{$CLEO}

THREAD 'HUL'

REPEAT 
WAIT 0
IF 0AAB: file_exists "CLEO\KEYS.INI"
THEN
    if 0AF0: 16@ "CLEO\KEYS.INI" "PATRIOT_GUNNER" "EXIT_TURRET"                                                               
    then break                                                                                
    else                                                                                      
        0AF1: write_int 54 to_ini_file "CLEO\KEYS.INI" "PATRIOT_GUNNER" "EXIT_TURRET"                               
    end                                                                                       
END 
UNTIL IF 0AAB: file_exists "CLEO\KEYS.INI"






while true
    wait 0
    28@ = false                                                                                                                                                                                                        
    #patriot.Load                                                                                                                                                                                                     
    #fam3.load                                                                                                                                                                                                         
    #mp5lng.load                                                                                                                                                                                                       
    038b:                                                                                                                                                                                                              
    while true                                                                                                                                                                                                         
    repeat                                                                                                                                                                                                             
    wait 0                                                                                                                                                                                                             
    until if player.Defined(0)                                                                                                                                                                                         
    09E8: $GYMFIGHT_INTERIOR = actor $PLAYER_ACTOR active_interior                                                                                                                                                     
    if $GYMFIGHT_INTERIOR == 0                                                                                                                                                                                        
    then                                                                                                                                                                                                               
        if 28@ == false                                                                                                                                                                                                
        then                                                                                                                                                                                                  
            0208: 6@ = random_float_in_ranges 50.2 100.2                                                                                                                                                               
            0208: 7@ = random_float_in_ranges 50.2 100.2                                                                                                                                                               
            04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 6@ 7@ -1.0                                                                                                                             
            04D3: get_nearest_car_path_coords_from 0@ 1@ 2@ type 0 store_to 6@ 7@ 8@                                                                                                                                   
            24@ = car.Create(#patriot,6@,7@,8@)                                                                                                                                                                        
            Car.Angle(24@) = 184.7214                                                                                                                                                                                   
            Car.SetMaxSpeed(24@, 253.0)                                                                                                                                                                                 
            Car.DoorStatus(24@) = 1                                                                                                                                                                                     
            car.Health(24@) = 20000                                                                                                                                                                                     
            00AE: set_car 24@ traffic_behaviour_to 2                                                                                                                                                                    
            Car.SetDriverBehaviour(24@, followroad)                                                                                                                                                                  
            053F: set_car 24@ tires_vulnerability 0                                                                                                                                                                     
            01EC: make_car 24@ very_heavy 1                                                                                                                                                                             
            Car.SetImmunities(24@, 0, 1, 0, 1, 1) 
            car.DoorStatus(24@, 4)                                                                                                                                                                               
            //5@ = marker.CreateAboveCar($vehicle_handle)                                                                                                                                                                           
            0587: enable_car 24@ validate_position 0                                                                                                                                                                    
            27@ = Actor.CreateAsDriver(gang2, #fam3, 24@)                                                                                                                                                                  
            29@ = Actor.CreateAsPassenger(gang2, #fam3, 24@, 0)
            3@ = Actor.CreateAsPassenger(gang2, #fam3, 24@, 1)
            17@ = Actor.CreateAsPassenger(gang2, #fam3, 24@, 2)
            0446: set_actor 29@ dismemberment_possible 0
            0446: set_actor 27@ dismemberment_possible 0
            0446: set_actor 3@ dismemberment_possible 0
            0446: set_actor 17@ dismemberment_possible 0
            Actor.Health(27@) = 1000     
            Actor.Health(29@) = 1000     
            Actor.Health(3@) = 1000     
            Actor.Health(17@) = 1000     
            Actor.SetImmunities($player_actor, 0, 0, 0, 0, 0)
            Actor.Health($player_actor) = 1000                                                                                                                                                                       
            0619: enable_actor $player_actor collision_detection 0                                                                                                                                                               
            22@ = Object.Create(2985, 0.0, 0.0, -25.0)                                                                                                                                                                 
            Object.CollisionDetection(22@) = False                                                                                                                                                                     
            0400: store_coords_to 0@ 1@ 2@ from_actor 22@ with_offset 0.0 2.0 1.1                                                                                                                                      
            Object.PutAt(22@, 0@ 1@ 2@)                                                                                                                                                                                
            0681: attach_object 22@ to_car 24@ with_offset 0.0 -1.0 0.5 rotation 0.0 0.0 0.0                                                                                                                            
            06A7: put_actor $player_actor into_turret_on_car 24@ at_car_offset 0.0 -1.5 1.2 position 1 shooting_angle 100.0 360.0 with_weapon 0                                                                                   
            0638: AS_actor $player_actor stay_put 1                                                                                                                                                                              
            04F4: put_actor $player_actor into_turret_on_object 22@ offset_from_object_origin -0.5 0.0 0.7 orientation 0 both_side_angle_limit 360.0 lock_weapon 0                                                                                                                                                                                                                            
            072F: enable_car 24@ stuck_check_distance 0.5 time 4000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path 7 // extended 03CC                                                                                                                 
            0190: add_car 24@ to_flipped_check // 6 max                                                                                                                                                                                                         
            //Car.SetDriverBehaviour($vehicle_handle, drivetoplayer)
            0978: copy_decision_maker 65540 to 6@ 
            0709: set_decision_maker 6@ on_event 36 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
            0709: set_decision_maker 6@ on_event 37 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
            0709: set_decision_maker 6@ on_event 36 taskID 1024 respect 0.0 hate 50.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
            060B: set_actor 29@ decision_maker_to 6@
            060B: set_actor 3@ decision_maker_to 6@ 
            060B: set_actor 17@ decision_maker_to 6@
            for 6@ = 0 to 22 step 1
                if and
                    not 6@ == 0
                     not 6@ == 8
                      not 6@ == 4
                       not 6@ == 5
                jf continue 
                077A: set_actor 29@ acquaintance 4 to_actors_pedtype 6@ // see ped.dat          
                077A: set_actor 3@ acquaintance 4 to_actors_pedtype 6@ // see ped.dat    
                077A: set_actor 17@ acquaintance 4 to_actors_pedtype 6@ // see ped.dat    
            end
            if 056D:   actor 27@ defined                                                                                                                                                                                
            then                                                                                                                                                                                                       
                if not Actor.HasWeapon(27@, 29)                                                                                                                                                                         
                then Actor.GiveWeaponAndAmmo(27@, 29, 999999)                                                                                                                                                           
                end                                                                                                                                                                                                    
            end                                                                                                                                                                                                        
            if 056D:   actor 29@ defined                                                                                                                                                                                
            then                                                                                                                                                                                                       
                if not Actor.HasWeapon(29@, 29)                                                                                                                                                                         
                then Actor.GiveWeaponAndAmmo(29@, 29, 999999)                                                                                                                                                           
                end                                                                                                                                                                                                    
            end
            if 056D:   actor 3@ defined                                                                                                                                                                                
            then                                                                                                                                                                                                       
                if not Actor.HasWeapon(3@, 29)                                                                                                                                                                         
                then Actor.GiveWeaponAndAmmo(3@, 29, 999999)                                                                                                                                                           
                end                                                                                                                                                                                                    
            end                 
            if 056D:   actor 17@ defined                                                                                                                                                                                
            then                                                                                                                                                                                                       
                if not Actor.HasWeapon(17@, 29)                                                                                                                                                                         
                then Actor.GiveWeaponAndAmmo(17@, 29, 999999)                                                                                                                                                           
                end                                                                                                                                                                                                    
            end                                                                                                                                                                                                                         
            28@ = true                                                                                                                                                                                                 
            21@ = 1                                                                                                                                                                                                   
        end                                                                                                                                                                                                            
        if 28@ == true                                                                                                                                                                                                 
        then                                                                                                                                                                                                           
            if 056E:   car 24@ defined                                                                                                                                                                                  
            then
                if not Actor.Animation($player_actor) == "DRIVE_R_SLOW"                                                                                                                            
                then 0812: AS_actor $player_actor perform_animation "DRIVE_R_SLOW" "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1                                                                                                                                                                                                                           
                end
                if 01F4:   car 24@ flipped                                                                                                                                                                              
                then car.Angle(24@) = 0.0                                                                                                                                                                                
                end                                                                                                                                                                                                                   
                if and 
                00E1:   player 0 pressed_key 17
                80E1:   player 0 pressed_key 7 
                then GOTO @MANUAL_AIMX 
                END
                IF and
                    00E1:   player 0 pressed_key 7
                    80E1:   player 0 pressed_key 17 
                THEN gosub @get_criminalX //GET HANDLE
                     
                     GOTO @AUTO_AIMX
                END
                GOTO @NEXTX
                
                :AUTO_AIMX
                if 03ca:   actor 22@ defined                                                                                                                                                                           
                then object.StorePos(22@, 26@, 25@, 23@)                                                                                                                                                                
                end
                if 056D:   actor 31@ defined                                                                                                                                                                           
                then                                                                                                                                                                                                   
                    if not actor.Dead(31@)                                                                                                                                                                             
                    jf @sssX                                                                                                                                                                                                     
                    Actor.StorePos(31@, 10@, 20@, 2@)                                                                                                                                              
                    :sssX                                                                                                                                                                           
                end
                GOTO @NEXTX
                
                :MANUAL_AIMX
                
                :NEXTX
                
                if 80E1:   player 0 pressed_key 7
                then
                    068E: get_camera_target_point_to 10@ 20@ 2@
                    068D: get_camera_position_to 26@ 25@ 23@
                end
                050A: 1@ = distance_between_XYZ 26@ 25@ 23@ and_XYZ 10@ 20@ 2@                                                                                                                                     
                0087: 13@ = 2@ // (float)                                                                                                                                                                           
                0063: 13@ -= 23@ // (float)                                                                                                                                                                         
                0073: 13@ /= 1@ // (float) = sin                                                                                                                                                                    
                0087: 14@ = 13@ // (float)                                                                                                                                                                           
                0087: 30@ = 13@ // (float)                                                                                                                                                                          
                006B: 13@ *= 14@ // (float)                                                                                                                                                                          
                006B: 13@ *= 14@ // (float)                                                                                                                                                                          
                13@ /= 6.0                                                                                                                                                                                          
                005B: 30@ += 13@ // (float)                                                                                                                                                                         
                13@ *= 6.0                                                                                                                                                                                          
                006B: 13@ *= 14@ // (float)                                                                                                                                                                          
                006B: 13@ *= 14@ // (float)                                                                                                                                                                          
                13@ *= 0.075                                                                                                                                                                                        
                005B: 30@ += 13@ // (float)                                                                                                                                                                         
                13@ /= 0.075                                                                                                                                                                                        
                006B: 13@ *= 14@ // (float)                                                                                                                                                                          
                006B: 13@ *= 14@ // (float)                                                                                                                                                                          
                13@ *= 0.0446                                                                                                                                                                                       
                005B: 30@ += 13@ // (float)  arcsinX = X + (X^3)/6 + (X^5)*3/40 + (X^7)*15/336                                                                                                                      
                30@ *= -57.296 // ia?aei ?aeau  a?anu                                                                                                                                                      
                30@ += 350.0                                                                                                                                                                                       
                0063: 10@ -= 26@ // (float)                                                                                                                                                                        
                0063: 20@ -= 25@ // (float)                                                                                                                                                                        
                0604: get_Z_angle_for_point 10@ 20@ store_to 11@  // 1 ia?aiao? - x2-x1   2 ia?aiao? - y2-y1                                                                                                       
                //-----------------------------------------------------------uenyai niauaey i nyi X e Y                                                                                                      
                0174: 12@ = car 24@ Z_angle                                                                                                                                                                         
                0063: 11@ -= 12@ // (float)                                                                                                                                                                        
                11@ += 270.0   // ino ieeaa ao ?aniaaaony ni?aa o y ioee                                                                                                                        
                02F6: 10@ = cosine 11@ // (float) nen                                                                                                                                                            
                02F7: 20@ = sine 11@ // (float) enen                                                                                                                                                            
                10@ *= -0.3                                                                                                                                                                                        
                20@ *= 0.4                                                                                                                                                                                         
                //-----------------------------------------------------------i?ee?aiyai ieeaa                                                                                                                   
                11@ -= 180.0                                                                                                                                                                                       
                if 30@ < 320.0                                                                                                                                                                                     
                then 30@ = 320.0                                                                                                                                                                                   
                end                                                                                                                                                                                                
                if 30@ > 395.0                                                                                                                                                                                     
                then 30@ = 395.0                                                                                                                                                                                   
                end
                if 80E1:   player 0 pressed_key 7
                then
                0400: store_coords_to 10@ 20@ 2@ from_car 22@ with_offset 100.0 0.0 0.0    
                0AB1: call_scm_func @HEALTH_13AX 3 10@ 20@ 2@ 4@ 5@                                       
                5@ -= 10.0                                                                               
                038E: draw_box_position 4@ 5@ size 30.0 2.0 RGBA 180 0 0 190                             
                5@ += 10.0                                                                               
                038E: draw_box_position 4@ 5@ size 30.0 2.0 RGBA 222 220 0 175                           
                4@ -= 10.0                                                                               
                038E: draw_box_position 4@ 5@ size 2.0 30.0 RGBA 222 220 0 175                           
                5@ += 10.0                                                                             
                038E: draw_box_position 4@ 5@ size 2.0 30.0 RGBA 222 220 0 175
                end                           
                03F0: enable_text_draw 0
                
                
                
                
                                                                                                                                                                                                                
                if and                                                                                                                                                                                             
                0471:   actor $player_actor near_object_in_rectangle 22@ radius 2.0 2.0 sphere 0                                                                                                                             
                03ca:   actor 22@ defined                                                                                                                                                                          
                then //0acd: "000" 100                                                                                                                                                             
                    0087: 19@ = 30@                                                                                                                                                                
                    19@ += 10.0                                                                                                                                                                             
                    0681: attach_object 22@ to_car 24@ with_offset 0.0 -1.0 0.5 rotation 0.0 19@ 11@                                                                                                                
                    11@ = object.Angle(22@)                                                                                                                                                                        
                    11@ -= 94.0                                                                                                                                                                                    
                    actor.Angle($player_actor) = 11@
                                                                                                                                                                                                
                    if not Actor.Animation($player_actor) == "DRIVE_R_SLOW"                                                                                                                        
                    then 0812: AS_actor $player_actor perform_animation "DRIVE_R_SLOW" "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1                                                                                                                                                                                                                           
                    end
                    IF 00E1:   player 0 pressed_key 7
                    THEN                                                                                                                                                                            
                        if 21@ == 2                                                                                                                                                                               
                        then                                                                                                                                                                                     
                            if 056D:   actor 31@ defined                                                                                                                                                                       
                            then                                                                                                                                                                                   
                                if not actor.Dead(31@)                                                                                                                                                             
                                then
                                    04C4: store_coords_to 10@ 20@ 2@ from_actor 31@ with_offset 0.0 0.0 1.0 
                                    0AB1: call_scm_func @HEALTH_13AX 3 10@ 20@ 2@ 4@ 5@                                       
                                    5@ -= 10.0                                                                               
                                    038E: draw_box_position 4@ 5@ size 30.0 2.0 RGBA 180 0 0 190                             
                                    5@ += 10.0                                                                               
                                    038E: draw_box_position 4@ 5@ size 30.0 2.0 RGBA 222 220 0 175                           
                                    4@ -= 10.0                                                                               
                                    038E: draw_box_position 4@ 5@ size 2.0 30.0 RGBA 222 220 0 175                           
                                    5@ += 10.0                                                                              
                                    038E: draw_box_position 4@ 5@ size 2.0 30.0 RGBA 222 220 0 175                                                                                                                                                                                                        
                                    0393: actor $player_actor perform_animation "DRIVE_R_SLOW" at 1.0 times_normal_rate                                                                                          
                                    0208: 5@ = random_float_in_ranges -1.0 1.0                                                                                                                                                                                                            
                                    0208: 6@ = random_float_in_ranges -1.0 1.0                                                                                                                                     
                                    0400: store_coords_to 26@ 25@ 18@ from_car 22@ with_offset 0.8 0.0  1.1                                                                                                        
                                    04C4: store_coords_to 10@ 20@ 23@ from_car 31@ with_offset 5@ 0.0 6@                                                                                                         
                                    06BC: create_M4_shoot_from 26@ 25@ 18@ target 10@ 20@ 23@ energy 100                                                                                                         
                                    066E: create_particle "GUNFLASH" attached_to_object 22@ with_offset 0.8 0.0  1.1 rotation  0.866024961519 0 0.500000766025 flag 1 handle_as 0@                                 
                                    064C: make_particle 0@ visible                                                                                                                                                 
                                    064F: remove_references_to_particle 0@                                                                                                                                         
                                    097B: play_audio_at_object 22@ event 1157                                                                                                                                    
                                else 14@ = false                                                                                                                                                                 
                                end                                                                                                                                                                              
                            else 14@ = false                                                                                                                                                                     
                            end                                                                                                                                                                                  
                        end
                    ELSE
                        IF 00E1:   player 0 pressed_key 17
                        THEN
                            if 21@ == 2                                                                                                                                                                           
                            then
                                                                                                                                                                     
                                0393: actor $player_actor perform_animation "DRIVE_R_SLOW" at 1.0 times_normal_rate                                                                                      
                                0208: 5@ = random_float_in_ranges -5.0 5.0                                                                                                                                                                                                        
                                0208: 6@ = random_float_in_ranges -5.0 5.0                                                                                                                                 
                                0400: store_coords_to 26@ 25@ 18@ from_car 22@ with_offset 0.8 0.0  1.1                                                                                                    
                                0400: store_coords_to 10@ 20@ 23@ from_car 22@ with_offset 200.0 5@ 6@                                                                                                     
                                06BC: create_M4_shoot_from 26@ 25@ 18@ target 10@ 20@ 23@ energy 100                                                                                                     
                                066E: create_particle "GUNFLASH" attached_to_object 22@ with_offset 0.8 0.0  1.1 rotation  0.866024961519 0 0.500000766025 flag 1 handle_as 0@                             
                                064C: make_particle 0@ visible                                                                                                                                             
                                064F: remove_references_to_particle 0@                                                                                                                                     
                                097B: play_audio_at_object 22@ event 1157                                                                                                                                
                            end                                                                                                                                                                     
                        END
                    END                                                                                                                                                                                        
                    IF 21@ == 1                                                                                                                                                                                   
                    THEN //0acd: "firing" 100                                                                                                                                                                                        
                        IF NOT 9@ >= 50                                                                                                                                                                          
                        THEN 9@ += 1                                                                                                                                                                             
                        ELSE 21@ = 2                                                                                                                                                                              
                        END                                                                                                                                                                                        
                    END                                                                                                                                                                                            
                    IF 21@ == 2                                                                                                                                                                                   
                    THEN //0acd: "wait" 100                                                                                                                                                        
                        0393: actor $player_actor perform_animation "DRIVE_R_SLOW" at 0.0 times_normal_rate                                                                                                                                                                                                
                        IF 9@ > 0                                                                                                                                                                                
                        THEN 9@ -= 1                                                                                                                                                                             
                        end                                                                                                                                                                                        
                    END                                                                                                                                                                                            
                    IF 9@ == 1                                                                                                                                                                                   
                    THEN 21@ = 1                                                                                                                                                                                  
                    END                                                                                                                                                                                            
                end
                //0AB4: _HHH < 247                                                                                                                                                                                                   
                if or                                                                                                                                                                                                  
                    8202:   not actor $PLAYER_ACTOR near_car 24@ radius 200.0 200.0 sphere 0                                                                                                                            
                    car.Wrecked(24@)
                    0AB0: 54                                                                                                                                                                        
                then                                                                                                                                                                                                   
                    28@ = false                                                                                                                                                                                        
                    if 056E:   car 24@ defined                                                                                                                                                                          
                    then car.RemoveReferences(24@)                                                                                                                                                                      
                    end                                                                                                                                                                                                
                    if 056D:   actor 27@ defined                                                                                                                                                                        
                    then Actor.RemoveReferences(27@)                                                                                                                                                                    
                    end                                                                                                                                                                                                
                    if 056D:   actor 29@ defined                                                                                                                                                                        
                    then Actor.RemoveReferences(29@)                                                                                                                                                                    
                    end
                    if 056D:   actor 3@ defined                                                                                                                                                                        
                    then Actor.RemoveReferences(3@)                                                                                                                                                                    
                    end                                                                                                                                                                                                
                    if 056D:   actor 17@ defined                                                                                                                                                                        
                    then Actor.RemoveReferences(17@)                                                                                                                                                                    
                    end                                                                                                                                                                                                                                               
                    IF 03CA:   object 22@ exists                                                                                                                                                                       
                    THEN object.RemoveReferences(22@)                                                                                                                                                                  
                    END
                    IF NOT ACTOR.Dead($PLAYER_ACTOR)
                    THEN 0687: clear_actor $PLAYER_ACTOR task 
                        0465: remove_actor $PLAYER_ACTOR from_turret_mode
                        0619: enable_actor $player_actor collision_detection 1
                        0638: AS_actor $player_actor stay_put 0
                    END                                                                                                                                                                                                 
                    end_thread                                                                                                                                                                                               
                end                                                                                                                                                                                                    
            end                                                                                                                                                                                                        
            if actor.Dead(29@)                                                                                                                                                                                      
            then                                                                                                                                                                                                       
                if 056D:   actor 29@ defined                                                                                                                                                                       
                then Actor.RemoveReferences(29@)                                                                                                                                                                        
                end                                                                                                                                                                                                    
            else                                                                                                                                                                                                        
                if actor.Dead(27@)                                                                                                                                                                                  
                then                                                                                                                                                                                                   
                    if 056D:   actor 27@ defined                                                                                                                                                                   
                    then Actor.RemoveReferences(27@)                                                                                                                                                                    
                    end                                                                                                                                                                                                
                else                                                                                                                                                                                                   
                    if actor.Dead(3@)                                                                      
                    then                                                                                                                                                                                                    
                        if 056D:   actor 3@ defined                                                                                                                                                     
                        then Actor.RemoveReferences(3@)                                                                                                                                                               
                        end                                                                                                                                                                                                     
                    else                                                                                                                                                                                               
                        if actor.Dead(17@)                               
                        then                                                                                                                                                                                                    
                            if 056D:   actor 17@ defined                                                                                                                                                 
                            then Actor.RemoveReferences(17@)                                                                                                                                                           
                            end                                                                                                                                                                                                 
                        end                                                                                                                                                                                            
                    end
                end
            end
            0ACD: "[PREES E TO FIRE 1] [PREES CTRL TO FIRE 2] PREES 6 TO EXIT" 50                                                                                                                                                                                                       
        end                                                                                                                                                                                                            
    end                                                                                                                                                                                                                
end

:get_criminalX
if 14@ == false
then
    Actor.StorePos($PLAYER_ACTOR, 0@, 1@, 2@)                                                                            
    if 0AE1: 31@ = random_actor_near_point 0@ 1@ 2@ in_radius 200.0 find_next 1 pass_deads 0 //IF and SET                
    then                                                                                                                                                              
        IF NOT 31@ == -1                                                                                                                                               
        then                                                                                                                                        
            IF 056D:   actor 31@ defined                                                                                                                               
            then                                                                                                         
                089F: get_actor 31@ pedtype_to 13@ 
                if not 13@ == 8
                then 14@ = true
                else 
                    31@ = -1
                    14@ = false
                end
            end                                                                                                          
        end                                                                                                              
    end                                                                                                                  
end
return
end_thread





:HEALTH_13AX
18@ = 1 
0A9F: 19@ = current_thread_pointer 
0AB1: call_scm_func @HEALTH_1DFX 2 19@ 0 14@  
0AB1: call_scm_func @HEALTH_1DFX 2 19@ 3 15@  
0AB1: call_scm_func @HEALTH_1DFX 2 19@ 6 16@  
0AB1: call_scm_func @HEALTH_1DFX 2 19@ 9 17@  
0AB1: call_scm_func @HEALTH_1DFX 2 19@ 12 18@  
0AA5: call 7392816 num_params 6 pop 6 18@ 18@ 17@ 16@ 15@ 14@  
0AB1: call_scm_func @HEALTH_24BX 2 3@ 4@ 3@ 4@  
0AB2: ret 2 3@ 4@ 

:HEALTH_1DFX
if 
   not 0@ == 0 
jf @HEALTH_23CX 
1@ *= 4 
0A8E: 2@ = 0@ + 220 // int 
if 
  2@ == 1 
jf @HEALTH_226X 
1@ += 10783072 
jump @HEALTH_235X 

:HEALTH_226X
005A: 1@ += 0@ // (int) 
1@ += 60 

:HEALTH_235X
jump @HEALTH_243X 

:HEALTH_23CX
1@ = 0 

:HEALTH_243X
0AB2: ret 1 1@ 

:HEALTH_24BX
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@