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

//-------------MAIN---------------
thread 'AIR' 
20@ = 0 
24@ = 0 

:AIR_19
wait 0 
if 
   Player.Defined(0)
jf @AIR_19 
Model.Load(#HYDRA)
Model.Load(#FAM1)
Model.Load(1636)
038B: load_requested_models 
if or
   not Model.Available(#HYDRA)
   not Model.Available(#FAM1)
   not Model.Available(1636)
jf @AIR_79 
0ACD: show_text_highpriority "~R~~H~FATAL ERROR TERMINATE" time 19000 
end_thread 

:AIR_79
wait 0 
04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 -100.0 80.0 
22@ = Car.Create(#HYDRA, 6@, 7@, 8@)
Actor.StorePos($PLAYER_ACTOR, 6@, 7@, 8@)
Car.SetImmunities(22@, 1, 1, 1, 1, 1)
039F: set_car 22@ race_to 6@ 7@ 
0825: set_helicopter 22@ instant_rotor_start 
9@ = Actor.CreateAsDriver(Gang2, #FAM1, 22@)
Actor.RemoveFromMissionCleanupList(9@)
Actor.Health(9@) = 100000
Actor.SetImmunities(9@, 1, 1, 1, 1, 1)
30@ = Marker.CreateAboveActor(9@)
0AC6: 4@ = label @AIR_14BF offset 
0A8C: write_memory 4@ size 4 value 22@ virtual_protect 0 

:AIR_120
wait 0 
if 
0AB6: store_target_marker_coords_to 1@ 2@ 3@ // IF and SET 
jf @AIR_15E 
04D2: set_plane 22@ fly_autopilot_around_point 1@ 2@ 3@ altitude_between 75.0 and 75.0 
0745: set_hydra 22@ thrust_to_horizontal 
jump @AIR_179 

:AIR_15E
0ACD: show_text_highpriority "~R~~H~SET DISTINATION" time 100 

:AIR_179
if 
00EE:   actor 9@ sphere 0 near_point 1@ 2@ radius 25.0 25.0 in_car 
jf @AIR_1B4 
if 
  20@ == 0 
jf @AIR_1B4 
jump @AIR_20C 

:AIR_1B4
if 
0AF0: 15@ = get_int_from_ini_file "CLEO\POZIT.INI" section "AIR" key "RES" 
jf @AIR_1FC 
if or
  15@ == 1 
81F3:   not car 22@ in_air 
jf @AIR_1FC 
jump @AIR_848 

:AIR_1FC
jump @AIR_322 
jump @AIR_120 
end_thread 

:AIR_20C
0@ = 0 

:AIR_213
0085: 23@ = 0@ // (int) 
23@ *= 4 
0407: store_coords_to 6@ 7@ 8@ from_car 22@ with_offset 0.0 0.0 -9.0 
0ACD: show_text_highpriority "~R~~H~OK" time 190 
21@ = Object.Create(1636, 6@, 7@, 8@)
0750: set_object 21@ visibility 1 
04D9: object 21@ set_scripted_collision_check 1 
Object.CollisionDetection(21@) = True
0906: set_object 21@ mass_to 30000.0 // float 
0908: set_object 21@ turn_mass_to 30000.0 // float 
Object.ToggleInMovingList(21@) = True
08D2: object 21@ scale_model 1.1 
5@ = Actor.Angle(9@)
02F6: 10@ = sine 5@ // (float) 
02F7: 11@ = cosine 5@ // (float) 
14@ *= 2.0 
10@ *= 2.0 
10@ *= -10.0 
Object.Throw(21@, 10@, 11@, 8@)
Object.StorePos(21@, 12@, 13@, 14@)
0AC6: 4@ = label @AIR_8C7 offset 
005A: 4@ += 23@ // (int) 
0A8C: write_memory 4@ size 4 value 21@ virtual_protect 0 
wait 50 
0@ += 1 
  0@ > 49 
jf @AIR_213 

:AIR_322
20@ = 0 
0@ = 0 

:AIR_330
0085: 23@ = 0@ // (int) 
23@ *= 4 
0AC6: 4@ = label @AIR_8C7 offset 
005A: 4@ += 23@ // (int) 
0A8D: 21@ = read_memory 4@ size 4 virtual_protect 0 
if 
  21@ > 0 
jf @AIR_471 
if 
03CA:   object 21@ exists 
jf @AIR_471 
20@ += 1 
0085: 25@ = 20@ // (int) 
0400: store_coords_to 12@ 13@ 14@ from_object 21@ with_offset 0.0 0.0 0.0 
02CE: 16@ = ground_z_at 12@ 13@ 14@ 
016F: create_particle 3 rotation_factor 0.0 size 1.0 intensity 150 flags 255 0 0 at 1@ 2@ 3@ 
024F: create_corona_with_radius 0.2 type 2 lensflares 0 with_color 255 0 0 at 1@ 2@ 3@ 
09E5: create_flash_light_at 12@ 13@ 14@ RGB_mask 255 0 0 radius 200.0 
if and
   not 14 >= 16@ 
04DA:   has_object 21@ collided 
jf @AIR_439 
0085: 19@ = 0@ // (int) 
jump @AIR_652 
jump @AIR_471 

:AIR_439
if or
04E7:   object 21@ in_water 
8474:   not actor $PLAYER_ACTOR near_object_in_cube 21@ radius 800.0 800.0 800.0 sphere 0 
jf @AIR_471 
0085: 19@ = 0@ // (int) 
jump @AIR_743 

:AIR_471
0@ += 1 
  0@ > 49 
jf @AIR_330 
if 
  33@ >= 20000 
jf @AIR_641 
33@ = 0 
0209: 31@ = random_int_in_ranges 1 5 
if 
  31@ == 1 
jf @AIR_520 
0AB6: store_target_marker_coords_to 1@ 2@ 3@ // IF and SET 
04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 -100.0 80.0 
Car.PutAt(22@, 6@, 7@, 8@)
04D2: set_plane 22@ fly_autopilot_around_point 1@ 2@ 3@ altitude_between 75.0 and 75.0 
0745: set_hydra 22@ thrust_to_horizontal 
039F: set_car 22@ race_to 1@ 2@ 
jump @AIR_641 

:AIR_520
if 
  31@ == 2 
jf @AIR_596 
04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 -100.0 80.0 
Car.PutAt(22@, 6@, 7@, 8@)
04D2: set_plane 22@ fly_autopilot_around_point 1@ 2@ 3@ altitude_between 75.0 and 75.0 
0745: set_hydra 22@ thrust_to_horizontal 
039F: set_car 22@ race_to 1@ 2@ 
0AB1: call_scm_func @AIR_98F 0  
jump @AIR_641 

:AIR_596
if 
  31@ == 3 
jf @AIR_60C 
04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 -100.0 80.0 
Car.PutAt(22@, 6@, 7@, 8@)
04D2: set_plane 22@ fly_autopilot_around_point 1@ 2@ 3@ altitude_between 75.0 and 75.0 
0745: set_hydra 22@ thrust_to_horizontal 
039F: set_car 22@ race_to 1@ 2@ 
0AB1: call_scm_func @AIR_10C7 0  
jump @AIR_641 

:AIR_60C
if 
  31@ == 4 
jf @AIR_62F 
0AB1: call_scm_func @AIR_12BA 0  
jump @AIR_641 

:AIR_62F
if 
  31@ == 5 
jf @AIR_641 

:AIR_641
0AB1: call_scm_func @AIR_C25 0  
jump @AIR_120 

:AIR_652
0085: 23@ = 19@ // (int) 
23@ *= 4 
0AC6: 4@ = label @AIR_8C7 offset 
005A: 4@ += 23@ // (int) 
0A8D: 21@ = read_memory 4@ size 4 virtual_protect 0 
if 
03CA:   object 21@ exists 
jf @AIR_73C 
Object.StorePos(21@, 12@, 13@, 14@)
0400: store_coords_to 12@ 13@ 14@ from_object 21@ with_offset 0.0 0.0 0.0 
30@ = 0 

:AIR_6C1
0208: 17@ = random_float_in_ranges -10.2 10.2 
0208: 18@ = random_float_in_ranges -10.2 10.2
0085: 23@ = 19@ // (int) 
23@ *= 4 
0AC6: 4@ = label @AIR_8C7 offset 
005A: 4@ += 23@ // (int) 
0A8D: 21@ = read_memory 4@ size 4 virtual_protect 0
if 03CA:   object 21@ exists 
then 
    0400: store_coords_to 12@ 13@ 14@ from_object 21@ with_offset 17@ 18@ 0.0 
    0948: create_explosion_at 12@ 13@ 14@ type 0 camera_shake 1.0 
    0948: create_explosion_at 12@ 13@ 14@ type 1 camera_shake 1.0
end 
wait 30 
30@ += 1 
  30@ > 10 
jf @AIR_6C1 
jump @AIR_743 

:AIR_73C
jump @AIR_322 

:AIR_743
0085: 23@ = 19@ // (int) 
23@ *= 4 
0AC6: 4@ = label @AIR_8C7 offset 
005A: 4@ += 23@ // (int) 
0A8D: 21@ = read_memory 4@ size 4 virtual_protect 0 
if 
03CA:   object 21@ exists 
jf @AIR_7B3 
Object.RemoveReferences(21@)
Object.Destroy(21@)
Model.Destroy(1636)
0A8C: write_memory 4@ size 4 value 0 virtual_protect 0 
if 
  20@ > 0 
jf @AIR_7B3 
20@ -= 1 

:AIR_7B3
jump @AIR_322 
return 
04C4: store_coords_to 12@ 13@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 
if 
0AE2: 28@ = random_vehicle_near_point 12@ 13@ 14@ in_radius 200.0 find_next 1 pass_wrecked 0 //IF and SET 
jf @AIR_846 
if 
   not 28@ == -1 
jf @AIR_846 
if 
   not Car.Wrecked(28@)
jf @AIR_846 
29@ = Car.Model(28@)
if 
  29@ == 497 
jf @AIR_846 
Car.StorePos(28@, 1@, 2@, 3@)

:AIR_846
return 

:AIR_848
Actor.RemoveReferences(9@)
Car.RemoveReferences(22@)
0@ = 0 

:AIR_859
0085: 23@ = 0@ // (int) 
23@ *= 4 
0AC6: 4@ = label @AIR_8C7 offset 
005A: 4@ += 23@ // (int) 
0A8D: 21@ = read_memory 4@ size 4 virtual_protect 0 
if 
03CA:   object 21@ exists 
jf @AIR_8B0 
Object.RemoveReferences(21@)
Object.Destroy(21@)
Model.Destroy(1636)
0A8C: write_memory 4@ size 4 value 0 virtual_protect 0 

:AIR_8B0
0@ += 1 
  0@ > 49 
jf @AIR_859 
end_thread 

:AIR_8C7
hex
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00
end

:AIR_98F
0@ = 1 

:AIR_996
0085: 23@ = 0@ // (int) 
23@ *= 4 
0AC6: 4@ = label @AIR_14C7 offset 
005A: 4@ += 23@ // (int) 
0A8D: 1@ = read_memory 4@ size 4 virtual_protect 0 
if 
  1@ == 0 
jf @AIR_C07 
0AC6: 4@ = label @AIR_14BF offset 
0A8D: 16@ = read_memory 4@ size 4 virtual_protect 0 
if 
  16@ > 0 
jf @AIR_C0B 
0407: store_coords_to 3@ 4@ 5@ from_car 16@ with_offset 0.0 1.5 -2.0 
17@ = Object.Create(1598, 3@, 4@, 5@)
0750: set_object 17@ visibility 1 
08D2: object 17@ scale_model 0.1 
04D9: object 17@ set_scripted_collision_check 1 
Object.CollisionDetection(17@) = True
0906: set_object 17@ mass_to 30000.0 // float 
0908: set_object 17@ turn_mass_to 30000.0 // float 
6@ = Object.Create(#MISSILE, 3@, 4@, 5@)
08D2: object 17@ scale_model 0.1 
069A: attach_object 6@ to_object 17@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
Object.CollisionDetection(6@) = False
097B: play_audio_at_object 17@ event 1157 
066E: create_particle "TANK_FIRE" attached_to_object 6@ with_offset 0.8 0.0 0.0 rotation 0.866025 0 0.5000008 flag 1 store_to 0@ 
064C: make_particle 0@ visible 
064F: remove_references_to_particle 0@ 
0AC6: 4@ = label @AIR_14BF offset 
0A8D: 16@ = read_memory 4@ size 4 virtual_protect 0 
if 
  16@ > 0 
jf @AIR_C0B 
if and
03CA:   object 16@ exists 
03CA:   object 6@ exists 
jf @AIR_B3F 
7@ = Car.Angle(16@)
7@ -= 92.0 
Object.Angle(6@) = 7@

:AIR_B3F
02F6: 9@ = sine 7@ // (float) 
02F7: 12@ = cosine 7@ // (float) 
12@ *= 90.0 
9@ *= 90.0 
9@ *= -1.0 
Object.ToggleInMovingList(17@) = True
0400: store_coords_to 13@ 14@ 15@ from_object 17@ with_offset 0.0 0.0 0.0 
0063: 2@ -= 15@ // (float) 
Object.Throw(17@, 9@, 12@, 2@)
33@ = 0 
0AC6: 4@ = label @AIR_14C7 offset 
005A: 4@ += 23@ // (int) 
0A8C: write_memory 4@ size 4 value 1 virtual_protect 0 
0AC6: 4@ = label @AIR_14DB offset 
005A: 4@ += 23@ // (int) 
0A8C: write_memory 4@ size 4 value 17@ virtual_protect 0 
0AC6: 4@ = label @AIR_14EF offset 
005A: 4@ += 23@ // (int) 
0A8C: write_memory 4@ size 4 value 6@ virtual_protect 0 

:AIR_C07
wait 30 

:AIR_C0B
0@ += 1 
  0@ > 5 
jf @AIR_996 
0AB2: ret 0 

:AIR_C25
0@ = 1 

:AIR_C2C
0085: 23@ = 0@ // (int) 
23@ *= 4 
0AC6: 4@ = label @AIR_14BF offset 
0A8D: 16@ = read_memory 4@ size 4 virtual_protect 0 
if 
  16@ > 0 
jf @AIR_F18 
0AC6: 4@ = label @AIR_14C7 offset 
005A: 4@ += 23@ // (int) 
0A8D: 1@ = read_memory 4@ size 4 virtual_protect 0 
if 
  1@ == 1 
jf @AIR_F18 
0AC6: 4@ = label @AIR_14DB offset 
005A: 4@ += 23@ // (int) 
0A8D: 17@ = read_memory 4@ size 4 virtual_protect 0 
if 
  17@ > 0 
jf @AIR_F18 
0AC6: 4@ = label @AIR_14EF offset 
005A: 4@ += 23@ // (int) 
0A8D: 6@ = read_memory 4@ size 4 virtual_protect 0 
if 
  6@ > 0 
jf @AIR_F18 
if 
03CA:   object 17@ exists 
jf @AIR_E09 
Actor.StorePos($PLAYER_ACTOR, 13@, 14@, 15@)
0AE1: 8@ = random_actor_near_point 13@ 14@ 15@ in_radius 500.0 find_next 1 pass_deads 0 //IF and SET 
if 
   not 8@ == -1 
jf @AIR_D3A 

:AIR_D3A
if and
056D:   actor 8@ defined 
03CA:   object 6@ exists 
jf @AIR_D69 
7@ = Actor.Angle(8@)
7@ -= 92.0 
Object.Angle(6@) = 7@

:AIR_D69
02F6: 9@ = sine 7@ // (float) 
02F7: 12@ = cosine 7@ // (float) 
12@ *= 90.0 
9@ *= 90.0 
9@ *= -1.0 
Object.ToggleInMovingList(17@) = True
0400: store_coords_to 13@ 14@ 15@ from_object 17@ with_offset 0.0 0.0 0.0 
0063: 2@ -= 15@ // (float) 
Object.Throw(17@, 9@, 12@, 2@)
095C: create_smoke_at 9@ 12@ 2@ velocity 0.0 0.0 0.0 RGBA 1.0 0.0 0.0 1.0 size 0.9 last_factor 0.0 

:AIR_E09
if and
03CA:   object 17@ exists 
03CA:   object 6@ exists 
jf @AIR_F18 
if 
056D:   actor 8@ defined 
jf @AIR_E59 
if 
0474:   actor 8@ near_object_in_cube 17@ radius 5.0 5.0 4.0 sphere 0 
jf @AIR_E59 
jump @AIR_EC7 

:AIR_E59
if or
04E6:   object 17@ near_point 18@ 19@ 20@ radius 20.1 20.1 1.1 flag 0 
04E7:   object 17@ in_water 
86BD:   not no_obstacles_between 9@ 12@ 2@ and 9@ 12@ 2@ solid 1 car 1 actor 0 object 1 particle 0 
8474:   not actor $PLAYER_ACTOR near_object_in_cube 17@ radius 200.0 200.0 100.0 sphere 0 
  33@ > 7000 
jf @AIR_F18 

:AIR_EC7
0400: store_coords_to 3@ 4@ 5@ from_object 17@ with_offset 0.0 0.0 0.0 
020C: create_explosion_with_radius 3 at 3@ 4@ 5@ 
Object.Destroy(17@)
Object.Destroy(6@)
0AC6: 4@ = label @AIR_14C7 offset 
005A: 4@ += 23@ // (int) 
0A8C: write_memory 4@ size 4 value 0 virtual_protect 0 

:AIR_F18
0@ += 1 
  0@ > 5 
jf @AIR_C2C 
0@ = 1 

:AIR_F34
0085: 23@ = 0@ // (int) 
23@ *= 4 
0AC6: 4@ = label @AIR_14C7 offset 
005A: 4@ += 23@ // (int) 
0A8D: 1@ = read_memory 4@ size 4 virtual_protect 0 
if 
  1@ == 1 
jf @AIR_10AD 
0AC6: 4@ = label @AIR_14DB offset 
005A: 4@ += 23@ // (int) 
0A8D: 17@ = read_memory 4@ size 4 virtual_protect 0 
if 
  17@ > 0 
jf @AIR_10AD 
0AC6: 4@ = label @AIR_14EF offset 
005A: 4@ += 23@ // (int) 
0A8D: 6@ = read_memory 4@ size 4 virtual_protect 0 
if 
  6@ > 0 
jf @AIR_10AD 
if 
03CA:   object 17@ exists 
jf @AIR_10AD 
if or
04E7:   object 17@ in_water 
86BD:   not no_obstacles_between 9@ 12@ 2@ and 9@ 12@ 2@ solid 1 car 1 actor 0 object 1 particle 0 
8474:   not actor $PLAYER_ACTOR near_object_in_cube 17@ radius 200.0 200.0 100.0 sphere 0 
  33@ > 7000 
jf @AIR_10AD 
if 
84E6:   not object 17@ near_point 9@ 12@ 2@ radius 5.1 5.1 5.1 flag 0 
jf @AIR_1086 
0400: store_coords_to 9@ 12@ 2@ from_object 17@ with_offset 0.0 0.0 0.0 
020C: create_explosion_with_radius 3 at 9@ 12@ 2@ 

:AIR_1086
Object.Destroy(17@)
Object.Destroy(6@)
0AC6: 4@ = label @AIR_14C7 offset 
005A: 4@ += 23@ // (int) 
0A8C: write_memory 4@ size 4 value 0 virtual_protect 0 

:AIR_10AD
0@ += 1 
  0@ > 5 
jf @AIR_F34 
0AB2: ret 0 

:AIR_10C7
0AC6: 4@ = label @AIR_14BF offset 
0A8D: 16@ = read_memory 4@ size 4 virtual_protect 0 
if 
  16@ > 0 
jf @AIR_12B5 
if 
056E:   car 16@ defined 
jf @AIR_12B5 
0407: store_coords_to 13@ 14@ 15@ from_car 16@ with_offset 0.0 0.0 -70.0 
0AE1: 8@ = random_actor_near_point 13@ 14@ 15@ in_radius 200.0 find_next 1 pass_deads 0 //IF and SET 
if 
   not 8@ == -1 
jf @AIR_12B5 
33@ = 0 

:AIR_114C
wait 0 
if 
  33@ >= 3000 
jf @AIR_116A 
jump @AIR_12B5 

:AIR_116A
0AC6: 4@ = label @AIR_14BF offset 
0A8D: 16@ = read_memory 4@ size 4 virtual_protect 0 
if and
056E:   car 16@ defined 
056D:   actor 8@ defined 
jf @AIR_12A5 
0208: 19@ = random_float_in_ranges -0.6 0.6 
0208: 17@ = random_float_in_ranges -0.6 0.6 
0407: store_coords_to 18@ 19@ 20@ from_car 16@ with_offset 19@ 1.0 17@ 
04C4: store_coords_to 3@ 4@ 5@ from_actor 8@ with_offset 0.0 0.0 0.0 
06BC: create_M4_shoot_from 18@ 19@ 20@ target 3@ 4@ 5@ energy 100 
016F: create_particle 3 rotation_factor 0.0 size 1.0 intensity 150 flags 0 255 0 at 18@ 19@ 20@ 
024F: create_corona_with_radius 0.2 type 2 lensflares 0 with_color 0 255 0 at 18@ 19@ 20@ 
09E5: create_flash_light_at 18@ 19@ 20@ RGB_mask 0 255 0 radius 200.0 
016F: create_particle 3 rotation_factor 0.0 size 1.5 intensity 150 flags 0 255 0 at 3@ 4@ 5@ 
024F: create_corona_with_radius 0.2 type 2 lensflares 0 with_color 0 255 0 at 3@ 4@ 5@ 
09E5: create_flash_light_at 3@ 4@ 5@ RGB_mask 0 255 0 radius 20.0 

:AIR_12A5
if 
   Actor.Dead(8@)
jf @AIR_114C 

:AIR_12B5
0AB2: ret 0 

:AIR_12BA
0AC6: 4@ = label @AIR_14BF offset 
0A8D: 16@ = read_memory 4@ size 4 virtual_protect 0 
if 
  16@ > 0 
jf @AIR_14BA 
if 
056E:   car 16@ defined 
jf @AIR_14BA 
0407: store_coords_to 13@ 14@ 15@ from_car 16@ with_offset 0.0 0.0 -70.0 
0AE1: 8@ = random_actor_near_point 13@ 14@ 15@ in_radius 200.0 find_next 1 pass_deads 0 //IF and SET 
if 
   not 8@ == -1 
jf @AIR_14BA 
33@ = 0 

:AIR_133F
wait 0 
if 
  33@ >= 3000 
jf @AIR_135D 
jump @AIR_14BA 

:AIR_135D
0AC6: 4@ = label @AIR_14BF offset 
0A8D: 16@ = read_memory 4@ size 4 virtual_protect 0 
if and
056E:   car 16@ defined 
056D:   actor 8@ defined 
jf @AIR_14AA 
0208: 19@ = random_float_in_ranges -0.6 0.6 
0208: 17@ = random_float_in_ranges -0.6 0.6 
0407: store_coords_to 18@ 19@ 20@ from_car 16@ with_offset 19@ 1.0 17@ 
04C4: store_coords_to 3@ 4@ 5@ from_actor 8@ with_offset 0.0 0.0 0.0 
06BC: create_M4_shoot_from 18@ 19@ 20@ target 3@ 4@ 5@ energy 50 
016F: create_particle 3 rotation_factor 0.0 size 1.0 intensity 150 flags 0 255 0 at 18@ 19@ 20@ 
024F: create_corona_with_radius 0.2 type 2 lensflares 0 with_color 0 255 0 at 18@ 19@ 20@ 
09E5: create_flash_light_at 18@ 19@ 20@ RGB_mask 0 255 0 radius 200.0 
016F: create_particle 3 rotation_factor 0.0 size 1.5 intensity 150 flags 0 255 0 at 3@ 4@ 5@ 
024F: create_corona_with_radius 0.2 type 2 lensflares 0 with_color 0 255 0 at 3@ 4@ 5@ 
09E5: create_flash_light_at 3@ 4@ 5@ RGB_mask 0 255 0 radius 20.0 
0948: create_explosion_at 3@ 4@ 5@ type 1 camera_shake 2.0 

:AIR_14AA
if 
   Actor.Dead(8@)
jf @AIR_133F 

:AIR_14BA
0AB2: ret 0 

:AIR_14BF
hex
 00 00 00 00 00 00 00 00
end

:AIR_14C7
hex
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00
end

:AIR_14DB
hex
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00
end

:AIR_14EF
hex
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00
end