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

//-------------MAIN---------------
0000: //-+--Texture 3D
thread 'AIM9'

0adf: "THEALTH" "CHEALTH ~W~~1~"
0adf: "WEAPONS" "WEAPONS ~W~~1~"
 
27@ = 8.0
24@ = 8.0
21@ = 4.0

WHILE TRUE
        if 0AD2: 31@ = player $PLAYER_CHAR targeted_actor //IF and SET 
        THEN                                                                              
            if and                                                                        
                056D:   actor 31@ defined                                                 
                803B:   not  31@ == $PLAYER_ACTOR // (int)                                
            THEN
                04C4: store_coords_to 10@ 20@ 23@ from_actor 31@ with_offset 0.0 0.0 1.6        
                0AB1: call_scm_func @HEALTH_13AF 3 10@ 20@ 23@ 4@ 5@
                29@ = Actor.Health(31@)
                0470: 28@ = actor 31@ current_weapon
                005B: 5@ += 21@ // (float)  
                0342: set_text_draw_centered 1                                                  
                0349: set_text_draw_font 3                                                      
                060D: draw_text_shadow 0 rgba 255 255 255 150
                033F: set_text_draw_letter_size 0.2 0.7                                   
                0340: set_text_draw_RGBA 255 165 0 255 
                081C: draw_text_outline 1 RGBA 0 0 0 150
                0665: get_actor 31@ model_to 22@
                IF AND
                   22@ >= 0
                   288 >= 22@
                THEN
                0AD3: 13@v = format "N%x"  22@       
                033E: draw_text_1number 4@ 5@ GXT  13@v // @s = 'short'                       
                03F0: enable_text_draw 0                                                        
                005B: 5@ += 27@ // (float)
                038E: draw_box_position 4@ 5@ size 72.0 32.0 RGBA 255 255 255 150 
                038E: draw_box_position 4@ 5@ size 70.0 30.0 RGBA 0 0 0 255
                
               //005B: 5@ += 24@ // (float)  
                0342: set_text_draw_centered 1                                
                0349: set_text_draw_font 3                                    
                060D: draw_text_shadow 0 rgba 255 255 255 150                 
                0340: set_text_draw_RGBA 208 16 8 255
                033F: set_text_draw_letter_size 0.2 0.7                     
                081C: draw_text_outline 1 RGBA 0 0 0 150                      
                045A: draw_text_1number 4@ 5@ GXT 'THEALTH' number 29@
                005B: 5@ += 24@ // (float)          
                0342: set_text_draw_centered 1                                
                0349: set_text_draw_font 3                                    
                060D: draw_text_shadow 0 rgba 255 255 255 150                 
                0340: set_text_draw_RGBA 0 252 252 255
                033F: set_text_draw_letter_size 0.2 0.7                       
                081C: draw_text_outline 1 RGBA 0 0 0 150                      
                045A: draw_text_1number 4@ 5@ GXT 'WEAPONS' number 28@
                END
            END 
        END     
        WAIT 0                                                                               
END             
 

:HEALTH_13AF
18@ = 1 
0A9F: 19@ = current_thread_pointer 
0AB1: call_scm_func @HEALTH_1DFF 2 19@ 0 14@  
0AB1: call_scm_func @HEALTH_1DFF 2 19@ 3 15@  
0AB1: call_scm_func @HEALTH_1DFF 2 19@ 6 16@  
0AB1: call_scm_func @HEALTH_1DFF 2 19@ 9 17@  
0AB1: call_scm_func @HEALTH_1DFF 2 19@ 12 18@  
0AA5: call 7392816 num_params 6 pop 6 18@ 18@ 17@ 16@ 15@ 14@  
0AB1: call_scm_func @HEALTH_24BF 2 3@ 4@ 3@ 4@  
0AB2: ret 2 3@ 4@ 

:HEALTH_1DFF
if 
   not 0@ == 0 
jf @HEALTH_23CF 
1@ *= 4 
0A8E: 2@ = 0@ + 220 // int 
if 
  2@ == 1 
jf @HEALTH_226F 
1@ += 10783072 
jump @HEALTH_235F 

:HEALTH_226F
005A: 1@ += 0@ // (int) 
1@ += 60 

:HEALTH_235F
jump @HEALTH_243F 

:HEALTH_23CF
1@ = 0 

:HEALTH_243F
0AB2: ret 1 1@ 

:HEALTH_24BF
2@ = 640.0 
0A8D: 4@ = read_memory 12677188 size 4 virtual_protect 0 
0093: 4@ = integer 4@ to_float 
0073: 2@ /= 4@ // (float) 
006B: 0@ *= 2@ // (float) 
3@ = 448.0 
0A8D: 5@ = read_memory 12677192 size 4 virtual_protect 0 
0093: 5@ = integer 5@ to_float 
0073: 3@ /= 5@ // (float) 
006B: 1@ *= 3@ // (float) 
0AB2: ret 2 0@ 1@ 