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

//-------------MAIN---------------
thread 'FST_MENU' 
0661: NOP "=================" 
0661: NOP "MENU V 5.3" 
0661: NOP "ORIG. BY: FAN" 
0661: NOP "BY: FAN SCRIPT" 
0661: NOP "=================" 
0661: NOP "VOID SETINGS(VOID)" 
0661: NOP "CONST" 
0661: NOP "=LOOK_ITEMS_JUMP=WAIT" 
27@ = 45 
0661: NOP "=================" 
$LOC_VAR_18 = 900.0 
$TEMPVAR_Y_COORD = 900.0 
$RED = 255 
$GREN = 255 
$BLUE = 255 
0661: NOP "=================" 
$LOC_VAR_274 = 0 
$LOC_VAR_275 = 255 
$LOC_VAR_276 = 0 
0661: NOP "=================" 
$LOC_VAR_274 = 0 
$LOC_VAR_275 = 255 
$LOC_VAR_276 = 0 
0661: NOP "=================" 
$BO1 = 0 
$BO2 = 0 
$BO3 = 0 
$BALP = 150 
0661: NOP "=================" 
$270000 = 100 
$280000 = 0 
$2860000 = 1.0 
$290000 = 9 
$310000 = 0 
$340000 = 0 
$350000 = 0 
$360000 = 0 
$370000 = 0 
$380000 = 0 
$390000 = 0 
$400000 = 0 
$410000 = 0 
$420000 = 0 
$430000 = 0 
$440000 = 0 
$450000 = 0 
$460000 = 400 
$470000 = 0 
$480000 = 60 
30@ = 0 
$490000 = 1.0 
$500000 = 1.0 
$510000 = 0 
$520000 = 11 
$530000 = 60 
$540000 = 100 
$550000 = 60 
$2340000 = 0 
$RED_1 = 200 
$GREN_1 = 0 
$RED_2 = 200 
$GREN_2 = 0 
$LOC_VAR_23 = 0 
$LOC_VAR_27 = 0 
$LOC_VAR_28 = 0 
$LOC_VAR_29 = 0 
$LOC_VAR_31 = 0 
$LOC_VAR_34 = 0 
$LOC_VAR_35 = 0 
$LOC_VAR_36 = 0 
$LOC_VAR_37 = 0 
$LOC_VAR_38 = 0 
$LOC_VAR_39 = 0 
$LOC_VAR_40 = 0 
$LOC_VAR_41 = 0 
$LOC_VAR_42 = 0 
$LOC_VAR_43 = 0 
$LOC_VAR_44 = 0 
$LOC_VAR_45 = 0 
$LOC_VAR_46 = 0 
$LOC_VAR_47 = 0 
$LOC_VAR_48 = 0 
$LOC_VAR_49 = 0 
$LOC_VAR_50 = 0 
$LOC_VAR_51 = 0 
$LOC_VAR_52 = 0 
$LOC_VAR_53 = 0 
$LOC_VAR_54 = 0 
$LOC_VAR_55 = 0 
05AA: v$SPD1 = "OXF" // @s = 'short' 
05AA: v$TUR = "OXF" // @s = 'short' 
05AA: v$RAN = "OXF" // @s = 'short' 
05AA: v$NON = "OXF" // @s = 'short' 
05AA: v$NOF = "OXF" // @s = 'short' 
05AA: v$STOP = "OXF" // @s = 'short' 
05AA: v$SPD2 = "OXF" // @s = 'short' 
05AA: v$4001 = "OXF" // @s = 'short' 
05AA: v$4002 = "OXF" // @s = 'short' 
05AA: v$4003 = "OXF" // @s = 'short' 
05AA: v$4004 = "OXF" // @s = 'short' 
05AA: v$4005 = "OXF" // @s = 'short' 
05AA: v$40012 = "OXF" // @s = 'short' 
05AA: v$40015 = "OXF" // @s = 'short' 
05AA: v$40017 = "OXF" // @s = 'short' 
05AA: v$ON = "OXF" // @s = 'short' 
05AA: v$RG13 = "OXF" // @s = 'short' 
05AA: v$RG17 = "OXF" // @s = 'short' 
05AA: v$RG19 = "OXF" // @s = 'short' 
05AA: v$SEJ16 = "OXF" // @s = 'short' 
05AA: v$INF = "OXF" // @s = 'short' 
05AA: v$GOD = "OXF" // @s = 'short' 
05AA: v$SUP = "OXF" // @s = 'short' 
05AA: v$RH = "OXF" // @s = 'short' 
05AA: v$COP = "OXF" // @s = 'short' 
05AA: v$VH = "OXF" // @s = 'short' 
$1600000 = 1 
$1610000 = 1 
$1620000 = 0 
$1630000 = 0 
$1640000 = 0 
$1650000 = 150 
$LOC_VAR_17 = 84.0 
$1690000 = 0 
$1700000 = 255 
$1710000 = 0 
$2020000 = 84.0 
0661: NOP "VOID MENU_STARTUP(VOID)" 

:FST_MENU_4AF
wait 5 
if 
   Player.Defined($PLAYER_CHAR)
   THEN
   
   END
   0AF0: $END_SCRIPT = get_int_from_ini_file "CLEO\POZIT.INI" section "WST" key "OFF" 
if 
  $END_SCRIPT == 1 
jf @FST_MENU_41F 
03F0: enable_text_draw 0 
end_thread 

:FST_MENU_41F
if 
00E1:   player 0 pressed_key 7 
jf @FST_MENU_4AF 
Player.CanMove($PLAYER_CHAR) = False
0661: NOP "VOID DISPLAY(VOID)" 
0AF1: write_int 1 to_ini_file "CLEO\POZIT.INI" section "WST" key "ON" 

:FST_MENU_50E
wait 0 
03F0: enable_text_draw 0 
wait 5 
038E: draw_box_position 323.0 140.0 size 140.0 150.0 RGBA $BO1 $BO2 $BO3 $BALP 
038E: draw_box_position 323.0 79.0 size 140.0 1.5 RGBA 255 0 0 100 
038E: draw_box_position 323.0 175.0 size 140.0 1.0 RGBA 255 0 0 100 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 $1600000 
033E: set_draw_text_position 260.0 68.0 GXT 'FOTER' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
033E: set_draw_text_position 260.0 176.0 GXT 'PRESD' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
033E: set_draw_text_position 260.0 184.0 GXT 'PRESUP' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
033E: set_draw_text_position 260.0 192.0 GXT 'PRESX' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
033E: set_draw_text_position 260.0 200.0 GXT 'PRESY' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 80.0 GXT 'WST1' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 89.0 GXT 'WST2' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 98.0 GXT 'WST3' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 107.0 GXT 'WST4' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 116.0 GXT 'WST5' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 125.0 GXT 'WST6' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 134.0 GXT 'WST7' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 143.0 GXT 'WST8' 
038E: draw_box_position 323.0 $LOC_VAR_17 size 139.0 8.0 RGBA $LOC_VAR_274 $LOC_VAR_275 $LOC_VAR_276 $1600000 
$1600000 += 7 
if 
  $1600000 > 150 
jf @FST_MENU_95E 
$1600000 = 1 
0661: NOP "VOID ANGINE(VOID)" 

:FST_MENU_95E
0494: get_joystick 0 direction_offset_to 6@ 7@ 8@ 9@ 
if and
  7@ > 0 
80E1:   not player 0 pressed_key 16 
jf @FST_MENU_9F5 
if 
  $1610000 == 8 
jf @FST_MENU_9C4 
$LOC_VAR_17 = 84.0 
$1610000 = 1 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @FST_MENU_50E 

:FST_MENU_9C4
wait 27@ 
$1610000 += 1 
$LOC_VAR_17 += 9.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @FST_MENU_50E 

:FST_MENU_9F5
0494: get_joystick 0 direction_offset_to 6@ 7@ 8@ 9@ 
if and
  0 > 7@ 
80E1:   not player 0 pressed_key 16 
jf @FST_MENU_AA8 
if 
  $1610000 == 1 
jf @FST_MENU_A5B 
$1610000 = 8 
$LOC_VAR_17 = 147.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @FST_MENU_50E 

:FST_MENU_A5B
wait 27@ 
$1610000 -= 1 
$LOC_VAR_17 -= 9.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @FST_MENU_50E 
0661: NOP "VOID MENU_SHUTDOWN(VOID)" 

:FST_MENU_AA8
if 
00E1:   player 0 pressed_key 15 
jf @FST_MENU_B14 
wait 250 
$1610000 = 1 
$LOC_VAR_17 = 84.0 
03F0: enable_text_draw 0 
0AF1: write_int 0 to_ini_file "CLEO\POZIT.INI" section "WST" key "ON" 
Player.CanMove($PLAYER_CHAR) = True
jump @FST_MENU_4AF 
0661: NOP "VOID ACTIONS(VOID)" 

:FST_MENU_B14
if 
  $1610000 == 1 
jf @STATS_FF40 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_FF40 
wait 250 
0661: NOP "========================================================================" 
0661: NOP "VOID SEINGS(VOID)" 
$1600000 = 1 
$2030000 = 1 
$270000 = 0 
$LOC_VAR_285 = 84.0 
0661: NOP "VOID MENU_STARTUP(VOID)" 
4@ = 0 

:FST_MENU_BDE
wait 5 
if 
   Player.Defined($PLAYER_CHAR)
jf @FST_MENU_BDE 
Player.CanMove($PLAYER_CHAR) = False
0661: NOP "VOID DISPLAY(VOID)" 

:FST_MENU_C0F
if 
   Actor.Model($PLAYER_ACTOR) == #MALE01
jf @FST_MENU_C36 
05AA: 2@s = 'MALE01' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_C36
if 
   Actor.Model($PLAYER_ACTOR) == #BFORI
jf @FST_MENU_C5D 
05AA: 2@s = 'BFORI' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_C5D
if 
   Actor.Model($PLAYER_ACTOR) == #BFOST
jf @FST_MENU_C84 
05AA: 2@s = 'BFOST' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_C84
if 
   Actor.Model($PLAYER_ACTOR) == #VBFYCRP
jf @FST_MENU_CAB 
05AA: 2@s = 'VBFYCRP' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_CAB
if 
   Actor.Model($PLAYER_ACTOR) == #BFYRI
jf @FST_MENU_CD2 
05AA: 2@s = 'BFYRI' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_CD2
if 
   Actor.Model($PLAYER_ACTOR) == #BFYST
jf @FST_MENU_CF9 
05AA: 2@s = 'BFYST' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_CF9
if 
   Actor.Model($PLAYER_ACTOR) == #BMORI
jf @FST_MENU_D20 
05AA: 2@s = 'BMORI' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_D20
if 
   Actor.Model($PLAYER_ACTOR) == #BMOST
jf @FST_MENU_D47 
05AA: 2@s = 'BMOST' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_D47
if 
   Actor.Model($PLAYER_ACTOR) == #BMYAP
jf @FST_MENU_D6E 
05AA: 2@s = 'BMYAP' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_D6E
if 
   Actor.Model($PLAYER_ACTOR) == #BMYBU
jf @FST_MENU_D95 
05AA: 2@s = 'BMYBU' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_D95
if 
   Actor.Model($PLAYER_ACTOR) == #BMYBE
jf @FST_MENU_DBC 
05AA: 2@s = 'BMYBE' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_DBC
if 
   Actor.Model($PLAYER_ACTOR) == #BMYDJ
jf @FST_MENU_DE3 
05AA: 2@s = 'BMYDJ' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_DE3
if 
   Actor.Model($PLAYER_ACTOR) == #BMYRI
jf @FST_MENU_E0A 
05AA: 2@s = 'BMYRI' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_E0A
if 
   Actor.Model($PLAYER_ACTOR) == #BMYCR
jf @FST_MENU_E31 
05AA: 2@s = 'BMYCR' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_E31
if 
   Actor.Model($PLAYER_ACTOR) == #BMYST
jf @FST_MENU_E58 
05AA: 2@s = 'BMYST' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_E58
if 
   Actor.Model($PLAYER_ACTOR) == #WMYBMX
jf @FST_MENU_E7F 
05AA: 2@s = 'WMYBMX' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_E7F
if 
   Actor.Model($PLAYER_ACTOR) == #WBDYG1
jf @FST_MENU_EA6 
05AA: 2@s = 'WBDYG1' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_EA6
if 
   Actor.Model($PLAYER_ACTOR) == #WBDYG2
jf @FST_MENU_ECD 
05AA: 2@s = 'WBDYG2' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_ECD
if 
   Actor.Model($PLAYER_ACTOR) == #WMYBP
jf @FST_MENU_EF4 
05AA: 2@s = 'WMYBP' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_EF4
if 
   Actor.Model($PLAYER_ACTOR) == #WMYCON
jf @FST_MENU_F1B 
05AA: 2@s = 'WMYCON' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_F1B
if 
   Actor.Model($PLAYER_ACTOR) == #BMYDRUG
jf @FST_MENU_F42 
05AA: 2@s = 'BMYDRUG' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_F42
if 
   Actor.Model($PLAYER_ACTOR) == #WMYDRUG
jf @FST_MENU_F69 
05AA: 2@s = 'WMYDRUG' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_F69
if 
   Actor.Model($PLAYER_ACTOR) == #HMYDRUG
jf @FST_MENU_F90 
05AA: 2@s = 'HMYDRUG' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_F90
if 
   Actor.Model($PLAYER_ACTOR) == #DWFOLC
jf @FST_MENU_FB7 
05AA: 2@s = 'DWFOLC' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_FB7
if 
   Actor.Model($PLAYER_ACTOR) == #DWMOLC1
jf @FST_MENU_FDE 
05AA: 2@s = 'DWMOLC1' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_FDE
if 
   Actor.Model($PLAYER_ACTOR) == #DWMOLC2
jf @FST_MENU_1005 
05AA: 2@s = 'DWMOLC2' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1005
if 
   Actor.Model($PLAYER_ACTOR) == #DWMYLC1
jf @FST_MENU_102C 
05AA: 2@s = 'DWMYLC1' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_102C
if 
   Actor.Model($PLAYER_ACTOR) == #HMOGAR
jf @FST_MENU_1053 
05AA: 2@s = 'HMOGAR' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1053
if 
   Actor.Model($PLAYER_ACTOR) == #WMYGOL1
jf @FST_MENU_107A 
05AA: 2@s = 'WMYGOL1' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_107A
if 
   Actor.Model($PLAYER_ACTOR) == #WMYGOL2
jf @FST_MENU_10A1 
05AA: 2@s = 'WMYGOL2' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_10A1
if 
   Actor.Model($PLAYER_ACTOR) == #HFORI
jf @FST_MENU_10C8 
05AA: 2@s = 'HFORI' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_10C8
if 
   Actor.Model($PLAYER_ACTOR) == #HFOST
jf @FST_MENU_10EF 
05AA: 2@s = 'HFOST' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_10EF
if 
   Actor.Model($PLAYER_ACTOR) == #HFYRI
jf @FST_MENU_1116 
05AA: 2@s = 'HFYRI' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1116
if 
   Actor.Model($PLAYER_ACTOR) == #HFYST
jf @FST_MENU_113D 
05AA: 2@s = 'HFYST' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_113D
if 
   Actor.Model($PLAYER_ACTOR) == #HMORI
jf @FST_MENU_1164 
05AA: 2@s = 'HMORI' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1164
if 
   Actor.Model($PLAYER_ACTOR) == #HMOST
jf @FST_MENU_118B 
05AA: 2@s = 'HMOST' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_118B
if 
   Actor.Model($PLAYER_ACTOR) == #HMYBE
jf @FST_MENU_11B2 
05AA: 2@s = 'HMYBE' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_11B2
if 
   Actor.Model($PLAYER_ACTOR) == #HMYRI
jf @FST_MENU_11D9 
05AA: 2@s = 'HMYRI' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_11D9
if 
   Actor.Model($PLAYER_ACTOR) == #HMYCR
jf @FST_MENU_1200 
05AA: 2@s = 'HMYCR' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1200
if 
   Actor.Model($PLAYER_ACTOR) == #HMYST
jf @FST_MENU_1227 
05AA: 2@s = 'HMYST' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1227
if 
   Actor.Model($PLAYER_ACTOR) == #OMOKUNG
jf @FST_MENU_124E 
05AA: 2@s = 'OMOKUNG' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_124E
if 
   Actor.Model($PLAYER_ACTOR) == #WMYMECH
jf @FST_MENU_1275 
05AA: 2@s = 'WMYMECH' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1275
if 
   Actor.Model($PLAYER_ACTOR) == #BMYMOUN
jf @FST_MENU_129C 
05AA: 2@s = 'BMYMOUN' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_129C
if 
   Actor.Model($PLAYER_ACTOR) == #WMYMOUN
jf @FST_MENU_12C3 
05AA: 2@s = 'WMYMOUN' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_12C3
if 
   Actor.Model($PLAYER_ACTOR) == #OFORI
jf @FST_MENU_12EA 
05AA: 2@s = 'OFORI' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_12EA
if 
   Actor.Model($PLAYER_ACTOR) == #OFOST
jf @FST_MENU_1311 
05AA: 2@s = 'OFOST' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1311
if 
   Actor.Model($PLAYER_ACTOR) == #OFYRI
jf @FST_MENU_1338 
05AA: 2@s = 'OFYRI' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1338
if 
   Actor.Model($PLAYER_ACTOR) == #OFYST
jf @FST_MENU_135F 
05AA: 2@s = 'OFYST' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_135F
if 
   Actor.Model($PLAYER_ACTOR) == #OMORI
jf @FST_MENU_1386 
05AA: 2@s = 'OMORI' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1386
if 
   Actor.Model($PLAYER_ACTOR) == #OMOST
jf @FST_MENU_13AD 
05AA: 2@s = 'OMOST' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_13AD
if 
   Actor.Model($PLAYER_ACTOR) == #OMYRI
jf @FST_MENU_13D4 
05AA: 2@s = 'OMYRI' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_13D4
if 
   Actor.Model($PLAYER_ACTOR) == #OMYST
jf @FST_MENU_13FB 
05AA: 2@s = 'OMYST' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_13FB
if 
   Actor.Model($PLAYER_ACTOR) == #WMYPLT
jf @FST_MENU_1422 
05AA: 2@s = 'WMYPLT' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1422
if 
   Actor.Model($PLAYER_ACTOR) == #WMOPJ
jf @FST_MENU_1449 
05AA: 2@s = 'WMOPJ' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1449
if 
   Actor.Model($PLAYER_ACTOR) == #BFYPRO
jf @FST_MENU_1470 
05AA: 2@s = 'BFYPRO' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1470
if 
   Actor.Model($PLAYER_ACTOR) == #HFYPRO
jf @FST_MENU_1497 
05AA: 2@s = 'HFYPRO' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1497
if 
   Actor.Model($PLAYER_ACTOR) == #BMYPOL1
jf @FST_MENU_14BE 
05AA: 2@s = 'BMYPOL1' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_14BE
if 
   Actor.Model($PLAYER_ACTOR) == #BMYPOL2
jf @FST_MENU_14E5 
05AA: 2@s = 'BMYPOL2' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_14E5
if 
   Actor.Model($PLAYER_ACTOR) == #WMOPREA
jf @FST_MENU_150C 
05AA: 2@s = 'WMOPREA' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_150C
if 
   Actor.Model($PLAYER_ACTOR) == #SBFYST
jf @FST_MENU_1533 
05AA: 2@s = 'SBFYST' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1533
if 
   Actor.Model($PLAYER_ACTOR) == #WMOSCI
jf @FST_MENU_155A 
05AA: 2@s = 'WMOSCI' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_155A
if 
   Actor.Model($PLAYER_ACTOR) == #WMYSGRD
jf @FST_MENU_1581 
05AA: 2@s = 'WMYSGRD' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1581
if 
   Actor.Model($PLAYER_ACTOR) == #SWMYHP1
jf @FST_MENU_15A8 
05AA: 2@s = 'SWMYHP1' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_15A8
if 
   Actor.Model($PLAYER_ACTOR) == #SWMYHP2
jf @FST_MENU_15CF 
05AA: 2@s = 'SWMYHP2' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_15CF
if 
   Actor.Model($PLAYER_ACTOR) == #SWFOPRO
jf @FST_MENU_15F6 
05AA: 2@s = 'SWFOPRO' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_15F6
if 
   Actor.Model($PLAYER_ACTOR) == #WFYSTEW
jf @FST_MENU_161D 
05AA: 2@s = 'WFYSTEW' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_161D
if 
   Actor.Model($PLAYER_ACTOR) == #SWMOTR1
jf @FST_MENU_1644 
05AA: 2@s = 'SWMOTR1' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1644
if 
   Actor.Model($PLAYER_ACTOR) == #WMOTR1
jf @FST_MENU_166B 
05AA: 2@s = 'WMOTR1' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_166B
if 
   Actor.Model($PLAYER_ACTOR) == #BMOTR1
jf @FST_MENU_1692 
05AA: 2@s = 'BMOTR1' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1692
if 
   Actor.Model($PLAYER_ACTOR) == #VBMYBOX
jf @FST_MENU_16B9 
05AA: 2@s = 'VBMYBOX' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_16B9
if 
   Actor.Model($PLAYER_ACTOR) == #VWMYBOX
jf @FST_MENU_16E0 
05AA: 2@s = 'VWMYBOX' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_16E0
if 
   Actor.Model($PLAYER_ACTOR) == #VHMYELV
jf @FST_MENU_1707 
05AA: 2@s = 'VHMYELV' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1707
if 
   Actor.Model($PLAYER_ACTOR) == #VBMYELV
jf @FST_MENU_172E 
05AA: 2@s = 'VBMYELV' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_172E
if 
   Actor.Model($PLAYER_ACTOR) == #VIMYELV
jf @FST_MENU_1755 
05AA: 2@s = 'VIMYELV' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1755
if 
   Actor.Model($PLAYER_ACTOR) == #VWFYPRO
jf @FST_MENU_177C 
05AA: 2@s = 'VWFYPRO' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_177C
if 
   Actor.Model($PLAYER_ACTOR) == #VWFYST1
jf @FST_MENU_17A3 
05AA: 2@s = 'VWFYST1' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_17A3
if 
   Actor.Model($PLAYER_ACTOR) == #WFORI
jf @FST_MENU_17CA 
05AA: 2@s = 'WFORI' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_17CA
if 
   Actor.Model($PLAYER_ACTOR) == #WFOST
jf @FST_MENU_17F1 
05AA: 2@s = 'WFOST' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_17F1
if 
   Actor.Model($PLAYER_ACTOR) == #WFYJG
jf @FST_MENU_1818 
05AA: 2@s = 'WFYJG' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1818
if 
   Actor.Model($PLAYER_ACTOR) == #WFYRI
jf @FST_MENU_183F 
05AA: 2@s = 'WFYRI' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_183F
if 
   Actor.Model($PLAYER_ACTOR) == #WFYRO
jf @FST_MENU_1866 
05AA: 2@s = 'WFYRO' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1866
if 
   Actor.Model($PLAYER_ACTOR) == #WFYST
jf @FST_MENU_188D 
05AA: 2@s = 'WFYST' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_188D
if 
   Actor.Model($PLAYER_ACTOR) == #WMORI
jf @FST_MENU_18B4 
05AA: 2@s = 'WMORI' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_18B4
if 
   Actor.Model($PLAYER_ACTOR) == #WMOST
jf @FST_MENU_18DB 
05AA: 2@s = 'WMOST' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_18DB
if 
   Actor.Model($PLAYER_ACTOR) == #WMYJG
jf @FST_MENU_1902 
05AA: 2@s = 'WMYJG' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1902
if 
   Actor.Model($PLAYER_ACTOR) == #WMYLG
jf @FST_MENU_1929 
05AA: 2@s = 'WMYLG' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1929
if 
   Actor.Model($PLAYER_ACTOR) == #WMYRI
jf @FST_MENU_1950 
05AA: 2@s = 'WMYRI' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1950
if 
   Actor.Model($PLAYER_ACTOR) == #WMYRO
jf @FST_MENU_1977 
05AA: 2@s = 'WMYRO' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1977
if 
   Actor.Model($PLAYER_ACTOR) == #WMYCR
jf @FST_MENU_199E 
05AA: 2@s = 'WMYCR' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_199E
if 
   Actor.Model($PLAYER_ACTOR) == #WMYST
jf @FST_MENU_19C5 
05AA: 2@s = 'WMYST' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_19C5
if 
   Actor.Model($PLAYER_ACTOR) == #BALLAS1
jf @FST_MENU_19EC 
05AA: 2@s = 'BALLAS1' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_19EC
if 
   Actor.Model($PLAYER_ACTOR) == #BALLAS2
jf @FST_MENU_1A13 
05AA: 2@s = 'BALLAS2' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1A13
if 
   Actor.Model($PLAYER_ACTOR) == #BALLAS3
jf @FST_MENU_1A3A 
05AA: 2@s = 'BALLAS3' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1A3A
if 
   Actor.Model($PLAYER_ACTOR) == #FAM1
jf @FST_MENU_1A61 
05AA: 2@s = 'FAM1' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1A61
if 
   Actor.Model($PLAYER_ACTOR) == #FAM2
jf @FST_MENU_1A88 
05AA: 2@s = 'FAM2' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1A88
if 
   Actor.Model($PLAYER_ACTOR) == #FAM3
jf @FST_MENU_1AAF 
05AA: 2@s = 'FAM3' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1AAF
if 
   Actor.Model($PLAYER_ACTOR) == #LSV1
jf @FST_MENU_1AD6 
05AA: 2@s = 'LSV1' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1AD6
if 
   Actor.Model($PLAYER_ACTOR) == #LSV2
jf @FST_MENU_1AFD 
05AA: 2@s = 'LSV2' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1AFD
if 
   Actor.Model($PLAYER_ACTOR) == #LSV3
jf @FST_MENU_1B24 
05AA: 2@s = 'LSV3' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1B24
if 
   Actor.Model($PLAYER_ACTOR) == #MAFFA
jf @FST_MENU_1B4B 
05AA: 2@s = 'MAFFA' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1B4B
if 
   Actor.Model($PLAYER_ACTOR) == #MAFFB
jf @FST_MENU_1B72 
05AA: 2@s = 'MAFFB' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1B72
if 
   Actor.Model($PLAYER_ACTOR) == #MAFBOSS
jf @FST_MENU_1B99 
05AA: 2@s = 'MAFBOSS' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1B99
if 
   Actor.Model($PLAYER_ACTOR) == #VLA1
jf @FST_MENU_1BC0 
05AA: 2@s = 'VLA1' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1BC0
if 
   Actor.Model($PLAYER_ACTOR) == #VLA2
jf @FST_MENU_1BE7 
05AA: 2@s = 'VLA2' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1BE7
if 
   Actor.Model($PLAYER_ACTOR) == #VLA3
jf @FST_MENU_1C0E 
05AA: 2@s = 'VLA3' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1C0E
if 
   Actor.Model($PLAYER_ACTOR) == #TRIADA
jf @FST_MENU_1C35 
05AA: 2@s = 'TRIADA' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1C35
if 
   Actor.Model($PLAYER_ACTOR) == #TRIADB
jf @FST_MENU_1C5C 
05AA: 2@s = 'TRIADB' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1C5C
if 
   Actor.Model($PLAYER_ACTOR) == #TRIBOSS
jf @FST_MENU_1C83 
05AA: 2@s = 'TRIBOSS' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1C83
if 
   Actor.Model($PLAYER_ACTOR) == #DNB1
jf @FST_MENU_1CAA 
05AA: 2@s = 'DNB1' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1CAA
if 
   Actor.Model($PLAYER_ACTOR) == #DNB2
jf @FST_MENU_1CD1 
05AA: 2@s = 'DNB2' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1CD1
if 
   Actor.Model($PLAYER_ACTOR) == #DNB3
jf @FST_MENU_1CF8 
05AA: 2@s = 'DNB3' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1CF8
if 
   Actor.Model($PLAYER_ACTOR) == #VMAFF1
jf @FST_MENU_1D1F 
05AA: 2@s = 'VMAFF1' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1D1F
if 
   Actor.Model($PLAYER_ACTOR) == #VMAFF2
jf @FST_MENU_1D46 
05AA: 2@s = 'VMAFF2' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1D46
if 
   Actor.Model($PLAYER_ACTOR) == #VMAFF3
jf @FST_MENU_1D6D 
05AA: 2@s = 'VMAFF3' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1D6D
if 
   Actor.Model($PLAYER_ACTOR) == #VMAFF4
jf @FST_MENU_1D94 
05AA: 2@s = 'VMAFF4' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1D94
if 
   Actor.Model($PLAYER_ACTOR) == #DNMYLC
jf @FST_MENU_1DBC 
05AA: 2@s = 'DNMYLC' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1DBC
if 
   Actor.Model($PLAYER_ACTOR) == #DNFOLC1
jf @FST_MENU_1DE4 
05AA: 2@s = 'DNFOLC1' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1DE4
if 
   Actor.Model($PLAYER_ACTOR) == #DNFOLC2
jf @FST_MENU_1E0C 
05AA: 2@s = 'DNFOLC2' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1E0C
if 
   Actor.Model($PLAYER_ACTOR) == #DNFYLC
jf @FST_MENU_1E34 
05AA: 2@s = 'DNFYLC' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1E34
if 
   Actor.Model($PLAYER_ACTOR) == #DNMOLC1
jf @FST_MENU_1E5C 
05AA: 2@s = 'DNMOLC1' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1E5C
if 
   Actor.Model($PLAYER_ACTOR) == #DNMOLC2
jf @FST_MENU_1E84 
05AA: 2@s = 'DNMOLC2' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1E84
if 
   Actor.Model($PLAYER_ACTOR) == #SBMOTR2
jf @FST_MENU_1EAC 
05AA: 2@s = 'SBMOTR2' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1EAC
if 
   Actor.Model($PLAYER_ACTOR) == #SWMOTR2
jf @FST_MENU_1ED4 
05AA: 2@s = 'SWMOTR2' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1ED4
if 
   Actor.Model($PLAYER_ACTOR) == #SBMYTR3
jf @FST_MENU_1EFC 
05AA: 2@s = 'SBMYTR3' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1EFC
if 
   Actor.Model($PLAYER_ACTOR) == #SWMOTR3
jf @FST_MENU_1F24 
05AA: 2@s = 'SWMOTR3' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1F24
if 
   Actor.Model($PLAYER_ACTOR) == #WFYBE
jf @FST_MENU_1F4C 
05AA: 2@s = 'WFYBE' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1F4C
if 
   Actor.Model($PLAYER_ACTOR) == #BFYBE
jf @FST_MENU_1F74 
05AA: 2@s = 'BFYBE' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1F74
if 
   Actor.Model($PLAYER_ACTOR) == #HFYBE
jf @FST_MENU_1F9C 
05AA: 2@s = 'HFYBE' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1F9C
if 
   Actor.Model($PLAYER_ACTOR) == #SOFYBU
jf @FST_MENU_1FC4 
05AA: 2@s = 'SOFYBU' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1FC4
if 
   Actor.Model($PLAYER_ACTOR) == #SBMYST
jf @FST_MENU_1FEC 
05AA: 2@s = 'SBMYST' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_1FEC
if 
   Actor.Model($PLAYER_ACTOR) == #SBMYCR
jf @FST_MENU_2014 
05AA: 2@s = 'SBMYCR' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2014
if 
   Actor.Model($PLAYER_ACTOR) == #BMYCG
jf @FST_MENU_203C 
05AA: 2@s = 'BMYCG' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_203C
if 
   Actor.Model($PLAYER_ACTOR) == #WFYCRK
jf @FST_MENU_2064 
05AA: 2@s = 'WFYCRK' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2064
if 
   Actor.Model($PLAYER_ACTOR) == #HMYCM
jf @FST_MENU_208C 
05AA: 2@s = 'HMYCM' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_208C
if 
   Actor.Model($PLAYER_ACTOR) == #WMYBU
jf @FST_MENU_20B4 
05AA: 2@s = 'WMYBU' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_20B4
if 
   Actor.Model($PLAYER_ACTOR) == #BFYBU
jf @FST_MENU_20DC 
05AA: 2@s = 'BFYBU' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_20DC
if 
   Actor.Model($PLAYER_ACTOR) == #WFYBU
jf @FST_MENU_2104 
05AA: 2@s = 'WFYBU' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2104
if 
   Actor.Model($PLAYER_ACTOR) == #DWFYLC1
jf @FST_MENU_212C 
05AA: 2@s = 'DWFYLC1' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_212C
if 
   Actor.Model($PLAYER_ACTOR) == #CWFYHB
jf @FST_MENU_2154 
05AA: 2@s = 'CWFYHB' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2154
if 
   Actor.Model($PLAYER_ACTOR) == #WFYPRO
jf @FST_MENU_217C 
05AA: 2@s = 'WFYPRO' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_217C
if 
   Actor.Model($PLAYER_ACTOR) == #WMYCONB
jf @FST_MENU_21A4 
05AA: 2@s = 'WMYCONB' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_21A4
if 
   Actor.Model($PLAYER_ACTOR) == #WMYBE
jf @FST_MENU_21CC 
05AA: 2@s = 'WMYBE' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_21CC
if 
   Actor.Model($PLAYER_ACTOR) == #WMYPIZZ
jf @FST_MENU_21F4 
05AA: 2@s = 'WMYPIZZ' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_21F4
if 
   Actor.Model($PLAYER_ACTOR) == #BMOBAR
jf @FST_MENU_221C 
05AA: 2@s = 'BMOBAR' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_221C
if 
   Actor.Model($PLAYER_ACTOR) == #CWMOFR
jf @FST_MENU_2244 
05AA: 2@s = 'CWMOFR' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2244
if 
   Actor.Model($PLAYER_ACTOR) == #CWMOHB1
jf @FST_MENU_226C 
05AA: 2@s = 'CWMOHB1' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_226C
if 
   Actor.Model($PLAYER_ACTOR) == #CWMOHB2
jf @FST_MENU_2294 
05AA: 2@s = 'CWMOHB2' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2294
if 
   Actor.Model($PLAYER_ACTOR) == #CWMYFR
jf @FST_MENU_22BC 
05AA: 2@s = 'CWMYFR' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_22BC
if 
   Actor.Model($PLAYER_ACTOR) == #CWMYHB1
jf @FST_MENU_22E4 
05AA: 2@s = 'CWMYHB1' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_22E4
if 
   Actor.Model($PLAYER_ACTOR) == #BMYBOUN
jf @FST_MENU_230C 
05AA: 2@s = 'BMYBOUN' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_230C
if 
   Actor.Model($PLAYER_ACTOR) == #WMYBOUN
jf @FST_MENU_2334 
05AA: 2@s = 'WMYBOUN' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2334
if 
   Actor.Model($PLAYER_ACTOR) == #WMOMIB
jf @FST_MENU_235C 
05AA: 2@s = 'WMOMIB' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_235C
if 
   Actor.Model($PLAYER_ACTOR) == #BMYMIB
jf @FST_MENU_2384 
05AA: 2@s = 'BMYMIB' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2384
if 
   Actor.Model($PLAYER_ACTOR) == #WMYBELL
jf @FST_MENU_23AC 
05AA: 2@s = 'WMYBELL' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_23AC
if 
   Actor.Model($PLAYER_ACTOR) == #BMOCHIL
jf @FST_MENU_23D4 
05AA: 2@s = 'BMOCHIL' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_23D4
if 
   Actor.Model($PLAYER_ACTOR) == #SOFYRI
jf @FST_MENU_23FC 
05AA: 2@s = 'SOFYRI' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_23FC
if 
   Actor.Model($PLAYER_ACTOR) == #SOMYST
jf @FST_MENU_2424 
05AA: 2@s = 'SOMYST' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2424
if 
   Actor.Model($PLAYER_ACTOR) == #VWMYBJD
jf @FST_MENU_244C 
05AA: 2@s = 'VWMYBJD' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_244C
if 
   Actor.Model($PLAYER_ACTOR) == #VWFYCRP
jf @FST_MENU_2474 
05AA: 2@s = 'VWFYCRP' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2474
if 
   Actor.Model($PLAYER_ACTOR) == #SFR1
jf @FST_MENU_249C 
05AA: 2@s = 'SFR1' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_249C
if 
   Actor.Model($PLAYER_ACTOR) == #SFR2
jf @FST_MENU_24C4 
05AA: 2@s = 'SFR2' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_24C4
if 
   Actor.Model($PLAYER_ACTOR) == #SFR3
jf @FST_MENU_24EC 
05AA: 2@s = 'SFR3' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_24EC
if 
   Actor.Model($PLAYER_ACTOR) == #WMYBAR
jf @FST_MENU_2514 
05AA: 2@s = 'WMYBAR' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2514
if 
   Actor.Model($PLAYER_ACTOR) == #WFYSEX
jf @FST_MENU_253C 
05AA: 2@s = 'WFYSEX' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_253C
if 
   Actor.Model($PLAYER_ACTOR) == #WMYAMMO
jf @FST_MENU_2564 
05AA: 2@s = 'WMYAMMO' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2564
if 
   Actor.Model($PLAYER_ACTOR) == #BMYTATT
jf @FST_MENU_258C 
05AA: 2@s = 'BMYTATT' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_258C
if 
   Actor.Model($PLAYER_ACTOR) == #VWMYCR
jf @FST_MENU_25B4 
05AA: 2@s = 'VWMYCR' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_25B4
if 
   Actor.Model($PLAYER_ACTOR) == #VBMOCD
jf @FST_MENU_25DC 
05AA: 2@s = 'VBMOCD' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_25DC
if 
   Actor.Model($PLAYER_ACTOR) == #VBMYCR
jf @FST_MENU_2604 
05AA: 2@s = 'VBMYCR' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2604
if 
   Actor.Model($PLAYER_ACTOR) == #VHMYCR
jf @FST_MENU_262C 
05AA: 2@s = 'VBMYCR' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_262C
if 
   Actor.Model($PLAYER_ACTOR) == #SBMYRI
jf @FST_MENU_2654 
05AA: 2@s = 'SBMYRI' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2654
if 
   Actor.Model($PLAYER_ACTOR) == #SOMYRI
jf @FST_MENU_267C 
05AA: 2@s = 'SOMYRI' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_267C
if 
   Actor.Model($PLAYER_ACTOR) == #SOMYBU
jf @FST_MENU_26A4 
05AA: 2@s = 'SOMYBU' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_26A4
if 
   Actor.Model($PLAYER_ACTOR) == #SWMYST
jf @FST_MENU_26CC 
05AA: 2@s = 'SWMYST' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_26CC
if 
   Actor.Model($PLAYER_ACTOR) == #WMYVA
jf @FST_MENU_26F4 
05AA: 2@s = 'WMYVA' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_26F4
if 
   Actor.Model($PLAYER_ACTOR) == #CWFOFR
jf @FST_MENU_271C 
05AA: 2@s = 'CWFOFR' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_271C
if 
   Actor.Model($PLAYER_ACTOR) == #CWFOHB
jf @FST_MENU_2744 
05AA: 2@s = 'CWFOHB' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2744
if 
   Actor.Model($PLAYER_ACTOR) == #CWFYFR1
jf @FST_MENU_276C 
05AA: 2@s = 'CWFYFR1' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_276C
if 
   Actor.Model($PLAYER_ACTOR) == #CWFYFR2
jf @FST_MENU_2794 
05AA: 2@s = 'CWFYFR2' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2794
if 
   Actor.Model($PLAYER_ACTOR) == #CWMYHB2
jf @FST_MENU_27BC 
05AA: 2@s = 'CWMYHB2' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_27BC
if 
   Actor.Model($PLAYER_ACTOR) == #DWFYLC2
jf @FST_MENU_27E4 
05AA: 2@s = 'DWFYLC2' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_27E4
if 
   Actor.Model($PLAYER_ACTOR) == #DWMYLC2
jf @FST_MENU_280C 
05AA: 2@s = 'DWMYLC2' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_280C
if 
   Actor.Model($PLAYER_ACTOR) == #OMYKARA
jf @FST_MENU_2834 
05AA: 2@s = 'OMYKARA' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2834
if 
   Actor.Model($PLAYER_ACTOR) == #WMYKARA
jf @FST_MENU_285C 
05AA: 2@s = 'WMYKARA' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_285C
if 
   Actor.Model($PLAYER_ACTOR) == #WFYBURG
jf @FST_MENU_2884 
05AA: 2@s = 'WFYBURG' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2884
if 
   Actor.Model($PLAYER_ACTOR) == #VWMYCD
jf @FST_MENU_28AC 
05AA: 2@s = 'VWMYCD' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_28AC
if 
   Actor.Model($PLAYER_ACTOR) == #VHFYPRO
jf @FST_MENU_28D4 
05AA: 2@s = 'VHFYPRO' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_28D4
if 
   Actor.Model($PLAYER_ACTOR) == #OMONOOD
jf @FST_MENU_28FC 
05AA: 2@s = 'OMONOOD' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_28FC
if 
   Actor.Model($PLAYER_ACTOR) == #OMOBOAT
jf @FST_MENU_2924 
05AA: 2@s = 'OMOBOAT' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2924
if 
   Actor.Model($PLAYER_ACTOR) == #WFYCLOT
jf @FST_MENU_294C 
05AA: 2@s = 'WFYCLOT' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_294C
if 
   Actor.Model($PLAYER_ACTOR) == #VWMOTR1
jf @FST_MENU_2974 
05AA: 2@s = 'VWMOTR1' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2974
if 
   Actor.Model($PLAYER_ACTOR) == #VWMOTR2
jf @FST_MENU_299C 
05AA: 2@s = 'VWMOTR2' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_299C
if 
   Actor.Model($PLAYER_ACTOR) == #VWFYWAI
jf @FST_MENU_29C4 
05AA: 2@s = 'VWFYWAI' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_29C4
if 
   Actor.Model($PLAYER_ACTOR) == #SBFORI
jf @FST_MENU_29EC 
05AA: 2@s = 'SBFORI' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_29EC
if 
   Actor.Model($PLAYER_ACTOR) == #SWFYRI
jf @FST_MENU_2A14 
05AA: 2@s = 'SWFYRI' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2A14
if 
   Actor.Model($PLAYER_ACTOR) == #WMYCLOT
jf @FST_MENU_2A3C 
05AA: 2@s = 'WMYCLOT' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2A3C
if 
   Actor.Model($PLAYER_ACTOR) == #SBFOST
jf @FST_MENU_2A64 
05AA: 2@s = 'SBFOST' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2A64
if 
   Actor.Model($PLAYER_ACTOR) == #SBFYRI
jf @FST_MENU_2A8C 
05AA: 2@s = 'SBFYRI' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2A8C
if 
   Actor.Model($PLAYER_ACTOR) == #SBMOCD
jf @FST_MENU_2AB4 
05AA: 2@s = 'SBMOCD' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2AB4
if 
   Actor.Model($PLAYER_ACTOR) == #SBMORI
jf @FST_MENU_2ADC 
05AA: 2@s = 'SBMORI' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2ADC
if 
   Actor.Model($PLAYER_ACTOR) == #SBMOST
jf @FST_MENU_2B04 
05AA: 2@s = 'SBMOST' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2B04
if 
   Actor.Model($PLAYER_ACTOR) == #SHMYCR
jf @FST_MENU_2B2C 
05AA: 2@s = 'SHMYCR' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2B2C
if 
   Actor.Model($PLAYER_ACTOR) == #SOFORI
jf @FST_MENU_2B54 
05AA: 2@s = 'SOFORI' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2B54
if 
   Actor.Model($PLAYER_ACTOR) == #SOFOST
jf @FST_MENU_2B7C 
05AA: 2@s = 'SOFOST' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2B7C
if 
   Actor.Model($PLAYER_ACTOR) == #SOFYST
jf @FST_MENU_2BA4 
05AA: 2@s = 'SOFYST' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2BA4
if 
   Actor.Model($PLAYER_ACTOR) == #SOMOBU
jf @FST_MENU_2BCC 
05AA: 2@s = 'SOMOBU' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2BCC
if 
   Actor.Model($PLAYER_ACTOR) == #SOMORI
jf @FST_MENU_2BF4 
05AA: 2@s = 'SOMORI' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2BF4
if 
   Actor.Model($PLAYER_ACTOR) == #TUGSTAIR
jf @FST_MENU_2C24 
05AA: 2@s = 'TUGSTAIR' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2C24
if 
   Actor.Model($PLAYER_ACTOR) == #SOMOST
jf @FST_MENU_2C4C 
05AA: 2@s = 'SOMOST' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2C4C
if 
   Actor.Model($PLAYER_ACTOR) == #SWMOTR5
jf @FST_MENU_2C74 
05AA: 2@s = 'SWMOTR5' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2C74
if 
   Actor.Model($PLAYER_ACTOR) == #SWFORI
jf @FST_MENU_2C9C 
05AA: 2@s = 'SWFORI' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2C9C
if 
   Actor.Model($PLAYER_ACTOR) == #SWFOST
jf @FST_MENU_2CC4 
05AA: 2@s = 'SWFOST' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2CC4
if 
   Actor.Model($PLAYER_ACTOR) == #SWFYST
jf @FST_MENU_2CEC 
05AA: 2@s = 'SWFYST' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2CEC
if 
   Actor.Model($PLAYER_ACTOR) == #SWMOCD
jf @FST_MENU_2D14 
05AA: 2@s = 'SWMOCD' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2D14
if 
   Actor.Model($PLAYER_ACTOR) == #SWMORI
jf @FST_MENU_2D3C 
05AA: 2@s = 'SWMORI' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2D3C
if 
   Actor.Model($PLAYER_ACTOR) == #SWMOST
jf @FST_MENU_2D64 
05AA: 2@s = 'SWMOST' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2D64
if 
   Actor.Model($PLAYER_ACTOR) == #SHFYPRO
jf @FST_MENU_2D8C 
05AA: 2@s = 'SHFYPRO' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2D8C
if 
   Actor.Model($PLAYER_ACTOR) == #SBFYPRO
jf @FST_MENU_2DB4 
05AA: 2@s = 'SBFYPRO' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2DB4
if 
   Actor.Model($PLAYER_ACTOR) == #SWMOTR4
jf @FST_MENU_2DDC 
05AA: 2@s = 'SWMOTR4' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2DDC
if 
   Actor.Model($PLAYER_ACTOR) == #SWMYRI
jf @FST_MENU_2E04 
05AA: 2@s = 'SWMYRI' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2E04
if 
   Actor.Model($PLAYER_ACTOR) == #SMYST
jf @FST_MENU_2E2C 
05AA: 2@s = 'SMYST' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2E2C
if 
   Actor.Model($PLAYER_ACTOR) == #SMYST2
jf @FST_MENU_2E54 
05AA: 2@s = 'SMYST2' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2E54
if 
   Actor.Model($PLAYER_ACTOR) == #SFYPRO
jf @FST_MENU_2E7C 
05AA: 2@s = 'SFYPRO' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2E7C
if 
   Actor.Model($PLAYER_ACTOR) == #VBFYST2
jf @FST_MENU_2EA4 
05AA: 2@s = 'VBFYST2' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2EA4
if 
   Actor.Model($PLAYER_ACTOR) == #VBFYPRO
jf @FST_MENU_2ECC 
05AA: 2@s = 'VBFYPRO' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2ECC
if 
   Actor.Model($PLAYER_ACTOR) == #VHFYST3
jf @FST_MENU_2EF4 
05AA: 2@s = 'VHFYST3' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2EF4
if 
   Actor.Model($PLAYER_ACTOR) == #BIKERA
jf @FST_MENU_2F1C 
05AA: 2@s = 'BIKERA' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2F1C
if 
   Actor.Model($PLAYER_ACTOR) == #BIKERB
jf @FST_MENU_2F44 
05AA: 2@s = 'BIKERB' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2F44
if 
   Actor.Model($PLAYER_ACTOR) == #BMYPIMP
jf @FST_MENU_2F6C 
05AA: 2@s = 'BMYPIMP' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2F6C
if 
   Actor.Model($PLAYER_ACTOR) == #SWMYCR
jf @FST_MENU_2F94 
05AA: 2@s = 'SWMYCR' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2F94
if 
   Actor.Model($PLAYER_ACTOR) == #WFYLG
jf @FST_MENU_2FBC 
05AA: 2@s = 'WFYLG' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2FBC
if 
   Actor.Model($PLAYER_ACTOR) == #WMYVA2
jf @FST_MENU_2FE4 
05AA: 2@s = 'WMYVA2' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_2FE4
if 
   Actor.Model($PLAYER_ACTOR) == #BMOSEC
jf @FST_MENU_300C 
05AA: 2@s = 'BMOSEC' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_300C
if 
   Actor.Model($PLAYER_ACTOR) == #BIKDRUG
jf @FST_MENU_3034 
05AA: 2@s = 'BIKDRUG' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_3034
if 
   Actor.Model($PLAYER_ACTOR) == #WMYCH
jf @FST_MENU_305C 
05AA: 2@s = 'WMYCH' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_305C
if 
   Actor.Model($PLAYER_ACTOR) == #SBFYSTR
jf @FST_MENU_3084 
05AA: 2@s = 'SBFYSTR' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_3084
if 
   Actor.Model($PLAYER_ACTOR) == #SWFYSTR
jf @FST_MENU_30AC 
05AA: 2@s = 'SWFYSTR' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_30AC
if 
   Actor.Model($PLAYER_ACTOR) == #BMYCON
jf @FST_MENU_30D4 
05AA: 2@s = 'BMYCON' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_30D4
if 
   Actor.Model($PLAYER_ACTOR) == #WMYCD1
jf @FST_MENU_30FC 
05AA: 2@s = 'WMYCD1' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_30FC
if 
   Actor.Model($PLAYER_ACTOR) == #BMOCD
jf @FST_MENU_3124 
05AA: 2@s = 'BMOCD' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_3124
if 
   Actor.Model($PLAYER_ACTOR) == #VWFYWA2
jf @FST_MENU_314C 
05AA: 2@s = 'VWFYWA2' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_314C
if 
   Actor.Model($PLAYER_ACTOR) == #WMOICE
jf @FST_MENU_3174 
05AA: 2@s = 'WMOICE' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_3174
if 
   Actor.Model($PLAYER_ACTOR) == #LAEMT1
jf @FST_MENU_319C 
05AA: 2@s = 'LAEMT1' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_319C
if 
   Actor.Model($PLAYER_ACTOR) == #LVEMT1
jf @FST_MENU_31C4 
05AA: 2@s = 'LVEMT1' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_31C4
if 
   Actor.Model($PLAYER_ACTOR) == #SFEMT1
jf @FST_MENU_31EC 
05AA: 2@s = 'SFEMT1' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_31EC
if 
   Actor.Model($PLAYER_ACTOR) == #LAFD1
jf @FST_MENU_3214 
05AA: 2@s = 'LAFD1' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_3214
if 
   Actor.Model($PLAYER_ACTOR) == #LVFD1
jf @FST_MENU_323C 
05AA: 2@s = 'LVFD1' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_323C
if 
   Actor.Model($PLAYER_ACTOR) == #SFFD1
jf @FST_MENU_3264 
05AA: 2@s = 'SFFD1' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_3264
if 
   Actor.Model($PLAYER_ACTOR) == #LAPD1
jf @FST_MENU_328C 
05AA: 2@s = 'LAPD1' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_328C
if 
   Actor.Model($PLAYER_ACTOR) == #SFPD1
jf @FST_MENU_32B4 
05AA: 2@s = 'SFPD1' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_32B4
if 
   Actor.Model($PLAYER_ACTOR) == #LVPD1
jf @FST_MENU_32DC 
05AA: 2@s = 'LVPD1' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_32DC
if 
   Actor.Model($PLAYER_ACTOR) == #CSHER
jf @FST_MENU_3304 
05AA: 2@s = 'CSHER' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_3304
if 
   Actor.Model($PLAYER_ACTOR) == #LAPDM1
jf @FST_MENU_332C 
05AA: 2@s = 'LAPDM1' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_332C
if 
   Actor.Model($PLAYER_ACTOR) == #SWAT
jf @FST_MENU_3354 
05AA: 2@s = 'SWAT' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_3354
if 
   Actor.Model($PLAYER_ACTOR) == #FBI
jf @FST_MENU_337C 
05AA: 2@s = 'FBI' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_337C
if 
   Actor.Model($PLAYER_ACTOR) == #ARMY
jf @FST_MENU_33A4 
05AA: 2@s = 'ARMY' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_33A4
if 
   Actor.Model($PLAYER_ACTOR) == #DSHER
jf @FST_MENU_33CC 
05AA: 2@s = 'DSHER' // @s = 'short' 
jump @FST_MENU_33CC 

:FST_MENU_33CC
wait 0 
if 
  4@ == 1 
jf @FST_MENU_3485 
5@ += 1 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 -2.7 0.0 
0208: 10@ = random_float_in_ranges -0.1 6.9 
0208: 11@ = random_float_in_ranges -0.1 6.9 
0208: 12@ = random_float_in_ranges -0.1 6.9 
095C: create_smoke_at 1@ 2@ 3@ velocity 0.0 -0.1 0.0 RGBA 10@ 11@ 12@ 1.0 size 50.9 last_factor 0.9 
if 
  5@ > 30 
jf @FST_MENU_3485 
5@ = 0 
4@ = 0 

:FST_MENU_3485
wait 0 
03F0: enable_text_draw 0 
wait 5 
038E: draw_box_position 323.0 165.0 size 140.0 200.0 RGBA $BO1 $BO2 $BO3 $BALP 
038E: draw_box_position 323.0 79.0 size 140.0 1.5 RGBA 255 0 0 100 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 $1600000 
033E: set_draw_text_position 260.0 68.0 GXT '20028' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
045A: draw_text_1number 260.0 80.0 GXT 'P1' number $270000 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
045A: draw_text_1number 260.0 89.0 GXT 'P2' number $280000 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
045A: draw_text_1number 260.0 98.0 GXT 'P3' number $2340000 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 107.0 GXT 'P4' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 116.0 GXT 'P5' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 374.0 116.0 GXT v$COP 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
045A: draw_text_1number 260.0 125.0 GXT 'P6' number $290000 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 350.0 125.0 GXT 2@s 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 134.0 GXT 'P7' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 143.0 GXT 'P8' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 374.0 143.0 GXT v$INF 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 152.0 GXT 'P9' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 161.0 GXT 'P10' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 374.0 161.0 GXT v$GOD 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 170.0 GXT 'P11' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 374.0 170.0 GXT v$SUP 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 179.0 GXT 'P12' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 374.0 179.0 GXT v$RH 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 188.0 GXT 'P13' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 197.0 GXT 'P14' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 206.0 GXT 'P15' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 215.0 GXT 'P16' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
045A: draw_text_1number 260.0 224.0 GXT 'P17' number $380000 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 233.0 GXT 'P18' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 242.0 GXT 'P19' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 251.0 GXT 'P20' 
038E: draw_box_position 323.0 $LOC_VAR_285 size 139.0 8.0 RGBA $LOC_VAR_274 $LOC_VAR_275 $LOC_VAR_276 $1600000 
$1600000 += 7 
if 
  $1600000 > 150 
jf @FST_MENU_3C75 
$1600000 = 1 
0661: NOP "VOID ANGINE(VOID)" 

:FST_MENU_3C75
0494: get_joystick 0 direction_offset_to 6@ 7@ 8@ 9@ 
if and
  7@ > 0 
80E1:   not player 0 pressed_key 16 
jf @FST_MENU_3D0C 
if 
  $2030000 == 20 
jf @FST_MENU_3CDB 
$2030000 = 1 
$LOC_VAR_285 = 84.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @FST_MENU_C0F 

:FST_MENU_3CDB
wait 27@ 
$LOC_VAR_285 += 9.0 
$2030000 += 1 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @FST_MENU_C0F 

:FST_MENU_3D0C
0494: get_joystick 0 direction_offset_to 6@ 7@ 8@ 9@ 
if and
  0 > 7@ 
80E1:   not player 0 pressed_key 16 
jf @FST_MENU_3DBF 
if 
  $2030000 == 1 
jf @FST_MENU_3D72 
$2030000 = 20 
$LOC_VAR_285 = 256.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @FST_MENU_C0F 

:FST_MENU_3D72
wait 27@ 
$2030000 -= 1 
$LOC_VAR_285 -= 9.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @FST_MENU_C0F 
0661: NOP "VOID MENU_SHUTDOWN(VOID)" 

:FST_MENU_3DBF
if 
00E1:   player 0 pressed_key 15 
jf @FST_MENU_3E07 
wait 250 
$2030000 = 1 
$LOC_VAR_285 = 84.0 
03F0: enable_text_draw 0 
jump @FST_MENU_50E 
0661: NOP "VOID ACTIONS(VOID)" 

:FST_MENU_3E07
if 
  $2030000 == 1 
jf @FST_MENU_3E19 

:FST_MENU_3E19
0494: get_joystick 0 direction_offset_to $2350000 $2360000 $2370000 $2380000 
if and
  $2030000 == 1 
  $2350000 > 0 
jf @FST_MENU_3E6C 
$270000 = Actor.Health($PLAYER_ACTOR)
if 
   not $270000 >= 253 
jf @FST_MENU_3E6C 
$270000 += 1 
Actor.Health($PLAYER_ACTOR) = $270000

:FST_MENU_3E6C
0494: get_joystick 0 direction_offset_to $2350000 $2360000 $2370000 $2380000 
if and
  $2030000 == 1 
  0 > $2350000 
jf @FST_MENU_3F0A 
$270000 = Actor.Health($PLAYER_ACTOR)
if 
  $270000 > 1 
jf @FST_MENU_3EBE 
$270000 -= 1 
Actor.Health($PLAYER_ACTOR) = $270000

:FST_MENU_3EBE
0661: NOP "========================================================================" 

:FST_MENU_3F0A
if 
  $2030000 == 2 
jf @FST_MENU_3F1C 

:FST_MENU_3F1C
0494: get_joystick 0 direction_offset_to $2350000 $2360000 $2370000 $2380000 
if and
  $2030000 == 2 
  $2350000 > 0 
jf @FST_MENU_3F54 
$280000 += 3 
Player.Money($PLAYER_CHAR) += $280000

:FST_MENU_3F54
0494: get_joystick 0 direction_offset_to $2350000 $2360000 $2370000 $2380000 
if and
  $2030000 == 2 
  0 > $2350000 
jf @FST_MENU_3FD8 
$280000 -= 3 
Player.Money($PLAYER_CHAR) += $280000
0661: NOP "========================================================================" 

:FST_MENU_3FD8
if 
  $2030000 == 3 
jf @FST_MENU_3FEA 

:FST_MENU_3FEA
0494: get_joystick 0 direction_offset_to $2350000 $2360000 $2370000 $2380000 
if and
  $2030000 == 3 
  $2350000 > 0 
jf @FST_MENU_403C 
$2340000 = Player.WantedLevel($PLAYER_CHAR)
if 
   not $2340000 > 5 
jf @FST_MENU_403C 
$2340000 += 1 
Player.WantedLevel($PLAYER_CHAR) = $2340000

:FST_MENU_403C
0494: get_joystick 0 direction_offset_to $2350000 $2360000 $2370000 $2380000 
if and
  $2030000 == 3 
  0 > $2350000 
jf @FST_MENU_408E 
$2340000 = Player.WantedLevel($PLAYER_CHAR)
if 
  $2340000 > 0 
jf @FST_MENU_408E 
$2340000 -= 1 
Player.WantedLevel($PLAYER_CHAR) = $2340000

:FST_MENU_408E
if 
  $2030000 == 4 
jf @FST_MENU_4164 
if 
00E1:   player 0 pressed_key 16 
jf @FST_MENU_4164 
0661: NOP "========================================================================" 
wait 100 
Player.ClearWantedLevel($PLAYER_CHAR)
03E5: show_text_box 'CH144' 
0661: NOP "========================================================================" 
jump @FST_MENU_C0F 

:FST_MENU_4164
if 
  $2030000 == 5 
jf @FST_MENU_42B3 
if 
00E1:   player 0 pressed_key 16 
jf @FST_MENU_42B3 
0661: NOP "========================================================================" 

:FST_MENU_41D3
wait 0 
if 
  $2390000 == 1 
jf @FST_MENU_4218 
$2390000 = 0 
wait 50 
wait 100 
01F0: set_max_wanted_level_to 6 
03E5: show_text_box 'CH145' 
05AA: v$COP = "OXF" // @s = 'short' 
jump @FST_MENU_4260 

:FST_MENU_4218
if 
   not $2390000 == 1 
jf @FST_MENU_4259 
$2390000 = 1 
wait 50 
wait 100 
01F0: set_max_wanted_level_to 0 
03E5: show_text_box 'CH144' 
05AA: v$COP = "OXN" // @s = 'short' 
jump @FST_MENU_4260 

:FST_MENU_4259
jump @FST_MENU_41D3 

:FST_MENU_4260
0661: NOP "========================================================================" 
jump @FST_MENU_C0F 

:FST_MENU_42B3
if 
  $2030000 == 6 
jf @FST_MENU_42D4 
00BC: show_text_highpriority GXT 'HMENU' time 50 flag 1 

:FST_MENU_42D4
if and
   not Actor.Driving($PLAYER_ACTOR)
84AD:   not actor $PLAYER_ACTOR in_water 
8818:   not actor $PLAYER_ACTOR in_air 
  $ONMISSION == 0 
jf @FST_MENU_4511 
jump @FST_MENU_42FC 

:FST_MENU_42FC
0494: get_joystick 0 direction_offset_to $2350000 $2360000 $2370000 $2380000 
if and
  $2030000 == 6 
  $2350000 > 0 
jf @FST_MENU_4358 
if 
   not $290000 >= 288 
jf @FST_MENU_4358 
$290000 += 1 
0513: show_text_box_1number 'SK' number $290000 
wait 10 
jump @FST_MENU_C0F 

:FST_MENU_4358
0494: get_joystick 0 direction_offset_to $2350000 $2360000 $2370000 $2380000 
if and
  $2030000 == 6 
  0 > $2350000 
jf @FST_MENU_43B3 
if 
  $290000 > 9 
jf @FST_MENU_43B3 
$290000 -= 1 
0513: show_text_box_1number 'SK' number $290000 
wait 10 
jump @FST_MENU_C0F 

:FST_MENU_43B3
if and
  $2030000 == 6 
00E1:   player 0 pressed_key 16 
jf @FST_MENU_4511 
if and
   not $290000 == 42 
   not $290000 == 65 
   not $290000 == 74 
   not $290000 == 86 
   not $290000 == 119 
   not $290000 == 149 
   not $290000 == 208 
   not $290000 == 265 
jf @FST_MENU_4511 
if and
   not $290000 == 266 
   not $290000 == 267 
   not $290000 == 268 
   not $290000 == 269 
   not $290000 == 270 
   not $290000 == 271 
   not $290000 == 272 
   not $290000 == 273 
jf @FST_MENU_4511 
4@ = 1 
wait 50 
Model.Load($290000)
038B: load_requested_models 

:FST_MENU_446E
if 
   not Model.Available($290000)
jf @FST_MENU_4489 
wait 0 
jump @FST_MENU_446E 

:FST_MENU_4489
09C7: change_player $PLAYER_CHAR model_to $290000 
Player.Build($PLAYER_CHAR)
Model.Destroy($290000)
0687: clear_actor $PLAYER_ACTOR task 
03E6: remove_text_box 
jump @FST_MENU_4511 
0ACD: show_text_highpriority "~R~~H~I CAN NOT FIND THE TXD FOR SKIN SELECTOR ~W~FIND AND ADD TEXTURES TO MODELS\TXD\TEXTURY.TXD" time 10000 

:FST_MENU_4511
if 
  $2030000 == 7 
jf @FST_MENU_45FC 
if 
00E1:   player 0 pressed_key 16 
jf @FST_MENU_45FC 
0661: NOP "========================================================================" 
if 
   not Actor.Model($PLAYER_ACTOR) == #NULL
jf @FST_MENU_45A9 
09C7: change_player $PLAYER_CHAR model_to #NULL 
0687: clear_actor $PLAYER_ACTOR task 
03E5: show_text_box 'CH144' 

:FST_MENU_45A9
0661: NOP "========================================================================" 
jump @FST_MENU_C0F 

:FST_MENU_45FC
if 
  $2030000 == 8 
jf @FST_MENU_4755 
if 
00E1:   player 0 pressed_key 16 
jf @FST_MENU_4755 
0661: NOP "========================================================================" 

:FST_MENU_466B
wait 0 
if 
  $2390000 == 1 
jf @FST_MENU_46B5 
$2390000 = 0 
wait 50 
0A8C: write_memory 9867629 size 4 value 0 virtual_protect 0 
03E5: show_text_box 'CH145' 
05AA: v$INF = "OXF" // @s = 'short' 
jump @FST_MENU_4702 

:FST_MENU_46B5
if 
   not $2390000 == 1 
jf @FST_MENU_46FB 
$2390000 = 1 
wait 50 
0A8C: write_memory 9867629 size 4 value 1 virtual_protect 0 
03E5: show_text_box 'CH144' 
05AA: v$INF = "OXN" // @s = 'short' 
jump @FST_MENU_4702 

:FST_MENU_46FB
jump @FST_MENU_466B 

:FST_MENU_4702
0661: NOP "========================================================================" 
jump @FST_MENU_C0F 

:FST_MENU_4755
if 
  $2030000 == 9 
jf @FST_MENU_4848 
if 
00E1:   player 0 pressed_key 16 
jf @FST_MENU_4848 
0661: NOP "========================================================================" 
wait 50 
04DD: $2400000 = actor $PLAYER_ACTOR armour 
if 
   not $2400000 >= 99 
jf @FST_MENU_47F5 
Actor.AddArmour($PLAYER_ACTOR, 150)
03E5: show_text_box 'CH144' 

:FST_MENU_47F5
0661: NOP "========================================================================" 
jump @FST_MENU_C0F 

:FST_MENU_4848
if 
  $2030000 == 10 
jf @FST_MENU_49EC 
if 
00E1:   player 0 pressed_key 16 
jf @FST_MENU_49EC 
0661: NOP "========================================================================" 
if 
8AAB:   not file_exists "SET\INFINITE.CS" 
jf @FST_MENU_48F2 
0ACD: show_text_highpriority "UNABLE TO LOAD'" time 5000 
jump @FST_MENU_4999 

:FST_MENU_48F2
wait 0 
if 
  $2390000 == 1 
jf @FST_MENU_493A 
$2390000 = 0 
wait 50 
end_thread_named 'HEX8' 
03E5: show_text_box 'CH145' 
05AA: v$GOD = "OXF" // @s = 'short' 
jump @FST_MENU_4999 

:FST_MENU_493A
if 
   not $2390000 == 1 
jf @FST_MENU_4992 
$2390000 = 1 
wait 50 
end_thread_named 'HEX8' 
0A92: create_custom_thread "SET\INFINITE.CS"  
03E5: show_text_box 'CH144' 
05AA: v$GOD = "OXN" // @s = 'short' 
jump @FST_MENU_4999 

:FST_MENU_4992
jump @FST_MENU_48F2 

:FST_MENU_4999
0661: NOP "========================================================================" 
jump @FST_MENU_C0F 

:FST_MENU_49EC
if 
  $2030000 == 11 
jf @FST_MENU_4BAE 
if 
00E1:   player 0 pressed_key 16 
jf @FST_MENU_4BAE 
0661: NOP "========================================================================" 
if 
8AAB:   not file_exists "SET\SUPER.CS" 
jf @FST_MENU_4A93 
0ACD: show_text_highpriority "UNABLE TO LOAD'" time 5000 
jump @FST_MENU_4B5B 

:FST_MENU_4A93
wait 0 
if 
  $2390000 == 1 
jf @FST_MENU_4ADB 
$2390000 = 0 
wait 50 
end_thread_named 'RUN' 
03E5: show_text_box 'CH145' 
05AA: v$SUP = "OXF" // @s = 'short' 
jump @FST_MENU_4B5B 

:FST_MENU_4ADB
if 
   not $2390000 == 1 
jf @FST_MENU_4B54 
$2390000 = 1 
wait 50 
end_thread_named 'RUN' 
0A92: create_custom_thread "SET\SUPER.CS"  
03E5: show_text_box 'CH144' 
0ACD: show_text_highpriority "~R~~H~PRESS X ON PAD RUN FAST" time 9000 
05AA: v$SUP = "OXN" // @s = 'short' 
jump @FST_MENU_4B5B 

:FST_MENU_4B54
jump @FST_MENU_4A93 

:FST_MENU_4B5B
0661: NOP "========================================================================" 
jump @FST_MENU_C0F 

:FST_MENU_4BAE
if 
  $2030000 == 12 
jf @FST_MENU_4D48 
if 
00E1:   player 0 pressed_key 16 
jf @FST_MENU_4D48 
0661: NOP "========================================================================" 
if 
8AAB:   not file_exists "SET\MAT.CS" 
jf @FST_MENU_4C53 
0ACD: show_text_highpriority "UNABLE TO LOAD'" time 5000 
jump @FST_MENU_4CF5 

:FST_MENU_4C53
wait 0 
if 
  $2390000 == 1 
jf @FST_MENU_4C9B 
$2390000 = 0 
wait 50 
end_thread_named 'MATIX' 
03E5: show_text_box 'CH145' 
05AA: v$RH = "OXF" // @s = 'short' 
jump @FST_MENU_4CF5 

:FST_MENU_4C9B
if 
   not $2390000 == 1 
jf @FST_MENU_4CEE 
$2390000 = 1 
wait 50 
end_thread_named 'MATIX' 
0A92: create_custom_thread "SET\MAT.CS"  
03E5: show_text_box 'CH144' 
05AA: v$RH = "OXN" // @s = 'short' 
jump @FST_MENU_4CF5 

:FST_MENU_4CEE
jump @FST_MENU_4C53 

:FST_MENU_4CF5
0661: NOP "========================================================================" 
jump @FST_MENU_C0F 

:FST_MENU_4D48
if 
  $2030000 == 13 
jf @FST_MENU_4E21 
if 
00E1:   player 0 pressed_key 16 
jf @FST_MENU_4E21 
0661: NOP "========================================================================" 
Player.CanMove($PLAYER_CHAR) = True
0321: AS_actor $PLAYER_ACTOR die_headshotted 
03E5: show_text_box 'CH144' 
0661: NOP "========================================================================" 
jump @FST_MENU_C0F 

:FST_MENU_4E21
if 
  $2030000 == 14 
jf @FST_MENU_4F21 
if 
00E1:   player 0 pressed_key 16 
jf @FST_MENU_4F21 
0661: NOP "========================================================================" 
if and
   not Actor.Driving($PLAYER_ACTOR)
8A0C:   not player $PLAYER_CHAR on_jetpack 
jf @FST_MENU_4EA5 

:FST_MENU_4EA5
wait 6 
if and
   not Actor.Driving($PLAYER_ACTOR)
8A0C:   not player $PLAYER_CHAR on_jetpack 
jf @FST_MENU_4ECE 
07A7: put_jetpack_on_actor $PLAYER_ACTOR 
03E5: show_text_box 'CH144' 

:FST_MENU_4ECE
0661: NOP "========================================================================" 
jump @FST_MENU_C0F 

:FST_MENU_4F21
if 
  $2030000 == 15 
jf @FST_MENU_5288 
if 
00E1:   player 0 pressed_key 16 
jf @FST_MENU_5288 
0661: NOP "========================================================================" 
if 
   not Actor.Model($PLAYER_ACTOR) == #NULL
jf @FST_MENU_4FAD 
03E5: show_text_box 'NUL1' 

:FST_MENU_4FAD
if 
   Actor.Model($PLAYER_ACTOR) == #NULL
jf @FST_MENU_5230 
if and
   not Actor.Driving($PLAYER_ACTOR)
8818:   not actor $PLAYER_ACTOR in_air 
84AD:   not actor $PLAYER_ACTOR in_water 
jf @FST_MENU_5230 
03C8: set_camera_directly_before_player 
Camera.SetBehindPlayer
0793: save_player_clothes 
if 
  $310000 > 9 
jf @FST_MENU_4FF8 
$310000 = 0 

:FST_MENU_4FF8
if 
   not $310000 > 9 
jf @FST_MENU_5230 
$310000 += 1 
018C: play_sound 1052 at 0.0 0.0 0.0 
if 
  $310000 == 1 
jf @FST_MENU_5060 
wait 0 
Player.SetClothes($PLAYER_CHAR, "GIMPLEG", "GIMPLEG", Special)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_5230 

:FST_MENU_5060
wait 0 
if 
  $310000 == 2 
jf @FST_MENU_509B 
wait 0 
Player.SetClothes($PLAYER_CHAR, "VALET", "VALET", Special)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_5230 

:FST_MENU_509B
wait 0 
if 
  $310000 == 3 
jf @FST_MENU_50DE 
wait 0 
Player.SetClothes($PLAYER_CHAR, "COUNTRYTR", "COUNTRYTR", Special)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_5230 

:FST_MENU_50DE
wait 0 
if 
  $310000 == 4 
jf @FST_MENU_511C 
wait 0 
Player.SetClothes($PLAYER_CHAR, "CROUPIER", "VALET", Special)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_5230 

:FST_MENU_511C
wait 0 
if 
  $310000 == 5 
jf @FST_MENU_515D 
wait 0 
Player.SetClothes($PLAYER_CHAR, "POLICETR", "POLICETR", Special)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_5230 

:FST_MENU_515D
wait 0 
if 
  $310000 == 6 
jf @FST_MENU_519A 
wait 0 
Player.SetClothes($PLAYER_CHAR, "PIMPTR", "PIMPTR", Special)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_5230 

:FST_MENU_519A
wait 0 
if 
  $310000 == 7 
jf @FST_MENU_51D9 
wait 0 
Player.SetClothes($PLAYER_CHAR, "MEDICTR", "MEDICTR", Special)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_5230 

:FST_MENU_51D9
if 
  $310000 == 8 
jf @FST_MENU_5213 
Player.SetClothes($PLAYER_CHAR, "GARAGELEG", "GARAGETR", Special)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_5230 

:FST_MENU_5213
if 
  $310000 == 9 
jf @FST_MENU_5230 
wait 10 
jump @FST_MENU_5230 

:FST_MENU_5230
wait 250 
0661: NOP "========================================================================" 
jump @FST_MENU_C0F 

:FST_MENU_5288
if 
  $2030000 == 16 
jf @FST_MENU_8C24 
if 
00E1:   player 0 pressed_key 16 
jf @FST_MENU_8C24 
wait 250 
0661: NOP "========================================================================" 
if 
   not Actor.Model($PLAYER_ACTOR) == #NULL
jf @FST_MENU_5319 
03E5: show_text_box 'NUL1' 

:FST_MENU_5319
if 
   Actor.Model($PLAYER_ACTOR) == #NULL
jf @FST_MENU_C0F 
if and
   not Actor.Driving($PLAYER_ACTOR)
8818:   not actor $PLAYER_ACTOR in_air 
84AD:   not actor $PLAYER_ACTOR in_water 
jf @FST_MENU_C0F 
if or
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
0500:   player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
0500:   player $PLAYER_CHAR skin == "COUNTRYTR" on_bodypart 17 
0500:   player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
0500:   player $PLAYER_CHAR skin == "POLICETR" on_bodypart 17 
0500:   player $PLAYER_CHAR skin == "PIMPTR" on_bodypart 17 
0500:   player $PLAYER_CHAR skin == "MEDICTR" on_bodypart 17 
0500:   player $PLAYER_CHAR skin == "GARAGETR" on_bodypart 17 
jf @FST_MENU_543E 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 16 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 15 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.SetClothes($PLAYER_CHAR, "PLAYER_TORSO", "TORSO", Torso)
Player.SetClothes($PLAYER_CHAR, "PLAYER_LEGS", "LEGS", Legs)
Player.SetClothes($PLAYER_CHAR, "FOOT", "FEET", Shoes)
Player.Build($PLAYER_CHAR)

:FST_MENU_543E
$1600000 = 1 
$2410000 = 1 
$LOC_VAR_318 = 84.0 
0661: NOP "VOID MENU_STARTUP(VOID)" 

:FST_MENU_5471
wait 5 
if 
   Player.Defined($PLAYER_CHAR)
jf @FST_MENU_5471 
Player.CanMove($PLAYER_CHAR) = False
0661: NOP "VOID DISPLAY(VOID)" 

:FST_MENU_54A2
wait 0 
03F0: enable_text_draw 0 
wait 5 
038E: draw_box_position 323.0 107.0 size 139.0 86.0 RGBA $BO1 $BO2 $BO3 $BALP 
038E: draw_box_position 323.0 79.0 size 140.0 1.5 RGBA 255 0 0 100 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 $1600000 
033E: set_draw_text_position 260.0 68.0 GXT '88829' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 80.0 GXT 'CLU1' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 89.0 GXT 'CLU2' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 98.0 GXT 'CLU3' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 107.0 GXT 'CLU4' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 116.0 GXT 'CLU5' 
038E: draw_box_position 323.0 $LOC_VAR_318 size 139.0 8.0 RGBA $LOC_VAR_274 $LOC_VAR_275 $LOC_VAR_276 $1600000 
$1600000 += 7 
if 
  $1600000 > 150 
jf @FST_MENU_56E9 
$1600000 = 1 
0661: NOP "VOID ANGINE(VOID)" 

:FST_MENU_56E9
0494: get_joystick 0 direction_offset_to 6@ 7@ 8@ 9@ 
if and
  7@ > 0 
80E1:   not player 0 pressed_key 16 
jf @FST_MENU_5780 
if 
  $2410000 == 5 
jf @FST_MENU_574F 
$2410000 = 1 
$LOC_VAR_318 = 84.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @FST_MENU_54A2 

:FST_MENU_574F
wait 27@ 
$2410000 += 1 
$LOC_VAR_318 += 9.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @FST_MENU_54A2 

:FST_MENU_5780
0494: get_joystick 0 direction_offset_to 6@ 7@ 8@ 9@ 
if and
  0 > 7@ 
80E1:   not player 0 pressed_key 16 
jf @FST_MENU_5833 
if 
  $2410000 == 1 
jf @FST_MENU_57E6 
$2410000 = 5 
$LOC_VAR_318 = 120.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @FST_MENU_54A2 

:FST_MENU_57E6
wait 27@ 
$2410000 -= 1 
$LOC_VAR_318 -= 9.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @FST_MENU_54A2 
0661: NOP "VOID MENU_SHUTDOWN(VOID)" 

:FST_MENU_5833
if 
00E1:   player 0 pressed_key 15 
jf @FST_MENU_587B 
wait 250 
$2410000 = 1 
$LOC_VAR_318 = 84.0 
03F0: enable_text_draw 0 
jump @FST_MENU_C0F 
0661: NOP "VOID ACTIONS(VOID)" 

:FST_MENU_587B
if 
  $2410000 == 1 
jf @FST_MENU_68B6 
if 
00E1:   player 0 pressed_key 16 
jf @FST_MENU_68B6 
0661: NOP "========================================================================" 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 0 
if 
  $340000 > 67 
jf @FST_MENU_590E 
$340000 = 0 

:FST_MENU_590E
if 
   not $340000 > 67 
jf @FST_MENU_685E 
$340000 += 1 
018C: play_sound 1052 at 0.0 0.0 0.0 
if 
  $340000 == 1 
jf @FST_MENU_5971 
Player.SetClothes($PLAYER_CHAR, "VESTBLACK", "VEST", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_5971
if 
  $340000 == 2 
jf @FST_MENU_59A2 
Player.SetClothes($PLAYER_CHAR, "VEST", "VEST", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_59A2
if 
  $340000 == 3 
jf @FST_MENU_59DE 
Player.SetClothes($PLAYER_CHAR, "TSHIRT2HORIZ", "TSHIRT2", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_59DE
if 
  $340000 == 4 
jf @FST_MENU_5A18 
Player.SetClothes($PLAYER_CHAR, "TSHIRTWHITE", "TSHIRT", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_5A18
if 
  $340000 == 5 
jf @FST_MENU_5A54 
Player.SetClothes($PLAYER_CHAR, "TSHIRTILOVELS", "TSHIRT", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_5A54
if 
  $340000 == 6 
jf @FST_MENU_5A8F 
Player.SetClothes($PLAYER_CHAR, "TSHIRTBLUNTS", "TSHIRT", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_5A8F
if 
  $340000 == 7 
jf @FST_MENU_5AC9 
Player.SetClothes($PLAYER_CHAR, "SHIRTBPLAID", "SHIRTB", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_5AC9
if 
  $340000 == 8 
jf @FST_MENU_5B03 
Player.SetClothes($PLAYER_CHAR, "SHIRTBCHECK", "SHIRTB", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_5B03
if 
  $340000 == 9 
jf @FST_MENU_5B36 
Player.SetClothes($PLAYER_CHAR, "FIELD", "FIELD", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_5B36
if 
  $340000 == 10 
jf @FST_MENU_5B73 
Player.SetClothes($PLAYER_CHAR, "TSHIRTERISYELL", "TSHIRT", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_5B73
if 
  $340000 == 11 
jf @FST_MENU_5BAF 
Player.SetClothes($PLAYER_CHAR, "TSHIRTERISORN", "TSHIRT", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_5BAF
if 
  $340000 == 12 
jf @FST_MENU_5BF0 
Player.SetClothes($PLAYER_CHAR, "TRACKYTOP2ERIS", "TRACKYTOP1", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_5BF0
if 
  $340000 == 13 
jf @FST_MENU_5C28 
Player.SetClothes($PLAYER_CHAR, "BBJACKRIM", "BBJACK", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_5C28
if 
  $340000 == 14 
jf @FST_MENU_5C65 
Player.SetClothes($PLAYER_CHAR, "BBALLJACKRSTAR", "BBJACK", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_5C65
if 
  $340000 == 15 
jf @FST_MENU_5CA2 
Player.SetClothes($PLAYER_CHAR, "BASKBALLDRIB", "BASKBALL", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_5CA2
if 
  $340000 == 16 
jf @FST_MENU_5CDE 
Player.SetClothes($PLAYER_CHAR, "BASKBALLRIM", "BASKBALL", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_5CDE
if 
  $340000 == 17 
jf @FST_MENU_5D18 
Player.SetClothes($PLAYER_CHAR, "SIXTYNINERS", "TSHIRT", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_5D18
if 
  $340000 == 18 
jf @FST_MENU_5D50 
Player.SetClothes($PLAYER_CHAR, "BANDITS", "BASEBALL", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_5D50
if 
  $340000 == 19 
jf @FST_MENU_5D8B 
Player.SetClothes($PLAYER_CHAR, "TSHIRTPRORED", "TSHIRT", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_5D8B
if 
  $340000 == 20 
jf @FST_MENU_5DC6 
Player.SetClothes($PLAYER_CHAR, "TSHIRTPROBLK", "TSHIRT", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_5DC6
if 
  $340000 == 21 
jf @FST_MENU_5E06 
Player.SetClothes($PLAYER_CHAR, "TRACKYTOP1PRO", "TRACKYTOP1", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_5E06
if 
  $340000 == 22 
jf @FST_MENU_5E3D 
Player.SetClothes($PLAYER_CHAR, "HOCKEYTOP", "SWEAT", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_5E3D
if 
  $340000 == 23 
jf @FST_MENU_5E74 
Player.SetClothes($PLAYER_CHAR, "BBJERSEY", "SLEEVT", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_5E74
if 
  $340000 == 24 
jf @FST_MENU_5EB0 
Player.SetClothes($PLAYER_CHAR, "SHELLSUIT", "TRACKYTOP1", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_5EB0
if 
  $340000 == 25 
jf @FST_MENU_5EEC 
Player.SetClothes($PLAYER_CHAR, "TSHIRTHEATWHT", "TSHIRT", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_5EEC
if 
  $340000 == 26 
jf @FST_MENU_5F29 
Player.SetClothes($PLAYER_CHAR, "TSHIRTBOBOMONK", "TSHIRT", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_5F29
if 
  $340000 == 27 
jf @FST_MENU_5F65 
Player.SetClothes($PLAYER_CHAR, "TSHIRTBOBORED", "TSHIRT", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_5F65
if 
  $340000 == 28 
jf @FST_MENU_5F9F 
Player.SetClothes($PLAYER_CHAR, "TSHIRTBASE5", "TSHIRT", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_5F9F
if 
  $340000 == 29 
jf @FST_MENU_5FDA 
Player.SetClothes($PLAYER_CHAR, "TSHIRTSUBURB", "TSHIRT", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_5FDA
if 
  $340000 == 30 
jf @FST_MENU_6013 
Player.SetClothes($PLAYER_CHAR, "HOODYAMERC", "HOODYA", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_6013
if 
  $340000 == 31 
jf @FST_MENU_604D 
Player.SetClothes($PLAYER_CHAR, "HOODYABASE5", "HOODYA", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_604D
if 
  $340000 == 32 
jf @FST_MENU_608A 
Player.SetClothes($PLAYER_CHAR, "HOODYAROCKSTAR", "HOODYA", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_608A
if 
  $340000 == 33 
jf @FST_MENU_60C1 
Player.SetClothes($PLAYER_CHAR, "WCOATBLUE", "WCOAT", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_60C1
if 
  $340000 == 34 
jf @FST_MENU_60F4 
Player.SetClothes($PLAYER_CHAR, "COACH", "COACH", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_60F4
if 
  $340000 == 35 
jf @FST_MENU_612B 
Player.SetClothes($PLAYER_CHAR, "COACHSEMI", "COACH", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_612B
if 
  $340000 == 36 
jf @FST_MENU_6163 
Player.SetClothes($PLAYER_CHAR, "SWEATRSTAR", "SWEAT", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_6163
if 
  $340000 == 37 
jf @FST_MENU_619C 
Player.SetClothes($PLAYER_CHAR, "HOODYABLUE", "HOODYA", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_619C
if 
  $340000 == 38 
jf @FST_MENU_61D6 
Player.SetClothes($PLAYER_CHAR, "HOODYABLACK", "HOODYA", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_61D6
if 
  $340000 == 39 
jf @FST_MENU_6210 
Player.SetClothes($PLAYER_CHAR, "HOODYAGREEN", "HOODYA", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_6210
if 
  $340000 == 40 
jf @FST_MENU_624A 
Player.SetClothes($PLAYER_CHAR, "SLEEVTBROWN", "SLEEVT", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_624A
if 
  $340000 == 41 
jf @FST_MENU_6283 
Player.SetClothes($PLAYER_CHAR, "SHIRTABLUE", "SHIRTA", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_6283
if 
  $340000 == 42 
jf @FST_MENU_62BE 
Player.SetClothes($PLAYER_CHAR, "SHIRTAYELLOW", "SHIRTA", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_62BE
if 
  $340000 == 43 
jf @FST_MENU_62F7 
Player.SetClothes($PLAYER_CHAR, "SHIRTAGREY", "SHIRTA", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_62F7
if 
  $340000 == 44 
jf @FST_MENU_6330 
Player.SetClothes($PLAYER_CHAR, "SHIRTBGANG", "SHIRTB", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_6330
if 
  $340000 == 45 
jf @FST_MENU_636B 
Player.SetClothes($PLAYER_CHAR, "TSHIRTZIPCRM", "TSHIRT", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_636B
if 
  $340000 == 46 
jf @FST_MENU_63A6 
Player.SetClothes($PLAYER_CHAR, "TSHIRTZIPGRY", "TSHIRT", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_63A6
if 
  $340000 == 47 
jf @FST_MENU_63DD 
Player.SetClothes($PLAYER_CHAR, "DENIMFADE", "DENIM", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_63DD
if 
  $340000 == 48 
jf @FST_MENU_6413 
Player.SetClothes($PLAYER_CHAR, "BOWLING", "HAWAII", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_6413
if 
  $340000 == 49 
jf @FST_MENU_6451 
Player.SetClothes($PLAYER_CHAR, "HOODJACKBEIGE", "HOODJACK", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_6451
if 
  $340000 == 50 
jf @FST_MENU_648D 
Player.SetClothes($PLAYER_CHAR, "BASKBALLLOC", "BASKBALL", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_648D
if 
  $340000 == 51 
jf @FST_MENU_64C9 
Player.SetClothes($PLAYER_CHAR, "TSHIRTLOCGREY", "TSHIRT", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_64C9
if 
  $340000 == 52 
jf @FST_MENU_6506 
Player.SetClothes($PLAYER_CHAR, "TSHIRTMADDGREY", "TSHIRT", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_6506
if 
  $340000 == 53 
jf @FST_MENU_6542 
Player.SetClothes($PLAYER_CHAR, "TSHIRTMADDGRN", "TSHIRT", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_6542
if 
  $340000 == 54 
jf @FST_MENU_6579 
Player.SetClothes($PLAYER_CHAR, "SUIT1GREY", "SUIT1", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_6579
if 
  $340000 == 55 
jf @FST_MENU_65AF 
Player.SetClothes($PLAYER_CHAR, "SUIT1BLK", "SUIT1", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_65AF
if 
  $340000 == 56 
jf @FST_MENU_65E6 
Player.SetClothes($PLAYER_CHAR, "LEATHER", "LEATHER", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_65E6
if 
  $340000 == 57 
jf @FST_MENU_661D 
Player.SetClothes($PLAYER_CHAR, "PAINTER", "PAINTER", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_661D
if 
  $340000 == 58 
jf @FST_MENU_6655 
Player.SetClothes($PLAYER_CHAR, "HAWAIIWHT", "HAWAII", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_6655
if 
  $340000 == 59 
jf @FST_MENU_668D 
Player.SetClothes($PLAYER_CHAR, "HAWAIIRED", "HAWAII", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_668D
if 
  $340000 == 60 
jf @FST_MENU_66C9 
Player.SetClothes($PLAYER_CHAR, "SPORTJACK", "TRACKYTOP1", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_66C9
if 
  $340000 == 61 
jf @FST_MENU_66FF 
Player.SetClothes($PLAYER_CHAR, "SUIT1RED", "SUIT1", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_66FF
if 
  $340000 == 62 
jf @FST_MENU_6736 
Player.SetClothes($PLAYER_CHAR, "SUIT1BLUE", "SUIT1", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_6736
if 
  $340000 == 63 
jf @FST_MENU_676F 
Player.SetClothes($PLAYER_CHAR, "SUIT1YELLOW", "SUIT1", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_676F
if 
  $340000 == 64 
jf @FST_MENU_67A5 
Player.SetClothes($PLAYER_CHAR, "SUIT2GRN", "SUIT2", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_67A5
if 
  $340000 == 65 
jf @FST_MENU_67D9 
Player.SetClothes($PLAYER_CHAR, "TUXEDO", "SUIT2", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_67D9
if 
  $340000 == 66 
jf @FST_MENU_6810 
Player.SetClothes($PLAYER_CHAR, "SUIT1GANG", "SUIT1", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_6810
if 
  $340000 == 67 
jf @FST_MENU_6845 
Player.SetClothes($PLAYER_CHAR, "LETTER", "SLEEVT", Torso)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_685E 

:FST_MENU_6845
if 
  $340000 == 68 
jf @FST_MENU_685E 
jump @FST_MENU_685E 

:FST_MENU_685E
wait 250 
0661: NOP "========================================================================" 
jump @FST_MENU_54A2 

:FST_MENU_68B6
if 
  $2410000 == 2 
jf @FST_MENU_7509 
if 
00E1:   player 0 pressed_key 16 
jf @FST_MENU_7509 
0661: NOP "========================================================================" 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 2 
wait 6 
if 
  $350000 > 44 
jf @FST_MENU_694D 
$350000 = 0 

:FST_MENU_694D
if 
   not $350000 > 44 
jf @FST_MENU_74B6 
$350000 += 1 
018C: play_sound 1052 at 0.0 0.0 0.0 
if 
  $350000 == 1 
jf @FST_MENU_69BA 
wait 0 
Player.SetClothes($PLAYER_CHAR, "WORKTRCAMOGRN", "WORKTR", Legs)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_74B6 

:FST_MENU_69BA
wait 0 
if 
  $350000 == 2 
jf @FST_MENU_69FE 
wait 0 
Player.SetClothes($PLAYER_CHAR, "WORKTRCAMOGRY", "WORKTR", Legs)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_74B6 

:FST_MENU_69FE
wait 0 
if 
  $350000 == 3 
jf @FST_MENU_6A3F 
wait 0 
Player.SetClothes($PLAYER_CHAR, "WORKTRGREY", "WORKTR", Legs)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_74B6 

:FST_MENU_6A3F
wait 0 
if 
  $350000 == 4 
jf @FST_MENU_6A81 
wait 0 
Player.SetClothes($PLAYER_CHAR, "WORKTRKHAKI", "WORKTR", Legs)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_74B6 

:FST_MENU_6A81
wait 0 
if 
  $350000 == 5 
jf @FST_MENU_6AC0 
wait 0 
Player.SetClothes($PLAYER_CHAR, "TRACKTR", "TRACKTR", Legs)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_74B6 

:FST_MENU_6AC0
wait 0 
if 
  $350000 == 6 
jf @FST_MENU_6B03 
wait 0 
Player.SetClothes($PLAYER_CHAR, "TRACKTRERIS", "TRACKTR", Legs)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_74B6 

:FST_MENU_6B03
wait 0 
if 
  $350000 == 7 
jf @FST_MENU_6B43 
wait 0 
Player.SetClothes($PLAYER_CHAR, "JEANSDENIM", "JEANS", Legs)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_74B6 

:FST_MENU_6B43
wait 0 
if 
  $350000 == 8 
jf @FST_MENU_6B81 
wait 0 
Player.SetClothes($PLAYER_CHAR, "LEGSBLACK", "LEGS", Legs)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_74B6 

:FST_MENU_6B81
wait 0 
if 
  $350000 == 9 
jf @FST_MENU_6BBF 
wait 0 
Player.SetClothes($PLAYER_CHAR, "LEGSHEART", "LEGS", Legs)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_74B6 

:FST_MENU_6BBF
wait 0 
if 
  $350000 == 10 
jf @FST_MENU_6BFE 
wait 0 
Player.SetClothes($PLAYER_CHAR, "BIEGETR", "CHINOSB", Legs)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_74B6 

:FST_MENU_6BFE
wait 0 
if 
  $350000 == 11 
jf @FST_MENU_6C40 
wait 0 
Player.SetClothes($PLAYER_CHAR, "TRACKTRPRO", "TRACKTR", Legs)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_74B6 

:FST_MENU_6C40
wait 0 
if 
  $350000 == 12 
jf @FST_MENU_6C84 
wait 0 
Player.SetClothes($PLAYER_CHAR, "TRACKTRWHSTR", "TRACKTR", Legs)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_74B6 

:FST_MENU_6C84
wait 0 
if 
  $350000 == 13 
jf @FST_MENU_6CC7 
wait 0 
Player.SetClothes($PLAYER_CHAR, "TRACKTRBLUE", "TRACKTR", Legs)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_74B6 

:FST_MENU_6CC7
wait 0 
if 
  $350000 == 14 
jf @FST_MENU_6D0A 
wait 0 
Player.SetClothes($PLAYER_CHAR, "TRACKTRGANG", "TRACKTR", Legs)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_74B6 

:FST_MENU_6D0A
wait 0 
if 
  $350000 == 15 
jf @FST_MENU_6D50 
wait 0 
Player.SetClothes($PLAYER_CHAR, "BBSHORTWHT", "BOXINGSHORT", Legs)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_74B6 

:FST_MENU_6D50
wait 0 
if 
  $350000 == 16 
jf @FST_MENU_6D94 
wait 0 
Player.SetClothes($PLAYER_CHAR, "BOXSHORT", "BOXINGSHORT", Legs)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_74B6 

:FST_MENU_6D94
wait 0 
if 
  $350000 == 17 
jf @FST_MENU_6DDA 
wait 0 
Player.SetClothes($PLAYER_CHAR, "BBSHORTRED", "BOXINGSHORT", Legs)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_74B6 

:FST_MENU_6DDA
wait 0 
if 
  $350000 == 18 
jf @FST_MENU_6E1D 
wait 0 
Player.SetClothes($PLAYER_CHAR, "SHELLSUITTR", "TRACKTR", Legs)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_74B6 

:FST_MENU_6E1D
wait 0 
if 
  $350000 == 19 
jf @FST_MENU_6E5E 
wait 0 
Player.SetClothes($PLAYER_CHAR, "SHORTSGREY", "SHORTS", Legs)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_74B6 

:FST_MENU_6E5E
wait 0 
if 
  $350000 == 20 
jf @FST_MENU_6EA0 
wait 0 
Player.SetClothes($PLAYER_CHAR, "SHORTSKHAKI", "SHORTS", Legs)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_74B6 

:FST_MENU_6EA0
wait 0 
if 
  $350000 == 21 
jf @FST_MENU_6EE3 
wait 0 
Player.SetClothes($PLAYER_CHAR, "CHONGERGREY", "CHONGER", Legs)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_74B6 

:FST_MENU_6EE3
wait 0 
if 
  $350000 == 22 
jf @FST_MENU_6F26 
wait 0 
Player.SetClothes($PLAYER_CHAR, "CHONGERGANG", "CHONGER", Legs)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_74B6 

:FST_MENU_6F26
wait 0 
if 
  $350000 == 23 
jf @FST_MENU_6F68 
wait 0 
Player.SetClothes($PLAYER_CHAR, "CHONGERRED", "CHONGER", Legs)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_74B6 

:FST_MENU_6F68
wait 0 
if 
  $350000 == 24 
jf @FST_MENU_6FAB 
wait 0 
Player.SetClothes($PLAYER_CHAR, "CHONGERBLUE", "CHONGER", Legs)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_74B6 

:FST_MENU_6FAB
wait 0 
if 
  $350000 == 25 
jf @FST_MENU_6FEC 
wait 0 
Player.SetClothes($PLAYER_CHAR, "SHORTSGANG", "SHORTS", Legs)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_74B6 

:FST_MENU_6FEC
wait 0 
if 
  $350000 == 26 
jf @FST_MENU_702C 
wait 0 
Player.SetClothes($PLAYER_CHAR, "DENIMSGANG", "JEANS", Legs)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_74B6 

:FST_MENU_702C
wait 0 
if 
  $350000 == 27 
jf @FST_MENU_706B 
wait 0 
Player.SetClothes($PLAYER_CHAR, "DENIMSRED", "JEANS", Legs)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_74B6 

:FST_MENU_706B
wait 0 
if 
  $350000 == 28 
jf @FST_MENU_70AE 
wait 0 
Player.SetClothes($PLAYER_CHAR, "CHINOSBIEGE", "CHINOSB", Legs)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_74B6 

:FST_MENU_70AE
wait 0 
if 
  $350000 == 29 
jf @FST_MENU_70F1 
wait 0 
Player.SetClothes($PLAYER_CHAR, "CHINOSKHAKI", "CHINOSB", Legs)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_74B6 

:FST_MENU_70F1
wait 0 
if 
  $350000 == 30 
jf @FST_MENU_7134 
wait 0 
Player.SetClothes($PLAYER_CHAR, "CUTOFFCHINOS", "SHORTS", Legs)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_74B6 

:FST_MENU_7134
wait 0 
if 
  $350000 == 31 
jf @FST_MENU_7177 
wait 0 
Player.SetClothes($PLAYER_CHAR, "CHINOSBLACK", "CHINOSB", Legs)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_74B6 

:FST_MENU_7177
wait 0 
if 
  $350000 == 32 
jf @FST_MENU_71B9 
wait 0 
Player.SetClothes($PLAYER_CHAR, "CHINOSBLUE", "CHINOSB", Legs)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_74B6 

:FST_MENU_71B9
wait 0 
if 
  $350000 == 33 
jf @FST_MENU_71FC 
wait 0 
Player.SetClothes($PLAYER_CHAR, "LEATHERTR", "LEATHERTR", Legs)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_74B6 

:FST_MENU_71FC
wait 0 
if 
  $350000 == 34 
jf @FST_MENU_7244 
wait 0 
Player.SetClothes($PLAYER_CHAR, "LEATHERTRCHAPS", "LEATHERTR", Legs)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_74B6 

:FST_MENU_7244
wait 0 
if 
  $350000 == 35 
jf @FST_MENU_7287 
wait 0 
Player.SetClothes($PLAYER_CHAR, "SUIT1TRGREY", "SUIT1TR", Legs)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_74B6 

:FST_MENU_7287
wait 0 
if 
  $350000 == 36 
jf @FST_MENU_72C9 
wait 0 
Player.SetClothes($PLAYER_CHAR, "SUIT1TRBLK", "SUIT1TR", Legs)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_74B6 

:FST_MENU_72C9
wait 0 
if 
  $350000 == 37 
jf @FST_MENU_730C 
wait 0 
Player.SetClothes($PLAYER_CHAR, "CUTOFFDENIMS", "SHORTS", Legs)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_74B6 

:FST_MENU_730C
wait 0 
if 
  $350000 == 38 
jf @FST_MENU_734E 
wait 0 
Player.SetClothes($PLAYER_CHAR, "SUIT1TRRED", "SUIT1TR", Legs)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_74B6 

:FST_MENU_734E
wait 0 
if 
  $350000 == 39 
jf @FST_MENU_7391 
wait 0 
Player.SetClothes($PLAYER_CHAR, "SUIT1TRBLUE", "SUIT1TR", Legs)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_74B6 

:FST_MENU_7391
wait 0 
if 
  $350000 == 40 
jf @FST_MENU_73D6 
wait 0 
Player.SetClothes($PLAYER_CHAR, "SUIT1TRYELLOW", "SUIT1TR", Legs)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_74B6 

:FST_MENU_73D6
wait 0 
if 
  $350000 == 41 
jf @FST_MENU_741A 
wait 0 
Player.SetClothes($PLAYER_CHAR, "SUIT1TRGREEN", "SUIT1TR", Legs)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_74B6 

:FST_MENU_741A
wait 0 
if 
  $350000 == 42 
jf @FST_MENU_745D 
wait 0 
Player.SetClothes($PLAYER_CHAR, "SUIT1TRBLK2", "SUIT1TR", Legs)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_74B6 

:FST_MENU_745D
wait 0 
if 
  $350000 == 43 
jf @FST_MENU_74A0 
wait 0 
Player.SetClothes($PLAYER_CHAR, "SUIT1TRGANG", "SUIT1TR", Legs)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_74B6 

:FST_MENU_74A0
if 
  $350000 == 44 
jf @FST_MENU_74B6 
wait 0 

:FST_MENU_74B6
0661: NOP "========================================================================" 
jump @FST_MENU_54A2 

:FST_MENU_7509
if 
  $2410000 == 3 
jf @FST_MENU_7E56 
if 
00E1:   player 0 pressed_key 16 
jf @FST_MENU_7E56 
0661: NOP "========================================================================" 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 3 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 13 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 14 
if 
  $360000 > 37 
jf @FST_MENU_75B2 
$360000 = 0 

:FST_MENU_75B2
if 
   not $360000 > 37 
jf @FST_MENU_7DFF 
$360000 += 1 
018C: play_sound 1052 at 0.0 0.0 0.0 
if 
  $360000 == 1 
jf @FST_MENU_7618 
Player.SetClothes($PLAYER_CHAR, "COWBOYBOOT2", "BIKER", Shoes)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_7DFF 

:FST_MENU_7618
if 
  $360000 == 2 
jf @FST_MENU_764F 
Player.SetClothes($PLAYER_CHAR, "BASK2SEMI", "BASK1", Shoes)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_7DFF 

:FST_MENU_764F
if 
  $360000 == 3 
jf @FST_MENU_7686 
Player.SetClothes($PLAYER_CHAR, "BASK1ERIS", "BASK1", Shoes)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_7DFF 

:FST_MENU_7686
if 
  $360000 == 4 
jf @FST_MENU_76C5 
Player.SetClothes($PLAYER_CHAR, "SNEAKERBINCGANG", "SNEAKER", Shoes)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_7DFF 

:FST_MENU_76C5
if 
  $360000 == 5 
jf @FST_MENU_7703 
Player.SetClothes($PLAYER_CHAR, "SNEAKERBINCBLU", "SNEAKER", Shoes)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_7DFF 

:FST_MENU_7703
if 
  $360000 == 6 
jf @FST_MENU_7741 
Player.SetClothes($PLAYER_CHAR, "SNEAKERBINCBLK", "SNEAKER", Shoes)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_7DFF 

:FST_MENU_7741
if 
  $360000 == 7 
jf @FST_MENU_7778 
Player.SetClothes($PLAYER_CHAR, "SANDAL", "FLIPFLOP", Shoes)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_7DFF 

:FST_MENU_7778
if 
  $360000 == 8 
jf @FST_MENU_77B3 
Player.SetClothes($PLAYER_CHAR, "SANDALSOCK", "FLIPFLOP", Shoes)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_7DFF 

:FST_MENU_77B3
if 
  $360000 == 9 
jf @FST_MENU_77EC 
Player.SetClothes($PLAYER_CHAR, "FLIPFLOP", "FLIPFLOP", Shoes)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_7DFF 

:FST_MENU_77EC
if 
  $360000 == 10 
jf @FST_MENU_781F 
Player.SetClothes($PLAYER_CHAR, "HITOP", "BASK1", Shoes)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_7DFF 

:FST_MENU_781F
if 
  $360000 == 11 
jf @FST_MENU_7856 
Player.SetClothes($PLAYER_CHAR, "CONVPROBLK", "CONV", Shoes)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_7DFF 

:FST_MENU_7856
if 
  $360000 == 12 
jf @FST_MENU_788D 
Player.SetClothes($PLAYER_CHAR, "CONVPROBLU", "CONV", Shoes)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_7DFF 

:FST_MENU_788D
if 
  $360000 == 13 
jf @FST_MENU_78C4 
Player.SetClothes($PLAYER_CHAR, "CONVPROGRN", "CONV", Shoes)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_7DFF 

:FST_MENU_78C4
if 
  $360000 == 14 
jf @FST_MENU_7901 
Player.SetClothes($PLAYER_CHAR, "SNEAKERPRORED", "SNEAKER", Shoes)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_7DFF 

:FST_MENU_7901
if 
  $360000 == 15 
jf @FST_MENU_793E 
Player.SetClothes($PLAYER_CHAR, "SNEAKERPROBLU", "SNEAKER", Shoes)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_7DFF 

:FST_MENU_793E
if 
  $360000 == 16 
jf @FST_MENU_797B 
Player.SetClothes($PLAYER_CHAR, "SNEAKERPROWHT", "SNEAKER", Shoes)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_7DFF 

:FST_MENU_797B
if 
  $360000 == 17 
jf @FST_MENU_79B4 
Player.SetClothes($PLAYER_CHAR, "BASK1PROWHT", "BASK1", Shoes)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_7DFF 

:FST_MENU_79B4
if 
  $360000 == 18 
jf @FST_MENU_79ED 
Player.SetClothes($PLAYER_CHAR, "BASK1PROBLK", "BASK1", Shoes)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_7DFF 

:FST_MENU_79ED
if 
  $360000 == 19 
jf @FST_MENU_7A25 
Player.SetClothes($PLAYER_CHAR, "BOXINGSHOE", "BIKER", Shoes)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_7DFF 

:FST_MENU_7A25
if 
  $360000 == 20 
jf @FST_MENU_7A5D 
Player.SetClothes($PLAYER_CHAR, "CONVHEATBLK", "CONV", Shoes)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_7DFF 

:FST_MENU_7A5D
if 
  $360000 == 21 
jf @FST_MENU_7A95 
Player.SetClothes($PLAYER_CHAR, "CONVHEATRED", "CONV", Shoes)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_7DFF 

:FST_MENU_7A95
if 
  $360000 == 22 
jf @FST_MENU_7ACD 
Player.SetClothes($PLAYER_CHAR, "CONVHEATORN", "CONV", Shoes)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_7DFF 

:FST_MENU_7ACD
if 
  $360000 == 23 
jf @FST_MENU_7B0B 
Player.SetClothes($PLAYER_CHAR, "SNEAKERHEATWHT", "SNEAKER", Shoes)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_7DFF 

:FST_MENU_7B0B
if 
  $360000 == 24 
jf @FST_MENU_7B49 
Player.SetClothes($PLAYER_CHAR, "SNEAKERHEATGRY", "SNEAKER", Shoes)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_7DFF 

:FST_MENU_7B49
if 
  $360000 == 25 
jf @FST_MENU_7B87 
Player.SetClothes($PLAYER_CHAR, "SNEAKERHEATBLK", "SNEAKER", Shoes)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_7DFF 

:FST_MENU_7B87
if 
  $360000 == 26 
jf @FST_MENU_7BC1 
Player.SetClothes($PLAYER_CHAR, "BASK2HEATWHT", "BASK1", Shoes)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_7DFF 

:FST_MENU_7BC1
if 
  $360000 == 27 
jf @FST_MENU_7BFC 
Player.SetClothes($PLAYER_CHAR, "BASK2HEATBAND", "BASK1", Shoes)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_7DFF 

:FST_MENU_7BFC
if 
  $360000 == 28 
jf @FST_MENU_7C34 
Player.SetClothes($PLAYER_CHAR, "TIMBERGREY", "BASK1", Shoes)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_7DFF 

:FST_MENU_7C34
if 
  $360000 == 29 
jf @FST_MENU_7C6B 
Player.SetClothes($PLAYER_CHAR, "TIMBERRED", "BASK1", Shoes)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_7DFF 

:FST_MENU_7C6B
if 
  $360000 == 30 
jf @FST_MENU_7CA3 
Player.SetClothes($PLAYER_CHAR, "TIMBERFAWN", "BASK1", Shoes)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_7DFF 

:FST_MENU_7CA3
if 
  $360000 == 31 
jf @FST_MENU_7CDB 
Player.SetClothes($PLAYER_CHAR, "COWBOYBOOT", "BIKER", Shoes)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_7DFF 

:FST_MENU_7CDB
if 
  $360000 == 32 
jf @FST_MENU_7D0E 
Player.SetClothes($PLAYER_CHAR, "BIKER", "BIKER", Shoes)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_7DFF 

:FST_MENU_7D0E
if 
  $360000 == 33 
jf @FST_MENU_7D45 
Player.SetClothes($PLAYER_CHAR, "SNAKESKIN", "BIKER", Shoes)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_7DFF 

:FST_MENU_7D45
if 
  $360000 == 34 
jf @FST_MENU_7D7E 
Player.SetClothes($PLAYER_CHAR, "SHOEDRESSBLK", "SHOE", Shoes)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_7DFF 

:FST_MENU_7D7E
if 
  $360000 == 35 
jf @FST_MENU_7DB7 
Player.SetClothes($PLAYER_CHAR, "SHOEDRESSBRN", "SHOE", Shoes)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_7DFF 

:FST_MENU_7DB7
if 
  $360000 == 36 
jf @FST_MENU_7DED 
Player.SetClothes($PLAYER_CHAR, "SHOESPATZ", "SHOE", Shoes)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_7DFF 

:FST_MENU_7DED
if 
  $360000 == 37 
jf @FST_MENU_7DFF 

:FST_MENU_7DFF
wait 100 
0661: NOP "========================================================================" 
jump @FST_MENU_54A2 

:FST_MENU_7E56
if 
  $2410000 == 4 
jf @FST_MENU_8B25 
if 
00E1:   player 0 pressed_key 16 
jf @FST_MENU_8B25 
0661: NOP "========================================================================" 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 15 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 16 
0209: $370000 = random_int_in_ranges 1 56 
if 
  $370000 == 1 
jf @FST_MENU_7F15 
Player.SetClothes($PLAYER_CHAR, "BALD", "HEAD", Head)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_7F15
if 
  $370000 == 2 
jf @FST_MENU_7F4B 
Player.SetClothes($PLAYER_CHAR, "BALDBEARD", "HEAD", Head)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_7F4B
if 
  $370000 == 3 
jf @FST_MENU_7F80 
Player.SetClothes($PLAYER_CHAR, "BALDTASH", "HEAD", Head)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_7F80
if 
  $370000 == 4 
jf @FST_MENU_7FB5 
Player.SetClothes($PLAYER_CHAR, "BALDTASH", "HEAD", Head)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_7FB5
if 
  $370000 == 5 
jf @FST_MENU_7FEC 
Player.SetClothes($PLAYER_CHAR, "BALDGOATEE", "HEAD", Head)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_7FEC
if 
  $370000 == 6 
jf @FST_MENU_8025 
Player.SetClothes($PLAYER_CHAR, "HIGHAFRO", "HIGHAFRO", Head)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_8025
if 
  $370000 == 7 
jf @FST_MENU_8056 
Player.SetClothes($PLAYER_CHAR, "AFRO", "AFRO", Head)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_8056
if 
  $370000 == 8 
jf @FST_MENU_808B 
Player.SetClothes($PLAYER_CHAR, "AFROTASH", "AFRO", Head)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_808B
if 
  $370000 == 9 
jf @FST_MENU_80C1 
Player.SetClothes($PLAYER_CHAR, "AFROBEARD", "AFRO", Head)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_80C1
if 
  $370000 == 10 
jf @FST_MENU_80F7 
Player.SetClothes($PLAYER_CHAR, "AFROBLOND", "AFRO", Head)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_80F7
if 
  $370000 == 11 
jf @FST_MENU_812E 
Player.SetClothes($PLAYER_CHAR, "AFROGOATEE", "AFRO", Head)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_812E
if 
  $370000 == 12 
jf @FST_MENU_8163 
Player.SetClothes($PLAYER_CHAR, "MOHAWK", "MOHAWK", Head)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_8163
if 
  $370000 == 13 
jf @FST_MENU_819D 
Player.SetClothes($PLAYER_CHAR, "MOHAWKBLOND", "MOHAWK", Head)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_819D
if 
  $370000 == 14 
jf @FST_MENU_81D6 
Player.SetClothes($PLAYER_CHAR, "MOHAWKPINK", "MOHAWK", Head)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_81D6
if 
  $370000 == 15 
jf @FST_MENU_8210 
Player.SetClothes($PLAYER_CHAR, "MOHAWKBEARD", "MOHAWK", Head)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_8210
if 
  $370000 == 16 
jf @FST_MENU_8246 
Player.SetClothes($PLAYER_CHAR, "HAIRBLOND", "HEAD", Head)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_8246
if 
  $370000 == 17 
jf @FST_MENU_827A 
Player.SetClothes($PLAYER_CHAR, "HAIRRED", "HEAD", Head)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_827A
if 
  $370000 == 18 
jf @FST_MENU_82AF 
Player.SetClothes($PLAYER_CHAR, "HAIRBLUE", "HEAD", Head)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_82AF
if 
  $370000 == 19 
jf @FST_MENU_82E5 
Player.SetClothes($PLAYER_CHAR, "HAIRGREEN", "HEAD", Head)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_82E5
if 
  $370000 == 20 
jf @FST_MENU_831A 
Player.SetClothes($PLAYER_CHAR, "HAIRPINK", "HEAD", Head)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_831A
if 
  $370000 == 21 
jf @FST_MENU_8354 
Player.SetClothes($PLAYER_CHAR, "MOHAWKBLOND", "MOHAWK", Head)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_8354
if 
  $370000 == 22 
jf @FST_MENU_838D 
Player.SetClothes($PLAYER_CHAR, "MOHAWKPINK", "MOHAWK", Head)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_838D
if 
  $370000 == 23 
jf @FST_MENU_83C3 
Player.SetClothes($PLAYER_CHAR, "AFROBLOND", "AFRO", Head)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_83C3
if 
  $370000 == 24 
jf @FST_MENU_83F8 
Player.SetClothes($PLAYER_CHAR, "HIGHFADE", "HEAD", Head)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_83F8
if 
  $370000 == 25 
jf @FST_MENU_842B 
Player.SetClothes($PLAYER_CHAR, "WEDGE", "WEDGE", Head)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_842B
if 
  $370000 == 26 
jf @FST_MENU_845E 
Player.SetClothes($PLAYER_CHAR, "SLOPE", "SLOPE", Head)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_845E
if 
  $370000 == 27 
jf @FST_MENU_8495 
Player.SetClothes($PLAYER_CHAR, "JHERICURL", "JHERI", Head)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_8495
if 
  $370000 == 28 
jf @FST_MENU_84CE 
Player.SetClothes($PLAYER_CHAR, "CORNROWS", "CORNROWS", Head)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_84CE
if 
  $370000 == 29 
jf @FST_MENU_8508 
Player.SetClothes($PLAYER_CHAR, "CORNROWSB", "CORNROWS", Head)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_8508
if 
  $370000 == 30 
jf @FST_MENU_8542 
Player.SetClothes($PLAYER_CHAR, "CORNROWSB", "CORNROWS", Head)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_8542
if 
  $370000 == 31 
jf @FST_MENU_857B 
Player.SetClothes($PLAYER_CHAR, "TRAMLINE", "TRAMLINE", Head)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_857B
if 
  $370000 == 32 
jf @FST_MENU_85B6 
Player.SetClothes($PLAYER_CHAR, "GROOVECUT", "GROOVECUT", Head)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_85B6
if 
  $370000 == 33 
jf @FST_MENU_85ED 
Player.SetClothes($PLAYER_CHAR, "FLATTOP", "FLATTOP", Head)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_85ED
if 
  $370000 == 34 
jf @FST_MENU_8628 
Player.SetClothes($PLAYER_CHAR, "ELVISHAIR", "ELVISHAIR", Head)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_8628
if 
  $370000 == 35 
jf @FST_MENU_865A 
Player.SetClothes($PLAYER_CHAR, "BEARD", "HEAD", Head)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_865A
if 
  $370000 == 36 
jf @FST_MENU_868B 
Player.SetClothes($PLAYER_CHAR, "TASH", "HEAD", Head)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_868B
if 
  $370000 == 37 
jf @FST_MENU_86C3 
Player.SetClothes($PLAYER_CHAR, "GROUCHO", "GROUCHOS", 15)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_86C3
if 
  $370000 == 38 
jf @FST_MENU_86FC 
Player.SetClothes($PLAYER_CHAR, "EYEPATCH", "EYEPATCH", 15)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_86FC
if 
  $370000 == 39 
jf @FST_MENU_8737 
Player.SetClothes($PLAYER_CHAR, "GLASSES01", "GLASSES01", 15)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_8737
if 
  $370000 == 40 
jf @FST_MENU_8772 
Player.SetClothes($PLAYER_CHAR, "GLASSES04", "GLASSES04", 15)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_8772
if 
  $370000 == 41 
jf @FST_MENU_87B1 
Player.SetClothes($PLAYER_CHAR, "GLASSES01DARK", "GLASSES01", 15)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_87B1
if 
  $370000 == 42 
jf @FST_MENU_87F0 
Player.SetClothes($PLAYER_CHAR, "GLASSES04DARK", "GLASSES04", 15)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_87F0
if 
  $370000 == 43 
jf @FST_MENU_882B 
Player.SetClothes($PLAYER_CHAR, "GLASSES03", "GLASSES03", 15)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_882B
if 
  $370000 == 44 
jf @FST_MENU_8869 
Player.SetClothes($PLAYER_CHAR, "GLASSES03RED", "GLASSES03", 15)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_8869
if 
  $370000 == 45 
jf @FST_MENU_88A8 
Player.SetClothes($PLAYER_CHAR, "GLASSES03BLUE", "GLASSES03", 15)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_88A8
if 
  $370000 == 46 
jf @FST_MENU_88E7 
Player.SetClothes($PLAYER_CHAR, "GLASSES03DARK", "GLASSES03", 15)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_88E7
if 
  $370000 == 47 
jf @FST_MENU_8926 
Player.SetClothes($PLAYER_CHAR, "GLASSES05DARK", "GLASSES03", 15)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_8926
if 
  $370000 == 48 
jf @FST_MENU_895A 
Player.SetClothes($PLAYER_CHAR, "GLASSES05", "GLASSES03", 15)
Player.Build($PLAYER_CHAR)

:FST_MENU_895A
if 
  $370000 == 49 
jf @FST_MENU_8993 
Player.SetClothes($PLAYER_CHAR, "BANDRED3", "BANDMASK", 15)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_8993
if 
  $370000 == 50 
jf @FST_MENU_89CD 
Player.SetClothes($PLAYER_CHAR, "BANDBLUE3", "BANDMASK", 15)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_89CD
if 
  $370000 == 51 
jf @FST_MENU_8A07 
Player.SetClothes($PLAYER_CHAR, "BANDGANG3", "BANDMASK", 15)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_8A07
if 
  $370000 == 52 
jf @FST_MENU_8A42 
Player.SetClothes($PLAYER_CHAR, "BANDBLACK3", "BANDMASK", 15)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_8A42
if 
  $370000 == 53 
jf @FST_MENU_8A54 

:FST_MENU_8A54
if 
  $370000 == 54 
jf @FST_MENU_8A8B 
Player.SetClothes($PLAYER_CHAR, "AFROGOATEE", "AFRO", Head)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AC0 

:FST_MENU_8A8B
if 
  $370000 == 55 
jf @FST_MENU_8AC0 
Player.SetClothes($PLAYER_CHAR, "MOHAWK", "MOHAWK", Head)
Player.Build($PLAYER_CHAR)
jump @FST_MENU_8AD2 

:FST_MENU_8AC0
if 
  $370000 == 56 
jf @FST_MENU_8AD2 

:FST_MENU_8AD2
0661: NOP "========================================================================" 
jump @FST_MENU_54A2 

:FST_MENU_8B25
if 
  $2410000 == 5 
jf @FST_MENU_8BBF 
if 
00E1:   player 0 pressed_key 16 
jf @FST_MENU_8BBF 
wait 60 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 16 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 15 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.SetClothes($PLAYER_CHAR, "PLAYER_TORSO", "TORSO", Torso)
Player.SetClothes($PLAYER_CHAR, "PLAYER_LEGS", "LEGS", Legs)
Player.SetClothes($PLAYER_CHAR, "FOOT", "FEET", Shoes)
Player.Build($PLAYER_CHAR)
wait 60 

:FST_MENU_8BBF
wait 5 
jf @FST_MENU_54A2 
jump @FST_MENU_54A2 
0661: NOP "========================================================================" 
jump @FST_MENU_C0F 

:FST_MENU_8C24
if 
  $2030000 == 17 
jf @FST_MENU_8C36 

:FST_MENU_8C36
if and
  $2030000 == 17 
   Actor.Driving($PLAYER_ACTOR)
jf @FST_MENU_8C58 
03E5: show_text_box 'EXBT' 

:FST_MENU_8C58
if 
   not Actor.Driving($PLAYER_ACTOR)
jf @FST_MENU_AFEE 
if and
8818:   not actor $PLAYER_ACTOR in_air 
84AD:   not actor $PLAYER_ACTOR in_water 
jf @FST_MENU_AFEE 
0661: NOP "I DO NOT KNOW THAT I MAIL" 
00BC: show_text_highpriority GXT 'HMENU' time 5000 flag 1 
0661: NOP "DO NOT CHANGE THIS FLAG IS PROTECTING THIS FREEZE GAME SKIN" 
0661: NOP "===========================================================" 
$2420000 = 0 
0661: NOP "=======================FOR ADWANCED USER====================================" 
0494: get_joystick 0 direction_offset_to $2350000 $2360000 $2370000 $2380000 
if and
  $2030000 == 17 
  $2350000 > 0 
jf @FST_MENU_9EF7 
if 
   not $380000 > 51 
jf @FST_MENU_9EF2 
$380000 += 1 
03C8: set_camera_directly_before_player 
Camera.SetBehindPlayer
if 
  $380000 == 1 
jf @FST_MENU_8E0C 
0AF1: write_int 1 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'ANDRE' // @s = 'short' 
jump @FST_MENU_9EAE 

:FST_MENU_8E0C
if 
  $380000 == 2 
jf @FST_MENU_8E53 
0AF1: write_int 2 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'BBTHIN' // @s = 'short' 
jump @FST_MENU_9EAE 

:FST_MENU_8E53
if 
  $380000 == 3 
jf @FST_MENU_8E9A 
0AF1: write_int 3 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'BB' // @s = 'short' 
jump @FST_MENU_9EAE 

:FST_MENU_8E9A
if 
  $380000 == 4 
jf @FST_MENU_8EE1 
0AF1: write_int 4 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'CAT' // @s = 'short' 
jump @FST_MENU_9EAE 

:FST_MENU_8EE1
if 
  $380000 == 5 
jf @FST_MENU_8F28 
0AF1: write_int 5 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'CESAR' // @s = 'short' 
jump @FST_MENU_9EAE 

:FST_MENU_8F28
if 
  $380000 == 6 
jf @FST_MENU_8F81 
0AF1: write_int 6 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
if 
  $2420000 == 1 
jf @FST_MENU_8F7A 
05AA: v$1225 = 'COPGRL1' // @s = 'short' 

:FST_MENU_8F7A
jump @FST_MENU_9EAE 

:FST_MENU_8F81
if 
  $380000 == 7 
jf @FST_MENU_8FDA 
0AF1: write_int 7 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
if 
  $2420000 == 1 
jf @FST_MENU_8FD3 
05AA: v$1225 = 'COPGRL2' // @s = 'short' 

:FST_MENU_8FD3
jump @FST_MENU_9EAE 

:FST_MENU_8FDA
if 
  $380000 == 8 
jf @FST_MENU_9073 
0661: NOP "THIS GIRL NUMBER 3 NOT SPECIAL ACTOR" 
Model.Load(#COPGRL3)
038B: load_requested_models 

:FST_MENU_901B
wait 0 
if 
   not Model.Available(#COPGRL3)
jf @FST_MENU_903A 
wait 0 
jump @FST_MENU_901B 

:FST_MENU_903A
09C7: change_player $PLAYER_CHAR model_to #COPGRL3 
Player.Build($PLAYER_CHAR)
0687: clear_actor $PLAYER_ACTOR task 
0AF1: write_int 8 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
jump @FST_MENU_9EF2 

:FST_MENU_9073
if 
  $380000 == 9 
jf @FST_MENU_90CC 
if 
  $2420000 == 1 
jf @FST_MENU_90A5 
05AA: v$1225 = 'CROGRL1' // @s = 'short' 

:FST_MENU_90A5
0AF1: write_int 9 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
jump @FST_MENU_9EAE 

:FST_MENU_90CC
if 
  $380000 == 10 
jf @FST_MENU_9125 
0AF1: write_int 10 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
if 
  $2420000 == 1 
jf @FST_MENU_911E 
05AA: v$1225 = 'COPGRL2' // @s = 'short' 

:FST_MENU_911E
jump @FST_MENU_9EAE 

:FST_MENU_9125
if 
  $380000 == 11 
jf @FST_MENU_91BE 
0AF1: write_int 11 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
0661: NOP "THIS GIRL NUMBER 3 NOT SPECIAL ACTOR" 
Model.Load(#CROGRL3)
038B: load_requested_models 

:FST_MENU_9186
wait 0 
if 
   not Model.Available(#CROGRL3)
jf @FST_MENU_91A5 
wait 0 
jump @FST_MENU_9186 

:FST_MENU_91A5
09C7: change_player $PLAYER_CHAR model_to #CROGRL3 
Player.Build($PLAYER_CHAR)
0687: clear_actor $PLAYER_ACTOR task 
jump @FST_MENU_9EF2 

:FST_MENU_91BE
if 
  $380000 == 12 
jf @FST_MENU_9205 
0AF1: write_int 12 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'DWAYNE' // @s = 'short' 
jump @FST_MENU_9EAE 

:FST_MENU_9205
if 
  $380000 == 13 
jf @FST_MENU_924C 
0AF1: write_int 13 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'EMMET' // @s = 'short' 
jump @FST_MENU_9EAE 

:FST_MENU_924C
if 
  $380000 == 14 
jf @FST_MENU_9293 
0AF1: write_int 14 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'FORELLI' // @s = 'short' 
jump @FST_MENU_9EAE 

:FST_MENU_9293
if 
  $380000 == 15 
jf @FST_MENU_92DA 
0AF1: write_int 15 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'JANITOR' // @s = 'short' 
jump @FST_MENU_9EAE 

:FST_MENU_92DA
if 
  $380000 == 16 
jf @FST_MENU_9321 
0AF1: write_int 16 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'JETHRO' // @s = 'short' 
jump @FST_MENU_9EAE 

:FST_MENU_9321
if 
  $380000 == 17 
jf @FST_MENU_9368 
0AF1: write_int 17 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'JIZZY' // @s = 'short' 
jump @FST_MENU_9EAE 

:FST_MENU_9368
if 
  $380000 == 18 
jf @FST_MENU_93AF 
0AF1: write_int 18 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'HERN' // @s = 'short' 
jump @FST_MENU_9EAE 

:FST_MENU_93AF
if 
  $380000 == 19 
jf @FST_MENU_9408 
0AF1: write_int 19 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
if 
  $2420000 == 1 
jf @FST_MENU_9401 
05AA: v$1225 = 'GANGRL1' // @s = 'short' 

:FST_MENU_9401
jump @FST_MENU_9EAE 

:FST_MENU_9408
if 
  $380000 == 20 
jf @FST_MENU_9461 
0AF1: write_int 20 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
if 
  $2420000 == 1 
jf @FST_MENU_945A 
05AA: v$1225 = 'GANGRL2' // @s = 'short' 

:FST_MENU_945A
jump @FST_MENU_9EAE 

:FST_MENU_9461
if 
  $380000 == 21 
jf @FST_MENU_94FA 
0661: NOP "THIS GIRL NUMBER 3 NOT SPECIAL ACTOR" 
Model.Load(#GANGRL3)
038B: load_requested_models 

:FST_MENU_94A2
wait 0 
if 
   not Model.Available(#GANGRL3)
jf @FST_MENU_94C1 
wait 0 
jump @FST_MENU_94A2 

:FST_MENU_94C1
09C7: change_player $PLAYER_CHAR model_to #GANGRL3 
Player.Build($PLAYER_CHAR)
0687: clear_actor $PLAYER_ACTOR task 
0AF1: write_int 21 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
jump @FST_MENU_9EF2 

:FST_MENU_94FA
if 
  $380000 == 22 
jf @FST_MENU_9553 
0AF1: write_int 22 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
if 
  $2420000 == 1 
jf @FST_MENU_954C 
05AA: v$1225 = 'GUNGRL1' // @s = 'short' 

:FST_MENU_954C
jump @FST_MENU_9EAE 

:FST_MENU_9553
if 
  $380000 == 23 
jf @FST_MENU_95AC 
0AF1: write_int 23 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
if 
  $2420000 == 1 
jf @FST_MENU_95A5 
05AA: v$1225 = 'GUNGRL2' // @s = 'short' 

:FST_MENU_95A5
jump @FST_MENU_9EAE 

:FST_MENU_95AC
if 
  $380000 == 24 
jf @FST_MENU_9645 
0661: NOP "THIS GIRL NUMBER 3 NOT SPECIAL ACTOR" 
Model.Load(#GUNGRL3)
038B: load_requested_models 

:FST_MENU_95ED
wait 0 
if 
   not Model.Available(#GUNGRL3)
jf @FST_MENU_960C 
wait 0 
jump @FST_MENU_95ED 

:FST_MENU_960C
09C7: change_player $PLAYER_CHAR model_to #GUNGRL3 
Player.Build($PLAYER_CHAR)
0687: clear_actor $PLAYER_ACTOR task 
0AF1: write_int 24 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
jump @FST_MENU_9EF2 

:FST_MENU_9645
if 
  $380000 == 25 
jf @FST_MENU_968C 
0AF1: write_int 25 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'KENDL' // @s = 'short' 
jump @FST_MENU_9EAE 

:FST_MENU_968C
if 
  $380000 == 26 
jf @FST_MENU_96D3 
0AF1: write_int 26 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'MACCER' // @s = 'short' 
jump @FST_MENU_9EAE 

:FST_MENU_96D3
if 
  $380000 == 27 
jf @FST_MENU_971A 
0AF1: write_int 27 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'MADDOGG' // @s = 'short' 
jump @FST_MENU_9EAE 

:FST_MENU_971A
if 
  $380000 == 28 
jf @FST_MENU_9773 
0AF1: write_int 28 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
if 
  $2420000 == 1 
jf @FST_MENU_976C 
05AA: v$1225 = 'MECGRL1' // @s = 'short' 

:FST_MENU_976C
jump @FST_MENU_9EAE 

:FST_MENU_9773
if 
  $380000 == 29 
jf @FST_MENU_97CC 
0AF1: write_int 29 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
if 
  $2420000 == 1 
jf @FST_MENU_97C5 
05AA: v$1225 = 'MECGRL2' // @s = 'short' 

:FST_MENU_97C5
jump @FST_MENU_9EAE 

:FST_MENU_97CC
if 
  $380000 == 30 
jf @FST_MENU_9865 
0661: NOP "THIS GIRL NUMBER 3 NOT SPECIAL ACTOR" 
Model.Load(#MECGRL3)
038B: load_requested_models 

:FST_MENU_980D
wait 0 
if 
   not Model.Available(#MECGRL3)
jf @FST_MENU_982C 
wait 0 
jump @FST_MENU_980D 

:FST_MENU_982C
09C7: change_player $PLAYER_CHAR model_to #MECGRL3 
Player.Build($PLAYER_CHAR)
0687: clear_actor $PLAYER_ACTOR task 
0AF1: write_int 30 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
jump @FST_MENU_9EF2 

:FST_MENU_9865
if 
  $380000 == 31 
jf @FST_MENU_98BE 
0AF1: write_int 31 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
if 
  $2420000 == 1 
jf @FST_MENU_98B7 
05AA: v$1225 = 'NURGRL1' // @s = 'short' 

:FST_MENU_98B7
jump @FST_MENU_9EAE 

:FST_MENU_98BE
if 
  $380000 == 32 
jf @FST_MENU_9917 
0AF1: write_int 32 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
if 
  $2420000 == 1 
jf @FST_MENU_9910 
05AA: v$1225 = 'NURGRL2' // @s = 'short' 

:FST_MENU_9910
jump @FST_MENU_9EAE 

:FST_MENU_9917
if 
  $380000 == 33 
jf @FST_MENU_99B0 
0661: NOP "THIS GIRL NUMBER 3 NOT SPECIAL ACTOR" 
Model.Load(#NURGRL3)
038B: load_requested_models 

:FST_MENU_9958
wait 0 
if 
   not Model.Available(#NURGRL3)
jf @FST_MENU_9977 
wait 0 
jump @FST_MENU_9958 

:FST_MENU_9977
09C7: change_player $PLAYER_CHAR model_to #NURGRL3 
Player.Build($PLAYER_CHAR)
0687: clear_actor $PLAYER_ACTOR task 
0AF1: write_int 33 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
jump @FST_MENU_9EF2 

:FST_MENU_99B0
if 
  $380000 == 34 
jf @FST_MENU_99F7 
0AF1: write_int 34 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'PAUL' // @s = 'short' 
jump @FST_MENU_9EAE 

:FST_MENU_99F7
if 
  $380000 == 35 
jf @FST_MENU_9A3E 
0AF1: write_int 35 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'PULASKI' // @s = 'short' 
jump @FST_MENU_9EAE 

:FST_MENU_9A3E
if 
  $380000 == 36 
jf @FST_MENU_9A85 
0AF1: write_int 36 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'ROSE' // @s = 'short' 
jump @FST_MENU_9EAE 

:FST_MENU_9A85
if 
  $380000 == 37 
jf @FST_MENU_9ACC 
05AA: v$1225 = 'OGLOC' // @s = 'short' 
0AF1: write_int 37 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
jump @FST_MENU_9EAE 

:FST_MENU_9ACC
if 
  $380000 == 38 
jf @FST_MENU_9B13 
0AF1: write_int 38 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'RYDER2' // @s = 'short' 
jump @FST_MENU_9EAE 

:FST_MENU_9B13
if 
  $380000 == 39 
jf @FST_MENU_9B5A 
0AF1: write_int 39 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'RYDER3' // @s = 'short' 
jump @FST_MENU_9EAE 

:FST_MENU_9B5A
if 
  $380000 == 40 
jf @FST_MENU_9BA1 
0AF1: write_int 40 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'SINDACO' // @s = 'short' 
jump @FST_MENU_9EAE 

:FST_MENU_9BA1
if 
  $380000 == 41 
jf @FST_MENU_9BE8 
0AF1: write_int 41 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'SMOKE' // @s = 'short' 
jump @FST_MENU_9EAE 

:FST_MENU_9BE8
if 
  $380000 == 42 
jf @FST_MENU_9C2F 
0AF1: write_int 42 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'SMOKEV' // @s = 'short' 
jump @FST_MENU_9EAE 

:FST_MENU_9C2F
if 
  $380000 == 43 
jf @FST_MENU_9C76 
0AF1: write_int 43 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'SUZIE' // @s = 'short' 
jump @FST_MENU_9EAE 

:FST_MENU_9C76
if 
  $380000 == 44 
jf @FST_MENU_9CBD 
0AF1: write_int 44 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'SWEET' // @s = 'short' 
jump @FST_MENU_9EAE 

:FST_MENU_9CBD
if 
  $380000 == 45 
jf @FST_MENU_9D04 
0AF1: write_int 45 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'TBONE' // @s = 'short' 
jump @FST_MENU_9EAE 

:FST_MENU_9D04
if 
  $380000 == 46 
jf @FST_MENU_9D4B 
0AF1: write_int 46 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'TENPEN' // @s = 'short' 
jump @FST_MENU_9EAE 

:FST_MENU_9D4B
if 
  $380000 == 47 
jf @FST_MENU_9D92 
0AF1: write_int 47 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'TORINO' // @s = 'short' 
jump @FST_MENU_9EAE 

:FST_MENU_9D92
if 
  $380000 == 48 
jf @FST_MENU_9DD9 
0AF1: write_int 48 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'TRUTH' // @s = 'short' 
jump @FST_MENU_9EAE 

:FST_MENU_9DD9
if 
  $380000 == 49 
jf @FST_MENU_9E20 
0AF1: write_int 49 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'WUZIMU' // @s = 'short' 
jump @FST_MENU_9EAE 

:FST_MENU_9E20
if 
  $380000 == 50 
jf @FST_MENU_9E67 
0AF1: write_int 50 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'ZERO' // @s = 'short' 
jump @FST_MENU_9EAE 

:FST_MENU_9E67
if 
  $380000 == 51 
jf @FST_MENU_9EAE 
0AF1: write_int 51 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'CLAUDE' // @s = 'short' 
jump @FST_MENU_9EAE 

:FST_MENU_9EAE
023C: load_special_actor v$1225 as 1 // models 290-299 
038B: load_requested_models 

:FST_MENU_9EB7
if 
823D:   not special_actor 1 loaded 
jf @FST_MENU_9ED1 
wait 0 
jump @FST_MENU_9EB7 

:FST_MENU_9ED1
if 
023D:   special_actor 1 loaded 
jf @FST_MENU_9EF2 
09C7: change_player $PLAYER_CHAR model_to #SPECIAL01 
Player.Build($PLAYER_CHAR)
0687: clear_actor $PLAYER_ACTOR task 

:FST_MENU_9EF2
wait 260 

:FST_MENU_9EF7
0494: get_joystick 0 direction_offset_to $2350000 $2360000 $2370000 $2380000 
if and
  $2030000 == 17 
  0 > $2350000 
jf @FST_MENU_AFEE 
if 
  $380000 > 1 
jf @FST_MENU_AFEE 
$380000 -= 1 
if 
  $380000 == 1 
jf @FST_MENU_9F80 
0AF1: write_int 1 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'ANDRE' // @s = 'short' 
jump @FST_MENU_AFAA 

:FST_MENU_9F80
if 
  $380000 == 2 
jf @FST_MENU_9FC7 
0AF1: write_int 2 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'BBTHIN' // @s = 'short' 
jump @FST_MENU_AFAA 

:FST_MENU_9FC7
if 
  $380000 == 3 
jf @FST_MENU_A00E 
0AF1: write_int 3 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'BB' // @s = 'short' 
jump @FST_MENU_AFAA 

:FST_MENU_A00E
if 
  $380000 == 4 
jf @FST_MENU_A055 
0AF1: write_int 4 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'CAT' // @s = 'short' 
jump @FST_MENU_AFAA 

:FST_MENU_A055
if 
  $380000 == 5 
jf @FST_MENU_A09C 
0AF1: write_int 5 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'CESAR' // @s = 'short' 
jump @FST_MENU_AFAA 

:FST_MENU_A09C
if 
  $380000 == 6 
jf @FST_MENU_A0F5 
0AF1: write_int 6 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
if 
  $2420000 == 1 
jf @FST_MENU_A0EE 
05AA: v$1225 = 'COPGRL1' // @s = 'short' 

:FST_MENU_A0EE
jump @FST_MENU_AFAA 

:FST_MENU_A0F5
if 
  $380000 == 7 
jf @FST_MENU_A14E 
0AF1: write_int 7 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
if 
  $2420000 == 1 
jf @FST_MENU_A147 
05AA: v$1225 = 'COPGRL2' // @s = 'short' 

:FST_MENU_A147
jump @FST_MENU_AFAA 

:FST_MENU_A14E
if 
  $380000 == 8 
jf @FST_MENU_A1E7 
0661: NOP "THIS GIRL NUMBER 3 NOT SPECIAL ACTOR" 
Model.Load(#COPGRL3)
038B: load_requested_models 

:FST_MENU_A18F
wait 0 
if 
   not Model.Available(#COPGRL3)
jf @FST_MENU_A1AE 
wait 0 
jump @FST_MENU_A18F 

:FST_MENU_A1AE
09C7: change_player $PLAYER_CHAR model_to #COPGRL3 
Player.Build($PLAYER_CHAR)
0687: clear_actor $PLAYER_ACTOR task 
0AF1: write_int 8 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
jump @FST_MENU_AFEE 

:FST_MENU_A1E7
if 
  $380000 == 9 
jf @FST_MENU_A240 
0AF1: write_int 9 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
if 
  $2420000 == 1 
jf @FST_MENU_A239 
05AA: v$1225 = 'CROGRL1' // @s = 'short' 

:FST_MENU_A239
jump @FST_MENU_AFAA 

:FST_MENU_A240
if 
  $380000 == 10 
jf @FST_MENU_A299 
0AF1: write_int 10 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
if 
  $2420000 == 1 
jf @FST_MENU_A292 
05AA: v$1225 = 'CROGRL2' // @s = 'short' 

:FST_MENU_A292
jump @FST_MENU_AFAA 

:FST_MENU_A299
if 
  $380000 == 11 
jf @FST_MENU_A332 
0661: NOP "THIS GIRL NUMBER 3 NOT SPECIAL ACTOR" 
Model.Load(#CROGRL3)
038B: load_requested_models 

:FST_MENU_A2DA
wait 0 
if 
   not Model.Available(#CROGRL3)
jf @FST_MENU_A2F9 
wait 0 
jump @FST_MENU_A2DA 

:FST_MENU_A2F9
09C7: change_player $PLAYER_CHAR model_to #CROGRL3 
Player.Build($PLAYER_CHAR)
0687: clear_actor $PLAYER_ACTOR task 
0AF1: write_int 11 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
jump @FST_MENU_AFEE 

:FST_MENU_A332
if 
  $380000 == 12 
jf @FST_MENU_A379 
0AF1: write_int 12 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'DWAYNE' // @s = 'short' 
jump @FST_MENU_AFAA 

:FST_MENU_A379
if 
  $380000 == 13 
jf @FST_MENU_A3C0 
0AF1: write_int 13 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'EMMET' // @s = 'short' 
jump @FST_MENU_AFAA 

:FST_MENU_A3C0
if 
  $380000 == 14 
jf @FST_MENU_A407 
0AF1: write_int 14 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'FORELLI' // @s = 'short' 
jump @FST_MENU_AFAA 

:FST_MENU_A407
if 
  $380000 == 15 
jf @FST_MENU_A44E 
0AF1: write_int 15 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'JANITOR' // @s = 'short' 
jump @FST_MENU_AFAA 

:FST_MENU_A44E
if 
  $380000 == 16 
jf @FST_MENU_A495 
0AF1: write_int 16 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'JETHRO' // @s = 'short' 
jump @FST_MENU_AFAA 

:FST_MENU_A495
if 
  $380000 == 17 
jf @FST_MENU_A4DC 
0AF1: write_int 17 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'JIZZY' // @s = 'short' 
jump @FST_MENU_AFAA 

:FST_MENU_A4DC
if 
  $380000 == 18 
jf @FST_MENU_A523 
0AF1: write_int 18 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'HERN' // @s = 'short' 
jump @FST_MENU_AFAA 

:FST_MENU_A523
if 
  $380000 == 19 
jf @FST_MENU_A57C 
0AF1: write_int 19 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
if 
  $2420000 == 1 
jf @FST_MENU_A575 
05AA: v$1225 = 'GANGRL1' // @s = 'short' 

:FST_MENU_A575
jump @FST_MENU_AFAA 

:FST_MENU_A57C
if 
  $380000 == 20 
jf @FST_MENU_A5D5 
0AF1: write_int 20 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
if 
  $2420000 == 1 
jf @FST_MENU_A5CE 
05AA: v$1225 = 'GANGRL2' // @s = 'short' 

:FST_MENU_A5CE
jump @FST_MENU_AFAA 

:FST_MENU_A5D5
if 
  $380000 == 21 
jf @FST_MENU_A66E 
0661: NOP "THIS GIRL NUMBER 3 NOT SPECIAL ACTOR" 
Model.Load(#GANGRL3)
038B: load_requested_models 

:FST_MENU_A616
wait 0 
if 
   not Model.Available(#GANGRL3)
jf @FST_MENU_A635 
wait 0 
jump @FST_MENU_A616 

:FST_MENU_A635
09C7: change_player $PLAYER_CHAR model_to #GANGRL3 
Player.Build($PLAYER_CHAR)
0687: clear_actor $PLAYER_ACTOR task 
0AF1: write_int 21 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
jump @FST_MENU_AFEE 

:FST_MENU_A66E
if 
  $380000 == 22 
jf @FST_MENU_A6C7 
0AF1: write_int 22 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
if 
  $2420000 == 1 
jf @FST_MENU_A6C0 
05AA: v$1225 = 'GUNGRL1' // @s = 'short' 

:FST_MENU_A6C0
jump @FST_MENU_AFAA 

:FST_MENU_A6C7
if 
  $380000 == 23 
jf @FST_MENU_A720 
0AF1: write_int 23 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
if 
  $2420000 == 1 
jf @FST_MENU_A719 
05AA: v$1225 = 'GUNGRL2' // @s = 'short' 

:FST_MENU_A719
jump @FST_MENU_AFAA 

:FST_MENU_A720
if 
  $380000 == 24 
jf @FST_MENU_A791 
Model.Load(#GUNGRL3)
038B: load_requested_models 

:FST_MENU_A739
wait 0 
if 
   not Model.Available(#GUNGRL3)
jf @FST_MENU_A758 
wait 0 
jump @FST_MENU_A739 

:FST_MENU_A758
09C7: change_player $PLAYER_CHAR model_to #GUNGRL3 
Player.Build($PLAYER_CHAR)
0687: clear_actor $PLAYER_ACTOR task 
0AF1: write_int 24 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
jump @FST_MENU_AFEE 

:FST_MENU_A791
if 
  $380000 == 25 
jf @FST_MENU_A7D8 
0AF1: write_int 25 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'KENDL' // @s = 'short' 
jump @FST_MENU_AFAA 

:FST_MENU_A7D8
if 
  $380000 == 26 
jf @FST_MENU_A81F 
0AF1: write_int 26 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'MACCER' // @s = 'short' 
jump @FST_MENU_AFAA 

:FST_MENU_A81F
if 
  $380000 == 27 
jf @FST_MENU_A866 
0AF1: write_int 27 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'MADDOGG' // @s = 'short' 
jump @FST_MENU_AFAA 

:FST_MENU_A866
if 
  $380000 == 28 
jf @FST_MENU_A8BF 
0AF1: write_int 28 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
if 
  $2420000 == 1 
jf @FST_MENU_A8B8 
05AA: v$1225 = 'MECGRL1' // @s = 'short' 

:FST_MENU_A8B8
jump @FST_MENU_AFAA 

:FST_MENU_A8BF
if 
  $380000 == 29 
jf @FST_MENU_A918 
0AF1: write_int 29 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
if 
  $2420000 == 1 
jf @FST_MENU_A911 
05AA: v$1225 = 'MECGRL2' // @s = 'short' 

:FST_MENU_A911
jump @FST_MENU_AFAA 

:FST_MENU_A918
if 
  $380000 == 30 
jf @FST_MENU_A989 
Model.Load(#MECGRL3)
038B: load_requested_models 

:FST_MENU_A931
wait 0 
if 
   not Model.Available(#MECGRL3)
jf @FST_MENU_A950 
wait 0 
jump @FST_MENU_A931 

:FST_MENU_A950
09C7: change_player $PLAYER_CHAR model_to #MECGRL3 
Player.Build($PLAYER_CHAR)
0687: clear_actor $PLAYER_ACTOR task 
0AF1: write_int 30 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
jump @FST_MENU_AFEE 

:FST_MENU_A989
if 
  $380000 == 31 
jf @FST_MENU_A9E2 
0AF1: write_int 31 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
if 
  $2420000 == 1 
jf @FST_MENU_A9DB 
05AA: v$1225 = 'NURGRL1' // @s = 'short' 

:FST_MENU_A9DB
jump @FST_MENU_AFAA 

:FST_MENU_A9E2
if 
  $380000 == 32 
jf @FST_MENU_AA3B 
0AF1: write_int 32 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
if 
  $2420000 == 1 
jf @FST_MENU_AA34 
05AA: v$1225 = 'NURGRL2' // @s = 'short' 

:FST_MENU_AA34
jump @FST_MENU_AFAA 

:FST_MENU_AA3B
if 
  $380000 == 33 
jf @FST_MENU_AAAC 
Model.Load(#NURGRL3)
038B: load_requested_models 

:FST_MENU_AA54
wait 0 
if 
   not Model.Available(#NURGRL3)
jf @FST_MENU_AA73 
wait 0 
jump @FST_MENU_AA54 

:FST_MENU_AA73
09C7: change_player $PLAYER_CHAR model_to #NURGRL3 
Player.Build($PLAYER_CHAR)
0687: clear_actor $PLAYER_ACTOR task 
0AF1: write_int 33 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
jump @FST_MENU_AFEE 

:FST_MENU_AAAC
if 
  $380000 == 34 
jf @FST_MENU_AAF3 
0AF1: write_int 34 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'PAUL' // @s = 'short' 
jump @FST_MENU_AFAA 

:FST_MENU_AAF3
if 
  $380000 == 35 
jf @FST_MENU_AB3A 
0AF1: write_int 35 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'PULASKI' // @s = 'short' 
jump @FST_MENU_AFAA 

:FST_MENU_AB3A
if 
  $380000 == 36 
jf @FST_MENU_AB81 
0AF1: write_int 36 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'ROSE' // @s = 'short' 
jump @FST_MENU_AFAA 

:FST_MENU_AB81
if 
  $380000 == 37 
jf @FST_MENU_ABC8 
05AA: v$1225 = 'OGLOC' // @s = 'short' 
0AF1: write_int 37 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
jump @FST_MENU_AFAA 

:FST_MENU_ABC8
if 
  $380000 == 38 
jf @FST_MENU_AC0F 
0AF1: write_int 38 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'RYDER2' // @s = 'short' 
jump @FST_MENU_AFAA 

:FST_MENU_AC0F
if 
  $380000 == 39 
jf @FST_MENU_AC56 
0AF1: write_int 39 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'RYDER3' // @s = 'short' 
jump @FST_MENU_AFAA 

:FST_MENU_AC56
if 
  $380000 == 40 
jf @FST_MENU_AC9D 
0AF1: write_int 40 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'SINDACO' // @s = 'short' 
jump @FST_MENU_AFAA 

:FST_MENU_AC9D
if 
  $380000 == 41 
jf @FST_MENU_ACE4 
0AF1: write_int 41 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'SMOKE' // @s = 'short' 
jump @FST_MENU_AFAA 

:FST_MENU_ACE4
if 
  $380000 == 42 
jf @FST_MENU_AD2B 
0AF1: write_int 42 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'SMOKEV' // @s = 'short' 
jump @FST_MENU_AFAA 

:FST_MENU_AD2B
if 
  $380000 == 43 
jf @FST_MENU_AD72 
0AF1: write_int 43 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'SUZIE' // @s = 'short' 
jump @FST_MENU_AFAA 

:FST_MENU_AD72
if 
  $380000 == 44 
jf @FST_MENU_ADB9 
0AF1: write_int 44 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'SWEET' // @s = 'short' 
jump @FST_MENU_AFAA 

:FST_MENU_ADB9
if 
  $380000 == 45 
jf @FST_MENU_AE00 
0AF1: write_int 45 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'TBONE' // @s = 'short' 
jump @FST_MENU_AFAA 

:FST_MENU_AE00
if 
  $380000 == 46 
jf @FST_MENU_AE47 
0AF1: write_int 46 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'TENPEN' // @s = 'short' 
jump @FST_MENU_AFAA 

:FST_MENU_AE47
if 
  $380000 == 47 
jf @FST_MENU_AE8E 
0AF1: write_int 47 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'TORINO' // @s = 'short' 
jump @FST_MENU_AFAA 

:FST_MENU_AE8E
if 
  $380000 == 48 
jf @FST_MENU_AED5 
0AF1: write_int 48 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'TRUTH' // @s = 'short' 
jump @FST_MENU_AFAA 

:FST_MENU_AED5
if 
  $380000 == 49 
jf @FST_MENU_AF1C 
0AF1: write_int 49 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'WUZIMU' // @s = 'short' 
jump @FST_MENU_AFAA 

:FST_MENU_AF1C
if 
  $380000 == 50 
jf @FST_MENU_AF63 
0AF1: write_int 50 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'ZERO' // @s = 'short' 
jump @FST_MENU_AFAA 

:FST_MENU_AF63
if 
  $380000 == 51 
jf @FST_MENU_AFAA 
0AF1: write_int 51 to_ini_file "CLEO\POZIT.INI" section "BOXM" key "KEY7" 
05AA: v$1225 = 'CLAUDE' // @s = 'short' 
jump @FST_MENU_AFAA 

:FST_MENU_AFAA
023C: load_special_actor v$1225 as 1 // models 290-299 
038B: load_requested_models 

:FST_MENU_AFB3
if 
823D:   not special_actor 1 loaded 
jf @FST_MENU_AFCD 
wait 0 
jump @FST_MENU_AFB3 

:FST_MENU_AFCD
if 
023D:   special_actor 1 loaded 
jf @FST_MENU_AFEE 
09C7: change_player $PLAYER_CHAR model_to #SPECIAL01 
Player.Build($PLAYER_CHAR)
0687: clear_actor $PLAYER_ACTOR task 

:FST_MENU_AFEE
if 
  $2030000 == 18 
jf @FST_MENU_E11A 
if 
00E1:   player 0 pressed_key 16 
jf @FST_MENU_E11A 
wait 250 
0661: NOP "========================================================================" 
0661: NOP "VOID SEINGS(VOID)" 
$1600000 = 1 
$2470000 = 1 
0661: NOP "VOID MENU_STARTUP(VOID)" 
$LOC_VAR_299 = 84.0 

:FST_MENU_B0AA
wait 5 
if 
   Player.Defined($PLAYER_CHAR)
jf @FST_MENU_B0AA 
Player.CanMove($PLAYER_CHAR) = False
0661: NOP "VOID DISPLAY(VOID)" 

:FST_MENU_B0DB
wait 0 
03F0: enable_text_draw 0 
wait 5 
038E: draw_box_position 323.0 107.0 size 139.0 86.0 RGBA $BO1 $BO2 $BO3 $BALP 
038E: draw_box_position 323.0 79.0 size 140.0 1.5 RGBA 255 0 0 100 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 $1600000 
033E: set_draw_text_position 260.0 68.0 GXT '88830' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 80.0 GXT 'GEP1' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 89.0 GXT 'GEP2' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 98.0 GXT 'GEP3' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 107.0 GXT 'GEP4' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 116.0 GXT 'GEP5' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 125.0 GXT 'GEP6' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 134.0 GXT 'GEP7' 
038E: draw_box_position 323.0 $LOC_VAR_299 size 139.0 8.0 RGBA $LOC_VAR_274 $LOC_VAR_275 $LOC_VAR_276 $1600000 
$1600000 += 7 
if 
  $1600000 > 150 
jf @FST_MENU_B3AE 
$1600000 = 1 
0661: NOP "VOID ANGINE(VOID)" 

:FST_MENU_B3AE
0494: get_joystick 0 direction_offset_to 6@ 7@ 8@ 9@ 
if and
  7@ > 0 
80E1:   not player 0 pressed_key 16 
jf @FST_MENU_B445 
if 
  $2470000 == 7 
jf @FST_MENU_B414 
$2470000 = 1 
$LOC_VAR_299 = 84.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @FST_MENU_B0DB 

:FST_MENU_B414
wait 27@ 
$2470000 += 1 
$LOC_VAR_299 += 9.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @FST_MENU_B0DB 

:FST_MENU_B445
0494: get_joystick 0 direction_offset_to 6@ 7@ 8@ 9@ 
if and
  0 > 7@ 
80E1:   not player 0 pressed_key 16 
jf @FST_MENU_B4F8 
if 
  $2470000 == 1 
jf @FST_MENU_B4AB 
$2470000 = 7 
$LOC_VAR_299 = 137.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @FST_MENU_B0DB 

:FST_MENU_B4AB
wait 27@ 
$2470000 -= 1 
$LOC_VAR_299 -= 9.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @FST_MENU_B0DB 
0661: NOP "VOID MENU_SHUTDOWN(VOID)" 

:FST_MENU_B4F8
if 
00E1:   player 0 pressed_key 15 
jf @FST_MENU_B540 
wait 250 
$2470000 = 1 
$LOC_VAR_299 = 84.0 
03F0: enable_text_draw 0 
jump @FST_MENU_C0F 
0661: NOP "VOID ACTIONS(VOID)" 

:FST_MENU_B540
if 
  $2470000 == 1 
jf @FST_MENU_B8BD 
if 
00E1:   player 0 pressed_key 16 
jf @FST_MENU_B8BD 
0661: NOP "========================================================================" 
03C8: set_camera_directly_before_player 
Camera.SetBehindPlayer
if 
  $390000 > 5 
jf @FST_MENU_B5CC 
$390000 = 0 

:FST_MENU_B5CC
if 
   not $390000 > 5 
jf @FST_MENU_B85F 
$390000 += 1 
018C: play_sound 1052 at 0.0 0.0 0.0 
if 
  $390000 == 1 
jf @FST_MENU_B634 
wait 0 
0812: AS_actor $PLAYER_ACTOR perform_animation "ENDCHAT_01" IFP "PED" framedelta 50.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:FST_MENU_B634
wait 0 
if 
  $390000 == 2 
jf @FST_MENU_B673 
wait 0 
0812: AS_actor $PLAYER_ACTOR perform_animation "ENDCHAT_02" IFP "PED" framedelta 50.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:FST_MENU_B673
wait 0 
if 
  $390000 == 3 
jf @FST_MENU_B6B2 
wait 0 
0812: AS_actor $PLAYER_ACTOR perform_animation "ENDCHAT_03" IFP "PED" framedelta 50.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:FST_MENU_B6B2
wait 0 
if 
  $390000 == 4 
jf @FST_MENU_B6EE 
wait 0 
0812: AS_actor $PLAYER_ACTOR perform_animation "EV_DIVE" IFP "PED" framedelta 50.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:FST_MENU_B6EE
wait 0 
if 
  $390000 == 5 
jf @FST_MENU_B72B 
wait 0 
0812: AS_actor $PLAYER_ACTOR perform_animation "FIGHTA_M" IFP "PED" framedelta 50.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:FST_MENU_B72B
wait 0 
if 
  $390000 == 6 
jf @FST_MENU_B767 
wait 0 
0812: AS_actor $PLAYER_ACTOR perform_animation "GUM_EAT" IFP "PED" framedelta 50.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:FST_MENU_B767
wait 0 
if 
  $390000 == 7 
jf @FST_MENU_B7A5 
wait 0 
0812: AS_actor $PLAYER_ACTOR perform_animation "IDLE_TAXI" IFP "PED" framedelta 50.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:FST_MENU_B7A5
wait 0 
if 
  $390000 == 8 
jf @FST_MENU_B7E2 
wait 0 
0812: AS_actor $PLAYER_ACTOR perform_animation "PHONE_IN" IFP "PED" framedelta 50.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:FST_MENU_B7E2
wait 0 
if 
  $390000 == 9 
jf @FST_MENU_B821 
wait 0 
0812: AS_actor $PLAYER_ACTOR perform_animation "PHONE_TALK" IFP "PED" framedelta 50.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:FST_MENU_B821
wait 0 
if 
  $390000 == 10 
jf @FST_MENU_B85F 
wait 0 
0812: AS_actor $PLAYER_ACTOR perform_animation "PHONE_OUT" IFP "PED" framedelta 50.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:FST_MENU_B85F
03E5: show_text_box 'CH144' 
0661: NOP "========================================================================" 
jump @FST_MENU_B0DB 

:FST_MENU_B8BD
if 
  $2470000 == 2 
jf @FST_MENU_BB3F 
if 
00E1:   player 0 pressed_key 16 
jf @FST_MENU_BB3F 
0661: NOP "========================================================================" 
04ED: load_animation "BEACH" 
038B: load_requested_models 

:FST_MENU_B937
wait 50 
if 
04EE:   animation "BEACH" loaded 
jf @FST_MENU_B937 
if 
  $400000 > 5 
jf @FST_MENU_B968 
$400000 = 0 

:FST_MENU_B968
if 
   not $400000 > 5 
jf @FST_MENU_BAE1 
$400000 += 1 
018C: play_sound 1052 at 0.0 0.0 0.0 
if 
  $400000 == 1 
jf @FST_MENU_B9CE 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "BATHER" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_B9CE
wait 0 
if 
  $400000 == 2 
jf @FST_MENU_BA11 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "LAY_BAC_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_BA11
wait 0 
if 
  $400000 == 3 
jf @FST_MENU_BA56 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "PARKSIT_M_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_BA56
wait 0 
if 
  $400000 == 4 
jf @FST_MENU_BA9B 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "PARKSIT_W_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_BA9B
wait 0 
if 
  $400000 == 5 
jf @FST_MENU_BAE1 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "SITNWAIT_LOOP_W" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_BAE1
03E5: show_text_box 'CH144' 
0661: NOP "========================================================================" 
jump @FST_MENU_B0DB 

:FST_MENU_BB3F
if 
  $2470000 == 3 
jf @FST_MENU_BDD7 
if 
00E1:   player 0 pressed_key 16 
jf @FST_MENU_BDD7 
0661: NOP "========================================================================" 
04ED: load_animation "DAM_JUMP" 
038B: load_requested_models 
03C8: set_camera_directly_before_player 
Camera.SetBehindPlayer

:FST_MENU_BBC0
wait 0 
if 
84EE:   not animation "DAM_JUMP" loaded 
jf @FST_MENU_BBE2 
jump @FST_MENU_BBC0 

:FST_MENU_BBE2
if 
  $410000 > 5 
jf @FST_MENU_BBFB 
$410000 = 0 

:FST_MENU_BBFB
if 
   not $410000 > 5 
jf @FST_MENU_BD79 
$410000 += 1 
018C: play_sound 1052 at 0.0 0.0 0.0 
if 
  $410000 == 1 
jf @FST_MENU_BC6B 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "DAM_DIVE_LOOP" IFP "DAM_JUMP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_BC6B
wait 0 
if 
  $410000 == 2 
jf @FST_MENU_BCAD 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "DAM_LAND" IFP "DAM_JUMP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_BCAD
wait 0 
if 
  $410000 == 3 
jf @FST_MENU_BCF1 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "DAM_LAUNCH" IFP "DAM_JUMP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_BCF1
wait 0 
if 
  $410000 == 4 
jf @FST_MENU_BD34 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "JUMP_ROLL" IFP "DAM_JUMP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_BD34
wait 0 
if 
  $410000 == 5 
jf @FST_MENU_BD79 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "SF_JUMPWALL" IFP "DAM_JUMP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_BD79
03E5: show_text_box 'CH144' 
0661: NOP "========================================================================" 
jump @FST_MENU_B0DB 

:FST_MENU_BDD7
if 
  $2470000 == 4 
jf @FST_MENU_C1A6 
if 
00E1:   player 0 pressed_key 16 
jf @FST_MENU_C1A6 
0661: NOP "========================================================================" 
04ED: load_animation "DANCING" 
038B: load_requested_models 
03C8: set_camera_directly_before_player 
Camera.SetBehindPlayer

:FST_MENU_BE57
wait 50 
if 
04EE:   animation "DANCING" loaded 
jf @FST_MENU_BE57 
if 
  $420000 > 10 
jf @FST_MENU_BE8A 
$420000 = 0 

:FST_MENU_BE8A
if 
   not $420000 > 10 
jf @FST_MENU_C148 
$420000 += 1 
018C: play_sound 1052 at 0.0 0.0 0.0 
if 
  $420000 == 1 
jf @FST_MENU_BEF6 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "DANCE_LOOP" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_BEF6
wait 0 
if 
  $420000 == 2 
jf @FST_MENU_BF39 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "DAN_DOWN_A" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_BF39
wait 0 
if 
  $420000 == 3 
jf @FST_MENU_BF7C 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "DAN_LEFT_A" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_BF7C
wait 0 
if 
  $420000 == 4 
jf @FST_MENU_BFBF 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "DAN_LOOP_A" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_BFBF
wait 0 
if 
  $420000 == 5 
jf @FST_MENU_C003 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "DAN_RIGHT_A" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_C003
wait 0 
if 
  $420000 == 6 
jf @FST_MENU_C044 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "DAN_UP_A" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_C044
wait 0 
if 
  $420000 == 7 
jf @FST_MENU_C085 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "DNCE_M_A" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_C085
wait 0 
if 
  $420000 == 8 
jf @FST_MENU_C0C6 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "DNCE_M_B" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_C0C6
wait 0 
if 
  $420000 == 9 
jf @FST_MENU_C107 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "DNCE_M_C" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_C107
wait 0 
if 
  $420000 == 10 
jf @FST_MENU_C148 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "DNCE_M_E" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_C148
03E5: show_text_box 'CH144' 
0661: NOP "========================================================================" 
jump @FST_MENU_B0DB 

:FST_MENU_C1A6
if 
  $2470000 == 5 
jf @FST_MENU_C5CA 
if 
00E1:   player 0 pressed_key 16 
jf @FST_MENU_C5CA 
0661: NOP "========================================================================" 
04ED: load_animation "GYMNASIUM" 
038B: load_requested_models 
03C8: set_camera_directly_before_player 
Camera.SetBehindPlayer

:FST_MENU_C228
wait 50 
if 
04EE:   animation "GYMNASIUM" loaded 
jf @FST_MENU_C228 
if 
  $430000 > 10 
jf @FST_MENU_C25D 
$430000 = 0 

:FST_MENU_C25D
if 
   not $430000 > 10 
jf @FST_MENU_C56C 
$430000 += 1 
018C: play_sound 1052 at 0.0 0.0 0.0 
if 
  $430000 == 1 
jf @FST_MENU_C2CD 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "GYMSHADOWBOX" IFP "GYMNASIUM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_C2CD
wait 0 
if 
  $430000 == 2 
jf @FST_MENU_C31A 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_CELEBRATE" IFP "GYMNASIUM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_C31A
wait 0 
if 
  $430000 == 3 
jf @FST_MENU_C362 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_FAST" IFP "GYMNASIUM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_C362
wait 0 
if 
  $430000 == 4 
jf @FST_MENU_C3AC 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_FASTER" IFP "GYMNASIUM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_C3AC
wait 0 
if 
  $430000 == 5 
jf @FST_MENU_C3F6 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_GETOFF" IFP "GYMNASIUM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_C3F6
wait 0 
if 
  $430000 == 6 
jf @FST_MENU_C43F 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_GETON" IFP "GYMNASIUM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_C43F
wait 0 
if 
  $430000 == 7 
jf @FST_MENU_C488 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_PEDAL" IFP "GYMNASIUM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_C488
wait 0 
if 
  $430000 == 8 
jf @FST_MENU_C4D4 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "GYM_TREAD_FALLOFF" IFP "GYMNASIUM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_C4D4
wait 0 
if 
  $430000 == 9 
jf @FST_MENU_C51E 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "GYM_JOG_FALLOFF" IFP "GYMNASIUM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_C51E
wait 0 
if 
  $430000 == 10 
jf @FST_MENU_C56C 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "GYM_TREAD_CELEBRATE" IFP "GYMNASIUM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_C56C
03E5: show_text_box 'CH144' 
0661: NOP "========================================================================" 
jump @FST_MENU_B0DB 

:FST_MENU_C5CA
if 
  $2470000 == 6 
jf @FST_MENU_CC0D 
if 
00E1:   player 0 pressed_key 16 
jf @FST_MENU_CC0D 
0661: NOP "========================================================================" 
04ED: load_animation "STRIP" 
04ED: load_animation "LAPDAN1" 
04ED: load_animation "LAPDAN2" 
04ED: load_animation "LAPDAN3" 
038B: load_requested_models 
03C8: set_camera_directly_before_player 
Camera.SetBehindPlayer

:FST_MENU_C669
wait 50 
if or
84EE:   not animation "STRIP" loaded 
84EE:   not animation "LAPDAN1" loaded 
84EE:   not animation "LAPDAN3" loaded 
84EE:   not animation "LAPDAN2" loaded 
jf @FST_MENU_C6AD 
wait 0 
jump @FST_MENU_C669 

:FST_MENU_C6AD
if 
  $440000 > 20 
jf @FST_MENU_C6C6 
$440000 = 0 

:FST_MENU_C6C6
if 
   not $440000 > 20 
jf @FST_MENU_C962 
$440000 += 1 
018C: play_sound 1052 at 0.0 0.0 0.0 
if 
  $440000 == 1 
jf @FST_MENU_C72D 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "STRIP_D" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_C72D
wait 0 
if 
  $440000 == 2 
jf @FST_MENU_C76B 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "STRIP_B" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_C76B
wait 0 
if 
  $440000 == 3 
jf @FST_MENU_C7A9 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "STR_B2C" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_C7A9
wait 0 
if 
  $440000 == 4 
jf @FST_MENU_C7E6 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "STR_C1" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_C7E6
wait 0 
if 
  $440000 == 5 
jf @FST_MENU_C823 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "STR_C2" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_C823
wait 0 
if 
  $440000 == 6 
jf @FST_MENU_C861 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "STR_C2B" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_C861
wait 0 
if 
  $440000 == 7 
jf @FST_MENU_C8A2 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "STR_LOOP_A" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_C8A2
wait 0 
if 
  $440000 == 8 
jf @FST_MENU_C8E3 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "STR_LOOP_B" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_C8E3
wait 0 
if 
  $440000 == 9 
jf @FST_MENU_C924 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "STR_LOOP_C" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_C924
wait 0 
if 
  $440000 == 10 
jf @FST_MENU_C962 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "STRIP_E" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_C962
wait 0 
if 
  $440000 == 11 
jf @FST_MENU_C9A3 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "LAPDAN_D" IFP "LAPDAN1" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_C9A3
wait 0 
if 
  $440000 == 12 
jf @FST_MENU_C9E4 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "LAPDAN_D" IFP "LAPDAN2" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_C9E4
wait 0 
if 
  $440000 == 13 
jf @FST_MENU_CA25 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "LAPDAN_D" IFP "LAPDAN3" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_CA25
wait 0 
if 
  $440000 == 14 
jf @FST_MENU_CA63 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "STR_B2A" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_CA63
wait 0 
if 
  $440000 == 15 
jf @FST_MENU_CAA1 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "STR_A2B" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_CAA1
wait 0 
if 
  $440000 == 16 
jf @FST_MENU_CADF 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "STRIP_G" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_CADF
wait 0 
if 
  $440000 == 17 
jf @FST_MENU_CB1D 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "STRIP_F" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_CB1D
wait 0 
if 
  $440000 == 18 
jf @FST_MENU_CB5B 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "STRIP_C" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_CB5B
wait 0 
if 
  $440000 == 19 
jf @FST_MENU_CB99 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "STRIP_A" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_CB99
wait 0 
if 
  $440000 == 20 
jf @FST_MENU_CBAF 

:FST_MENU_CBAF
03E5: show_text_box 'CH144' 
0661: NOP "========================================================================" 
jump @FST_MENU_B0DB 

:FST_MENU_CC0D
if 
  $2470000 == 7 
jf @FST_MENU_E108 
if 
00E1:   player 0 pressed_key 16 
jf @FST_MENU_E108 
0661: NOP "========================================================================" 
if 
  $2480000 == 1 
jf @FST_MENU_E0AA 
04ED: load_animation "BLOWJOBZ" 
04ED: load_animation "KISSING" 
04ED: load_animation "SEX" 
04ED: load_animation "SNM" 
038B: load_requested_models 
03C8: set_camera_directly_before_player 
Camera.SetBehindPlayer

:FST_MENU_CCB9
wait 5 
if or
84EE:   not animation "BLOWJOBZ" loaded 
84EE:   not animation "KISSING" loaded 
84EE:   not animation "SEX" loaded 
84EE:   not animation "SNM" loaded 
jf @FST_MENU_CCF8 
wait 5 
jump @FST_MENU_CCB9 

:FST_MENU_CCF8
if 
  $450000 > 75 
jf @FST_MENU_CD11 
$450000 = 0 

:FST_MENU_CD11
if 
   not $450000 > 75 
jf @FST_MENU_CFB0 
$450000 += 1 
018C: play_sound 1052 at 0.0 0.0 0.0 
if 
  $450000 == 1 
jf @FST_MENU_CD79 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "SEX_1TO2_P" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_CD79
wait 0 
if 
  $450000 == 2 
jf @FST_MENU_CDB8 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "SEX_1TO2_W" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_CDB8
wait 0 
if 
  $450000 == 3 
jf @FST_MENU_CDF8 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "SEX_1_CUM_P" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_CDF8
wait 0 
if 
  $450000 == 4 
jf @FST_MENU_CE38 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "SEX_1_CUM_W" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_CE38
wait 0 
if 
  $450000 == 5 
jf @FST_MENU_CE79 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "SEX_1_FAIL_P" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_CE79
wait 0 
if 
  $450000 == 6 
jf @FST_MENU_CEBA 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "SEX_1_FAIL_W" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_CEBA
wait 0 
if 
  $450000 == 7 
jf @FST_MENU_CEF6 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "SEX_1_P" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_CEF6
wait 0 
if 
  $450000 == 8 
jf @FST_MENU_CF32 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "SEX_1_W" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_CF32
wait 0 
if 
  $450000 == 9 
jf @FST_MENU_CF71 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "SEX_2TO3_P" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_CF71
wait 0 
if 
  $450000 == 10 
jf @FST_MENU_CFB0 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "SEX_2TO3_W" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_CFB0
if 
  $450000 == 11 
jf @FST_MENU_CFF2 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "BJ_CAR_END_P" IFP "BLOWJOBZ" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_CFF2
wait 0 
if 
  $450000 == 12 
jf @FST_MENU_D038 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "BJ_CAR_END_W" IFP "BLOWJOBZ" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_D038
wait 0 
if 
  $450000 == 13 
jf @FST_MENU_D07F 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "BJ_CAR_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_D07F
wait 0 
if 
  $450000 == 14 
jf @FST_MENU_D0C6 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "BJ_CAR_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_D0C6
wait 0 
if 
  $450000 == 15 
jf @FST_MENU_D10E 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "BJ_CAR_START_P" IFP "BLOWJOBZ" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_D10E
wait 0 
if 
  $450000 == 16 
jf @FST_MENU_D156 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "BJ_CAR_START_W" IFP "BLOWJOBZ" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_D156
wait 0 
if 
  $450000 == 17 
jf @FST_MENU_D19E 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "BJ_COUCH_END_P" IFP "BLOWJOBZ" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_D19E
wait 0 
if 
  $450000 == 18 
jf @FST_MENU_D1E6 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "BJ_COUCH_END_W" IFP "BLOWJOBZ" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_D1E6
wait 0 
if 
  $450000 == 19 
jf @FST_MENU_D22F 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "BJ_COUCH_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_D22F
wait 0 
if 
  $450000 == 20 
jf @FST_MENU_D278 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "BJ_COUCH_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_D278
if 
  $450000 == 21 
jf @FST_MENU_D2BE 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "BJ_COUCH_START_P" IFP "BLOWJOBZ" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_D2BE
wait 0 
if 
  $450000 == 22 
jf @FST_MENU_D308 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "BJ_COUCH_START_W" IFP "BLOWJOBZ" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_D308
if 
  $450000 == 23 
jf @FST_MENU_D34C 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "BJ_STAND_END_P" IFP "BLOWJOBZ" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_D34C
wait 0 
if 
  $450000 == 24 
jf @FST_MENU_D394 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "BJ_COUCH_END_W" IFP "BLOWJOBZ" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_D394
wait 0 
if 
  $450000 == 25 
jf @FST_MENU_D3DD 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "BJ_COUCH_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_D3DD
wait 0 
if 
  $450000 == 26 
jf @FST_MENU_D426 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "BJ_COUCH_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_D426
if 
  $450000 == 27 
jf @FST_MENU_D46C 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "BJ_COUCH_START_P" IFP "BLOWJOBZ" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_D46C
wait 0 
if 
  $450000 == 28 
jf @FST_MENU_D4B6 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "BJ_COUCH_START_W" IFP "BLOWJOBZ" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_D4B6
if 
  $450000 == 29 
jf @FST_MENU_D4F8 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "PLAYA_KISS_03" IFP "KISSING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_D4F8
wait 0 
if 
  $450000 == 30 
jf @FST_MENU_D53E 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "PLAYA_KISS_02" IFP "KISSING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_D53E
wait 0 
if 
  $450000 == 31 
jf @FST_MENU_D584 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "PLAYA_KISS_01" IFP "KISSING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_D584
wait 0 
if 
  $450000 == 32 
jf @FST_MENU_D5CB 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "GRLFRD_KISS_03" IFP "KISSING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_D5CB
wait 0 
if 
  $450000 == 33 
jf @FST_MENU_D612 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "GRLFRD_KISS_02" IFP "KISSING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_D612
wait 0 
if 
  $450000 == 34 
jf @FST_MENU_D659 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "GRLFRD_KISS_01" IFP "KISSING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_D659
wait 0 
if 
  $450000 == 35 
jf @FST_MENU_D69B 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "GIFT_GIVE" IFP "KISSING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_D69B
if 
  $450000 == 36 
jf @FST_MENU_D6D8 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "GIFT_GET" IFP "KISSING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_D6D8
wait 0 
if 
  $450000 == 37 
jf @FST_MENU_D722 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "GF_STREETARGUE_02" IFP "KISSING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_D722
if 
  $450000 == 38 
jf @FST_MENU_D768 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "GF_STREETARGUE_01" IFP "KISSING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_D768
wait 0 
if 
  $450000 == 39 
jf @FST_MENU_D7AB 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "GF_CARSPOT" IFP "KISSING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_D7AB
wait 0 
if 
  $450000 == 40 
jf @FST_MENU_D7F2 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "GF_CARARGUE_02" IFP "KISSING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_D7F2
wait 0 
if 
  $450000 == 41 
jf @FST_MENU_D839 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "GF_CARARGUE_01" IFP "KISSING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_D839
if 
  $450000 == 42 
jf @FST_MENU_D875 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "GFWAVE2" IFP "KISSING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_D875
wait 0 
if 
  $450000 == 43 
jf @FST_MENU_D8B8 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "BD_GF_WAVE" IFP "KISSING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_D8B8
if 
  $450000 == 44 
jf @FST_MENU_D8F5 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "SEX_2_FAIL_P" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_D8F5
wait 0 
if 
  $450000 == 45 
jf @FST_MENU_D936 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "SEX_2_FAIL_W" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_D936
if 
  $450000 == 46 
jf @FST_MENU_D96E 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "SEX_2_P" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_D96E
wait 0 
if 
  $450000 == 47 
jf @FST_MENU_D9AA 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "SEX_2_W" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_D9AA
if 
  $450000 == 48 
jf @FST_MENU_D9E5 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "SEX_3TO1_P" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_D9E5
wait 0 
if 
  $450000 == 49 
jf @FST_MENU_DA26 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "SEX_3_FAIL_P" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_DA26
wait 0 
if 
  $450000 == 50 
jf @FST_MENU_DA67 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "SEX_3_FAIL_W" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_DA67
wait 0 
if 
  $450000 == 51 
jf @FST_MENU_DAA3 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "SEX_3_P" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_DAA3
if 
  $450000 == 52 
jf @FST_MENU_DADB 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "SEX_3_W" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_DADB
wait 0 
if 
  $450000 == 53 
jf @FST_MENU_DB1E 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "BD_GF_WAVE" IFP "KISSING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_DB1E
if 
  $450000 == 54 
jf @FST_MENU_DB5F 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "SNM_CANED_IDLE_P" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_DB5F
wait 0 
if 
  $450000 == 55 
jf @FST_MENU_DBA4 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "SNM_CANED_IDLE_W" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_DBA4
if 
  $450000 == 56 
jf @FST_MENU_DBE0 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "SNM_CANED_P" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_DBE0
wait 0 
if 
  $450000 == 57 
jf @FST_MENU_DC20 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "SNM_CANED_W" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_DC20
if 
  $450000 == 58 
jf @FST_MENU_DC60 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "SNM_CANE_IDLE_P" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_DC60
wait 0 
if 
  $450000 == 59 
jf @FST_MENU_DCA4 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "SNM_CANE_IDLE_W" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_DCA4
wait 0 
if 
  $450000 == 60 
jf @FST_MENU_DCE3 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "SNM_CANE_P" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_DCE3
wait 0 
if 
  $450000 == 61 
jf @FST_MENU_DD22 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "SNM_CANE_W" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_DD22
if 
  $450000 == 62 
jf @FST_MENU_DD5B 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "SPANKEDP" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_DD5B
wait 0 
if 
  $450000 == 63 
jf @FST_MENU_DD98 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "SPANKEDW" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_DD98
if 
  $450000 == 64 
jf @FST_MENU_DDD6 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "SPANKED_IDLEP" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_DDD6
if 
  $450000 == 65 
jf @FST_MENU_DE14 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "SPANKED_IDLEW" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_DE14
wait 0 
if 
  $450000 == 66 
jf @FST_MENU_DE52 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "SPANKINGP" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_DE52
if 
  $450000 == 67 
jf @FST_MENU_DE8C 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "SPANKINGW" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_DE8C
wait 0 
if 
  $450000 == 68 
jf @FST_MENU_DECE 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "SPANKING_ENDP" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_DECE
if 
  $450000 == 69 
jf @FST_MENU_DF0C 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "SPANKING_ENDW" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_DF0C
wait 0 
if 
  $450000 == 70 
jf @FST_MENU_DF4F 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "SPANKING_IDLEP" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_DF4F
wait 0 
if 
  $450000 == 71 
jf @FST_MENU_DF92 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "SPANKING_IDLEW" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_DF92
wait 0 
if 
  $450000 == 72 
jf @FST_MENU_DFDC 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "SPANKING_SITTINGIDLEP" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_DFDC
if 
  $450000 == 73 
jf @FST_MENU_E022 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "SPANKING_SITTINGIDLEW" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_E022
wait 0 
if 
  $450000 == 74 
jf @FST_MENU_E068 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "SPANKING_SITTINGP" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_E068
if 
  $450000 == 75 
jf @FST_MENU_E0AA 
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "SPANKING_SITTINGW" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FST_MENU_E0AA
03E5: show_text_box 'CH144' 
0661: NOP "========================================================================" 
jump @FST_MENU_B0DB 

:FST_MENU_E108
wait 5 
jf @FST_MENU_B0DB 
jump @FST_MENU_B0DB 

:FST_MENU_E11A
if 
  $2030000 == 19 
jf @STATS_FE6C 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_FE6C 
0661: NOP "========================================================================" 
thread 'STATS' 
$LOC_VAR_15 = 1 
$LOC_VAR_319 = 1 
$LOC_VAR_320 = 84.0 
if 
   not Actor.Model($PLAYER_ACTOR) == #NULL
jf @STATS_E1C9 
03E5: show_text_box 'NUL1' 

:STATS_E1C9
if 
   Actor.Model($PLAYER_ACTOR) == #NULL
jf @FST_MENU_C0F 

:STATS_E1DB
wait 0 
03F0: enable_text_draw 0 
wait 3 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
033E: set_draw_text_position 23.0 68.0 GXT 'STAT28' 
038E: draw_box_position 90.0 201.0 size 139.0 271.0 RGBA $BO1 $BO2 $BO3 $BALP 
038E: draw_box_position 90.0 79.0 size 140.0 1.5 RGBA 255 0 0 100 
038E: draw_box_position 90.0 327.0 size 139.0 1.0 RGBA 255 0 0 150 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 23.0 80.0 GXT 'STAT1' 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 23.0 89.0 GXT 'STAT2' 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 23.0 98.0 GXT 'STAT3' 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 23.0 107.0 GXT 'STAT4' 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 23.0 116.0 GXT 'STAT5' 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 23.0 125.0 GXT 'STAT6' 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 23.0 134.0 GXT 'STAT7' 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 23.0 143.0 GXT 'STAT8' 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 23.0 152.0 GXT 'STAT9' 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 23.0 161.0 GXT 'STAT10' 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 23.0 170.0 GXT 'STAT30' 
038E: draw_box_position 145.0 173.0 size 9.0 6.0 RGBA $RED_1 $GREN_1 0 255 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 23.0 179.0 GXT 'STAT12' 
038E: draw_box_position 145.0 183.0 size 9.0 6.0 RGBA $RED_2 $GREN_2 0 255 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 23.0 188.0 GXT 'STAT13' 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 23.0 197.0 GXT 'STAT14' 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 23.0 206.0 GXT 'STAT15' 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 23.0 215.0 GXT 'STAT16' 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 23.0 224.0 GXT 'STAT17' 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 23.0 233.0 GXT 'STAT18' 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 23.0 242.0 GXT 'STAT19' 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 23.0 251.0 GXT 'STAT20' 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 23.0 260.0 GXT 'STAT21' 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 23.0 269.0 GXT 'STAT22' 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 23.0 278.0 GXT 'STAT23' 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 23.0 287.0 GXT 'STAT24' 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 23.0 296.0 GXT 'STAT25' 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 23.0 305.0 GXT 'STAT26' 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 23.0 314.0 GXT 'STAT27' 
038E: draw_box_position 90.0 $LOC_VAR_320 size 139.0 8.0 RGBA $LOC_VAR_274 $LOC_VAR_275 $LOC_VAR_276 $LOC_VAR_15 
$LOC_VAR_15 += 5 
if 
  $LOC_VAR_15 > 150 
jf @STATS_E7EF 
$LOC_VAR_15 = 1 

:STATS_E7EF
0494: get_joystick 0 direction_offset_to $LOC_VAR_280 $LOC_VAR_281 $LOC_VAR_282 $LOC_VAR_283 
if and
  $LOC_VAR_281 > 0 
80E1:   not player 0 pressed_key 16 
jf @STATS_E872 
if 
  $LOC_VAR_319 == 27 
jf @STATS_E841 
$LOC_VAR_320 = 84.0 
$LOC_VAR_319 = 1 
jump @STATS_E1DB 

:STATS_E841
wait 27@ 
$LOC_VAR_319 += 1 
$LOC_VAR_320 += 9.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @STATS_E1DB 

:STATS_E872
0494: get_joystick 0 direction_offset_to $LOC_VAR_280 $LOC_VAR_281 $LOC_VAR_282 $LOC_VAR_283 
if and
  0 > $LOC_VAR_281 
80E1:   not player 0 pressed_key 16 
jf @STATS_E8F5 
if 
  $LOC_VAR_319 == 1 
jf @STATS_E8C4 
$LOC_VAR_319 = 27 
$LOC_VAR_320 = 318.0 
jump @STATS_E1DB 

:STATS_E8C4
wait 27@ 
$LOC_VAR_319 -= 1 
$LOC_VAR_320 -= 9.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @STATS_E1DB 

:STATS_E8F5
if 
00E1:   player 0 pressed_key 15 
jf @STATS_E924 
$LOC_VAR_319 = 1 
$LOC_VAR_320 = 84.0 
03E6: remove_text_box 
03F0: enable_text_draw 0 
jump @FST_MENU_C0F 

:STATS_E924
if 
  $LOC_VAR_319 == 1 
jf @STATS_E99F 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_E99F 
0661: NOP "=============================" 
0629: change_integer_stat 21 to 0 
Player.Build($PLAYER_CHAR)
03E5: show_text_box 'CH144' 
0661: NOP "=============================" 

:STATS_E99F
if 
  $LOC_VAR_319 == 2 
jf @STATS_EA61 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_EA61 
0661: NOP "================================================================" 
0629: change_integer_stat 21 to 1000 
Player.Build($PLAYER_CHAR)
03E5: show_text_box 'CH144' 
0661: NOP "================================================================" 

:STATS_EA61
if 
  $LOC_VAR_319 == 3 
jf @STATS_EB2A 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_EB2A 
0661: NOP "================================================================" 
0629: change_integer_stat 24 to 500 
wait 0 
Actor.Health($PLAYER_ACTOR) = 150
03E5: show_text_box 'CH144' 
0661: NOP "================================================================" 

:STATS_EB2A
if 
  $LOC_VAR_319 == 4 
jf @STATS_EBF3 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_EBF3 
0661: NOP "================================================================" 
0629: change_integer_stat 24 to 1440 
wait 0 
Actor.Health($PLAYER_ACTOR) = 250
03E5: show_text_box 'CH144' 
0661: NOP "================================================================" 

:STATS_EBF3
if 
  $LOC_VAR_319 == 5 
jf @STATS_ECB4 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_ECB4 
0661: NOP "================================================================" 
0629: change_integer_stat 23 to 0 
Player.Build($PLAYER_CHAR)
03E5: show_text_box 'CH144' 
0661: NOP "================================================================" 

:STATS_ECB4
if 
  $LOC_VAR_319 == 6 
jf @STATS_ED76 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_ED76 
0661: NOP "================================================================" 
0629: change_integer_stat 23 to 1000 
Player.Build($PLAYER_CHAR)
03E5: show_text_box 'CH144' 
0661: NOP "================================================================" 

:STATS_ED76
if 
  $LOC_VAR_319 == 7 
jf @STATS_EE32 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_EE32 
0661: NOP "================================================================" 
0629: change_integer_stat 64 to 0 
03E5: show_text_box 'CH144' 
0661: NOP "================================================================" 

:STATS_EE32
if 
  $LOC_VAR_319 == 8 
jf @STATS_EEEF 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_EEEF 
0661: NOP "================================================================" 
0629: change_integer_stat 64 to 1000 
03E5: show_text_box 'CH144' 
0661: NOP "================================================================" 

:STATS_EEEF
if 
  $LOC_VAR_319 == 9 
jf @STATS_EFE7 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_EFE7 
0661: NOP "================================================================" 
0629: change_integer_stat 69 to 0 
0629: change_integer_stat 70 to 0 
0629: change_integer_stat 71 to 0 
0629: change_integer_stat 72 to 0 
0629: change_integer_stat 73 to 0 
0629: change_integer_stat 74 to 0 
0629: change_integer_stat 75 to 0 
0629: change_integer_stat 76 to 0 
0629: change_integer_stat 77 to 0 
0629: change_integer_stat 78 to 0 
0629: change_integer_stat 79 to 0 
03E5: show_text_box 'CH144' 
0661: NOP "================================================================" 

:STATS_EFE7
if 
  $LOC_VAR_319 == 10 
jf @STATS_F0EA 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_F0EA 
0661: NOP "================================================================" 
0629: change_integer_stat 69 to 1000 
0629: change_integer_stat 70 to 1000 
0629: change_integer_stat 71 to 1000 
0629: change_integer_stat 72 to 1000 
0629: change_integer_stat 73 to 1000 
0629: change_integer_stat 74 to 1000 
0629: change_integer_stat 75 to 1000 
0629: change_integer_stat 76 to 1000 
0629: change_integer_stat 77 to 1000 
0629: change_integer_stat 78 to 1000 
0629: change_integer_stat 79 to 1000 
03E5: show_text_box 'CH144' 
0661: NOP "================================================================" 

:STATS_F0EA
if 
  $LOC_VAR_319 == 11 
jf @STATS_F1E8 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_F1E8 
0661: NOP "================================================================" 

:STATS_F151
wait 0 
if 
  $LOC_VAR_296 == 1 
jf @STATS_F19B 
$LOC_VAR_296 = 0 
wait 50 
08DD: lose_stuff_after_wasted 1 
08DE: lose_stuff_after_busted 1 
03E5: show_text_box 'CH145' 
$RED_1 = 200 
$GREN_1 = 0 
jump @STATS_F1E8 

:STATS_F19B
if 
   not $LOC_VAR_296 == 1 
jf @STATS_F1E1 
$LOC_VAR_296 = 1 
wait 50 
08DD: lose_stuff_after_wasted 0 
08DE: lose_stuff_after_busted 0 
03E5: show_text_box 'CH144' 
$RED_1 = 0 
$GREN_1 = 200 
jump @STATS_F1E8 

:STATS_F1E1
jump @STATS_F151 

:STATS_F1E8
if 
  $LOC_VAR_319 == 12 
jf @STATS_F2F2 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_F2F2 
0661: NOP "================================================================" 

:STATS_F24F
wait 0 
if 
  $LOC_VAR_296 == 1 
jf @STATS_F29F 
$LOC_VAR_296 = 0 
wait 50 
08C6: set_actor $PLAYER_ACTOR stay_on_bike 1 
08C6: set_actor $PLAYER_ACTOR stay_on_bike 1 
03E5: show_text_box 'CH145' 
$RED_2 = 200 
$GREN_2 = 0 
jump @STATS_F2F2 

:STATS_F29F
if 
   not $LOC_VAR_296 == 1 
jf @STATS_F2EB 
$LOC_VAR_296 = 1 
wait 50 
08C6: set_actor $PLAYER_ACTOR stay_on_bike 0 
08C6: set_actor $PLAYER_ACTOR stay_on_bike 0 
03E5: show_text_box 'CH144' 
$RED_2 = 0 
$GREN_2 = 200 
jump @STATS_F2F2 

:STATS_F2EB
jump @STATS_F24F 

:STATS_F2F2
if 
  $LOC_VAR_319 == 13 
jf @STATS_F3A3 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_F3A3 
0661: NOP "================================================================" 
0629: change_integer_stat 22 to 0 
0661: NOP "================================================================" 

:STATS_F3A3
if 
  $LOC_VAR_319 == 14 
jf @STATS_F465 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_F465 
0661: NOP "================================================================" 
wait 0 
wait 0 
0629: change_integer_stat 22 to 1000 
wait 0 
wait 0 
0661: NOP "================================================================" 

:STATS_F465
if 
  $LOC_VAR_319 == 15 
jf @STATS_F527 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_F527 
0661: NOP "================================================================" 
wait 0 
wait 0 
0629: change_integer_stat 225 to 0 
wait 0 
wait 0 
0661: NOP "================================================================" 

:STATS_F527
if 
  $LOC_VAR_319 == 16 
jf @STATS_F5EA 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_F5EA 
0661: NOP "================================================================" 
wait 0 
wait 0 
0629: change_integer_stat 225 to 1000 
wait 0 
wait 0 
0661: NOP "================================================================" 

:STATS_F5EA
if 
  $LOC_VAR_319 == 17 
jf @STATS_F6AC 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_F6AC 
0661: NOP "================================================================" 
wait 0 
wait 0 
0629: change_integer_stat 160 to 0 
wait 0 
wait 0 
0661: NOP "================================================================" 

:STATS_F6AC
if 
  $LOC_VAR_319 == 18 
jf @STATS_F76F 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_F76F 
0661: NOP "================================================================" 
wait 0 
wait 0 
0629: change_integer_stat 160 to 1000 
wait 0 
wait 0 
0661: NOP "================================================================" 

:STATS_F76F
if 
  $LOC_VAR_319 == 19 
jf @STATS_F831 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_F831 
0661: NOP "================================================================" 
wait 0 
wait 0 
0629: change_integer_stat 229 to 0 
wait 0 
wait 0 
0661: NOP "================================================================" 

:STATS_F831
if 
  $LOC_VAR_319 == 20 
jf @STATS_F8F4 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_F8F4 
0661: NOP "================================================================" 
wait 0 
wait 0 
0629: change_integer_stat 229 to 1000 
wait 0 
wait 0 
0661: NOP "================================================================" 

:STATS_F8F4
if 
  $LOC_VAR_319 == 21 
jf @STATS_F9B6 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_F9B6 
0661: NOP "================================================================" 
wait 0 
wait 0 
0629: change_integer_stat 230 to 0 
wait 0 
wait 0 
0661: NOP "================================================================" 

:STATS_F9B6
if 
  $LOC_VAR_319 == 22 
jf @STATS_FA79 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_FA79 
0661: NOP "================================================================" 
wait 0 
wait 0 
0629: change_integer_stat 230 to 1000 
wait 0 
wait 0 
0661: NOP "================================================================" 

:STATS_FA79
if 
  $LOC_VAR_319 == 23 
jf @STATS_FB3B 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_FB3B 
0661: NOP "================================================================" 
wait 0 
wait 0 
0629: change_integer_stat 223 to 0 
wait 0 
wait 0 
0661: NOP "================================================================" 

:STATS_FB3B
if 
  $LOC_VAR_319 == 24 
jf @STATS_FBFE 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_FBFE 
0661: NOP "================================================================" 
wait 0 
wait 0 
0629: change_integer_stat 223 to 1000 
wait 0 
wait 0 
0661: NOP "================================================================" 

:STATS_FBFE
if 
  $LOC_VAR_319 == 25 
jf @STATS_FCBF 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_FCBF 
0661: NOP "================================================================" 
wait 0 
wait 0 
0629: change_integer_stat 25 to 0 
wait 0 
wait 0 
0661: NOP "================================================================" 

:STATS_FCBF
if 
  $LOC_VAR_319 == 26 
jf @STATS_FD81 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_FD81 
0661: NOP "================================================================" 
wait 0 
wait 0 
0629: change_integer_stat 25 to 1000 
wait 0 
wait 0 
0661: NOP "================================================================" 

:STATS_FD81
if 
  $LOC_VAR_319 == 27 
jf @STATS_FE5A 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_FE5A 
0661: NOP "================================================================" 
wait 50 
0629: change_integer_stat 252 to 100 
0629: change_integer_stat 253 to 100 
0629: change_integer_stat 254 to 100 
0629: change_integer_stat 255 to 100 
0629: change_integer_stat 256 to 100 
0629: change_integer_stat 257 to 100 
0661: NOP "================================================================" 

:STATS_FE5A
wait 5 
jf @STATS_E1DB 
jump @STATS_E1DB 

:STATS_FE6C
if 
  $2030000 == 20 
jf @STATS_FF2E 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_FF2E 
0661: NOP "========================================================================" 
0661: NOP "========================================================================" 
jump @FST_MENU_C0F 

:STATS_FF2E
wait 5 
jf @FST_MENU_C0F 
jump @FST_MENU_C0F 

:STATS_FF40
if 
  $1610000 == 2 
jf @STATS_136C8 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_136C8 
0661: NOP "========================================================================" 
wait 250 
0661: NOP "VOID SEINGS(VOID)" 
0209: 0@ = random_int_in_ranges 400 609 
$1600000 = 1 
$2490000 = 1 
$LOC_VAR_322 = 84.0 
0@ = 400 
0661: NOP "VOID MENU_STARTUP(VOID)" 

:STATS_1000F
wait 5 
if 
   Player.Defined($PLAYER_CHAR)
jf @STATS_1000F 
Player.CanMove($PLAYER_CHAR) = False
0661: NOP "VOID DISPLAY(VOID)" 

:STATS_10040
wait 0 
03F0: enable_text_draw 0 
wait 5 
0ADB: 1@s = car_model 0@ name 
038E: draw_box_position 323.0 165.0 size 140.0 200.0 RGBA $BO1 $BO2 $BO3 $BALP 
038E: draw_box_position 323.0 79.0 size 140.0 1.5 RGBA 255 0 0 100 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 $1600000 
033E: set_draw_text_position 260.0 68.0 GXT '70028' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
045A: draw_text_1number 260.0 80.0 GXT 'VE1' number $460000 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 350.0 80.0 GXT 1@s 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 89.0 GXT 'VE2' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 98.0 GXT 'VE3' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 107.0 GXT 'VE4' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 374.0 107.0 GXT v$VH 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
045A: draw_text_1number 260.0 116.0 GXT 'VE5' number $2500000 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 125.0 GXT 'VE6' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 134.0 GXT 'VE7' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 143.0 GXT 'VE8' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 152.0 GXT 'VE9' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 374.0 152.0 GXT v$SPD1 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 161.0 GXT 'VE10' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 170.0 GXT 'VE11' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 374.0 170.0 GXT v$TUR 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 179.0 GXT 'VE12' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 188.0 GXT 'VE13' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 374.0 188.0 GXT v$RAN 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 197.0 GXT 'VE14' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 206.0 GXT 'VE15' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 374.0 206.0 GXT v$NON 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 215.0 GXT 'VE16' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 374.0 215.0 GXT v$NOF 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 224.0 GXT 'VE17' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 374.0 224.0 GXT v$STOP 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 233.0 GXT 'VE18' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 242.0 GXT 'VE19' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 374.0 242.0 GXT v$SPD2 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 251.0 GXT 'VE20' 
038E: draw_box_position 323.0 $LOC_VAR_322 size 139.0 8.0 RGBA $LOC_VAR_274 $LOC_VAR_275 $LOC_VAR_276 $1600000 
$1600000 += 7 
if 
  $1600000 > 150 
jf @STATS_108EF 
$1600000 = 1 
0661: NOP "VOID ANGINE(VOID)" 

:STATS_108EF
0494: get_joystick 0 direction_offset_to 6@ 7@ 8@ 9@ 
if and
  7@ > 0 
80E1:   not player 0 pressed_key 16 
jf @STATS_10986 
if 
  $2490000 == 20 
jf @STATS_10955 
$LOC_VAR_322 = 84.0 
$2490000 = 1 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @STATS_10040 

:STATS_10955
wait 27@ 
$2490000 += 1 
$LOC_VAR_322 += 9.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @STATS_10040 

:STATS_10986
0494: get_joystick 0 direction_offset_to 6@ 7@ 8@ 9@ 
if and
  0 > 7@ 
80E1:   not player 0 pressed_key 16 
jf @STATS_10A39 
if 
  $2490000 == 1 
jf @STATS_109EC 
$2490000 = 20 
$LOC_VAR_322 = 256.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @STATS_10040 

:STATS_109EC
wait 27@ 
$2490000 -= 1 
$LOC_VAR_322 -= 9.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @STATS_10040 
0661: NOP "VOID MENU_SHUTDOWN(VOID)" 

:STATS_10A39
if 
00E1:   player 0 pressed_key 15 
jf @STATS_10A81 
wait 250 
$LOC_VAR_322 -= 9.0 
$2490000 = 1 
03F0: enable_text_draw 0 
jump @FST_MENU_50E 
0661: NOP "VOID ACTIONS(VOID)" 

:STATS_10A81
if 
  $2490000 == 1 
jf @STATS_10AA3 
00BC: show_text_highpriority GXT 'HMENU' time 5000 flag 1 

:STATS_10AA3
if 
  $2490000 == 1 
jf @STATS_10D55 
if and
  $2490000 == 1 
8818:   not actor $PLAYER_ACTOR in_air 
84AD:   not actor $PLAYER_ACTOR in_water 
jf @STATS_10D4A 
077E: get_active_interior_to $2510000 
if and
   not $2510000 == 1 
   not $2510000 == 2 
   not $2510000 == 3 
   not $2510000 == 4 
   not $2510000 == 5 
   not $2510000 == 6 
   not $2510000 == 7 
   not $2510000 == 8 
jf @STATS_10D38 
if and
   not $2510000 == 10 
   not $2510000 == 11 
   not $2510000 == 12 
   not $2510000 == 14 
   not $2510000 == 15 
   not $2510000 == 16 
   not $2510000 == 17 
   not $2510000 == 18 
jf @STATS_10D38 
if 
   not $2510000 == 9 
jf @STATS_10D38 
if 
0449:   actor $PLAYER_ACTOR in_a_car 
jf @STATS_10BC7 
$2520 = Actor.CurrentCar($PLAYER_ACTOR)
0432: $XXX1 = get_actor_handle_from_car $2520 passenger_seat 0 
0432: $XXX2 = get_actor_handle_from_car $2520 passenger_seat 1 
0432: $XXX3 = get_actor_handle_from_car $2520 passenger_seat 2 
if and
803B:   not  $PLAYER_ACTOR == $XXX1 // (int) 
803B:   not  $PLAYER_ACTOR == $XXX2 // (int) 
803B:   not  $PLAYER_ACTOR == $XXX3 // (int) 
jf @STATS_10D55 

:STATS_10BC7
$2540000 = 0 

:STATS_10BCE
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @STATS_10BCE 
03E5: show_text_box 1@s 
0ADB: 1@s = car_model 0@ name 
0494: get_joystick 0 direction_offset_to $38400000000 $38500000000 $38600000000 $38700000000 
if 
  $38400000000 > 0 
jf @STATS_10C30 
if 
   not 0@ > 609 
jf @STATS_10C30 
0@ += 1 
03E5: show_text_box 1@s 

:STATS_10C30
0494: get_joystick 0 direction_offset_to $38400000000 $38500000000 $38600000000 $38700000000 
if 
  0 > $38400000000 
jf @STATS_10C71 
if 
  0@ > 400 
jf @STATS_10C71 
0@ -= 1 
03E5: show_text_box 1@s 

:STATS_10C71
if 
  $2490000 == 1 
jf @STATS_10D5C 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_10D5C 
wait 100 
4@ = 1 
Model.Load(0@)
038B: load_requested_models 

:STATS_10CA6
wait 0 
if 
   not Model.Available(0@)
jf @STATS_10CCC 
03E5: show_text_box 'ERROR' 
jump @STATS_10D5C 

:STATS_10CCC
if 
   Model.Available(0@)
jf @STATS_10CA6 
wait 0 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
9@ = Car.Create(0@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$42500000000 = Actor.Angle($PLAYER_ACTOR)
Car.Angle(9@) = $42500000000
Car.DoorStatus(9@) = 1
Car.RemoveReferences(9@)
072A: put_actor $PLAYER_ACTOR into_car 9@ driverseat 
jump @STATS_10D55 

:STATS_10D38
03E5: show_text_box 'EXBT' 
jump @STATS_10D55 

:STATS_10D4A
03E5: show_text_box 'NOS' 

:STATS_10D55
jump @STATS_10D5C 

:STATS_10D5C
if 
  $2490000 == 2 
jf @STATS_10E75 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_10E75 
0661: NOP "========================================================================" 
if 
   not Actor.Driving($PLAYER_ACTOR)
jf @STATS_10DE6 
03E5: show_text_box 'TH146' 

:STATS_10DE6
if 
   Actor.Driving($PLAYER_ACTOR)
jf @STATS_10DF6 

:STATS_10DF6
wait 5 
if 
   Actor.Driving($PLAYER_ACTOR)
jf @STATS_10E22 
$2570000 = Actor.CurrentCar($PLAYER_ACTOR)
0A30: repair_car $2570000 
03E5: show_text_box 'REP1' 

:STATS_10E22
0661: NOP "========================================================================" 
jump @STATS_10040 

:STATS_10E75
if 
  $2490000 == 3 
jf @STATS_10F99 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_10F99 
0661: NOP "========================================================================" 
if 
   not Actor.Driving($PLAYER_ACTOR)
jf @STATS_10EFF 
03E5: show_text_box 'TH146' 

:STATS_10EFF
if 
   Actor.Driving($PLAYER_ACTOR)
jf @STATS_10F0F 

:STATS_10F0F
wait 5 
if 
   Actor.Driving($PLAYER_ACTOR)
jf @STATS_10F46 
$2580000 = Actor.CurrentCar($PLAYER_ACTOR)
$2590000 = Actor.Angle($PLAYER_ACTOR)
Car.Angle($2580000) = $2590000
03E5: show_text_box 'CAF1' 

:STATS_10F46
0661: NOP "========================================================================" 
jump @STATS_10040 

:STATS_10F99
if 
  $2490000 == 4 
jf @STATS_11187 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_11187 
0661: NOP "========================================================================" 
if 
   not Actor.Driving($PLAYER_ACTOR)
jf @STATS_11023 
03E5: show_text_box 'TH146' 

:STATS_11023
if 
   Actor.Driving($PLAYER_ACTOR)
jf @STATS_11033 

:STATS_11033
wait 5 
if 
   Actor.Driving($PLAYER_ACTOR)
jf @STATS_11134 

:STATS_11047
wait 0 
if 
  $2390000 == 1 
jf @STATS_110BC 
$2390000 = 0 
wait 50 
$2600000 = Actor.CurrentCar($PLAYER_ACTOR)
if 
   Actor.InCar($PLAYER_ACTOR, $2600000)
jf @STATS_110A0 
Car.SetImmunities($2600000, 0, 0, 0, 0, 0)
053F: set_car $2600000 tires_vulnerability 1 
01EC: make_car $2600000 very_heavy 0 

:STATS_110A0
03E5: show_text_box 'CH145' 
05AA: v$VH = "OXF" // @s = 'short' 
jump @STATS_11134 

:STATS_110BC
if 
   not $2390000 == 1 
jf @STATS_1112D 
$2390000 = 1 
wait 50 
$2600000 = Actor.CurrentCar($PLAYER_ACTOR)
if 
   Actor.InCar($PLAYER_ACTOR, $2600000)
jf @STATS_11111 
Car.SetImmunities($2600000, 1, 1, 1, 1, 1)
053F: set_car $2600000 tires_vulnerability 0 
01EC: make_car $2600000 very_heavy 1 

:STATS_11111
03E5: show_text_box 'CH144' 
05AA: v$VH = "OXN" // @s = 'short' 
jump @STATS_11134 

:STATS_1112D
jump @STATS_11047 

:STATS_11134
0661: NOP "========================================================================" 
jump @STATS_10040 

:STATS_11187
if 
  $2490000 == 5 
jf @STATS_111A8 
00BC: show_text_highpriority GXT 'HMENU' time 50 flag 1 

:STATS_111A8
if and
   not Actor.Driving($PLAYER_ACTOR)
  $2490000 == 5 
jf @STATS_111D1 
03E5: show_text_box 'TH146' 
$2610000 = 0 

:STATS_111D1
if 
   Actor.Driving($PLAYER_ACTOR)
jf @STATS_111E1 

:STATS_111E1
if 
   Actor.Driving($PLAYER_ACTOR)
jf @STATS_112B2 
$2620000 = Actor.CurrentCar($PLAYER_ACTOR)
09B3: get_car $2620000 door_status $2500000 
$2610000 = 1 
0494: get_joystick 0 direction_offset_to $2350000 $2360000 $2370000 $2380000 
if and
  $2490000 == 5 
  $2610000 == 1 
  $2350000 > 0 
jf @STATS_1125D 
if 
   not $2500000 >= 5 
jf @STATS_1125D 
$2500000 += 1 
Car.DoorStatus($2620000) = $2500000
wait 50 

:STATS_1125D
0494: get_joystick 0 direction_offset_to $2350000 $2360000 $2370000 $2380000 
if and
  $2490000 == 5 
  $2610000 == 1 
  0 > $2350000 
jf @STATS_112B2 
if 
  $2500000 > 1 
jf @STATS_112B2 
$2500000 -= 1 
Car.DoorStatus($2620000) = $2500000
wait 50 

:STATS_112B2
if 
  $2490000 == 6 
jf @STATS_11D40 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_11D40 
if 
   not Actor.Driving($PLAYER_ACTOR)
jf @STATS_112F0 
03E5: show_text_box 'TH146' 

:STATS_112F0
if 
   Actor.Driving($PLAYER_ACTOR)
jf @STATS_10040 
wait 250 
0661: NOP "========================================================================" 
$1600000 = 1 
0661: NOP "VOID MENU_STARTUP(VOID)" 
$2630000 = 1 
$LOC_VAR_372 = 84.0 
$2640000 = Actor.CurrentCar($PLAYER_ACTOR)
03F3: get_car $2640000 primary_color_to $2650000 secondary_color_to $2660000 
0A12: get_car $2640000 tertiary_color_to $2670000 quaternary_color_to $2680000 

:STATS_113A2
wait 0 
03F0: enable_text_draw 0 
wait 5 
038E: draw_box_position 323.0 107.0 size 139.0 86.0 RGBA $BO1 $BO2 $BO3 $BALP 
038E: draw_box_position 323.0 79.0 size 140.0 1.5 RGBA 255 0 0 100 
0340: set_text_draw_RGBA 255 255 0 $1600000 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 68.0 GXT 'FOTER10' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
045A: draw_text_1number 260.0 80.0 GXT 'CU1' number $2650000 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
045A: draw_text_1number 260.0 89.0 GXT 'CU2' number $2660000 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
045A: draw_text_1number 260.0 98.0 GXT 'CU3' number $2670000 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
045A: draw_text_1number 260.0 107.0 GXT 'CU4' number $2680000 
038E: draw_box_position 323.0 $LOC_VAR_372 size 139.0 8.0 RGBA $LOC_VAR_274 $LOC_VAR_275 $LOC_VAR_276 $1600000 
$1600000 += 7 
if 
  $1600000 > 150 
jf @STATS_115A6 
$1600000 = 1 
0661: NOP "VOID ANGINE(VOID)" 

:STATS_115A6
0494: get_joystick 0 direction_offset_to 6@ 7@ 8@ 9@ 
if and
  7@ > 0 
80E1:   not player 0 pressed_key 16 
jf @STATS_1163D 
if 
  $2630000 == 4 
jf @STATS_1160C 
$2630000 = 1 
$LOC_VAR_372 = 84.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @STATS_113A2 

:STATS_1160C
wait 27@ 
$2630000 += 1 
$LOC_VAR_372 += 9.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @STATS_113A2 

:STATS_1163D
0494: get_joystick 0 direction_offset_to 6@ 7@ 8@ 9@ 
if and
  0 > 7@ 
80E1:   not player 0 pressed_key 16 
jf @STATS_116F0 
if 
  $2630000 == 1 
jf @STATS_116A3 
$2630000 = 4 
$LOC_VAR_372 = 110.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @STATS_113A2 

:STATS_116A3
wait 27@ 
$2630000 -= 1 
$LOC_VAR_372 -= 9.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @STATS_113A2 
0661: NOP "VOID MENU_SHUTDOWN(VOID)" 

:STATS_116F0
if 
00E1:   player 0 pressed_key 15 
jf @STATS_11738 
wait 250 
$2630000 = 1 
$LOC_VAR_372 = 84.0 
03F0: enable_text_draw 0 
jump @STATS_10040 
0661: NOP "VOID ACTIONS(VOID)" 

:STATS_11738
if 
  $2630000 == 1 
jf @STATS_1175A 
00BC: show_text_highpriority GXT 'HMENU' time 5000 flag 1 

:STATS_1175A
if and
  $2630000 == 1 
   not Actor.Driving($PLAYER_ACTOR)
jf @STATS_1177C 
03E5: show_text_box 'TH146' 

:STATS_1177C
if 
   Actor.Driving($PLAYER_ACTOR)
jf @STATS_1178C 

:STATS_1178C
if 
   Actor.Driving($PLAYER_ACTOR)
jf @STATS_118A1 
$2640000 = Actor.CurrentCar($PLAYER_ACTOR)
03F3: get_car $2640000 primary_color_to $2650000 secondary_color_to $2660000 
0A12: get_car $2640000 tertiary_color_to $2670000 quaternary_color_to $2680000 
0494: get_joystick 0 direction_offset_to $2350000 $2360000 $2370000 $2380000 
if and
  $2630000 == 1 
  $2350000 > 0 
jf @STATS_11808 
if 
   not $2650000 >= 128 
jf @STATS_11808 
$2650000 += 1 
0229: set_car $2640000 primary_color_to $2650000 secondary_color_to $2660000 

:STATS_11808
0494: get_joystick 0 direction_offset_to $2350000 $2360000 $2370000 $2380000 
if and
  $2630000 == 1 
  0 > $2350000 
jf @STATS_118A1 
if 
  $2650000 > 1 
jf @STATS_11855 
$2650000 -= 1 
0229: set_car $2640000 primary_color_to $2650000 secondary_color_to $2660000 

:STATS_11855
0661: NOP "========================================================================" 

:STATS_118A1
if 
  $2630000 == 2 
jf @STATS_118C3 
00BC: show_text_highpriority GXT 'HMENU' time 5000 flag 1 

:STATS_118C3
if and
  $2630000 == 2 
   not Actor.Driving($PLAYER_ACTOR)
jf @STATS_118E5 
03E5: show_text_box 'TH146' 

:STATS_118E5
if 
   Actor.Driving($PLAYER_ACTOR)
jf @STATS_118F5 

:STATS_118F5
if 
   Actor.Driving($PLAYER_ACTOR)
jf @STATS_11A20 
$2640000 = Actor.CurrentCar($PLAYER_ACTOR)
03F3: get_car $2640000 primary_color_to $2650000 secondary_color_to $2660000 
0A12: get_car $2640000 tertiary_color_to $2670000 quaternary_color_to $2680000 
0494: get_joystick 0 direction_offset_to $2350000 $2360000 $2370000 $2380000 
if and
  $2630000 == 2 
  $2350000 > 0 
jf @STATS_1197C 
03F3: get_car $2640000 primary_color_to $2650000 secondary_color_to $2660000 
if 
   not $2660000 >= 128 
jf @STATS_1197C 
$2660000 += 1 
0229: set_car $2640000 primary_color_to $2650000 secondary_color_to $2660000 

:STATS_1197C
0494: get_joystick 0 direction_offset_to $2350000 $2360000 $2370000 $2380000 
if and
  $2630000 == 2 
  0 > $2350000 
jf @STATS_11A20 
03F3: get_car $2640000 primary_color_to $2650000 secondary_color_to $2660000 
if 
  $2660000 > 1 
jf @STATS_119D4 
$2660000 -= 1 
0229: set_car $2640000 primary_color_to $2650000 secondary_color_to $2660000 

:STATS_119D4
0661: NOP "========================================================================" 

:STATS_11A20
if 
  $2630000 == 3 
jf @STATS_11A41 
00BC: show_text_highpriority GXT 'HMENU' time 50 flag 1 

:STATS_11A41
if and
  $2630000 == 3 
   not Actor.Driving($PLAYER_ACTOR)
jf @STATS_11A63 
03E5: show_text_box 'TH146' 

:STATS_11A63
if 
   Actor.Driving($PLAYER_ACTOR)
jf @STATS_11A73 

:STATS_11A73
if 
   Actor.Driving($PLAYER_ACTOR)
jf @STATS_11B88 
$2640000 = Actor.CurrentCar($PLAYER_ACTOR)
03F3: get_car $2640000 primary_color_to $2650000 secondary_color_to $2660000 
0A12: get_car $2640000 tertiary_color_to $2670000 quaternary_color_to $2680000 
0494: get_joystick 0 direction_offset_to $2350000 $2360000 $2370000 $2380000 
if and
  $2630000 == 3 
  $2350000 > 0 
jf @STATS_11AEF 
if 
   not $2670000 >= 128 
jf @STATS_11AEF 
$2670000 += 1 
0A11: set_car $2640000 tertiary_color_to $2670000 quaternary_color_to $2680000 

:STATS_11AEF
0494: get_joystick 0 direction_offset_to $2350000 $2360000 $2370000 $2380000 
if and
  $2630000 == 3 
  0 > $2350000 
jf @STATS_11B88 
if 
  $2670000 > 1 
jf @STATS_11B3C 
$2670000 -= 1 
0A11: set_car $2640000 tertiary_color_to $2670000 quaternary_color_to $2680000 

:STATS_11B3C
0661: NOP "========================================================================" 

:STATS_11B88
if 
  $2630000 == 4 
jf @STATS_11BAA 
00BC: show_text_highpriority GXT 'HMENU' time 5000 flag 1 

:STATS_11BAA
if and
  $2630000 == 4 
   not Actor.Driving($PLAYER_ACTOR)
jf @STATS_11BCC 
03E5: show_text_box 'TH146' 

:STATS_11BCC
if 
   Actor.Driving($PLAYER_ACTOR)
jf @STATS_11BDC 

:STATS_11BDC
if 
   Actor.Driving($PLAYER_ACTOR)
jf @STATS_11CDB 
$2640000 = Actor.CurrentCar($PLAYER_ACTOR)
0494: get_joystick 0 direction_offset_to $2350000 $2360000 $2370000 $2380000 
if and
  $2630000 == 4 
  $2350000 > 0 
jf @STATS_11C42 
if 
   not $2680000 >= 128 
jf @STATS_11C42 
$2680000 += 1 
0A11: set_car $2640000 tertiary_color_to $2670000 quaternary_color_to $2680000 

:STATS_11C42
0494: get_joystick 0 direction_offset_to $2350000 $2360000 $2370000 $2380000 
if and
  $2630000 == 4 
  0 > $2350000 
jf @STATS_11CDB 
if 
  $2680000 > 1 
jf @STATS_11C8F 
$2680000 -= 1 
0A11: set_car $2640000 tertiary_color_to $2670000 quaternary_color_to $2680000 

:STATS_11C8F
0661: NOP "========================================================================" 

:STATS_11CDB
wait 5 
jf @STATS_113A2 
jump @STATS_113A2 
0661: NOP "========================================================================" 
jump @STATS_10040 

:STATS_11D40
if 
  $2490000 == 7 
jf @STATS_11E42 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_11E42 
0661: NOP "========================================================================" 
wait 6 
04C4: store_coords_to $2690000 $2700000 $2710000 from_actor $PLAYER_ACTOR with_offset 1.0 5.0 0.0 
wait 100 
03C5: create_random_car_for_carpark $2690000 $2700000 $2710000 z_angle 89.6383 
03E5: show_text_box 'CH144' 
0661: NOP "========================================================================" 
jump @STATS_10040 

:STATS_11E42
if 
  $2490000 == 8 
jf @STATS_11F9E 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_11F9E 
0661: NOP "========================================================================" 
if 
   not Actor.Driving($PLAYER_ACTOR)
jf @STATS_11ECC 
03E5: show_text_box 'TH146' 

:STATS_11ECC
if 
   Actor.Driving($PLAYER_ACTOR)
jf @STATS_11EDC 

:STATS_11EDC
wait 5 
if 
   Actor.Driving($PLAYER_ACTOR)
jf @STATS_11F47 
$2720000 = Actor.CurrentCar($PLAYER_ACTOR)
if 
   not Car.Wrecked($2720000)
jf @STATS_11F47 
0209: $2730000 = random_int_in_ranges 1 128 
0209: $2740000 = random_int_in_ranges 1 128 
0229: set_car $2720000 primary_color_to $2730000 secondary_color_to $2740000 
02FD: show_text_2numbers_lowpriority GXT 'TIRMEX' numbers $2730000 $2740000 time 100 flag 1 
03E5: show_text_box 'CH144' 

:STATS_11F47
wait 10 
0661: NOP "========================================================================" 
jump @STATS_10040 

:STATS_11F9E
if 
  $2490000 == 9 
jf @STATS_1222D 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_1222D 
0661: NOP "========================================================================" 
wait 0 
if 
8AAB:   not file_exists "SET\METER.CS" 
jf @STATS_12049 
0ACD: show_text_highpriority "UNABLE TO LOAD'" time 5000 
jump @STATS_1216F 

:STATS_12049
if 
   not Actor.Driving($PLAYER_ACTOR)
jf @STATS_12064 
03E5: show_text_box 'TH146' 

:STATS_12064
if 
   Actor.Driving($PLAYER_ACTOR)
jf @STATS_12074 

:STATS_12074
wait 5 
if 
   Actor.Driving($PLAYER_ACTOR)
jf @STATS_12168 
if 
0AAB:   file_exists "MODELS\TXD\SPEED.TXD" 
jf @STATS_1216F 

:STATS_120AB
wait 0 
if 
  $2390000 == 1 
jf @STATS_12117 
$2390000 = 0 
wait 50 
0AF1: write_int 1 to_ini_file "CLEO\POZIT.INI" section "SPED" key "KEY0" 
wait 50 
end_thread_named 'FUL' 
03E5: show_text_box 'CH145' 
05AA: v$SPD1 = "OXF" // @s = 'short' 
jump @STATS_12168 

:STATS_12117
if 
   not $2390000 == 1 
jf @STATS_12161 
$2390000 = 1 
wait 50 
0A92: create_custom_thread "SET\METER.CS"  
03E5: show_text_box 'CH144' 
05AA: v$SPD1 = "OXN" // @s = 'short' 
jump @STATS_12168 

:STATS_12161
jump @STATS_120AB 

:STATS_12168
jump @STATS_121DA 

:STATS_1216F
0ACD: show_text_highpriority "~R~~H~I CAN NOT FIND THE TXD FOR SPEEDOMETER ~W~FIND AND ADD TEXTURES TO MODELS\TXD\SPEED.TXD" time 10000 
jump @STATS_121DA 

:STATS_121DA
0661: NOP "========================================================================" 
jump @STATS_10040 

:STATS_1222D
if 
  $2490000 == 10 
jf @STATS_12346 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_12346 
0661: NOP "========================================================================" 
if 
   not Actor.Driving($PLAYER_ACTOR)
jf @STATS_122B7 
03E5: show_text_box 'TH146' 

:STATS_122B7
if 
   Actor.Driving($PLAYER_ACTOR)
jf @STATS_122C7 

:STATS_122C7
wait 5 
if 
   Actor.Driving($PLAYER_ACTOR)
jf @STATS_122F3 
$2750000 = Actor.CurrentCar($PLAYER_ACTOR)
09E9: car $2750000 set_single_nitro 
03E5: show_text_box 'CH144' 

:STATS_122F3
0661: NOP "========================================================================" 
jump @STATS_10040 

:STATS_12346
if 
  $2490000 == 11 
jf @STATS_1255B 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_1255B 
0661: NOP "========================================================================" 
if 
   not Actor.Driving($PLAYER_ACTOR)
jf @STATS_123D0 
03E5: show_text_box 'TH146' 

:STATS_123D0
if 
   Actor.Driving($PLAYER_ACTOR)
jf @STATS_123E0 

:STATS_123E0
wait 5 
if 
   Actor.Driving($PLAYER_ACTOR)
jf @STATS_12508 
if 
8AAB:   not file_exists "SET\SPEED.CS" 
jf @STATS_1242C 
0ACD: show_text_highpriority "UNABLE TO LOAD'" time 5000 
jump @STATS_12508 

:STATS_1242C
wait 0 
if 
  $2390000 == 1 
jf @STATS_12474 
$2390000 = 0 
wait 50 
end_thread_named 'FUS' 
03E5: show_text_box 'CH145' 
05AA: v$TUR = "OXF" // @s = 'short' 
jump @STATS_12508 

:STATS_12474
if 
   not $2390000 == 1 
jf @STATS_12501 
$2390000 = 1 
wait 50 
end_thread_named 'FUS' 
0A92: create_custom_thread "SET\SPEED.CS"  
03E5: show_text_box 'CH144' 
0ACD: show_text_highpriority "~R~~H~TURBO ~Y~~H~PRESS L2 ON PAD OR PC RIGHT ALT" time 9000 
05AA: v$TUR = "OXN" // @s = 'short' 
jump @STATS_12508 

:STATS_12501
jump @STATS_1242C 

:STATS_12508
0661: NOP "========================================================================" 
jump @STATS_10040 

:STATS_1255B
if 
  $2490000 == 12 
jf @STATS_12695 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_12695 
0661: NOP "========================================================================" 
if 
   not Actor.Driving($PLAYER_ACTOR)
jf @STATS_125E5 
03E5: show_text_box 'TH146' 

:STATS_125E5
if 
   Actor.Driving($PLAYER_ACTOR)
jf @STATS_125F5 

:STATS_125F5
wait 5 
if 
   Actor.Driving($PLAYER_ACTOR)
jf @STATS_12642 
if and
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
847A:   not actor $PLAYER_ACTOR driving_bike 
84A7:   not actor $PLAYER_ACTOR driving_boat 
84A9:   not actor $PLAYER_ACTOR driving_heli 
jf @STATS_12642 
$2760000 = Actor.CurrentCar($PLAYER_ACTOR)
Car.ToggleHydraulics($2760000) = True
03E5: show_text_box 'CH144' 

:STATS_12642
0661: NOP "========================================================================" 
jump @STATS_10040 

:STATS_12695
if 
  $2490000 == 13 
jf @STATS_12874 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_12874 
0661: NOP "========================================================================" 
if 
   not Actor.Driving($PLAYER_ACTOR)
jf @STATS_1271F 
03E5: show_text_box 'TH146' 

:STATS_1271F
wait 5 
if 
   Actor.Driving($PLAYER_ACTOR)
jf @STATS_12733 

:STATS_12733
wait 5 
if 
   Actor.Driving($PLAYER_ACTOR)
jf @STATS_12821 
if 
8AAB:   not file_exists "SET\RAIN.CS" 
jf @STATS_1277E 
0ACD: show_text_highpriority "UNABLE TO LOAD'" time 5000 
jump @STATS_12821 

:STATS_1277E
wait 0 
if 
  $2390000 == 1 
jf @STATS_127C6 
$2390000 = 0 
wait 50 
end_thread_named 'SSMD' 
03E5: show_text_box 'CH145' 
05AA: v$RAN = "OXF" // @s = 'short' 
jump @STATS_12821 

:STATS_127C6
if 
   not $2390000 == 1 
jf @STATS_1281A 
$2390000 = 1 
wait 50 
end_thread_named 'SSMD' 
0A92: create_custom_thread "SET\RAIN.CS"  
03E5: show_text_box 'CH144' 
05AA: v$RAN = "OXN" // @s = 'short' 
jump @STATS_12821 

:STATS_1281A
jump @STATS_1277E 

:STATS_12821
0661: NOP "========================================================================" 
jump @STATS_10040 

:STATS_12874
if 
  $2490000 == 14 
jf @STATS_12ABB 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_12ABB 
0661: NOP "========================================================================" 
if 
   not Actor.Driving($PLAYER_ACTOR)
jf @STATS_12905 
03E5: show_text_box 'TH146' 
jump @STATS_12956 

:STATS_12905
wait 5 
if 
   Actor.Driving($PLAYER_ACTOR)
jf @STATS_12919 

:STATS_12919
wait 5 
if 
   Actor.Driving($PLAYER_ACTOR)
jf @STATS_12A68 
$2770000 = Actor.CurrentCar($PLAYER_ACTOR)

:STATS_12935
wait 0 
if 
  $2390000 == 1 
jf @STATS_12984 
$2390000 = 0 
wait 50 

:STATS_12956
if 
  $2780000 == 1 
jf @STATS_1297D 
Object.Destroy($2790000)
Model.Destroy(3783)
03E5: show_text_box 'CH145' 

:STATS_1297D
jump @STATS_12A68 

:STATS_12984
if 
   not $2390000 == 1 
jf @STATS_12A61 
$2390000 = 1 
wait 50 
Model.Load(3783)
038B: load_requested_models 

:STATS_129A8
wait 6 
if 
   Model.Available(3783)
jf @STATS_129A8 
$2790000 = Object.Create(3783, 0.0, 0.0, -25.0)
0407: store_coords_to 12@ 13@ 14@ from_car $2770000 with_offset 0.0 4.0 1.0 
Object.PutAt($2790000, 12@, 13@, 14@)
0750: set_object $2790000 visibility 0 
0407: store_coords_to 12@ 13@ 14@ from_car $2770000 with_offset 0.0 4.0 1.0 
0681: attach_object $2790000 to_car $2770000 with_offset 0.0 4.0 1.0 rotation 0.0 0.0 0.0 
03E5: show_text_box 'CH144' 
$2780000 = 1 
jump @STATS_12A68 

:STATS_12A61
jump @STATS_12935 

:STATS_12A68
0661: NOP "========================================================================" 
jump @STATS_10040 

:STATS_12ABB
if 
  $2490000 == 15 
jf @STATS_12CC8 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_12CC8 
0661: NOP "========================================================================" 
if 
   not Actor.Driving($PLAYER_ACTOR)
jf @STATS_12B45 
03E5: show_text_box 'TH146' 

:STATS_12B45
if 
   Actor.Driving($PLAYER_ACTOR)
jf @STATS_12B55 

:STATS_12B55
wait 5 
if 
   Actor.Driving($PLAYER_ACTOR)
jf @STATS_12C75 
if and
8AAB:   not file_exists "SET\NEON1.CS" 
8AAB:   not file_exists "SET\NEON2.CS" 
jf @STATS_12BB1 
0ACD: show_text_highpriority "UNABLE TO LOAD'" time 5000 
jump @STATS_12C75 

:STATS_12BB1
wait 0 
if 
  $2390000 == 1 
jf @STATS_12C04 
$2390000 = 0 
wait 50 
end_thread_named 'NEON_1' 
end_thread_named 'NEON_2' 
03E5: show_text_box 'CH145' 
05AA: v$NON = "OXF" // @s = 'short' 
jump @STATS_12C75 

:STATS_12C04
if 
   not $2390000 == 1 
jf @STATS_12C6E 
$2390000 = 1 
wait 50 
end_thread_named 'NEON_2' 
end_thread_named 'NEON_1' 
0A92: create_custom_thread "SET\NEON2.CS"  
03E5: show_text_box 'CH144' 
05AA: v$NON = "OXN" // @s = 'short' 
05AA: v$NOF = "OXF" // @s = 'short' 
jump @STATS_12C75 

:STATS_12C6E
jump @STATS_12BB1 

:STATS_12C75
0661: NOP "========================================================================" 
jump @STATS_10040 

:STATS_12CC8
if 
  $2490000 == 16 
jf @STATS_12ED5 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_12ED5 
0661: NOP "========================================================================" 
if 
   not Actor.Driving($PLAYER_ACTOR)
jf @STATS_12D52 
03E5: show_text_box 'TH146' 

:STATS_12D52
if 
   Actor.Driving($PLAYER_ACTOR)
jf @STATS_12D62 

:STATS_12D62
wait 5 
if 
   Actor.Driving($PLAYER_ACTOR)
jf @STATS_12E82 
if and
8AAB:   not file_exists "SET\NEON1.CS" 
8AAB:   not file_exists "SET\NEON2.CS" 
jf @STATS_12DBE 
0ACD: show_text_highpriority "UNABLE TO LOAD'" time 5000 
jump @STATS_12E82 

:STATS_12DBE
wait 0 
if 
  $2390000 == 1 
jf @STATS_12E11 
$2390000 = 0 
wait 50 
05AA: v$NOF = "OXF" // @s = 'short' 
end_thread_named 'NEON_2' 
end_thread_named 'NEON_1' 
03E5: show_text_box 'CH145' 
jump @STATS_12E82 

:STATS_12E11
if 
   not $2390000 == 1 
jf @STATS_12E7B 
$2390000 = 1 
wait 50 
05AA: v$NON = "OXF" // @s = 'short' 
05AA: v$NOF = "OXN" // @s = 'short' 
end_thread_named 'NEON_2' 
end_thread_named 'NEON_1' 
0A92: create_custom_thread "SET\NEON1.CS"  
03E5: show_text_box 'CH144' 
jump @STATS_12E82 

:STATS_12E7B
jump @STATS_12DBE 

:STATS_12E82
0661: NOP "========================================================================" 
jump @STATS_10040 

:STATS_12ED5
if 
  $2490000 == 17 
jf @STATS_130C7 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_130C7 
0661: NOP "========================================================================" 
if 
   not Actor.Driving($PLAYER_ACTOR)
jf @STATS_12F5F 
03E5: show_text_box 'TH146' 

:STATS_12F5F
if 
   Actor.Driving($PLAYER_ACTOR)
jf @STATS_12F6F 

:STATS_12F6F
wait 5 
if 
   Actor.Driving($PLAYER_ACTOR)
jf @STATS_13074 
if 
8AAB:   not file_exists "SET\STOPC.CS" 
jf @STATS_12FBB 
0ACD: show_text_highpriority "UNABLE TO LOAD'" time 5000 
jump @STATS_13074 

:STATS_12FBB
wait 0 
if 
  $2390000 == 1 
jf @STATS_13003 
$2390000 = 0 
wait 50 
end_thread_named 'STRPER' 
03E5: show_text_box 'CH145' 
05AA: v$STOP = "OXF" // @s = 'short' 
jump @STATS_13074 

:STATS_13003
if 
   not $2390000 == 1 
jf @STATS_1306D 
$2390000 = 1 
wait 50 
0AAA: $2800000 = thread 'STP' pointer 
if 
  $2800000 == 0 
jf @STATS_13074 
0A92: create_custom_thread "SET\STOPC.CS"  
03E5: show_text_box 'CH144' 
05AA: v$STOP = "OXN" // @s = 'short' 
jump @STATS_13074 

:STATS_1306D
jump @STATS_12FBB 

:STATS_13074
0661: NOP "========================================================================" 
jump @STATS_10040 

:STATS_130C7
if 
  $2490000 == 18 
jf @STATS_1334A 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_1334A 
0661: NOP "========================================================================" 
if 
   not Actor.Driving($PLAYER_ACTOR)
jf @STATS_13151 
03E5: show_text_box 'TH146' 

:STATS_13151
if 
   Actor.Driving($PLAYER_ACTOR)
jf @STATS_13161 

:STATS_13161
wait 5 
if 
   Actor.Driving($PLAYER_ACTOR)
jf @STATS_132F7 
$2810000 = Actor.CurrentCar($PLAYER_ACTOR)
if 
   not Car.Wrecked($2810000)
jf @STATS_132F7 
Model.Load(#MICRO_UZI)
Model.Load(#MP5LNG)
Model.Load(#AK47)
Model.Load(#M4)
Model.Load(#TEC9)
038B: load_requested_models 
0209: $2820000 = random_int_in_ranges 28 32 
if 
0431:   car $2810000 passenger_seat_free 0 
jf @STATS_13203 
0430: put_actor $PLAYER_ACTOR into_car $2810000 passenger_seat 0 
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, $2820000, 1E10)
01B9: set_actor $PLAYER_ACTOR armed_weapon_to $2820000 
0713: actor $PLAYER_ACTOR driveby_actor -1 car -1 point 0 0 0 radius 900.0 4 0 firing_rate 100 
jump @STATS_132E1 

:STATS_13203
if 
0431:   car $2810000 passenger_seat_free 1 
jf @STATS_13255 
0430: put_actor $PLAYER_ACTOR into_car $2810000 passenger_seat 1 
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, $2820000, 1E10)
01B9: set_actor $PLAYER_ACTOR armed_weapon_to $2820000 
0713: actor $PLAYER_ACTOR driveby_actor -1 car -1 point 0 0 0 radius 900.0 4 0 firing_rate 100 
jump @STATS_132E1 

:STATS_13255
if 
0431:   car $2810000 passenger_seat_free 2 
jf @STATS_132A7 
0430: put_actor $PLAYER_ACTOR into_car $2810000 passenger_seat 2 
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, $2820000, 1E10)
01B9: set_actor $PLAYER_ACTOR armed_weapon_to $2820000 
0713: actor $PLAYER_ACTOR driveby_actor -1 car -1 point 0 0 0 radius 900.0 4 0 firing_rate 100 
jump @STATS_132E1 

:STATS_132A7
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, $2820000, 1E10)
01B9: set_actor $PLAYER_ACTOR armed_weapon_to $2820000 
0713: actor $PLAYER_ACTOR driveby_actor -1 car -1 point 0 0 0 radius 900.0 4 0 firing_rate 100 
03E5: show_text_box 'NOTPAS' 

:STATS_132E1
Player.CanMove($PLAYER_CHAR) = True
03F0: enable_text_draw 0 
03E5: show_text_box 'CH144' 

:STATS_132F7
0661: NOP "========================================================================" 
jump @FST_MENU_4AF 

:STATS_1334A
if 
  $2490000 == 19 
jf @STATS_1354A 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_1354A 
0661: NOP "========================================================================" 
if 
8AAB:   not file_exists "SET\SPN_5.CS" 
jf @STATS_133F1 
0ACD: show_text_highpriority "UNABLE TO LOAD'" time 5000 
jump @STATS_134F7 

:STATS_133F1
if 
   not Actor.Driving($PLAYER_ACTOR)
jf @STATS_1340C 
03E5: show_text_box 'TH146' 

:STATS_1340C
if 
   Actor.Driving($PLAYER_ACTOR)
jf @STATS_134F7 

:STATS_1341C
wait 0 
if 
  $2390000 == 1 
jf @STATS_13485 
$2390000 = 0 
0AF1: write_int 1 to_ini_file "CLEO\POZIT.INI" section "SPED1" key "KEYT" 
wait 50 
end_thread_named 'SPN_5' 
03E5: show_text_box 'CH145' 
05AA: v$SPD2 = "OXF" // @s = 'short' 
jump @STATS_134F7 

:STATS_13485
if 
   not $2390000 == 1 
jf @STATS_134F0 
$2390000 = 1 
wait 50 
0AF1: write_int 0 to_ini_file "CLEO\POZIT.INI" section "SPED1" key "KEYT" 
0A92: create_custom_thread "SET\SPN_5.CS"  
03E5: show_text_box 'CH144' 
05AA: v$SPD2 = "OXN" // @s = 'short' 
jump @STATS_134F7 

:STATS_134F0
jump @STATS_1341C 

:STATS_134F7
0661: NOP "========================================================================" 
jump @STATS_10040 

:STATS_1354A
if 
  $2490000 == 20 
jf @STATS_13663 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_13663 
0661: NOP "========================================================================" 
if 
   not Actor.Driving($PLAYER_ACTOR)
jf @STATS_135D4 
03E5: show_text_box 'TH146' 

:STATS_135D4
if 
   Actor.Driving($PLAYER_ACTOR)
jf @STATS_135E4 

:STATS_135E4
wait 5 
if 
   Actor.Driving($PLAYER_ACTOR)
jf @STATS_13610 
$2830000 = Actor.CurrentCar($PLAYER_ACTOR)
070C: explode_car_without_radius_damage $2830000 
03E5: show_text_box 'CH144' 

:STATS_13610
0661: NOP "========================================================================" 
jump @STATS_10040 

:STATS_13663
wait 5 
jf @STATS_10040 
jump @STATS_10040 
0661: NOP "========================================================================" 
jump @FST_MENU_50E 

:STATS_136C8
if 
  $1610000 == 3 
jf @STATS_15363 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_15363 
0661: NOP "========================================================================" 
wait 250 
0661: NOP "VOID SEINGS(VOID)" 
$1600000 = 1 
10@ = 1 
$LOC_VAR_394 = 84.0 
0661: NOP "VOID MENU_STARTUP(VOID)" 

:STATS_13784
wait 5 
if 
   Player.Defined($PLAYER_CHAR)
jf @STATS_13784 
Player.CanMove($PLAYER_CHAR) = False
0661: NOP "VOID DISPLAY(VOID)" 

:STATS_137B5
wait 0 
03F0: enable_text_draw 0 
wait 5 
038E: draw_box_position 323.0 165.0 size 140.0 200.0 RGBA $BO1 $BO2 $BO3 $BALP 
038E: draw_box_position 323.0 79.0 size 140.0 1.5 RGBA 255 0 0 100 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 $1600000 
033E: set_draw_text_position 260.0 68.0 GXT '30028' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 80.0 GXT 'WU1' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 89.0 GXT 'WU2' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 98.0 GXT 'WU3' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 107.0 GXT 'WU4' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 116.0 GXT 'WU5' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 125.0 GXT 'WU6' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 134.0 GXT 'WU7' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 143.0 GXT 'WU8' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 152.0 GXT 'WU9' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 161.0 GXT 'WU10' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 170.0 GXT 'WU11' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 179.0 GXT 'WU12' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 188.0 GXT 'WU13' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 197.0 GXT 'WU14' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 206.0 GXT 'WU15' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 215.0 GXT 'WU16' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 224.0 GXT 'WU17' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 233.0 GXT 'WU18' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 242.0 GXT 'WU19' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
045A: draw_text_1number 260.0 251.0 GXT 'WU20' number $470000 
038E: draw_box_position 323.0 $LOC_VAR_394 size 139.0 8.0 RGBA $LOC_VAR_274 $LOC_VAR_275 $LOC_VAR_276 $1600000 
$1600000 += 7 
if 
  $1600000 > 150 
jf @STATS_13E19 
$1600000 = 1 
0661: NOP "VOID ANGINE(VOID)" 

:STATS_13E19
0494: get_joystick 0 direction_offset_to 6@ 7@ 8@ 9@ 
if and
  7@ > 0 
80E1:   not player 0 pressed_key 16 
jf @STATS_13EB0 
if 
  10@ == 20 
jf @STATS_13E7F 
10@ = 1 
$LOC_VAR_394 = 84.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @STATS_137B5 

:STATS_13E7F
wait 27@ 
10@ += 1 
$LOC_VAR_394 += 9.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @STATS_137B5 

:STATS_13EB0
0494: get_joystick 0 direction_offset_to 6@ 7@ 8@ 9@ 
if and
  0 > 7@ 
80E1:   not player 0 pressed_key 16 
jf @STATS_13F63 
if 
  10@ == 1 
jf @STATS_13F16 
10@ = 20 
$LOC_VAR_394 = 256.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @STATS_137B5 

:STATS_13F16
wait 27@ 
10@ -= 1 
$LOC_VAR_394 -= 9.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @STATS_137B5 
0661: NOP "VOID MENU_SHUTDOWN(VOID)" 

:STATS_13F63
if 
00E1:   player 0 pressed_key 15 
jf @STATS_13FAB 
wait 250 
$LOC_VAR_394 -= 9.0 
10@ = 1 
03F0: enable_text_draw 0 
jump @FST_MENU_50E 
0661: NOP "VOID ACTIONS(VOID)" 

:STATS_13FAB
if 
  10@ == 1 
jf @STATS_14097 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_14097 
0661: NOP "========================================================================" 
wait 50 
Model.Load(#COLT45)
038B: load_requested_models 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 22 
wait 100 
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, Pistol, 100)
03E5: show_text_box 'CH144' 
0661: NOP "========================================================================" 
jump @STATS_137B5 

:STATS_14097
if 
  10@ == 2 
jf @STATS_14183 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_14183 
0661: NOP "========================================================================" 
wait 0 
Model.Load(#SILENCED)
038B: load_requested_models 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 23 
wait 100 
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, Silenced, 100)
03E5: show_text_box 'CH144' 
0661: NOP "========================================================================" 
jump @STATS_137B5 

:STATS_14183
if 
  10@ == 3 
jf @STATS_1426B 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_1426B 
0661: NOP "========================================================================" 
wait 0 
Model.Load(#DESERT_EAGLE)
038B: load_requested_models 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 24 
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, DesertEagle, 100)
03E5: show_text_box 'CH144' 
0661: NOP "========================================================================" 
jump @STATS_137B5 

:STATS_1426B
if 
  10@ == 4 
jf @STATS_14353 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_14353 
0661: NOP "========================================================================" 
wait 0 
Model.Load(#SHOTGSPA)
038B: load_requested_models 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 27 
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, CombatShotgun, 100)
03E5: show_text_box 'CH144' 
0661: NOP "========================================================================" 
jump @STATS_137B5 

:STATS_14353
if 
  10@ == 5 
jf @STATS_1443B 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_1443B 
0661: NOP "========================================================================" 
wait 0 
Model.Load(#SAWNOFF)
038B: load_requested_models 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 26 
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, Sawnoff, 100)
03E5: show_text_box 'CH144' 
0661: NOP "========================================================================" 
jump @STATS_137B5 

:STATS_1443B
if 
  10@ == 6 
jf @STATS_14523 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_14523 
0661: NOP "========================================================================" 
wait 0 
Model.Load(#MICRO_UZI)
038B: load_requested_models 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 28 
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, MicroUzi, 100)
03E5: show_text_box 'CH144' 
0661: NOP "========================================================================" 
jump @STATS_137B5 

:STATS_14523
if 
  10@ == 7 
jf @STATS_1460B 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_1460B 
0661: NOP "========================================================================" 
wait 0 
Model.Load(#TEC9)
038B: load_requested_models 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 32 
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, Tec9, 100)
03E5: show_text_box 'CH144' 
0661: NOP "========================================================================" 
jump @STATS_137B5 

:STATS_1460B
if 
  10@ == 8 
jf @STATS_146F3 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_146F3 
0661: NOP "========================================================================" 
wait 0 
Model.Load(#MP5LNG)
038B: load_requested_models 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 29 
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, MP5, 100)
03E5: show_text_box 'CH144' 
0661: NOP "========================================================================" 
jump @STATS_137B5 

:STATS_146F3
if 
  10@ == 9 
jf @STATS_147DB 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_147DB 
0661: NOP "========================================================================" 
wait 0 
Model.Load(#AK47)
038B: load_requested_models 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 30 
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, AK47, 100)
03E5: show_text_box 'CH144' 
0661: NOP "========================================================================" 
jump @STATS_137B5 

:STATS_147DB
if 
  10@ == 10 
jf @STATS_148C3 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_148C3 
0661: NOP "========================================================================" 
wait 0 
Model.Load(#M4)
038B: load_requested_models 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 31 
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, M4, 100)
03E5: show_text_box 'CH144' 
0661: NOP "========================================================================" 
jump @STATS_137B5 

:STATS_148C3
if 
  10@ == 11 
jf @STATS_149AB 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_149AB 
0661: NOP "========================================================================" 
wait 0 
Model.Load(#GRENADE)
038B: load_requested_models 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 16 
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, Grenades, 100)
03E5: show_text_box 'CH144' 
0661: NOP "========================================================================" 
jump @STATS_137B5 

:STATS_149AB
if 
  10@ == 12 
jf @STATS_14A93 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_14A93 
0661: NOP "========================================================================" 
wait 0 
Model.Load(#TEARGAS)
038B: load_requested_models 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 17 
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, TearGas, 100)
03E5: show_text_box 'CH144' 
0661: NOP "========================================================================" 
jump @STATS_137B5 

:STATS_14A93
if 
  10@ == 13 
jf @STATS_14B7B 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_14B7B 
0661: NOP "========================================================================" 
wait 0 
Model.Load(#MOLOTOV)
038B: load_requested_models 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 18 
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, Molotov, 100)
03E5: show_text_box 'CH144' 
0661: NOP "========================================================================" 
jump @STATS_137B5 

:STATS_14B7B
if 
  10@ == 14 
jf @STATS_14C5F 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_14C5F 
0661: NOP "========================================================================" 
Model.Load(#SPRAYCAN)
038B: load_requested_models 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 41 
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, SprayPaint, 100)
03E5: show_text_box 'CH144' 
0661: NOP "========================================================================" 
jump @STATS_137B5 

:STATS_14C5F
if 
  10@ == 15 
jf @STATS_14D47 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_14D47 
0661: NOP "========================================================================" 
wait 0 
Model.Load(#FLAME)
038B: load_requested_models 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 37 
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, FlameThrower, 100)
03E5: show_text_box 'CH144' 
0661: NOP "========================================================================" 
jump @STATS_137B5 

:STATS_14D47
if 
  10@ == 16 
jf @STATS_14E2F 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_14E2F 
0661: NOP "========================================================================" 
wait 0 
Model.Load(#CHROMEGUN)
038B: load_requested_models 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 25 
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, Shotgun, 100)
03E5: show_text_box 'CH144' 
0661: NOP "========================================================================" 
jump @STATS_137B5 

:STATS_14E2F
if 
  10@ == 17 
jf @STATS_14F1B 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_14F1B 
0661: NOP "========================================================================" 
wait 0 
Model.Load(#HEATSEEK)
038B: load_requested_models 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 36 
wait 100 
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, HeatSeek, 100)
03E5: show_text_box 'CH144' 
0661: NOP "========================================================================" 
jump @STATS_137B5 

:STATS_14F1B
if 
  10@ == 18 
jf @STATS_15003 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_15003 
0661: NOP "========================================================================" 
Model.Load(#MINIGUN)
038B: load_requested_models 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 38 
wait 100 
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, Minigun, 100)
03E5: show_text_box 'CH144' 
0661: NOP "========================================================================" 
jump @STATS_137B5 

:STATS_15003
if 
  10@ == 19 
jf @STATS_150EB 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_150EB 
0661: NOP "========================================================================" 
Model.Load(#SNIPER)
038B: load_requested_models 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 34 
wait 100 
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, SniperRifle, 100)
03E5: show_text_box 'CH144' 
0661: NOP "========================================================================" 
jump @STATS_137B5 

:STATS_150EB
if 
  10@ == 20 
jf @STATS_1510D 
00BC: show_text_highpriority GXT 'HMENU' time 5000 flag 1 

:STATS_1510D
Model.Load(#GUN_DILDO1)
Model.Load(#GUN_DILDO2)
Model.Load(#GUN_VIBE1)
Model.Load(#GUN_VIBE2)
Model.Load(#FLOWERA)
Model.Load(#GUN_CANE)
Model.Load(#BRASSKNUCKLE)
Model.Load(#GOLFCLUB)
Model.Load(#NITESTICK)
Model.Load(#KNIFECUR)
Model.Load(#BAT)
Model.Load(#SHOVEL)
Model.Load(#POOLCUE)
Model.Load(#KATANA)
Model.Load(#CHNSAW)
Model.Load(#NVGOGGLES)
Model.Load(#IRGOGGLES)
Model.Load(#GUN_PARA)
Model.Load(#CAMERA)
Model.Load(#FIRE_EX)
Model.Load(#AK47)
Model.Load(#M4)
Model.Load(#SNIPER)
Model.Load(#CUNTGUN)
Model.Load(#MICRO_UZI)
Model.Load(#SHOTGSPA)
Model.Load(#TEC9)
Model.Load(#MP5LNG)
Model.Load(#SAWNOFF)
Model.Load(#COLT45)
Model.Load(#SILENCED)
Model.Load(#DESERT_EAGLE)
Model.Load(#CHROMEGUN)
Model.Load(#SPRAYCAN)
Model.Load(#HEATSEEK)
Model.Load(#ROCKETLA)
Model.Load(#MINIGUN)
Model.Load(#FLAME)
Model.Load(#GRENADE)
Model.Load(#TEARGAS)
Model.Load(#MOLOTOV)
038B: load_requested_models 
0494: get_joystick 0 direction_offset_to $2350000 $2360000 $2370000 $2380000 
if and
  10@ == 20 
  $2350000 > 0 
jf @STATS_1526D 
if 
   not $470000 >= 46 
jf @STATS_1526D 
$470000 += 1 
0513: show_text_box_1number '0X0X0' number $470000 
if and
   not $470000 == 19 
   not $470000 == 20 
   not $470000 == 21 
jf @STATS_1526D 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to $470000 
wait 100 
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, $470000, 100)
03E5: show_text_box 'CH144' 

:STATS_1526D
0494: get_joystick 0 direction_offset_to $2350000 $2360000 $2370000 $2380000 
if and
  10@ == 20 
  0 > $2350000 
jf @STATS_152FE 
if 
  $470000 > 1 
jf @STATS_152FE 
$470000 -= 1 
0513: show_text_box_1number '0X0X0' number $470000 
if and
   not $470000 == 19 
   not $470000 == 20 
   not $470000 == 21 
jf @STATS_152FE 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to $470000 
wait 100 
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, $470000, 100)
03E5: show_text_box 'CH144' 

:STATS_152FE
wait 5 
jf @STATS_137B5 
jump @STATS_137B5 
0661: NOP "========================================================================" 
jump @FST_MENU_50E 

:STATS_15363
if 
  $1610000 == 4 
jf @STATS_174F3 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_174F3 
0661: NOP "========================================================================" 
wait 250 
0661: NOP "VOID SEINGS(VOID)" 
$1600000 = 1 
$2840000 = 1 
$LOC_VAR_399 = 84.0 
0661: NOP "VOID MENU_STARTUP(VOID)" 

:STATS_1541F
wait 5 
if 
   Player.Defined($PLAYER_CHAR)
jf @STATS_1541F 
Player.CanMove($PLAYER_CHAR) = False
0661: NOP "VOID DISPLAY(VOID)" 

:STATS_15450
wait 0 
03F0: enable_text_draw 0 
wait 5 
038E: draw_box_position 323.0 165.0 size 140.0 200.0 RGBA $BO1 $BO2 $BO3 $BALP 
038E: draw_box_position 323.0 79.0 size 140.0 1.5 RGBA 255 0 0 100 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 $1600000 
033E: set_draw_text_position 260.0 68.0 GXT '50028' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 80.0 GXT 'T1' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 89.0 GXT 'T2' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 98.0 GXT 'T3' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 107.0 GXT 'T4' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 116.0 GXT 'T5' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 125.0 GXT 'T6' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 134.0 GXT 'T7' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 143.0 GXT 'T8' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 152.0 GXT 'T9' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 161.0 GXT 'T10' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 170.0 GXT 'T11' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 179.0 GXT 'T12' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 188.0 GXT 'T13' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 197.0 GXT 'T14' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 206.0 GXT 'T15' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 215.0 GXT 'T16' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 224.0 GXT 'T17' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 233.0 GXT 'T18' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 242.0 GXT 'T19' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 251.0 GXT 'T20' 
038E: draw_box_position 323.0 $LOC_VAR_399 size 139.0 8.0 RGBA $LOC_VAR_274 $LOC_VAR_275 $LOC_VAR_276 $1600000 
$1600000 += 7 
if 
  $1600000 > 150 
jf @STATS_15AB1 
$1600000 = 1 
0661: NOP "VOID ANGINE(VOID)" 

:STATS_15AB1
0494: get_joystick 0 direction_offset_to 6@ 7@ 8@ 9@ 
if and
  7@ > 0 
80E1:   not player 0 pressed_key 16 
jf @STATS_15B48 
if 
  $2840000 == 20 
jf @STATS_15B17 
$LOC_VAR_399 = 84.0 
$2840000 = 1 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @STATS_15450 

:STATS_15B17
wait 27@ 
$2840000 += 1 
$LOC_VAR_399 += 9.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @STATS_15450 

:STATS_15B48
0494: get_joystick 0 direction_offset_to 6@ 7@ 8@ 9@ 
if and
  0 > 7@ 
80E1:   not player 0 pressed_key 16 
jf @STATS_15BFB 
if 
  $2840000 == 1 
jf @STATS_15BAE 
$2840000 = 20 
$LOC_VAR_399 = 256.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @STATS_15450 

:STATS_15BAE
wait 27@ 
$2840000 -= 1 
$LOC_VAR_399 -= 9.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @STATS_15450 
0661: NOP "VOID MENU_SHUTDOWN(VOID)" 

:STATS_15BFB
if 
00E1:   player 0 pressed_key 15 
jf @STATS_15C43 
wait 250 
$2840000 = 1 
$LOC_VAR_399 = 84.0 
03F0: enable_text_draw 0 
jump @FST_MENU_50E 
0661: NOP "VOID ACTIONS(VOID)" 

:STATS_15C43
if 
  $2840000 == 1 
jf @STATS_15DE5 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_15DE5 
0661: NOP "========================================================================" 
wait 100 
if 
04AD:   actor $PLAYER_ACTOR in_water 
jf @STATS_15CD1 
03E5: show_text_box 'EXW' 

:STATS_15CD1
wait 0 
if and
8818:   not actor $PLAYER_ACTOR in_air 
84AD:   not actor $PLAYER_ACTOR in_water 
jf @STATS_15D92 
16@ = 0.0 

:STATS_15CF4
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @STATS_15CF4 
if 
   Player.Controllable($PLAYER_CHAR)
jf @STATS_15CF4 
0AB6: store_target_marker_coords_to 0@ 1@ 2@ // IF and SET 
wait 80 
Player.CanMove($PLAYER_CHAR) = False
select_interior 0 
04FA: reset_sky_colors_with_fade 0 
057E: set_radar_grey 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04E4: refresh_game_renderer_at 0@ 1@ 
Camera.SetAtPos(0@, 1@, 2@)
Camera.Restore_WithJumpCut
02CE: 16@ = ground_z_at 0@ 1@ 2@ 
16@ += 13.0 
0972: put_actor $PLAYER_ACTOR at 0@ 1@ 16@ no_offset 
Player.CanMove($PLAYER_CHAR) = True
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
03E5: show_text_box 'CH144' 

:STATS_15D92
0661: NOP "========================================================================" 
jump @STATS_15450 

:STATS_15DE5
if 
  $2840000 == 2 
jf @STATS_15EEE 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_15EEE 
0661: NOP "========================================================================" 
select_interior 0 
04FA: reset_sky_colors_with_fade 0 
057E: set_radar_grey 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04E4: refresh_game_renderer_at 1751.5 -1455.0 
0972: put_actor $PLAYER_ACTOR at 1751.5 -1455.0 12.5 no_offset 
wait 800 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
03E5: show_text_box 'CH144' 
0661: NOP "========================================================================" 
jump @STATS_15450 

:STATS_15EEE
if 
  $2840000 == 3 
jf @STATS_15FFB 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_15FFB 
0661: NOP "========================================================================" 
wait 0 
select_interior 0 
04FA: reset_sky_colors_with_fade 0 
057E: set_radar_grey 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04E4: refresh_game_renderer_at -2265.25 200.625 
0972: put_actor $PLAYER_ACTOR at -2265.25 200.625 34.875 no_offset 
wait 800 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
03E5: show_text_box 'CH144' 
0661: NOP "========================================================================" 
jump @STATS_15450 

:STATS_15FFB
if 
  $2840000 == 4 
jf @STATS_16108 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_16108 
0661: NOP "========================================================================" 
wait 0 
select_interior 0 
04FA: reset_sky_colors_with_fade 0 
057E: set_radar_grey 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04E4: refresh_game_renderer_at 1971.875 1560.625 
0972: put_actor $PLAYER_ACTOR at 1971.875 1560.625 10.875 no_offset 
wait 800 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
03E5: show_text_box 'CH144' 
0661: NOP "========================================================================" 
jump @STATS_15450 

:STATS_16108
if 
  $2840000 == 5 
jf @STATS_16215 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_16215 
0661: NOP "========================================================================" 
wait 0 
select_interior 0 
04FA: reset_sky_colors_with_fade 0 
057E: set_radar_grey 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04E4: refresh_game_renderer_at 2428.375 1484.875 
0972: put_actor $PLAYER_ACTOR at 2428.375 -1679.25 13.125 no_offset 
wait 800 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
03E5: show_text_box 'CH144' 
0661: NOP "========================================================================" 
jump @STATS_15450 

:STATS_16215
if 
  $2840000 == 6 
jf @STATS_16322 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_16322 
0661: NOP "========================================================================" 
wait 0 
select_interior 0 
04FA: reset_sky_colors_with_fade 0 
057E: set_radar_grey 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04E4: refresh_game_renderer_at 2077.0 1912.0 
0972: put_actor $PLAYER_ACTOR at 2077.0 1912.0 14.0 no_offset 
wait 800 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
03E5: show_text_box 'CH144' 
0661: NOP "========================================================================" 
jump @STATS_15450 

:STATS_16322
if 
  $2840000 == 7 
jf @STATS_1642F 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_1642F 
0661: NOP "========================================================================" 
wait 0 
select_interior 0 
04FA: reset_sky_colors_with_fade 0 
057E: set_radar_grey 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04E4: refresh_game_renderer_at 2015.625 1004.0 
0972: put_actor $PLAYER_ACTOR at 2015.625 1004.0 39.0 no_offset 
wait 800 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
03E5: show_text_box 'CH144' 
0661: NOP "========================================================================" 
jump @STATS_15450 

:STATS_1642F
if 
  $2840000 == 8 
jf @STATS_1654B 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_1654B 
0661: NOP "========================================================================" 
0864: set_interior_at 1362.895 -1281.008 radius 10.0 access 1 
select_interior 0 
04FA: reset_sky_colors_with_fade 0 
057E: set_radar_grey 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04E4: refresh_game_renderer_at 1362.895 -1281.008 
0972: put_actor $PLAYER_ACTOR at 1362.895 -1281.008 12.586 no_offset 
wait 800 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
03E5: show_text_box 'CH144' 
0661: NOP "========================================================================" 
jump @STATS_15450 

:STATS_1654B
if 
  $2840000 == 9 
jf @STATS_16654 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_16654 
0661: NOP "========================================================================" 
select_interior 0 
04FA: reset_sky_colors_with_fade 0 
057E: set_radar_grey 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04E4: refresh_game_renderer_at 307.25 1990.25 
0972: put_actor $PLAYER_ACTOR at 307.25 1990.25 17.125 no_offset 
wait 800 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
03E5: show_text_box 'CH144' 
0661: NOP "========================================================================" 
jump @STATS_15450 

:STATS_16654
if 
  $2840000 == 10 
jf @STATS_16761 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_16761 
0661: NOP "========================================================================" 
wait 0 
select_interior 0 
04FA: reset_sky_colors_with_fade 0 
057E: set_radar_grey 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04E4: refresh_game_renderer_at 1603.0 1435.0 
0972: put_actor $PLAYER_ACTOR at 1603.0 1435.0 11.0 no_offset 
wait 800 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
03E5: show_text_box 'CH144' 
0661: NOP "========================================================================" 
jump @STATS_15450 

:STATS_16761
if 
  $2840000 == 11 
jf @STATS_1686E 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_1686E 
0661: NOP "========================================================================" 
wait 0 
select_interior 0 
04FA: reset_sky_colors_with_fade 0 
057E: set_radar_grey 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04E4: refresh_game_renderer_at 1379.0 -2547.0 
0972: put_actor $PLAYER_ACTOR at 1379.0 -2547.0 14.0 no_offset 
wait 800 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
03E5: show_text_box 'CH144' 
0661: NOP "========================================================================" 
jump @STATS_15450 

:STATS_1686E
if 
  $2840000 == 12 
jf @STATS_1697B 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_1697B 
0661: NOP "========================================================================" 
wait 0 
select_interior 0 
04FA: reset_sky_colors_with_fade 0 
057E: set_radar_grey 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04E4: refresh_game_renderer_at -1275.75 53.625 
0972: put_actor $PLAYER_ACTOR at -1275.75 53.625 89.0 no_offset 
wait 800 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
03E5: show_text_box 'CH144' 
0661: NOP "========================================================================" 
jump @STATS_15450 

:STATS_1697B
if 
  $2840000 == 13 
jf @STATS_16A88 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_16A88 
0661: NOP "========================================================================" 
wait 0 
select_interior 0 
04FA: reset_sky_colors_with_fade 0 
057E: set_radar_grey 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04E4: refresh_game_renderer_at -2350.0 -1586.0 
0972: put_actor $PLAYER_ACTOR at -2350.0 -1586.0 485.0 no_offset 
wait 800 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
03E5: show_text_box 'CH144' 
0661: NOP "========================================================================" 
jump @STATS_15450 

:STATS_16A88
if 
  $2840000 == 14 
jf @STATS_16B95 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_16B95 
0661: NOP "========================================================================" 
wait 0 
select_interior 0 
04FA: reset_sky_colors_with_fade 0 
057E: set_radar_grey 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04E4: refresh_game_renderer_at 252.0 2616.0 
0972: put_actor $PLAYER_ACTOR at 252.0 2616.0 17.0 no_offset 
wait 800 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
03E5: show_text_box 'CH144' 
0661: NOP "========================================================================" 
jump @STATS_15450 

:STATS_16B95
if 
  $2840000 == 15 
jf @STATS_16CA2 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_16CA2 
0661: NOP "========================================================================" 
wait 0 
select_interior 0 
04FA: reset_sky_colors_with_fade 0 
057E: set_radar_grey 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04E4: refresh_game_renderer_at 273.0 -1876.0 
0972: put_actor $PLAYER_ACTOR at 273.0 -1876.0 5.25 no_offset 
wait 800 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
03E5: show_text_box 'CH144' 
0661: NOP "========================================================================" 
jump @STATS_15450 

:STATS_16CA2
if 
  $2840000 == 16 
jf @STATS_16DAF 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_16DAF 
0661: NOP "========================================================================" 
wait 0 
select_interior 0 
04FA: reset_sky_colors_with_fade 0 
057E: set_radar_grey 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04E4: refresh_game_renderer_at -2227.0 2329.0 
0972: put_actor $PLAYER_ACTOR at -2227.0 2329.0 8.0 no_offset 
wait 800 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
03E5: show_text_box 'CH144' 
0661: NOP "========================================================================" 
jump @STATS_15450 

:STATS_16DAF
if 
  $2840000 == 17 
jf @STATS_16ED0 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_16ED0 
0661: NOP "========================================================================" 
wait 0 
if 
   not Actor.Driving($PLAYER_ACTOR)
jf @STATS_16E7D 
select_interior 0 
04FA: reset_sky_colors_with_fade 0 
057E: set_radar_grey 0 
0860: link_actor $PLAYER_ACTOR to_interior 3 
select_interior 3 
04E4: refresh_game_renderer_at 2495.5 -1711.875 
0972: put_actor $PLAYER_ACTOR at 2495.5 -1700.875 1014.125 no_offset 
wait 800 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
03E5: show_text_box 'CH144' 

:STATS_16E7D
0661: NOP "========================================================================" 
jump @STATS_15450 

:STATS_16ED0
if 
  $2840000 == 18 
jf @STATS_170FB 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_170FB 
0661: NOP "========================================================================" 
077E: get_active_interior_to 8@ 
if and
   not 8@ == 1 
   not 8@ == 2 
   not 8@ == 3 
   not 8@ == 4 
   not 8@ == 5 
   not 8@ == 6 
   not 8@ == 7 
   not 8@ == 8 
jf @STATS_17099 
if and
   not 8@ == 10 
   not 8@ == 11 
   not 8@ == 12 
   not 8@ == 14 
   not 8@ == 15 
   not 8@ == 16 
   not 8@ == 17 
   not 8@ == 18 
jf @STATS_17099 
if 
   not 8@ == 9 
jf @STATS_17099 

:STATS_16FDC
wait 5 
if 
   Player.Defined($PLAYER_CHAR)
jf @STATS_16FDC 
Actor.StorePos($PLAYER_ACTOR, 10@, 11@, 12@)
04D3: get_nearest_car_path_coords_from 10@ 11@ 12@ type 2 store_to 13@ 14@ 15@ 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 13@ 14@ 15@ 
wait 800 
0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 17@ closest_ped_to 1@ 
wait 0 
Car.RemoveReferences(17@)
wait 0 
0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 17@ closest_ped_to 1@ 
if 
056E:   car 17@ defined 
jf @STATS_17082 
if 
   not Car.Wrecked(17@)
jf @STATS_17082 
072A: put_actor $PLAYER_ACTOR into_car 17@ driverseat 
wait 500 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
jump @STATS_170A4 

:STATS_17082
00BC: show_text_highpriority GXT 'NOTCAR' time 1000 flag 1 
jump @STATS_170A4 

:STATS_17099
03E5: show_text_box 'EXBT' 

:STATS_170A4
wait 0 
0661: NOP "========================================================================" 
jump @STATS_15450 

:STATS_170FB
if 
  $2840000 == 19 
jf @STATS_173A1 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_173A1 
0661: NOP "========================================================================" 
077E: get_active_interior_to 9@ 
if and
   not 9@ == 1 
   not 9@ == 2 
   not 9@ == 3 
   not 9@ == 4 
   not 9@ == 5 
   not 9@ == 6 
   not 9@ == 7 
   not 9@ == 8 
jf @STATS_1734E 
if and
   not 9@ == 10 
   not 9@ == 11 
   not 9@ == 12 
   not 9@ == 14 
   not 9@ == 15 
   not 9@ == 16 
   not 9@ == 17 
   not 9@ == 18 
jf @STATS_1734E 
if 
   not 9@ == 9 
jf @STATS_1734E 

:STATS_17207
wait 5 
if 
   Player.Defined($PLAYER_CHAR)
jf @STATS_17207 
Actor.StorePos($PLAYER_ACTOR, 18@, 19@, 20@)
04D3: get_nearest_car_path_coords_from 18@ 19@ 20@ type 2 store_to 21@ 22@ 23@ 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 21@ 22@ 23@ 
wait 800 
0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 24@ closest_ped_to 1@ 
wait 0 
Car.RemoveReferences(24@)
wait 0 
0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 24@ closest_ped_to 1@ 
if 
056E:   car 24@ defined 
jf @STATS_17327 
if 
   not Car.Wrecked(24@)
jf @STATS_17327 
if 
0431:   car 24@ passenger_seat_free 0 
jf @STATS_172B5 
25@ = 0 
jump @STATS_172FC 

:STATS_172B5
if 
0431:   car 24@ passenger_seat_free 1 
jf @STATS_172D5 
25@ = 1 
jump @STATS_172FC 

:STATS_172D5
if 
0431:   car 24@ passenger_seat_free 2 
jf @STATS_172F5 
25@ = 2 
jump @STATS_172FC 

:STATS_172F5
jf @STATS_1733E 

:STATS_172FC
if 
   not Car.Wrecked(24@)
jf @STATS_17327 
0430: put_actor $PLAYER_ACTOR into_car 24@ passenger_seat 25@ 
wait 500 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
jump @STATS_1734E 

:STATS_17327
00BC: show_text_highpriority GXT 'NOTCAR' time 1000 flag 1 
jump @STATS_1734E 

:STATS_1733E
00BC: show_text_highpriority GXT 'NOTPAS' time 1000 flag 1 

:STATS_1734E
0661: NOP "========================================================================" 
jump @STATS_15450 

:STATS_173A1
if 
  $2840000 == 20 
jf @STATS_1748E 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_1748E 
0661: NOP "========================================================================" 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 10.0 -1.0 
Actor.PutAt($PLAYER_ACTOR, 1@, 2@, 3@)
0661: NOP "========================================================================" 
jump @STATS_15450 

:STATS_1748E
wait 5 
jf @STATS_15450 
jump @STATS_15450 
0661: NOP "========================================================================" 
jump @FST_MENU_50E 

:STATS_174F3
if 
  $1610000 == 5 
jf @STATS_1C9C6 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_1C9C6 
0661: NOP "========================================================================" 
wait 250 
0661: NOP "VOID SEINGS(VOID)" 
$LOC_VAR_446 = 84.0 
$2850000 = 1 
0661: NOP "VOID MENU_STARTUP(VOID)" 
$2890000 = 1 
$2900000 = 1 
$2860000 = 1 

:STATS_175BD
wait 5 
if 
   Player.Defined($PLAYER_CHAR)
jf @STATS_175BD 
Player.CanMove($PLAYER_CHAR) = False
0661: NOP "VOID DISPLAY(VOID)" 
if 
0AAB:   file_exists "MODELS\TXD\TEXTURY.TXD" 
jf @STATS_1762E 
0390: load_txd_dictionary 'TEXTURY' 
038F: load_texture "MIS" as 1 // Load dictionary with 0390 first 
$KEY = 1 

:STATS_1762E
wait 0 
03F0: enable_text_draw 0 
wait 5 
038E: draw_box_position 323.0 165.0 size 140.0 200.0 RGBA $BO1 $BO2 $BO3 $BALP 
038E: draw_box_position 323.0 79.0 size 140.0 1.5 RGBA 255 0 0 100 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 $1600000 
033E: set_draw_text_position 260.0 68.0 GXT '40028' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 80.0 GXT 'G1' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 374.0 80.0 GXT v$4001 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 89.0 GXT 'G2' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 374.0 89.0 GXT v$4002 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 98.0 GXT 'G3' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 374.0 98.0 GXT v$4003 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 107.0 GXT 'G4' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 374.0 107.0 GXT v$4004 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 116.0 GXT 'G5' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 374.0 116.0 GXT v$4005 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
045A: draw_text_1number 260.0 125.0 GXT 'G6' number $480000 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
033F: set_text_draw_letter_size 0.3 0.8 
045B: draw_text_2numbers 260.0 134.0 GXT 'G7' numbers $TIME_HOURS $TIME_MINS 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
045A: draw_text_1number 260.0 143.0 GXT 'G8' number 30@ 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
045B: draw_text_2numbers 260.0 152.0 GXT 'G9' numbers $2890000 $2900000 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 161.0 GXT 'G10' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 170.0 GXT 'G11' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA 50 50 255 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 355.0 170.0 GXT 3@s 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 179.0 GXT 'G12' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 374.0 179.0 GXT v$40012 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 188.0 GXT 'G13' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 197.0 GXT 'G14' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 206.0 GXT 'G15' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 374.0 206.0 GXT v$40015 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 215.0 GXT 'G16' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 224.0 GXT 'G17' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 374.0 224.0 GXT v$40017 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 233.0 GXT 'G18' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 242.0 GXT 'G19' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 251.0 GXT 'G20' 
038E: draw_box_position 323.0 $LOC_VAR_446 size 139.0 8.0 RGBA $LOC_VAR_274 $LOC_VAR_275 $LOC_VAR_276 $1600000 
$1600000 += 7 
if 
  $1600000 > 150 
jf @STATS_17EE7 
$1600000 = 1 
0661: NOP "VOID ANGINE(VOID)" 

:STATS_17EE7
0494: get_joystick 0 direction_offset_to 6@ 7@ 8@ 9@ 
if and
  7@ > 0 
80E1:   not player 0 pressed_key 16 
jf @STATS_17F7E 
if 
  $2850000 == 20 
jf @STATS_17F4D 
$LOC_VAR_446 = 84.0 
$2850000 = 1 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @STATS_1762E 

:STATS_17F4D
wait 27@ 
$2850000 += 1 
$LOC_VAR_446 += 9.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @STATS_1762E 

:STATS_17F7E
0494: get_joystick 0 direction_offset_to 6@ 7@ 8@ 9@ 
if and
  0 > 7@ 
80E1:   not player 0 pressed_key 16 
jf @STATS_18031 
if 
  $2850000 == 1 
jf @STATS_17FE4 
$2850000 = 20 
$LOC_VAR_446 = 256.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @STATS_1762E 

:STATS_17FE4
wait 27@ 
$2850000 -= 1 
$LOC_VAR_446 -= 9.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @STATS_1762E 
0661: NOP "VOID MENU_SHUTDOWN(VOID)" 

:STATS_18031
if 
00E1:   player 0 pressed_key 15 
jf @STATS_18079 
wait 250 
$2850000 = 1 
$LOC_VAR_446 = 84.0 
03F0: enable_text_draw 0 
jump @FST_MENU_50E 
0661: NOP "VOID ACTIONS(VOID)" 

:STATS_18079
if 
  $2850000 == 1 
jf @STATS_181C0 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_181C0 
0661: NOP "========================================================================" 

:STATS_180E8
wait 0 
if 
  $2390000 == 1 
jf @STATS_18129 
$2390000 = 0 
wait 50 
06C8: enable_riot 0 
03E5: show_text_box 'CH145' 
05AA: v$4001 = "OXF" // @s = 'short' 
jump @STATS_1816D 

:STATS_18129
if 
   not $2390000 == 1 
jf @STATS_18166 
$2390000 = 1 
wait 50 
06C8: enable_riot 1 
03E5: show_text_box 'CH144' 
05AA: v$4001 = "OXN" // @s = 'short' 
jump @STATS_1816D 

:STATS_18166
jump @STATS_180E8 

:STATS_1816D
0661: NOP "========================================================================" 
jump @STATS_1762E 

:STATS_181C0
if 
  $2850000 == 2 
jf @STATS_18307 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_18307 
0661: NOP "========================================================================" 

:STATS_1822F
wait 0 
if 
  $2390000 == 1 
jf @STATS_18270 
$2390000 = 0 
wait 50 
08B1: enable_night_vision 0 
03E5: show_text_box 'CH145' 
05AA: v$4002 = "OXF" // @s = 'short' 
jump @STATS_182B4 

:STATS_18270
if 
   not $2390000 == 1 
jf @STATS_182AD 
$2390000 = 1 
wait 50 
08B1: enable_night_vision 1 
03E5: show_text_box 'CH144' 
05AA: v$4002 = "OXN" // @s = 'short' 
jump @STATS_182B4 

:STATS_182AD
jump @STATS_1822F 

:STATS_182B4
0661: NOP "========================================================================" 
jump @STATS_1762E 

:STATS_18307
if 
  $2850000 == 3 
jf @STATS_1844E 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_1844E 
0661: NOP "========================================================================" 

:STATS_18376
wait 0 
if 
  $2390000 == 1 
jf @STATS_183B7 
$2390000 = 0 
wait 50 
096A: enable_flying_helis 0 
03E5: show_text_box 'CH145' 
05AA: v$4003 = "OXF" // @s = 'short' 
jump @STATS_183FB 

:STATS_183B7
if 
   not $2390000 == 1 
jf @STATS_183F4 
$2390000 = 1 
wait 50 
096A: enable_flying_helis 1 
03E5: show_text_box 'CH144' 
05AA: v$4003 = "OXN" // @s = 'short' 
jump @STATS_183FB 

:STATS_183F4
jump @STATS_18376 

:STATS_183FB
0661: NOP "========================================================================" 
jump @STATS_1762E 

:STATS_1844E
if 
  $2850000 == 4 
jf @STATS_18595 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_18595 
0661: NOP "========================================================================" 

:STATS_184BD
wait 0 
if 
  $2390000 == 1 
jf @STATS_184FE 
$2390000 = 0 
wait 50 
08B2: enable_thermal_vision 0 
03E5: show_text_box 'CH145' 
05AA: v$4004 = "OXF" // @s = 'short' 
jump @STATS_18542 

:STATS_184FE
if 
   not $2390000 == 1 
jf @STATS_1853B 
$2390000 = 1 
wait 50 
08B2: enable_thermal_vision 1 
03E5: show_text_box 'CH144' 
05AA: v$4004 = "OXN" // @s = 'short' 
jump @STATS_18542 

:STATS_1853B
jump @STATS_184BD 

:STATS_18542
0661: NOP "========================================================================" 
jump @STATS_1762E 

:STATS_18595
if 
  $2850000 == 5 
jf @STATS_1945E 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_1945E 
0661: NOP "========================================================================" 

:STATS_18604
wait 0 
if 
  $2390000 == 1 
jf @STATS_18D06 
$2390000 = 0 
wait 50 
09E6: set_burglary_houses_accessible 0 
07FB: set_interior 'ABATOIR' access 0  // Matadouro Sindacco
07FB: set_interior 'AMMUN1' access 0  // Ammu-Nation
07FB: set_interior 'CARMOD1' access 0  // TransFender
07FB: set_interior 'FDREST1' access 0  // World of Coq
07FB: set_interior 'GF1' access 0 
07FB: set_interior 'JETINT' access 0 
07FB: set_interior 'LACS1' access 0  // Sub Urban
07FB: set_interior 'LAHS1B' access 0  // Casa
07FB: set_interior 'MAFCAS' access 0  // Cassino Caligulas
07FB: set_interior 'MAFCAS2' access 0  // Sutes Penthouse
07FB: set_interior 'SMASHTV' access 0 
07FB: set_interior 'SVVGHO1' access 0  // Sute de Hotel
07FB: set_interior 'SWEETS' access 0  // Casa do Sweet
07FB: set_interior 'TSDINER' access 0  // Truck Stop
07FB: set_interior 'WUZIBET' access 0  // Wu Zi Mu's
07FB: set_interior 'BARBERS' access 0  // Barbearia
07FB: set_interior 'BDUPS1' access 0  // Palcio do Crack do B Dup
07FB: set_interior 'CARMOD2' access 0  // Loco Low Co.
07FB: set_interior 'CARTER' access 0  // Palcio do Crack do Smoke
07FB: set_interior 'GF2' access 0 
07FB: set_interior 'LAHS1A' access 0  // Casa
07FB: set_interior 'LASTRIP' access 0  // Clube de Strip-Tease
07FB: set_interior 'RYDERS' access 0  // Casa do Ryder
07FB: set_interior 'SVVGHO2' access 0  // Sute de Hotel
07FB: set_interior 'VGHSB1' access 0  // Casa
07FB: set_interior 'VGHSB3' access 0  // Casa
07FB: set_interior 'BARBER2' access 0  // Barbearia
07FB: set_interior 'BDUPS' access 0  // Apartamento do B Dup
07FB: set_interior 'BIKESCH' access 0  // Auto-escola para Motos
07FB: set_interior 'BROTHL1' access 0 
07FB: set_interior 'CARLS' access 0  // A Casa dos Johnson
07FB: set_interior 'CARMOD3' access 0  // Wheel Arch Angels
07FB: set_interior 'CHANGER' access 0  // Armrio
07FB: set_interior 'CSSPRT' access 0  // Pro-Laps
07FB: set_interior 'DRIVES' access 0  // Auto-escola
07FB: set_interior 'DRIVES2' access 0  // Auto-escola
07FB: set_interior 'GENOTB' access 0  // Inside Track Betting
07FB: set_interior 'GF3' access 0 
07FB: set_interior 'LAHSB4' access 0  // Casa
07FB: set_interior 'OGLOCS' access 0  // OG Loc's
07FB: set_interior 'PAPER' access 0  // Departamento de Planejamento
07FB: set_interior 'PDOMES' access 0  // Cpula do Prazer
07FB: set_interior 'PDOMES2' access 0  // Cpula do Prazer
07FB: set_interior 'POLICE3' access 0  // LVPD HQ
07FB: set_interior 'SEXSHOP' access 0  // Sex Shop
07FB: set_interior 'S1TEST' access 0 
07FB: set_interior 'STRIP2' access 0  // Clube de Strip-Tease
07FB: set_interior 'STUDIO' access 0 
07FB: set_interior 'TATTO3' access 0  // Salo de Tatuagens
07FB: set_interior 'AMMUN2' access 0  // Ammu-Nation
07FB: set_interior 'DINER1' access 0  // Lanchonete
07FB: set_interior 'DIRBIKE' access 0  // Estdio da Lama
07FB: set_interior 'GF4' access 0 
07FB: set_interior 'LAHS2A' access 0  // Casa
07FB: set_interior 'LAHSS6' access 0  // Casa
07FB: set_interior 'SFHSM2' access 0  // Casa
07FB: set_interior 'X711S2' access 0  // 24-7
07FB: set_interior 'CSDESGN' access 0  // Victim
07FB: set_interior 'DINER2' access 0  // Lanchonete
07FB: set_interior 'FDPIZA' access 0  // Pizza Stack
07FB: set_interior 'GANG' access 0  // Casa da Gangue Vagos
07FB: set_interior 'GF5' access 0 
07FB: set_interior 'GYM1' access 0  // Ginsio de Ganton
07FB: set_interior 'LACRAK' access 0  // Crack Den
07FB: set_interior 'LAHSB3' access 0  // Casa
07FB: set_interior 'MADDOGS' access 0  // Casa do Madd Dogg
07FB: set_interior 'MDDOGS' access 0  // Casa do Madd Dogg
07FB: set_interior 'SFHSB1' access 0  // Casa
07FB: set_interior 'SVHOT1' access 0  // Sute de Hotel
07FB: set_interior 'VGHSM2' access 0  // Casa
07FB: set_interior 'AMMUN3' access 0  // Ammu-Nation
07FB: set_interior 'AMMUN5' access 0  // Ammu-Nation
07FB: set_interior 'BROTHEL' access 0  // Zona
07FB: set_interior 'GF6' access 0 
07FB: set_interior 'GYM2' access 0  // Cobra - Artes Marciais
07FB: set_interior 'LAHSB1' access 0  // Casa
07FB: set_interior 'POLICE1' access 0  // LSPD HQ
07FB: set_interior 'RCPLAY' access 0  // Zero's RC Shop
07FB: set_interior 'REST2' access 0  // Vale Secreto
07FB: set_interior 'SFHSB2' access 0  // Casa
07FB: set_interior 'SFHSS2' access 0  // Casa
07FB: set_interior 'SVCUNT' access 0  // Casa Segura
07FB: set_interior 'SVSFSM' access 0  // Casa Segura
07FB: set_interior 'X7_11S' access 0  // 24-7
07FB: set_interior '8TRACK' access 0  // Estdio 8-Track
07FB: set_interior 'AMMUN4' access 0  // Ammu-Nation
07FB: set_interior 'GYM3' access 0  // Ginsio Below the Belt
07FB: set_interior 'LAHSB2' access 0  // Casa
07FB: set_interior 'OFTEST' access 0 
07FB: set_interior 'BURHOUS' access 0  // Colonel Fuhrberger's
07FB: set_interior 'SFHSS1' access 0  // Casa
07FB: set_interior 'SVLAMD' access 0  // Casa Segura
07FB: set_interior 'FDCHICK' access 0  // Cluckin' Bell
07FB: set_interior 'LAHS2B' access 0  // Casa
07FB: set_interior 'SFHSB3' access 0  // Casa
07FB: set_interior 'SVGNMT2' access 0  // Quarto de motel
07FB: set_interior 'SVVGMD' access 0  // Casa Segura
07FB: set_interior 'DESHOUS' access 0  // Abandoned AC tower
07FB: set_interior 'FDBURG' access 0  // Burger Shot
07FB: set_interior 'POLICE2' access 0  // SFPD HQ
07FB: set_interior 'SVGNMT1' access 0  // Quarto de motel
07FB: set_interior 'TRICAS' access 0  // Four Dragons
07FB: set_interior 'SVSFMD' access 0  // Casa Segura
07FB: set_interior 'VGHSM3' access 0  // Casa
07FB: set_interior 'X711S3' access 0  // 24-7
07FB: set_interior 'BAR2' access 0  // Bar
07FB: set_interior 'SVLASM' access 0  // Casa Segura
07FB: set_interior 'BARBER3' access 0  // Barbearia
07FB: set_interior 'MOROOM' access 0 
07FB: set_interior 'SVLABIG' access 0  // Casa Segura
07FB: set_interior 'CSEXL' access 0  // Didier Sachs
07FB: set_interior 'AIRPOR2' access 0 
07FB: set_interior 'AIRPORT' access 0 
07FB: set_interior 'CSCHP' access 0  // Binco
07FB: set_interior 'MOTEL1' access 0  // Jefferson Motel
07FB: set_interior 'SFHSM1' access 0  // Casa
07FB: set_interior 'VGHSS1' access 0  // Casa
07FB: set_interior 'VGSHM2' access 0  // Casa
07FB: set_interior 'VGSHM3' access 0  // Casa
07FB: set_interior 'VGSHS2' access 0  // Casa
07FB: set_interior 'TATTOO' access 0  // Salo de Tatuagens
07FB: set_interior 'X7_11C' access 0  // 24-7
07FB: set_interior 'BAR1' access 0  // Club
07FB: set_interior 'DAMIN' access 0  // Salo do Gerador
07FB: set_interior 'FDDONUT' access 0  // Rusty Brown's
07FB: set_interior 'TATTO2' access 0  // Salo de Tatuagens
07FB: set_interior 'X7_11D' access 0  // 24-7
07FB: set_interior 'ATRIUME' access 0  // Atrium
07FB: set_interior 'ATRIUMX' access 0  // Attrium
07FB: set_interior 'CLOTHGP' access 0  // Zip
07FB: set_interior 'GENWRHS' access 0  // Depsito
07FB: set_interior 'UFOBAR' access 0  // Pousada Lil' Probe
07FB: set_interior 'X7_11B' access 0  // 24-7
03E5: show_text_box 'CL' 
05AA: v$4005 = "OXF" // @s = 'short' 
jump @STATS_1940B 

:STATS_18D06
if 
   not $2390000 == 1 
jf @STATS_19404 
$2390000 = 1 
wait 50 
09E6: set_burglary_houses_accessible 1 
07FB: set_interior 'ABATOIR' access 1  // Matadouro Sindacco
07FB: set_interior 'AMMUN1' access 1  // Ammu-Nation
07FB: set_interior 'CARMOD1' access 1  // TransFender
07FB: set_interior 'FDREST1' access 1  // World of Coq
07FB: set_interior 'GF1' access 1 
07FB: set_interior 'JETINT' access 1 
07FB: set_interior 'LACS1' access 1  // Sub Urban
07FB: set_interior 'LAHS1B' access 1  // Casa
07FB: set_interior 'MAFCAS' access 1  // Cassino Caligulas
07FB: set_interior 'MAFCAS2' access 1  // Sutes Penthouse
07FB: set_interior 'SMASHTV' access 1 
07FB: set_interior 'SVVGHO1' access 1  // Sute de Hotel
07FB: set_interior 'SWEETS' access 1  // Casa do Sweet
07FB: set_interior 'TSDINER' access 1  // Truck Stop
07FB: set_interior 'WUZIBET' access 1  // Wu Zi Mu's
07FB: set_interior 'BARBERS' access 1  // Barbearia
07FB: set_interior 'BDUPS1' access 1  // Palcio do Crack do B Dup
07FB: set_interior 'CARMOD2' access 1  // Loco Low Co.
07FB: set_interior 'CARTER' access 1  // Palcio do Crack do Smoke
07FB: set_interior 'GF2' access 1 
07FB: set_interior 'LAHS1A' access 1  // Casa
07FB: set_interior 'LASTRIP' access 1  // Clube de Strip-Tease
07FB: set_interior 'RYDERS' access 1  // Casa do Ryder
07FB: set_interior 'SVVGHO2' access 1  // Sute de Hotel
07FB: set_interior 'VGHSB1' access 1  // Casa
07FB: set_interior 'VGHSB3' access 1  // Casa
07FB: set_interior 'BARBER2' access 1  // Barbearia
07FB: set_interior 'BDUPS' access 1  // Apartamento do B Dup
07FB: set_interior 'BIKESCH' access 1  // Auto-escola para Motos
07FB: set_interior 'BROTHL1' access 1 
07FB: set_interior 'CARLS' access 1  // A Casa dos Johnson
07FB: set_interior 'CARMOD3' access 1  // Wheel Arch Angels
07FB: set_interior 'CHANGER' access 1  // Armrio
07FB: set_interior 'CSSPRT' access 1  // Pro-Laps
07FB: set_interior 'DRIVES' access 1  // Auto-escola
07FB: set_interior 'DRIVES2' access 1  // Auto-escola
07FB: set_interior 'GENOTB' access 1  // Inside Track Betting
07FB: set_interior 'GF3' access 1 
07FB: set_interior 'LAHSB4' access 1  // Casa
07FB: set_interior 'OGLOCS' access 1  // OG Loc's
07FB: set_interior 'PAPER' access 1  // Departamento de Planejamento
07FB: set_interior 'PDOMES' access 1  // Cpula do Prazer
07FB: set_interior 'PDOMES2' access 1  // Cpula do Prazer
07FB: set_interior 'POLICE3' access 1  // LVPD HQ
07FB: set_interior 'SEXSHOP' access 1  // Sex Shop
07FB: set_interior 'S1TEST' access 1 
07FB: set_interior 'STRIP2' access 1  // Clube de Strip-Tease
07FB: set_interior 'STUDIO' access 1 
07FB: set_interior 'TATTO3' access 1  // Salo de Tatuagens
07FB: set_interior 'AMMUN2' access 1  // Ammu-Nation
07FB: set_interior 'DINER1' access 1  // Lanchonete
07FB: set_interior 'DIRBIKE' access 1  // Estdio da Lama
07FB: set_interior 'GF4' access 1 
07FB: set_interior 'LAHS2A' access 1  // Casa
07FB: set_interior 'LAHSS6' access 1  // Casa
07FB: set_interior 'SFHSM2' access 1  // Casa
07FB: set_interior 'X711S2' access 1  // 24-7
07FB: set_interior 'CSDESGN' access 1  // Victim
07FB: set_interior 'DINER2' access 1  // Lanchonete
07FB: set_interior 'FDPIZA' access 1  // Pizza Stack
07FB: set_interior 'GANG' access 1  // Casa da Gangue Vagos
07FB: set_interior 'GF5' access 1 
07FB: set_interior 'GYM1' access 1  // Ginsio de Ganton
07FB: set_interior 'LACRAK' access 1  // Crack Den
07FB: set_interior 'LAHSB3' access 1  // Casa
07FB: set_interior 'MADDOGS' access 1  // Casa do Madd Dogg
07FB: set_interior 'MDDOGS' access 1  // Casa do Madd Dogg
07FB: set_interior 'SFHSB1' access 1  // Casa
07FB: set_interior 'SVHOT1' access 1  // Sute de Hotel
07FB: set_interior 'VGHSM2' access 1  // Casa
07FB: set_interior 'AMMUN3' access 1  // Ammu-Nation
07FB: set_interior 'AMMUN5' access 1  // Ammu-Nation
07FB: set_interior 'BROTHEL' access 1  // Zona
07FB: set_interior 'GF6' access 1 
07FB: set_interior 'GYM2' access 1  // Cobra - Artes Marciais
07FB: set_interior 'LAHSB1' access 1  // Casa
07FB: set_interior 'POLICE1' access 1  // LSPD HQ
07FB: set_interior 'RCPLAY' access 1  // Zero's RC Shop
07FB: set_interior 'REST2' access 1  // Vale Secreto
07FB: set_interior 'SFHSB2' access 1  // Casa
07FB: set_interior 'SFHSS2' access 1  // Casa
07FB: set_interior 'SVCUNT' access 1  // Casa Segura
07FB: set_interior 'SVSFSM' access 1  // Casa Segura
07FB: set_interior 'X7_11S' access 1  // 24-7
07FB: set_interior '8TRACK' access 1  // Estdio 8-Track
07FB: set_interior 'AMMUN4' access 1  // Ammu-Nation
07FB: set_interior 'GYM3' access 1  // Ginsio Below the Belt
07FB: set_interior 'LAHSB2' access 1  // Casa
07FB: set_interior 'OFTEST' access 1 
07FB: set_interior 'BURHOUS' access 1  // Colonel Fuhrberger's
07FB: set_interior 'SFHSS1' access 1  // Casa
07FB: set_interior 'SVLAMD' access 1  // Casa Segura
07FB: set_interior 'FDCHICK' access 1  // Cluckin' Bell
07FB: set_interior 'LAHS2B' access 1  // Casa
07FB: set_interior 'SFHSB3' access 1  // Casa
07FB: set_interior 'SVGNMT2' access 1  // Quarto de motel
07FB: set_interior 'SVVGMD' access 1  // Casa Segura
07FB: set_interior 'DESHOUS' access 1  // Abandoned AC tower
07FB: set_interior 'FDBURG' access 1  // Burger Shot
07FB: set_interior 'POLICE2' access 1  // SFPD HQ
07FB: set_interior 'SVGNMT1' access 1  // Quarto de motel
07FB: set_interior 'TRICAS' access 1  // Four Dragons
07FB: set_interior 'SVSFMD' access 1  // Casa Segura
07FB: set_interior 'VGHSM3' access 1  // Casa
07FB: set_interior 'X711S3' access 1  // 24-7
07FB: set_interior 'BAR2' access 1  // Bar
07FB: set_interior 'SVLASM' access 1  // Casa Segura
07FB: set_interior 'BARBER3' access 1  // Barbearia
07FB: set_interior 'MOROOM' access 1 
07FB: set_interior 'SVLABIG' access 1  // Casa Segura
07FB: set_interior 'CSEXL' access 1  // Didier Sachs
07FB: set_interior 'AIRPOR2' access 1 
07FB: set_interior 'AIRPORT' access 1 
07FB: set_interior 'CSCHP' access 1  // Binco
07FB: set_interior 'MOTEL1' access 1  // Jefferson Motel
07FB: set_interior 'SFHSM1' access 1  // Casa
07FB: set_interior 'VGHSS1' access 1  // Casa
07FB: set_interior 'VGSHM2' access 1  // Casa
07FB: set_interior 'VGSHM3' access 1  // Casa
07FB: set_interior 'VGSHS2' access 1  // Casa
07FB: set_interior 'TATTOO' access 1  // Salo de Tatuagens
07FB: set_interior 'X7_11C' access 1  // 24-7
07FB: set_interior 'BAR1' access 1  // Club
07FB: set_interior 'DAMIN' access 1  // Salo do Gerador
07FB: set_interior 'FDDONUT' access 1  // Rusty Brown's
07FB: set_interior 'TATTO2' access 1  // Salo de Tatuagens
07FB: set_interior 'X7_11D' access 1  // 24-7
07FB: set_interior 'ATRIUME' access 1  // Atrium
07FB: set_interior 'ATRIUMX' access 1  // Attrium
07FB: set_interior 'CLOTHGP' access 1  // Zip
07FB: set_interior 'GENWRHS' access 1  // Depsito
07FB: set_interior 'UFOBAR' access 1  // Pousada Lil' Probe
07FB: set_interior 'X7_11B' access 1  // 24-7
03E5: show_text_box 'OP' 
05AA: v$4005 = "OXN" // @s = 'short' 
jump @STATS_1940B 

:STATS_19404
jump @STATS_18604 

:STATS_1940B
0661: NOP "========================================================================" 
jump @STATS_1762E 

:STATS_1945E
if 
  $2850000 == 6 
jf @STATS_1947F 
00BC: show_text_highpriority GXT 'HMENU' time 50 flag 1 

:STATS_1947F
0494: get_joystick 0 direction_offset_to $2350000 $2360000 $2370000 $2380000 
if and
  $2850000 == 6 
  $2350000 > 0 
jf @STATS_194D4 
if 
   not $2860000 >= 6.0 
jf @STATS_194D4 
$2860000 += 0.5 
015D: set_gamespeed $2860000 
0090: $480000 = float $2860000 to_integer 

:STATS_194D4
0494: get_joystick 0 direction_offset_to $2350000 $2360000 $2370000 $2380000 
if and
  $2850000 == 6 
  0 > $2350000 
jf @STATS_1952D 
if 
  $2860000 > 0.5 
jf @STATS_1952D 
$2860000 -= 0.5 
015D: set_gamespeed $2860000 
0090: $2870000 = float $2860000 to_integer 
wait 1 

:STATS_1952D
if 
  $2850000 == 7 
jf @STATS_1954E 
00BC: show_text_highpriority GXT 'HMENU' time 50 flag 1 

:STATS_1954E
0494: get_joystick 0 direction_offset_to $2350000 $2360000 $2370000 $2380000 
if and
  $2850000 == 7 
  $2350000 > 0 
jf @STATS_195AC 
if 
   not $TIME_HOURS >= 23 
jf @STATS_195AC 
$TIME_HOURS += 1 
00C0: set_current_time_hours_to $TIME_HOURS minutes_to $2880000 
02FD: show_text_2numbers_lowpriority GXT 'BBX' numbers $TIME_HOURS 0 time 50 flag 1 

:STATS_195AC
0494: get_joystick 0 direction_offset_to $2350000 $2360000 $2370000 $2380000 
if and
  $2850000 == 7 
  0 > $2350000 
jf @STATS_1960A 
if 
  $TIME_HOURS > 1 
jf @STATS_1960A 
$TIME_HOURS -= 1 
00C0: set_current_time_hours_to $TIME_HOURS minutes_to $2880000 
02FD: show_text_2numbers_lowpriority GXT 'BBX' numbers $TIME_HOURS 0 time 50 flag 1 

:STATS_1960A
if 
  $2850000 == 8 
jf @STATS_1962B 
00BC: show_text_highpriority GXT 'HMENU' time 50 flag 1 

:STATS_1962B
01B7: release_weather 
0494: get_joystick 0 direction_offset_to $2350000 $2360000 $2370000 $2380000 
if and
  $2850000 == 8 
  $2350000 > 0 
jf @STATS_1967C 
01B5: force_weather 1 
if 
   not 30@ >= 22 
jf @STATS_1967C 
30@ += 1 
set_weather 30@ 
wait 15 

:STATS_1967C
0494: get_joystick 0 direction_offset_to $2350000 $2360000 $2370000 $2380000 
if and
  $2850000 == 8 
  0 > $2350000 
jf @STATS_196CB 
01B5: force_weather 1 
if 
  30@ > 1 
jf @STATS_196CB 
30@ -= 1 
set_weather 30@ 
wait 15 

:STATS_196CB
if 
  $2850000 == 9 
jf @STATS_196EC 
00BC: show_text_highpriority GXT 'HMENU' time 50 flag 1 

:STATS_196EC
0494: get_joystick 0 direction_offset_to $2350000 $2360000 $2370000 $2380000 
if and
  $2850000 == 9 
  $2350000 > 0 
jf @STATS_19778 
if and
   not $490000 >= 100.0 
   not $500000 >= 100.0 
jf @STATS_19778 
$490000 += 1.0 
$500000 += 1.0 
01EB: set_traffic_density_multiplier_to $490000 
03DE: set_pedestrians_density_multiplier_to $500000 
0090: $2890000 = float $490000 to_integer 
0090: $2900000 = float $500000 to_integer 
02FD: show_text_2numbers_lowpriority GXT 'TRAFIC' numbers $2890000 $2900000 time 500 flag 1 

:STATS_19778
0494: get_joystick 0 direction_offset_to $2350000 $2360000 $2370000 $2380000 
if and
  $2850000 == 9 
  0 > $2350000 
jf @STATS_19804 
if and
  $490000 > 1.0 
  $500000 > 1.0 
jf @STATS_19804 
$490000 -= 1.0 
$500000 -= 1.0 
01EB: set_traffic_density_multiplier_to $490000 
03DE: set_pedestrians_density_multiplier_to $500000 
0090: $2890000 = float $490000 to_integer 
0090: $2900000 = float $500000 to_integer 
02FD: show_text_2numbers_lowpriority GXT 'TRAFIC' numbers $2890000 $2900000 time 500 flag 1 

:STATS_19804
if 
  $2850000 == 10 
jf @STATS_198E3 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_198E3 
0661: NOP "========================================================================" 
wait 50 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
03E5: show_text_box 'CH144' 
0661: NOP "========================================================================" 
jump @STATS_1762E 

:STATS_198E3
if 
  $2850000 == 11 
jf @STATS_1A07B 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_1A07B 
0661: NOP "========================================================================" 
03E5: show_text_box 'WARNI' 
Model.Load(#QUAD)
Model.Load(#KART)
Model.Load(#TRACTOR)
Model.Load(#COMBINE)
Model.Load(#MOWER)
Model.Load(#VORTEX)
Model.Load(#BANDITO)
Model.Load(#COPCARLA)
Model.Load(#MONSTER)
Model.Load(#DUMPER)
Model.Load(#STRETCH)
Model.Load(#HOTKNIFE)
Model.Load(#RCBANDIT)
Model.Load(#TRAM)
Model.Load(#CADDY)
Model.Load(#DOZER)
Model.Load(#RCTIGER)
Model.Load(#HOTDOG)
Model.Load(#BAGBOXB)
Model.Load(#BUS)
Model.Load(#FBITRUCK)
Model.Load(#SWATVAN)
038B: load_requested_models 
wait 0 
wait 0 
jump @STATS_199DC 

:STATS_199DC
wait 0 
if or
   not Model.Available(#QUAD)
   not Model.Available(#KART)
   not Model.Available(#TRACTOR)
   not Model.Available(#COMBINE)
   not Model.Available(#MOWER)
   not Model.Available(#VORTEX)
   not Model.Available(#BANDITO)
   not Model.Available(#COPCARLA)
jf @STATS_19A1E 
wait 0 
jump @STATS_199DC 

:STATS_19A1E
if or
   not Model.Available(#DUMPER)
   not Model.Available(#STRETCH)
   not Model.Available(#HOTKNIFE)
   not Model.Available(#RCBANDIT)
   not Model.Available(#TRAM)
   not Model.Available(#CADDY)
   not Model.Available(#DOZER)
   not Model.Available(#RCTIGER)
jf @STATS_19A5C 
wait 0 
jump @STATS_19A1E 

:STATS_19A5C
if or
   not Model.Available(#MONSTER)
   not Model.Available(#BAGBOXB)
   not Model.Available(#BUS)
   not Model.Available(#FBITRUCK)
   not Model.Available(#SWATVAN)
   not Model.Available(#HOTDOG)
jf @STATS_19A90 
wait 0 
jump @STATS_19A5C 

:STATS_19A90
if 
  $510000 > 23 
jf @STATS_19AA9 
$510000 = 0 

:STATS_19AA9
if 
   not $510000 > 23 
jf @STATS_1A024 
$510000 += 1 
018C: play_sound 1052 at 0.0 0.0 0.0 
0661: NOP "DONT_USE_RHINO_TANK_FREZE_GAME_('')???" 
wait 0 
if 
  $510000 == 1 
jf @STATS_19B35 
09BF: set_random_traffic_spawn_to_model #QUAD // Load the vehicle model before using this 
05AA: 3@s = 'QUAD' // @s = 'short'  // Quadriciclo
0ACA: show_text_box 3@s 
jump @STATS_1A024 

:STATS_19B35
wait 0 
if 
  $510000 == 2 
jf @STATS_19B6A 
09BF: set_random_traffic_spawn_to_model #KART // Load the vehicle model before using this 
05AA: 3@s = 'KART' // @s = 'short'  // Kart
03E5: show_text_box 3@s 
jump @STATS_1A024 

:STATS_19B6A
wait 0 
if 
  $510000 == 3 
jf @STATS_19B9F 
09BF: set_random_traffic_spawn_to_model #TRACTOR // Load the vehicle model before using this 
05AA: 3@s = 'TRACTOR' // @s = 'short'  // Trator
0ACA: show_text_box 3@s 
jump @STATS_1A024 

:STATS_19B9F
wait 0 
if 
  $510000 == 4 
jf @STATS_19BD4 
09BF: set_random_traffic_spawn_to_model #COMBINE // Load the vehicle model before using this 
05AA: 3@s = 'COMBINE' // @s = 'short'  // Ceifeira Combinada
0ACA: show_text_box 3@s 
jump @STATS_1A024 

:STATS_19BD4
wait 0 
if 
  $510000 == 5 
jf @STATS_19C09 
09BF: set_random_traffic_spawn_to_model #MOWER // Load the vehicle model before using this 
05AA: 3@s = 'MOWER' // @s = 'short'  // Cortador de Grama
0ACA: show_text_box 3@s 
jump @STATS_1A024 

:STATS_19C09
wait 0 
if 
  $510000 == 6 
jf @STATS_19C3E 
09BF: set_random_traffic_spawn_to_model #VORTEX // Load the vehicle model before using this 
05AA: 3@s = 'VORTEX' // @s = 'short'  // Vortex
0ACA: show_text_box 3@s 
jump @STATS_1A024 

:STATS_19C3E
wait 0 
if 
  $510000 == 7 
jf @STATS_19C73 
09BF: set_random_traffic_spawn_to_model #BANDITO // Load the vehicle model before using this 
05AA: 3@s = 'BANDITO' // @s = 'short'  // Bandito
0ACA: show_text_box 3@s 
jump @STATS_1A024 

:STATS_19C73
wait 0 
if 
  $510000 == 8 
jf @STATS_19CB0 
09BF: set_random_traffic_spawn_to_model #COPCARLA // Load the vehicle model before using this 
05AA: 3@s = 'COPCARLA' // @s = 'short' 
0ACA: show_text_box 3@s 
jump @STATS_1A024 

:STATS_19CB0
wait 0 
if 
  $510000 == 9 
jf @STATS_19CE5 
09BF: set_random_traffic_spawn_to_model #MONSTER // Load the vehicle model before using this 
05AA: 3@s = 'MONSTER' // @s = 'short'  // Monstro
0ACA: show_text_box 3@s 
jump @STATS_1A024 

:STATS_19CE5
wait 0 
if 
  $510000 == 10 
jf @STATS_19D1A 
09BF: set_random_traffic_spawn_to_model #DUMPER // Load the vehicle model before using this 
05AA: 3@s = 'DUMPER' // @s = 'short'  // Caminho-basculante
0ACA: show_text_box 3@s 
jump @STATS_1A024 

:STATS_19D1A
wait 0 
if 
  $510000 == 11 
jf @STATS_19D4F 
09BF: set_random_traffic_spawn_to_model #STRETCH // Load the vehicle model before using this 
05AA: 3@s = 'STRETCH' // @s = 'short'  // Stretch
03E5: show_text_box 3@s 
jump @STATS_1A024 

:STATS_19D4F
wait 0 
if 
  $510000 == 12 
jf @STATS_19D8C 
09BF: set_random_traffic_spawn_to_model #HOTKNIFE // Load the vehicle model before using this 
05AA: 3@s = 'HOTKNIFE' // @s = 'short' 
0ACA: show_text_box 3@s 
jump @STATS_1A024 

:STATS_19D8C
wait 0 
if 
  $510000 == 13 
jf @STATS_19DC9 
09BF: set_random_traffic_spawn_to_model #RCBANDIT // Load the vehicle model before using this 
05AA: 3@s = 'RCBANDIT' // @s = 'short' 
0ACA: show_text_box 3@s 
jump @STATS_1A024 

:STATS_19DC9
wait 0 
if 
  $510000 == 14 
jf @STATS_19DFE 
09BF: set_random_traffic_spawn_to_model #TRAM // Load the vehicle model before using this 
05AA: 3@s = 'TRAM' // @s = 'short'  // Bonde
0ACA: show_text_box 3@s 
jump @STATS_1A024 

:STATS_19DFE
wait 0 
if 
  $510000 == 15 
jf @STATS_19E33 
09BF: set_random_traffic_spawn_to_model #CADDY // Load the vehicle model before using this 
05AA: 3@s = 'CADDY' // @s = 'short'  // Caddy
0ACA: show_text_box 3@s 
jump @STATS_1A024 

:STATS_19E33
wait 0 
if 
  $510000 == 16 
jf @STATS_19E68 
09BF: set_random_traffic_spawn_to_model #DOZER // Load the vehicle model before using this 
05AA: 3@s = 'DOZER' // @s = 'short'  // Dozer
0ACA: show_text_box 3@s 
jump @STATS_1A024 

:STATS_19E68
wait 0 
if 
  $510000 == 17 
jf @STATS_19E9D 
09BF: set_random_traffic_spawn_to_model #RCTIGER // Load the vehicle model before using this 
05AA: 3@s = 'RCTIGER' // @s = 'short'  // RC Tiger
0ACA: show_text_box 3@s 
jump @STATS_1A024 

:STATS_19E9D
wait 0 
if 
  $510000 == 18 
jf @STATS_19ED2 
09BF: set_random_traffic_spawn_to_model #BAGBOXB // Load the vehicle model before using this 
05AA: 3@s = 'BAGBOXB' // @s = 'short' 
0ACA: show_text_box 3@s 
jump @STATS_1A024 

:STATS_19ED2
wait 0 
if 
  $510000 == 19 
jf @STATS_19F07 
09BF: set_random_traffic_spawn_to_model #BUS // Load the vehicle model before using this 
05AA: 3@s = 'BUS' // @s = 'short'  // nibus
0ACA: show_text_box 3@s 
jump @STATS_1A024 

:STATS_19F07
wait 0 
if 
  $510000 == 20 
jf @STATS_19F44 
09BF: set_random_traffic_spawn_to_model #FBITRUCK // Load the vehicle model before using this 
05AA: 3@s = 'FBITRUCK' // @s = 'short' 
0ACA: show_text_box 3@s 
jump @STATS_1A024 

:STATS_19F44
wait 0 
if 
  $510000 == 21 
jf @STATS_19F79 
09BF: set_random_traffic_spawn_to_model #SWATVAN // Load the vehicle model before using this 
05AA: 3@s = 'SWATVAN' // @s = 'short'  // S.W.A.T.
0ACA: show_text_box 3@s 
jump @STATS_1A024 

:STATS_19F79
wait 0 
if 
  $510000 == 22 
jf @STATS_19FAE 
09BF: set_random_traffic_spawn_to_model #HOTDOG // Load the vehicle model before using this 
05AA: 3@s = 'HOTDOG' // @s = 'short'  // Cachorro Quente
0ACA: show_text_box 3@s 
jump @STATS_1A024 

:STATS_19FAE
wait 0 
if 
  $510000 == 23 
jf @STATS_19FC4 

:STATS_19FC4
wait 0 
0661: NOP "DONT_USE_RHINO_OR_ENFORCER_MODEL_AND_ID_DONT_WORK_FREZE_GAME_OTHER_NOT_TESTED_IS_BLOCKED" 

:STATS_1A024
wait 20 
0661: NOP "========================================================================" 
jump @STATS_1762E 

:STATS_1A07B
if 
  $2850000 == 12 
jf @STATS_1A1C2 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_1A1C2 
0661: NOP "========================================================================" 

:STATS_1A0EA
wait 0 
if 
  $2390000 == 1 
jf @STATS_1A12B 
$2390000 = 0 
wait 50 
0879: enable_gang_wars 0 
03E5: show_text_box 'CH145' 
05AA: v$40012 = "OXF" // @s = 'short' 
jump @STATS_1A16F 

:STATS_1A12B
if 
   not $2390000 == 1 
jf @STATS_1A168 
$2390000 = 1 
wait 50 
0879: enable_gang_wars 1 
03E5: show_text_box 'CH144' 
05AA: v$40012 = "OXN" // @s = 'short' 
jump @STATS_1A16F 

:STATS_1A168
jump @STATS_1A0EA 

:STATS_1A16F
0661: NOP "========================================================================" 
jump @STATS_1762E 

:STATS_1A1C2
if 
  $2850000 == 13 
jf @STATS_1A697 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_1A697 
0661: NOP "========================================================================" 
wait 30 
0661: NOP "=(BALLAS)=================" 
0209: $2910000 = random_int_in_ranges 22 38 
0209: $2920000 = random_int_in_ranges 22 38 
0209: $2930000 = random_int_in_ranges 22 38 
0237: set_gang 0 weapons_to $2910000 $2920000 $2930000 
02FF: show_text_3numbers GXT 'BALLAS' numbers $2910000 $2920000 $2930000 time 3000 flag 1 
0661: NOP "=============[END]========" 
wait 100 
0661: NOP "=(GROVE STREET FAMILIES)==" 
0209: $2940000 = random_int_in_ranges 22 38 
0209: $2950000 = random_int_in_ranges 22 38 
0209: $2960000 = random_int_in_ranges 22 38 
0237: set_gang 1 weapons_to $2940000 $2950000 $2960000 
02FF: show_text_3numbers GXT 'GROVE' numbers $2940000 $2950000 $2960000 time 3000 flag 1 
0661: NOP "===========[END]==========" 
wait 100 
0661: NOP "=(LOS SANTOS VAGOS)=======" 
0209: $2970000 = random_int_in_ranges 22 38 
0209: $2980000 = random_int_in_ranges 22 38 
0209: $2990000 = random_int_in_ranges 22 38 
0237: set_gang 2 weapons_to $2970000 $2980000 $2990000 
02FF: show_text_3numbers GXT 'VAGOS' numbers $2970000 $2980000 $2990000 time 3000 flag 1 
0661: NOP "===========[END]==========" 
wait 100 
0661: NOP "=(SAN FIERRO RIFA)========" 
0209: $3000000 = random_int_in_ranges 22 38 
0209: $3010000 = random_int_in_ranges 22 38 
0209: $3020000 = random_int_in_ranges 22 38 
0237: set_gang 3 weapons_to $3000000 $3010000 $3020000 
02FF: show_text_3numbers GXT 'SFR' numbers $3000000 $3010000 $3020000 time 3000 flag 1 
0661: NOP "===========[END]==========" 
wait 100 
0661: NOP "=(DA NANG BOYS)===========" 
0209: $3030000 = random_int_in_ranges 22 38 
0209: $3040000 = random_int_in_ranges 22 38 
0209: $3050000 = random_int_in_ranges 22 38 
0237: set_gang 4 weapons_to $3030000 $3040000 $3050000 
02FF: show_text_3numbers GXT 'DNB' numbers $3030000 $3040000 $3050000 time 3000 flag 1 
0661: NOP "=============[END]========" 
wait 100 
0661: NOP "=(SENTINEL GANG)==========" 
0209: $3060000 = random_int_in_ranges 22 38 
0209: $3070000 = random_int_in_ranges 22 38 
0209: $3080000 = random_int_in_ranges 22 38 
0237: set_gang 5 weapons_to $3060000 $3070000 $3080000 
02FF: show_text_3numbers GXT 'MAF' numbers $3060000 $3070000 $3080000 time 3000 flag 1 
0661: NOP "=============[END]========" 
wait 100 
0661: NOP "=(MOUNTAIN CLOUD TRIAD)===" 
0209: $3090000 = random_int_in_ranges 22 38 
0209: $3100000 = random_int_in_ranges 22 38 
0209: $3110000 = random_int_in_ranges 22 38 
0237: set_gang 6 weapons_to $3090000 $3100000 $3110000 
02FF: show_text_3numbers GXT 'TRIAD' numbers $3090000 $3100000 $3110000 time 3000 flag 1 
0661: NOP "============[END]=========" 
wait 100 
0661: NOP "=(VARRIO LOS AZTECAS)=====" 
0209: $3120000 = random_int_in_ranges 22 38 
0209: $3130000 = random_int_in_ranges 22 38 
0209: $3140000 = random_int_in_ranges 22 38 
0237: set_gang 7 weapons_to $3120000 $3130000 $3140000 
02FF: show_text_3numbers GXT 'AZTECAS' numbers $3120000 $3130000 $3140000 time 3000 flag 1 
0661: NOP "==========[END]===========" 
03E5: show_text_box 'CH144' 
0661: NOP "========================================================================" 
jump @STATS_1762E 

:STATS_1A697
if 
  $2850000 == 14 
jf @STATS_1A6B8 
00BC: show_text_highpriority GXT 'HMENU' time 50 flag 1 

:STATS_1A6B8
077E: get_active_interior_to $3150000 
if and
  $2850000 == 14 
   not $3150000 == 0 
jf @STATS_1A6E1 
03E5: show_text_box 'EXBT' 

:STATS_1A6E1
if 
  $3150000 == 0 
jf @STATS_1A923 
0661: NOP "=======================================[SECTOR]====================================================" 
0661: NOP "NULL_ADD_SCO" 
0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here 
if and
  $2850000 == 14 
  $ONMISSION == 1 
jf @STATS_1A793 
03E5: show_text_box 'MISON' 

:STATS_1A793
if and
  $ONMISSION == 0 
  $2850000 == 14 
8818:   not actor $PLAYER_ACTOR in_air 
   not Actor.Driving($PLAYER_ACTOR)
jf @STATS_1A923 
if 
  $KEY == 1 
jf @STATS_1A7EC 
038D: draw_texture 1 position 445.0 194.0 size 365.0 365.0 RGBA 255 255 255 255 

:STATS_1A7EC
jump @STATS_1A7F3 

:STATS_1A7F3
0494: get_joystick 0 direction_offset_to $2350000 $2360000 $2370000 $2380000 
if and
  $2850000 == 14 
  $2350000 > 0 
jf @STATS_1A85C 
0513: show_text_box_1number 'MISION' number $520000 
if 
   not $520000 >= 112 
jf @STATS_1A85C 
$520000 += 1 
0513: show_text_box_1number 'MISION' number $520000 
$3160000 = 1 
wait 15 

:STATS_1A85C
if and
  $2850000 == 14 
  0 > $2350000 
jf @STATS_1A8B5 
0513: show_text_box_1number 'MISION' number $520000 
if 
  $520000 > 11 
jf @STATS_1A8B5 
$520000 -= 1 
0513: show_text_box_1number 'MISION' number $520000 
$3160000 = 1 
wait 15 

:STATS_1A8B5
if 
  $ONMISSION == 0 
jf @STATS_1A923 
if and
  $2850000 == 14 
00E1:   player 0 pressed_key 16 
jf @STATS_1A923 
if 
  $3160000 == 1 
jf @STATS_1A923 
start_mission $520000 
03E5: show_text_box 'CH144' 
0661: NOP "______________________________" 

:STATS_1A923
if 
  $2850000 == 15 
jf @STATS_1AA6A 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_1AA6A 
0661: NOP "========================================================================" 

:STATS_1A992
wait 0 
if 
  $2390000 == 1 
jf @STATS_1A9D3 
$2390000 = 0 
wait 50 
0396: pause_timer 0 
03E5: show_text_box 'CH145' 
05AA: v$40015 = "OXF" // @s = 'short' 
jump @STATS_1AA17 

:STATS_1A9D3
if 
   not $2390000 == 1 
jf @STATS_1AA10 
$2390000 = 1 
wait 50 
0396: pause_timer 1 
03E5: show_text_box 'CH144' 
05AA: v$40015 = "OXN" // @s = 'short' 
jump @STATS_1AA17 

:STATS_1AA10
jump @STATS_1A992 

:STATS_1AA17
0661: NOP "========================================================================" 
jump @STATS_1762E 

:STATS_1AA6A
if 
  $2850000 == 16 
jf @STATS_1C50B 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_1C50B 
0661: NOP "========================================================================" 
wait 50 
0237: set_gang 0 weapons_to 28 29 30 
wait 50 
0237: set_gang 1 weapons_to 28 29 30 
wait 50 
0237: set_gang 2 weapons_to 28 30 29 
wait 50 
0237: set_gang 3 weapons_to 28 32 30 
wait 50 
0237: set_gang 4 weapons_to 30 29 25 
wait 50 
0237: set_gang 5 weapons_to 29 28 30 
wait 50 
0237: set_gang 6 weapons_to 29 31 28 
wait 50 
0237: set_gang 7 weapons_to 29 30 31 
wait 50 
$3180000 = 0 
$3190000 = 0 
03E5: show_text_box 'WARNI' 

:STATS_1AB66
wait 600 
if 
  $3190000 == 8 
jf @STATS_1AB84 
jump @STATS_1C4A9 

:STATS_1AB84
if 
   not $3190000 == 8 
jf @STATS_1C4A2 
076C: set_zone 'SUNMA' gang $3180000 density_to 255  // Bayside Marina
076C: set_zone 'SUNNN' gang $3180000 density_to 255  // Bayside
076C: set_zone 'BATTP' gang $3180000 density_to 255  // Battery Point
076C: set_zone 'PARA' gang $3180000 density_to 255  // Paradiso
076C: set_zone 'CIVI' gang $3180000 density_to 255  // Santa Flora
076C: set_zone 'BAYV' gang $3180000 density_to 255  // Palisades
076C: set_zone 'CITYS' gang $3180000 density_to 255  // Prefeitura
076C: set_zone 'OCEAF1' gang $3180000 density_to 255 
076C: set_zone 'OCEAF2' gang $3180000 density_to 255 
076C: set_zone 'OCEAF3' gang $3180000 density_to 255 
076C: set_zone 'SILLY3' gang $3180000 density_to 255 
076C: set_zone 'SILLY4' gang $3180000 density_to 255 
076C: set_zone 'HASH' gang $3180000 density_to 255  // Hashbury
076C: set_zone 'JUNIHO' gang $3180000 density_to 255  // Juniper Hollow
076C: set_zone 'ESPN1' gang $3180000 density_to 255 
076C: set_zone 'ESPN2' gang $3180000 density_to 255 
076C: set_zone 'ESPN3' gang $3180000 density_to 255 
076C: set_zone 'FINA' gang $3180000 density_to 255  // Financial
076C: set_zone 'CALT' gang $3180000 density_to 255  // Calton Heights
076C: set_zone 'SFDWT1' gang $3180000 density_to 255 
076C: set_zone 'SFDWT2' gang $3180000 density_to 255 
076C: set_zone 'SFDWT3' gang $3180000 density_to 255 
076C: set_zone 'SFDWT4' gang $3180000 density_to 255 
076C: set_zone 'JUNIHI' gang $3180000 density_to 255  // Juniper Hill
076C: set_zone 'CHINA' gang $3180000 density_to 255  // Chinatown
076C: set_zone 'SFDWT5' gang $3180000 density_to 255 
076C: set_zone 'THEA1' gang $3180000 density_to 255 
076C: set_zone 'THEA2' gang $3180000 density_to 255 
076C: set_zone 'THEA3' gang $3180000 density_to 255 
076C: set_zone 'GARC' gang $3180000 density_to 255  // Garcia
076C: set_zone 'DOH1' gang $3180000 density_to 255 
076C: set_zone 'DOH2' gang $3180000 density_to 255 
076C: set_zone 'SFDWT6' gang $3180000 density_to 255 
076C: set_zone 'SFAIR3' gang $3180000 density_to 255 
076C: set_zone 'EASB1' gang $3180000 density_to 255 
076C: set_zone 'EASB2' gang $3180000 density_to 255 
076C: set_zone 'ESPE1' gang $3180000 density_to 255 
076C: set_zone 'ESPE2' gang $3180000 density_to 255 
076C: set_zone 'ESPE3' gang $3180000 density_to 255 
076C: set_zone 'ANGPI' gang $3180000 density_to 255  // Angel Pine
076C: set_zone 'SHACA' gang $3180000 density_to 255  // Shady Cabin
076C: set_zone 'BACKO' gang $3180000 density_to 255  // Back o Beyond
076C: set_zone 'LEAFY' gang $3180000 density_to 255  // Leafy Hollow
076C: set_zone 'FLINTR' gang $3180000 density_to 255  // Flint Range
076C: set_zone 'HAUL' gang $3180000 density_to 255  // Fallen Tree
076C: set_zone 'FARM' gang $3180000 density_to 255  // A Fazenda
076C: set_zone 'ELQUE' gang $3180000 density_to 255  // El Quebrados
076C: set_zone 'ALDEA' gang $3180000 density_to 255  // Aldea Malvada
076C: set_zone 'DAM' gang $3180000 density_to 255  // A Represa Sherman
076C: set_zone 'BARRA' gang $3180000 density_to 255  // Las Barrancas
076C: set_zone 'CARSO' gang $3180000 density_to 255  // Forte Carson
076C: set_zone 'QUARY' gang $3180000 density_to 255  // Pedreira do Caador
076C: set_zone 'OCTAN' gang $3180000 density_to 255  // Octane Springs
076C: set_zone 'PALMS' gang $3180000 density_to 255  // Green Palms
076C: set_zone 'TOM' gang $3180000 density_to 255  // Regular Tom
076C: set_zone 'BRUJA' gang $3180000 density_to 255  // Las Brujas
076C: set_zone 'MEAD' gang $3180000 density_to 255  // Verdant Meadows
076C: set_zone 'PAYAS' gang $3180000 density_to 255  // Las Payasadas
076C: set_zone 'ARCO' gang $3180000 density_to 255  // Arco del Oeste
076C: set_zone 'SFAIR1' gang $3180000 density_to 255 
076C: set_zone 'HANKY' gang $3180000 density_to 255  // Ponto da Paquera
076C: set_zone 'PALO' gang $3180000 density_to 255  // Palomino Creek
076C: set_zone 'NROCK' gang $3180000 density_to 255  // North Rock
076C: set_zone 'MONT' gang $3180000 density_to 255  // Montgomery
076C: set_zone 'MONT1' gang $3180000 density_to 255  // Montgomery
076C: set_zone 'HBARNS' gang $3180000 density_to 255  // Hampton Barns
076C: set_zone 'FERN' gang $3180000 density_to 255  // Fern Ridge
076C: set_zone 'DILLI' gang $3180000 density_to 255  // Dillimore
076C: set_zone 'TOPFA' gang $3180000 density_to 255  // Fazenda Hilltop
076C: set_zone 'BLUEB1' gang $3180000 density_to 255 
076C: set_zone 'BLUEB' gang $3180000 density_to 255  // Blueberry
076C: set_zone 'PANOP' gang $3180000 density_to 255  // O Panopticon
076C: set_zone 'FRED' gang $3180000 density_to 255  // Ponte Frederick
076C: set_zone 'MAKO' gang $3180000 density_to 255  // The Mako Span
076C: set_zone 'BLUAC' gang $3180000 density_to 255  // Blueberry Acres
076C: set_zone 'MART' gang $3180000 density_to 255  // Ponte Martin
076C: set_zone 'FALLO' gang $3180000 density_to 255  // Ponte Fallow
076C: set_zone 'CREEK' gang $3180000 density_to 255  // Shady Creeks
076C: set_zone 'CREEK1' gang $3180000 density_to 255 
076C: set_zone 'WESTP1' gang $3180000 density_to 255 
076C: set_zone 'WESTP2' gang $3180000 density_to 255 
076C: set_zone 'WESTP3' gang $3180000 density_to 255 
076C: set_zone 'LA' gang $3180000 density_to 255  // Los Santos
076C: set_zone 'VE' gang $3180000 density_to 255  // Las Venturas
076C: set_zone 'BONE' gang $3180000 density_to 255  // Bone County
076C: set_zone 'ROBAD' gang $3180000 density_to 255  // Tierra Robada
076C: set_zone 'GANTB' gang $3180000 density_to 255  // Ponte Gant
076C: set_zone 'GANTB1' gang $3180000 density_to 255 
076C: set_zone 'SF' gang $3180000 density_to 255  // San Fierro
076C: set_zone 'ROBAD1' gang $3180000 density_to 255 
076C: set_zone 'RED' gang $3180000 density_to 255  // Red County
076C: set_zone 'FLINTC' gang $3180000 density_to 255  // Flint County
076C: set_zone 'EBAY' gang $3180000 density_to 255  // Easter Bay Chemicals
076C: set_zone 'EBAY2' gang $3180000 density_to 255 
076C: set_zone 'SFAIR4' gang $3180000 density_to 255 
076C: set_zone 'SILLY1' gang $3180000 density_to 255 
076C: set_zone 'SILLY2' gang $3180000 density_to 255 
076C: set_zone 'SFAIR2' gang $3180000 density_to 255 
076C: set_zone 'SFAIR5' gang $3180000 density_to 255 
076C: set_zone 'WHET' gang $3180000 density_to 255  // Whetstone
076C: set_zone 'LAIR1' gang $3180000 density_to 255 
076C: set_zone 'LAIR2A' gang $3180000 density_to 255 
076C: set_zone 'BLUF1A' gang $3180000 density_to 255 
076C: set_zone 'ELCO2' gang $3180000 density_to 255 
076C: set_zone 'LIND1A' gang $3180000 density_to 255 
076C: set_zone 'LIND1B' gang $3180000 density_to 255 
076C: set_zone 'LIND2A' gang $3180000 density_to 255 
076C: set_zone 'LIND2B' gang $3180000 density_to 255 
076C: set_zone 'LDOC4' gang $3180000 density_to 255 
076C: set_zone 'LDOC1B' gang $3180000 density_to 255 
076C: set_zone 'MAR3' gang $3180000 density_to 255 
076C: set_zone 'VERO4A' gang $3180000 density_to 255 
076C: set_zone 'VERO4B' gang $3180000 density_to 255 
076C: set_zone 'BLUF1B' gang $3180000 density_to 255 
076C: set_zone 'BLUF2' gang $3180000 density_to 255 
076C: set_zone 'ELCO1' gang $3180000 density_to 255 
076C: set_zone 'VERO1' gang $3180000 density_to 255 
076C: set_zone 'MAR1' gang $3180000 density_to 255 
076C: set_zone 'MAR2' gang $3180000 density_to 255 
076C: set_zone 'VERO3' gang $3180000 density_to 255 
076C: set_zone 'VERO2' gang $3180000 density_to 255 
076C: set_zone 'CONF1B' gang $3180000 density_to 255 
076C: set_zone 'CONF1A' gang $3180000 density_to 255 
076C: set_zone 'THALL1' gang $3180000 density_to 255 
076C: set_zone 'COM1A' gang $3180000 density_to 255 
076C: set_zone 'COM1B' gang $3180000 density_to 255 
076C: set_zone 'COM2' gang $3180000 density_to 255 
076C: set_zone 'PER1' gang $3180000 density_to 255  // Pershing Square
076C: set_zone 'COM4' gang $3180000 density_to 255 
076C: set_zone 'COM3' gang $3180000 density_to 255 
076C: set_zone 'IWD3A' gang $3180000 density_to 255 
076C: set_zone 'IWD3B' gang $3180000 density_to 255 
076C: set_zone 'IWD4' gang $3180000 density_to 255 
076C: set_zone 'IWD1' gang $3180000 density_to 255 
076C: set_zone 'IWD2' gang $3180000 density_to 255 
076C: set_zone 'GLN2A' gang $3180000 density_to 255 
076C: set_zone 'GLN1B' gang $3180000 density_to 255 
076C: set_zone 'JEF3A' gang $3180000 density_to 255 
076C: set_zone 'JEF3C' gang $3180000 density_to 255 
076C: set_zone 'JEF2' gang $3180000 density_to 255 
076C: set_zone 'JEF1B' gang $3180000 density_to 255 
076C: set_zone 'JEF1A' gang $3180000 density_to 255 
076C: set_zone 'CHC1A' gang $3180000 density_to 255 
076C: set_zone 'CHC1B' gang $3180000 density_to 255 
076C: set_zone 'CHC2B' gang $3180000 density_to 255 
076C: set_zone 'CHC2A' gang $3180000 density_to 255 
076C: set_zone 'IWD5' gang $3180000 density_to 255 
076C: set_zone 'GAN2' gang $3180000 density_to 255 
076C: set_zone 'GAN1' gang $3180000 density_to 255 
076C: set_zone 'LIND4C' gang $3180000 density_to 255 
076C: set_zone 'EBE3C' gang $3180000 density_to 255 
076C: set_zone 'EBE2A' gang $3180000 density_to 255 
076C: set_zone 'EBE2B' gang $3180000 density_to 255 
076C: set_zone 'ELS4' gang $3180000 density_to 255 
076C: set_zone 'ELS3A' gang $3180000 density_to 255 
076C: set_zone 'JEF3B' gang $3180000 density_to 255 
076C: set_zone 'ELS3B' gang $3180000 density_to 255 
076C: set_zone 'ELS3C' gang $3180000 density_to 255 
076C: set_zone 'ELS1A' gang $3180000 density_to 255 
076C: set_zone 'ELS1B' gang $3180000 density_to 255 
076C: set_zone 'ELS2' gang $3180000 density_to 255 
076C: set_zone 'LFL1A' gang $3180000 density_to 255 
076C: set_zone 'LFL1B' gang $3180000 density_to 255 
076C: set_zone 'EBE1' gang $3180000 density_to 255 
076C: set_zone 'CHC4A' gang $3180000 density_to 255 
076C: set_zone 'CHC4B' gang $3180000 density_to 255 
076C: set_zone 'CHC3' gang $3180000 density_to 255 
076C: set_zone 'LDT5' gang $3180000 density_to 255 
076C: set_zone 'LDT7' gang $3180000 density_to 255 
076C: set_zone 'LDT4' gang $3180000 density_to 255 
076C: set_zone 'LDT3' gang $3180000 density_to 255 
076C: set_zone 'LDT6' gang $3180000 density_to 255 
076C: set_zone 'MULINT' gang $3180000 density_to 255  // Cruzamento Mulholland
076C: set_zone 'MUL3' gang $3180000 density_to 255 
076C: set_zone 'MUL2A' gang $3180000 density_to 255 
076C: set_zone 'MUL2B' gang $3180000 density_to 255 
076C: set_zone 'MKT3' gang $3180000 density_to 255 
076C: set_zone 'VIN3' gang $3180000 density_to 255 
076C: set_zone 'MKT4' gang $3180000 density_to 255 
076C: set_zone 'LDT1A' gang $3180000 density_to 255 
076C: set_zone 'LDT1B' gang $3180000 density_to 255 
076C: set_zone 'LDT1C' gang $3180000 density_to 255 
076C: set_zone 'SUN3A' gang $3180000 density_to 255 
076C: set_zone 'SUN3B' gang $3180000 density_to 255 
076C: set_zone 'SUN3C' gang $3180000 density_to 255 
076C: set_zone 'MUL7A' gang $3180000 density_to 255 
076C: set_zone 'MUL7B' gang $3180000 density_to 255 
076C: set_zone 'MUL6' gang $3180000 density_to 255 
076C: set_zone 'VIN2' gang $3180000 density_to 255 
076C: set_zone 'SUN1' gang $3180000 density_to 255 
076C: set_zone 'SUN4' gang $3180000 density_to 255 
076C: set_zone 'SUN2' gang $3180000 density_to 255 
076C: set_zone 'MUL4' gang $3180000 density_to 255 
076C: set_zone 'MUL1A' gang $3180000 density_to 255 
076C: set_zone 'MUL1B' gang $3180000 density_to 255 
076C: set_zone 'MUL5A' gang $3180000 density_to 255 
076C: set_zone 'MUL5B' gang $3180000 density_to 255 
076C: set_zone 'MUL5C' gang $3180000 density_to 255 
076C: set_zone 'MUL1C' gang $3180000 density_to 255 
076C: set_zone 'SMB1' gang $3180000 density_to 255 
076C: set_zone 'SMB2' gang $3180000 density_to 255 
076C: set_zone 'ROD5B' gang $3180000 density_to 255 
076C: set_zone 'ROD5A' gang $3180000 density_to 255 
076C: set_zone 'ROD1A' gang $3180000 density_to 255 
076C: set_zone 'ROD1B' gang $3180000 density_to 255 
076C: set_zone 'ROD1C' gang $3180000 density_to 255 
076C: set_zone 'ROD3A' gang $3180000 density_to 255 
076C: set_zone 'ROD3B' gang $3180000 density_to 255 
076C: set_zone 'ROD4A' gang $3180000 density_to 255 
076C: set_zone 'ROD4B' gang $3180000 density_to 255 
076C: set_zone 'ROD4C' gang $3180000 density_to 255 
076C: set_zone 'VIN1B' gang $3180000 density_to 255 
076C: set_zone 'RIH5A' gang $3180000 density_to 255 
076C: set_zone 'RIH5B' gang $3180000 density_to 255 
076C: set_zone 'ROD2B' gang $3180000 density_to 255 
076C: set_zone 'ROD2A' gang $3180000 density_to 255 
076C: set_zone 'RIH6A' gang $3180000 density_to 255 
076C: set_zone 'RIH6B' gang $3180000 density_to 255 
076C: set_zone 'RIH3A' gang $3180000 density_to 255 
076C: set_zone 'RIH3B' gang $3180000 density_to 255 
076C: set_zone 'RIH4' gang $3180000 density_to 255 
076C: set_zone 'RIH2' gang $3180000 density_to 255 
076C: set_zone 'RIH1A' gang $3180000 density_to 255 
076C: set_zone 'RIH1B' gang $3180000 density_to 255 
076C: set_zone 'STRIP1' gang $3180000 density_to 255 
076C: set_zone 'STRIP2' gang $3180000 density_to 255  // Clube de Strip-Tease
076C: set_zone 'DRAG' gang $3180000 density_to 255  // Cassino Four Dragons
076C: set_zone 'PINK' gang $3180000 density_to 255  // The Pink Swan
076C: set_zone 'HIGH' gang $3180000 density_to 255  // O Grande Apostador
076C: set_zone 'PIRA' gang $3180000 density_to 255  // Pirates in Men's Pants
076C: set_zone 'VISA1' gang $3180000 density_to 255 
076C: set_zone 'VISA2' gang $3180000 density_to 255 
076C: set_zone 'JTS1' gang $3180000 density_to 255 
076C: set_zone 'JTW1' gang $3180000 density_to 255 
076C: set_zone 'JTS2' gang $3180000 density_to 255 
076C: set_zone 'RSE' gang $3180000 density_to 255  // Rockshore East
076C: set_zone 'LOT' gang $3180000 density_to 255  // Come-A-Lot
076C: set_zone 'CAM' gang $3180000 density_to 255  // The Camel's Toe
076C: set_zone 'ROY' gang $3180000 density_to 255  // Royal Casino
076C: set_zone 'CALI1' gang $3180000 density_to 255 
076C: set_zone 'CALI2' gang $3180000 density_to 255 
076C: set_zone 'PILL1' gang $3180000 density_to 255 
076C: set_zone 'STAR2' gang $3180000 density_to 255 
076C: set_zone 'STRIP3' gang $3180000 density_to 255 
076C: set_zone 'STRIP4' gang $3180000 density_to 255 
076C: set_zone 'ISLE' gang $3180000 density_to 255  // A Ilha Esmeralda
076C: set_zone 'OVS' gang $3180000 density_to 255  // Old Venturas Strip
076C: set_zone 'KACC' gang $3180000 density_to 255  // K.A.C.C. Combustveis Militares
076C: set_zone 'CREE' gang $3180000 density_to 255  // Creek
076C: set_zone 'SRY' gang $3180000 density_to 255  // Sobell Rail Yards
076C: set_zone 'LST' gang $3180000 density_to 255  // Estao Linden
076C: set_zone 'JTE2' gang $3180000 density_to 255 
076C: set_zone 'LDS' gang $3180000 density_to 255  // Linden Side
076C: set_zone 'JTE1' gang $3180000 density_to 255 
076C: set_zone 'JTN1' gang $3180000 density_to 255 
076C: set_zone 'JTE4' gang $3180000 density_to 255 
076C: set_zone 'JTE3' gang $3180000 density_to 255 
076C: set_zone 'JTN2' gang $3180000 density_to 255 
076C: set_zone 'JTN3' gang $3180000 density_to 255 
076C: set_zone 'JTN4' gang $3180000 density_to 255 
076C: set_zone 'JTN5' gang $3180000 density_to 255 
076C: set_zone 'JTW2' gang $3180000 density_to 255 
076C: set_zone 'JTN6' gang $3180000 density_to 255 
076C: set_zone 'HGP' gang $3180000 density_to 255  // Harry Gold Parkway
076C: set_zone 'REDE1' gang $3180000 density_to 255 
076C: set_zone 'REDE2' gang $3180000 density_to 255 
076C: set_zone 'REDE3' gang $3180000 density_to 255 
076C: set_zone 'JTN8' gang $3180000 density_to 255 
076C: set_zone 'REDW2' gang $3180000 density_to 255 
076C: set_zone 'REDW1' gang $3180000 density_to 255 
076C: set_zone 'REDW3' gang $3180000 density_to 255 
076C: set_zone 'REDW4' gang $3180000 density_to 255 
076C: set_zone 'VAIR1' gang $3180000 density_to 255 
076C: set_zone 'VAIR2' gang $3180000 density_to 255 
076C: set_zone 'VAIR3' gang $3180000 density_to 255 
076C: set_zone 'LVA1' gang $3180000 density_to 255 
076C: set_zone 'BINT2' gang $3180000 density_to 255 
076C: set_zone 'BINT1' gang $3180000 density_to 255 
076C: set_zone 'BINT3' gang $3180000 density_to 255 
076C: set_zone 'BINT4' gang $3180000 density_to 255 
076C: set_zone 'LVA2' gang $3180000 density_to 255 
076C: set_zone 'LVA3' gang $3180000 density_to 255 
076C: set_zone 'LVA4' gang $3180000 density_to 255 
076C: set_zone 'LVA5' gang $3180000 density_to 255 
076C: set_zone 'GGC1' gang $3180000 density_to 255 
076C: set_zone 'GGC2' gang $3180000 density_to 255 
076C: set_zone 'BFLD1' gang $3180000 density_to 255 
076C: set_zone 'BFLD2' gang $3180000 density_to 255 
076C: set_zone 'ROCE1' gang $3180000 density_to 255 
076C: set_zone 'ROCE2' gang $3180000 density_to 255 
076C: set_zone 'LDM' gang $3180000 density_to 255  // Last Dime Motel
076C: set_zone 'RSW1' gang $3180000 density_to 255 
076C: set_zone 'RSW2' gang $3180000 density_to 255 
076C: set_zone 'RIE' gang $3180000 density_to 255  // Randolph Industrial Estate
076C: set_zone 'BFC1' gang $3180000 density_to 255 
076C: set_zone 'BFC2' gang $3180000 density_to 255 
076C: set_zone 'JTN7' gang $3180000 density_to 255 
076C: set_zone 'PINT' gang $3180000 density_to 255  // Cruzamento Pilson
076C: set_zone 'WWE' gang $3180000 density_to 255  // Whitewood Estates
076C: set_zone 'PRP1' gang $3180000 density_to 255 
076C: set_zone 'PRP2' gang $3180000 density_to 255 
076C: set_zone 'PRP3' gang $3180000 density_to 255 
076C: set_zone 'SPIN' gang $3180000 density_to 255  // Spinybed
076C: set_zone 'PRP4' gang $3180000 density_to 255 
076C: set_zone 'PILL2' gang $3180000 density_to 255 
076C: set_zone 'SASO' gang $3180000 density_to 255  // Sons em San Andreas
076C: set_zone 'FISH' gang $3180000 density_to 255  // Lagoa Fisher
076C: set_zone 'GARV' gang $3180000 density_to 255  // Ponte Garver
076C: set_zone 'GARV1' gang $3180000 density_to 255  // Ponte Garver
076C: set_zone 'GARV2' gang $3180000 density_to 255  // Ponte Garver
076C: set_zone 'KINC' gang $3180000 density_to 255  // Ponte Kincaid
076C: set_zone 'KINC1' gang $3180000 density_to 255  // Ponte Kincaid
076C: set_zone 'KINC2' gang $3180000 density_to 255  // Ponte Kincaid
076C: set_zone 'LSINL' gang $3180000 density_to 255  // Los Santos Inlet
076C: set_zone 'SHERR' gang $3180000 density_to 255  // Reservatrio Sherman
076C: set_zone 'FLINW' gang $3180000 density_to 255  // Flint Water
076C: set_zone 'ETUNN' gang $3180000 density_to 255  // Tnel Easter
076C: set_zone 'BYTUN' gang $3180000 density_to 255  // Tnel Bayside
076C: set_zone 'BIGE' gang $3180000 density_to 255  // 'The Big Ear'
076C: set_zone 'PROBE' gang $3180000 density_to 255  // Pousada Lil' Probe
076C: set_zone 'VALLE' gang $3180000 density_to 255  // Valle Ocultado
076C: set_zone 'GLN1' gang $3180000 density_to 255 
076C: set_zone 'LDOC3A' gang $3180000 density_to 255 
076C: set_zone 'LINDEN' gang $3180000 density_to 255  // Estao Linden
076C: set_zone 'UNITY' gang $3180000 density_to 255  // Estao Unity
076C: set_zone 'VIN1A' gang $3180000 density_to 255 
076C: set_zone 'MARKST' gang $3180000 density_to 255  // Estao Market
076C: set_zone 'CRANB' gang $3180000 density_to 255  // Estao Cramberry
076C: set_zone 'YELLOW' gang $3180000 density_to 255  // Estao Yellow Bell
076C: set_zone 'SANB1' gang $3180000 density_to 255 
076C: set_zone 'SANB2' gang $3180000 density_to 255  // Baa de San Fierro
076C: set_zone 'ELCA' gang $3180000 density_to 255  // El Castillo del Diablo
076C: set_zone 'ELCA1' gang $3180000 density_to 255 
076C: set_zone 'ELCA2' gang $3180000 density_to 255 
076C: set_zone 'REST' gang $3180000 density_to 255  // rea Restrita
076C: set_zone 'MONINT' gang $3180000 density_to 255  // Cruzamento Montgomery
076C: set_zone 'MONINT' gang $3180000 density_to 255  // Cruzamento Montgomery
076C: set_zone 'ROBINT' gang $3180000 density_to 255  // Cruzamento Robada
076C: set_zone 'FLINTI' gang $3180000 density_to 255  // Cruzamento Flint
076C: set_zone 'SFBAG2' gang $3180000 density_to 255 
076C: set_zone 'SFBAG3' gang $3180000 density_to 255 
076C: set_zone 'SFBAG1' gang $3180000 density_to 255 
076C: set_zone 'MKT1' gang $3180000 density_to 255 
076C: set_zone 'MKT2' gang $3180000 density_to 255 
076C: set_zone 'SFGLF4' gang $3180000 density_to 255 
076C: set_zone 'CUNTC2' gang $3180000 density_to 255 
076C: set_zone 'HILLP' gang $3180000 density_to 255  // Colina do Missionrio
076C: set_zone 'MTCHI2' gang $3180000 density_to 255 
076C: set_zone 'MTCHI3' gang $3180000 density_to 255 
076C: set_zone 'MTCHI1' gang $3180000 density_to 255 
076C: set_zone 'MTCHI4' gang $3180000 density_to 255 
076C: set_zone 'YBELL1' gang $3180000 density_to 255 
076C: set_zone 'YBELL2' gang $3180000 density_to 255 
076C: set_zone 'LVBAG' gang $3180000 density_to 255 
076C: set_zone 'LDOC1A' gang $3180000 density_to 255 
076C: set_zone 'LAIR2B' gang $3180000 density_to 255 
076C: set_zone 'LDOC3B' gang $3180000 density_to 255 
076C: set_zone 'LBAG1' gang $3180000 density_to 255 
076C: set_zone 'LBAG2' gang $3180000 density_to 255 
076C: set_zone 'LBAG3' gang $3180000 density_to 255 
076C: set_zone 'CONST1' gang $3180000 density_to 255 
076C: set_zone 'BEACO' gang $3180000 density_to 255  // Beacon Hill
076C: set_zone 'SFGLF1' gang $3180000 density_to 255 
076C: set_zone 'SFGLF2' gang $3180000 density_to 255 
076C: set_zone 'SFGLF3' gang $3180000 density_to 255 
076C: set_zone 'CUNTC1' gang $3180000 density_to 255 
076C: set_zone 'CUNTC3' gang $3180000 density_to 255 
076C: set_zone 'PLS' gang $3180000 density_to 255  // Playa del Seville
076C: set_zone 'LDOC3C' gang $3180000 density_to 255 
076C: set_zone 'STAR1' gang $3180000 density_to 255 
076C: set_zone 'RING' gang $3180000 density_to 255  // The Clown's Pocket
076C: set_zone 'LDOC2' gang $3180000 density_to 255 
076C: set_zone 'LIND3' gang $3180000 density_to 255 
076C: set_zone 'LIND4A' gang $3180000 density_to 255 
076C: set_zone 'WWE1' gang $3180000 density_to 255 
076C: set_zone 'LDT8' gang $3180000 density_to 255 
08AC: hide_gang_zones_on_map 0 
090D: highlight_all_inactive_gang_zones_as_available_for_gangwars 
$3190000 += 1 
$3180000 += 1 

:STATS_1C4A2
jump @STATS_1AB66 

:STATS_1C4A9
0879: enable_gang_wars 1 
03E5: show_text_box 'CH144' 
0661: NOP "========================================================================" 
jump @STATS_1762E 

:STATS_1C50B
if 
  $2850000 == 17 
jf @STATS_1C676 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_1C676 
0661: NOP "========================================================================" 

:STATS_1C57A
wait 0 
if 
  $2390000 == 1 
jf @STATS_1C5B9 
$2390000 = 0 
wait 50 
Camera.Restore_WithJumpCut
03E5: show_text_box 'CH145' 
05AA: v$40017 = "OXF" // @s = 'short' 
jump @STATS_1C623 

:STATS_1C5B9
if 
   not $2390000 == 1 
jf @STATS_1C61C 
$2390000 = 1 
wait 50 
067C: put_camera_on_actor $PLAYER_ACTOR offset 0.1 -0.1 0.65 rotation 0.1 0.0 0.65 tilt 0.0 switchstyle 1 
03E5: show_text_box 'CH144' 
05AA: v$40017 = "OXN" // @s = 'short' 
jump @STATS_1C623 

:STATS_1C61C
jump @STATS_1C57A 

:STATS_1C623
0661: NOP "========================================================================" 
jump @STATS_1762E 

:STATS_1C676
if 
  $2850000 == 18 
jf @STATS_1C7B5 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_1C7B5 
0661: NOP "========================================================================" 
if 
   not Actor.Model($PLAYER_ACTOR) == #NULL
jf @STATS_1C702 
03E5: show_text_box 'NUL1' 

:STATS_1C702
if 
   Actor.Model($PLAYER_ACTOR) == #NULL
jf @STATS_1C762 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 16 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 15 
Player.SetClothes($PLAYER_CHAR, "BALACLAVA", "BALACLAVA", Special)
Player.Build($PLAYER_CHAR)
03E5: show_text_box 'CH144' 

:STATS_1C762
0661: NOP "========================================================================" 
jump @STATS_1762E 

:STATS_1C7B5
if 
  $2850000 == 19 
jf @STATS_1C88B 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_1C88B 
0661: NOP "========================================================================" 
wait 0 
wait 0 
wait 0 
wait 0 
wait 0 
0661: NOP "========================================================================" 
jump @STATS_1762E 

:STATS_1C88B
if 
  $2850000 == 20 
jf @STATS_1C961 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_1C961 
0661: NOP "========================================================================" 
wait 0 
wait 0 
wait 0 
wait 0 
wait 0 
0661: NOP "========================================================================" 
jump @STATS_1762E 

:STATS_1C961
wait 5 
jf @STATS_1762E 
jump @STATS_1762E 
0661: NOP "========================================================================" 
jump @FST_MENU_50E 

:STATS_1C9C6
if 
  $1610000 == 6 
jf @STATS_2EC13 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_2EC13 
0661: NOP "========================================================================" 
wait 250 
$1600000 = 1 
$3200000 = 1 
$LOC_VAR_614 = 84.0 
0661: NOP "VOID MENU_STARTUP(VOID)" 

:STATS_1CA6D
wait 5 
if 
   Player.Defined($PLAYER_CHAR)
jf @STATS_1CA6D 
Player.CanMove($PLAYER_CHAR) = False
0661: NOP "VOID DISPLAY(VOID)" 

:STATS_1CA9E
wait 0 
03F0: enable_text_draw 0 
wait 5 
038E: draw_box_position 323.0 165.0 size 140.0 200.0 RGBA $BO1 $BO2 $BO3 $BALP 
038E: draw_box_position 323.0 79.0 size 140.0 1.5 RGBA 255 0 0 100 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 $1600000 
033E: set_draw_text_position 260.0 68.0 GXT '60028' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 80.0 GXT 'GI1' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 89.0 GXT 'GI2' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 98.0 GXT 'GI3' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 107.0 GXT 'GI4' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 116.0 GXT 'GI5' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 125.0 GXT 'GI6' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 134.0 GXT 'GI7' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 143.0 GXT 'GI8' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 152.0 GXT 'GI9' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 161.0 GXT 'GI10' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 170.0 GXT 'GI11' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 179.0 GXT 'GI12' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 188.0 GXT 'GI13' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 197.0 GXT 'GI14' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 206.0 GXT 'GI15' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 215.0 GXT 'GI16' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 224.0 GXT 'GI17' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 233.0 GXT 'GI18' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 242.0 GXT 'GI19' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 251.0 GXT 'GI20' 
038E: draw_box_position 323.0 $LOC_VAR_614 size 139.0 8.0 RGBA $LOC_VAR_274 $LOC_VAR_275 $LOC_VAR_276 $1600000 
$1600000 += 7 
if 
  $1600000 > 150 
jf @STATS_1D0FF 
$1600000 = 1 
0661: NOP "VOID ANGINE(VOID)" 

:STATS_1D0FF
0494: get_joystick 0 direction_offset_to 6@ 7@ 8@ 9@ 
if and
  7@ > 0 
80E1:   not player 0 pressed_key 16 
jf @STATS_1D196 
if 
  $3200000 == 20 
jf @STATS_1D165 
$3200000 = 1 
$LOC_VAR_614 = 84.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @STATS_1CA9E 

:STATS_1D165
wait 27@ 
$3200000 += 1 
$LOC_VAR_614 += 9.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @STATS_1CA9E 

:STATS_1D196
0494: get_joystick 0 direction_offset_to 6@ 7@ 8@ 9@ 
if and
  0 > 7@ 
80E1:   not player 0 pressed_key 16 
jf @STATS_1D249 
if 
  $3200000 == 1 
jf @STATS_1D1FC 
$3200000 = 20 
$LOC_VAR_614 = 256.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @STATS_1CA9E 

:STATS_1D1FC
wait 27@ 
$3200000 -= 1 
$LOC_VAR_614 -= 9.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @STATS_1CA9E 
0661: NOP "VOID MENU_SHUTDOWN(VOID)" 

:STATS_1D249
if 
00E1:   player 0 pressed_key 15 
jf @STATS_1D291 
wait 250 
$3200000 = 1 
$LOC_VAR_614 = 84.0 
03F0: enable_text_draw 0 
jump @FST_MENU_50E 
0661: NOP "VOID ACTIONS(VOID)" 

:STATS_1D291
if 
  $3200000 == 1 
jf @STATS_2133E 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_2133E 
0661: NOP "========================================================================" 
wait 250 
$1600000 = 1 
$3210000 = 1 
$LOC_VAR_616 = 84.0 
0661: NOP "VOID MENU_STARTUP(VOID)" 

:STATS_1D338
wait 5 
if 
   Player.Defined($PLAYER_CHAR)
jf @STATS_1D338 
Player.CanMove($PLAYER_CHAR) = False
0661: NOP "VOID DISPLAY(VOID)" 

:STATS_1D369
wait 0 
03F0: enable_text_draw 0 
wait 5 
038E: draw_box_position 323.0 165.0 size 140.0 200.0 RGBA $BO1 $BO2 $BO3 $BALP 
038E: draw_box_position 323.0 79.0 size 140.0 1.5 RGBA 255 0 0 100 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 $1600000 
033E: set_draw_text_position 260.0 68.0 GXT '80028' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 80.0 GXT 'GUOP1' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 89.0 GXT 'GUOP2' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 98.0 GXT 'GUOP3' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 374.0 98.0 GXT v$ON 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 107.0 GXT 'GUOP4' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 116.0 GXT 'GUOP5' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 125.0 GXT 'GUOP6' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 134.0 GXT 'GUOP7' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 143.0 GXT 'GUOP8' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 374.0 143.0 GXT v$RG8 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
045A: draw_text_1number 260.0 152.0 GXT 'GUOP9' number $540000 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
045A: draw_text_1number 260.0 161.0 GXT 'GUOP10' number $530000 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 170.0 GXT 'GUOP11' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 374.0 170.0 GXT v$RG13 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
045A: draw_text_1number 260.0 179.0 GXT 'GUOP12' number $550000 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 188.0 GXT 'GUOP13' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 197.0 GXT 'GUOP14' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 374.0 197.0 GXT v$RG17 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 206.0 GXT 'GUOP15' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 374.0 206.0 GXT v$RG19 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 215.0 GXT 'GUOP16' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 374.0 215.0 GXT v$SEJ16 
038E: draw_box_position 323.0 $LOC_VAR_616 size 139.0 8.0 RGBA $LOC_VAR_274 $LOC_VAR_275 $LOC_VAR_276 $1600000 
$1600000 += 7 
if 
  $1600000 > 150 
jf @STATS_1DA3B 
$1600000 = 1 
0661: NOP "VOID ANGINE(VOID)" 

:STATS_1DA3B
0494: get_joystick 0 direction_offset_to 6@ 7@ 8@ 9@ 
if and
  7@ > 0 
80E1:   not player 0 pressed_key 16 
jf @STATS_1DAD2 
if 
  $3210000 == 16 
jf @STATS_1DAA1 
$3210000 = 1 
$LOC_VAR_616 = 84.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @STATS_1D369 

:STATS_1DAA1
wait 27@ 
$3210000 += 1 
$LOC_VAR_616 += 9.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @STATS_1D369 

:STATS_1DAD2
0494: get_joystick 0 direction_offset_to 6@ 7@ 8@ 9@ 
if and
  0 > 7@ 
80E1:   not player 0 pressed_key 16 
jf @STATS_1DB85 
if 
  $3210000 == 1 
jf @STATS_1DB38 
$3210000 = 16 
$LOC_VAR_616 = 219.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @STATS_1D369 

:STATS_1DB38
wait 27@ 
$3210000 -= 1 
$LOC_VAR_616 -= 9.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @STATS_1D369 
0661: NOP "VOID MENU_SHUTDOWN(VOID)" 

:STATS_1DB85
if 
00E1:   player 0 pressed_key 15 
jf @STATS_1DBCD 
wait 250 
$LOC_VAR_616 = 84.0 
$3210000 = 1 
03F0: enable_text_draw 0 
jump @STATS_1CA9E 
0661: NOP "VOID ACTIONS(VOID)" 

:STATS_1DBCD
if 
  $3210000 == 1 
jf @STATS_1E0CE 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_1E0CE 
0661: NOP "========================================================================" 
wait 100 
0661: NOP "____[README]______________[DONT_WORK_SPECIAL_ACTOR_AND_CJ_GIRL]________________________" 
0661: NOP "______________DONT_DELETE_FLAG_ONMISSION_FREZE_GAME_OR_CRASH_________________________" 
0661: NOP "______________DONT_GIVE_WEAPONS_YOUR GIRLS_WORK_PROCESS_END MISION_GAME_FREZE_SOMETIME_GIRL_MISION_NO_STORY_MISION" 
0661: NOP "______________SPECIAL_ACTORS_NOT_TESTED_MAYBE_WORK_MUST_HECK_________________________" 
0661: NOP "______________NORMAL_PED_AND_ALL_GANGS_WORK_PERFECT_________________________" 
0661: NOP "______________END_HAVE_FUN_('')" 
0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here 
wait 0 
if 
  $ONMISSION == 1 
jf @STATS_1DE5C 
03E5: show_text_box 'NOMS' 

:STATS_1DE5C
wait 5 
if 
  $ONMISSION == 0 
jf @STATS_1E07B 
wait 100 
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_1DEE4 
03E5: show_text_box 'TH145' 

:STATS_1DEE4
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if or
  $3260000 == 1 
  $3260000 == 2 
  $3260000 == 3 
  $3260000 == 4 
  $3260000 == 5 
  $3260000 == 6 
  $3260000 == 7 
jf @STATS_1E07B 
if 
056D:   actor 0@ defined 
jf @STATS_1DF5B 
0632: release_group $PLAYER_GROUP 
03E5: show_text_box 'CH144' 
00BC: show_text_highpriority GXT 'DRTRM35' time 5000 flag 1 

:STATS_1DF5B
if 
056D:   actor 1@ defined 
jf @STATS_1DF8B 
0632: release_group $PLAYER_GROUP 
03E5: show_text_box 'CH144' 
00BC: show_text_highpriority GXT 'DRTRM35' time 5000 flag 1 

:STATS_1DF8B
if 
056D:   actor 2@ defined 
jf @STATS_1DFBB 
0632: release_group $PLAYER_GROUP 
03E5: show_text_box 'CH144' 
00BC: show_text_highpriority GXT 'DRTRM35' time 5000 flag 1 

:STATS_1DFBB
if 
056D:   actor 3@ defined 
jf @STATS_1DFEB 
0632: release_group $PLAYER_GROUP 
03E5: show_text_box 'CH144' 
00BC: show_text_highpriority GXT 'DRTRM35' time 5000 flag 1 

:STATS_1DFEB
if 
056D:   actor 4@ defined 
jf @STATS_1E01B 
0632: release_group $PLAYER_GROUP 
03E5: show_text_box 'CH144' 
00BC: show_text_highpriority GXT 'DRTRM35' time 5000 flag 1 

:STATS_1E01B
if 
056D:   actor 5@ defined 
jf @STATS_1E04B 
0632: release_group $PLAYER_GROUP 
03E5: show_text_box 'CH144' 
00BC: show_text_highpriority GXT 'DRTRM35' time 5000 flag 1 

:STATS_1E04B
if 
056D:   actor 6@ defined 
jf @STATS_1E07B 
0632: release_group $PLAYER_GROUP 
03E5: show_text_box 'CH144' 
00BC: show_text_highpriority GXT 'DRTRM35' time 5000 flag 1 

:STATS_1E07B
0661: NOP "========================================================================" 
jump @STATS_1D369 

:STATS_1E0CE
if 
  $3210000 == 2 
jf @STATS_1E46D 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_1E46D 
0661: NOP "========================================================================" 
wait 0 
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_1E1AF 
03E5: show_text_box 'TH145' 

:STATS_1E1AF
if 
056D:   actor 0@ defined 
jf @STATS_1E208 
0208: 13@ = random_float_in_ranges -5.2 5.2 
0208: 14@ = random_float_in_ranges -5.2 5.2 
wait 0 
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 13@ 14@ 1.0 
0972: put_actor 0@ at 10@ 11@ 12@ no_offset 

:STATS_1E208
if 
056D:   actor 1@ defined 
jf @STATS_1E25D 
0208: 13@ = random_float_in_ranges -5.2 5.2 
0208: 14@ = random_float_in_ranges -5.2 5.2 
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 13@ 14@ 1.0 
0972: put_actor 1@ at 10@ 11@ 12@ no_offset 

:STATS_1E25D
if 
056D:   actor 2@ defined 
jf @STATS_1E2B6 
0208: 13@ = random_float_in_ranges -5.2 5.2 
0208: 14@ = random_float_in_ranges -5.2 5.2 
wait 0 
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 13@ 14@ 1.0 
0972: put_actor 2@ at 10@ 11@ 12@ no_offset 

:STATS_1E2B6
if 
056D:   actor 3@ defined 
jf @STATS_1E30F 
0208: 13@ = random_float_in_ranges -5.2 5.2 
0208: 14@ = random_float_in_ranges -5.2 5.2 
wait 0 
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 13@ 14@ 1.0 
0972: put_actor 3@ at 10@ 11@ 12@ no_offset 

:STATS_1E30F
if 
056D:   actor 4@ defined 
jf @STATS_1E368 
0208: 13@ = random_float_in_ranges -5.2 5.2 
0208: 14@ = random_float_in_ranges -5.2 5.2 
wait 0 
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 13@ 14@ 1.0 
0972: put_actor 4@ at 10@ 11@ 12@ no_offset 

:STATS_1E368
if 
056D:   actor 5@ defined 
jf @STATS_1E3C1 
0208: 13@ = random_float_in_ranges -5.2 5.2 
0208: 14@ = random_float_in_ranges -5.2 5.2 
wait 0 
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 13@ 14@ 1.0 
0972: put_actor 5@ at 10@ 11@ 12@ no_offset 

:STATS_1E3C1
if 
056D:   actor 6@ defined 
jf @STATS_1E41A 
0208: 13@ = random_float_in_ranges -5.2 5.2 
0208: 14@ = random_float_in_ranges -5.2 5.2 
wait 0 
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 13@ 14@ 1.0 
0972: put_actor 6@ at 10@ 11@ 12@ no_offset 

:STATS_1E41A
0661: NOP "========================================================================" 
jump @STATS_1D369 

:STATS_1E46D
if 
  $3210000 == 3 
jf @STATS_1EC2C 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_1EC2C 
0661: NOP "========================================================================" 

:STATS_1E4DC
wait 0 
if 
  $2390000 == 1 
jf @STATS_1E7BB 
$2390000 = 0 
$3480000 = 0 
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_1E56E 
03E5: show_text_box 'TH145' 

:STATS_1E56E
if 
056D:   actor 0@ defined 
jf @STATS_1E5BE 
0446: set_actor 0@ dismemberment_possible 1 
Actor.SetImmunities(0@, 0, 0, 0, 0, 0)
Actor.Health(0@) = 253.0
$3480000 += 1 
0513: show_text_box_1number 'SET' number $3480000 
03E5: show_text_box 'CH145' 

:STATS_1E5BE
if 
056D:   actor 1@ defined 
jf @STATS_1E60E 
0446: set_actor 1@ dismemberment_possible 1 
Actor.SetImmunities(1@, 0, 0, 0, 0, 0)
Actor.Health(1@) = 253.0
$3480000 += 1 
0513: show_text_box_1number 'SET' number $3480000 
03E5: show_text_box 'CH145' 

:STATS_1E60E
if 
056D:   actor 2@ defined 
jf @STATS_1E65E 
0446: set_actor 2@ dismemberment_possible 1 
Actor.SetImmunities(2@, 0, 0, 0, 0, 0)
Actor.Health(2@) = 253.0
$3480000 += 1 
0513: show_text_box_1number 'SET' number $3480000 
03E5: show_text_box 'CH145' 

:STATS_1E65E
if 
056D:   actor 3@ defined 
jf @STATS_1E6AE 
0446: set_actor 3@ dismemberment_possible 1 
Actor.SetImmunities(3@, 0, 0, 0, 0, 0)
Actor.Health(3@) = 253.0
$3480000 += 1 
0513: show_text_box_1number 'SET' number $3480000 
03E5: show_text_box 'CH145' 

:STATS_1E6AE
if 
056D:   actor 4@ defined 
jf @STATS_1E6FE 
0446: set_actor 4@ dismemberment_possible 1 
Actor.SetImmunities(4@, 0, 0, 0, 0, 0)
Actor.Health(4@) = 253.0
$3480000 += 1 
0513: show_text_box_1number 'SET' number $3480000 
03E5: show_text_box 'CH145' 

:STATS_1E6FE
if 
056D:   actor 5@ defined 
jf @STATS_1E74E 
0446: set_actor 5@ dismemberment_possible 1 
Actor.SetImmunities(5@, 0, 0, 0, 0, 0)
Actor.Health(5@) = 253.0
$3480000 += 1 
0513: show_text_box_1number 'SET' number $3480000 
03E5: show_text_box 'CH145' 

:STATS_1E74E
if 
056D:   actor 6@ defined 
jf @STATS_1E79E 
0446: set_actor 6@ dismemberment_possible 1 
Actor.SetImmunities(6@, 0, 0, 0, 0, 0)
Actor.Health(6@) = 253.0
$3480000 += 1 
0513: show_text_box_1number 'SET' number $3480000 
03E5: show_text_box 'CH145' 

:STATS_1E79E
03E5: show_text_box 'CH145' 
05AA: v$ON = "FAL2" // @s = 'short' 
jump @STATS_1EBD9 

:STATS_1E7BB
if 
   not $2390000 == 1 
jf @STATS_1EBD2 
$2390000 = 1 
0661: NOP "===================================================" 
0661: NOP "THIS_IS_HOMIES_GOD_MODE_FLAG" 
0661: NOP "===================================================" 
0661: NOP "SET_1_TO_GOD_MODE" 
0661: NOP "SET_0_TO_NOT_GOD_MODE" 
0661: NOP "===================================================" 
$3490000 = 0 
0661: NOP "===================================================" 
wait 100 
$3480000 = 0 
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_1E97E 
03E5: show_text_box 'TH145' 

:STATS_1E97E
if 
056D:   actor 0@ defined 
jf @STATS_1E9CF 
0446: set_actor 0@ dismemberment_possible 0 
Actor.SetImmunities(0@, $3490000, 1, 1, 1, 1)
Actor.Health(0@) = 1600.0
$3480000 += 1 
0513: show_text_box_1number 'SET' number $3480000 
03E5: show_text_box 'CH144' 

:STATS_1E9CF
if 
056D:   actor 1@ defined 
jf @STATS_1EA20 
0446: set_actor 1@ dismemberment_possible 0 
Actor.SetImmunities(1@, $3490000, 1, 1, 1, 1)
Actor.Health(1@) = 1600.0
$3480000 += 1 
0513: show_text_box_1number 'SET' number $3480000 
03E5: show_text_box 'CH144' 

:STATS_1EA20
if 
056D:   actor 2@ defined 
jf @STATS_1EA71 
0446: set_actor 2@ dismemberment_possible 0 
Actor.SetImmunities(2@, $3490000, 1, 1, 1, 1)
Actor.Health(2@) = 1600.0
$3480000 += 1 
0513: show_text_box_1number 'SET' number $3480000 
03E5: show_text_box 'CH144' 

:STATS_1EA71
if 
056D:   actor 3@ defined 
jf @STATS_1EAC2 
0446: set_actor 3@ dismemberment_possible 0 
Actor.SetImmunities(3@, $3490000, 1, 1, 1, 1)
Actor.Health(3@) = 1600.0
$3480000 += 1 
0513: show_text_box_1number 'SET' number $3480000 
03E5: show_text_box 'CH144' 

:STATS_1EAC2
if 
056D:   actor 4@ defined 
jf @STATS_1EB13 
0446: set_actor 4@ dismemberment_possible 0 
Actor.SetImmunities(4@, $3490000, 1, 1, 1, 1)
Actor.Health(4@) = 1600.0
$3480000 += 1 
0513: show_text_box_1number 'SET' number $3480000 
03E5: show_text_box 'CH144' 

:STATS_1EB13
if 
056D:   actor 5@ defined 
jf @STATS_1EB64 
0446: set_actor 5@ dismemberment_possible 0 
Actor.SetImmunities(5@, $3490000, 1, 1, 1, 1)
Actor.Health(5@) = 1600.0
$3480000 += 1 
0513: show_text_box_1number 'SET' number $3480000 
03E5: show_text_box 'CH144' 

:STATS_1EB64
if 
056D:   actor 6@ defined 
jf @STATS_1EBB5 
0446: set_actor 6@ dismemberment_possible 0 
Actor.SetImmunities(6@, $3490000, 1, 1, 1, 1)
Actor.Health(6@) = 1600.0
$3480000 += 1 
0513: show_text_box_1number 'SET' number $3480000 
03E5: show_text_box 'CH144' 

:STATS_1EBB5
03E5: show_text_box 'CH144' 
05AA: v$ON = "FAL1" // @s = 'short' 
jump @STATS_1EBD9 

:STATS_1EBD2
jump @STATS_1E4DC 

:STATS_1EBD9
0661: NOP "========================================================================" 
jump @STATS_1D369 

:STATS_1EC2C
if 
  $3210000 == 4 
jf @STATS_1EE40 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_1EE40 
0661: NOP "========================================================================" 
wait 100 
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_1ED0D 
03E5: show_text_box 'TH145' 

:STATS_1ED0D
if 
056D:   actor 0@ defined 
jf @STATS_1ED2D 
0321: AS_actor 0@ die_headshotted 
03E5: show_text_box 'CH144' 

:STATS_1ED2D
if 
056D:   actor 1@ defined 
jf @STATS_1ED4D 
0321: AS_actor 1@ die_headshotted 
03E5: show_text_box 'CH144' 

:STATS_1ED4D
if 
056D:   actor 2@ defined 
jf @STATS_1ED6D 
0321: AS_actor 2@ die_headshotted 
03E5: show_text_box 'CH144' 

:STATS_1ED6D
if 
056D:   actor 3@ defined 
jf @STATS_1ED8D 
0321: AS_actor 3@ die_headshotted 
03E5: show_text_box 'CH144' 

:STATS_1ED8D
if 
056D:   actor 4@ defined 
jf @STATS_1EDAD 
0321: AS_actor 4@ die_headshotted 
03E5: show_text_box 'CH144' 

:STATS_1EDAD
if 
056D:   actor 5@ defined 
jf @STATS_1EDCD 
0321: AS_actor 5@ die_headshotted 
03E5: show_text_box 'CH144' 

:STATS_1EDCD
if 
056D:   actor 6@ defined 
jf @STATS_1EDED 
0321: AS_actor 6@ die_headshotted 
03E5: show_text_box 'CH144' 

:STATS_1EDED
0661: NOP "========================================================================" 
jump @STATS_1D369 

:STATS_1EE40
if 
  $3210000 == 5 
jf @STATS_1F379 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_1F379 
0661: NOP "========================================================================" 
wait 100 
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_1EF21 
03E5: show_text_box 'TH145' 

:STATS_1EF21
if 
056D:   actor 0@ defined 
jf @STATS_1EFB4 
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 22 // see ped.dat 
$3480000 += 1 
0513: show_text_box_1number 'SET' number $3480000 
03E5: show_text_box 'CH144' 

:STATS_1EFB4
if 
056D:   actor 1@ defined 
jf @STATS_1F047 
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 22 // see ped.dat 
$3480000 += 1 
0513: show_text_box_1number 'SET' number $3480000 
03E5: show_text_box 'CH144' 

:STATS_1F047
if 
056D:   actor 2@ defined 
jf @STATS_1F0DA 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 22 // see ped.dat 
$3480000 += 1 
0513: show_text_box_1number 'SET' number $3480000 
03E5: show_text_box 'CH144' 

:STATS_1F0DA
if 
056D:   actor 3@ defined 
jf @STATS_1F16D 
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 22 // see ped.dat 
$3480000 += 1 
0513: show_text_box_1number 'SET' number $3480000 
03E5: show_text_box 'CH144' 

:STATS_1F16D
if 
056D:   actor 4@ defined 
jf @STATS_1F200 
077A: set_actor 4@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 4@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 4@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 4@ acquaintance 4 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 4@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 4@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 4@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 4@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 4@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 4@ acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 4@ acquaintance 4 to_actors_pedtype 22 // see ped.dat 
$3480000 += 1 
0513: show_text_box_1number 'SET' number $3480000 
03E5: show_text_box 'CH144' 

:STATS_1F200
if 
056D:   actor 5@ defined 
jf @STATS_1F293 
077A: set_actor 5@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 5@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 5@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 5@ acquaintance 4 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 5@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 5@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 5@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 5@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 5@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 5@ acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 5@ acquaintance 4 to_actors_pedtype 22 // see ped.dat 
$3480000 += 1 
0513: show_text_box_1number 'SET' number $3480000 
03E5: show_text_box 'CH144' 

:STATS_1F293
if 
056D:   actor 6@ defined 
jf @STATS_1F326 
077A: set_actor 6@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 6@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 6@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 6@ acquaintance 4 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 6@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 6@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 6@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 6@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 6@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 6@ acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 6@ acquaintance 4 to_actors_pedtype 22 // see ped.dat 
$3480000 += 1 
0513: show_text_box_1number 'SET' number $3480000 
03E5: show_text_box 'CH144' 

:STATS_1F326
0661: NOP "========================================================================" 
jump @STATS_1D369 

:STATS_1F379
if 
  $3210000 == 6 
jf @STATS_1F8BD 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_1F8BD 
0661: NOP "========================================================================" 
wait 0 
$3480000 = 0 
wait 100 
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_1F465 
03E5: show_text_box 'TH145' 

:STATS_1F465
if 
056D:   actor 0@ defined 
jf @STATS_1F4F8 
077A: set_actor 0@ acquaintance 2 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 0@ acquaintance 2 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 0@ acquaintance 2 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 0@ acquaintance 2 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 0@ acquaintance 2 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 0@ acquaintance 2 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 0@ acquaintance 2 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 0@ acquaintance 2 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 0@ acquaintance 2 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 0@ acquaintance 2 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 0@ acquaintance 2 to_actors_pedtype 22 // see ped.dat 
$3480000 += 1 
0513: show_text_box_1number 'SET' number $3480000 
03E5: show_text_box 'CH145' 

:STATS_1F4F8
if 
056D:   actor 1@ defined 
jf @STATS_1F58B 
077A: set_actor 1@ acquaintance 2 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 1@ acquaintance 2 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 1@ acquaintance 2 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 1@ acquaintance 2 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 1@ acquaintance 2 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 1@ acquaintance 2 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 1@ acquaintance 2 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 1@ acquaintance 2 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 1@ acquaintance 2 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 1@ acquaintance 2 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 1@ acquaintance 2 to_actors_pedtype 22 // see ped.dat 
$3480000 += 1 
0513: show_text_box_1number 'SET' number $3480000 
03E5: show_text_box 'CH145' 

:STATS_1F58B
if 
056D:   actor 2@ defined 
jf @STATS_1F61E 
077A: set_actor 2@ acquaintance 2 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 2@ acquaintance 2 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 2@ acquaintance 2 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 2@ acquaintance 2 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 2@ acquaintance 2 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 2@ acquaintance 2 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 2@ acquaintance 2 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 2@ acquaintance 2 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 2@ acquaintance 2 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 2@ acquaintance 2 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 2@ acquaintance 2 to_actors_pedtype 22 // see ped.dat 
$3480000 += 1 
0513: show_text_box_1number 'SET' number $3480000 
03E5: show_text_box 'CH145' 

:STATS_1F61E
if 
056D:   actor 3@ defined 
jf @STATS_1F6B1 
077A: set_actor 3@ acquaintance 2 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 3@ acquaintance 2 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 3@ acquaintance 2 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 3@ acquaintance 2 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 3@ acquaintance 2 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 3@ acquaintance 2 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 3@ acquaintance 2 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 3@ acquaintance 2 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 3@ acquaintance 2 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 3@ acquaintance 2 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 3@ acquaintance 2 to_actors_pedtype 22 // see ped.dat 
$3480000 += 1 
0513: show_text_box_1number 'SET' number $3480000 
03E5: show_text_box 'CH145' 

:STATS_1F6B1
if 
056D:   actor 4@ defined 
jf @STATS_1F744 
077A: set_actor 4@ acquaintance 2 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 4@ acquaintance 2 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 4@ acquaintance 2 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 4@ acquaintance 2 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 4@ acquaintance 2 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 4@ acquaintance 2 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 4@ acquaintance 2 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 4@ acquaintance 2 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 4@ acquaintance 2 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 4@ acquaintance 2 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 4@ acquaintance 2 to_actors_pedtype 22 // see ped.dat 
$3480000 += 1 
0513: show_text_box_1number 'SET' number $3480000 
03E5: show_text_box 'CH145' 

:STATS_1F744
if 
056D:   actor 5@ defined 
jf @STATS_1F7D7 
077A: set_actor 5@ acquaintance 2 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 5@ acquaintance 2 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 5@ acquaintance 2 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 5@ acquaintance 2 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 5@ acquaintance 2 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 5@ acquaintance 2 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 5@ acquaintance 2 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 5@ acquaintance 2 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 5@ acquaintance 2 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 5@ acquaintance 2 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 5@ acquaintance 2 to_actors_pedtype 22 // see ped.dat 
$3480000 += 1 
0513: show_text_box_1number 'SET' number $3480000 
03E5: show_text_box 'CH145' 

:STATS_1F7D7
if 
056D:   actor 6@ defined 
jf @STATS_1F86A 
077A: set_actor 6@ acquaintance 2 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 6@ acquaintance 2 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 6@ acquaintance 2 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 6@ acquaintance 2 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 6@ acquaintance 2 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 6@ acquaintance 2 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 6@ acquaintance 2 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 6@ acquaintance 2 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 6@ acquaintance 2 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 6@ acquaintance 2 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 6@ acquaintance 2 to_actors_pedtype 22 // see ped.dat 
$3480000 += 1 
0513: show_text_box_1number 'SET' number $3480000 
03E5: show_text_box 'CH145' 

:STATS_1F86A
0661: NOP "========================================================================" 
jump @STATS_1D369 

:STATS_1F8BD
if 
  $3210000 == 7 
jf @STATS_1FBC2 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_1FBC2 
0661: NOP "========================================================================" 
wait 0 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_1F958 
03E5: show_text_box 'TH145' 

:STATS_1F958
0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to $3500000 closest_ped_to $3510000 
if 
   not $3500000 == -1 
jf @STATS_1FB5F 
if 
   not Car.Wrecked($3500000)
jf @STATS_1FB5F 
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_1F9F3 
03E5: show_text_box 'TH145' 

:STATS_1F9F3
if 
056D:   actor 0@ defined 
jf @STATS_1FA26 
if 
   not Actor.Dead(0@)
jf @STATS_1FA26 
0672: AS_actor 0@ attack_car $3500000 
03E5: show_text_box 'CH144' 

:STATS_1FA26
if 
056D:   actor 1@ defined 
jf @STATS_1FA59 
if 
   not Actor.Dead(1@)
jf @STATS_1FA59 
0672: AS_actor 1@ attack_car $3500000 
03E5: show_text_box 'CH144' 

:STATS_1FA59
if 
056D:   actor 2@ defined 
jf @STATS_1FA8C 
if 
   not Actor.Dead(2@)
jf @STATS_1FA8C 
0672: AS_actor 2@ attack_car $3500000 
03E5: show_text_box 'CH144' 

:STATS_1FA8C
if 
056D:   actor 3@ defined 
jf @STATS_1FABF 
if 
   not Actor.Dead(3@)
jf @STATS_1FABF 
0672: AS_actor 3@ attack_car $3500000 
03E5: show_text_box 'CH144' 

:STATS_1FABF
if 
056D:   actor 4@ defined 
jf @STATS_1FAF2 
if 
   not Actor.Dead(4@)
jf @STATS_1FAF2 
0672: AS_actor 4@ attack_car $3500000 
03E5: show_text_box 'CH144' 

:STATS_1FAF2
if 
056D:   actor 5@ defined 
jf @STATS_1FB25 
if 
   not Actor.Dead(5@)
jf @STATS_1FB25 
0672: AS_actor 5@ attack_car $3500000 
03E5: show_text_box 'CH144' 

:STATS_1FB25
if 
056D:   actor 6@ defined 
jf @STATS_1FB5F 
if 
   not Actor.Dead(6@)
jf @STATS_1FB58 
0672: AS_actor 6@ attack_car $3500000 
03E5: show_text_box 'CH144' 

:STATS_1FB58
jump @STATS_1FB6F 

:STATS_1FB5F
00BC: show_text_highpriority GXT 'NOTCAR' time 1000 flag 1 

:STATS_1FB6F
0661: NOP "========================================================================" 
jump @STATS_1D369 

:STATS_1FBC2
if 
  $3210000 == 8 
jf @STATS_1FFBB 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_1FFBB 
0661: NOP "========================================================================" 

:STATS_1FC31
wait 0 
if 
  $2390000 == 1 
jf @STATS_1FDCB 
$2390000 = 0 
wait 50 
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_1FCC0 
03E5: show_text_box 'TH145' 

:STATS_1FCC0
if 
056D:   actor 0@ defined 
jf @STATS_1FCE2 
0332: set_actor 0@ bleeding 0 
03E5: show_text_box 'CH144' 

:STATS_1FCE2
if 
056D:   actor 1@ defined 
jf @STATS_1FD04 
0332: set_actor 1@ bleeding 0 
03E5: show_text_box 'CH144' 

:STATS_1FD04
if 
056D:   actor 2@ defined 
jf @STATS_1FD26 
0332: set_actor 2@ bleeding 0 
03E5: show_text_box 'CH144' 

:STATS_1FD26
if 
056D:   actor 3@ defined 
jf @STATS_1FD48 
0332: set_actor 3@ bleeding 0 
03E5: show_text_box 'CH144' 

:STATS_1FD48
if 
056D:   actor 4@ defined 
jf @STATS_1FD6A 
0332: set_actor 4@ bleeding 0 
03E5: show_text_box 'CH144' 

:STATS_1FD6A
if 
056D:   actor 5@ defined 
jf @STATS_1FD8C 
0332: set_actor 5@ bleeding 0 
03E5: show_text_box 'CH144' 

:STATS_1FD8C
if 
056D:   actor 6@ defined 
jf @STATS_1FDAE 
0332: set_actor 6@ bleeding 0 
03E5: show_text_box 'CH144' 

:STATS_1FDAE
03E5: show_text_box 'CH145' 
05AA: v$RG9 = "FAL2" // @s = 'short' 
jump @STATS_1FF68 

:STATS_1FDCB
if 
   not $2390000 == 1 
jf @STATS_1FF61 
$2390000 = 1 
wait 50 
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_1FE56 
03E5: show_text_box 'TH145' 

:STATS_1FE56
if 
056D:   actor 0@ defined 
jf @STATS_1FE78 
0332: set_actor 0@ bleeding 1 
03E5: show_text_box 'CH144' 

:STATS_1FE78
if 
056D:   actor 1@ defined 
jf @STATS_1FE9A 
0332: set_actor 1@ bleeding 1 
03E5: show_text_box 'CH144' 

:STATS_1FE9A
if 
056D:   actor 2@ defined 
jf @STATS_1FEBC 
0332: set_actor 2@ bleeding 1 
03E5: show_text_box 'CH144' 

:STATS_1FEBC
if 
056D:   actor 3@ defined 
jf @STATS_1FEDE 
0332: set_actor 3@ bleeding 1 
03E5: show_text_box 'CH144' 

:STATS_1FEDE
if 
056D:   actor 4@ defined 
jf @STATS_1FF00 
0332: set_actor 4@ bleeding 1 
03E5: show_text_box 'CH144' 

:STATS_1FF00
if 
056D:   actor 5@ defined 
jf @STATS_1FF22 
0332: set_actor 5@ bleeding 1 
03E5: show_text_box 'CH144' 

:STATS_1FF22
if 
056D:   actor 6@ defined 
jf @STATS_1FF44 
0332: set_actor 6@ bleeding 1 
03E5: show_text_box 'CH144' 

:STATS_1FF44
03E5: show_text_box 'CH144' 
05AA: v$RG9 = "FAL1" // @s = 'short' 
jump @STATS_1FF68 

:STATS_1FF61
jump @STATS_1FC31 

:STATS_1FF68
0661: NOP "========================================================================" 
jump @STATS_1D369 

:STATS_1FFBB
if 
  $3210000 == 9 
jf @STATS_1FFDD 
00BC: show_text_highpriority GXT 'HMENU' time 5000 flag 1 

:STATS_1FFDD
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if and
  $3210000 == 9 
  $3260000 == 0 
jf @STATS_2000C 
03E5: show_text_box 'TH145' 

:STATS_2000C
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if or
  $3260000 == 1 
  $3260000 == 2 
  $3260000 == 3 
  $3260000 == 4 
  $3260000 == 5 
  $3260000 == 6 
  $3260000 == 7 
jf @STATS_202B8 
wait 1 
0494: get_joystick 0 direction_offset_to $2350000 $2360000 $2370000 $2380000 
if and
  $3210000 == 9 
  $2350000 > 0 
jf @STATS_20188 
if 
   not $540000 >= 1500 
jf @STATS_20188 
$540000 += 3 
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
if 
056D:   actor 0@ defined 
jf @STATS_200F8 
Actor.Health(0@) = $540000

:STATS_200F8
if 
056D:   actor 1@ defined 
jf @STATS_20110 
Actor.Health(1@) = $540000

:STATS_20110
if 
056D:   actor 2@ defined 
jf @STATS_20128 
Actor.Health(2@) = $540000

:STATS_20128
if 
056D:   actor 3@ defined 
jf @STATS_20140 
Actor.Health(3@) = $540000

:STATS_20140
if 
056D:   actor 4@ defined 
jf @STATS_20158 
Actor.Health(4@) = $540000

:STATS_20158
if 
056D:   actor 5@ defined 
jf @STATS_20170 
Actor.Health(5@) = $540000

:STATS_20170
if 
056D:   actor 6@ defined 
jf @STATS_20188 
Actor.Health(6@) = $540000

:STATS_20188
0494: get_joystick 0 direction_offset_to $2350000 $2360000 $2370000 $2380000 
if and
  $3210000 == 9 
  0 > $2350000 
jf @STATS_202B8 
if 
  $540000 > 1 
jf @STATS_202B8 
$540000 -= 1 
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
if 
056D:   actor 0@ defined 
jf @STATS_20228 
Actor.Health(0@) = $540000

:STATS_20228
if 
056D:   actor 1@ defined 
jf @STATS_20240 
Actor.Health(1@) = $540000

:STATS_20240
if 
056D:   actor 2@ defined 
jf @STATS_20258 
Actor.Health(2@) = $540000

:STATS_20258
if 
056D:   actor 3@ defined 
jf @STATS_20270 
Actor.Health(3@) = $540000

:STATS_20270
if 
056D:   actor 4@ defined 
jf @STATS_20288 
Actor.Health(4@) = $540000

:STATS_20288
if 
056D:   actor 5@ defined 
jf @STATS_202A0 
Actor.Health(5@) = $540000

:STATS_202A0
if 
056D:   actor 6@ defined 
jf @STATS_202B8 
Actor.Health(6@) = $540000

:STATS_202B8
if 
  $3210000 == 10 
jf @STATS_202D9 
00BC: show_text_highpriority GXT 'HMENU' time 50 flag 1 

:STATS_202D9
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if and
  $3210000 == 10 
  $3260000 == 0 
jf @STATS_20308 
03E5: show_text_box 'TH145' 

:STATS_20308
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if or
  $3260000 == 1 
  $3260000 == 2 
  $3260000 == 3 
  $3260000 == 4 
  $3260000 == 5 
  $3260000 == 6 
  $3260000 == 7 
jf @STATS_205E5 
0494: get_joystick 0 direction_offset_to $2350000 $2360000 $2370000 $2380000 
if and
  $3210000 == 10 
  $2350000 > 0 
jf @STATS_2049A 
if 
   not $530000 >= 100 
jf @STATS_2049A 
$530000 += 1 
092B: $3560000 = group $PLAYER_GROUP member 0 
092B: $3570000 = group $PLAYER_GROUP member 1 
092B: $3580000 = group $PLAYER_GROUP member 2 
092B: $3590000 = group $PLAYER_GROUP member 3 
092B: $3600000 = group $PLAYER_GROUP member 4 
092B: $3610000 = group $PLAYER_GROUP member 5 
092B: $3620000 = group $PLAYER_GROUP member 6 
if 
856D:   not actor $3560000 defined 
jf @STATS_203F2 
03E5: show_text_box 'TH145' 

:STATS_203F2
if 
056D:   actor $3560000 defined 
jf @STATS_2040A 
Actor.WeaponAccuracy($3560000) = $530000

:STATS_2040A
if 
056D:   actor $3570000 defined 
jf @STATS_20422 
Actor.WeaponAccuracy($3570000) = $530000

:STATS_20422
if 
056D:   actor $3580000 defined 
jf @STATS_2043A 
Actor.WeaponAccuracy($3580000) = $530000

:STATS_2043A
if 
056D:   actor $3590000 defined 
jf @STATS_20452 
Actor.WeaponAccuracy($3590000) = $530000

:STATS_20452
if 
056D:   actor $3600000 defined 
jf @STATS_2046A 
Actor.WeaponAccuracy($3600000) = $530000

:STATS_2046A
if 
056D:   actor $3610000 defined 
jf @STATS_20482 
Actor.WeaponAccuracy($3610000) = $530000

:STATS_20482
if 
056D:   actor $3620000 defined 
jf @STATS_2049A 
Actor.WeaponAccuracy($3620000) = $530000

:STATS_2049A
0494: get_joystick 0 direction_offset_to $2350000 $2360000 $2370000 $2380000 
if and
  $3210000 == 10 
  0 > $2350000 
jf @STATS_205E5 
if 
  $530000 > 1 
jf @STATS_205E5 
$530000 -= 1 
092B: $3560000 = group $PLAYER_GROUP member 0 
092B: $3570000 = group $PLAYER_GROUP member 1 
092B: $3580000 = group $PLAYER_GROUP member 2 
092B: $3590000 = group $PLAYER_GROUP member 3 
092B: $3600000 = group $PLAYER_GROUP member 4 
092B: $3610000 = group $PLAYER_GROUP member 5 
092B: $3620000 = group $PLAYER_GROUP member 6 
if 
856D:   not actor $3560000 defined 
jf @STATS_2053D 
03E5: show_text_box 'TH145' 

:STATS_2053D
if 
056D:   actor $3560000 defined 
jf @STATS_20555 
Actor.WeaponAccuracy($3560000) = $530000

:STATS_20555
if 
056D:   actor $3570000 defined 
jf @STATS_2056D 
Actor.WeaponAccuracy($3570000) = $530000

:STATS_2056D
if 
056D:   actor $3580000 defined 
jf @STATS_20585 
Actor.WeaponAccuracy($3580000) = $530000

:STATS_20585
if 
056D:   actor $3590000 defined 
jf @STATS_2059D 
Actor.WeaponAccuracy($3590000) = $530000

:STATS_2059D
if 
056D:   actor $3600000 defined 
jf @STATS_205B5 
Actor.WeaponAccuracy($3600000) = $530000

:STATS_205B5
if 
056D:   actor $3610000 defined 
jf @STATS_205CD 
Actor.WeaponAccuracy($3610000) = $530000

:STATS_205CD
if 
056D:   actor $3620000 defined 
jf @STATS_205E5 
Actor.WeaponAccuracy($3620000) = $530000

:STATS_205E5
if 
  $3210000 == 11 
jf @STATS_2077E 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_2077E 
0661: NOP "========================================================================" 
if 
8AAB:   not file_exists "SET\RSYSTEM.CS" 
jf @STATS_2068E 
0ACD: show_text_highpriority "UNABLE TO LOAD'" time 5000 
jump @STATS_2072B 

:STATS_2068E
wait 0 
if 
  $2390000 == 1 
jf @STATS_206D7 
$2390000 = 0 
wait 50 
end_thread_named 'RSYSTEM' 
03E5: show_text_box 'CH145' 
05AA: v$RG13 = "FAL2" // @s = 'short' 
jump @STATS_2072B 

:STATS_206D7
if 
   not $2390000 == 1 
jf @STATS_20724 
$2390000 = 1 
wait 50 
0A92: create_custom_thread "SET\RSYSTEM.CS"  
03E5: show_text_box 'CH144' 
05AA: v$RG13 = "FAL1" // @s = 'short' 
jump @STATS_2072B 

:STATS_20724
jump @STATS_2068E 

:STATS_2072B
0661: NOP "========================================================================" 
jump @STATS_1D369 

:STATS_2077E
if 
  $3210000 == 12 
jf @STATS_2079F 
00BC: show_text_highpriority GXT 'HMENU' time 50 flag 1 

:STATS_2079F
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if and
  $3210000 == 12 
  $3260000 == 0 
jf @STATS_207CE 
03E5: show_text_box 'TH145' 

:STATS_207CE
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if or
  $3260000 == 1 
  $3260000 == 2 
  $3260000 == 3 
  $3260000 == 4 
  $3260000 == 5 
  $3260000 == 6 
  $3260000 == 7 
jf @STATS_20AC5 
0494: get_joystick 0 direction_offset_to $2350000 $2360000 $2370000 $2380000 
if and
  $3210000 == 12 
  $2350000 > 0 
jf @STATS_2096D 
if 
   not $550000 >= 100 
jf @STATS_2096D 
$550000 += 1 
092B: $3560000 = group $PLAYER_GROUP member 0 
092B: $3570000 = group $PLAYER_GROUP member 1 
092B: $3580000 = group $PLAYER_GROUP member 2 
092B: $3590000 = group $PLAYER_GROUP member 3 
092B: $3600000 = group $PLAYER_GROUP member 4 
092B: $3610000 = group $PLAYER_GROUP member 5 
092B: $3620000 = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_208C5 
03E5: show_text_box 'TH145' 

:STATS_208C5
if 
056D:   actor $3560000 defined 
jf @STATS_208DD 
07DD: set_actor $3560000 attack_rate $550000 // previously known as temper_to 

:STATS_208DD
if 
056D:   actor $3570000 defined 
jf @STATS_208F5 
07DD: set_actor $3570000 attack_rate $550000 // previously known as temper_to 

:STATS_208F5
if 
056D:   actor $3580000 defined 
jf @STATS_2090D 
07DD: set_actor $3580000 attack_rate $550000 // previously known as temper_to 

:STATS_2090D
if 
056D:   actor $3590000 defined 
jf @STATS_20925 
07DD: set_actor $3590000 attack_rate $550000 // previously known as temper_to 

:STATS_20925
if 
056D:   actor $3600000 defined 
jf @STATS_2093D 
07DD: set_actor $3600000 attack_rate $550000 // previously known as temper_to 

:STATS_2093D
if 
056D:   actor $3610000 defined 
jf @STATS_20955 
07DD: set_actor $3610000 attack_rate $550000 // previously known as temper_to 

:STATS_20955
if 
056D:   actor $3620000 defined 
jf @STATS_2096D 
07DD: set_actor $3620000 attack_rate $550000 // previously known as temper_to 

:STATS_2096D
0494: get_joystick 0 direction_offset_to $2350000 $2360000 $2370000 $2380000 
if and
  $3210000 == 12 
  0 > $2350000 
jf @STATS_20AC5 
if 
  $550000 > 1 
jf @STATS_20AC5 
$550000 -= 1 
092B: $3560000 = group $PLAYER_GROUP member 0 
092B: $3570000 = group $PLAYER_GROUP member 1 
092B: $3580000 = group $PLAYER_GROUP member 2 
092B: $3590000 = group $PLAYER_GROUP member 3 
092B: $3600000 = group $PLAYER_GROUP member 4 
092B: $3610000 = group $PLAYER_GROUP member 5 
092B: $3620000 = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_20A1D 
03E5: show_text_box 'TH145' 

:STATS_20A1D
if 
056D:   actor $3560000 defined 
jf @STATS_20A35 
07DD: set_actor $3560000 attack_rate $550000 // previously known as temper_to 

:STATS_20A35
if 
056D:   actor $3570000 defined 
jf @STATS_20A4D 
07DD: set_actor $3570000 attack_rate $550000 // previously known as temper_to 

:STATS_20A4D
if 
056D:   actor $3580000 defined 
jf @STATS_20A65 
07DD: set_actor $3580000 attack_rate $550000 // previously known as temper_to 

:STATS_20A65
if 
056D:   actor $3590000 defined 
jf @STATS_20A7D 
07DD: set_actor $3590000 attack_rate $550000 // previously known as temper_to 

:STATS_20A7D
if 
056D:   actor $3600000 defined 
jf @STATS_20A95 
07DD: set_actor $3600000 attack_rate $550000 // previously known as temper_to 

:STATS_20A95
if 
056D:   actor $3610000 defined 
jf @STATS_20AAD 
07DD: set_actor $3610000 attack_rate $550000 // previously known as temper_to 

:STATS_20AAD
if 
056D:   actor $3620000 defined 
jf @STATS_20AC5 
07DD: set_actor $3620000 attack_rate $550000 // previously known as temper_to 

:STATS_20AC5
if 
  $3210000 == 13 
jf @STATS_20AE6 
00BC: show_text_highpriority GXT 'HMENU' time 50 flag 1 

:STATS_20AE6
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if and
  $3210000 == 13 
  $3260000 == 0 
jf @STATS_20B15 
03E5: show_text_box 'TH145' 

:STATS_20B15
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if or
  $3260000 == 1 
  $3260000 == 2 
  $3260000 == 3 
  $3260000 == 4 
  $3260000 == 5 
  $3260000 == 6 
  $3260000 == 7 
jf @STATS_20DE6 
0494: get_joystick 0 direction_offset_to $2350000 $2360000 $2370000 $2380000 
if and
  $3210000 == 13 
  $2350000 > 0 
jf @STATS_20CA3 
092B: $3560000 = group $PLAYER_GROUP member 0 
092B: $3570000 = group $PLAYER_GROUP member 1 
092B: $3580000 = group $PLAYER_GROUP member 2 
092B: $3590000 = group $PLAYER_GROUP member 3 
092B: $3600000 = group $PLAYER_GROUP member 4 
092B: $3610000 = group $PLAYER_GROUP member 5 
092B: $3620000 = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_20BF3 
03E5: show_text_box 'TH145' 

:STATS_20BF3
if 
056D:   actor $3560000 defined 
jf @STATS_20C0A 
081A: set_actor $3560000 weapon_skill_to 1 

:STATS_20C0A
if 
056D:   actor $3570000 defined 
jf @STATS_20C21 
081A: set_actor $3570000 weapon_skill_to 1 

:STATS_20C21
if 
056D:   actor $3580000 defined 
jf @STATS_20C38 
081A: set_actor $3580000 weapon_skill_to 1 

:STATS_20C38
if 
056D:   actor $3590000 defined 
jf @STATS_20C4F 
081A: set_actor $3590000 weapon_skill_to 1 

:STATS_20C4F
if 
056D:   actor $3600000 defined 
jf @STATS_20C66 
081A: set_actor $3600000 weapon_skill_to 1 

:STATS_20C66
if 
056D:   actor $3610000 defined 
jf @STATS_20C7D 
081A: set_actor $3610000 weapon_skill_to 1 

:STATS_20C7D
if 
056D:   actor $3620000 defined 
jf @STATS_20C94 
081A: set_actor $3620000 weapon_skill_to 1 

:STATS_20C94
03E5: show_text_box 'SET1' 
wait 15 

:STATS_20CA3
0494: get_joystick 0 direction_offset_to $2350000 $2360000 $2370000 $2380000 
if and
  $3210000 == 13 
  0 > $2350000 
jf @STATS_20DE6 
092B: $3560000 = group $PLAYER_GROUP member 0 
092B: $3570000 = group $PLAYER_GROUP member 1 
092B: $3580000 = group $PLAYER_GROUP member 2 
092B: $3590000 = group $PLAYER_GROUP member 3 
092B: $3600000 = group $PLAYER_GROUP member 4 
092B: $3610000 = group $PLAYER_GROUP member 5 
092B: $3620000 = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_20D3A 
03E5: show_text_box 'TH145' 

:STATS_20D3A
if 
056D:   actor $3560000 defined 
jf @STATS_20D51 
081A: set_actor $3560000 weapon_skill_to 2 

:STATS_20D51
if 
056D:   actor $3570000 defined 
jf @STATS_20D68 
081A: set_actor $3570000 weapon_skill_to 2 

:STATS_20D68
if 
056D:   actor $3580000 defined 
jf @STATS_20D7F 
081A: set_actor $3580000 weapon_skill_to 2 

:STATS_20D7F
if 
056D:   actor $3590000 defined 
jf @STATS_20D96 
081A: set_actor $3590000 weapon_skill_to 2 

:STATS_20D96
if 
056D:   actor $3600000 defined 
jf @STATS_20DAD 
081A: set_actor $3600000 weapon_skill_to 2 

:STATS_20DAD
if 
056D:   actor $3610000 defined 
jf @STATS_20DC4 
081A: set_actor $3610000 weapon_skill_to 2 

:STATS_20DC4
if 
056D:   actor $3620000 defined 
jf @STATS_20DDB 
081A: set_actor $3620000 weapon_skill_to 2 

:STATS_20DDB
03E5: show_text_box 'SET2' 

:STATS_20DE6
if 
  $3210000 == 14 
jf @STATS_20F77 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_20F77 
0661: NOP "========================================================================" 
if 
8AAB:   not file_exists "SET\HAG.CS" 
jf @STATS_20E8B 
0ACD: show_text_highpriority "UNABLE TO LOAD'" time 5000 
jump @STATS_20F24 

:STATS_20E8B
wait 0 
if 
  $2390000 == 1 
jf @STATS_20ED4 
$2390000 = 0 
wait 50 
end_thread_named 'HAG' 
03E5: show_text_box 'CH145' 
05AA: v$RG17 = "FAL2" // @s = 'short' 
jump @STATS_20F24 

:STATS_20ED4
if 
   not $2390000 == 1 
jf @STATS_20F1D 
$2390000 = 1 
wait 50 
0A92: create_custom_thread "SET\HAG.CS"  
03E5: show_text_box 'CH144' 
05AA: v$RG17 = "FAL1" // @s = 'short' 
jump @STATS_20F24 

:STATS_20F1D
jump @STATS_20E8B 

:STATS_20F24
0661: NOP "========================================================================" 
jump @STATS_1D369 

:STATS_20F77
if 
  $3210000 == 15 
jf @STATS_21146 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_21146 
0661: NOP "========================================================================" 
if 
8AAB:   not file_exists "SET\GBAR.CS" 
jf @STATS_2101D 
0ACD: show_text_highpriority "UNABLE TO LOAD'" time 5000 
jump @STATS_210F3 

:STATS_2101D
wait 0 
if 
  $2390000 == 1 
jf @STATS_21084 
$2390000 = 0 
0AF1: write_int 1 to_ini_file "CLEO\POZIT.INI" section "BAR" key "KEY" 
wait 50 
end_thread_named 'GBAR' 
03E5: show_text_box 'CH145' 
05AA: v$RG19 = "FAL2" // @s = 'short' 
jump @STATS_210F3 

:STATS_21084
if 
   not $2390000 == 1 
jf @STATS_210EC 
$2390000 = 1 
wait 50 
0A92: create_custom_thread "SET\GBAR.CS"  
0AF1: write_int 0 to_ini_file "CLEO\POZIT.INI" section "BAR" key "KEY" 
03E5: show_text_box 'CH144' 
05AA: v$RG19 = "FAL1" // @s = 'short' 
jump @STATS_210F3 

:STATS_210EC
jump @STATS_2101D 

:STATS_210F3
0661: NOP "========================================================================" 
jump @STATS_1D369 

:STATS_21146
if 
  $3210000 == 16 
jf @STATS_212D9 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_212D9 
0661: NOP "========================================================================" 
if 
8AAB:   not file_exists "SET\HRAP.CS" 
jf @STATS_211EC 
0ACD: show_text_highpriority "UNABLE TO LOAD'" time 5000 
jump @STATS_21286 

:STATS_211EC
wait 0 
if 
  $2390000 == 1 
jf @STATS_21235 
$2390000 = 0 
wait 50 
end_thread_named 'HRAP' 
03E5: show_text_box 'CH145' 
05AA: v$SEJ16 = "FAL2" // @s = 'short' 
jump @STATS_21286 

:STATS_21235
if 
   not $2390000 == 1 
jf @STATS_2127F 
$2390000 = 1 
wait 50 
0A92: create_custom_thread "SET\HRAP.CS"  
03E5: show_text_box 'CH144' 
05AA: v$SEJ16 = "FAL1" // @s = 'short' 
jump @STATS_21286 

:STATS_2127F
jump @STATS_211EC 

:STATS_21286
0661: NOP "========================================================================" 
jump @STATS_1D369 

:STATS_212D9
wait 5 
jf @STATS_1D369 
jump @STATS_1D369 
0661: NOP "========================================================================" 
jump @STATS_1CA9E 

:STATS_2133E
if 
  $3200000 == 2 
jf @STATS_2516D 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_2516D 
0661: NOP "========================================================================" 
wait 250 
0661: NOP "VOID SEINGS(VOID)" 
$1600000 = 1 
$3630000 = 1 
$LOC_VAR_654 = 84.0 
0661: NOP "VOID MENU_STARTUP(VOID)" 

:STATS_213FA
wait 5 
if 
   Player.Defined($PLAYER_CHAR)
jf @STATS_213FA 
Player.CanMove($PLAYER_CHAR) = False
0661: NOP "VOID DISPLAY(VOID)" 

:STATS_2142B
wait 0 
03F0: enable_text_draw 0 
wait 5 
038E: draw_box_position 323.0 165.0 size 140.0 200.0 RGBA $BO1 $BO2 $BO3 $BALP 
038E: draw_box_position 323.0 79.0 size 140.0 1.5 RGBA 255 0 0 100 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 $1600000 
033E: set_draw_text_position 260.0 68.0 GXT '90028' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 80.0 GXT 'GUX1' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 89.0 GXT 'GUX2' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 98.0 GXT 'GUX3' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 107.0 GXT 'GUX4' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 116.0 GXT 'GUX5' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 125.0 GXT 'GUX6' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 134.0 GXT 'GUX7' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 143.0 GXT 'GUX8' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 152.0 GXT 'GUX9' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 161.0 GXT 'GUX10' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 170.0 GXT 'GUX11' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 179.0 GXT 'GUX12' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 188.0 GXT 'GUX13' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 197.0 GXT 'GUX14' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 206.0 GXT 'GUX15' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 215.0 GXT 'GUX16' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 224.0 GXT 'GUX17' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 233.0 GXT 'GUX18' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 242.0 GXT 'GUX19' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 251.0 GXT 'GUX20' 
038E: draw_box_position 323.0 $LOC_VAR_654 size 139.0 8.0 RGBA $LOC_VAR_274 $LOC_VAR_275 $LOC_VAR_276 $1600000 
$1600000 += 7 
if 
  $1600000 > 150 
jf @STATS_21A8C 
$1600000 = 1 
0661: NOP "VOID ANGINE(VOID)" 

:STATS_21A8C
0494: get_joystick 0 direction_offset_to 6@ 7@ 8@ 9@ 
if and
  7@ > 0 
80E1:   not player 0 pressed_key 16 
jf @STATS_21B23 
if 
  $3630000 == 20 
jf @STATS_21AF2 
$3630000 = 1 
$LOC_VAR_654 = 84.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @STATS_2142B 

:STATS_21AF2
wait 27@ 
$3630000 += 1 
$LOC_VAR_654 += 9.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @STATS_2142B 

:STATS_21B23
0494: get_joystick 0 direction_offset_to 6@ 7@ 8@ 9@ 
if and
  0 > 7@ 
80E1:   not player 0 pressed_key 16 
jf @STATS_21BD6 
if 
  $3630000 == 1 
jf @STATS_21B89 
$3630000 = 20 
$LOC_VAR_654 = 256.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @STATS_2142B 

:STATS_21B89
wait 27@ 
$3630000 -= 1 
$LOC_VAR_654 -= 9.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @STATS_2142B 
0661: NOP "VOID MENU_SHUTDOWN(VOID)" 

:STATS_21BD6
if 
00E1:   player 0 pressed_key 15 
jf @STATS_21C1E 
wait 250 
$3630000 = 1 
$LOC_VAR_654 = 84.0 
03F0: enable_text_draw 0 
jump @STATS_1CA9E 
0661: NOP "VOID ACTIONS(VOID)" 

:STATS_21C1E
if 
  $3630000 == 1 
jf @STATS_21EC6 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_21EC6 
0661: NOP "========================================================================" 
wait 250 
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_21D00 
03E5: show_text_box 'TH145' 

:STATS_21D00
if 
056D:   actor 0@ defined 
jf @STATS_21D35 
Model.Load(#COLT45)
038B: load_requested_models 
048F: actor 0@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(0@, Pistol, 8000)
03E5: show_text_box 'CH144' 

:STATS_21D35
if 
056D:   actor 1@ defined 
jf @STATS_21D6A 
Model.Load(#COLT45)
038B: load_requested_models 
048F: actor 1@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(1@, Pistol, 8000)
03E5: show_text_box 'CH144' 

:STATS_21D6A
if 
056D:   actor 2@ defined 
jf @STATS_21D9F 
Model.Load(#COLT45)
038B: load_requested_models 
048F: actor 2@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(2@, Pistol, 8000)
03E5: show_text_box 'CH144' 

:STATS_21D9F
if 
056D:   actor 3@ defined 
jf @STATS_21DD4 
Model.Load(#COLT45)
038B: load_requested_models 
048F: actor 3@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(3@, Pistol, 8000)
03E5: show_text_box 'CH144' 

:STATS_21DD4
if 
056D:   actor 4@ defined 
jf @STATS_21E09 
Model.Load(#COLT45)
038B: load_requested_models 
048F: actor 4@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(4@, Pistol, 8000)
03E5: show_text_box 'CH144' 

:STATS_21E09
if 
056D:   actor 5@ defined 
jf @STATS_21E3E 
Model.Load(#COLT45)
038B: load_requested_models 
048F: actor 5@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(5@, Pistol, 8000)
03E5: show_text_box 'CH144' 

:STATS_21E3E
if 
056D:   actor 6@ defined 
jf @STATS_21E73 
Model.Load(#COLT45)
038B: load_requested_models 
048F: actor 6@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(6@, Pistol, 8000)
03E5: show_text_box 'CH144' 

:STATS_21E73
0661: NOP "========================================================================" 
jump @STATS_2142B 

:STATS_21EC6
if 
  $3630000 == 2 
jf @STATS_22162 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_22162 
0661: NOP "========================================================================" 
wait 0 
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_21FA7 
03E5: show_text_box 'TH145' 

:STATS_21FA7
if 
056D:   actor 0@ defined 
jf @STATS_21FDC 
Model.Load(#SILENCED)
038B: load_requested_models 
048F: actor 0@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(0@, Silenced, 8000)
03E5: show_text_box 'CH144' 

:STATS_21FDC
if 
056D:   actor 1@ defined 
jf @STATS_22011 
Model.Load(#SILENCED)
038B: load_requested_models 
048F: actor 1@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(1@, Silenced, 8000)
03E5: show_text_box 'CH144' 

:STATS_22011
if 
056D:   actor 2@ defined 
jf @STATS_22046 
Model.Load(#SILENCED)
038B: load_requested_models 
048F: actor 2@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(2@, Silenced, 8000)
03E5: show_text_box 'CH144' 

:STATS_22046
if 
056D:   actor 3@ defined 
jf @STATS_22077 
Model.Load(#SILENCED)
038B: load_requested_models 
048F: actor 3@ remove_weapons 
Actor.GiveWeaponAndAmmo(3@, Silenced, 8000)
03E5: show_text_box 'CH144' 

:STATS_22077
if 
056D:   actor 4@ defined 
jf @STATS_220A8 
Model.Load(#SILENCED)
038B: load_requested_models 
048F: actor 4@ remove_weapons 
Actor.GiveWeaponAndAmmo(4@, Silenced, 8000)
03E5: show_text_box 'CH144' 

:STATS_220A8
if 
056D:   actor 5@ defined 
jf @STATS_220D9 
Model.Load(#SILENCED)
038B: load_requested_models 
048F: actor 5@ remove_weapons 
Actor.GiveWeaponAndAmmo(5@, Silenced, 8000)
03E5: show_text_box 'CH144' 

:STATS_220D9
if 
056D:   actor 6@ defined 
jf @STATS_2210A 
Model.Load(#SILENCED)
038B: load_requested_models 
048F: actor 6@ remove_weapons 
Actor.GiveWeaponAndAmmo(6@, Silenced, 8000)
03E5: show_text_box 'CH144' 

:STATS_2210A
wait 232 
0661: NOP "========================================================================" 
jump @STATS_2142B 

:STATS_22162
if 
  $3630000 == 3 
jf @STATS_223F2 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_223F2 
0661: NOP "========================================================================" 
wait 100 
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_22243 
03E5: show_text_box 'TH145' 

:STATS_22243
if 
056D:   actor 0@ defined 
jf @STATS_22274 
Model.Load(#DESERT_EAGLE)
038B: load_requested_models 
048F: actor 0@ remove_weapons 
Actor.GiveWeaponAndAmmo(0@, DesertEagle, 8000)
03E5: show_text_box 'CH144' 

:STATS_22274
if 
056D:   actor 1@ defined 
jf @STATS_222A5 
Model.Load(#DESERT_EAGLE)
038B: load_requested_models 
048F: actor 1@ remove_weapons 
Actor.GiveWeaponAndAmmo(1@, DesertEagle, 8000)
03E5: show_text_box 'CH144' 

:STATS_222A5
if 
056D:   actor 2@ defined 
jf @STATS_222D6 
Model.Load(#DESERT_EAGLE)
038B: load_requested_models 
048F: actor 2@ remove_weapons 
Actor.GiveWeaponAndAmmo(2@, DesertEagle, 8000)
03E5: show_text_box 'CH144' 

:STATS_222D6
if 
056D:   actor 3@ defined 
jf @STATS_22307 
Model.Load(#DESERT_EAGLE)
038B: load_requested_models 
048F: actor 3@ remove_weapons 
Actor.GiveWeaponAndAmmo(3@, DesertEagle, 8000)
03E5: show_text_box 'CH144' 

:STATS_22307
if 
056D:   actor 4@ defined 
jf @STATS_22338 
Model.Load(#DESERT_EAGLE)
038B: load_requested_models 
048F: actor 4@ remove_weapons 
Actor.GiveWeaponAndAmmo(4@, DesertEagle, 8000)
03E5: show_text_box 'CH144' 

:STATS_22338
if 
056D:   actor 5@ defined 
jf @STATS_22369 
Model.Load(#DESERT_EAGLE)
038B: load_requested_models 
048F: actor 5@ remove_weapons 
Actor.GiveWeaponAndAmmo(5@, DesertEagle, 8000)
03E5: show_text_box 'CH144' 

:STATS_22369
if 
056D:   actor 6@ defined 
jf @STATS_2239A 
Model.Load(#DESERT_EAGLE)
038B: load_requested_models 
048F: actor 6@ remove_weapons 
Actor.GiveWeaponAndAmmo(6@, DesertEagle, 8000)
03E5: show_text_box 'CH144' 

:STATS_2239A
wait 250 
0661: NOP "========================================================================" 
jump @STATS_2142B 

:STATS_223F2
if 
  $3630000 == 4 
jf @STATS_2267D 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_2267D 
0661: NOP "========================================================================" 
wait 0 
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_224D3 
03E5: show_text_box 'TH145' 

:STATS_224D3
if 
056D:   actor 0@ defined 
jf @STATS_22504 
Model.Load(#SHOTGSPA)
038B: load_requested_models 
048F: actor 0@ remove_weapons 
Actor.GiveWeaponAndAmmo(0@, CombatShotgun, 8000)
03E5: show_text_box 'CH144' 

:STATS_22504
if 
056D:   actor 1@ defined 
jf @STATS_22535 
Model.Load(#SHOTGSPA)
038B: load_requested_models 
048F: actor 1@ remove_weapons 
Actor.GiveWeaponAndAmmo(1@, CombatShotgun, 8000)
03E5: show_text_box 'CH144' 

:STATS_22535
if 
056D:   actor 2@ defined 
jf @STATS_22566 
Model.Load(#SHOTGSPA)
038B: load_requested_models 
048F: actor 2@ remove_weapons 
Actor.GiveWeaponAndAmmo(2@, CombatShotgun, 8000)
03E5: show_text_box 'CH144' 

:STATS_22566
if 
056D:   actor 3@ defined 
jf @STATS_22597 
Model.Load(#SHOTGSPA)
038B: load_requested_models 
048F: actor 3@ remove_weapons 
Actor.GiveWeaponAndAmmo(3@, CombatShotgun, 8000)
03E5: show_text_box 'CH144' 

:STATS_22597
if 
056D:   actor 4@ defined 
jf @STATS_225C8 
Model.Load(#SHOTGSPA)
038B: load_requested_models 
048F: actor 4@ remove_weapons 
Actor.GiveWeaponAndAmmo(4@, CombatShotgun, 8000)
03E5: show_text_box 'CH144' 

:STATS_225C8
if 
056D:   actor 5@ defined 
jf @STATS_225F9 
Model.Load(#SHOTGSPA)
038B: load_requested_models 
048F: actor 5@ remove_weapons 
Actor.GiveWeaponAndAmmo(5@, CombatShotgun, 8000)
03E5: show_text_box 'CH144' 

:STATS_225F9
if 
056D:   actor 6@ defined 
jf @STATS_2262A 
Model.Load(#SHOTGSPA)
038B: load_requested_models 
048F: actor $PLAYER_ACTOR remove_weapons 
Actor.GiveWeaponAndAmmo(6@, CombatShotgun, 8000)
03E5: show_text_box 'CH144' 

:STATS_2262A
0661: NOP "========================================================================" 
jump @STATS_2142B 

:STATS_2267D
if 
  $3630000 == 5 
jf @STATS_2290D 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_2290D 
0661: NOP "========================================================================" 
wait 0 
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_2275E 
03E5: show_text_box 'TH145' 

:STATS_2275E
if 
056D:   actor 0@ defined 
jf @STATS_2278F 
Model.Load(#SAWNOFF)
038B: load_requested_models 
048F: actor 0@ remove_weapons 
Actor.GiveWeaponAndAmmo(0@, Sawnoff, 8000)
03E5: show_text_box 'CH144' 

:STATS_2278F
if 
056D:   actor 1@ defined 
jf @STATS_227C0 
Model.Load(#SAWNOFF)
038B: load_requested_models 
048F: actor 1@ remove_weapons 
Actor.GiveWeaponAndAmmo(1@, Sawnoff, 8000)
03E5: show_text_box 'CH144' 

:STATS_227C0
if 
056D:   actor 2@ defined 
jf @STATS_227F1 
Model.Load(#SAWNOFF)
038B: load_requested_models 
048F: actor 2@ remove_weapons 
Actor.GiveWeaponAndAmmo(2@, Sawnoff, 8000)
03E5: show_text_box 'CH144' 

:STATS_227F1
if 
056D:   actor 3@ defined 
jf @STATS_22822 
Model.Load(#SAWNOFF)
038B: load_requested_models 
048F: actor 3@ remove_weapons 
Actor.GiveWeaponAndAmmo(3@, Sawnoff, 8000)
03E5: show_text_box 'CH144' 

:STATS_22822
if 
056D:   actor 4@ defined 
jf @STATS_22853 
Model.Load(#SAWNOFF)
038B: load_requested_models 
048F: actor 4@ remove_weapons 
Actor.GiveWeaponAndAmmo(4@, Sawnoff, 8000)
03E5: show_text_box 'CH144' 

:STATS_22853
if 
056D:   actor 5@ defined 
jf @STATS_22884 
Model.Load(#SAWNOFF)
038B: load_requested_models 
048F: actor 5@ remove_weapons 
Actor.GiveWeaponAndAmmo(5@, Sawnoff, 8000)
03E5: show_text_box 'CH144' 

:STATS_22884
if 
056D:   actor 6@ defined 
jf @STATS_228B5 
Model.Load(#SAWNOFF)
038B: load_requested_models 
048F: actor 6@ remove_weapons 
Actor.GiveWeaponAndAmmo(6@, Sawnoff, 8000)
03E5: show_text_box 'CH144' 

:STATS_228B5
wait 250 
0661: NOP "========================================================================" 
jump @STATS_2142B 

:STATS_2290D
if 
  $3630000 == 6 
jf @STATS_22B9D 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_22B9D 
0661: NOP "========================================================================" 
wait 0 
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_229EE 
03E5: show_text_box 'TH145' 

:STATS_229EE
if 
056D:   actor 0@ defined 
jf @STATS_22A1F 
Model.Load(#MICRO_UZI)
038B: load_requested_models 
048F: actor 0@ remove_weapons 
Actor.GiveWeaponAndAmmo(0@, MicroUzi, 8000)
03E5: show_text_box 'CH144' 

:STATS_22A1F
if 
056D:   actor 1@ defined 
jf @STATS_22A50 
Model.Load(#MICRO_UZI)
038B: load_requested_models 
048F: actor 1@ remove_weapons 
Actor.GiveWeaponAndAmmo(1@, MicroUzi, 8000)
03E5: show_text_box 'CH144' 

:STATS_22A50
if 
056D:   actor 2@ defined 
jf @STATS_22A81 
Model.Load(#MICRO_UZI)
038B: load_requested_models 
048F: actor 2@ remove_weapons 
Actor.GiveWeaponAndAmmo(2@, MicroUzi, 8000)
03E5: show_text_box 'CH144' 

:STATS_22A81
if 
056D:   actor 3@ defined 
jf @STATS_22AB2 
Model.Load(#MICRO_UZI)
038B: load_requested_models 
048F: actor 3@ remove_weapons 
Actor.GiveWeaponAndAmmo(3@, MicroUzi, 8000)
03E5: show_text_box 'CH144' 

:STATS_22AB2
if 
056D:   actor 4@ defined 
jf @STATS_22AE3 
Model.Load(#MICRO_UZI)
038B: load_requested_models 
048F: actor 4@ remove_weapons 
Actor.GiveWeaponAndAmmo(4@, MicroUzi, 8000)
03E5: show_text_box 'CH144' 

:STATS_22AE3
if 
056D:   actor 5@ defined 
jf @STATS_22B14 
Model.Load(#MICRO_UZI)
038B: load_requested_models 
048F: actor 5@ remove_weapons 
Actor.GiveWeaponAndAmmo(5@, MicroUzi, 8000)
03E5: show_text_box 'CH144' 

:STATS_22B14
if 
056D:   actor 6@ defined 
jf @STATS_22B45 
Model.Load(#MICRO_UZI)
038B: load_requested_models 
048F: actor 6@ remove_weapons 
Actor.GiveWeaponAndAmmo(6@, MicroUzi, 8000)
03E5: show_text_box 'CH144' 

:STATS_22B45
wait 250 
0661: NOP "========================================================================" 
jump @STATS_2142B 

:STATS_22B9D
if 
  $3630000 == 7 
jf @STATS_22E2D 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_22E2D 
0661: NOP "========================================================================" 
wait 0 
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_22C7E 
03E5: show_text_box 'TH145' 

:STATS_22C7E
if 
056D:   actor 0@ defined 
jf @STATS_22CAF 
Model.Load(#TEC9)
038B: load_requested_models 
048F: actor 0@ remove_weapons 
Actor.GiveWeaponAndAmmo(0@, Tec9, 8000)
03E5: show_text_box 'CH144' 

:STATS_22CAF
if 
056D:   actor 1@ defined 
jf @STATS_22CE0 
Model.Load(#TEC9)
038B: load_requested_models 
048F: actor 1@ remove_weapons 
Actor.GiveWeaponAndAmmo(1@, Tec9, 8000)
03E5: show_text_box 'CH144' 

:STATS_22CE0
if 
056D:   actor 2@ defined 
jf @STATS_22D11 
Model.Load(#TEC9)
038B: load_requested_models 
048F: actor 2@ remove_weapons 
Actor.GiveWeaponAndAmmo(2@, Tec9, 8000)
03E5: show_text_box 'CH144' 

:STATS_22D11
if 
056D:   actor 3@ defined 
jf @STATS_22D42 
Model.Load(#TEC9)
038B: load_requested_models 
048F: actor 3@ remove_weapons 
Actor.GiveWeaponAndAmmo(3@, Tec9, 8000)
03E5: show_text_box 'CH144' 

:STATS_22D42
if 
056D:   actor 4@ defined 
jf @STATS_22D73 
Model.Load(#TEC9)
038B: load_requested_models 
048F: actor 4@ remove_weapons 
Actor.GiveWeaponAndAmmo(4@, Tec9, 8000)
03E5: show_text_box 'CH144' 

:STATS_22D73
if 
056D:   actor 5@ defined 
jf @STATS_22DA4 
Model.Load(#TEC9)
038B: load_requested_models 
048F: actor 5@ remove_weapons 
Actor.GiveWeaponAndAmmo(5@, Tec9, 8000)
03E5: show_text_box 'CH144' 

:STATS_22DA4
if 
056D:   actor 6@ defined 
jf @STATS_22DD5 
Model.Load(#TEC9)
038B: load_requested_models 
048F: actor 6@ remove_weapons 
Actor.GiveWeaponAndAmmo(6@, Tec9, 8000)
03E5: show_text_box 'CH144' 

:STATS_22DD5
wait 250 
0661: NOP "========================================================================" 
jump @STATS_2142B 

:STATS_22E2D
if 
  $3630000 == 8 
jf @STATS_230BD 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_230BD 
0661: NOP "========================================================================" 
wait 0 
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_22F0E 
03E5: show_text_box 'TH145' 

:STATS_22F0E
if 
056D:   actor 0@ defined 
jf @STATS_22F3F 
Model.Load(#MP5LNG)
038B: load_requested_models 
048F: actor 0@ remove_weapons 
Actor.GiveWeaponAndAmmo(0@, MP5, 8000)
03E5: show_text_box 'CH144' 

:STATS_22F3F
if 
056D:   actor 1@ defined 
jf @STATS_22F70 
Model.Load(#MP5LNG)
038B: load_requested_models 
048F: actor 1@ remove_weapons 
Actor.GiveWeaponAndAmmo(1@, MP5, 8000)
03E5: show_text_box 'CH144' 

:STATS_22F70
if 
056D:   actor 2@ defined 
jf @STATS_22FA1 
Model.Load(#MP5LNG)
038B: load_requested_models 
048F: actor 2@ remove_weapons 
Actor.GiveWeaponAndAmmo(2@, MP5, 8000)
03E5: show_text_box 'CH144' 

:STATS_22FA1
if 
056D:   actor 3@ defined 
jf @STATS_22FD2 
Model.Load(#MP5LNG)
038B: load_requested_models 
048F: actor 3@ remove_weapons 
Actor.GiveWeaponAndAmmo(3@, MP5, 8000)
03E5: show_text_box 'CH144' 

:STATS_22FD2
if 
056D:   actor 4@ defined 
jf @STATS_23003 
Model.Load(#MP5LNG)
038B: load_requested_models 
048F: actor 4@ remove_weapons 
Actor.GiveWeaponAndAmmo(4@, MP5, 8000)
03E5: show_text_box 'CH144' 

:STATS_23003
if 
056D:   actor 5@ defined 
jf @STATS_23034 
Model.Load(#MP5LNG)
038B: load_requested_models 
048F: actor 5@ remove_weapons 
Actor.GiveWeaponAndAmmo(5@, MP5, 8000)
03E5: show_text_box 'CH144' 

:STATS_23034
if 
056D:   actor 6@ defined 
jf @STATS_23065 
Model.Load(#MP5LNG)
038B: load_requested_models 
048F: actor 6@ remove_weapons 
Actor.GiveWeaponAndAmmo(6@, MP5, 8000)
03E5: show_text_box 'CH144' 

:STATS_23065
wait 250 
0661: NOP "========================================================================" 
jump @STATS_2142B 

:STATS_230BD
if 
  $3630000 == 9 
jf @STATS_2334D 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_2334D 
0661: NOP "========================================================================" 
wait 0 
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_2319E 
03E5: show_text_box 'TH145' 

:STATS_2319E
if 
056D:   actor 0@ defined 
jf @STATS_231CF 
Model.Load(#AK47)
038B: load_requested_models 
048F: actor 0@ remove_weapons 
Actor.GiveWeaponAndAmmo(0@, AK47, 8000)
03E5: show_text_box 'CH144' 

:STATS_231CF
if 
056D:   actor 1@ defined 
jf @STATS_23200 
Model.Load(#AK47)
038B: load_requested_models 
048F: actor 1@ remove_weapons 
Actor.GiveWeaponAndAmmo(1@, AK47, 8000)
03E5: show_text_box 'CH144' 

:STATS_23200
if 
056D:   actor 2@ defined 
jf @STATS_23231 
Model.Load(#AK47)
038B: load_requested_models 
048F: actor 2@ remove_weapons 
Actor.GiveWeaponAndAmmo(2@, AK47, 8000)
03E5: show_text_box 'CH144' 

:STATS_23231
if 
056D:   actor 3@ defined 
jf @STATS_23262 
Model.Load(#AK47)
038B: load_requested_models 
048F: actor 3@ remove_weapons 
Actor.GiveWeaponAndAmmo(3@, AK47, 8000)
03E5: show_text_box 'CH144' 

:STATS_23262
if 
056D:   actor 4@ defined 
jf @STATS_23293 
Model.Load(#AK47)
038B: load_requested_models 
048F: actor 4@ remove_weapons 
Actor.GiveWeaponAndAmmo(4@, AK47, 8000)
03E5: show_text_box 'CH144' 

:STATS_23293
if 
056D:   actor 5@ defined 
jf @STATS_232C4 
Model.Load(#AK47)
038B: load_requested_models 
048F: actor 5@ remove_weapons 
Actor.GiveWeaponAndAmmo(5@, AK47, 8000)
03E5: show_text_box 'CH144' 

:STATS_232C4
if 
056D:   actor 6@ defined 
jf @STATS_232F5 
Model.Load(#AK47)
038B: load_requested_models 
048F: actor 6@ remove_weapons 
Actor.GiveWeaponAndAmmo(6@, AK47, 8000)
03E5: show_text_box 'CH144' 

:STATS_232F5
wait 250 
0661: NOP "========================================================================" 
jump @STATS_2142B 

:STATS_2334D
if 
  $3630000 == 10 
jf @STATS_235DD 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_235DD 
0661: NOP "========================================================================" 
wait 0 
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_2342E 
03E5: show_text_box 'TH145' 

:STATS_2342E
if 
056D:   actor 0@ defined 
jf @STATS_2345F 
Model.Load(#M4)
038B: load_requested_models 
048F: actor 0@ remove_weapons 
Actor.GiveWeaponAndAmmo(0@, M4, 8000)
03E5: show_text_box 'CH144' 

:STATS_2345F
if 
056D:   actor 1@ defined 
jf @STATS_23490 
Model.Load(#M4)
038B: load_requested_models 
048F: actor 1@ remove_weapons 
Actor.GiveWeaponAndAmmo(1@, M4, 8000)
03E5: show_text_box 'CH144' 

:STATS_23490
if 
056D:   actor 2@ defined 
jf @STATS_234C1 
Model.Load(#M4)
038B: load_requested_models 
048F: actor 2@ remove_weapons 
Actor.GiveWeaponAndAmmo(2@, M4, 8000)
03E5: show_text_box 'CH144' 

:STATS_234C1
if 
056D:   actor 3@ defined 
jf @STATS_234F2 
Model.Load(#M4)
038B: load_requested_models 
048F: actor 3@ remove_weapons 
Actor.GiveWeaponAndAmmo(3@, M4, 8000)
03E5: show_text_box 'CH144' 

:STATS_234F2
if 
056D:   actor 4@ defined 
jf @STATS_23523 
Model.Load(#M4)
038B: load_requested_models 
048F: actor 4@ remove_weapons 
Actor.GiveWeaponAndAmmo(4@, M4, 8000)
03E5: show_text_box 'CH144' 

:STATS_23523
if 
056D:   actor 5@ defined 
jf @STATS_23554 
Model.Load(#M4)
038B: load_requested_models 
048F: actor 5@ remove_weapons 
Actor.GiveWeaponAndAmmo(5@, M4, 8000)
03E5: show_text_box 'CH144' 

:STATS_23554
if 
056D:   actor 6@ defined 
jf @STATS_23585 
Model.Load(#M4)
038B: load_requested_models 
048F: actor 6@ remove_weapons 
Actor.GiveWeaponAndAmmo(6@, M4, 8000)
03E5: show_text_box 'CH144' 

:STATS_23585
wait 250 
0661: NOP "========================================================================" 
jump @STATS_2142B 

:STATS_235DD
if 
  $3630000 == 11 
jf @STATS_2395F 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_2395F 
0661: NOP "========================================================================" 
wait 0 
Model.Load(#AK47)
Model.Load(#M4)
Model.Load(#SNIPER)
Model.Load(#CUNTGUN)
Model.Load(#MICRO_UZI)
Model.Load(#SHOTGSPA)
Model.Load(#TEC9)
Model.Load(#MP5LNG)
Model.Load(#SAWNOFF)
Model.Load(#COLT45)
Model.Load(#SILENCED)
Model.Load(#DESERT_EAGLE)
Model.Load(#CHROMEGUN)
Model.Load(#KATANA)
Model.Load(#BAT)
Model.Load(#KNIFECUR)
Model.Load(#SPRAYCAN)
Model.Load(#HEATSEEK)
Model.Load(#ROCKETLA)
Model.Load(#MINIGUN)
Model.Load(#FLAME)
Model.Load(#GRENADE)
Model.Load(#TEARGAS)
Model.Load(#MOLOTOV)
Model.Load(#BRASSKNUCKLE)
Model.Load(#GOLFCLUB)
Model.Load(#NITESTICK)
Model.Load(#SHOVEL)
Model.Load(#POOLCUE)
Model.Load(#CHNSAW)
Model.Load(#FIRE_EX)
038B: load_requested_models 
0209: $3640000 = random_int_in_ranges 22 38 

:STATS_236F6
wait 5 
if 
   Player.Defined($PLAYER_CHAR)
jf @STATS_236F6 
wait 100 
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_2377C 
03E5: show_text_box 'TH145' 

:STATS_2377C
if 
056D:   actor 0@ defined 
jf @STATS_237AB 
048F: actor 0@ remove_weapons 
wait 5 
0209: $3640000 = random_int_in_ranges 22 38 
Actor.GiveWeaponAndAmmo(0@, $3640000, 1E17)

:STATS_237AB
if 
056D:   actor 1@ defined 
jf @STATS_237E5 
048F: actor 1@ remove_weapons 
wait 5 
0209: $3640000 = random_int_in_ranges 22 38 
Actor.GiveWeaponAndAmmo(1@, $3640000, 1E17)
03E5: show_text_box 'TH144' 

:STATS_237E5
if 
056D:   actor 2@ defined 
jf @STATS_2381F 
048F: actor 2@ remove_weapons 
wait 5 
0209: $3640000 = random_int_in_ranges 22 38 
Actor.GiveWeaponAndAmmo(2@, $3640000, 1E17)
03E5: show_text_box 'TH144' 

:STATS_2381F
if 
056D:   actor 3@ defined 
jf @STATS_23859 
048F: actor 3@ remove_weapons 
wait 5 
0209: $3640000 = random_int_in_ranges 22 38 
Actor.GiveWeaponAndAmmo(3@, $3640000, 1E17)
03E5: show_text_box 'TH144' 

:STATS_23859
if 
056D:   actor 4@ defined 
jf @STATS_23893 
048F: actor 4@ remove_weapons 
wait 5 
0209: $3640000 = random_int_in_ranges 22 38 
Actor.GiveWeaponAndAmmo(4@, $3640000, 1E17)
03E5: show_text_box 'TH144' 

:STATS_23893
if 
056D:   actor 5@ defined 
jf @STATS_238CD 
048F: actor 5@ remove_weapons 
wait 5 
0209: $3640000 = random_int_in_ranges 22 38 
Actor.GiveWeaponAndAmmo(5@, $3640000, 1E17)
03E5: show_text_box 'TH144' 

:STATS_238CD
if 
056D:   actor 6@ defined 
jf @STATS_23907 
048F: actor 6@ remove_weapons 
wait 5 
0209: $3640000 = random_int_in_ranges 22 38 
Actor.GiveWeaponAndAmmo(6@, $3640000, 1E17)
03E5: show_text_box 'TH144' 

:STATS_23907
wait 250 
0661: NOP "========================================================================" 
jump @STATS_2142B 

:STATS_2395F
if 
  $3630000 == 12 
jf @STATS_23C0B 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_23C0B 
0661: NOP "========================================================================" 
wait 0 
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_23A40 
03E5: show_text_box 'TH145' 

:STATS_23A40
if 
056D:   actor 0@ defined 
jf @STATS_23A75 
Model.Load(#HEATSEEK)
038B: load_requested_models 
048F: actor 0@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(0@, HeatSeek, 8000)
03E5: show_text_box 'CH144' 

:STATS_23A75
if 
056D:   actor 1@ defined 
jf @STATS_23AAA 
Model.Load(#HEATSEEK)
038B: load_requested_models 
048F: actor 1@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(1@, HeatSeek, 8000)
03E5: show_text_box 'CH144' 

:STATS_23AAA
if 
056D:   actor 2@ defined 
jf @STATS_23ADF 
Model.Load(#HEATSEEK)
038B: load_requested_models 
048F: actor 2@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(2@, HeatSeek, 8000)
03E5: show_text_box 'CH144' 

:STATS_23ADF
if 
056D:   actor 3@ defined 
jf @STATS_23B14 
Model.Load(#HEATSEEK)
038B: load_requested_models 
048F: actor 3@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(3@, HeatSeek, 8000)
03E5: show_text_box 'CH144' 

:STATS_23B14
if 
056D:   actor 4@ defined 
jf @STATS_23B49 
Model.Load(#HEATSEEK)
038B: load_requested_models 
048F: actor 4@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(4@, HeatSeek, 8000)
03E5: show_text_box 'CH144' 

:STATS_23B49
if 
056D:   actor 5@ defined 
jf @STATS_23B7E 
Model.Load(#HEATSEEK)
038B: load_requested_models 
048F: actor 5@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(5@, HeatSeek, 8000)
03E5: show_text_box 'CH144' 

:STATS_23B7E
if 
056D:   actor 6@ defined 
jf @STATS_23BB3 
Model.Load(#HEATSEEK)
038B: load_requested_models 
048F: actor 6@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(6@, HeatSeek, 8000)
03E5: show_text_box 'CH144' 

:STATS_23BB3
wait 250 
0661: NOP "========================================================================" 
jump @STATS_2142B 

:STATS_23C0B
if 
  $3630000 == 13 
jf @STATS_23EB7 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_23EB7 
0661: NOP "========================================================================" 
wait 0 
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_23CEC 
03E5: show_text_box 'TH145' 

:STATS_23CEC
if 
056D:   actor 0@ defined 
jf @STATS_23D21 
Model.Load(#MINIGUN)
038B: load_requested_models 
048F: actor 0@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(0@, Minigun, 8000)
03E5: show_text_box 'CH144' 

:STATS_23D21
if 
056D:   actor 1@ defined 
jf @STATS_23D56 
Model.Load(#MINIGUN)
038B: load_requested_models 
048F: actor 1@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(1@, Minigun, 8000)
03E5: show_text_box 'CH144' 

:STATS_23D56
if 
056D:   actor 2@ defined 
jf @STATS_23D8B 
Model.Load(#MINIGUN)
038B: load_requested_models 
048F: actor 2@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(2@, Minigun, 8000)
03E5: show_text_box 'CH144' 

:STATS_23D8B
if 
056D:   actor 3@ defined 
jf @STATS_23DC0 
Model.Load(#MINIGUN)
038B: load_requested_models 
048F: actor 3@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(3@, Minigun, 8000)
03E5: show_text_box 'CH144' 

:STATS_23DC0
if 
056D:   actor 4@ defined 
jf @STATS_23DF5 
Model.Load(#MINIGUN)
038B: load_requested_models 
048F: actor 4@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(4@, Minigun, 8000)
03E5: show_text_box 'CH144' 

:STATS_23DF5
if 
056D:   actor 5@ defined 
jf @STATS_23E2A 
Model.Load(#MINIGUN)
038B: load_requested_models 
048F: actor 5@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(5@, Minigun, 8000)
03E5: show_text_box 'CH144' 

:STATS_23E2A
if 
056D:   actor 6@ defined 
jf @STATS_23E5F 
Model.Load(#MINIGUN)
038B: load_requested_models 
048F: actor 6@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(6@, Minigun, 8000)
03E5: show_text_box 'CH144' 

:STATS_23E5F
wait 250 
0661: NOP "========================================================================" 
jump @STATS_2142B 

:STATS_23EB7
if 
  $3630000 == 14 
jf @STATS_24163 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_24163 
0661: NOP "========================================================================" 
wait 0 
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_23F98 
03E5: show_text_box 'TH145' 

:STATS_23F98
if 
056D:   actor 0@ defined 
jf @STATS_23FCD 
Model.Load(#ROCKETLA)
038B: load_requested_models 
048F: actor 0@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(0@, RPG, 8000)
03E5: show_text_box 'CH144' 

:STATS_23FCD
if 
056D:   actor 1@ defined 
jf @STATS_24002 
Model.Load(#ROCKETLA)
038B: load_requested_models 
048F: actor 1@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(1@, RPG, 8000)
03E5: show_text_box 'CH144' 

:STATS_24002
if 
056D:   actor 2@ defined 
jf @STATS_24037 
Model.Load(#ROCKETLA)
038B: load_requested_models 
048F: actor 2@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(2@, RPG, 8000)
03E5: show_text_box 'CH144' 

:STATS_24037
if 
056D:   actor 3@ defined 
jf @STATS_2406C 
Model.Load(#ROCKETLA)
038B: load_requested_models 
048F: actor 3@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(3@, RPG, 8000)
03E5: show_text_box 'CH144' 

:STATS_2406C
if 
056D:   actor 4@ defined 
jf @STATS_240A1 
Model.Load(#ROCKETLA)
038B: load_requested_models 
048F: actor 4@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(4@, RPG, 8000)
03E5: show_text_box 'CH144' 

:STATS_240A1
if 
056D:   actor 5@ defined 
jf @STATS_240D6 
Model.Load(#ROCKETLA)
038B: load_requested_models 
048F: actor 5@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(5@, RPG, 8000)
03E5: show_text_box 'CH144' 

:STATS_240D6
if 
056D:   actor 6@ defined 
jf @STATS_2410B 
Model.Load(#ROCKETLA)
038B: load_requested_models 
048F: actor 6@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(6@, RPG, 8000)
03E5: show_text_box 'CH144' 

:STATS_2410B
wait 250 
0661: NOP "========================================================================" 
jump @STATS_2142B 

:STATS_24163
if 
  $3630000 == 15 
jf @STATS_2440F 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_2440F 
0661: NOP "========================================================================" 
wait 0 
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_24244 
03E5: show_text_box 'TH145' 

:STATS_24244
if 
056D:   actor 0@ defined 
jf @STATS_24279 
Model.Load(#SNIPER)
038B: load_requested_models 
048F: actor 0@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(0@, SniperRifle, 8000)
03E5: show_text_box 'CH144' 

:STATS_24279
if 
056D:   actor 1@ defined 
jf @STATS_242AE 
Model.Load(#SNIPER)
038B: load_requested_models 
048F: actor 1@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(1@, SniperRifle, 8000)
03E5: show_text_box 'CH144' 

:STATS_242AE
if 
056D:   actor 2@ defined 
jf @STATS_242E3 
Model.Load(#SNIPER)
038B: load_requested_models 
048F: actor 2@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(2@, SniperRifle, 8000)
03E5: show_text_box 'CH144' 

:STATS_242E3
if 
056D:   actor 3@ defined 
jf @STATS_24318 
Model.Load(#SNIPER)
038B: load_requested_models 
048F: actor 3@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(3@, SniperRifle, 8000)
03E5: show_text_box 'CH144' 

:STATS_24318
if 
056D:   actor 4@ defined 
jf @STATS_2434D 
Model.Load(#SNIPER)
038B: load_requested_models 
048F: actor 4@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(4@, SniperRifle, 8000)
03E5: show_text_box 'CH144' 

:STATS_2434D
if 
056D:   actor 5@ defined 
jf @STATS_24382 
Model.Load(#SNIPER)
038B: load_requested_models 
048F: actor 5@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(5@, SniperRifle, 8000)
03E5: show_text_box 'CH144' 

:STATS_24382
if 
056D:   actor 6@ defined 
jf @STATS_243B7 
Model.Load(#SNIPER)
038B: load_requested_models 
048F: actor 6@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(6@, SniperRifle, 8000)
03E5: show_text_box 'CH144' 

:STATS_243B7
wait 250 
0661: NOP "========================================================================" 
jump @STATS_2142B 

:STATS_2440F
if 
  $3630000 == 16 
jf @STATS_246B6 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_246B6 
0661: NOP "========================================================================" 
wait 0 
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_244F0 
03E5: show_text_box 'TH145' 

:STATS_244F0
if 
056D:   actor 0@ defined 
jf @STATS_24525 
Model.Load(#GRENADE)
038B: load_requested_models 
048F: actor 0@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(0@, Grenades, 8000)
03E5: show_text_box 'CH144' 

:STATS_24525
if 
056D:   actor 1@ defined 
jf @STATS_2455A 
Model.Load(#MINIGUN)
038B: load_requested_models 
048F: actor 1@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(1@, Minigun, 8000)
03E5: show_text_box 'CH144' 

:STATS_2455A
if 
056D:   actor 2@ defined 
jf @STATS_2458F 
Model.Load(#HEATSEEK)
038B: load_requested_models 
048F: actor 2@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(2@, HeatSeek, 8000)
03E5: show_text_box 'CH144' 

:STATS_2458F
if 
056D:   actor 3@ defined 
jf @STATS_245C4 
Model.Load(#ROCKETLA)
038B: load_requested_models 
048F: actor 3@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(3@, RPG, 8000)
03E5: show_text_box 'CH144' 

:STATS_245C4
if 
056D:   actor 4@ defined 
jf @STATS_245F9 
Model.Load(#MOLOTOV)
038B: load_requested_models 
048F: actor 4@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(4@, Molotov, 8000)
03E5: show_text_box 'CH144' 

:STATS_245F9
if 
056D:   actor 5@ defined 
jf @STATS_2462E 
Model.Load(#FLAME)
038B: load_requested_models 
048F: actor 5@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(5@, FlameThrower, 8000)
03E5: show_text_box 'CH144' 

:STATS_2462E
if 
056D:   actor 6@ defined 
jf @STATS_24663 
Model.Load(#SNIPER)
038B: load_requested_models 
048F: actor 6@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(6@, SniperRifle, 8000)
03E5: show_text_box 'CH144' 

:STATS_24663
0661: NOP "========================================================================" 
jump @STATS_2142B 

:STATS_246B6
if 
  $3630000 == 17 
jf @STATS_24962 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_24962 
0661: NOP "========================================================================" 
wait 0 
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_24797 
03E5: show_text_box 'TH145' 

:STATS_24797
if 
056D:   actor 0@ defined 
jf @STATS_247CC 
Model.Load(#SPRAYCAN)
038B: load_requested_models 
048F: actor 0@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(0@, SprayPaint, 8000)
03E5: show_text_box 'CH144' 

:STATS_247CC
if 
056D:   actor 1@ defined 
jf @STATS_24801 
Model.Load(#SPRAYCAN)
038B: load_requested_models 
048F: actor 1@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(1@, SprayPaint, 8000)
03E5: show_text_box 'CH144' 

:STATS_24801
if 
056D:   actor 2@ defined 
jf @STATS_24836 
Model.Load(#SPRAYCAN)
038B: load_requested_models 
048F: actor 2@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(2@, SprayPaint, 8000)
03E5: show_text_box 'CH144' 

:STATS_24836
if 
056D:   actor 3@ defined 
jf @STATS_2486B 
Model.Load(#SPRAYCAN)
038B: load_requested_models 
048F: actor 3@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(3@, SprayPaint, 8000)
03E5: show_text_box 'CH144' 

:STATS_2486B
if 
056D:   actor 4@ defined 
jf @STATS_248A0 
Model.Load(#SPRAYCAN)
038B: load_requested_models 
048F: actor 4@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(4@, SprayPaint, 8000)
03E5: show_text_box 'CH144' 

:STATS_248A0
if 
056D:   actor 5@ defined 
jf @STATS_248D5 
Model.Load(#SPRAYCAN)
038B: load_requested_models 
048F: actor 5@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(5@, SprayPaint, 8000)
03E5: show_text_box 'CH144' 

:STATS_248D5
if 
056D:   actor 6@ defined 
jf @STATS_2490A 
Model.Load(#SPRAYCAN)
038B: load_requested_models 
048F: actor 6@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(6@, SprayPaint, 8000)
03E5: show_text_box 'CH144' 

:STATS_2490A
wait 250 
0661: NOP "========================================================================" 
jump @STATS_2142B 

:STATS_24962
if 
  $3630000 == 18 
jf @STATS_24C0A 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_24C0A 
0661: NOP "========================================================================" 
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_24A3F 
03E5: show_text_box 'TH145' 

:STATS_24A3F
if 
056D:   actor 0@ defined 
jf @STATS_24A74 
Model.Load(#CUNTGUN)
038B: load_requested_models 
048F: actor 0@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(0@, Rifle, 8000)
03E5: show_text_box 'CH144' 

:STATS_24A74
if 
056D:   actor 1@ defined 
jf @STATS_24AA9 
Model.Load(#CUNTGUN)
038B: load_requested_models 
048F: actor 1@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(1@, Rifle, 8000)
03E5: show_text_box 'CH144' 

:STATS_24AA9
if 
056D:   actor 2@ defined 
jf @STATS_24ADE 
Model.Load(#CUNTGUN)
038B: load_requested_models 
048F: actor 2@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(2@, Rifle, 8000)
03E5: show_text_box 'CH144' 

:STATS_24ADE
if 
056D:   actor 3@ defined 
jf @STATS_24B13 
Model.Load(#CUNTGUN)
038B: load_requested_models 
048F: actor 3@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(3@, Rifle, 8000)
03E5: show_text_box 'CH144' 

:STATS_24B13
if 
056D:   actor 4@ defined 
jf @STATS_24B48 
Model.Load(#CUNTGUN)
038B: load_requested_models 
048F: actor 4@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(4@, Rifle, 8000)
03E5: show_text_box 'CH144' 

:STATS_24B48
if 
056D:   actor 5@ defined 
jf @STATS_24B7D 
Model.Load(#CUNTGUN)
038B: load_requested_models 
048F: actor 5@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(5@, Rifle, 8000)
03E5: show_text_box 'CH144' 

:STATS_24B7D
if 
056D:   actor 6@ defined 
jf @STATS_24BB2 
Model.Load(#CUNTGUN)
038B: load_requested_models 
048F: actor 6@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(6@, Rifle, 8000)
03E5: show_text_box 'CH144' 

:STATS_24BB2
wait 250 
0661: NOP "========================================================================" 
jump @STATS_2142B 

:STATS_24C0A
if 
  $3630000 == 19 
jf @STATS_24EAF 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_24EAF 
0661: NOP "========================================================================" 
wait 0 
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_24CEB 
03E5: show_text_box 'TH145' 

:STATS_24CEB
if 
056D:   actor 0@ defined 
jf @STATS_24D1F 
Model.Load(#KNIFECUR)
038B: load_requested_models 
048F: actor 0@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(0@, Knife, 0)
03E5: show_text_box 'CH144' 

:STATS_24D1F
if 
056D:   actor 1@ defined 
jf @STATS_24D53 
Model.Load(#KNIFECUR)
038B: load_requested_models 
048F: actor 1@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(1@, Knife, 0)
03E5: show_text_box 'CH144' 

:STATS_24D53
if 
056D:   actor 2@ defined 
jf @STATS_24D87 
Model.Load(#KNIFECUR)
038B: load_requested_models 
048F: actor 2@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(2@, Knife, 0)
03E5: show_text_box 'CH144' 

:STATS_24D87
if 
056D:   actor 3@ defined 
jf @STATS_24DBB 
Model.Load(#KNIFECUR)
038B: load_requested_models 
048F: actor 3@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(3@, Knife, 0)
03E5: show_text_box 'CH144' 

:STATS_24DBB
if 
056D:   actor 4@ defined 
jf @STATS_24DEF 
Model.Load(#KNIFECUR)
038B: load_requested_models 
048F: actor 4@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(4@, Knife, 0)
03E5: show_text_box 'CH144' 

:STATS_24DEF
if 
056D:   actor 5@ defined 
jf @STATS_24E23 
Model.Load(#KNIFECUR)
038B: load_requested_models 
048F: actor 5@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(5@, Knife, 0)
03E5: show_text_box 'CH144' 

:STATS_24E23
if 
056D:   actor 6@ defined 
jf @STATS_24E57 
Model.Load(#KNIFECUR)
038B: load_requested_models 
048F: actor 6@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(6@, Knife, 0)
03E5: show_text_box 'CH144' 

:STATS_24E57
wait 250 
0661: NOP "========================================================================" 
jump @STATS_2142B 

:STATS_24EAF
if 
  $3650000 == 20 
jf @STATS_2515B 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_2515B 
0661: NOP "========================================================================" 
wait 0 
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $LOC_VAR_620 number_of_members_to $LOC_VAR_620 
if 
  $LOC_VAR_620 == 0 
jf @STATS_24F90 
03E5: show_text_box 'TH145' 

:STATS_24F90
if 
056D:   actor 0@ defined 
jf @STATS_24FC5 
Model.Load(#BAT)
038B: load_requested_models 
048F: actor 0@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(0@, BaseballBat, 8000)
03E5: show_text_box 'CH144' 

:STATS_24FC5
if 
056D:   actor 1@ defined 
jf @STATS_24FFA 
Model.Load(#BAT)
038B: load_requested_models 
048F: actor 1@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(1@, BaseballBat, 8000)
03E5: show_text_box 'CH144' 

:STATS_24FFA
if 
056D:   actor 2@ defined 
jf @STATS_2502F 
Model.Load(#BAT)
038B: load_requested_models 
048F: actor 2@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(2@, BaseballBat, 8000)
03E5: show_text_box 'CH144' 

:STATS_2502F
if 
056D:   actor 3@ defined 
jf @STATS_25064 
Model.Load(#BAT)
038B: load_requested_models 
048F: actor 3@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(3@, BaseballBat, 8000)
03E5: show_text_box 'CH144' 

:STATS_25064
if 
056D:   actor 4@ defined 
jf @STATS_25099 
Model.Load(#BAT)
038B: load_requested_models 
048F: actor 4@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(4@, BaseballBat, 8000)
03E5: show_text_box 'CH144' 

:STATS_25099
if 
056D:   actor 5@ defined 
jf @STATS_250CE 
Model.Load(#BAT)
038B: load_requested_models 
048F: actor 5@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(5@, BaseballBat, 8000)
03E5: show_text_box 'CH144' 

:STATS_250CE
if 
056D:   actor 6@ defined 
jf @STATS_25103 
Model.Load(#BAT)
038B: load_requested_models 
048F: actor 6@ remove_weapons 
wait 100 
Actor.GiveWeaponAndAmmo(6@, BaseballBat, 8000)
03E5: show_text_box 'CH144' 

:STATS_25103
wait 250 
0661: NOP "========================================================================" 
jump @STATS_2142B 

:STATS_2515B
wait 5 
jf @STATS_2142B 
jump @STATS_2142B 

:STATS_2516D
if 
  $3200000 == 3 
jf @STATS_290B0 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_290B0 
0661: NOP "========================================================================" 
wait 250 
0661: NOP "VOID SEINGS(VOID)" 
$1600000 = 1 
$3660000 = 1 
$LOC_VAR_658 = 84.0 
0661: NOP "VOID MENU_STARTUP(VOID)" 

:STATS_25229
wait 5 
if 
   Player.Defined($PLAYER_CHAR)
jf @STATS_25229 
Player.CanMove($PLAYER_CHAR) = False
0661: NOP "VOID DISPLAY(VOID)" 

:STATS_2525A
wait 0 
03F0: enable_text_draw 0 
wait 5 
038E: draw_box_position 323.0 165.0 size 140.0 200.0 RGBA $BO1 $BO2 $BO3 $BALP 
038E: draw_box_position 323.0 79.0 size 140.0 1.5 RGBA 255 0 0 100 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 $1600000 
033E: set_draw_text_position 260.0 68.0 GXT '88828' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 80.0 GXT 'GAN1' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 89.0 GXT 'GAN2' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 98.0 GXT 'GAN3' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 107.0 GXT 'GAN4' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 116.0 GXT 'GAN5' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 125.0 GXT 'GAN6' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 134.0 GXT 'GAN7' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 143.0 GXT 'GAN8' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 152.0 GXT 'GAN9' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 161.0 GXT 'GAN10' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 170.0 GXT 'GAN11' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 179.0 GXT 'GAN12' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 188.0 GXT 'GAN13' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 197.0 GXT 'GAN14' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 206.0 GXT 'GAN15' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 215.0 GXT 'GAN16' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 500.0 
0348: enable_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 260.0 224.0 GXT 'GAN17' 
038E: draw_box_position 323.0 $LOC_VAR_658 size 139.0 8.0 RGBA $LOC_VAR_274 $LOC_VAR_275 $LOC_VAR_276 $1600000 
$1600000 += 7 
if 
  $1600000 > 150 
jf @STATS_257E9 
$1600000 = 1 
0661: NOP "VOID ANGINE(VOID)" 

:STATS_257E9
0494: get_joystick 0 direction_offset_to 6@ 7@ 8@ 9@ 
if and
  7@ > 0 
80E1:   not player 0 pressed_key 16 
jf @STATS_25880 
if 
  $3660000 == 17 
jf @STATS_2584F 
$3660000 = 1 
$LOC_VAR_658 = 84.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @STATS_2525A 

:STATS_2584F
wait 27@ 
$3660000 += 1 
$LOC_VAR_658 += 9.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @STATS_2525A 

:STATS_25880
0494: get_joystick 0 direction_offset_to 6@ 7@ 8@ 9@ 
if and
  0 > 7@ 
80E1:   not player 0 pressed_key 16 
jf @STATS_25933 
if 
  $3660000 == 1 
jf @STATS_258E6 
$3660000 = 17 
$LOC_VAR_658 = 228.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @STATS_2525A 

:STATS_258E6
wait 27@ 
$3660000 -= 1 
$LOC_VAR_658 -= 9.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @STATS_2525A 
0661: NOP "VOID MENU_SHUTDOWN(VOID)" 

:STATS_25933
if 
00E1:   player 0 pressed_key 15 
jf @STATS_2597B 
wait 250 
$3660000 = 1 
$LOC_VAR_658 = 84.0 
03F0: enable_text_draw 0 
jump @STATS_1CA9E 
0661: NOP "VOID ACTIONS(VOID)" 

:STATS_2597B
if 
  $3660000 == 1 
jf @STATS_25E14 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_25E14 
0661: NOP "========================================================================" 
04ED: load_animation "DANCING" 
038B: load_requested_models 

:STATS_259F7
wait 50 
if 
04EE:   animation "DANCING" loaded 
jf @STATS_259F7 
0209: $3670000 = random_int_in_ranges 1 11 
if 
  $3670000 == 1 
jf @STATS_25A41 
wait 0 
05AA: v$1225 = "ENDCHAT_01" // @s = 'short' 

:STATS_25A41
wait 0 
if 
  $3670000 == 2 
jf @STATS_25A6C 
wait 0 
05AA: v$1225 = "ENDCHAT_02" // @s = 'short' 

:STATS_25A6C
wait 0 
if 
  $3670000 == 3 
jf @STATS_25A97 
wait 0 
05AA: v$1225 = "ENDCHAT_03" // @s = 'short' 

:STATS_25A97
wait 0 
if 
  $3670000 == 4 
jf @STATS_25ABF 
wait 0 
05AA: v$1225 = "EV_DIVE" // @s = 'short' 

:STATS_25ABF
wait 0 
if 
  $3670000 == 5 
jf @STATS_25AE8 
wait 0 
05AA: v$1225 = "FIGHTA_M" // @s = 'short' 

:STATS_25AE8
wait 0 
if 
  $3670000 == 6 
jf @STATS_25B10 
wait 0 
05AA: v$1225 = "GUM_EAT" // @s = 'short' 

:STATS_25B10
wait 0 
if 
  $3670000 == 7 
jf @STATS_25B3A 
wait 0 
05AA: v$1225 = "IDLE_TAXI" // @s = 'short' 

:STATS_25B3A
wait 0 
if 
  $3670000 == 8 
jf @STATS_25B63 
wait 0 
05AA: v$1225 = "PHONE_IN" // @s = 'short' 

:STATS_25B63
wait 0 
if 
  $3670000 == 9 
jf @STATS_25B8E 
wait 0 
05AA: v$1225 = "PHONE_TALK" // @s = 'short' 

:STATS_25B8E
wait 0 
if 
  $3670000 == 10 
jf @STATS_25BB8 
wait 0 
05AA: v$1225 = "PHONE_OUT" // @s = 'short' 

:STATS_25BB8
wait 0 
if 
  $3670000 == 11 
jf @STATS_25BD2 
wait 0 

:STATS_25BD2
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_25C40 
03E5: show_text_box 'TH145' 

:STATS_25C40
if 
056D:   actor 0@ defined 
jf @STATS_25C77 
0605: actor 0@ perform_animation v$1225 IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
03E5: show_text_box 'CH144' 

:STATS_25C77
if 
056D:   actor 1@ defined 
jf @STATS_25CAE 
0605: actor 1@ perform_animation v$1225 IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
03E5: show_text_box 'CH144' 

:STATS_25CAE
if 
056D:   actor 2@ defined 
jf @STATS_25CE5 
0605: actor 2@ perform_animation v$1225 IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
03E5: show_text_box 'CH144' 

:STATS_25CE5
if 
056D:   actor 3@ defined 
jf @STATS_25D1C 
0605: actor 3@ perform_animation v$1225 IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
03E5: show_text_box 'CH144' 

:STATS_25D1C
if 
056D:   actor 4@ defined 
jf @STATS_25D53 
0605: actor 4@ perform_animation v$1225 IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
03E5: show_text_box 'CH144' 

:STATS_25D53
if 
056D:   actor 5@ defined 
jf @STATS_25D8A 
0605: actor 5@ perform_animation v$1225 IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
03E5: show_text_box 'CH144' 

:STATS_25D8A
if 
056D:   actor 6@ defined 
jf @STATS_25DC1 
0605: actor 6@ perform_animation v$1225 IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
03E5: show_text_box 'CH144' 

:STATS_25DC1
0661: NOP "========================================================================" 
jump @STATS_2525A 

:STATS_25E14
if 
  $3660000 == 2 
jf @STATS_261FB 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_261FB 
0661: NOP "========================================================================" 
04ED: load_animation "BEACH" 
038B: load_requested_models 

:STATS_25E8E
wait 50 
if 
04EE:   animation "BEACH" loaded 
jf @STATS_25E8E 
0209: $3680000 = random_int_in_ranges 1 6 
if 
  $3670000 == 1 
jf @STATS_25ED2 
wait 0 
05AA: v$1225 = "BATHER" // @s = 'short' 

:STATS_25ED2
wait 0 
if 
  $3680000 == 2 
jf @STATS_25EFF 
wait 0 
05AA: v$1225 = "LAY_BAC_LOOP" // @s = 'short' 

:STATS_25EFF
wait 0 
if 
  $3680000 == 3 
jf @STATS_25F2E 
wait 0 
05AA: v$1225 = "PARKSIT_M_LOOP" // @s = 'short' 

:STATS_25F2E
wait 0 
if 
  $3680000 == 4 
jf @STATS_25F5D 
wait 0 
05AA: v$1225 = "PARKSIT_W_LOOP" // @s = 'short' 

:STATS_25F5D
wait 0 
if 
  $3680000 == 5 
jf @STATS_25F8D 
wait 0 
05AA: v$1225 = "SITNWAIT_LOOP_W" // @s = 'short' 

:STATS_25F8D
wait 0 
if 
  $3680000 == 6 
jf @STATS_25FA7 
wait 0 

:STATS_25FA7
wait 0 
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_26019 
03E5: show_text_box 'TH145' 

:STATS_26019
if 
056D:   actor 0@ defined 
jf @STATS_26052 
0605: actor 0@ perform_animation v$1225 IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
03E5: show_text_box 'CH144' 

:STATS_26052
if 
056D:   actor 1@ defined 
jf @STATS_2608B 
0605: actor 1@ perform_animation v$1225 IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
03E5: show_text_box 'CH144' 

:STATS_2608B
if 
056D:   actor 2@ defined 
jf @STATS_260C4 
0605: actor 2@ perform_animation v$1225 IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
03E5: show_text_box 'CH144' 

:STATS_260C4
if 
056D:   actor 3@ defined 
jf @STATS_260FD 
0605: actor 3@ perform_animation v$1225 IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
03E5: show_text_box 'CH144' 

:STATS_260FD
if 
056D:   actor 4@ defined 
jf @STATS_26136 
0605: actor 4@ perform_animation v$1225 IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
03E5: show_text_box 'CH144' 

:STATS_26136
if 
056D:   actor 5@ defined 
jf @STATS_2616F 
0605: actor 5@ perform_animation v$1225 IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
03E5: show_text_box 'CH144' 

:STATS_2616F
if 
056D:   actor 6@ defined 
jf @STATS_261A8 
0605: actor 6@ perform_animation v$1225 IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
03E5: show_text_box 'CH144' 

:STATS_261A8
0661: NOP "========================================================================" 
jump @STATS_2525A 

:STATS_261FB
if 
  $3660000 == 3 
jf @STATS_265F3 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_265F3 
0661: NOP "========================================================================" 
04ED: load_animation "DAM_JUMP" 
038B: load_requested_models 

:STATS_26278
wait 50 
if 
04EE:   animation "DAM_JUMP" loaded 
jf @STATS_26278 
0209: $3680000 = random_int_in_ranges 1 6 
if 
  $3670000 == 1 
jf @STATS_262C6 
wait 0 
05AA: v$1225 = "DAM_DIVE_LOOP" // @s = 'short' 

:STATS_262C6
wait 0 
if 
  $3680000 == 2 
jf @STATS_262EF 
wait 0 
05AA: v$1225 = "DAM_LAND" // @s = 'short' 

:STATS_262EF
wait 0 
if 
  $3680000 == 3 
jf @STATS_2631A 
wait 0 
05AA: v$1225 = "DAM_LAUNCH" // @s = 'short' 

:STATS_2631A
wait 0 
if 
  $3680000 == 4 
jf @STATS_26344 
wait 0 
05AA: v$1225 = "JUMP_ROLL" // @s = 'short' 

:STATS_26344
wait 0 
if 
  $3680000 == 5 
jf @STATS_26370 
wait 0 
05AA: v$1225 = "SF_JUMPWALL" // @s = 'short' 

:STATS_26370
wait 0 
if 
  $3680000 == 6 
jf @STATS_2638A 
wait 0 

:STATS_2638A
wait 0 
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_263FC 
03E5: show_text_box 'TH145' 

:STATS_263FC
if 
056D:   actor 0@ defined 
jf @STATS_26438 
0605: actor 0@ perform_animation v$1225 IFP "DAM_JUMP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
03E5: show_text_box 'CH144' 

:STATS_26438
if 
056D:   actor 1@ defined 
jf @STATS_26474 
0605: actor 1@ perform_animation v$1225 IFP "DAM_JUMP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
03E5: show_text_box 'CH144' 

:STATS_26474
if 
056D:   actor 2@ defined 
jf @STATS_264B0 
0605: actor 2@ perform_animation v$1225 IFP "DAM_JUMP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
03E5: show_text_box 'CH144' 

:STATS_264B0
if 
056D:   actor 3@ defined 
jf @STATS_264EC 
0605: actor 3@ perform_animation v$1225 IFP "DAM_JUMP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
03E5: show_text_box 'CH144' 

:STATS_264EC
if 
056D:   actor 4@ defined 
jf @STATS_26528 
0605: actor 4@ perform_animation v$1225 IFP "DAM_JUMP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
03E5: show_text_box 'CH144' 

:STATS_26528
if 
056D:   actor 5@ defined 
jf @STATS_26564 
0605: actor 5@ perform_animation v$1225 IFP "DAM_JUMP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
03E5: show_text_box 'CH144' 

:STATS_26564
if 
056D:   actor 6@ defined 
jf @STATS_265A0 
0605: actor 6@ perform_animation v$1225 IFP "DAM_JUMP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
03E5: show_text_box 'CH144' 

:STATS_265A0
0661: NOP "========================================================================" 
jump @STATS_2525A 

:STATS_265F3
if 
  $3660000 == 4 
jf @STATS_26AAB 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_26AAB 
0661: NOP "========================================================================" 
04ED: load_animation "DANCING" 
038B: load_requested_models 

:STATS_2666F
wait 50 
if 
04EE:   animation "DANCING" loaded 
jf @STATS_2666F 
0209: $3690000 = random_int_in_ranges 1 11 
if 
  $3690000 == 1 
jf @STATS_266B9 
wait 0 
05AA: v$1225 = "DANCE_LOOP" // @s = 'short' 

:STATS_266B9
wait 0 
if 
  $3690000 == 2 
jf @STATS_266E4 
wait 0 
05AA: v$1225 = "DAN_DOWN_A" // @s = 'short' 

:STATS_266E4
wait 0 
if 
  $3690000 == 3 
jf @STATS_2670F 
wait 0 
05AA: v$1225 = "DAN_LEFT_A" // @s = 'short' 

:STATS_2670F
wait 0 
if 
  $3690000 == 4 
jf @STATS_2673A 
wait 0 
05AA: v$1225 = "DAN_LOOP_A" // @s = 'short' 

:STATS_2673A
wait 0 
if 
  $3690000 == 5 
jf @STATS_26766 
wait 0 
05AA: v$1225 = "DAN_RIGHT_A" // @s = 'short' 

:STATS_26766
wait 0 
if 
  $3690000 == 6 
jf @STATS_2678F 
wait 0 
05AA: v$1225 = "DAN_UP_A" // @s = 'short' 

:STATS_2678F
wait 0 
if 
  $3690000 == 7 
jf @STATS_267B8 
wait 0 
05AA: v$1225 = "DNCE_M_A" // @s = 'short' 

:STATS_267B8
wait 0 
if 
  $3690000 == 8 
jf @STATS_267E1 
wait 0 
05AA: v$1225 = "DNCE_M_B" // @s = 'short' 

:STATS_267E1
wait 0 
if 
  $3690000 == 9 
jf @STATS_2680A 
wait 0 
05AA: v$1225 = "DNCE_M_C" // @s = 'short' 

:STATS_2680A
wait 0 
if 
  $3690000 == 10 
jf @STATS_26833 
wait 0 
05AA: v$1225 = "DNCE_M_E" // @s = 'short' 

:STATS_26833
wait 0 
if 
  $3690000 == 11 
jf @STATS_2684D 
wait 0 

:STATS_2684D
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_268BB 
03E5: show_text_box 'TH145' 

:STATS_268BB
if 
056D:   actor 0@ defined 
jf @STATS_268F6 
0605: actor 0@ perform_animation v$1225 IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
03E5: show_text_box 'CH144' 

:STATS_268F6
if 
056D:   actor 1@ defined 
jf @STATS_26931 
0605: actor 1@ perform_animation v$1225 IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
03E5: show_text_box 'CH144' 

:STATS_26931
if 
056D:   actor 2@ defined 
jf @STATS_2696C 
0605: actor 2@ perform_animation v$1225 IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
03E5: show_text_box 'CH144' 

:STATS_2696C
if 
056D:   actor 3@ defined 
jf @STATS_269A7 
0605: actor 3@ perform_animation v$1225 IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
03E5: show_text_box 'CH144' 

:STATS_269A7
if 
056D:   actor 4@ defined 
jf @STATS_269E2 
0605: actor 4@ perform_animation v$1225 IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
03E5: show_text_box 'CH144' 

:STATS_269E2
if 
056D:   actor 5@ defined 
jf @STATS_26A1D 
0605: actor 5@ perform_animation v$1225 IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
03E5: show_text_box 'CH144' 

:STATS_26A1D
if 
056D:   actor 6@ defined 
jf @STATS_26A58 
0605: actor 6@ perform_animation v$1225 IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
03E5: show_text_box 'CH144' 

:STATS_26A58
0661: NOP "========================================================================" 
jump @STATS_2525A 

:STATS_26AAB
if 
  $3660000 == 5 
jf @STATS_26FB2 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_26FB2 
0661: NOP "========================================================================" 
04ED: load_animation "GYMNASIUM" 
038B: load_requested_models 

:STATS_26B29
wait 50 
if 
04EE:   animation "GYMNASIUM" loaded 
jf @STATS_26B29 
0209: $3700000 = random_int_in_ranges 1 11 
if 
  $3700000 == 1 
jf @STATS_26B77 
wait 0 
05AA: v$1225 = "GYMSHADOWBOX" // @s = 'short' 

:STATS_26B77
wait 0 
if 
  $3700000 == 2 
jf @STATS_26BAA 
wait 0 
05AA: v$1225 = "GYM_BIKE_CELEBRATE" // @s = 'short' 

:STATS_26BAA
wait 0 
if 
  $3700000 == 3 
jf @STATS_26BD8 
wait 0 
05AA: v$1225 = "GYM_BIKE_FAST" // @s = 'short' 

:STATS_26BD8
wait 0 
if 
  $3700000 == 4 
jf @STATS_26C08 
wait 0 
05AA: v$1225 = "GYM_BIKE_FASTER" // @s = 'short' 

:STATS_26C08
wait 0 
if 
  $3700000 == 5 
jf @STATS_26C38 
wait 0 
05AA: v$1225 = "GYM_BIKE_GETOFF" // @s = 'short' 

:STATS_26C38
wait 0 
if 
  $3700000 == 6 
jf @STATS_26C67 
wait 0 
05AA: v$1225 = "GYM_BIKE_GETON" // @s = 'short' 

:STATS_26C67
wait 0 
if 
  $3700000 == 7 
jf @STATS_26C96 
wait 0 
05AA: v$1225 = "GYM_BIKE_PEDAL" // @s = 'short' 

:STATS_26C96
wait 0 
if 
  $3700000 == 8 
jf @STATS_26CC8 
wait 0 
05AA: v$1225 = "GYM_TREAD_FALLOFF" // @s = 'short' 

:STATS_26CC8
wait 0 
if 
  $3700000 == 9 
jf @STATS_26CF8 
wait 0 
05AA: v$1225 = "GYM_JOG_FALLOFF" // @s = 'short' 

:STATS_26CF8
wait 0 
if 
  $3700000 == 10 
jf @STATS_26D2C 
wait 0 
05AA: v$1225 = "GYM_TREAD_CELEBRATE" // @s = 'short' 

:STATS_26D2C
wait 0 
if 
  $3700000 == 11 
jf @STATS_26D46 
wait 0 

:STATS_26D46
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_26DB4 
03E5: show_text_box 'TH145' 

:STATS_26DB4
if 
056D:   actor 0@ defined 
jf @STATS_26DF1 
0605: actor 0@ perform_animation v$1225 IFP "GYMNASIUM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
03E5: show_text_box 'CH144' 

:STATS_26DF1
if 
056D:   actor 1@ defined 
jf @STATS_26E2E 
0605: actor 1@ perform_animation v$1225 IFP "GYMNASIUM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
03E5: show_text_box 'CH144' 

:STATS_26E2E
if 
056D:   actor 2@ defined 
jf @STATS_26E6B 
0605: actor 2@ perform_animation v$1225 IFP "GYMNASIUM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
03E5: show_text_box 'CH144' 

:STATS_26E6B
if 
056D:   actor 3@ defined 
jf @STATS_26EA8 
0605: actor 3@ perform_animation v$1225 IFP "GYMNASIUM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
03E5: show_text_box 'CH144' 

:STATS_26EA8
if 
056D:   actor 4@ defined 
jf @STATS_26EE5 
0605: actor 4@ perform_animation v$1225 IFP "GYMNASIUM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
03E5: show_text_box 'CH144' 

:STATS_26EE5
if 
056D:   actor 5@ defined 
jf @STATS_26F22 
0605: actor 5@ perform_animation v$1225 IFP "GYMNASIUM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
03E5: show_text_box 'CH144' 

:STATS_26F22
if 
056D:   actor 6@ defined 
jf @STATS_26F5F 
0605: actor 6@ perform_animation v$1225 IFP "GYMNASIUM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
03E5: show_text_box 'CH144' 

:STATS_26F5F
0661: NOP "========================================================================" 
jump @STATS_2525A 

:STATS_26FB2
if 
  $3660000 == 6 
jf @STATS_2744A 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_2744A 
0661: NOP "========================================================================" 
04ED: load_animation "STRIP" 
038B: load_requested_models 

:STATS_2702C
wait 50 
if 
04EE:   animation "STRIP" loaded 
jf @STATS_2702C 
0209: $3710000 = random_int_in_ranges 1 11 
if 
  $3710000 == 1 
jf @STATS_27071 
wait 0 
05AA: v$1225 = "STRIP_D" // @s = 'short' 

:STATS_27071
wait 0 
if 
  $3710000 == 2 
jf @STATS_27099 
wait 0 
05AA: v$1225 = "STRIP_B" // @s = 'short' 

:STATS_27099
wait 0 
if 
  $3710000 == 3 
jf @STATS_270C1 
wait 0 
05AA: v$1225 = "STR_B2C" // @s = 'short' 

:STATS_270C1
wait 0 
if 
  $3710000 == 4 
jf @STATS_270E8 
wait 0 
05AA: v$1225 = "STR_C1" // @s = 'short' 

:STATS_270E8
wait 0 
if 
  $3710000 == 5 
jf @STATS_2710F 
wait 0 
05AA: v$1225 = "STR_C2" // @s = 'short' 

:STATS_2710F
wait 0 
if 
  $3710000 == 6 
jf @STATS_27137 
wait 0 
05AA: v$1225 = "STR_C2B" // @s = 'short' 

:STATS_27137
wait 0 
if 
  $3710000 == 7 
jf @STATS_27162 
wait 0 
05AA: v$1225 = "STR_LOOP_A" // @s = 'short' 

:STATS_27162
wait 0 
if 
  $3710000 == 8 
jf @STATS_2718D 
wait 0 
05AA: v$1225 = "STR_LOOP_B" // @s = 'short' 

:STATS_2718D
wait 0 
if 
  $3710000 == 9 
jf @STATS_271B8 
wait 0 
05AA: v$1225 = "STR_LOOP_C" // @s = 'short' 

:STATS_271B8
wait 0 
if 
  $3710000 == 10 
jf @STATS_271E0 
wait 0 
05AA: v$1225 = "STRIP_E" // @s = 'short' 

:STATS_271E0
wait 0 
if 
  $3710000 == 11 
jf @STATS_271FA 
wait 0 

:STATS_271FA
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_27268 
03E5: show_text_box 'TH145' 

:STATS_27268
if 
056D:   actor 0@ defined 
jf @STATS_272A1 
0605: actor 0@ perform_animation v$1225 IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
03E5: show_text_box 'CH144' 

:STATS_272A1
if 
056D:   actor 1@ defined 
jf @STATS_272DA 
0605: actor 1@ perform_animation v$1225 IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
03E5: show_text_box 'CH144' 

:STATS_272DA
if 
056D:   actor 2@ defined 
jf @STATS_27313 
0605: actor 2@ perform_animation v$1225 IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
03E5: show_text_box 'CH144' 

:STATS_27313
if 
056D:   actor 3@ defined 
jf @STATS_2734C 
0605: actor 3@ perform_animation v$1225 IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
03E5: show_text_box 'CH144' 

:STATS_2734C
if 
056D:   actor 4@ defined 
jf @STATS_27385 
0605: actor 4@ perform_animation v$1225 IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
03E5: show_text_box 'CH144' 

:STATS_27385
if 
056D:   actor 5@ defined 
jf @STATS_273BE 
0605: actor 5@ perform_animation v$1225 IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
03E5: show_text_box 'CH144' 

:STATS_273BE
if 
056D:   actor 6@ defined 
jf @STATS_273F7 
0605: actor 6@ perform_animation v$1225 IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
03E5: show_text_box 'CH144' 

:STATS_273F7
0661: NOP "========================================================================" 
jump @STATS_2525A 

:STATS_2744A
if 
  $3660000 == 7 
jf @STATS_278E5 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_278E5 
0661: NOP "========================================================================" 
04ED: load_animation "SEX" 
038B: load_requested_models 

:STATS_274C2
wait 50 
if 
04EE:   animation "SEX" loaded 
jf @STATS_274C2 
0209: $3720000 = random_int_in_ranges 1 11 
if 
  $3720000 == 1 
jf @STATS_27508 
wait 0 
05AA: v$1225 = "SEX_1TO2_P" // @s = 'short' 

:STATS_27508
wait 0 
if 
  $3720000 == 2 
jf @STATS_27534 
wait 0 
05AA: v$1225 = "SEX_1_CUM_P" // @s = 'short' 

:STATS_27534
wait 0 
if 
  $3720000 == 3 
jf @STATS_27561 
wait 0 
05AA: v$1225 = "SEX_1_FAIL_P" // @s = 'short' 

:STATS_27561
wait 0 
if 
  $3720000 == 4 
jf @STATS_27589 
wait 0 
05AA: v$1225 = "SEX_1_P" // @s = 'short' 

:STATS_27589
wait 0 
if 
  $3720000 == 5 
jf @STATS_275B6 
wait 0 
05AA: v$1225 = "SEX_2_FAIL_P" // @s = 'short' 

:STATS_275B6
wait 0 
if 
  $3720000 == 6 
jf @STATS_275E1 
wait 0 
05AA: v$1225 = "SEX_2TO3_P" // @s = 'short' 

:STATS_275E1
wait 0 
if 
  $3720000 == 7 
jf @STATS_27609 
wait 0 
05AA: v$1225 = "SEX_2_P" // @s = 'short' 

:STATS_27609
wait 0 
if 
  $3720000 == 8 
jf @STATS_27634 
wait 0 
05AA: v$1225 = "SEX_3TO1_P" // @s = 'short' 

:STATS_27634
wait 0 
if 
  $3720000 == 9 
jf @STATS_27661 
wait 0 
05AA: v$1225 = "SEX_3_FAIL_P" // @s = 'short' 

:STATS_27661
wait 0 
if 
  $3720000 == 10 
jf @STATS_27689 
wait 0 
05AA: v$1225 = "SEX_3_P" // @s = 'short' 

:STATS_27689
wait 0 
if 
  $3720000 == 11 
jf @STATS_276A3 
wait 0 

:STATS_276A3
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_27711 
03E5: show_text_box 'TH145' 

:STATS_27711
if 
056D:   actor 0@ defined 
jf @STATS_27748 
0605: actor 0@ perform_animation v$1225 IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
03E5: show_text_box 'CH144' 

:STATS_27748
if 
056D:   actor 1@ defined 
jf @STATS_2777F 
0605: actor 1@ perform_animation v$1225 IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
03E5: show_text_box 'CH144' 

:STATS_2777F
if 
056D:   actor 2@ defined 
jf @STATS_277B6 
0605: actor 2@ perform_animation v$1225 IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
03E5: show_text_box 'CH144' 

:STATS_277B6
if 
056D:   actor 3@ defined 
jf @STATS_277ED 
0605: actor 3@ perform_animation v$1225 IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
03E5: show_text_box 'CH144' 

:STATS_277ED
if 
056D:   actor 4@ defined 
jf @STATS_27824 
0605: actor 4@ perform_animation v$1225 IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
03E5: show_text_box 'CH144' 

:STATS_27824
if 
056D:   actor 5@ defined 
jf @STATS_2785B 
0605: actor 5@ perform_animation v$1225 IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
03E5: show_text_box 'CH144' 

:STATS_2785B
if 
056D:   actor 6@ defined 
jf @STATS_27892 
0605: actor 6@ perform_animation v$1225 IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
03E5: show_text_box 'CH144' 

:STATS_27892
0661: NOP "========================================================================" 
jump @STATS_2525A 

:STATS_278E5
if 
  $3660000 == 8 
jf @STATS_27B31 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_27B31 
0661: NOP "========================================================================" 
wait 100 
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_279C6 
03E5: show_text_box 'TH145' 

:STATS_279C6
if 
056D:   actor 0@ defined 
jf @STATS_279EE 
Actor.SetWalkStyle(0@, "FATMAN")
03E5: show_text_box 'CH144' 

:STATS_279EE
if 
056D:   actor 1@ defined 
jf @STATS_27A16 
Actor.SetWalkStyle(1@, "FATMAN")
03E5: show_text_box 'CH144' 

:STATS_27A16
if 
056D:   actor 2@ defined 
jf @STATS_27A3E 
Actor.SetWalkStyle(2@, "FATMAN")
03E5: show_text_box 'CH144' 

:STATS_27A3E
if 
056D:   actor 3@ defined 
jf @STATS_27A66 
Actor.SetWalkStyle(3@, "FATMAN")
03E5: show_text_box 'CH144' 

:STATS_27A66
if 
056D:   actor 4@ defined 
jf @STATS_27A8E 
Actor.SetWalkStyle(4@, "FATMAN")
03E5: show_text_box 'CH144' 

:STATS_27A8E
if 
056D:   actor 5@ defined 
jf @STATS_27AB6 
Actor.SetWalkStyle(5@, "FATMAN")
03E5: show_text_box 'CH144' 

:STATS_27AB6
if 
056D:   actor 6@ defined 
jf @STATS_27ADE 
Actor.SetWalkStyle(6@, "FATMAN")
03E5: show_text_box 'CH144' 

:STATS_27ADE
0661: NOP "========================================================================" 
jump @STATS_2525A 

:STATS_27B31
if 
  $3660000 == 9 
jf @STATS_27D86 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_27D86 
0661: NOP "========================================================================" 
wait 0 
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_27C12 
03E5: show_text_box 'TH145' 

:STATS_27C12
if 
056D:   actor 0@ defined 
jf @STATS_27C3D 
Actor.SetWalkStyle(0@, "SEXYWOMAN")
03E5: show_text_box 'CH144' 

:STATS_27C3D
if 
056D:   actor 1@ defined 
jf @STATS_27C62 
Actor.SetWalkStyle(1@, "PRO")
03E5: show_text_box 'CH144' 

:STATS_27C62
if 
056D:   actor 2@ defined 
jf @STATS_27C8D 
Actor.SetWalkStyle(2@, "SEXYWOMAN")
03E5: show_text_box 'CH144' 

:STATS_27C8D
if 
056D:   actor 3@ defined 
jf @STATS_27CB8 
Actor.SetWalkStyle(3@, "SEXYWOMAN")
03E5: show_text_box 'CH144' 

:STATS_27CB8
if 
056D:   actor 4@ defined 
jf @STATS_27CE3 
Actor.SetWalkStyle(4@, "SEXYWOMAN")
03E5: show_text_box 'CH144' 

:STATS_27CE3
if 
056D:   actor 5@ defined 
jf @STATS_27D08 
Actor.SetWalkStyle(5@, "PRO")
03E5: show_text_box 'CH144' 

:STATS_27D08
if 
056D:   actor 6@ defined 
jf @STATS_27D33 
Actor.SetWalkStyle(6@, "SEXYWOMAN")
03E5: show_text_box 'CH144' 

:STATS_27D33
0661: NOP "========================================================================" 
jump @STATS_2525A 

:STATS_27D86
if 
  $3660000 == 10 
jf @STATS_27FA8 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_27FA8 
0661: NOP "========================================================================" 
wait 0 
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_27E67 
03E5: show_text_box 'TH145' 

:STATS_27E67
if 
056D:   actor 0@ defined 
jf @STATS_27E89 
0337: set_actor 0@ visibility 0 
03E5: show_text_box 'CH144' 

:STATS_27E89
if 
056D:   actor 1@ defined 
jf @STATS_27EAB 
0337: set_actor 1@ visibility 0 
03E5: show_text_box 'CH144' 

:STATS_27EAB
if 
056D:   actor 2@ defined 
jf @STATS_27ECD 
0337: set_actor 2@ visibility 0 
03E5: show_text_box 'CH144' 

:STATS_27ECD
if 
056D:   actor 3@ defined 
jf @STATS_27EEF 
0337: set_actor 3@ visibility 0 
03E5: show_text_box 'CH144' 

:STATS_27EEF
if 
056D:   actor 4@ defined 
jf @STATS_27F11 
0337: set_actor 4@ visibility 0 
03E5: show_text_box 'CH144' 

:STATS_27F11
if 
056D:   actor 5@ defined 
jf @STATS_27F33 
0337: set_actor 5@ visibility 0 
03E5: show_text_box 'CH144' 

:STATS_27F33
if 
056D:   actor 6@ defined 
jf @STATS_27F55 
0337: set_actor 6@ visibility 0 
03E5: show_text_box 'CH144' 

:STATS_27F55
0661: NOP "========================================================================" 
jump @STATS_2525A 

:STATS_27FA8
if 
  $3660000 == 11 
jf @STATS_281C6 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_281C6 
0661: NOP "========================================================================" 
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_28085 
03E5: show_text_box 'TH145' 

:STATS_28085
if 
056D:   actor 0@ defined 
jf @STATS_280A7 
0337: set_actor 0@ visibility 1 
03E5: show_text_box 'CH144' 

:STATS_280A7
if 
056D:   actor 1@ defined 
jf @STATS_280C9 
0337: set_actor 1@ visibility 1 
03E5: show_text_box 'CH144' 

:STATS_280C9
if 
056D:   actor 2@ defined 
jf @STATS_280EB 
0337: set_actor 2@ visibility 1 
03E5: show_text_box 'CH144' 

:STATS_280EB
if 
056D:   actor 3@ defined 
jf @STATS_2810D 
0337: set_actor 3@ visibility 1 
03E5: show_text_box 'CH144' 

:STATS_2810D
if 
056D:   actor 4@ defined 
jf @STATS_2812F 
0337: set_actor 4@ visibility 1 
03E5: show_text_box 'CH144' 

:STATS_2812F
if 
056D:   actor 5@ defined 
jf @STATS_28151 
0337: set_actor 5@ visibility 1 
03E5: show_text_box 'CH144' 

:STATS_28151
if 
056D:   actor 6@ defined 
jf @STATS_28173 
0337: set_actor 6@ visibility 1 
03E5: show_text_box 'CH144' 

:STATS_28173
0661: NOP "========================================================================" 
jump @STATS_2525A 

:STATS_281C6
if 
  $3660000 == 12 
jf @STATS_283EB 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_283EB 
0661: NOP "========================================================================" 
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_282A3 
03E5: show_text_box 'TH145' 

:STATS_282A3
if 
056D:   actor 0@ defined 
jf @STATS_282C6 
05C4: AS_actor 0@ hands_up 15000 ms 
03E5: show_text_box 'CH144' 

:STATS_282C6
if 
056D:   actor 1@ defined 
jf @STATS_282E9 
05C4: AS_actor 1@ hands_up 15000 ms 
03E5: show_text_box 'CH144' 

:STATS_282E9
if 
056D:   actor 2@ defined 
jf @STATS_2830C 
05C4: AS_actor 2@ hands_up 15000 ms 
03E5: show_text_box 'CH144' 

:STATS_2830C
if 
056D:   actor 3@ defined 
jf @STATS_2832F 
05C4: AS_actor 3@ hands_up 15000 ms 
03E5: show_text_box 'CH144' 

:STATS_2832F
if 
056D:   actor 4@ defined 
jf @STATS_28352 
05C4: AS_actor 4@ hands_up 15000 ms 
03E5: show_text_box 'CH144' 

:STATS_28352
if 
056D:   actor 5@ defined 
jf @STATS_28375 
05C4: AS_actor 5@ hands_up 15000 ms 
03E5: show_text_box 'CH144' 

:STATS_28375
if 
056D:   actor 6@ defined 
jf @STATS_28398 
05C4: AS_actor 6@ hands_up 15000 ms 
03E5: show_text_box 'CH144' 

:STATS_28398
0661: NOP "========================================================================" 
jump @STATS_2525A 

:STATS_283EB
if 
  $3660000 == 13 
jf @STATS_2861E 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_2861E 
0661: NOP "========================================================================" 
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_284C8 
03E5: show_text_box 'TH145' 

:STATS_284C8
if 
056D:   actor 0@ defined 
jf @STATS_284ED 
06B0: AS_actor 0@ sit_down 400000 ms 
03E5: show_text_box 'CH144' 

:STATS_284ED
if 
056D:   actor 1@ defined 
jf @STATS_28512 
06B0: AS_actor 1@ sit_down 400000 ms 
03E5: show_text_box 'CH144' 

:STATS_28512
if 
056D:   actor 2@ defined 
jf @STATS_28537 
06B0: AS_actor 2@ sit_down 400000 ms 
03E5: show_text_box 'CH144' 

:STATS_28537
if 
056D:   actor 3@ defined 
jf @STATS_2855C 
06B0: AS_actor 3@ sit_down 400000 ms 
03E5: show_text_box 'CH144' 

:STATS_2855C
if 
056D:   actor 4@ defined 
jf @STATS_28581 
06B0: AS_actor 4@ sit_down 400000 ms 
03E5: show_text_box 'CH144' 

:STATS_28581
if 
056D:   actor 5@ defined 
jf @STATS_285A6 
06B0: AS_actor 5@ sit_down 400000 ms 
03E5: show_text_box 'CH144' 

:STATS_285A6
if 
056D:   actor 6@ defined 
jf @STATS_285CB 
06B0: AS_actor 6@ sit_down 400000 ms 
03E5: show_text_box 'CH144' 

:STATS_285CB
0661: NOP "========================================================================" 
jump @STATS_2525A 

:STATS_2861E
if 
  $3660000 == 14 
jf @STATS_288AC 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_288AC 
0661: NOP "========================================================================" 
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_286FB 
03E5: show_text_box 'TH145' 

:STATS_286FB
if 
056D:   actor 0@ defined 
jf @STATS_2872D 
0668: AS_actor 0@ rotate_and_shoot_at 374.2905 -125.681 1001.308 2000 ms 
03E5: show_text_box 'CH144' 

:STATS_2872D
if 
056D:   actor 1@ defined 
jf @STATS_2875F 
0668: AS_actor 1@ rotate_and_shoot_at 374.2905 -125.681 1001.308 2000 ms 
03E5: show_text_box 'CH144' 

:STATS_2875F
if 
056D:   actor 2@ defined 
jf @STATS_28791 
0668: AS_actor 2@ rotate_and_shoot_at 374.2905 -125.681 1001.308 2000 ms 
03E5: show_text_box 'CH144' 

:STATS_28791
if 
056D:   actor 3@ defined 
jf @STATS_287C3 
0668: AS_actor 3@ rotate_and_shoot_at 374.2905 -125.681 1001.308 2000 ms 
03E5: show_text_box 'CH144' 

:STATS_287C3
if 
056D:   actor 4@ defined 
jf @STATS_287F5 
0668: AS_actor 4@ rotate_and_shoot_at 374.2905 -125.681 1001.308 2000 ms 
03E5: show_text_box 'CH144' 

:STATS_287F5
if 
056D:   actor 5@ defined 
jf @STATS_28827 
0668: AS_actor 5@ rotate_and_shoot_at 374.2905 -125.681 1001.308 2000 ms 
03E5: show_text_box 'CH144' 

:STATS_28827
if 
056D:   actor 6@ defined 
jf @STATS_28859 
0668: AS_actor 6@ rotate_and_shoot_at 374.2905 -125.681 1001.308 2000 ms 
03E5: show_text_box 'CH144' 

:STATS_28859
0661: NOP "========================================================================" 
jump @STATS_2525A 

:STATS_288AC
if 
  $3660000 == 15 
jf @STATS_28AD1 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_28AD1 
0661: NOP "========================================================================" 
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_28989 
03E5: show_text_box 'TH145' 

:STATS_28989
if 
056D:   actor 0@ defined 
jf @STATS_289AC 
05C5: AS_actor 0@ cower 2000 ms 
03E5: show_text_box 'CH144' 

:STATS_289AC
if 
056D:   actor 1@ defined 
jf @STATS_289CF 
05C5: AS_actor 1@ cower 2000 ms 
03E5: show_text_box 'CH144' 

:STATS_289CF
if 
056D:   actor 2@ defined 
jf @STATS_289F2 
05C5: AS_actor 2@ cower 2000 ms 
03E5: show_text_box 'CH144' 

:STATS_289F2
if 
056D:   actor 3@ defined 
jf @STATS_28A15 
05C5: AS_actor 3@ cower 2000 ms 
03E5: show_text_box 'CH144' 

:STATS_28A15
if 
056D:   actor 4@ defined 
jf @STATS_28A38 
05C5: AS_actor 4@ cower 2000 ms 
03E5: show_text_box 'CH144' 

:STATS_28A38
if 
056D:   actor 5@ defined 
jf @STATS_28A5B 
05C5: AS_actor 5@ cower 2000 ms 
03E5: show_text_box 'CH144' 

:STATS_28A5B
if 
056D:   actor 6@ defined 
jf @STATS_28A7E 
05C5: AS_actor 6@ cower 2000 ms 
03E5: show_text_box 'CH144' 

:STATS_28A7E
0661: NOP "========================================================================" 
jump @STATS_2525A 

:STATS_28AD1
if 
  $3660000 == 16 
jf @STATS_28CF6 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_28CF6 
0661: NOP "========================================================================" 
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_28BAE 
03E5: show_text_box 'TH145' 

:STATS_28BAE
if 
056D:   actor 0@ defined 
jf @STATS_28BD1 
06A5: AS_actor 0@ jump_forward stay_on_ground 10000 ms and_stands_back 
03E5: show_text_box 'CH144' 

:STATS_28BD1
if 
056D:   actor 1@ defined 
jf @STATS_28BF4 
06A5: AS_actor 1@ jump_forward stay_on_ground 10000 ms and_stands_back 
03E5: show_text_box 'CH144' 

:STATS_28BF4
if 
056D:   actor 2@ defined 
jf @STATS_28C17 
06A5: AS_actor 2@ jump_forward stay_on_ground 10000 ms and_stands_back 
03E5: show_text_box 'CH144' 

:STATS_28C17
if 
056D:   actor 3@ defined 
jf @STATS_28C3A 
06A5: AS_actor 3@ jump_forward stay_on_ground 10000 ms and_stands_back 
03E5: show_text_box 'CH144' 

:STATS_28C3A
if 
056D:   actor 4@ defined 
jf @STATS_28C5D 
06A5: AS_actor 4@ jump_forward stay_on_ground 10000 ms and_stands_back 
03E5: show_text_box 'CH144' 

:STATS_28C5D
if 
056D:   actor 5@ defined 
jf @STATS_28C80 
06A5: AS_actor 5@ jump_forward stay_on_ground 10000 ms and_stands_back 
03E5: show_text_box 'CH144' 

:STATS_28C80
if 
056D:   actor 6@ defined 
jf @STATS_28CA3 
06A5: AS_actor 6@ jump_forward stay_on_ground 10000 ms and_stands_back 
03E5: show_text_box 'CH144' 

:STATS_28CA3
0661: NOP "========================================================================" 
jump @STATS_2525A 

:STATS_28CF6
if 
  $3660000 == 17 
jf @STATS_2904B 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_2904B 
0661: NOP "========================================================================" 
0209: $3730000 = random_int_in_ranges 1 8 
if 
  $3730000 == 1 
jf @STATS_28D8E 
wait 0 
06D1: v$12X25 = "MAN" // v$ = string 

:STATS_28D8E
wait 0 
if 
  $3730000 == 2 
jf @STATS_28DB4 
wait 0 
06D1: v$12X25 = "WOMAN" // v$ = string 

:STATS_28DB4
wait 0 
if 
  $3730000 == 3 
jf @STATS_28DDD 
wait 0 
06D1: v$12X25 = "BLINDMAN" // v$ = string 

:STATS_28DDD
wait 0 
if 
  $3730000 == 4 
jf @STATS_28E06 
wait 0 
06D1: v$12X25 = "DRUNKMAN" // v$ = string 

:STATS_28E06
wait 0 
if 
  $3730000 == 5 
jf @STATS_28E30 
wait 0 
06D1: v$12X25 = "SEXYWOMAN" // v$ = string 

:STATS_28E30
wait 0 
if 
  $3730000 == 6 
jf @STATS_28E57 
wait 0 
06D1: v$12X25 = "FATMAN" // v$ = string 

:STATS_28E57
wait 0 
if 
  $3730000 == 7 
jf @STATS_28E7B 
wait 0 
06D1: v$12X25 = "PRO" // v$ = string 

:STATS_28E7B
if 
  $3730000 == 8 
jf @STATS_28E91 
wait 0 

:STATS_28E91
wait 0 
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3260000 number_of_members_to $3260000 
if 
  $3260000 == 0 
jf @STATS_28F03 
03E5: show_text_box 'TH145' 

:STATS_28F03
if 
056D:   actor 0@ defined 
jf @STATS_28F26 
Actor.SetWalkStyle(0@, v$12X25)
03E5: show_text_box 'CH144' 

:STATS_28F26
if 
056D:   actor 1@ defined 
jf @STATS_28F49 
Actor.SetWalkStyle(1@, v$12X25)
03E5: show_text_box 'CH144' 

:STATS_28F49
if 
056D:   actor 2@ defined 
jf @STATS_28F6C 
Actor.SetWalkStyle(2@, v$12X25)
03E5: show_text_box 'CH144' 

:STATS_28F6C
if 
056D:   actor 3@ defined 
jf @STATS_28F8F 
Actor.SetWalkStyle(3@, v$12X25)
03E5: show_text_box 'CH144' 

:STATS_28F8F
if 
056D:   actor 4@ defined 
jf @STATS_28FB2 
Actor.SetWalkStyle(4@, v$12X25)
03E5: show_text_box 'CH144' 

:STATS_28FB2
if 
056D:   actor 5@ defined 
jf @STATS_28FD5 
Actor.SetWalkStyle(5@, v$12X25)
03E5: show_text_box 'CH144' 

:STATS_28FD5
if 
056D:   actor 6@ defined 
jf @STATS_28FF8 
Actor.SetWalkStyle(6@, v$12X25)
03E5: show_text_box 'CH144' 

:STATS_28FF8
0661: NOP "========================================================================" 
jump @STATS_2525A 

:STATS_2904B
wait 5 
jf @STATS_2525A 
jump @STATS_2525A 
0661: NOP "========================================================================" 
jump @STATS_1CA9E 

:STATS_290B0
if 
  $3200000 == 4 
jf @STATS_295F6 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_295F6 
0661: NOP "========================================================================" 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3780000 number_of_members_to $3780000 
0209: $3790000 = random_int_in_ranges 286331153 -1717986919 
if 
  $3780000 == 7 
jf @STATS_2915D 
03E5: show_text_box 'MGUP' 
jump @STATS_29591 

:STATS_2915D
if 
   not $3780000 == 7 
jf @STATS_29591 
wait 6 
Model.Load(#FAM1)
Model.Load(#FAM2)
Model.Load(#FAM3)
Model.Load(#MP5LNG)
Model.Load(#COLT45)
Model.Load(#TEC9)
Model.Load(#AK47)
Model.Load(#MICRO_UZI)
Model.Load(#COLT45)
038B: load_requested_models 
wait 0 
wait 0 
jump @STATS_291AE 

:STATS_291AE
wait 0 
if or
   not Model.Available(#FAM1)
   not Model.Available(#FAM2)
   not Model.Available(#FAM3)
   not Model.Available(#MP5LNG)
   not Model.Available(#COLT45)
   not Model.Available(#TEC9)
   not Model.Available(#AK47)
   not Model.Available(#MICRO_UZI)
jf @STATS_291ED 
wait 0 
jump @STATS_291AE 

:STATS_291ED
0209: $3800000 = random_int_in_ranges 1 6 
if 
  $3800000 == 1 
jf @STATS_2920F 
$3640000 = 29 

:STATS_2920F
if 
  $3800000 == 2 
jf @STATS_29228 
$3640000 = 22 

:STATS_29228
if 
  $3800000 == 3 
jf @STATS_29241 
$3640000 = 28 

:STATS_29241
if 
  $3800000 == 4 
jf @STATS_2925A 
$3640000 = 30 

:STATS_2925A
if 
  $3800000 == 5 
jf @STATS_29273 
$3640000 = 32 

:STATS_29273
if 
  $3800000 == 6 
jf @STATS_2928C 
$3640000 = 22 

:STATS_2928C
jump @STATS_29293 

:STATS_29293
wait 0 
0209: $3810000 = random_int_in_ranges 1 4 
wait 0 
0956: get_respect_to $3820000 
$3820000 -= 1 
if 
  0 >= $3820000 
jf @STATS_292CD 
08F4: set_max_group_members 1 
jump @STATS_292D2 

:STATS_292CD
08F4: set_max_group_members $3820000 

:STATS_292D2
09DD: unknown_player_group 7 
jump @STATS_292DD 

:STATS_292DD
wait 0 
if 
  $3810000 == 1 
jf @STATS_293BA 
wait 100 
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
064B: 0@ = create_particle "EXPLOSION_MEDIUM" at 1@ 2@ 3@ type 1 
064F: remove_references_to_particle 0@ 
$3830000 = Actor.Create(Gang2, #FAM1, 1@, 2@, 3@)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
wait 100 
Actor.RemoveReferences($3830000)
0631: put_actor $3830000 in_group $PLAYER_GROUP 
8@ = Marker.CreateAboveActor($3830000)
Marker.SetColor(8@, $3790000)
Marker.SetIconSize(8@, 2)
Actor.GiveWeaponAndAmmo($3830000, $3640000, 1E17)
03E5: show_text_box 'FAM1' 
wait 100 
jump @STATS_29591 

:STATS_293BA
wait 0 
if 
  $3810000 == 2 
jf @STATS_29497 
wait 100 
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
064B: 0@ = create_particle "EXPLOSION_MEDIUM" at 1@ 2@ 3@ type 1 
064F: remove_references_to_particle 0@ 
$3840000 = Actor.Create(Gang2, #FAM2, 1@, 2@, 3@)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
wait 100 
Actor.RemoveReferences($3840000)
0631: put_actor $3840000 in_group $PLAYER_GROUP 
8@ = Marker.CreateAboveActor($3840000)
Marker.SetColor(8@, $3790000)
Marker.SetIconSize(8@, 2)
03E5: show_text_box 'FAM2' 
Actor.GiveWeaponAndAmmo($3840000, $3640000, 1E17)
wait 100 
jump @STATS_29591 

:STATS_29497
wait 0 
if 
  $3810000 == 3 
jf @STATS_29574 
wait 100 
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
064B: 0@ = create_particle "EXPLOSION_MEDIUM" at 1@ 2@ 3@ type 1 
064F: remove_references_to_particle 0@ 
$3850000 = Actor.Create(Gang2, #FAM3, 1@, 2@, 3@)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
wait 100 
Actor.RemoveReferences($3850000)
0631: put_actor $3850000 in_group $PLAYER_GROUP 
8@ = Marker.CreateAboveActor($3850000)
Marker.SetColor(8@, $3790000)
Marker.SetIconSize(8@, 2)
03E5: show_text_box 'FAM3' 
Actor.GiveWeaponAndAmmo($3850000, $3640000, 1E17)
wait 100 
jump @STATS_29591 

:STATS_29574
if 
  $3810000 == 4 
jf @STATS_29591 
03E5: show_text_box 'NUL' 

:STATS_29591
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
06F0: set_group $PLAYER_GROUP distance_limit_to 9999999.0 
0661: NOP "========================================================================" 
jump @STATS_1CA9E 

:STATS_295F6
if 
  $3200000 == 5 
jf @STATS_29B37 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_29B37 
0661: NOP "========================================================================" 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3780000 number_of_members_to $3780000 
0209: $3790000 = random_int_in_ranges 286331153 -1717986919 
if 
  $3780000 == 7 
jf @STATS_296A3 
03E5: show_text_box 'MGUP' 
jump @STATS_29AD2 

:STATS_296A3
if 
   not $3780000 == 7 
jf @STATS_29AD2 
wait 6 
Model.Load(#BALLAS1)
Model.Load(#BALLAS2)
Model.Load(#BALLAS3)
Model.Load(#TEC9)
Model.Load(#AK47)
Model.Load(#MICRO_UZI)
Model.Load(#MP5LNG)
Model.Load(#COLT45)
038B: load_requested_models 
wait 0 
wait 0 
jump @STATS_296EF 

:STATS_296EF
wait 0 
if or
   not Model.Available(#BALLAS1)
   not Model.Available(#BALLAS2)
   not Model.Available(#BALLAS3)
   not Model.Available(#TEC9)
   not Model.Available(#AK47)
   not Model.Available(#MICRO_UZI)
   not Model.Available(#MP5LNG)
   not Model.Available(#COLT45)
jf @STATS_2972E 
wait 0 
jump @STATS_296EF 

:STATS_2972E
0209: $3800000 = random_int_in_ranges 1 6 
if 
  $3800000 == 1 
jf @STATS_29750 
$3640000 = 29 

:STATS_29750
if 
  $3800000 == 2 
jf @STATS_29769 
$3640000 = 22 

:STATS_29769
if 
  $3800000 == 3 
jf @STATS_29782 
$3640000 = 28 

:STATS_29782
if 
  $3800000 == 4 
jf @STATS_2979B 
$3640000 = 30 

:STATS_2979B
if 
  $3800000 == 5 
jf @STATS_297B4 
$3640000 = 32 

:STATS_297B4
if 
  $3800000 == 6 
jf @STATS_297CD 
$3640000 = 22 

:STATS_297CD
jump @STATS_297D4 

:STATS_297D4
wait 0 
0209: $3860000 = random_int_in_ranges 1 4 
wait 0 
0956: get_respect_to $3820000 
$3820000 -= 1 
if 
  0 >= $3820000 
jf @STATS_2980E 
08F4: set_max_group_members 1 
jump @STATS_29813 

:STATS_2980E
08F4: set_max_group_members $3820000 

:STATS_29813
09DD: unknown_player_group 7 
jump @STATS_2981E 

:STATS_2981E
wait 0 
if 
  $3860000 == 1 
jf @STATS_298FB 
wait 100 
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
064B: 0@ = create_particle "EXPLOSION_MEDIUM" at 1@ 2@ 3@ type 1 
064F: remove_references_to_particle 0@ 
$3870000 = Actor.Create(Gang1, #BALLAS1, 1@, 2@, 3@)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
wait 100 
Actor.RemoveReferences($3870000)
0631: put_actor $3870000 in_group $PLAYER_GROUP 
8@ = Marker.CreateAboveActor($3870000)
Marker.SetColor(8@, $3790000)
Marker.SetIconSize(8@, 2)
03E5: show_text_box 'BALLAS1' 
Actor.GiveWeaponAndAmmo($3870000, $3640000, 1E17)
wait 100 
jump @STATS_29AD2 

:STATS_298FB
wait 0 
if 
  $3860000 == 2 
jf @STATS_299D8 
wait 100 
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
064B: 0@ = create_particle "EXPLOSION_MEDIUM" at 1@ 2@ 3@ type 1 
064F: remove_references_to_particle 0@ 
$3880000 = Actor.Create(Gang1, #BALLAS2, 1@, 2@, 3@)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
wait 100 
Actor.RemoveReferences($3880000)
0631: put_actor $3880000 in_group $PLAYER_GROUP 
8@ = Marker.CreateAboveActor($3880000)
Marker.SetColor(8@, $3790000)
Marker.SetIconSize(8@, 2)
03E5: show_text_box 'BALLAS2' 
Actor.GiveWeaponAndAmmo($3880000, $3640000, 1E17)
wait 100 
jump @STATS_29AD2 

:STATS_299D8
wait 0 
if 
  $3860000 == 3 
jf @STATS_29AB5 
wait 100 
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
064B: 0@ = create_particle "EXPLOSION_MEDIUM" at 1@ 2@ 3@ type 1 
064F: remove_references_to_particle 0@ 
$3890000 = Actor.Create(Gang1, #BALLAS3, 1@, 2@, 3@)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
wait 100 
Actor.RemoveReferences($3890000)
0631: put_actor $3890000 in_group $PLAYER_GROUP 
8@ = Marker.CreateAboveActor($3890000)
Marker.SetColor(8@, $3790000)
Marker.SetIconSize(8@, 2)
03E5: show_text_box 'BALLAS3' 
Actor.GiveWeaponAndAmmo($3890000, $3640000, 1E17)
wait 100 
jump @STATS_29AD2 

:STATS_29AB5
if 
  $3860000 == 4 
jf @STATS_29AD2 
03E5: show_text_box 'NUL' 

:STATS_29AD2
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
06F0: set_group $PLAYER_GROUP distance_limit_to 9999999.0 
0661: NOP "========================================================================" 
jump @STATS_1CA9E 

:STATS_29B37
if 
  $3200000 == 6 
jf @STATS_2A083 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_2A083 
0661: NOP "========================================================================" 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3780000 number_of_members_to $3780000 
0209: $3790000 = random_int_in_ranges 286331153 -1717986919 
if 
  $3780000 == 7 
jf @STATS_29BE4 
03E5: show_text_box 'MGUP' 
jump @STATS_2A01E 

:STATS_29BE4
if 
   not $3780000 == 7 
jf @STATS_2A01E 
wait 6 
Model.Load(#LSV1)
Model.Load(#LSV2)
Model.Load(#LSV3)
Model.Load(#TEC9)
Model.Load(#AK47)
Model.Load(#MICRO_UZI)
Model.Load(#MP5LNG)
Model.Load(#COLT45)
038B: load_requested_models 
wait 0 
wait 0 
jump @STATS_29C30 

:STATS_29C30
wait 0 
if or
   not Model.Available(#LSV1)
   not Model.Available(#LSV2)
   not Model.Available(#LSV3)
   not Model.Available(#TEC9)
   not Model.Available(#AK47)
   not Model.Available(#MICRO_UZI)
   not Model.Available(#MP5LNG)
   not Model.Available(#COLT45)
jf @STATS_29C6F 
wait 0 
jump @STATS_29C30 

:STATS_29C6F
0209: $3800000 = random_int_in_ranges 1 6 
if 
  $3800000 == 1 
jf @STATS_29C91 
$3640000 = 29 

:STATS_29C91
if 
  $3800000 == 2 
jf @STATS_29CAA 
$3640000 = 22 

:STATS_29CAA
if 
  $3800000 == 3 
jf @STATS_29CC3 
$3640000 = 28 

:STATS_29CC3
if 
  $3800000 == 4 
jf @STATS_29CDC 
$3640000 = 30 

:STATS_29CDC
if 
  $3800000 == 5 
jf @STATS_29CF5 
$3640000 = 32 

:STATS_29CF5
if 
  $3800000 == 6 
jf @STATS_29D0E 
$3640000 = 22 

:STATS_29D0E
jump @STATS_29D15 

:STATS_29D15
wait 0 
0209: $3900000 = random_int_in_ranges 1 4 
wait 0 
0956: get_respect_to $3820000 
$3820000 -= 1 
if 
  0 >= $3820000 
jf @STATS_29D4F 
08F4: set_max_group_members 1 
jump @STATS_29D54 

:STATS_29D4F
08F4: set_max_group_members $3820000 

:STATS_29D54
09DD: unknown_player_group 7 
03E5: show_text_box 'NULH' 
jump @STATS_29D6A 

:STATS_29D6A
wait 0 
if 
  $3900000 == 1 
jf @STATS_29E47 
wait 100 
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
064B: 0@ = create_particle "EXPLOSION_MEDIUM" at 1@ 2@ 3@ type 1 
064F: remove_references_to_particle 0@ 
$3910000 = Actor.Create(Gang3, #LSV1, 1@, 2@, 3@)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
wait 100 
Actor.RemoveReferences($3910000)
0631: put_actor $3910000 in_group $PLAYER_GROUP 
8@ = Marker.CreateAboveActor($3910000)
Marker.SetColor(8@, $3790000)
Marker.SetIconSize(8@, 2)
03E5: show_text_box 'LSV1' 
Actor.GiveWeaponAndAmmo($3910000, $3640000, 1E17)
wait 100 
jump @STATS_2A01E 

:STATS_29E47
wait 0 
if 
  $3900000 == 2 
jf @STATS_29F24 
wait 100 
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
064B: 0@ = create_particle "EXPLOSION_MEDIUM" at 1@ 2@ 3@ type 1 
064F: remove_references_to_particle 0@ 
$3920000 = Actor.Create(Gang3, #LSV2, 1@, 2@, 3@)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
wait 100 
Actor.RemoveReferences($3920000)
0631: put_actor $3920000 in_group $PLAYER_GROUP 
8@ = Marker.CreateAboveActor($3920000)
Marker.SetColor(8@, $3790000)
Marker.SetIconSize(8@, 2)
03E5: show_text_box 'LSV2' 
Actor.GiveWeaponAndAmmo($3920000, $3640000, 1E17)
wait 100 
jump @STATS_2A01E 

:STATS_29F24
wait 0 
if 
  $3900000 == 3 
jf @STATS_2A001 
wait 100 
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
064B: 0@ = create_particle "EXPLOSION_MEDIUM" at 1@ 2@ 3@ type 1 
064F: remove_references_to_particle 0@ 
$3930000 = Actor.Create(Gang3, #LSV3, 1@, 2@, 3@)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
wait 100 
Actor.RemoveReferences($3930000)
0631: put_actor $3930000 in_group $PLAYER_GROUP 
8@ = Marker.CreateAboveActor($3930000)
Marker.SetColor(8@, $3790000)
Marker.SetIconSize(8@, 2)
03E5: show_text_box 'LSV3' 
Actor.GiveWeaponAndAmmo($3930000, $3640000, 1E17)
wait 100 
jump @STATS_2A01E 

:STATS_2A001
if 
  $3900000 == 4 
jf @STATS_2A01E 
03E5: show_text_box 'NUL' 

:STATS_2A01E
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
06F0: set_group $PLAYER_GROUP distance_limit_to 9999999.0 
0661: NOP "========================================================================" 
jump @STATS_1CA9E 

:STATS_2A083
if 
  $3200000 == 7 
jf @STATS_2A5C4 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_2A5C4 
0661: NOP "========================================================================" 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3780000 number_of_members_to $3780000 
0209: $3790000 = random_int_in_ranges 286331153 -1717986919 
if 
  $3780000 == 7 
jf @STATS_2A130 
03E5: show_text_box 'MGUP' 
jump @STATS_2A55F 

:STATS_2A130
if 
   not $3780000 == 7 
jf @STATS_2A55F 
wait 6 
Model.Load(#VLA1)
Model.Load(#VLA2)
Model.Load(#VLA3)
Model.Load(#TEC9)
Model.Load(#AK47)
Model.Load(#MICRO_UZI)
Model.Load(#MP5LNG)
Model.Load(#COLT45)
038B: load_requested_models 
wait 0 
wait 0 
jump @STATS_2A17C 

:STATS_2A17C
wait 0 
if or
   not Model.Available(#VLA1)
   not Model.Available(#VLA2)
   not Model.Available(#VLA3)
   not Model.Available(#TEC9)
   not Model.Available(#AK47)
   not Model.Available(#MICRO_UZI)
   not Model.Available(#MP5LNG)
   not Model.Available(#COLT45)
jf @STATS_2A1BB 
wait 0 
jump @STATS_2A17C 

:STATS_2A1BB
0209: $3800000 = random_int_in_ranges 1 6 
if 
  $3800000 == 1 
jf @STATS_2A1DD 
$3640000 = 29 

:STATS_2A1DD
if 
  $3800000 == 2 
jf @STATS_2A1F6 
$3640000 = 22 

:STATS_2A1F6
if 
  $3800000 == 3 
jf @STATS_2A20F 
$3640000 = 28 

:STATS_2A20F
if 
  $3800000 == 4 
jf @STATS_2A228 
$3640000 = 30 

:STATS_2A228
if 
  $3800000 == 5 
jf @STATS_2A241 
$3640000 = 32 

:STATS_2A241
if 
  $3800000 == 6 
jf @STATS_2A25A 
$3640000 = 22 

:STATS_2A25A
jump @STATS_2A261 

:STATS_2A261
wait 0 
0209: $3940000 = random_int_in_ranges 1 4 
wait 0 
0956: get_respect_to $3820000 
$3820000 -= 1 
if 
  0 >= $3820000 
jf @STATS_2A29B 
08F4: set_max_group_members 1 
jump @STATS_2A2A0 

:STATS_2A29B
08F4: set_max_group_members $3820000 

:STATS_2A2A0
09DD: unknown_player_group 7 
jump @STATS_2A2AB 

:STATS_2A2AB
wait 0 
if 
  $3940000 == 1 
jf @STATS_2A388 
wait 100 
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
064B: 0@ = create_particle "EXPLOSION_MEDIUM" at 1@ 2@ 3@ type 1 
064F: remove_references_to_particle 0@ 
$3950000 = Actor.Create(Gang8, #VLA1, 1@, 2@, 3@)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
wait 100 
Actor.RemoveReferences($3950000)
0631: put_actor $3950000 in_group $PLAYER_GROUP 
8@ = Marker.CreateAboveActor($3950000)
Marker.SetColor(8@, $3790000)
Marker.SetIconSize(8@, 2)
03E5: show_text_box 'VLA1' 
Actor.GiveWeaponAndAmmo($3950000, $3640000, 1E17)
wait 100 
jump @STATS_2A55F 

:STATS_2A388
wait 0 
if 
  $3940000 == 2 
jf @STATS_2A465 
wait 100 
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
064B: 0@ = create_particle "EXPLOSION_MEDIUM" at 1@ 2@ 3@ type 1 
064F: remove_references_to_particle 0@ 
$3960000 = Actor.Create(Gang8, #VLA2, 1@, 2@, 3@)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
wait 100 
Actor.RemoveReferences($3960000)
0631: put_actor $3960000 in_group $PLAYER_GROUP 
8@ = Marker.CreateAboveActor($3960000)
Marker.SetColor(8@, $3790000)
Marker.SetIconSize(8@, 2)
03E5: show_text_box 'VLA2' 
Actor.GiveWeaponAndAmmo($3960000, $3640000, 1E17)
wait 100 
jump @STATS_2A55F 

:STATS_2A465
wait 0 
if 
  $3940000 == 3 
jf @STATS_2A542 
wait 100 
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
064B: 0@ = create_particle "EXPLOSION_MEDIUM" at 1@ 2@ 3@ type 1 
064F: remove_references_to_particle 0@ 
$3970000 = Actor.Create(Gang8, #VLA3, 1@, 2@, 3@)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
wait 100 
Actor.RemoveReferences($3970000)
0631: put_actor $3970000 in_group $PLAYER_GROUP 
8@ = Marker.CreateAboveActor($3970000)
Marker.SetColor(8@, $3790000)
Marker.SetIconSize(8@, 2)
03E5: show_text_box 'VLA3' 
Actor.GiveWeaponAndAmmo($3970000, $3640000, 1E17)
wait 100 
jump @STATS_2A55F 

:STATS_2A542
if 
  $3940000 == 4 
jf @STATS_2A55F 
03E5: show_text_box 'NUL' 

:STATS_2A55F
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
06F0: set_group $PLAYER_GROUP distance_limit_to 9999999.0 
0661: NOP "========================================================================" 
jump @STATS_1CA9E 

:STATS_2A5C4
if 
  $3200000 == 8 
jf @STATS_2AFB0 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_2AFB0 
0661: NOP "========================================================================" 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3780000 number_of_members_to $3780000 
0209: $3790000 = random_int_in_ranges 286331153 -1717986919 
if 
  $3780000 == 7 
jf @STATS_2A671 
03E5: show_text_box 'MGUP' 
jump @STATS_2AF4B 

:STATS_2A671
if 
   not $3780000 == 7 
jf @STATS_2AF4B 
wait 6 
Model.Load(#LAPD1)
Model.Load(#SFPD1)
Model.Load(#LVPD1)
Model.Load(#CSHER)
Model.Load(#LAPDM1)
Model.Load(#SWAT)
Model.Load(#FBI)
Model.Load(#ARMY)
Model.Load(#TEC9)
Model.Load(#AK47)
Model.Load(#MICRO_UZI)
Model.Load(#MP5LNG)
Model.Load(#COLT45)
038B: load_requested_models 
wait 0 
wait 0 
jump @STATS_2A6D9 

:STATS_2A6D9
wait 0 
if or
   not Model.Available(#LAPD1)
   not Model.Available(#SFPD1)
   not Model.Available(#LVPD1)
   not Model.Available(#CSHER)
   not Model.Available(#LAPDM1)
   not Model.Available(#SWAT)
   not Model.Available(#FBI)
jf @STATS_2A716 
wait 0 
jump @STATS_2A6D9 

:STATS_2A716
wait 0 
if or
   not Model.Available(#ARMY)
   not Model.Available(#TEC9)
   not Model.Available(#AK47)
   not Model.Available(#MICRO_UZI)
   not Model.Available(#MP5LNG)
   not Model.Available(#COLT45)
jf @STATS_2A74E 
wait 0 
jump @STATS_2A716 

:STATS_2A74E
0209: $3800000 = random_int_in_ranges 1 6 
if 
  $3800000 == 1 
jf @STATS_2A770 
$3640000 = 29 

:STATS_2A770
if 
  $3800000 == 2 
jf @STATS_2A789 
$3640000 = 22 

:STATS_2A789
if 
  $3800000 == 3 
jf @STATS_2A7A2 
$3640000 = 28 

:STATS_2A7A2
if 
  $3800000 == 4 
jf @STATS_2A7BB 
$3640000 = 30 

:STATS_2A7BB
if 
  $3800000 == 5 
jf @STATS_2A7D4 
$3640000 = 32 

:STATS_2A7D4
if 
  $3800000 == 6 
jf @STATS_2A7ED 
$3640000 = 22 

:STATS_2A7ED
jump @STATS_2A7F4 

:STATS_2A7F4
wait 0 
0209: $3980000 = random_int_in_ranges 1 9 
wait 0 
0956: get_respect_to $3820000 
$3820000 -= 1 
if 
  0 >= $3820000 
jf @STATS_2A82E 
08F4: set_max_group_members 1 
jump @STATS_2A833 

:STATS_2A82E
08F4: set_max_group_members $3820000 

:STATS_2A833
09DD: unknown_player_group 7 
jump @STATS_2A83E 

:STATS_2A83E
wait 0 
if 
  $3980000 == 1 
jf @STATS_2A91C 
wait 100 
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
064B: 0@ = create_particle "EXPLOSION_MEDIUM" at 1@ 2@ 3@ type 1 
064F: remove_references_to_particle 0@ 
$3990000 = Actor.Create(Cop, #LAPD1, 1@, 2@, 3@)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
wait 100 
Actor.RemoveReferences($3990000)
0631: put_actor $3990000 in_group $PLAYER_GROUP 
8@ = Marker.CreateAboveActor($3990000)
Marker.SetColor(8@, $3790000)
Marker.SetIconSize(8@, 2)
03E5: show_text_box 'LAPD1' 
Actor.GiveWeaponAndAmmo($3990000, $3640000, 1E17)
wait 100 
jump @STATS_2AF4B 

:STATS_2A91C
wait 0 
if 
  $3980000 == 2 
jf @STATS_2A9FA 
wait 100 
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
064B: 0@ = create_particle "EXPLOSION_MEDIUM" at 1@ 2@ 3@ type 1 
064F: remove_references_to_particle 0@ 
$4000000 = Actor.Create(Cop, #SFPD1, 1@, 2@, 3@)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
wait 100 
Actor.RemoveReferences($4000000)
0631: put_actor $4000000 in_group $PLAYER_GROUP 
8@ = Marker.CreateAboveActor($4000000)
Marker.SetColor(8@, $3790000)
Marker.SetIconSize(8@, 2)
03E5: show_text_box 'SFPD1' 
Actor.GiveWeaponAndAmmo($4000000, $3640000, 1E17)
wait 100 
jump @STATS_2AF4B 

:STATS_2A9FA
wait 0 
if 
  $3980000 == 3 
jf @STATS_2AAD8 
wait 100 
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
064B: 0@ = create_particle "EXPLOSION_MEDIUM" at 1@ 2@ 3@ type 1 
064F: remove_references_to_particle 0@ 
$4010000 = Actor.Create(Cop, #LVPD1, 1@, 2@, 3@)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
wait 100 
Actor.RemoveReferences($4010000)
0631: put_actor $4010000 in_group $PLAYER_GROUP 
8@ = Marker.CreateAboveActor($4010000)
Marker.SetColor(8@, $3790000)
Marker.SetIconSize(8@, 2)
03E5: show_text_box 'LVPD1' 
Actor.GiveWeaponAndAmmo($4010000, $3640000, 1E17)
wait 100 
jump @STATS_2AF4B 

:STATS_2AAD8
wait 0 
if 
  $3980000 == 4 
jf @STATS_2ABB6 
wait 100 
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
064B: 0@ = create_particle "EXPLOSION_MEDIUM" at 1@ 2@ 3@ type 1 
064F: remove_references_to_particle 0@ 
$4020000 = Actor.Create(Cop, #CSHER, 1@, 2@, 3@)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
wait 100 
Actor.RemoveReferences($4020000)
0631: put_actor $4020000 in_group $PLAYER_GROUP 
8@ = Marker.CreateAboveActor($4020000)
Marker.SetColor(8@, $3790000)
Marker.SetIconSize(8@, 2)
03E5: show_text_box 'CSHER' 
Actor.GiveWeaponAndAmmo($4020000, $3640000, 1E17)
wait 100 
jump @STATS_2AF4B 

:STATS_2ABB6
wait 0 
if 
  $3980000 == 5 
jf @STATS_2AC94 
wait 100 
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
064B: 0@ = create_particle "EXPLOSION_MEDIUM" at 1@ 2@ 3@ type 1 
064F: remove_references_to_particle 0@ 
$4030000 = Actor.Create(Cop, #LAPDM1, 1@, 2@, 3@)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
wait 100 
Actor.RemoveReferences($4030000)
0631: put_actor $4030000 in_group $PLAYER_GROUP 
8@ = Marker.CreateAboveActor($4030000)
Marker.SetColor(8@, $3790000)
Marker.SetIconSize(8@, 2)
03E5: show_text_box 'LAPDM1' 
Actor.GiveWeaponAndAmmo($4030000, $3640000, 1E17)
wait 100 
jump @STATS_2AF4B 

:STATS_2AC94
wait 0 
if 
  $3980000 == 6 
jf @STATS_2AD72 
wait 100 
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
064B: 0@ = create_particle "EXPLOSION_MEDIUM" at 1@ 2@ 3@ type 1 
064F: remove_references_to_particle 0@ 
$4040000 = Actor.Create(Cop, #SWAT, 1@, 2@, 3@)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
wait 100 
Actor.RemoveReferences($4040000)
0631: put_actor $4040000 in_group $PLAYER_GROUP 
8@ = Marker.CreateAboveActor($4040000)
Marker.SetColor(8@, $3790000)
Marker.SetIconSize(8@, 2)
03E5: show_text_box 'SWAT' 
Actor.GiveWeaponAndAmmo($4040000, $3640000, 1E17)
wait 100 
jump @STATS_2AF4B 

:STATS_2AD72
wait 0 
if 
  $3980000 == 7 
jf @STATS_2AE50 
wait 100 
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
064B: 0@ = create_particle "EXPLOSION_MEDIUM" at 1@ 2@ 3@ type 1 
064F: remove_references_to_particle 0@ 
$4050000 = Actor.Create(Cop, #FBI, 1@, 2@, 3@)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
wait 100 
Actor.RemoveReferences($4050000)
0631: put_actor $4050000 in_group $PLAYER_GROUP 
8@ = Marker.CreateAboveActor($4050000)
Marker.SetColor(8@, $3790000)
Marker.SetIconSize(8@, 2)
03E5: show_text_box 'FBI' 
Actor.GiveWeaponAndAmmo($4050000, $3640000, 1E17)
wait 100 
jump @STATS_2AF4B 

:STATS_2AE50
wait 0 
if 
  $3980000 == 8 
jf @STATS_2AF2E 
wait 100 
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
064B: 0@ = create_particle "EXPLOSION_MEDIUM" at 1@ 2@ 3@ type 1 
064F: remove_references_to_particle 0@ 
$4060000 = Actor.Create(Cop, #ARMY, 1@, 2@, 3@)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
wait 100 
Actor.RemoveReferences($4060000)
0631: put_actor $4060000 in_group $PLAYER_GROUP 
8@ = Marker.CreateAboveActor($4060000)
Marker.SetColor(8@, $3790000)
Marker.SetIconSize(8@, 2)
03E5: show_text_box 'ARMY' 
Actor.GiveWeaponAndAmmo($4060000, $3640000, 1E17)
wait 100 
jump @STATS_2AF4B 

:STATS_2AF2E
if 
  $3980000 == 9 
jf @STATS_2AF4B 
03E5: show_text_box 'NUL' 

:STATS_2AF4B
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
06F0: set_group $PLAYER_GROUP distance_limit_to 9999999.0 
0661: NOP "========================================================================" 
jump @STATS_1CA9E 

:STATS_2AFB0
if 
  $3200000 == 9 
jf @STATS_2B999 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_2B999 
0661: NOP "========================================================================" 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3780000 number_of_members_to $3780000 
0209: $3790000 = random_int_in_ranges 286331153 -1717986919 
if 
  $3780000 == 7 
jf @STATS_2B05D 
03E5: show_text_box 'MGUP' 
jump @STATS_2B934 

:STATS_2B05D
if 
   not $3780000 == 7 
jf @STATS_2B934 
wait 6 
Model.Load(#BFYPRO)
Model.Load(#WFYPRO)
Model.Load(#SHFYPRO)
Model.Load(#VHFYPRO)
Model.Load(#SBFYPRO)
Model.Load(#VBFYPRO)
Model.Load(#SFYPRO)
Model.Load(#WFYSEX)
Model.Load(#TEC9)
Model.Load(#AK47)
Model.Load(#MICRO_UZI)
Model.Load(#MP5LNG)
Model.Load(#COLT45)
038B: load_requested_models 
wait 0 
wait 0 
jump @STATS_2B0C4 

:STATS_2B0C4
wait 0 
if or
   not Model.Available(#BFYPRO)
   not Model.Available(#WFYPRO)
   not Model.Available(#SHFYPRO)
   not Model.Available(#VHFYPRO)
   not Model.Available(#SBFYPRO)
   not Model.Available(#VBFYPRO)
jf @STATS_2B0FB 
wait 0 
jump @STATS_2B0C4 

:STATS_2B0FB
wait 0 
if or
   not Model.Available(#SFYPRO)
   not Model.Available(#WFYSEX)
   not Model.Available(#TEC9)
   not Model.Available(#AK47)
   not Model.Available(#MICRO_UZI)
   not Model.Available(#MP5LNG)
   not Model.Available(#COLT45)
jf @STATS_2B138 
wait 0 
jump @STATS_2B0FB 

:STATS_2B138
0209: $3800000 = random_int_in_ranges 1 6 
if 
  $3800000 == 1 
jf @STATS_2B15A 
$3640000 = 29 

:STATS_2B15A
if 
  $3800000 == 2 
jf @STATS_2B173 
$3640000 = 22 

:STATS_2B173
if 
  $3800000 == 3 
jf @STATS_2B18C 
$3640000 = 28 

:STATS_2B18C
if 
  $3800000 == 4 
jf @STATS_2B1A5 
$3640000 = 30 

:STATS_2B1A5
if 
  $3800000 == 5 
jf @STATS_2B1BE 
$3640000 = 32 

:STATS_2B1BE
if 
  $3800000 == 6 
jf @STATS_2B1D7 
$3640000 = 22 

:STATS_2B1D7
jump @STATS_2B1DE 

:STATS_2B1DE
wait 0 
0209: $4070000 = random_int_in_ranges 1 9 
0956: get_respect_to $3820000 
$3820000 -= 1 
if 
  0 >= $3820000 
jf @STATS_2B214 
08F4: set_max_group_members 1 
jump @STATS_2B219 

:STATS_2B214
08F4: set_max_group_members $3820000 

:STATS_2B219
09DD: unknown_player_group 7 
wait 0 
jump @STATS_2B228 

:STATS_2B228
wait 0 
if 
  $4070000 == 1 
jf @STATS_2B305 
wait 100 
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
064B: 0@ = create_particle "EXPLOSION_MEDIUM" at 1@ 2@ 3@ type 1 
064F: remove_references_to_particle 0@ 
$4080000 = Actor.Create(Prostitute, #BFYPRO, 1@, 2@, 3@)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
wait 100 
Actor.RemoveReferences($4080000)
0631: put_actor $4080000 in_group $PLAYER_GROUP 
8@ = Marker.CreateAboveActor($4080000)
Marker.SetColor(8@, $3790000)
Marker.SetIconSize(8@, 2)
03E5: show_text_box 'BFYPRO' 
Actor.GiveWeaponAndAmmo($4080000, $3640000, 1E17)
wait 100 
jump @STATS_2B934 

:STATS_2B305
wait 0 
if 
  $4070000 == 2 
jf @STATS_2B3E3 
wait 100 
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
064B: 0@ = create_particle "EXPLOSION_MEDIUM" at 1@ 2@ 3@ type 1 
064F: remove_references_to_particle 0@ 
$4090000 = Actor.Create(Prostitute, #WFYPRO, 1@, 2@, 3@)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
wait 100 
Actor.RemoveReferences($4090000)
0631: put_actor $4090000 in_group $PLAYER_GROUP 
8@ = Marker.CreateAboveActor($4090000)
Marker.SetColor(8@, $3790000)
Marker.SetIconSize(8@, 2)
03E5: show_text_box 'WFYPRO' 
Actor.GiveWeaponAndAmmo($4090000, $3640000, 1E17)
wait 100 
jump @STATS_2B934 

:STATS_2B3E3
wait 0 
if 
  $4070000 == 3 
jf @STATS_2B4C1 
wait 100 
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
064B: 0@ = create_particle "EXPLOSION_MEDIUM" at 1@ 2@ 3@ type 1 
064F: remove_references_to_particle 0@ 
$4100000 = Actor.Create(Prostitute, #SHFYPRO, 1@, 2@, 3@)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
wait 100 
Actor.RemoveReferences($4100000)
0631: put_actor $4100000 in_group $PLAYER_GROUP 
8@ = Marker.CreateAboveActor($4100000)
Marker.SetColor(8@, $3790000)
Marker.SetIconSize(8@, 2)
03E5: show_text_box 'SHFYPRO' 
Actor.GiveWeaponAndAmmo($4100000, $3640000, 1E17)
wait 100 
jump @STATS_2B934 

:STATS_2B4C1
wait 0 
if 
  $4070000 == 4 
jf @STATS_2B59F 
wait 100 
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
064B: 0@ = create_particle "EXPLOSION_MEDIUM" at 1@ 2@ 3@ type 1 
064F: remove_references_to_particle 0@ 
$4110000 = Actor.Create(Prostitute, #VHFYPRO, 1@, 2@, 3@)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
wait 100 
Actor.RemoveReferences($4110000)
0631: put_actor $4110000 in_group $PLAYER_GROUP 
8@ = Marker.CreateAboveActor($4110000)
Marker.SetColor(8@, $3790000)
Marker.SetIconSize(8@, 2)
03E5: show_text_box 'VHFYPRO' 
Actor.GiveWeaponAndAmmo($4110000, $3640000, 1E17)
wait 100 
jump @STATS_2B934 

:STATS_2B59F
wait 0 
if 
  $4070000 == 5 
jf @STATS_2B67D 
wait 100 
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
064B: 0@ = create_particle "EXPLOSION_MEDIUM" at 1@ 2@ 3@ type 1 
064F: remove_references_to_particle 0@ 
$4120000 = Actor.Create(Prostitute, #SBFYPRO, 1@, 2@, 3@)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
wait 100 
Actor.RemoveReferences($4120000)
0631: put_actor $4120000 in_group $PLAYER_GROUP 
8@ = Marker.CreateAboveActor($4120000)
Marker.SetColor(8@, $3790000)
Marker.SetIconSize(8@, 2)
03E5: show_text_box 'SBFYPRO' 
Actor.GiveWeaponAndAmmo($4120000, $3640000, 1E17)
wait 100 
jump @STATS_2B934 

:STATS_2B67D
wait 0 
if 
  $4070000 == 6 
jf @STATS_2B75B 
wait 100 
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
064B: 0@ = create_particle "EXPLOSION_MEDIUM" at 1@ 2@ 3@ type 1 
064F: remove_references_to_particle 0@ 
$4130000 = Actor.Create(Prostitute, #VBFYPRO, 1@, 2@, 3@)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
wait 100 
Actor.RemoveReferences($4130000)
0631: put_actor $4130000 in_group $PLAYER_GROUP 
8@ = Marker.CreateAboveActor($4130000)
Marker.SetColor(8@, $3790000)
Marker.SetIconSize(8@, 2)
03E5: show_text_box 'VBFYPRO' 
Actor.GiveWeaponAndAmmo($4130000, $3640000, 1E17)
wait 100 
jump @STATS_2B934 

:STATS_2B75B
wait 0 
if 
  $4070000 == 7 
jf @STATS_2B839 
wait 100 
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
064B: 0@ = create_particle "EXPLOSION_MEDIUM" at 1@ 2@ 3@ type 1 
064F: remove_references_to_particle 0@ 
$4140000 = Actor.Create(Prostitute, #SFYPRO, 1@, 2@, 3@)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
wait 100 
Actor.RemoveReferences($4140000)
0631: put_actor $4140000 in_group $PLAYER_GROUP 
8@ = Marker.CreateAboveActor($4140000)
Marker.SetColor(8@, $3790000)
Marker.SetIconSize(8@, 2)
03E5: show_text_box 'SFYPRO' 
Actor.GiveWeaponAndAmmo($4140000, $3640000, 1E17)
wait 100 
jump @STATS_2B934 

:STATS_2B839
wait 0 
if 
  $4070000 == 8 
jf @STATS_2B917 
wait 100 
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
064B: 0@ = create_particle "EXPLOSION_MEDIUM" at 1@ 2@ 3@ type 1 
064F: remove_references_to_particle 0@ 
$4150000 = Actor.Create(Prostitute, #WFYSEX, 1@, 2@, 3@)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
wait 100 
Actor.RemoveReferences($4150000)
0631: put_actor $4150000 in_group $PLAYER_GROUP 
8@ = Marker.CreateAboveActor($4150000)
Marker.SetColor(8@, $3790000)
Marker.SetIconSize(8@, 2)
03E5: show_text_box 'WFYSEX' 
Actor.GiveWeaponAndAmmo($4150000, $3640000, 1E17)
wait 100 
jump @STATS_2B934 

:STATS_2B917
if 
  $4070000 == 9 
jf @STATS_2B934 
03E5: show_text_box 'NUL' 

:STATS_2B934
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
06F0: set_group $PLAYER_GROUP distance_limit_to 9999999.0 
0661: NOP "========================================================================" 
jump @STATS_1CA9E 

:STATS_2B999
if 
  $3200000 == 10 
jf @STATS_2C0CA 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_2C0CA 
0661: NOP "========================================================================" 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3780000 number_of_members_to $3780000 
0209: $3790000 = random_int_in_ranges 286331153 -1717986919 
if 
  $3780000 == 7 
jf @STATS_2BA46 
03E5: show_text_box 'MGUP' 
jump @STATS_2C065 

:STATS_2BA46
if 
   not $3780000 == 7 
jf @STATS_2C065 
wait 0 
Model.Load(#VWFYST1)
Model.Load(#VBFYST2)
Model.Load(#VHFYST3)
Model.Load(#SBFYSTR)
Model.Load(#SWFYSTR)
Model.Load(#TEC9)
Model.Load(#AK47)
Model.Load(#MICRO_UZI)
Model.Load(#MP5LNG)
Model.Load(#COLT45)
038B: load_requested_models 
wait 0 
wait 0 
jump @STATS_2BA9E 

:STATS_2BA9E
wait 0 
if or
   not Model.Available(#VWFYST1)
   not Model.Available(#VBFYST2)
   not Model.Available(#VHFYST3)
   not Model.Available(#SBFYSTR)
   not Model.Available(#SWFYSTR)
jf @STATS_2BAD0 
wait 0 
jump @STATS_2BA9E 

:STATS_2BAD0
wait 0 
if or
   not Model.Available(#TEC9)
   not Model.Available(#AK47)
   not Model.Available(#MICRO_UZI)
   not Model.Available(#MP5LNG)
   not Model.Available(#COLT45)
jf @STATS_2BB03 
wait 0 
jump @STATS_2BAD0 

:STATS_2BB03
0209: $3800000 = random_int_in_ranges 1 6 
if 
  $3800000 == 1 
jf @STATS_2BB25 
$3640000 = 29 

:STATS_2BB25
if 
  $3800000 == 2 
jf @STATS_2BB3E 
$3640000 = 22 

:STATS_2BB3E
if 
  $3800000 == 3 
jf @STATS_2BB57 
$3640000 = 28 

:STATS_2BB57
if 
  $3800000 == 4 
jf @STATS_2BB70 
$3640000 = 30 

:STATS_2BB70
if 
  $3800000 == 5 
jf @STATS_2BB89 
$3640000 = 32 

:STATS_2BB89
if 
  $3800000 == 6 
jf @STATS_2BBA2 
$3640000 = 22 

:STATS_2BBA2
0956: get_respect_to $3820000 
$3820000 -= 1 
if 
  0 >= $3820000 
jf @STATS_2BBCB 
08F4: set_max_group_members 1 
jump @STATS_2BBD0 

:STATS_2BBCB
08F4: set_max_group_members $3820000 

:STATS_2BBD0
09DD: unknown_player_group 7 
jump @STATS_2BBDB 

:STATS_2BBDB
wait 0 
0209: $4160000 = random_int_in_ranges 1 6 
wait 0 
jump @STATS_2BBF3 

:STATS_2BBF3
wait 0 
if 
  $4160000 == 1 
jf @STATS_2BCD0 
wait 100 
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
064B: 0@ = create_particle "EXPLOSION_MEDIUM" at 1@ 2@ 3@ type 1 
064F: remove_references_to_particle 0@ 
$4170000 = Actor.Create(Prostitute, #VWFYST1, 1@, 2@, 3@)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
wait 100 
Actor.RemoveReferences($4170000)
0631: put_actor $4170000 in_group $PLAYER_GROUP 
8@ = Marker.CreateAboveActor($4170000)
Marker.SetColor(8@, $3790000)
Marker.SetIconSize(8@, 2)
03E5: show_text_box 'VWFYST1' 
Actor.GiveWeaponAndAmmo($4170000, $3640000, 1E17)
wait 100 
jump @STATS_2C065 

:STATS_2BCD0
wait 0 
if 
  $4160000 == 2 
jf @STATS_2BDAE 
wait 100 
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
064B: 0@ = create_particle "EXPLOSION_MEDIUM" at 1@ 2@ 3@ type 1 
064F: remove_references_to_particle 0@ 
$4180000 = Actor.Create(Prostitute, #VBFYST2, 1@, 2@, 3@)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
wait 100 
Actor.RemoveReferences($4180000)
0631: put_actor $4180000 in_group $PLAYER_GROUP 
8@ = Marker.CreateAboveActor($4180000)
Marker.SetColor(8@, $3790000)
Marker.SetIconSize(8@, 2)
03E5: show_text_box 'VBFYST2' 
Actor.GiveWeaponAndAmmo($4180000, $3640000, 1E17)
wait 100 
jump @STATS_2C065 

:STATS_2BDAE
wait 0 
if 
  $4160000 == 3 
jf @STATS_2BE8C 
wait 100 
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
064B: 0@ = create_particle "EXPLOSION_MEDIUM" at 1@ 2@ 3@ type 1 
064F: remove_references_to_particle 0@ 
$4190000 = Actor.Create(Prostitute, #VHFYST3, 1@, 2@, 3@)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
wait 100 
Actor.RemoveReferences($4190000)
0631: put_actor $4190000 in_group $PLAYER_GROUP 
8@ = Marker.CreateAboveActor($4190000)
Marker.SetColor(8@, $3790000)
Marker.SetIconSize(8@, 2)
03E5: show_text_box 'VHFYST3' 
Actor.GiveWeaponAndAmmo($4190000, $3640000, 1E17)
wait 100 
jump @STATS_2C065 

:STATS_2BE8C
wait 0 
if 
  $4160000 == 4 
jf @STATS_2BF6A 
wait 100 
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
064B: 0@ = create_particle "EXPLOSION_MEDIUM" at 1@ 2@ 3@ type 1 
064F: remove_references_to_particle 0@ 
$4200000 = Actor.Create(Prostitute, #SBFYSTR, 1@, 2@, 3@)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
wait 100 
Actor.RemoveReferences($4200000)
0631: put_actor $4200000 in_group $PLAYER_GROUP 
8@ = Marker.CreateAboveActor($4200000)
Marker.SetColor(8@, $3790000)
Marker.SetIconSize(8@, 2)
03E5: show_text_box 'SBFYSTR' 
Actor.GiveWeaponAndAmmo($4200000, $3640000, 1E17)
wait 100 
jump @STATS_2C065 

:STATS_2BF6A
wait 0 
if 
  $4160000 == 5 
jf @STATS_2C048 
wait 100 
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
064B: 0@ = create_particle "EXPLOSION_MEDIUM" at 1@ 2@ 3@ type 1 
064F: remove_references_to_particle 0@ 
$4210000 = Actor.Create(Prostitute, #SWFYSTR, 1@, 2@, 3@)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
wait 100 
Actor.RemoveReferences($4210000)
0631: put_actor $4210000 in_group $PLAYER_GROUP 
8@ = Marker.CreateAboveActor($4210000)
Marker.SetColor(8@, $3790000)
Marker.SetIconSize(8@, 2)
03E5: show_text_box 'SWFYSTR' 
Actor.GiveWeaponAndAmmo($4210000, $3640000, 1E17)
wait 100 
jump @STATS_2C065 

:STATS_2C048
if 
  $4160000 == 6 
jf @STATS_2C065 
03E5: show_text_box 'NUL' 

:STATS_2C065
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
06F0: set_group $PLAYER_GROUP distance_limit_to 9999999.0 
0661: NOP "========================================================================" 
jump @STATS_1CA9E 

:STATS_2C0CA
if 
  $3200000 == 11 
jf @STATS_2C625 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_2C625 
0661: NOP "========================================================================" 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3780000 number_of_members_to $3780000 
0209: $3790000 = random_int_in_ranges 286331153 -1717986919 
if 
  $3780000 == 7 
jf @STATS_2C177 
03E5: show_text_box 'MGUP' 
jump @STATS_2C5C0 

:STATS_2C177
if 
   not $3780000 == 7 
jf @STATS_2C5C0 
wait 0 
Model.Load(#TRIADA)
Model.Load(#TRIADB)
Model.Load(#TRIBOSS)
Model.Load(#TEC9)
Model.Load(#AK47)
Model.Load(#MICRO_UZI)
Model.Load(#MP5LNG)
Model.Load(#COLT45)
038B: load_requested_models 
wait 0 
wait 0 
jump @STATS_2C1C3 

:STATS_2C1C3
wait 0 
if or
   not Model.Available(#TRIADA)
   not Model.Available(#TRIADB)
   not Model.Available(#TRIBOSS)
jf @STATS_2C1E9 
wait 0 
jump @STATS_2C1C3 

:STATS_2C1E9
wait 0 
if or
   not Model.Available(#TEC9)
   not Model.Available(#AK47)
   not Model.Available(#MICRO_UZI)
   not Model.Available(#MP5LNG)
   not Model.Available(#COLT45)
jf @STATS_2C21C 
wait 0 
jump @STATS_2C1E9 

:STATS_2C21C
0209: $3800000 = random_int_in_ranges 1 6 
if 
  $3800000 == 1 
jf @STATS_2C23E 
$3640000 = 29 

:STATS_2C23E
if 
  $3800000 == 2 
jf @STATS_2C257 
$3640000 = 22 

:STATS_2C257
if 
  $3800000 == 3 
jf @STATS_2C270 
$3640000 = 28 

:STATS_2C270
if 
  $3800000 == 4 
jf @STATS_2C289 
$3640000 = 30 

:STATS_2C289
if 
  $3800000 == 5 
jf @STATS_2C2A2 
$3640000 = 32 

:STATS_2C2A2
if 
  $3800000 == 6 
jf @STATS_2C2BB 
$3640000 = 22 

:STATS_2C2BB
0956: get_respect_to $3820000 
$3820000 -= 1 
if 
  0 >= $3820000 
jf @STATS_2C2E4 
08F4: set_max_group_members 1 
jump @STATS_2C2E9 

:STATS_2C2E4
08F4: set_max_group_members $3820000 

:STATS_2C2E9
09DD: unknown_player_group 7 
jump @STATS_2C2F4 

:STATS_2C2F4
wait 0 
0209: $4220000 = random_int_in_ranges 1 4 
wait 0 
jump @STATS_2C30C 

:STATS_2C30C
wait 0 
if 
  $4220000 == 1 
jf @STATS_2C3E9 
wait 100 
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
064B: 0@ = create_particle "EXPLOSION_MEDIUM" at 1@ 2@ 3@ type 1 
064F: remove_references_to_particle 0@ 
$4230000 = Actor.Create(Prostitute, #TRIADA, 1@, 2@, 3@)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
wait 100 
Actor.RemoveReferences($4230000)
0631: put_actor $4230000 in_group $PLAYER_GROUP 
8@ = Marker.CreateAboveActor($4230000)
Marker.SetColor(8@, $3790000)
Marker.SetIconSize(8@, 2)
03E5: show_text_box 'TRIADA' 
Actor.GiveWeaponAndAmmo($4230000, $3640000, 1E17)
wait 100 
jump @STATS_2C5C0 

:STATS_2C3E9
wait 0 
if 
  $4220000 == 2 
jf @STATS_2C4C6 
wait 100 
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
064B: 0@ = create_particle "EXPLOSION_MEDIUM" at 1@ 2@ 3@ type 1 
064F: remove_references_to_particle 0@ 
$4240000 = Actor.Create(Prostitute, #TRIADB, 1@, 2@, 3@)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
wait 100 
Actor.RemoveReferences($4240000)
0631: put_actor $4240000 in_group $PLAYER_GROUP 
8@ = Marker.CreateAboveActor($4240000)
Marker.SetColor(8@, $3790000)
Marker.SetIconSize(8@, 2)
03E5: show_text_box 'TRIADB' 
Actor.GiveWeaponAndAmmo($4240000, $3640000, 1E17)
wait 100 
jump @STATS_2C5C0 

:STATS_2C4C6
wait 0 
if 
  $4220000 == 3 
jf @STATS_2C5A3 
wait 100 
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
064B: 0@ = create_particle "EXPLOSION_MEDIUM" at 1@ 2@ 3@ type 1 
064F: remove_references_to_particle 0@ 
$4250000 = Actor.Create(Prostitute, #TRIBOSS, 1@, 2@, 3@)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
wait 100 
Actor.RemoveReferences($4250000)
0631: put_actor $4250000 in_group $PLAYER_GROUP 
8@ = Marker.CreateAboveActor($4250000)
Marker.SetColor(8@, $3790000)
Marker.SetIconSize(8@, 2)
03E5: show_text_box 'TRIBOSS' 
Actor.GiveWeaponAndAmmo($4250000, $3640000, 1E17)
wait 100 
jump @STATS_2C5C0 

:STATS_2C5A3
wait 0 
if 
  $4220000 == 4 
jf @STATS_2C5C0 
jump @STATS_2C5C0 

:STATS_2C5C0
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
06F0: set_group $PLAYER_GROUP distance_limit_to 9999999.0 
0661: NOP "========================================================================" 
jump @STATS_1CA9E 

:STATS_2C625
if 
  $3200000 == 12 
jf @STATS_2CB89 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_2CB89 
0661: NOP "========================================================================" 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3780000 number_of_members_to $3780000 
0209: $3790000 = random_int_in_ranges 286331153 -1717986919 
if 
  $3780000 == 7 
jf @STATS_2C6D2 
03E5: show_text_box 'MGUP' 
jump @STATS_2CB24 

:STATS_2C6D2
if 
   not $3780000 == 7 
jf @STATS_2CB24 
wait 0 
Model.Load(#SFR1)
Model.Load(#SFR3)
Model.Load(#SFR2)
Model.Load(#TEC9)
Model.Load(#AK47)
Model.Load(#MICRO_UZI)
Model.Load(#MP5LNG)
Model.Load(#COLT45)
038B: load_requested_models 
wait 0 
wait 0 
jump @STATS_2C721 

:STATS_2C721
wait 0 
if or
   not Model.Available(#SFR1)
   not Model.Available(#SFR3)
   not Model.Available(#SFR2)
jf @STATS_2C74A 
wait 0 
jump @STATS_2C721 

:STATS_2C74A
wait 0 
if or
   not Model.Available(#TEC9)
   not Model.Available(#AK47)
   not Model.Available(#MICRO_UZI)
   not Model.Available(#MP5LNG)
   not Model.Available(#COLT45)
jf @STATS_2C77D 
wait 0 
jump @STATS_2C74A 

:STATS_2C77D
0209: $3800000 = random_int_in_ranges 1 6 
if 
  $3800000 == 1 
jf @STATS_2C79F 
$3640000 = 29 

:STATS_2C79F
if 
  $3800000 == 2 
jf @STATS_2C7B8 
$3640000 = 22 

:STATS_2C7B8
if 
  $3800000 == 3 
jf @STATS_2C7D1 
$3640000 = 28 

:STATS_2C7D1
if 
  $3800000 == 4 
jf @STATS_2C7EA 
$3640000 = 30 

:STATS_2C7EA
if 
  $3800000 == 5 
jf @STATS_2C803 
$3640000 = 32 

:STATS_2C803
if 
  $3800000 == 6 
jf @STATS_2C81C 
$3640000 = 22 

:STATS_2C81C
0956: get_respect_to $3820000 
$3820000 -= 1 
if 
  0 >= $3820000 
jf @STATS_2C845 
08F4: set_max_group_members 1 
jump @STATS_2C84A 

:STATS_2C845
08F4: set_max_group_members $3820000 

:STATS_2C84A
09DD: unknown_player_group 7 
jump @STATS_2C855 

:STATS_2C855
wait 0 
0209: $4260000 = random_int_in_ranges 1 4 
wait 0 
jump @STATS_2C86D 

:STATS_2C86D
wait 0 
if 
  $4260000 == 1 
jf @STATS_2C94B 
wait 100 
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
064B: 0@ = create_particle "EXPLOSION_MEDIUM" at 1@ 2@ 3@ type 1 
064F: remove_references_to_particle 0@ 
$4270000 = Actor.Create(Prostitute, #SFR1, 1@, 2@, 3@)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
wait 100 
Actor.RemoveReferences($4270000)
0631: put_actor $4270000 in_group $PLAYER_GROUP 
8@ = Marker.CreateAboveActor($4270000)
Marker.SetColor(8@, $3790000)
Marker.SetIconSize(8@, 2)
03E5: show_text_box 'SFR1' 
Actor.GiveWeaponAndAmmo($4270000, $3640000, 1E17)
wait 100 
jump @STATS_2CB24 

:STATS_2C94B
wait 0 
if 
  $4260000 == 2 
jf @STATS_2CA29 
wait 100 
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
064B: 0@ = create_particle "EXPLOSION_MEDIUM" at 1@ 2@ 3@ type 1 
064F: remove_references_to_particle 0@ 
$4280000 = Actor.Create(Prostitute, #SFR3, 1@, 2@, 3@)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
wait 100 
Actor.RemoveReferences($4280000)
0631: put_actor $4280000 in_group $PLAYER_GROUP 
8@ = Marker.CreateAboveActor($4280000)
Marker.SetColor(8@, $3790000)
Marker.SetIconSize(8@, 2)
03E5: show_text_box 'SFR3' 
Actor.GiveWeaponAndAmmo($4280000, $3640000, 1E17)
wait 100 
jump @STATS_2CB24 

:STATS_2CA29
wait 0 
if 
  $4260000 == 3 
jf @STATS_2CB07 
wait 100 
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
064B: 0@ = create_particle "EXPLOSION_MEDIUM" at 1@ 2@ 3@ type 1 
064F: remove_references_to_particle 0@ 
$4290000 = Actor.Create(Prostitute, #SFR2, 1@, 2@, 3@)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
wait 100 
Actor.RemoveReferences($4290000)
0631: put_actor $4290000 in_group $PLAYER_GROUP 
8@ = Marker.CreateAboveActor($4290000)
Marker.SetColor(8@, $3790000)
Marker.SetIconSize(8@, 2)
03E5: show_text_box 'SFR2' 
Actor.GiveWeaponAndAmmo($4290000, $3640000, 1E17)
wait 100 
jump @STATS_2CB24 

:STATS_2CB07
wait 0 
if 
  $4260000 == 4 
jf @STATS_2CB24 
jump @STATS_2CB24 

:STATS_2CB24
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
06F0: set_group $PLAYER_GROUP distance_limit_to 9999999.0 
0661: NOP "========================================================================" 
jump @STATS_1CA9E 

:STATS_2CB89
if 
  $3200000 == 13 
jf @STATS_2D0E4 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_2D0E4 
0661: NOP "========================================================================" 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3780000 number_of_members_to $3780000 
0209: $3790000 = random_int_in_ranges 286331153 -1717986919 
if 
  $3780000 == 7 
jf @STATS_2CC36 
03E5: show_text_box 'MGUP' 
jump @STATS_2D07F 

:STATS_2CC36
if 
   not $3780000 == 7 
jf @STATS_2D07F 
wait 0 
Model.Load(#DNB1)
Model.Load(#DNB3)
Model.Load(#DNB2)
Model.Load(#TEC9)
Model.Load(#AK47)
Model.Load(#MICRO_UZI)
Model.Load(#MP5LNG)
Model.Load(#COLT45)
038B: load_requested_models 
wait 0 
wait 0 
jump @STATS_2CC82 

:STATS_2CC82
wait 0 
if or
   not Model.Available(#DNB1)
   not Model.Available(#DNB3)
   not Model.Available(#DNB2)
jf @STATS_2CCA8 
wait 0 
jump @STATS_2CC82 

:STATS_2CCA8
wait 0 
if or
   not Model.Available(#TEC9)
   not Model.Available(#AK47)
   not Model.Available(#MICRO_UZI)
   not Model.Available(#MP5LNG)
   not Model.Available(#COLT45)
jf @STATS_2CCDB 
wait 0 
jump @STATS_2CCA8 

:STATS_2CCDB
0209: $3800000 = random_int_in_ranges 1 6 
if 
  $3800000 == 1 
jf @STATS_2CCFD 
$3640000 = 29 

:STATS_2CCFD
if 
  $3800000 == 2 
jf @STATS_2CD16 
$3640000 = 22 

:STATS_2CD16
if 
  $3800000 == 3 
jf @STATS_2CD2F 
$3640000 = 28 

:STATS_2CD2F
if 
  $3800000 == 4 
jf @STATS_2CD48 
$3640000 = 30 

:STATS_2CD48
if 
  $3800000 == 5 
jf @STATS_2CD61 
$3640000 = 32 

:STATS_2CD61
if 
  $3800000 == 6 
jf @STATS_2CD7A 
$3640000 = 22 

:STATS_2CD7A
0956: get_respect_to $3820000 
$3820000 -= 1 
if 
  0 >= $3820000 
jf @STATS_2CDA3 
08F4: set_max_group_members 1 
jump @STATS_2CDA8 

:STATS_2CDA3
08F4: set_max_group_members $3820000 

:STATS_2CDA8
09DD: unknown_player_group 7 
jump @STATS_2CDB3 

:STATS_2CDB3
wait 0 
0209: $4300000 = random_int_in_ranges 1 4 
wait 0 
jump @STATS_2CDCB 

:STATS_2CDCB
wait 0 
if 
  $4300000 == 1 
jf @STATS_2CEA8 
wait 100 
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
064B: 0@ = create_particle "EXPLOSION_MEDIUM" at 1@ 2@ 3@ type 1 
064F: remove_references_to_particle 0@ 
$4310000 = Actor.Create(Prostitute, #DNB1, 1@, 2@, 3@)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
wait 100 
Actor.RemoveReferences($4310000)
0631: put_actor $4310000 in_group $PLAYER_GROUP 
8@ = Marker.CreateAboveActor($4310000)
Marker.SetColor(8@, $3790000)
Marker.SetIconSize(8@, 2)
03E5: show_text_box 'DNB1' 
Actor.GiveWeaponAndAmmo($4310000, $3640000, 1E17)
wait 100 
jump @STATS_2D07F 

:STATS_2CEA8
wait 0 
if 
  $4300000 == 2 
jf @STATS_2CF85 
wait 100 
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
064B: 0@ = create_particle "EXPLOSION_MEDIUM" at 1@ 2@ 3@ type 1 
064F: remove_references_to_particle 0@ 
$4320000 = Actor.Create(Prostitute, #DNB3, 1@, 2@, 3@)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
wait 100 
Actor.RemoveReferences($4320000)
0631: put_actor $4320000 in_group $PLAYER_GROUP 
8@ = Marker.CreateAboveActor($4320000)
Marker.SetColor(8@, $3790000)
Marker.SetIconSize(8@, 2)
03E5: show_text_box 'DNB3' 
Actor.GiveWeaponAndAmmo($4320000, $3640000, 1E17)
wait 100 
jump @STATS_2D07F 

:STATS_2CF85
wait 0 
if 
  $4300000 == 3 
jf @STATS_2D062 
wait 100 
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
064B: 0@ = create_particle "EXPLOSION_MEDIUM" at 1@ 2@ 3@ type 1 
064F: remove_references_to_particle 0@ 
$4330000 = Actor.Create(Prostitute, #DNB2, 1@, 2@, 3@)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
wait 100 
Actor.RemoveReferences($4330000)
0631: put_actor $4330000 in_group $PLAYER_GROUP 
8@ = Marker.CreateAboveActor($4330000)
Marker.SetColor(8@, $3790000)
Marker.SetIconSize(8@, 2)
03E5: show_text_box 'DNB2' 
Actor.GiveWeaponAndAmmo($4330000, $3640000, 1E17)
wait 100 
jump @STATS_2D07F 

:STATS_2D062
wait 0 
if 
  $4300000 == 4 
jf @STATS_2D07F 
jump @STATS_2D07F 

:STATS_2D07F
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
06F0: set_group $PLAYER_GROUP distance_limit_to 9999999.0 
0661: NOP "========================================================================" 
jump @STATS_1CA9E 

:STATS_2D0E4
if 
  $3200000 == 14 
jf @STATS_2D3AA 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_2D3AA 
0661: NOP "========================================================================" 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3780000 number_of_members_to $3780000 
0209: $3790000 = random_int_in_ranges 286331153 -1717986919 
if 
  $3780000 == 7 
jf @STATS_2D191 
03E5: show_text_box 'MGUP' 
jump @STATS_2D357 

:STATS_2D191
if 
   not $3780000 == 7 
jf @STATS_2D357 
wait 6 
Model.Load(#TEC9)
Model.Load(#AK47)
Model.Load(#MICRO_UZI)
Model.Load(#MP5LNG)
Model.Load(#COLT45)
038B: load_requested_models 

:STATS_2D1C2
wait 6 
if or
   not Model.Available(#TEC9)
   not Model.Available(#AK47)
   not Model.Available(#MICRO_UZI)
   not Model.Available(#MP5LNG)
   not Model.Available(#COLT45)
jf @STATS_2D1F5 
wait 0 
jump @STATS_2D1C2 

:STATS_2D1F5
0209: $3800000 = random_int_in_ranges 1 6 
if 
  $3800000 == 1 
jf @STATS_2D217 
$3640000 = 29 

:STATS_2D217
if 
  $3800000 == 2 
jf @STATS_2D230 
$3640000 = 22 

:STATS_2D230
if 
  $3800000 == 3 
jf @STATS_2D249 
$3640000 = 28 

:STATS_2D249
if 
  $3800000 == 4 
jf @STATS_2D262 
$3640000 = 30 

:STATS_2D262
if 
  $3800000 == 5 
jf @STATS_2D27B 
$3640000 = 32 

:STATS_2D27B
if 
  $3800000 == 6 
jf @STATS_2D294 
$3640000 = 22 

:STATS_2D294
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
wait 0 
064B: 0@ = create_particle "EXPLOSION_MEDIUM" at 1@ 2@ 3@ type 1 
064F: remove_references_to_particle 0@ 
0376: $4340000 = create_random_actor_at 1@ 2@ 3@ 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
wait 100 
Actor.RemoveReferences($4340000)
0631: put_actor $4340000 in_group $PLAYER_GROUP 
8@ = Marker.CreateAboveActor($4340000)
Marker.SetColor(8@, $3790000)
Marker.SetIconSize(8@, 2)
0665: get_actor $4340000 model_to $4350000 
0513: show_text_box_1number 'RANDPED' number $4350000 
Actor.GiveWeaponAndAmmo($4340000, $3640000, 1E17)

:STATS_2D357
0661: NOP "========================================================================" 
jump @STATS_1CA9E 

:STATS_2D3AA
if 
  $3200000 == 15 
jf @STATS_2D98B 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_2D98B 
0661: NOP "========================================================================" 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3780000 number_of_members_to $3780000 
0209: $3790000 = random_int_in_ranges 286331153 -1717986919 
if 
  $3780000 == 7 
jf @STATS_2D457 
03E5: show_text_box 'MGUP' 
jump @STATS_2D926 

:STATS_2D457
if 
   not $3780000 == 7 
jf @STATS_2D926 
wait 50 
Model.Load(#AK47)
Model.Load(#MICRO_UZI)
Model.Load(#DESERT_EAGLE)
Model.Load(#MP5LNG)
Model.Load(#TEC9)
Model.Load(#M4)
wait 50 
Model.Load(#SILENCED)
Model.Load(#FAM1)
Model.Load(#BALLAS1)
Model.Load(#LSV1)
Model.Load(#VLA1)
Model.Load(#SFR1)
Model.Load(#DNB1)
Model.Load(#WFYSEX)
038B: load_requested_models 

:STATS_2D4B4
wait 0 
if or
   not Model.Available(#SILENCED)
   not Model.Available(#TEC9)
   not Model.Available(#MP5LNG)
   not Model.Available(#AK47)
   not Model.Available(#MICRO_UZI)
   not Model.Available(#DESERT_EAGLE)
   not Model.Available(#M4)
   not Model.Available(#FAM1)
jf @STATS_2D4F5 
wait 0 
jump @STATS_2D4B4 

:STATS_2D4F5
if or
   not Model.Available(#WFYSEX)
   not Model.Available(#DNB1)
   not Model.Available(#SFR1)
   not Model.Available(#LSV1)
   not Model.Available(#VLA1)
   not Model.Available(#BALLAS1)
jf @STATS_2D525 
wait 0 
jump @STATS_2D4F5 

:STATS_2D525
wait 5 
04C4: store_coords_to $4360000 $4370000 $4380000 from_actor $PLAYER_ACTOR with_offset -1.0 2.0 0.0 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
$4390000 = Actor.Create(Gang2, #FAM1, $4360000, $4370000, $4380000)
Actor.RemoveReferences($4390000)
0631: put_actor $4390000 in_group $PLAYER_GROUP 
Actor.Health($4390000) = 999
Actor.SetImmunities($4390000, 0, 9, 9, 9, 9)
Actor.GiveWeaponAndAmmo($4390000, AK47, 8000)
$4400000 = Marker.CreateAboveActor($4390000)
Marker.SetColor($4400000, $3790000)
Marker.SetIconSize($4400000, 2)
wait 200 
0209: $3790000 = random_int_in_ranges 286331153 -1717986919 
04C4: store_coords_to $4360000 $4370000 $4380000 from_actor $PLAYER_ACTOR with_offset -2.0 2.0 0.0 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
$4410000 = Actor.Create(Gang1, #BALLAS1, $4360000, $4370000, $4380000)
Actor.RemoveReferences($4410000)
0631: put_actor $4410000 in_group $PLAYER_GROUP 
Actor.Health($4410000) = 999
Actor.SetImmunities($4410000, 0, 9, 9, 9, 9)
Actor.GiveWeaponAndAmmo($4410000, MicroUzi, 8000)
$4420000 = Marker.CreateAboveActor($4410000)
Marker.SetColor($4420000, $3790000)
Marker.SetIconSize($4420000, 2)
wait 200 
0209: $3790000 = random_int_in_ranges 286331153 -1717986919 
04C4: store_coords_to $4360000 $4370000 $4380000 from_actor $PLAYER_ACTOR with_offset -3.0 2.0 0.0 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
$4430000 = Actor.Create(Gang3, #LSV1, $4360000, $4370000, $4380000)
Actor.RemoveReferences($4430000)
0631: put_actor $4430000 in_group $PLAYER_GROUP 
Actor.Health($4430000) = 999
Actor.SetImmunities($4430000, 0, 9, 9, 9, 9)
Actor.GiveWeaponAndAmmo($4430000, AK47, 8000)
$4440000 = Marker.CreateAboveActor($4430000)
Marker.SetColor($4440000, $3790000)
Marker.SetIconSize($4440000, 2)
wait 200 
0209: $3790000 = random_int_in_ranges 286331153 -1717986919 
04C4: store_coords_to $4360000 $4370000 $4380000 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 0.0 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
$4450000 = Actor.Create(Gang7, #VLA1, $4360000, $4370000, $4380000)
Actor.RemoveReferences($4450000)
0631: put_actor $4450000 in_group $PLAYER_GROUP 
Actor.Health($4450000) = 999
Actor.SetImmunities($4450000, 0, 9, 9, 9, 9)
Actor.GiveWeaponAndAmmo($4450000, MP5, 8000)
$4460000 = Marker.CreateAboveActor($4450000)
Marker.SetColor($4460000, $3790000)
Marker.SetIconSize($4460000, 2)
wait 200 
0209: $3790000 = random_int_in_ranges 286331153 -1717986919 
04C4: store_coords_to $4360000 $4370000 $4380000 from_actor $PLAYER_ACTOR with_offset 1.0 2.0 0.0 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
$4470000 = Actor.Create(Gang4, #SFR1, $4360000, $4370000, $4380000)
Actor.RemoveReferences($4470000)
0631: put_actor $4470000 in_group $PLAYER_GROUP 
Actor.Health($4470000) = 999
Actor.SetImmunities($4470000, 0, 9, 9, 9, 9)
Actor.GiveWeaponAndAmmo($4470000, MicroUzi, 8000)
$4480000 = Marker.CreateAboveActor($4470000)
Marker.SetColor($4480000, $3790000)
Marker.SetIconSize($4480000, 2)
wait 200 
0209: $3790000 = random_int_in_ranges 286331153 -1717986919 
04C4: store_coords_to $4360000 $4370000 $4380000 from_actor $PLAYER_ACTOR with_offset 2.0 2.0 0.0 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
$4490000 = Actor.Create(Gang5, #DNB1, $4360000, $4370000, $4380000)
Actor.RemoveReferences($4490000)
0631: put_actor $4490000 in_group $PLAYER_GROUP 
Actor.Health($4490000) = 999
Actor.SetImmunities($4490000, 0, 9, 9, 9, 9)
Actor.GiveWeaponAndAmmo($4490000, M4, 8000)
$4500000 = Marker.CreateAboveActor($4490000)
Marker.SetColor($4500000, $3790000)
Marker.SetIconSize($4500000, 2)
wait 200 
0209: $3790000 = random_int_in_ranges 286331153 -1717986919 
04C4: store_coords_to $4360000 $4370000 $4380000 from_actor $PLAYER_ACTOR with_offset 3.0 2.0 0.0 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
$4510000 = Actor.Create(Prostitute, #WFYSEX, $4360000, $4370000, $4380000)
Actor.RemoveReferences($4510000)
0631: put_actor $4510000 in_group $PLAYER_GROUP 
Actor.Health($4510000) = 999
Actor.SetImmunities($4510000, 0, 9, 9, 9, 9)
Actor.SetWalkStyle($4510000, "SEXYWOMAN")
Actor.GiveWeaponAndAmmo($4510000, Tec9, 8000)
$4520000 = Marker.CreateAboveActor($4510000)
Marker.SetColor($4520000, $3790000)
Marker.SetIconSize($4520000, 2)
03E5: show_text_box 'CH144' 
wait 50 

:STATS_2D926
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
06F0: set_group $PLAYER_GROUP distance_limit_to 9999999.0 
0661: NOP "========================================================================" 
jump @STATS_1CA9E 

:STATS_2D98B
if 
  $3200000 == 16 
jf @STATS_2DFF6 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_2DFF6 
0661: NOP "========================================================================" 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3780000 number_of_members_to $3780000 
0209: $3790000 = random_int_in_ranges 286331153 -1717986919 
if 
  $3780000 == 7 
jf @STATS_2DA38 
03E5: show_text_box 'MGUP' 
jump @STATS_2DFA3 

:STATS_2DA38
if 
   not $3780000 == 7 
jf @STATS_2DFA3 
wait 6 
Model.Load(#AK47)
Model.Load(#M4)
Model.Load(#MICRO_UZI)
Model.Load(#TEC9)
Model.Load(#MP5LNG)
038B: load_requested_models 

:STATS_2DA69
wait 0 
if or
   not Model.Available(#AK47)
   not Model.Available(#M4)
   not Model.Available(#MICRO_UZI)
   not Model.Available(#TEC9)
   not Model.Available(#MP5LNG)
jf @STATS_2DA9C 
wait 0 
jump @STATS_2DA69 

:STATS_2DA9C
wait 60 
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to $4530000 $4540000 $4550000 from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
$4560000 = Actor.Create(Gang2, #NULL, $4530000, $4540000, $4550000)
Actor.Health($4560000) = 12000
Actor.AddArmour($4560000, 12000)
Actor.SetImmunities($4560000, 0, 1, 1, 1, 1)
wait 100 
Actor.RemoveReferences($4560000)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
0631: put_actor $4560000 in_group $PLAYER_GROUP 
Actor.GiveWeaponAndAmmo($4560000, Tec9, 9000)
$4460000 = Marker.CreateAboveActor($4560000)
Marker.SetColor($4460000, $3790000)
Marker.SetIconSize($4460000, 2)
wait 200 
0209: $3790000 = random_int_in_ranges 286331153 -1717986919 
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to $4530000 $4540000 $4550000 from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
$4570000 = Actor.Create(Gang2, #NULL, $4530000, $4540000, $4550000)
Actor.Health($4570000) = 12000
Actor.AddArmour($4570000, 12000)
Actor.SetImmunities($4570000, 0, 1, 1, 1, 1)
wait 100 
Actor.RemoveReferences($4570000)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
0631: put_actor $4570000 in_group $PLAYER_GROUP 
Actor.GiveWeaponAndAmmo($4570000, AK47, 9000)
$4460000 = Marker.CreateAboveActor($4570000)
Marker.SetColor($4460000, $3790000)
Marker.SetIconSize($4460000, 2)
wait 200 
0209: $3790000 = random_int_in_ranges 286331153 -1717986919 
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to $4530000 $4540000 $4550000 from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
$4580000 = Actor.Create(Gang2, #NULL, $4530000, $4540000, $4550000)
Actor.Health($4580000) = 12000
Actor.AddArmour($4580000, 12000)
Actor.SetImmunities($4580000, 0, 1, 1, 1, 1)
wait 100 
Actor.RemoveReferences($4580000)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
0631: put_actor $4580000 in_group $PLAYER_GROUP 
Actor.GiveWeaponAndAmmo($4580000, MicroUzi, 9000)
$4460000 = Marker.CreateAboveActor($4580000)
Marker.SetColor($4460000, $3790000)
Marker.SetIconSize($4460000, 2)
wait 200 
0209: $3790000 = random_int_in_ranges 286331153 -1717986919 
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to $4530000 $4540000 $4550000 from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
$4590000 = Actor.Create(Gang2, #NULL, $4530000, $4540000, $4550000)
Actor.Health($4590000) = 12000
Actor.AddArmour($4590000, 12000)
Actor.SetImmunities($4590000, 0, 1, 1, 1, 1)
wait 100 
Actor.RemoveReferences($4590000)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
0631: put_actor $4590000 in_group $PLAYER_GROUP 
Actor.GiveWeaponAndAmmo($4590000, MP5, 9000)
$4460000 = Marker.CreateAboveActor($4590000)
Marker.SetColor($4460000, $3790000)
Marker.SetIconSize($4460000, 2)
wait 200 
0209: $3790000 = random_int_in_ranges 286331153 -1717986919 
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to $4530000 $4540000 $4550000 from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
$4600000 = Actor.Create(Gang2, #NULL, $4530000, $4540000, $4550000)
Actor.Health($4600000) = 12000
Actor.AddArmour($4600000, 12000)
Actor.SetImmunities($4600000, 0, 1, 1, 1, 1)
wait 100 
Actor.RemoveReferences($4600000)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
0631: put_actor $4600000 in_group $PLAYER_GROUP 
Actor.GiveWeaponAndAmmo($4600000, M4, 9000)
$4460000 = Marker.CreateAboveActor($4600000)
Marker.SetColor($4460000, $3790000)
Marker.SetIconSize($4460000, 2)
wait 200 
0209: $3790000 = random_int_in_ranges 286331153 -1717986919 
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to $4530000 $4540000 $4550000 from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
$4610000 = Actor.Create(Gang2, #NULL, $4530000, $4540000, $4550000)
Actor.Health($4610000) = 12000
Actor.AddArmour($4610000, 12000)
Actor.SetImmunities($4610000, 0, 1, 1, 1, 1)
wait 100 
Actor.RemoveReferences($4610000)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
0631: put_actor $4610000 in_group $PLAYER_GROUP 
Actor.GiveWeaponAndAmmo($4610000, Tec9, 9000)
$4460000 = Marker.CreateAboveActor($4610000)
Marker.SetColor($4460000, $3790000)
Marker.SetIconSize($4460000, 2)
wait 200 
0209: $3790000 = random_int_in_ranges 286331153 -1717986919 
0208: 25@ = random_float_in_ranges -6.2 6.2 
0208: 26@ = random_float_in_ranges -6.2 6.2 
04C4: store_coords_to $4530000 $4540000 $4550000 from_actor $PLAYER_ACTOR with_offset 25@ 26@ 0.0 
$4620000 = Actor.Create(Gang2, #NULL, $4530000, $4540000, $4550000)
Actor.Health($4620000) = 12000
Actor.AddArmour($4620000, 12000)
Actor.SetImmunities($4620000, 0, 1, 1, 1, 1)
wait 100 
Actor.RemoveReferences($4620000)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
0631: put_actor $4620000 in_group $PLAYER_GROUP 
Actor.GiveWeaponAndAmmo($4620000, AK47, 9000)
$4460000 = Marker.CreateAboveActor($4620000)
Marker.SetColor($4460000, $3790000)
Marker.SetIconSize($4460000, 2)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
06F0: set_group $PLAYER_GROUP distance_limit_to 1E09 
03E5: show_text_box 'CH144' 

:STATS_2DFA3
0661: NOP "========================================================================" 
jump @STATS_1CA9E 

:STATS_2DFF6
if 
  $3200000 == 17 
jf @STATS_2E283 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_2E283 
0661: NOP "========================================================================" 

:STATS_2E065
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @STATS_2E065 
0209: $3790000 = random_int_in_ranges 286331153 -1717986919 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $3780000 number_of_members_to $3780000 
if 
  $3780000 == 7 
jf @STATS_2E0B7 
03E5: show_text_box 'MGUP' 
jump @STATS_2E22C 

:STATS_2E0B7
if 
   not $3780000 == 7 
jf @STATS_2E22C 
04C4: store_coords_to $4630000 $4640000 $4650000 from_actor $PLAYER_ACTOR with_offset 1.0 3.0 1.0 
0A3E: unknown_get_actor_in_sphere $4630000 $4640000 $4650000 radius 600.6 600.6 600.0 handle_as $4660000 
if 
056D:   actor $4660000 defined 
jf @STATS_2E21C 
if 
   not Actor.Dead($4660000)
jf @STATS_2E21C 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
0631: put_actor $4660000 in_group $PLAYER_GROUP 
06F0: set_group $PLAYER_GROUP distance_limit_to 450.0 
if 
06EE:   actor $4660000 in_group $PLAYER_GROUP 
jf @STATS_2E21C 
if 
0104:   actor $4660000 near_actor $PLAYER_ACTOR radius 50.0 50.0 59.0 sphere 0 
jf @STATS_2E21C 
Actor.RemoveReferences($4660000)
wait 10 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
0631: put_actor $4660000 in_group $PLAYER_GROUP 
$4670000 = Marker.CreateAboveActor($4660000)
Marker.SetColor($4670000, $3790000)
Marker.SetIconSize($4670000, 2)
wait 50 
Model.Load(#AK47)
Model.Load(#M4)
Model.Load(#MICRO_UZI)
Model.Load(#TEC9)
Model.Load(#MP5LNG)
038B: load_requested_models 

:STATS_2E1C3
wait 0 
if or
   not Model.Available(#AK47)
   not Model.Available(#M4)
   not Model.Available(#MICRO_UZI)
   not Model.Available(#TEC9)
   not Model.Available(#MP5LNG)
jf @STATS_2E1F6 
wait 0 
jump @STATS_2E1C3 

:STATS_2E1F6
0209: $4680000 = random_int_in_ranges 28 32 
Actor.GiveWeaponAndAmmo($4660000, $4680000, 9000)
03E5: show_text_box 'CH144' 
jump @STATS_2E22C 

:STATS_2E21C
00BC: show_text_highpriority GXT 'NOTPED' time 1000 flag 1 

:STATS_2E22C
wait 100 
0661: NOP "========================================================================" 
jump @STATS_1CA9E 

:STATS_2E283
if 
  $3200000 == 18 
jf @STATS_2E5F8 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_2E5F8 
0661: NOP "========================================================================" 
if 
8AAB:   not file_exists "SET\CAX.CS" 
jf @STATS_2E328 
0ACD: show_text_highpriority "UNABLE TO LOAD'" time 5000 
jump @STATS_2E5A5 

:STATS_2E328
$MO = 5000 
077E: get_active_interior_to $4690000 
0AAA: $4700000 = thread 'CAR7' pointer 
0AAA: $4710000 = thread 'MOTOREK' pointer 
0AAA: $4720000 = thread 'HELID' pointer 
0AAA: $4730000 = thread 'CAX' pointer 
0AAA: $4740000 = thread 'CAR16' pointer 
0AAA: $4750000 = thread 'CAR15' pointer 
0AAA: $4760000 = thread 'PUR5' pointer 
0AAA: $4770000 = thread 'TORIC' pointer 
if and
  $4740000 == 0 
  $4750000 == 0 
  $4700000 == 0 
  $4710000 == 0 
  $4720000 == 0 
  $4760000 == 0 
  $4770000 == 0 
jf @STATS_2E59A 
if 
  $4690000 == 0 
jf @STATS_2E588 

:STATS_2E3F3
wait 6 
if 
   Player.Defined($PLAYER_CHAR)
jf @STATS_2E3F3 
$MONEY = Player.Money($PLAYER_CHAR)
if 
   not $MONEY > 5000 
jf @STATS_2E430 
0513: show_text_box_1number 'PAY' number $MO 

:STATS_2E430
if 
  $MONEY > 5000 
jf @STATS_2E5F1 
Player.Money($PLAYER_CHAR) += -5000
0661: NOP "__________LIMITER START____________________" 
if 
   not $66300000 == 9 
jf @STATS_2E510 
$66300000 += 1 
wait 60 
Model.Load(#CELLPHONE)
038B: load_requested_models 

:STATS_2E49E
wait 5 
if 
   Model.Available(#CELLPHONE)
jf @STATS_2E49E 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
00BC: show_text_highpriority GXT 'ZIOM1' time 10000 flag 1 
0967: actor $PLAYER_ACTOR move_mouth 5000 ms 
wait 1000 
0968: actor $PLAYER_ACTOR stop_mouth 
wait 50 
0A92: create_custom_thread "SET\CAX.CS"  
00BC: show_text_highpriority GXT 'ZIOM2' time 10000 flag 1 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
03E5: show_text_box 'CH144' 

:STATS_2E510
if 
  $66300000 == 9 
jf @STATS_2E52D 
03E5: show_text_box 'FTER' 

:STATS_2E52D
0AAA: $66400000 = thread 'CAX' pointer 
if 
  $66400000 == 0 
jf @STATS_2E554 
$66300000 = 0 

:STATS_2E554
0661: NOP "__________LIMITER END____________________" 
jump @STATS_2E5A5 

:STATS_2E588
03E5: show_text_box 'EXBT' 
jump @STATS_2E5A5 

:STATS_2E59A
03E5: show_text_box 'FTER' 

:STATS_2E5A5
0661: NOP "========================================================================" 

:STATS_2E5F1
jump @STATS_1CA9E 

:STATS_2E5F8
if 
  $3200000 == 19 
jf @STATS_2E8D4 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_2E8D4 
0661: NOP "========================================================================" 
if 
8AAB:   not file_exists "SET\BIKE_DRIVER.CS" 
jf @STATS_2E6A5 
0ACD: show_text_highpriority "UNABLE TO LOAD'" time 5000 
jump @STATS_2E881 

:STATS_2E6A5
if 
   not Actor.Driving($PLAYER_ACTOR)
jf @STATS_2E881 
077E: get_active_interior_to $4780000 
if 
  $4780000 == 0 
jf @STATS_2E876 
0AAA: $4700000 = thread 'CAR7' pointer 
0AAA: $4710000 = thread 'MOTOREK' pointer 
0AAA: $4720000 = thread 'HELID' pointer 
0AAA: $4730000 = thread 'CAX' pointer 
0AAA: $4740000 = thread 'CAR16' pointer 
0AAA: $4750000 = thread 'CAR15' pointer 
0AAA: $4760000 = thread 'PUR5' pointer 
0AAA: $4770000 = thread 'TORIC' pointer 
if and
  $4740000 == 0 
  $4750000 == 0 
  $4730000 == 0 
  $4700000 == 0 
  $4710000 == 0 
  $4720000 == 0 
  $4760000 == 0 
  $4770000 == 0 
jf @STATS_2E7B1 
end_thread_named 'MOTOREK' 
wait 600 
0A92: create_custom_thread "SET\BIKE_DRIVER.CS"  
03E5: show_text_box 'CH144' 

:STATS_2E7B1
0AAA: $4700000 = thread 'CAR7' pointer 
0AAA: $4710000 = thread 'MOTOREK' pointer 
0AAA: $4720000 = thread 'HELID' pointer 
0AAA: $4730000 = thread 'CAX' pointer 
0AAA: $4740000 = thread 'CAR16' pointer 
0AAA: $4750000 = thread 'CAR15' pointer 
0AAA: $4760000 = thread 'PUR5' pointer 
0AAA: $4770000 = thread 'TORIC' pointer 
if or
   not $4740000 == 0 
   not $4750000 == 0 
   not $4730000 == 0 
   not $4700000 == 0 
   not $4710000 == 0 
   not $4720000 == 0 
   not $4760000 == 0 
   not $4770000 == 0 
jf @STATS_2E86F 
03E5: show_text_box 'FTER' 

:STATS_2E86F
jump @STATS_2E881 

:STATS_2E876
03E5: show_text_box 'EXBT' 

:STATS_2E881
0661: NOP "========================================================================" 
jump @STATS_1CA9E 

:STATS_2E8D4
if 
  $3200000 == 20 
jf @STATS_2EBB2 
if 
00E1:   player 0 pressed_key 16 
jf @STATS_2EBB2 
0661: NOP "========================================================================" 
if 
8AAB:   not file_exists "SET\CAR_DRIVER.CS" 
jf @STATS_2E980 
0ACD: show_text_highpriority "UNABLE TO LOAD'" time 5000 
jump @STATS_2EB5F 

:STATS_2E980
wait 0 
if 
   not Actor.Driving($PLAYER_ACTOR)
jf @STATS_2EB5F 
077E: get_active_interior_to $4790000 
if 
  $4790000 == 0 
jf @STATS_2EB54 
0AAA: $4700000 = thread 'CAR7' pointer 
0AAA: $4710000 = thread 'MOTOREK' pointer 
0AAA: $4720000 = thread 'HELID' pointer 
0AAA: $4730000 = thread 'CAX' pointer 
0AAA: $4740000 = thread 'CAR16' pointer 
0AAA: $4750000 = thread 'CAR15' pointer 
0AAA: $4760000 = thread 'PUR5' pointer 
0AAA: $4770000 = thread 'TORIC' pointer 
if and
  $4740000 == 0 
  $4750000 == 0 
  $4730000 == 0 
  $4700000 == 0 
  $4710000 == 0 
  $4720000 == 0 
  $4760000 == 0 
  $4770000 == 0 
jf @STATS_2EA8F 
end_thread_named 'CAR7' 
wait 600 
0A92: create_custom_thread "SET\CAR_DRIVER.CS"  
03E5: show_text_box 'CH144' 

:STATS_2EA8F
0AAA: $4700000 = thread 'CAR7' pointer 
0AAA: $4710000 = thread 'MOTOREK' pointer 
0AAA: $4720000 = thread 'HELID' pointer 
0AAA: $4730000 = thread 'CAX' pointer 
0AAA: $4740000 = thread 'CAR16' pointer 
0AAA: $4750000 = thread 'CAR15' pointer 
0AAA: $4760000 = thread 'PUR5' pointer 
0AAA: $4770000 = thread 'TORIC' pointer 
if or
   not $4740000 == 0 
   not $4750000 == 0 
   not $4730000 == 0 
   not $4700000 == 0 
   not $4710000 == 0 
   not $4720000 == 0 
   not $4760000 == 0 
   not $4770000 == 0 
jf @STATS_2EB4D 
03E5: show_text_box 'FTER' 

:STATS_2EB4D
jump @STATS_2EB5F 

:STATS_2EB54
03E5: show_text_box 'EXBT' 

:STATS_2EB5F
0661: NOP "========================================================================" 
jump @STATS_1CA9E 

:STATS_2EBB2
jf @STATS_1CA9E 
jump @STATS_1CA9E 
0661: NOP "========================================================================" 
jump @FST_MENU_50E 

:STATS_2EC13
if 
  $1610000 == 7 
jf @HEATS_31348 
if 
00E1:   player 0 pressed_key 16 
jf @HEATS_31348 
0661: NOP "========================================================================" 
wait 250 
thread 'HEATS' 
$LOC_VAR_15 = 1 
$LOC_VAR_778 = 1 
$LOC_VAR_779 = 84.0 
Player.CanMove($PLAYER_CHAR) = False
1@ = 400 

:HEATS_2ECB9
wait 0 
03F0: enable_text_draw 0 
wait 5 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
033E: set_draw_text_position 23.0 68.0 GXT '100028' 
038E: draw_box_position 90.0 201.0 size 139.0 271.0 RGBA $BO1 $BO2 $BO3 $BALP 
038E: draw_box_position 90.0 327.0 size 139.0 1.0 RGBA 255 0 0 150 
038E: draw_box_position 90.0 79.0 size 140.0 1.5 RGBA 255 0 0 100 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 23.0 80.0 GXT '10001' 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
045A: draw_text_1number 144.0 80.0 GXT 'NUMBER' number $LOC_VAR_23  // ~1~
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 23.0 89.0 GXT '10002' 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
045A: draw_text_1number 144.0 89.0 GXT 'NUMBER' number $LOC_VAR_27  // ~1~
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 23.0 98.0 GXT '10003' 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
045A: draw_text_1number 144.0 98.0 GXT 'NUMBER' number $LOC_VAR_28  // ~1~
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 23.0 107.0 GXT '10004' 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
045A: draw_text_1number 144.0 107.0 GXT 'NUMBER' number $LOC_VAR_29  // ~1~
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 23.0 116.0 GXT '10005' 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
045A: draw_text_1number 144.0 116.0 GXT 'NUMBER' number $LOC_VAR_31  // ~1~
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 23.0 125.0 GXT '10006' 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
045A: draw_text_1number 144.0 125.0 GXT 'NUMBER' number $LOC_VAR_34  // ~1~
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 23.0 134.0 GXT '10007' 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
045A: draw_text_1number 144.0 134.0 GXT 'NUMBER' number $LOC_VAR_35  // ~1~
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 23.0 143.0 GXT '10008' 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
045A: draw_text_1number 144.0 143.0 GXT 'NUMBER' number $LOC_VAR_36  // ~1~
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 23.0 152.0 GXT '10009' 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
045A: draw_text_1number 144.0 152.0 GXT 'NUMBER' number $LOC_VAR_37  // ~1~
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 23.0 161.0 GXT '100010' 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
045A: draw_text_1number 144.0 161.0 GXT 'NUMBER' number $LOC_VAR_38  // ~1~
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 23.0 170.0 GXT '100011' 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
045A: draw_text_1number 144.0 170.0 GXT 'NUMBER' number $LOC_VAR_39  // ~1~
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 23.0 179.0 GXT '100012' 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
045A: draw_text_1number 144.0 179.0 GXT 'NUMBER' number $LOC_VAR_40  // ~1~
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 23.0 188.0 GXT '100013' 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
045A: draw_text_1number 144.0 188.0 GXT 'NUMBER' number $LOC_VAR_41  // ~1~
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 23.0 197.0 GXT '100014' 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
045A: draw_text_1number 144.0 197.0 GXT 'NUMBER' number $LOC_VAR_42  // ~1~
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 23.0 206.0 GXT '100015' 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
045A: draw_text_1number 144.0 206.0 GXT 'NUMBER' number $LOC_VAR_43  // ~1~
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 23.0 215.0 GXT '100016' 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
045A: draw_text_1number 144.0 215.0 GXT 'NUMBER' number $LOC_VAR_44  // ~1~
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 23.0 224.0 GXT '100017' 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
045A: draw_text_1number 144.0 224.0 GXT 'NUMBER' number $LOC_VAR_45  // ~1~
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 23.0 233.0 GXT '100018' 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
045A: draw_text_1number 144.0 233.0 GXT 'NUMBER' number $LOC_VAR_46  // ~1~
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 23.0 242.0 GXT '100019' 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
045A: draw_text_1number 144.0 242.0 GXT 'NUMBER' number $LOC_VAR_47  // ~1~
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 23.0 251.0 GXT '100020' 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
045A: draw_text_1number 144.0 251.0 GXT 'NUMBER' number $LOC_VAR_48  // ~1~
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 23.0 260.0 GXT '100021' 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
045A: draw_text_1number 144.0 260.0 GXT 'NUMBER' number $LOC_VAR_49  // ~1~
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position 23.0 269.0 GXT '100022' 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.3 0.8 
045A: draw_text_1number 144.0 269.0 GXT 'NUMBER' number $LOC_VAR_50  // ~1~
038E: draw_box_position 90.0 $LOC_VAR_779 size 139.0 8.0 RGBA $LOC_VAR_274 $LOC_VAR_275 $LOC_VAR_276 $LOC_VAR_15 
$LOC_VAR_15 += 5 
if 
  $LOC_VAR_15 > 200 
jf @HEATS_2F5EC 
$LOC_VAR_15 = 1 

:HEATS_2F5EC
0494: get_joystick 0 direction_offset_to $LOC_VAR_280 $LOC_VAR_281 $LOC_VAR_282 $LOC_VAR_283 
if and
  $LOC_VAR_281 > 0 
80E1:   not player 0 pressed_key 16 
jf @HEATS_2F66F 
if 
  $LOC_VAR_778 == 22 
jf @HEATS_2F63E 
$LOC_VAR_779 = 84.0 
$LOC_VAR_778 = 1 
jump @HEATS_2ECB9 

:HEATS_2F63E
wait 27@ 
$LOC_VAR_778 += 1 
$LOC_VAR_779 += 9.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @HEATS_2ECB9 

:HEATS_2F66F
0494: get_joystick 0 direction_offset_to $LOC_VAR_280 $LOC_VAR_281 $LOC_VAR_282 $LOC_VAR_283 
if and
  0 > $LOC_VAR_281 
80E1:   not player 0 pressed_key 16 
jf @HEATS_2F6F2 
if 
  $LOC_VAR_778 == 1 
jf @HEATS_2F6C1 
$LOC_VAR_778 = 22 
$LOC_VAR_779 = 273.0 
jump @HEATS_2ECB9 

:HEATS_2F6C1
wait 27@ 
$LOC_VAR_778 -= 1 
$LOC_VAR_779 -= 9.0 
018C: play_sound 1052 at 0.0 0.0 0.0 
jump @HEATS_2ECB9 

:HEATS_2F6F2
if 
00E1:   player 0 pressed_key 15 
jf @HEATS_2F721 
$LOC_VAR_778 = 1 
$LOC_VAR_779 = 84.0 
03E6: remove_text_box 
03F0: enable_text_draw 0 
jump @FST_MENU_50E 

:HEATS_2F721
if 
  $LOC_VAR_778 == 1 
jf @HEATS_2F864 
if 
00E1:   player 0 pressed_key 16 
jf @HEATS_2F864 
0661: NOP "================================================================" 

:HEATS_2F788
wait 0 
if 
  $LOC_VAR_296 == 1 
jf @HEATS_2F7CF 
$LOC_VAR_296 = 0 
wait 50 
0A8C: write_memory 9867584 size 4 value 0 virtual_protect 0 
03E5: show_text_box 'DEACTI' 
$LOC_VAR_23 = 0 
jump @HEATS_2F819 

:HEATS_2F7CF
if 
   not $LOC_VAR_296 == 1 
jf @HEATS_2F812 
$LOC_VAR_296 = 1 
wait 50 
0A8C: write_memory 9867584 size 4 value 1 virtual_protect 0 
03E5: show_text_box 'ACTI' 
$LOC_VAR_23 = 1 
jump @HEATS_2F819 

:HEATS_2F812
jump @HEATS_2F788 

:HEATS_2F819
0661: NOP "================================================================" 
jump @HEATS_2ECB9 

:HEATS_2F864
if 
  $LOC_VAR_778 == 2 
jf @HEATS_2F9A7 
if 
00E1:   player 0 pressed_key 16 
jf @HEATS_2F9A7 
0661: NOP "================================================================" 

:HEATS_2F8CB
wait 0 
if 
  $LOC_VAR_296 == 1 
jf @HEATS_2F912 
$LOC_VAR_296 = 0 
wait 50 
0A8C: write_memory 9867599 size 4 value 0 virtual_protect 0 
03E5: show_text_box 'DEACTI' 
$LOC_VAR_27 = 0 
jump @HEATS_2F95C 

:HEATS_2F912
if 
   not $LOC_VAR_296 == 1 
jf @HEATS_2F955 
$LOC_VAR_296 = 1 
wait 50 
0A8C: write_memory 9867599 size 4 value 1 virtual_protect 0 
03E5: show_text_box 'ACTI' 
$LOC_VAR_27 = 1 
jump @HEATS_2F95C 

:HEATS_2F955
jump @HEATS_2F8CB 

:HEATS_2F95C
0661: NOP "================================================================" 
jump @HEATS_2ECB9 

:HEATS_2F9A7
if 
  $LOC_VAR_778 == 3 
jf @HEATS_2FAEA 
if 
00E1:   player 0 pressed_key 16 
jf @HEATS_2FAEA 
0661: NOP "================================================================" 

:HEATS_2FA0E
wait 0 
if 
  $LOC_VAR_296 == 1 
jf @HEATS_2FA55 
$LOC_VAR_296 = 0 
wait 50 
0A8C: write_memory 9867600 size 4 value 0 virtual_protect 0 
03E5: show_text_box 'DEACTI' 
$LOC_VAR_28 = 0 
jump @HEATS_2FA9F 

:HEATS_2FA55
if 
   not $LOC_VAR_296 == 1 
jf @HEATS_2FA98 
$LOC_VAR_296 = 1 
wait 50 
0A8C: write_memory 9867600 size 4 value 1 virtual_protect 0 
03E5: show_text_box 'ACTI' 
$LOC_VAR_28 = 1 
jump @HEATS_2FA9F 

:HEATS_2FA98
jump @HEATS_2FA0E 

:HEATS_2FA9F
0661: NOP "================================================================" 
jump @HEATS_2ECB9 

:HEATS_2FAEA
if 
  $LOC_VAR_778 == 4 
jf @HEATS_2FC2D 
if 
00E1:   player 0 pressed_key 16 
jf @HEATS_2FC2D 
0661: NOP "================================================================" 

:HEATS_2FB51
wait 0 
if 
  $LOC_VAR_296 == 1 
jf @HEATS_2FB98 
$LOC_VAR_296 = 0 
wait 50 
0A8C: write_memory 9867601 size 4 value 0 virtual_protect 0 
03E5: show_text_box 'DEACTI' 
$LOC_VAR_29 = 0 
jump @HEATS_2FBE2 

:HEATS_2FB98
if 
   not $LOC_VAR_296 == 1 
jf @HEATS_2FBDB 
$LOC_VAR_296 = 1 
wait 50 
0A8C: write_memory 9867601 size 4 value 1 virtual_protect 0 
03E5: show_text_box 'ACTI' 
$LOC_VAR_29 = 1 
jump @HEATS_2FBE2 

:HEATS_2FBDB
jump @HEATS_2FB51 

:HEATS_2FBE2
0661: NOP "================================================================" 
jump @HEATS_2ECB9 

:HEATS_2FC2D
if 
  $LOC_VAR_778 == 5 
jf @HEATS_2FD70 
if 
00E1:   player 0 pressed_key 16 
jf @HEATS_2FD70 
0661: NOP "================================================================" 

:HEATS_2FC94
wait 0 
if 
  $LOC_VAR_296 == 1 
jf @HEATS_2FCDB 
$LOC_VAR_296 = 0 
wait 50 
0A8C: write_memory 9867602 size 4 value 0 virtual_protect 0 
03E5: show_text_box 'DEACTI' 
$LOC_VAR_31 = 0 
jump @HEATS_2FD25 

:HEATS_2FCDB
if 
   not $LOC_VAR_296 == 1 
jf @HEATS_2FD1E 
$LOC_VAR_296 = 1 
wait 50 
0A8C: write_memory 9867602 size 4 value 1 virtual_protect 0 
03E5: show_text_box 'ACTI' 
$LOC_VAR_31 = 1 
jump @HEATS_2FD25 

:HEATS_2FD1E
jump @HEATS_2FC94 

:HEATS_2FD25
0661: NOP "================================================================" 
jump @HEATS_2ECB9 

:HEATS_2FD70
if 
  $LOC_VAR_778 == 6 
jf @HEATS_2FEB3 
if 
00E1:   player 0 pressed_key 16 
jf @HEATS_2FEB3 
0661: NOP "================================================================" 

:HEATS_2FDD7
wait 0 
if 
  $LOC_VAR_296 == 1 
jf @HEATS_2FE1E 
$LOC_VAR_296 = 0 
wait 50 
0A8C: write_memory 9867605 size 4 value 0 virtual_protect 0 
03E5: show_text_box 'DEACTI' 
$LOC_VAR_34 = 0 
jump @HEATS_2FE68 

:HEATS_2FE1E
if 
   not $LOC_VAR_296 == 1 
jf @HEATS_2FE61 
$LOC_VAR_296 = 1 
wait 50 
0A8C: write_memory 9867605 size 4 value 1 virtual_protect 0 
03E5: show_text_box 'ACTI' 
$LOC_VAR_34 = 1 
jump @HEATS_2FE68 

:HEATS_2FE61
jump @HEATS_2FDD7 

:HEATS_2FE68
0661: NOP "================================================================" 
jump @HEATS_2ECB9 

:HEATS_2FEB3
if 
  $LOC_VAR_778 == 7 
jf @HEATS_2FFF6 
if 
00E1:   player 0 pressed_key 16 
jf @HEATS_2FFF6 
0661: NOP "================================================================" 

:HEATS_2FF1A
wait 0 
if 
  $LOC_VAR_296 == 1 
jf @HEATS_2FF61 
$LOC_VAR_296 = 0 
wait 50 
0A8C: write_memory 9867608 size 4 value 0 virtual_protect 0 
03E5: show_text_box 'DEACTI' 
$LOC_VAR_35 = 0 
jump @HEATS_2FFAB 

:HEATS_2FF61
if 
   not $LOC_VAR_296 == 1 
jf @HEATS_2FFA4 
$LOC_VAR_296 = 1 
wait 50 
0A8C: write_memory 9867608 size 4 value 1 virtual_protect 0 
03E5: show_text_box 'ACTI' 
$LOC_VAR_35 = 1 
jump @HEATS_2FFAB 

:HEATS_2FFA4
jump @HEATS_2FF1A 

:HEATS_2FFAB
0661: NOP "================================================================" 
jump @HEATS_2ECB9 

:HEATS_2FFF6
if 
  $LOC_VAR_778 == 8 
jf @HEATS_30139 
if 
00E1:   player 0 pressed_key 16 
jf @HEATS_30139 
0661: NOP "================================================================" 

:HEATS_3005D
wait 0 
if 
  $LOC_VAR_296 == 1 
jf @HEATS_300A4 
$LOC_VAR_296 = 0 
wait 50 
0A8C: write_memory 9867609 size 4 value 0 virtual_protect 0 
03E5: show_text_box 'DEACTI' 
$LOC_VAR_36 = 0 
jump @HEATS_300EE 

:HEATS_300A4
if 
   not $LOC_VAR_296 == 1 
jf @HEATS_300E7 
$LOC_VAR_296 = 1 
wait 50 
0A8C: write_memory 9867609 size 4 value 1 virtual_protect 0 
03E5: show_text_box 'ACTI' 
$LOC_VAR_36 = 1 
jump @HEATS_300EE 

:HEATS_300E7
jump @HEATS_3005D 

:HEATS_300EE
0661: NOP "================================================================" 
jump @HEATS_2ECB9 

:HEATS_30139
if 
  $LOC_VAR_778 == 9 
jf @HEATS_3027C 
if 
00E1:   player 0 pressed_key 16 
jf @HEATS_3027C 
0661: NOP "================================================================" 

:HEATS_301A0
wait 0 
if 
  $LOC_VAR_296 == 1 
jf @HEATS_301E7 
$LOC_VAR_296 = 0 
wait 50 
0A8C: write_memory 9867610 size 4 value 0 virtual_protect 0 
03E5: show_text_box 'DEACTI' 
$LOC_VAR_37 = 0 
jump @HEATS_30231 

:HEATS_301E7
if 
   not $LOC_VAR_296 == 1 
jf @HEATS_3022A 
$LOC_VAR_296 = 1 
wait 50 
0A8C: write_memory 9867610 size 4 value 1 virtual_protect 0 
03E5: show_text_box 'ACTI' 
$LOC_VAR_37 = 1 
jump @HEATS_30231 

:HEATS_3022A
jump @HEATS_301A0 

:HEATS_30231
0661: NOP "================================================================" 
jump @HEATS_2ECB9 

:HEATS_3027C
if 
  $LOC_VAR_778 == 10 
jf @HEATS_303BF 
if 
00E1:   player 0 pressed_key 16 
jf @HEATS_303BF 
0661: NOP "================================================================" 

:HEATS_302E3
wait 0 
if 
  $LOC_VAR_296 == 1 
jf @HEATS_3032A 
$LOC_VAR_296 = 0 
wait 50 
0A8C: write_memory 9867611 size 4 value 0 virtual_protect 0 
03E5: show_text_box 'DEACTI' 
$LOC_VAR_38 = 0 
jump @HEATS_30374 

:HEATS_3032A
if 
   not $LOC_VAR_296 == 1 
jf @HEATS_3036D 
$LOC_VAR_296 = 1 
wait 50 
0A8C: write_memory 9867611 size 4 value 1 virtual_protect 0 
03E5: show_text_box 'ACTI' 
$LOC_VAR_38 = 1 
jump @HEATS_30374 

:HEATS_3036D
jump @HEATS_302E3 

:HEATS_30374
0661: NOP "================================================================" 
jump @HEATS_2ECB9 

:HEATS_303BF
if 
  $LOC_VAR_778 == 11 
jf @HEATS_30502 
if 
00E1:   player 0 pressed_key 16 
jf @HEATS_30502 
0661: NOP "================================================================" 

:HEATS_30426
wait 0 
if 
  $LOC_VAR_296 == 1 
jf @HEATS_3046D 
$LOC_VAR_296 = 0 
wait 50 
0A8C: write_memory 9867616 size 4 value 0 virtual_protect 0 
03E5: show_text_box 'DEACTI' 
$LOC_VAR_39 = 0 
jump @HEATS_304B7 

:HEATS_3046D
if 
   not $LOC_VAR_296 == 1 
jf @HEATS_304B0 
$LOC_VAR_296 = 1 
wait 50 
0A8C: write_memory 9867616 size 4 value 1 virtual_protect 0 
03E5: show_text_box 'ACTI' 
$LOC_VAR_39 = 1 
jump @HEATS_304B7 

:HEATS_304B0
jump @HEATS_30426 

:HEATS_304B7
0661: NOP "================================================================" 
jump @HEATS_2ECB9 

:HEATS_30502
if 
  $LOC_VAR_778 == 12 
jf @HEATS_30645 
if 
00E1:   player 0 pressed_key 16 
jf @HEATS_30645 
0661: NOP "================================================================" 

:HEATS_30569
wait 0 
if 
  $LOC_VAR_296 == 1 
jf @HEATS_305B0 
$LOC_VAR_296 = 0 
wait 50 
0A8C: write_memory 9867615 size 4 value 0 virtual_protect 0 
03E5: show_text_box 'DEACTI' 
$LOC_VAR_40 = 0 
jump @HEATS_305FA 

:HEATS_305B0
if 
   not $LOC_VAR_296 == 1 
jf @HEATS_305F3 
$LOC_VAR_296 = 1 
wait 50 
0A8C: write_memory 9867615 size 4 value 1 virtual_protect 0 
03E5: show_text_box 'ACTI' 
$LOC_VAR_40 = 1 
jump @HEATS_305FA 

:HEATS_305F3
jump @HEATS_30569 

:HEATS_305FA
0661: NOP "================================================================" 
jump @HEATS_2ECB9 

:HEATS_30645
if 
  $LOC_VAR_778 == 13 
jf @HEATS_30788 
if 
00E1:   player 0 pressed_key 16 
jf @HEATS_30788 
0661: NOP "================================================================" 

:HEATS_306AC
wait 0 
if 
  $LOC_VAR_296 == 1 
jf @HEATS_306F3 
$LOC_VAR_296 = 0 
wait 50 
0A8C: write_memory 9867613 size 4 value 0 virtual_protect 0 
03E5: show_text_box 'DEACTI' 
$LOC_VAR_41 = 0 
jump @HEATS_3073D 

:HEATS_306F3
if 
   not $LOC_VAR_296 == 1 
jf @HEATS_30736 
$LOC_VAR_296 = 1 
wait 50 
0A8C: write_memory 9867613 size 4 value 1 virtual_protect 0 
03E5: show_text_box 'ACTI' 
$LOC_VAR_41 = 1 
jump @HEATS_3073D 

:HEATS_30736
jump @HEATS_306AC 

:HEATS_3073D
0661: NOP "================================================================" 
jump @HEATS_2ECB9 

:HEATS_30788
if 
  $LOC_VAR_778 == 14 
jf @HEATS_308CB 
if 
00E1:   player 0 pressed_key 16 
jf @HEATS_308CB 
0661: NOP "================================================================" 

:HEATS_307EF
wait 0 
if 
  $LOC_VAR_296 == 1 
jf @HEATS_30836 
$LOC_VAR_296 = 0 
wait 50 
0A8C: write_memory 9867620 size 4 value 0 virtual_protect 0 
03E5: show_text_box 'DEACTI' 
$LOC_VAR_42 = 0 
jump @HEATS_30880 

:HEATS_30836
if 
   not $LOC_VAR_296 == 1 
jf @HEATS_30879 
$LOC_VAR_296 = 1 
wait 50 
0A8C: write_memory 9867620 size 4 value 1 virtual_protect 0 
03E5: show_text_box 'ACTI' 
$LOC_VAR_42 = 1 
jump @HEATS_30880 

:HEATS_30879
jump @HEATS_307EF 

:HEATS_30880
0661: NOP "================================================================" 
jump @HEATS_2ECB9 

:HEATS_308CB
if 
  $LOC_VAR_778 == 15 
jf @HEATS_30A0E 
if 
00E1:   player 0 pressed_key 16 
jf @HEATS_30A0E 
0661: NOP "================================================================" 

:HEATS_30932
wait 0 
if 
  $LOC_VAR_296 == 1 
jf @HEATS_30979 
$LOC_VAR_296 = 0 
wait 50 
0A8C: write_memory 9867628 size 4 value 0 virtual_protect 0 
03E5: show_text_box 'DEACTI' 
$LOC_VAR_43 = 0 
jump @HEATS_309C3 

:HEATS_30979
if 
   not $LOC_VAR_296 == 1 
jf @HEATS_309BC 
$LOC_VAR_296 = 1 
wait 50 
0A8C: write_memory 9867628 size 4 value 1 virtual_protect 0 
03E5: show_text_box 'ACTI' 
$LOC_VAR_43 = 1 
jump @HEATS_309C3 

:HEATS_309BC
jump @HEATS_30932 

:HEATS_309C3
0661: NOP "================================================================" 
jump @HEATS_2ECB9 

:HEATS_30A0E
if 
  $LOC_VAR_778 == 16 
jf @HEATS_30B51 
if 
00E1:   player 0 pressed_key 16 
jf @HEATS_30B51 
0661: NOP "================================================================" 

:HEATS_30A75
wait 0 
if 
  $LOC_VAR_296 == 1 
jf @HEATS_30ABC 
$LOC_VAR_296 = 0 
wait 50 
0A8C: write_memory 9867638 size 4 value 0 virtual_protect 0 
03E5: show_text_box 'DEACTI' 
$LOC_VAR_44 = 0 
jump @HEATS_30B06 

:HEATS_30ABC
if 
   not $LOC_VAR_296 == 1 
jf @HEATS_30AFF 
$LOC_VAR_296 = 1 
wait 50 
0A8C: write_memory 9867638 size 4 value 1 virtual_protect 0 
03E5: show_text_box 'ACTI' 
$LOC_VAR_44 = 1 
jump @HEATS_30B06 

:HEATS_30AFF
jump @HEATS_30A75 

:HEATS_30B06
0661: NOP "================================================================" 
jump @HEATS_2ECB9 

:HEATS_30B51
if 
  $LOC_VAR_778 == 17 
jf @HEATS_30C94 
if 
00E1:   player 0 pressed_key 16 
jf @HEATS_30C94 
0661: NOP "================================================================" 

:HEATS_30BB8
wait 0 
if 
  $LOC_VAR_296 == 1 
jf @HEATS_30BFF 
$LOC_VAR_296 = 0 
wait 50 
0A8C: write_memory 9867641 size 4 value 0 virtual_protect 0 
03E5: show_text_box 'DEACTI' 
$LOC_VAR_45 = 0 
jump @HEATS_30C49 

:HEATS_30BFF
if 
   not $LOC_VAR_296 == 1 
jf @HEATS_30C42 
$LOC_VAR_296 = 1 
wait 50 
0A8C: write_memory 9867641 size 4 value 1 virtual_protect 0 
03E5: show_text_box 'ACTI' 
$LOC_VAR_45 = 1 
jump @HEATS_30C49 

:HEATS_30C42
jump @HEATS_30BB8 

:HEATS_30C49
0661: NOP "================================================================" 
jump @HEATS_2ECB9 

:HEATS_30C94
if 
  $LOC_VAR_778 == 18 
jf @HEATS_30DD7 
if 
00E1:   player 0 pressed_key 16 
jf @HEATS_30DD7 
0661: NOP "================================================================" 

:HEATS_30CFB
wait 0 
if 
  $LOC_VAR_296 == 1 
jf @HEATS_30D42 
$LOC_VAR_296 = 0 
wait 50 
0A8C: write_memory 9867646 size 4 value 0 virtual_protect 0 
03E5: show_text_box 'DEACTI' 
$LOC_VAR_46 = 0 
jump @HEATS_30D8C 

:HEATS_30D42
if 
   not $LOC_VAR_296 == 1 
jf @HEATS_30D85 
$LOC_VAR_296 = 1 
wait 50 
0A8C: write_memory 9867646 size 4 value 1 virtual_protect 0 
03E5: show_text_box 'ACTI' 
$LOC_VAR_46 = 1 
jump @HEATS_30D8C 

:HEATS_30D85
jump @HEATS_30CFB 

:HEATS_30D8C
0661: NOP "================================================================" 
jump @HEATS_2ECB9 

:HEATS_30DD7
if 
  $LOC_VAR_778 == 19 
jf @HEATS_30F1A 
if 
00E1:   player 0 pressed_key 16 
jf @HEATS_30F1A 
0661: NOP "================================================================" 

:HEATS_30E3E
wait 0 
if 
  $LOC_VAR_296 == 1 
jf @HEATS_30E85 
$LOC_VAR_296 = 0 
wait 50 
0A8C: write_memory 9867635 size 4 value 0 virtual_protect 0 
03E5: show_text_box 'DEACTI' 
$LOC_VAR_47 = 0 
jump @HEATS_30ECF 

:HEATS_30E85
if 
   not $LOC_VAR_296 == 1 
jf @HEATS_30EC8 
$LOC_VAR_296 = 1 
wait 50 
0A8C: write_memory 9867635 size 4 value 1 virtual_protect 0 
03E5: show_text_box 'ACTI' 
$LOC_VAR_47 = 1 
jump @HEATS_30ECF 

:HEATS_30EC8
jump @HEATS_30E3E 

:HEATS_30ECF
0661: NOP "================================================================" 
jump @HEATS_2ECB9 

:HEATS_30F1A
if 
  $LOC_VAR_778 == 20 
jf @HEATS_3105D 
if 
00E1:   player 0 pressed_key 16 
jf @HEATS_3105D 
0661: NOP "================================================================" 

:HEATS_30F81
wait 0 
if 
  $LOC_VAR_296 == 1 
jf @HEATS_30FC8 
$LOC_VAR_296 = 0 
wait 50 
0A8C: write_memory 9867630 size 4 value 0 virtual_protect 0 
03E5: show_text_box 'DEACTI' 
$LOC_VAR_48 = 0 
jump @HEATS_31012 

:HEATS_30FC8
if 
   not $LOC_VAR_296 == 1 
jf @HEATS_3100B 
$LOC_VAR_296 = 1 
wait 50 
0A8C: write_memory 9867630 size 4 value 1 virtual_protect 0 
03E5: show_text_box 'ACTI' 
$LOC_VAR_48 = 1 
jump @HEATS_31012 

:HEATS_3100B
jump @HEATS_30F81 

:HEATS_31012
0661: NOP "================================================================" 
jump @HEATS_2ECB9 

:HEATS_3105D
if 
  $LOC_VAR_778 == 21 
jf @HEATS_311A0 
if 
00E1:   player 0 pressed_key 16 
jf @HEATS_311A0 
0661: NOP "================================================================" 

:HEATS_310C4
wait 0 
if 
  $LOC_VAR_296 == 1 
jf @HEATS_3110B 
$LOC_VAR_296 = 0 
wait 50 
0A8C: write_memory 9867621 size 4 value 0 virtual_protect 0 
03E5: show_text_box 'DEACTI' 
$LOC_VAR_49 = 0 
jump @HEATS_31155 

:HEATS_3110B
if 
   not $LOC_VAR_296 == 1 
jf @HEATS_3114E 
$LOC_VAR_296 = 1 
wait 50 
0A8C: write_memory 9867621 size 4 value 1 virtual_protect 0 
03E5: show_text_box 'ACTI' 
$LOC_VAR_49 = 1 
jump @HEATS_31155 

:HEATS_3114E
jump @HEATS_310C4 

:HEATS_31155
0661: NOP "================================================================" 
jump @HEATS_2ECB9 

:HEATS_311A0
if 
  $LOC_VAR_778 == 22 
jf @HEATS_312E3 
if 
00E1:   player 0 pressed_key 16 
jf @HEATS_312E3 
0661: NOP "================================================================" 

:HEATS_31207
wait 0 
if 
  $LOC_VAR_296 == 1 
jf @HEATS_3124E 
$LOC_VAR_296 = 0 
wait 50 
0A8C: write_memory 9867640 size 4 value 0 virtual_protect 0 
03E5: show_text_box 'DEACTI' 
$LOC_VAR_50 = 0 
jump @HEATS_31298 

:HEATS_3124E
if 
   not $LOC_VAR_296 == 1 
jf @HEATS_31291 
$LOC_VAR_296 = 1 
wait 50 
0A8C: write_memory 9867640 size 4 value 1 virtual_protect 0 
03E5: show_text_box 'ACTI' 
$LOC_VAR_50 = 1 
jump @HEATS_31298 

:HEATS_31291
jump @HEATS_31207 

:HEATS_31298
0661: NOP "================================================================" 
jump @HEATS_2ECB9 

:HEATS_312E3
wait 5 
jf @HEATS_2ECB9 
jump @HEATS_2ECB9 
0661: NOP "========================================================================" 
jump @FST_MENU_50E 

:HEATS_31348
if 
  $1610000 == 8 
jf @HEATS_3135A 

:HEATS_3135A
if 
  $1610000 == 8 
jf @HEATS_31462 
038E: draw_box_position 318.0 430.0 size 643.0 33.0 RGBA $BO1 $BO2 $BO3 $BALP 
$LOC_VAR_18 -= 2.0 
0342: set_text_draw_centered 1 
0348: enable_text_draw_proportional 1 
0340: set_text_draw_RGBA $RED $GREN $BLUE 255 
033F: set_text_draw_letter_size 0.2 1.2 
033E: set_draw_text_position $LOC_VAR_18 430.0 GXT 'CRED11' 
if 
   not $LOC_VAR_18 >= 3.0 
jf @HEATS_31462 
0342: set_text_draw_centered 1 
0348: enable_text_draw_proportional 1 
0209: $LOC_VAR_278 = random_int_in_ranges 1 200 
0209: $LOC_VAR_279 = random_int_in_ranges 1 200 
0349: set_text_draw_font 2 
0340: set_text_draw_RGBA $LOC_VAR_278 $LOC_VAR_279 255 250 
033F: set_text_draw_letter_size 0.3 0.8 
033E: set_draw_text_position $TEMPVAR_Y_COORD 430.0 GXT 'LSC' 
$TEMPVAR_Y_COORD -= 2.0 
if 
   not $TEMPVAR_Y_COORD >= 3.0 
jf @HEATS_31462 
$TEMPVAR_Y_COORD = 900.0 
$LOC_VAR_18 = 900.0 

:HEATS_31462
jf @FST_MENU_50E 
jump @FST_MENU_50E 
