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

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

:AIRSHIPS_19
wait 0 
if 
   Player.Defined(0)
jf @AIRSHIPS_19 
Model.Load(#ANDROM)
Model.Load(#FAM1)
Model.Load(1636)
038B: load_requested_models 
if or
   not Model.Available(#ANDROM)
   not Model.Available(#FAM1)
   not Model.Available(1636)
jf @AIRSHIPS_79 
0ACD: show_text_highpriority "~R~~H~FATAL ERROR TERMINATE" time 19000 
end_thread 

:AIRSHIPS_79
wait 0 
04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 -200.0 150.0 
22@ = Car.Create(#ANDROM, 6@, 7@, 8@)
Actor.StorePos($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 @AIRSHIPS_14CA offset 
0A8C: write_memory 4@ size 4 value 22@ virtual_protect 0 

:AIRSHIPS_120
wait 0 
if 
0AB6: store_target_marker_coords_to 1@ 2@ 3@ // IF and SET 
jf @AIRSHIPS_15E 
04D2: set_plane 22@ fly_autopilot_around_point 1@ 2@ 3@ altitude_between 100.0 and 100.0 
0745: set_hydra 22@ thrust_to_horizontal 
jump @AIRSHIPS_179 

:AIRSHIPS_15E
0ACD: show_text_highpriority "~R~~H~SET DISTINATION" time 100 

:AIRSHIPS_179
if 
00EE:   actor 9@ sphere 0 near_point 1@ 2@ radius 55.0 55.0 in_car 
jf @AIRSHIPS_1B4 
if 
  20@ == 0 
jf @AIRSHIPS_1B4 
jump @AIRSHIPS_1EA 

:AIRSHIPS_1B4
0AB4: 15@ = var 571 
if or
  15@ == 1 
81F3:   not car 22@ in_AIRSHIPS 
jf @AIRSHIPS_1DA 
jump @AIRSHIPS_853 

:AIRSHIPS_1DA
jump @AIRSHIPS_300 
jump @AIRSHIPS_120 
end_thread 

:AIRSHIPS_1EA
0@ = 0 

:AIRSHIPS_1F1
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 10.1 
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 @AIRSHIPS_8D2 offset 
005A: 4@ += 23@ // (int) 
0A8C: write_memory 4@ size 4 value 21@ virtual_protect 0 
wait 50 
0@ += 1 
  0@ > 49 
jf @AIRSHIPS_1F1 

:AIRSHIPS_300
20@ = 0 
0@ = 0 

:AIRSHIPS_30E
0085: 23@ = 0@ // (int) 
23@ *= 4 
0AC6: 4@ = label @AIRSHIPS_8D2 offset 
005A: 4@ += 23@ // (int) 
0A8D: 21@ = read_memory 4@ size 4 virtual_protect 0 
if 
  21@ > 0 
jf @AIRSHIPS_44F 
if 
03CA:   object 21@ exists 
jf @AIRSHIPS_44F 
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 @AIRSHIPS_417 
0085: 19@ = 0@ // (int) 
jump @AIRSHIPS_630 
jump @AIRSHIPS_44F 

:AIRSHIPS_417
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 @AIRSHIPS_44F 
0085: 19@ = 0@ // (int) 
jump @AIRSHIPS_74E 

:AIRSHIPS_44F
0@ += 1 
  0@ > 49 
jf @AIRSHIPS_30E 
if 
  33@ >= 20000 
jf @AIRSHIPS_61F 
33@ = 0 
0209: 31@ = random_int_in_ranges 1 5 
if 
  31@ == 1 
jf @AIRSHIPS_4FE 
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 @AIRSHIPS_61F 

:AIRSHIPS_4FE
if 
  31@ == 2 
jf @AIRSHIPS_574 
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 @AIRSHIPS_99A 0  
jump @AIRSHIPS_61F 

:AIRSHIPS_574
if 
  31@ == 3 
jf @AIRSHIPS_5EA 
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 @AIRSHIPS_10D2 0  
jump @AIRSHIPS_61F 

:AIRSHIPS_5EA
if 
  31@ == 4 
jf @AIRSHIPS_60D 
0AB1: call_scm_func @AIRSHIPS_12C5 0  
jump @AIRSHIPS_61F 

:AIRSHIPS_60D
if 
  31@ == 5 
jf @AIRSHIPS_61F 

:AIRSHIPS_61F
0AB1: call_scm_func @AIRSHIPS_C30 0  
jump @AIRSHIPS_120 

:AIRSHIPS_630
0085: 23@ = 19@ // (int) 
23@ *= 4 
0AC6: 4@ = label @AIRSHIPS_8D2 offset 
005A: 4@ += 23@ // (int) 
0A8D: 21@ = read_memory 4@ size 4 virtual_protect 0 
if 
03CA:   object 21@ exists 
jf @AIRSHIPS_747 
Object.StorePos(21@, 12@, 13@, 14@)
0400: store_coords_to 12@ 13@ 14@ from_object 21@ with_offset 0.0 0.0 0.0 
26@ = 0.0 
30@ = 0 

:AIRSHIPS_6A9
0208: 17@ = random_float_in_ranges -20.2 20.2 
0208: 18@ = random_float_in_ranges -20.2 20.2 
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 
024F: create_corona_with_radius 26@ type 2 lensflares 0 with_color 100 0 0 at 12@ 13@ 14@ 
wait 20 
26@ += 1.0 
30@ += 1 
  30@ > 200 
jf @AIRSHIPS_6A9 
jump @AIRSHIPS_74E 

:AIRSHIPS_747
jump @AIRSHIPS_300 

:AIRSHIPS_74E
0085: 23@ = 19@ // (int) 
23@ *= 4 
0AC6: 4@ = label @AIRSHIPS_8D2 offset 
005A: 4@ += 23@ // (int) 
0A8D: 21@ = read_memory 4@ size 4 virtual_protect 0 
if 
03CA:   object 21@ exists 
jf @AIRSHIPS_7BE 
Object.RemoveReferences(21@)
Object.Destroy(21@)
Model.Destroy(1636)
0A8C: write_memory 4@ size 4 value 0 virtual_protect 0 
if 
  20@ > 0 
jf @AIRSHIPS_7BE 
20@ -= 1 

:AIRSHIPS_7BE
jump @AIRSHIPS_300 
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 @AIRSHIPS_851 
if 
   not 28@ == -1 
jf @AIRSHIPS_851 
if 
   not Car.Wrecked(28@)
jf @AIRSHIPS_851 
29@ = Car.Model(28@)
if 
  29@ == 497 
jf @AIRSHIPS_851 
Car.StorePos(28@, 1@, 2@, 3@)

:AIRSHIPS_851
return 

:AIRSHIPS_853
Actor.RemoveReferences(9@)
Car.RemoveReferences(22@)
0@ = 0 

:AIRSHIPS_864
0085: 23@ = 0@ // (int) 
23@ *= 4 
0AC6: 4@ = label @AIRSHIPS_8D2 offset 
005A: 4@ += 23@ // (int) 
0A8D: 21@ = read_memory 4@ size 4 virtual_protect 0 
if 
03CA:   object 21@ exists 
jf @AIRSHIPS_8BB 
Object.RemoveReferences(21@)
Object.Destroy(21@)
Model.Destroy(1636)
0A8C: write_memory 4@ size 4 value 0 virtual_protect 0 

:AIRSHIPS_8BB
0@ += 1 
  0@ > 0 
jf @AIRSHIPS_864 
end_thread 

:AIRSHIPS_8D2
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

:AIRSHIPS_99A
0@ = 1 

:AIRSHIPS_9A1
0085: 23@ = 0@ // (int) 
23@ *= 4 
0AC6: 4@ = label @AIRSHIPS_14D2 offset 
005A: 4@ += 23@ // (int) 
0A8D: 1@ = read_memory 4@ size 4 virtual_protect 0 
if 
  1@ == 0 
jf @AIRSHIPS_C12 
0AC6: 4@ = label @AIRSHIPS_14CA offset 
0A8D: 16@ = read_memory 4@ size 4 virtual_protect 0 
if 
  16@ > 0 
jf @AIRSHIPS_C16 
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 @AIRSHIPS_14CA offset 
0A8D: 16@ = read_memory 4@ size 4 virtual_protect 0 
if 
  16@ > 0 
jf @AIRSHIPS_C16 
if and
03CA:   object 16@ exists 
03CA:   object 6@ exists 
jf @AIRSHIPS_B4A 
7@ = Car.Angle(16@)
7@ -= 92.0 
Object.Angle(6@) = 7@

:AIRSHIPS_B4A
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 @AIRSHIPS_14D2 offset 
005A: 4@ += 23@ // (int) 
0A8C: write_memory 4@ size 4 value 1 virtual_protect 0 
0AC6: 4@ = label @AIRSHIPS_14E6 offset 
005A: 4@ += 23@ // (int) 
0A8C: write_memory 4@ size 4 value 17@ virtual_protect 0 
0AC6: 4@ = label @AIRSHIPS_14FA offset 
005A: 4@ += 23@ // (int) 
0A8C: write_memory 4@ size 4 value 6@ virtual_protect 0 

:AIRSHIPS_C12
wait 30 

:AIRSHIPS_C16
0@ += 1 
  0@ > 5 
jf @AIRSHIPS_9A1 
0AB2: ret 0 

:AIRSHIPS_C30
0@ = 1 

:AIRSHIPS_C37
0085: 23@ = 0@ // (int) 
23@ *= 4 
0AC6: 4@ = label @AIRSHIPS_14CA offset 
0A8D: 16@ = read_memory 4@ size 4 virtual_protect 0 
if 
  16@ > 0 
jf @AIRSHIPS_F23 
0AC6: 4@ = label @AIRSHIPS_14D2 offset 
005A: 4@ += 23@ // (int) 
0A8D: 1@ = read_memory 4@ size 4 virtual_protect 0 
if 
  1@ == 1 
jf @AIRSHIPS_F23 
0AC6: 4@ = label @AIRSHIPS_14E6 offset 
005A: 4@ += 23@ // (int) 
0A8D: 17@ = read_memory 4@ size 4 virtual_protect 0 
if 
  17@ > 0 
jf @AIRSHIPS_F23 
0AC6: 4@ = label @AIRSHIPS_14FA offset 
005A: 4@ += 23@ // (int) 
0A8D: 6@ = read_memory 4@ size 4 virtual_protect 0 
if 
  6@ > 0 
jf @AIRSHIPS_F23 
if 
03CA:   object 17@ exists 
jf @AIRSHIPS_E14 
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 @AIRSHIPS_D45 

:AIRSHIPS_D45
if and
056D:   actor 8@ defined 
03CA:   object 6@ exists 
jf @AIRSHIPS_D74 
7@ = Actor.Angle(8@)
7@ -= 92.0 
Object.Angle(6@) = 7@

:AIRSHIPS_D74
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 

:AIRSHIPS_E14
if and
03CA:   object 17@ exists 
03CA:   object 6@ exists 
jf @AIRSHIPS_F23 
if 
056D:   actor 8@ defined 
jf @AIRSHIPS_E64 
if 
0474:   actor 8@ near_object_in_cube 17@ radius 5.0 5.0 4.0 sphere 0 
jf @AIRSHIPS_E64 
jump @AIRSHIPS_ED2 

:AIRSHIPS_E64
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 @AIRSHIPS_F23 

:AIRSHIPS_ED2
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 @AIRSHIPS_14D2 offset 
005A: 4@ += 23@ // (int) 
0A8C: write_memory 4@ size 4 value 0 virtual_protect 0 

:AIRSHIPS_F23
0@ += 1 
  0@ > 5 
jf @AIRSHIPS_C37 
0@ = 1 

:AIRSHIPS_F3F
0085: 23@ = 0@ // (int) 
23@ *= 4 
0AC6: 4@ = label @AIRSHIPS_14D2 offset 
005A: 4@ += 23@ // (int) 
0A8D: 1@ = read_memory 4@ size 4 virtual_protect 0 
if 
  1@ == 1 
jf @AIRSHIPS_10B8 
0AC6: 4@ = label @AIRSHIPS_14E6 offset 
005A: 4@ += 23@ // (int) 
0A8D: 17@ = read_memory 4@ size 4 virtual_protect 0 
if 
  17@ > 0 
jf @AIRSHIPS_10B8 
0AC6: 4@ = label @AIRSHIPS_14FA offset 
005A: 4@ += 23@ // (int) 
0A8D: 6@ = read_memory 4@ size 4 virtual_protect 0 
if 
  6@ > 0 
jf @AIRSHIPS_10B8 
if 
03CA:   object 17@ exists 
jf @AIRSHIPS_10B8 
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 @AIRSHIPS_10B8 
if 
84E6:   not object 17@ near_point 9@ 12@ 2@ radius 5.1 5.1 5.1 flag 0 
jf @AIRSHIPS_1091 
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@ 

:AIRSHIPS_1091
Object.Destroy(17@)
Object.Destroy(6@)
0AC6: 4@ = label @AIRSHIPS_14D2 offset 
005A: 4@ += 23@ // (int) 
0A8C: write_memory 4@ size 4 value 0 virtual_protect 0 

:AIRSHIPS_10B8
0@ += 1 
  0@ > 5 
jf @AIRSHIPS_F3F 
0AB2: ret 0 

:AIRSHIPS_10D2
0AC6: 4@ = label @AIRSHIPS_14CA offset 
0A8D: 16@ = read_memory 4@ size 4 virtual_protect 0 
if 
  16@ > 0 
jf @AIRSHIPS_12C0 
if 
056E:   car 16@ defined 
jf @AIRSHIPS_12C0 
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 @AIRSHIPS_12C0 
33@ = 0 

:AIRSHIPS_1157
wait 0 
if 
  33@ >= 3000 
jf @AIRSHIPS_1175 
jump @AIRSHIPS_12C0 

:AIRSHIPS_1175
0AC6: 4@ = label @AIRSHIPS_14CA offset 
0A8D: 16@ = read_memory 4@ size 4 virtual_protect 0 
if and
056E:   car 16@ defined 
056D:   actor 8@ defined 
jf @AIRSHIPS_12B0 
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 

:AIRSHIPS_12B0
if 
   Actor.Dead(8@)
jf @AIRSHIPS_1157 

:AIRSHIPS_12C0
0AB2: ret 0 

:AIRSHIPS_12C5
0AC6: 4@ = label @AIRSHIPS_14CA offset 
0A8D: 16@ = read_memory 4@ size 4 virtual_protect 0 
if 
  16@ > 0 
jf @AIRSHIPS_14C5 
if 
056E:   car 16@ defined 
jf @AIRSHIPS_14C5 
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 @AIRSHIPS_14C5 
33@ = 0 

:AIRSHIPS_134A
wait 0 
if 
  33@ >= 3000 
jf @AIRSHIPS_1368 
jump @AIRSHIPS_14C5 

:AIRSHIPS_1368
0AC6: 4@ = label @AIRSHIPS_14CA offset 
0A8D: 16@ = read_memory 4@ size 4 virtual_protect 0 
if and
056E:   car 16@ defined 
056D:   actor 8@ defined 
jf @AIRSHIPS_14B5 
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 

:AIRSHIPS_14B5
if 
   Actor.Dead(8@)
jf @AIRSHIPS_134A 

:AIRSHIPS_14C5
0AB2: ret 0 

:AIRSHIPS_14CA
hex
 00 00 00 00 00 00 00 00
end

:AIRSHIPS_14D2
hex
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00
end

:AIRSHIPS_14E6
hex
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00
end

:AIRSHIPS_14FA
hex
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00
end