goto_point    4040.5544 -1202.2313 881.8705 mode 6 time 20000 ms // versionA
05B9: AS_actor -1 stay_idle 6000 ms
//05B9: AS_actor -1 stay_idle 1 ms

05D3: AS_actor -1 goto_point   4041.0369 -1207.5529 874.5287 mode 6 time 22000 ms // versionA


0618: assign_actor _AI_PATH to_AS_pack 715@
061B: remove_references_to_AS_pack 715@

end
end
if   and
33@ > 3000     //stair up
056D:   actor _AI_PATH defined

then
if and
00FE:   actor _AI_PATH sphere 0 in_sphere   4039.0842 -1185.5844 874.5287 radius 3.0 3.0 3.0
82E0:  not actor _AI_PATH firing_weapon

then
0687: clear_actor _AI_PATH task
33@ = 0
0615: define_AS_pack_begin 715@
//05D4: AS_actor -1 rotate_angle  9.5814
05D3: AS_actor -1 goto_point   4038.4617 -1169.9589 882.1563 mode 6 time 999999 ms // versionA
05D3: AS_actor -1 goto_point   4035.6836 -1170.1525 882.1563 mode 6 time 22000 ms // versionA
05D3: AS_actor -1 goto_point    4035.2527 -1151.4624 882.0912 mode 6 time 22000 ms // versionA


0618: assign_actor _AI_PATH to_AS_pack 715@
061B: remove_references_to_AS_pack 715@

end
end
return

        










































