// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
THREAD "PROJ1"

const
  THREAD_ADDRES = 1@
  ITEM_OFFSET = 2@
  COUNT = 3@
  rocket_handler = 4@
  _SWITH = 5@
  _TO_Z = 6@
  missile_handler = 7@
  _angle = 8@
  _ACTOR_HANDLER = 9@
  _sine = 11@
  _cosine = 12@
  _TO_X = 16@
  _TO_Y = 17@
  HANDLER = 18@
  MAX_ROCKET_NUMBER = 15@
  STE1 = 13@
  STE2 = 14@
end

VAR
    THREAD_ADDRES:INT
    ITEM_OFFSET:INT
    MAX_INDEX_1:INT
    MAX_INDEX_2:INT
    COUNT:INT
    MAX_ROCKET_NUMBER:INT
    STE1:FLOAT
    STE2:FLOAT
    OFFSET_X_1:FLOAT
    OFFSET_X_2:FLOAT
END

REPEAT 
WAIT 0
IF 0AAB: file_exists "CLEO\KEYS.INI"
THEN
    if and                                                                                    
    0AF0: 19@ "CLEO\KEYS.INI" "ROCKET_FIRE" "FIRE_KEY"                                        
    0AF0: 20@ "CLEO\KEYS.INI" "CANNON_FIRE" "FIRE_KEY"                                       
    then break                                                                                
    else                                                                                      
        0AF1: write_int 54 to_ini_file "CLEO\KEYS.INI" "ROCKET_FIRE" "FIRE_KEY"               
        0AF1: write_int 55 to_ini_file "CLEO\KEYS.INI" "CANNON_FIRE" "FIRE_KEY"              
    end                                                                                       
END 
UNTIL IF 0AAB: file_exists "CLEO\KEYS.INI"


Model.Load(-244)
038B: load_requested_models 
REPEAT
WAIT 0
UNTIL IF MODEL.Available(-244)

CONST
     PVEH_MODEL      = 26@
     OFFSET_X_1      = 25@
     OFFSET_X_2      = 24@
     OFFSET_Y        = 23@
     OFFSET_Z        = 22@
     PVEH            = 0@
     MINIGUN_OBJECT_HANDLER_1 = 27@
     MINIGUN_OBJECT_HANDLER_2 = 28@
     ROCKET_OBJECT_HANDLER_1  = 29@
     ROCKET_OBJECT_HANDLER_2  = 30@
END

MAX_ROCKET_NUMBER = 15
        
WHILE TRUE
    WAIT 0 
    if Actor.Driving($PLAYER_ACTOR)
    THEN
        PVEH = Actor.CurrentCar($PLAYER_ACTOR)
        PVEH_MODEL = CAR.Model(PVEH)
        IF 047A:   actor $PLAYER_ACTOR driving_bike 
        THEN 
            STE1 = 0.7
            STE2 = 0.9
        ELSE
            STE1 = 2.2
            STE2 = 2.4
        END
        07E4: get_model PVEH_MODEL dimensions_cornerA_to OFFSET_X_1 OFFSET_Y OFFSET_Z dimensions_cornerB_to OFFSET_X_2 OFFSET_Y OFFSET_Z 
        005B: OFFSET_X_1 += STE1
        0407: store_coords_to _TO_X _TO_Y _TO_Z from_car PVEH with_offset 0.0 -0.7 0.1 
        MINIGUN_OBJECT_HANDLER_1 = Object.Create(-244, _TO_X, _TO_Y, _TO_Z)
        08D2: object MINIGUN_OBJECT_HANDLER_1 scale_model 1.0 
        0681: attach_object MINIGUN_OBJECT_HANDLER_1 to_car PVEH with_offset OFFSET_X_1 0.2 0.0 rotation 90.0 0.0 90.0
        0063: OFFSET_X_2 -= STE1
        0407: store_coords_to _TO_X _TO_Y _TO_Z from_car PVEH with_offset 0.0 -0.7 0.1 
        MINIGUN_OBJECT_HANDLER_2 = Object.Create(-244, _TO_X, _TO_Y, _TO_Z)
        08D2: object MINIGUN_OBJECT_HANDLER_2 scale_model 1.0 
        0681: attach_object MINIGUN_OBJECT_HANDLER_2 to_car PVEH with_offset OFFSET_X_2 0.2 0.0 rotation 270.0 0.0 90.0
        07E4: get_model PVEH_MODEL dimensions_cornerA_to OFFSET_X_1 OFFSET_Y OFFSET_Z dimensions_cornerB_to OFFSET_X_2 OFFSET_Y OFFSET_Z 
        005B: OFFSET_X_1 += STE2
        0407: store_coords_to _TO_X _TO_Y _TO_Z from_car PVEH with_offset 0.0 -0.5 0.1 
        ROCKET_OBJECT_HANDLER_1 = Object.Create(#heatseek , _TO_X, _TO_Y, _TO_Z)
        08D2: object ROCKET_OBJECT_HANDLER_1 scale_model 1.0 
        0681: attach_object ROCKET_OBJECT_HANDLER_1 to_car PVEH with_offset OFFSET_X_1 0.2 0.0 rotation 90.0 0.0 90.0
        0063: OFFSET_X_2 -= STE2
        0407: store_coords_to _TO_X _TO_Y _TO_Z from_car PVEH with_offset 0.0 -0.5 0.1 
        ROCKET_OBJECT_HANDLER_2 = Object.Create(#heatseek , _TO_X, _TO_Y, _TO_Z)
        08D2: object ROCKET_OBJECT_HANDLER_2 scale_model 1.0 
        0681: attach_object ROCKET_OBJECT_HANDLER_2 to_car PVEH with_offset OFFSET_X_2 0.2 0.0 rotation 270.0 0.0 90.0
        
        
        BREAK 
    END
END

while true
    repeat
    wait 0 
    until if Player.Defined($PLAYER_CHAR)
    if Actor.Driving($PLAYER_ACTOR)
    THEN                                                                          
        PVEH = Actor.CurrentCar($PLAYER_ACTOR)
        0ab1: @rocket_status_1 0 //loop func 
        0ab1: @rocket_status_2 0 //loop func                                               
        if 00E1:   player 0 pressed_key 17                                               
        THEN                                                                             
            0ab1: @rocket_fire_FUNC_1 2 {SEND VEH HANDLER} PVEH PVEH //push    
            0ab1: @rocket_fire_FUNC_2 2 {SEND VEH HANDLER} PVEH PVEH //push                                        
        ELSE                                                                             
            IF 00E1:   player 0 pressed_key 7                                            
            THEN 0AB1: @MINIGUN_FIRE 2 {SEND VEH HANDLER} PVEH PVEH //push               
                097B: play_audio_at_object MINIGUN_OBJECT_HANDLER_1 event 1157                                 
                097B: play_audio_at_object MINIGUN_OBJECT_HANDLER_2 event 1157                                 
            END                                                                          
        END
    end                                                                              
end

:MINIGUN_FIRE
0407: store_coords_to 1@ 2@ 3@ from_car PVEH with_offset 1.5 0.6 -0.3 
0208: 14@ = random_float_in_ranges -1.6 1.6 
0208: 13@ = random_float_in_ranges -1.6 1.6 
0407: store_coords_to 5@ 6@ 7@ from_car PVEH with_offset 14@ 200.4 13@ 
06BC: create_M4_shoot_from 1@ 2@ 3@ target 5@ 6@ 7@ energy 50 
058A: create_gun_flash_from 1@ 2@ 3@ to 5@ 6@ 7@ 
//==========================================================================
0407: store_coords_to 1@ 2@ 3@ from_car PVEH with_offset -1.5 0.6 -0.3 
0208: 14@ = random_float_in_ranges -1.6 1.6 
0208: 13@ = random_float_in_ranges -1.6 1.6 
0407: store_coords_to 5@ 6@ 7@ from_car PVEH with_offset 14@ 200.4 13@ 
06BC: create_M4_shoot_from 1@ 2@ 3@ target 5@ 6@ 7@ energy 50 
058A: create_gun_flash_from 1@ 2@ 3@ to 5@ 6@ 7@ 
0ab2: 0 
                                                   
  
:rocket_fire_FUNC_1
MAX_ROCKET_NUMBER = 0
14@ = -1.6
for count = 0 to MAX_ROCKET_NUMBER step 1
WAIT 0
    ITEM_OFFSET = COUNT                                                                                                                                                                                           
    ITEM_OFFSET *= 4      
    0AC6: THREAD_ADDRES = label @swith_index_memory_1 offset
    005A: THREAD_ADDRES += ITEM_OFFSET                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                              
    0A8D: _SWITH = read_memory THREAD_ADDRES size 4 virtual_protect 0                                                                                                                                             
    if _SWITH == false                                                                                                                                                                                            
    THEN
        
        0407: store_coords_to _TO_X _TO_Y _TO_Z from_car PVEH with_offset 14@ 1.2 -0.3                                                                                                                                                                                                       
        rocket_handler = Object.Create(1598, _TO_X, _TO_Y, _TO_Z)                                                                                                                                           
        0750: set_object  rocket_handler visibility 1                                                                                                                                                                   
        08D2: object rocket_handler scale_model 0.3                                                                                                                                                         
        04D9: object  rocket_handler set_scripted_collision_check 1                                                                                                                                                 
        Object.CollisionDetection( rocket_handler) = true                                                                                                                                                           
        0906: set_object  rocket_handler mass_to 30000.0 // float                                                                                                                                                   
        0908: set_object  rocket_handler turn_mass_to 30000.0 // float                                                                                                                                      
        missile_handler = Object.Create(#MISSILE, _TO_X, _TO_Y, _TO_Z)                                                                                                                                                   
        069A: attach_object missile_handler to_object rocket_handler with_offset 0.0 0.0 0.0 rotation 0.0 0.0 180.0                                                                                                
        Object.CollisionDetection( missile_handler) = FALSE                                                                                                                                                              
        097B: play_audio_at_object rocket_handler event 1157                                                                                                                                                
        IF 03CA:   object  missile_handler exists                                                                                                                                                                         
        THEN                                                                                                                                                                                                      
            _angle = actor.Angle($PLAYER_ACTOR)                                                                                                                                                                           
            //_angle -= 92.0                                                                                                                                                                                        
            Object.Angle(missile_handler) = _angle                                                                                                                                                                       
        END
        02F6: _sine = sine _angle // (float)                                                                                                                                                                      
        02F7: _cosine = cosine _angle // (float)                                                                                                                                                                  
        _cosine *= 90.0                                                                                                                                                                                           
        _sine *= 90.0                                                                                                                                                                                             
        _sine *= -1.0                                                                                                                                                                                             
        Object.ToggleInMovingList( rocket_handler) = True                                                                                                                                                   
        //0400: store_coords_to _COORD100 _COORD200 _COORD300 from_object rocket_handler with_offset 0.0 0.0 0.0                                                                                              
        //0063: 24@ -= _COORD300 // (float)
        24@ += 0.3                                                                                                                                                                        
        Object.Throw( rocket_handler,  _sine,  _cosine,  24@)                                                                                                                                                  
        33@ = 0                                                                                                                                                                                                   
        0AC6: THREAD_ADDRES = label @swith_index_memory_1 offset
        005A: THREAD_ADDRES += ITEM_OFFSET                                                                                                                                                           
        0A8C: write_memory THREAD_ADDRES size 4 value TRUE virtual_protect 0                                                                                                                                      
        0AC6: THREAD_ADDRES = label @rocket_handler_1 offset
        005A: THREAD_ADDRES += ITEM_OFFSET                                                                                                                                                                       
        0A8C: write_memory THREAD_ADDRES size 4 value rocket_handler virtual_protect 0                                                                                                                      
        0AC6: THREAD_ADDRES = label @MISSILE_handler_1 offset
        005A: THREAD_ADDRES += ITEM_OFFSET                                                                                                                                                                      
        0A8C: write_memory THREAD_ADDRES size 4 value missile_handler virtual_protect 0
        14@ -= 0.4                                                                                                                                                                                                                                             
    end
end
0ab2: 0

:rocket_fire_FUNC_2
MAX_ROCKET_NUMBER = 0
14@ = 1.6
for count = 0 to MAX_ROCKET_NUMBER step 1
WAIT 0
    ITEM_OFFSET = COUNT                                                                                                                                                                                           
    ITEM_OFFSET *= 4      
    0AC6: THREAD_ADDRES = label @swith_index_memory_2 offset
    005A: THREAD_ADDRES += ITEM_OFFSET                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                              
    0A8D: _SWITH = read_memory THREAD_ADDRES size 4 virtual_protect 0                                                                                                                                             
    if _SWITH == false                                                                                                                                                                                            
    THEN
        
        
        0407: store_coords_to _TO_X _TO_Y _TO_Z from_car PVEH with_offset 14@ 1.2 -0.3      
        rocket_handler = Object.Create(1598, _TO_X, _TO_Y, _TO_Z)                                                                                                                                           
        0750: set_object  rocket_handler visibility 1                                                                                                                                                                   
        08D2: object rocket_handler scale_model 0.3                                                                                                                                                         
        04D9: object  rocket_handler set_scripted_collision_check 1                                                                                                                                                 
        Object.CollisionDetection( rocket_handler) = true                                                                                                                                                           
        0906: set_object  rocket_handler mass_to 30000.0 // float                                                                                                                                                   
        0908: set_object  rocket_handler turn_mass_to 30000.0 // float                                                                                                                                      
        missile_handler = Object.Create(#MISSILE, _TO_X, _TO_Y, _TO_Z)                                                                                                                                                   
        069A: attach_object missile_handler to_object rocket_handler with_offset 0.0 0.0 0.0 rotation 0.0 0.0 180.0                                                                                                
        Object.CollisionDetection( missile_handler) = FALSE                                                                                                                                                              
        097B: play_audio_at_object rocket_handler event 1157                                                                                                                                                
        IF 03CA:   object  missile_handler exists                                                                                                                                                                         
        THEN                                                                                                                                                                                                      
            _angle = actor.Angle($PLAYER_ACTOR)                                                                                                                                                                           
            //_angle -= 92.0                                                                                                                                                                                        
            Object.Angle(missile_handler) = _angle                                                                                                                                                                       
        END
        02F6: _sine = sine _angle // (float)                                                                                                                                                                      
        02F7: _cosine = cosine _angle // (float)                                                                                                                                                                  
        _cosine *= 90.0                                                                                                                                                                                           
        _sine *= 90.0                                                                                                                                                                                             
        _sine *= -1.0                                                                                                                                                                                             
        Object.ToggleInMovingList( rocket_handler) = True                                                                                                                                                   
        //0400: store_coords_to _COORD100 _COORD200 _COORD300 from_object rocket_handler with_offset 0.0 0.0 0.0                                                                                              
        //0063: 24@ -= _COORD300 // (float)
        24@ += 0.3                                                                                                                                                                         
        Object.Throw( rocket_handler,  _sine,  _cosine,  24@)                                                                                                                                                  
        33@ = 0                                                                                                                                                                                                   
        0AC6: THREAD_ADDRES = label @swith_index_memory_2 offset
        005A: THREAD_ADDRES += ITEM_OFFSET                                                                                                                                                           
        0A8C: write_memory THREAD_ADDRES size 4 value TRUE virtual_protect 0                                                                                                                                      
        0AC6: THREAD_ADDRES = label @rocket_handler_2 offset
        005A: THREAD_ADDRES += ITEM_OFFSET                                                                                                                                                                       
        0A8C: write_memory THREAD_ADDRES size 4 value rocket_handler virtual_protect 0                                                                                                                      
        0AC6: THREAD_ADDRES = label @MISSILE_handler_2 offset
        005A: THREAD_ADDRES += ITEM_OFFSET                                                                                                                                                                      
        0A8C: write_memory THREAD_ADDRES size 4 value missile_handler virtual_protect 0
        14@ += 0.4                                                                                                                                                                                                                                             
    end
end
0ab2: 0                                                                                                                                                                                                                                 
    
:rocket_status_1
MAX_ROCKET_NUMBER = 0                                                                                                                                                                                                               
for COUNT = 0 to MAX_ROCKET_NUMBER step 1                                                                                                                                                                                         
    ITEM_OFFSET = COUNT                                                                                                                                                                                           
    ITEM_OFFSET *= 4                                                                                                                                                                                              
    0AC6: THREAD_ADDRES = label @swith_index_memory_1 offset
    005A: THREAD_ADDRES += ITEM_OFFSET                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                   
    0A8D: _SWITH = read_memory THREAD_ADDRES size 4 virtual_protect 0                                                                                                                                                      
    IF _SWITH == TRUE                                                                                                                                                                                             
    THEN ///0acd: "0000000000000000" 100                                                                                                                                                                          
        0AC6: THREAD_ADDRES = label @rocket_handler_1 offset
        005A: THREAD_ADDRES += ITEM_OFFSET                                                                                                                                                                       
        0A8D: rocket_handler = read_memory THREAD_ADDRES size 4 virtual_protect 0                                                                                                                           
        IF rocket_handler > 0                                                                                                                                                                               
        JF CONTINUE                                                                                                                                                                                               
        0AC6: THREAD_ADDRES = label @MISSILE_handler_1 offset
        005A: THREAD_ADDRES += ITEM_OFFSET                                                                                                                                                                      
        0A8D: missile_handler = read_memory THREAD_ADDRES size 4 virtual_protect 0                                                                                                                                       
        IF missile_handler > 0                                                                                                                                                                                           
        JF CONTINUE                                                                                                                                                                                               
        if 03CA:   object  rocket_handler exists                                                                                                                                                            
        THEN                                                                                                                                                                                                      
            IF 03CA:   object  missile_handler exists                                                                                                                                                                         
            THEN                                                                                                                                                                                                  
                 _angle = actor.Angle($PLAYER_ACTOR)                                                                                                                                                                     
                 //_angle -= 92.0                                                                                                                                                                                       
                 Object.Angle(missile_handler) = _angle                                                                                                                                                                  
            END                                                                                                                                                                           
                                                                                                                                                                                                           
        02F6: _sine = sine _angle // (float)                                                                                                                                                                      
        02F7: _cosine = cosine _angle // (float)                                                                                                                                                                  
        _cosine *= 90.0                                                                                                                                                                                           
        _sine *= 90.0                                                                                                                                                                                             
        _sine *= -1.0                                                                                                                                                                                             
        Object.ToggleInMovingList(rocket_handler) = True                                                                                                                                                   
        //0400: store_coords_to _COORD100 _COORD200 _COORD300 from_object rocket_handler with_offset 0.0 0.0 0.0                                                                                              
        //0063: 24@ -= _COORD300 // (float)
        24@ += 0.3                                                                                                                                                                         
        Object.Throw(rocket_handler,  _sine,  _cosine,  24@)                                                                                                                                               
        095C: create_smoke_at _sine _cosine 24@ velocity 0.0 0.0 0.0 RGBA 1.0 0.0 0.0 1.0 size 1.9 last_factor 0.0                                                                                                
        //0ACD: "THROW" 100                                                                                                                                                                                       
        END                                                                                                                                                                                                       
        IF AND                                                                                                                                                                                                    
            03CA:   object  rocket_handler exists                                                                                                                                                           
            03CA:   object  missile_handler exists                                                                                                                                                                       
        THEN                                                                                                                                                                                                      
            if or                                                                                                                                                                                                 
                04DA:   has_object  rocket_handler collided                                                                                                                                                 
                04E7:   object rocket_handler in_water                                                                                                                                                      
                86BD:   obstacles_between _sine  _cosine  24@ and _sine  _cosine  24@ solid 1 car 1 actor 0 object 1 particle 0                                                                                                                                                                           
                //8474:   not actor $PLAYER_ACTOR near_object_in_cube  rocket_handler radius 200.0 200.0 100.0 sphere 0                                                                                       
                33@ > 7000                                                                                                                                                                                        
            THEN                                                                                                                                                                                                  
                0400: store_coords_to _TO_X _TO_Y _TO_Z from_object  rocket_handler with_offset 0.0 0.0 0.0                                                                                                 
                020C: create_explosion_with_radius 3 at _TO_X _TO_Y _TO_Z                                                                                                                                         
                Object.Destroy(rocket_handler)                                                                                                                                                             
                Object.Destroy(missile_handler)                                                                                                                                                                         
                0AC6: THREAD_ADDRES = label @swith_index_memory_1 offset
                005A: THREAD_ADDRES += ITEM_OFFSET                                                                                                                                                   
                0A8C: write_memory THREAD_ADDRES size 4 value FALSE virtual_protect 0                                                                                                                             
            END                                                                                                                                                                                                                                                                                                                                                                                    
        END                                                                                                                                                                                                       
    END                                                                                                                                                                                                           
END                                                                                                                                                                                       
0ab2: 0

:rocket_status_2
MAX_ROCKET_NUMBER = 0                                                                                                                                                                                                               
for COUNT = 0 to MAX_ROCKET_NUMBER step 1                                                                                                                                                                                         
    ITEM_OFFSET = COUNT                                                                                                                                                                                           
    ITEM_OFFSET *= 4                                                                                                                                                                                              
    0AC6: THREAD_ADDRES = label @swith_index_memory_2 offset
    005A: THREAD_ADDRES += ITEM_OFFSET                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                          
    0A8D: _SWITH = read_memory THREAD_ADDRES size 4 virtual_protect 0                                                                                                                                                      
    IF _SWITH == TRUE                                                                                                                                                                                             
    THEN ///0acd: "0000000000000000" 100                                                                                                                                                                          
        0AC6: THREAD_ADDRES = label @rocket_handler_2 offset
        005A: THREAD_ADDRES += ITEM_OFFSET                                                                                                                                                                       
        0A8D: rocket_handler = read_memory THREAD_ADDRES size 4 virtual_protect 0                                                                                                                           
        IF rocket_handler > 0                                                                                                                                                                               
        JF CONTINUE                                                                                                                                                                                               
        0AC6: THREAD_ADDRES = label @MISSILE_handler_2 offset
        005A: THREAD_ADDRES += ITEM_OFFSET                                                                                                                                                                      
        0A8D: missile_handler = read_memory THREAD_ADDRES size 4 virtual_protect 0                                                                                                                                       
        IF missile_handler > 0                                                                                                                                                                                           
        JF CONTINUE                                                                                                                                                                                               
        if 03CA:   object  rocket_handler exists                                                                                                                                                            
        THEN                                                                                                                                                                                                      
            IF 03CA:   object  missile_handler exists                                                                                                                                                                         
            THEN                                                                                                                                                                                                  
                 _angle = actor.Angle($PLAYER_ACTOR)                                                                                                                                                                     
                 //_angle -= 92.0                                                                                                                                                                                       
                 Object.Angle(missile_handler) = _angle                                                                                                                                                                  
            END                                                                                                                                                                           
                                                                                                                                                                                                           
        02F6: _sine = sine _angle // (float)                                                                                                                                                                      
        02F7: _cosine = cosine _angle // (float)                                                                                                                                                                  
        _cosine *= 90.0                                                                                                                                                                                           
        _sine *= 90.0                                                                                                                                                                                             
        _sine *= -1.0                                                                                                                                                                                             
        Object.ToggleInMovingList(rocket_handler) = True                                                                                                                                                   
        //0400: store_coords_to _COORD100 _COORD200 _COORD300 from_object rocket_handler with_offset 0.0 0.0 0.0                                                                                              
        //0063: 24@ -= _COORD300 // (float)
        24@ += 0.3                                                                                                                                                                         
        Object.Throw(rocket_handler,  _sine,  _cosine,  24@)                                                                                                                                               
        095C: create_smoke_at _sine _cosine 24@ velocity 0.0 0.0 0.0 RGBA 1.0 0.0 0.0 1.0 size 0.9 last_factor 0.0                                                                                                
        //0ACD: "THROW" 100                                                                                                                                                                                       
        END                                                                                                                                                                                                       
        IF AND                                                                                                                                                                                                    
            03CA:   object  rocket_handler exists                                                                                                                                                           
            03CA:   object  missile_handler exists                                                                                                                                                                       
        THEN                                                                                                                                                                                                      
            if or                                                                                                                                                                                                 
                04DA:   has_object  rocket_handler collided                                                                                                                                                 
                04E7:   object rocket_handler in_water                                                                                                                                                      
                86BD:   obstacles_between _sine  _cosine  24@ and _sine  _cosine  24@ solid 1 car 1 actor 0 object 1 particle 0                                                                                                                                                                           
                //8474:   not actor $PLAYER_ACTOR near_object_in_cube  rocket_handler radius 200.0 200.0 100.0 sphere 0                                                                                       
                33@ > 7000                                                                                                                                                                                        
            THEN                                                                                                                                                                                                  
                0400: store_coords_to _TO_X _TO_Y _TO_Z from_object  rocket_handler with_offset 0.0 0.0 0.0                                                                                                 
                020C: create_explosion_with_radius 3 at _TO_X _TO_Y _TO_Z                                                                                                                                         
                Object.Destroy(rocket_handler)                                                                                                                                                             
                Object.Destroy(missile_handler)                                                                                                                                                                         
                0AC6: THREAD_ADDRES = label @swith_index_memory_2 offset
                005A: THREAD_ADDRES += ITEM_OFFSET                                                                                                                                                   
                0A8C: write_memory THREAD_ADDRES size 4 value FALSE virtual_protect 0                                                                                                                             
            END                                                                                                                                                                                                                                                                                                                                                                                    
        END                                                                                                                                                                                                       
    END                                                                                                                                                                                                           
END                                                                                                                                                                                       
0ab2: 0                                                                                                                                                                                                                        

:swith_index_memory_1
hex
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00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
end


:rocket_handler_1
hex
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
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00 00 00 00
00 00 00 00
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00 00 00 00
00 00 00 00
00 00 00 00
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00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
end

:MISSILE_handler_1
hex
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
end

:swith_index_memory_2
hex
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
end


:rocket_handler_2
hex
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
end

:MISSILE_handler_2
hex
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
end
        