{$CLEO}

0000:


0adf: "pihs0H" "velocity"
0adf: "pihs1" "acceleration"                          
0adf: "pihs2" "exemption"                             
0adf: "pihs3" "leaving the ship"                      
0adf: "pihs4" "entry to the ship"                     
0adf: "pihs5" "laser firing"                          
0adf: "pihs6" "rocket firing"                         



0adf: "pihs7" "~<~ LEFT ~>~ RIGHT~N~~U~ UP ~D~ DOWN"         



REPEAT 
WAIT 0
IF 0AAB: file_exists "CLEO\KEYS.INI"
THEN
    if and                                                                                    
    0AF0: 4@ "CLEO\KEYS.INI" "ship_pilots" "acceleration"                                                           
    0AF0: 5@ "CLEO\KEYS.INI" "ship_pilots" "exemption"                                
    0AF0: 6@ "CLEO\KEYS.INI" "ship_pilots" "leaving the ship"                         
    0AF0: 7@ "CLEO\KEYS.INI" "ship_pilots" "entry to the ship"                        
    0AF0: 8@ "CLEO\KEYS.INI" "ship_pilots" "laser firing"                             
    0AF0: 9@ "CLEO\KEYS.INI" "ship_pilots" "rocket firing"                                                    
    then 
        2@ = 1 
        2@ *= 4
        0AC6: 3@ = label @keys offset
        005A: 3@ += 2@                                                                                                                                                               
        0A8C: write_memory 3@ size 4 value 4@ virtual_protect 0
        2@ = 2 
        2@ *= 4
        0AC6: 3@ = label @keys offset
        005A: 3@ += 2@                                                                                                                                                               
        0A8C: write_memory 3@ size 4 value 5@ virtual_protect 0
        2@ = 3 
        2@ *= 4
        0AC6: 3@ = label @keys offset
        005A: 3@ += 2@                                                                                                                                                               
        0A8C: write_memory 3@ size 4 value 6@ virtual_protect 0
        2@ = 4 
        2@ *= 4
        0AC6: 3@ = label @keys offset
        005A: 3@ += 2@                                                                                                                                                               
        0A8C: write_memory 3@ size 4 value 7@ virtual_protect 0
        2@ = 5 
        2@ *= 4
        0AC6: 3@ = label @keys offset
        005A: 3@ += 2@                                                                                                                                                               
        0A8C: write_memory 3@ size 4 value 8@ virtual_protect 0
        2@ = 6 
        2@ *= 4
        0AC6: 3@ = label @keys offset
        005A: 3@ += 2@                                                                                                                                                               
        0A8C: write_memory 3@ size 4 value 9@ virtual_protect 0
        break                                                                            
    else                                                                                      
        0AF1: write_int 54 to_ini_file "CLEO\KEYS.INI" "ship_pilots" "acceleration" //1                              
        0AF1: write_int 55 to_ini_file "CLEO\KEYS.INI" "ship_pilots" "exemption"//2                                  
        0AF1: write_int 56 to_ini_file "CLEO\KEYS.INI" "ship_pilots" "leaving the ship"//3                           
        0AF1: write_int 57 to_ini_file "CLEO\KEYS.INI" "ship_pilots" "entry to the ship"//4                          
        0AF1: write_int 53 to_ini_file "CLEO\KEYS.INI" "ship_pilots" "laser firing"//5                               
        0AF1: write_int 52 to_ini_file "CLEO\KEYS.INI" "ship_pilots" "rocket firing"//6                                         
    end                                                                                       
END 
UNTIL IF 0AAB: file_exists "CLEO\KEYS.INI"  



VAR
   4@ :FLOAT
  5@:FLOAT
   6@:FLOAT
   7@:FLOAT
END

11@ = 10.0 
15@ = 2.0 
16@ = 0.0






 


FOR 0@ = 0 TO 8 STEP 1
    0085: 2@ = 0@ 
    2@ *= 4
    0AC6: 3@ = label @handle0 offset
    005A: 3@ += 2@                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                
    0A8D: 1@ = read_memory 3@ size 4 virtual_protect 0
    if 1@ > 0
    jf continue
    if 056E:   car 1@ defined
    jf continue
    car.RemoveReferences(1@)
    car.Destroy(1@)
END

MODEL.Load(#COMET)
038b:

FOR 0@ = 0 TO 8 STEP 1
    0085: 2@ = 0@ 
    2@ *= 4
    04C4: store_coords_to 12@ 13@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 2.0 1.0 
    1@ = car.Create(#COMET,12@,13@,14@)                                                                                                                                                                   
    Car.Angle(1@) = 184.7214
    0229: set_car 1@ primary_color_to 0 secondary_color_to 0 

    099A: set_car 1@ collision_detection 0 
    0AC6: 3@ = label @handle0 offset
    005A: 3@ += 2@                                                                                                                                                               
    0A8C: write_memory 3@ size 4 value 1@ virtual_protect 0
END

0ACD: "SHIP CREATE" 100
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 1.0
actor.PutAt($PLAYER_ACTOR, 4@ , 5@, 6@)
067C: put_camera_on_actor $PLAYER_ACTOR offset 0.0 -4.0 4.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
 
31@ = 0
12@ = false       
while true
    wait 0
    
    0819: 30@ = actor $PLAYER_ACTOR distance_from_ground
    008E: 30@ = float 30@ to_integer 
    //0513: show_text_box_1number 'NUMBER' number 30@  // ~k~~VEHICLE_ENTER_EXIT~ Usar o Caa Nqueis $~1~
    2@ = 3 
    2@ *= 4
    0AC6: 3@ = label @keys offset
    005A: 3@ += 2@                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                
    0A8D: 1@ = read_memory 3@ size 4 virtual_protect 0
    if  and
       30@ > 20
       40 > 30@
    then 0acd: "readiness to leave the ship" 100
        if 0ab0: 1@                                                                                                              
        then                                                                                                                     
            11@ = 0.0                                                                                                         
            12@ = true                                                                                                           
            0819: 8@ = actor $PLAYER_ACTOR distance_from_ground                                                                  
            02CE: 10@ = ground_z_at 4@ 5@ 6@                                                                                        
            10@ += 0.1                                                                                                           
            for 9@ = 8@ downto 10@ step 0.1                                                                                      
                wait 10                                                                                                          
                04D5: create_corona_at 4@ 5@ 9@ radius 2.0 type 2 flare 2 RGB 0 200 0                                              
                actor.PutAt($PLAYER_ACTOR, 4@, 5@, 9@)                                                                             
            end                                                                                                                  
            0167: 14@ = create_marker_at 27@ 28@ 10@ color 1 flag 2                     
        end
    end                                                                                           
    2@ = 4                                                                                              
    2@ *= 4                                                                                             
    0AC6: 3@ = label @keys offset                                                                       
    005A: 3@ += 2@                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                    
    0A8D: 1@ = read_memory 3@ size 4 virtual_protect 0                                                  
    if and                                                                                              
        0ab0: 1@                                                                                        
        NOT ACTOR.Driving($PLAYER_ACTOR)                                                                
        00EC:   actor $PLAYER_ACTOR sphere 0 near_point 27@ 28@ radius 5.0 5.0                          
        12@ == TRUE                                                                                     
    then 12@ = false                                                                                    
        02CE: 10@ = ground_z_at 4@ 5@ 6@                                                                  
        10@ += 0.1                                                                                      
        for 9@ = 10@ to 8@ step 0.1                                                                     
        04D5: create_corona_at 4@ 5@ 9@ radius 2.0 type 2 flare 2 RGB 0 200 0                                        
            wait 10                                                                                     
            actor.PutAt($PLAYER_ACTOR, 4@, 5@, 9@)                                                        
        end
        if 075C:   marker 14@ enabled
        then marker.Disable(14@)
        end 
    end                                                                                             
    2@ = 5                                                                               
    2@ *= 4                                                                                  
    0AC6: 3@ = label @keys offset                                                            
    005A: 3@ += 2@                                                                           
    0A8D: 1@ = read_memory 3@ size 4 virtual_protect 0                                                                                                                                                                                                                                                                                                                                                                                                                                                                    
    if and                                                                                   
    0ab0: 1@                                                                                 
    12@ == false                                                                             
    0@ = false                                                                               
    then 0@ = true                                                                           
        0A92: create_custom_thread "14FA51F5D0\SHOT_LASER.CS"                                
    ELSE                                                                                     
        2@ = 6                                                                               
        2@ *= 4                                                                              
        0AC6: 3@ = label @keys offset                                                        
        005A: 3@ += 2@                                                                       
        0A8D: 1@ = read_memory 3@ size 4 virtual_protect 0                                                                                                                                                                                                                                                                                                                                                                                                                                                                    
        if and                                                                               
        0ab0: 1@                                                                             
        0@ == false                                                                          
        12@ == false                                                                         
        then 0@ = true                                                                       
            0A92: create_custom_thread "14FA51F5D0\SHOT_ROCKET.CS"                           
        else                                                                                 
            2@ = 5                                                                           
            2@ *= 4                                                                          
            0AC6: 3@ = label @keys offset                                                    
            005A: 3@ += 2@                                                                   
            0A8D: 1@ = read_memory 3@ size 4 virtual_protect 0                                                                                                                                                                                                                                                                                                                                                                                                                                                                    
            2@ = 6                                                                           
            2@ *= 4                                                                          
            0AC6: 3@ = label @keys offset                                                    
            005A: 3@ += 2@                                                                   
            0A8D: 3@ = read_memory 3@ size 4 virtual_protect 0                                                                                                                                                                                                                                                                                                                                                                                                                                                                    
            if and                                                                           
               8ab0: 1@                                                                      
               8ab0: 3@                                                                      
            then 0@ = false                                                                  
            end                                                                              
        end                                                                                  
    END                                                                                      
    if 12@ == false
    then 04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -1.5
        0087: 27@ = 4@
        0087: 28@ = 5@
        0087: 29@ = 6@
    else
        0087: 4@ = 27@
        0087: 5@ = 28@
        0087: 6@ = 29@
    end
    7@ = 0.0                                                            
    FOR 0@ = 0 TO 8 STEP 1                                                                                     
        0085: 2@ = 0@                                                                                          
        2@ *= 4                                                                                                
        0AC6: 3@ = label @handle0 offset                                                                        
        005A: 3@ += 2@                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            
        0A8D: 1@ = read_memory 3@ size 4 virtual_protect 0                                                     
        7@ += 40.0                                                                                        
        if 7@ > 360.0                                                                                     
        then 7@ = 0.0                                                                                     
        end                                                                                                    
        09E5: draw_light_with_range 4@ 5@ 6@ rgb 49 158 0 radius 25.0                                             
        016F: create_particle 3 rotation_factor 0.0 size 2.0 intensity 20 flags 49 158 0 at 4@ 5@ 6@              
        if 1@ > 0                                                                                              
        jf continue                                                                                            
        if 056E:   car 1@ defined                                                                              
        jf continue
        if 12@ == false
        then                                                                                                 
            CAR.PutAt(1@, 4@, 5@, 6@)
        end                                                                                 
        car.Angle(1@) = 7@
        if 12@ == true
        then                                                                                                         
            Car.LockInCurrentPosition(1@) = True                                                                     
            0407: store_coords_to 4@ 5@ 6@ from_car 1@ with_offset 0.0 0.0 0.0                                          
            02CE: 10@ = ground_z_at 4@ 5@ 6@                                                                            
            10@ += 0.1                                                                                               
            09E5: draw_light_with_range 4@ 5@ 6@ rgb 49 158 0 radius 25.0                                               
            016F: create_particle 3 rotation_factor 0.0 size 2.0 intensity 20 flags 49 158 0 at 4@ 5@ 10@              
            if 0202:   actor $PLAYER_ACTOR near_car 1@ radius 10.0 10.0 sphere 0                                     
            then 0acd: "enter to ship" 100                                                                           
            end                                                                                                      
        else Car.LockInCurrentPosition(1@) = false                                                                   
        end                                                                                                          
    END
    if 12@ == false
    then 0ab1: @stering_info_panel 0
        if AND
            0ab0: 0X08
            33@ >= 500
        then 33@ = 0
            inc(31@)
            if 31@ >= 23
            then 31@ = 0
                camera.Restore_WithJumpCut
                0acd: "camera restore" 500
               
            end
            0ab1: @CAMERA_CHANGE 1 31@
        END
        0ACD: "PREES BACKSPACE TO CHANGE CAMERA" 111
        0812: AS_actor $PLAYER_ACTOR perform_animation "DRIVE_R_SLOW" "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 100
        0393: actor $PLAYER_ACTOR perform_animation "DRIVE_R_SLOW" at 0.0 times_normal_rate
        
        0494: get_joystick 0 direction_offset_to 17@ 18@ 26@ 26@                                                   
        0093: 17@ = integer 17@ to_float                                                                           
        0093: 18@ = integer 18@ to_float                                                                           
        17@ *= 0.02                                                                                                   
        006B: 17@ *= 15@ // (float)                                                                             
        19@ = Actor.Angle($PLAYER_ACTOR)                                                                              
        0063: 19@ -= 17@ // (float)                                                                                
        17@ *= 4.0                                                                                                    
        18@ *= 0.02                                                                                                   
        006B: 18@ *= 15@ // (float)                                                                             
        005B: 16@ += 18@ // (float)                                                                               
        if -80.0 > 16@                                                                                                
        THEN 16@ = -80.0                                                                                                  
        ELSE                                                                                                         
            if 16@ > 80.0                                                                                                 
            THEN 16@ = 80.0
            END                                                                                                   
        END
                                                                                                         
        083E: set_actor $PLAYER_ACTOR rotation 0.0 {16@} 0.0 {17@} 19@ while_in_air
                                                
        20@ = 360.0                                                                                            
        0063: 20@ -= 19@ // (float)                                                                         
        02F6: 21@ = sine 20@ // (float)                                                                 
        02F7: 22@ = cosine 20@ // (float)                                                               
        006B: 21@ *= 11@ // (float)                                                                        
        006B: 22@ *= 11@ // (float)                                                                        
        02F6: 23@ = sine 16@ // (float)                                                                  
        02F7: 24@ = cosine 16@ // (float)                                                                
        006B: 21@ *= 24@ // (float)                                                                   
        006B: 22@ *= 24@ // (float)                                                                   
        0087: 25@ = 11@ // (float)                                                                        
        006B: 25@ *= 23@ // (float)
        if 11@ > 5.0
        then                                                                    
        083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 21@ 22@ 25@
        end   
        2@ = 1                                                                                   
        2@ *= 4                                                                                  
        0AC6: 3@ = label @keys offset                                                            
        005A: 3@ += 2@                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            
        0A8D: 1@ = read_memory 3@ size 4 virtual_protect 0                                       
        2@ = 2                                                                                   
        2@ *= 4                                                                                  
        0AC6: 3@ = label @keys offset                                                            
        005A: 3@ += 2@                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            
        0A8D: 3@ = read_memory 3@ size 4 virtual_protect 0                                                 
        if or                                                                                                        
        8ab0: 3@                                                                          
        0ab0: 1@                                                                            
        jf @SPH_E940                                                                                                  
        if or                                                                                                        
        8ab0: 1@                                                                          
        0ab0: 3@                                                                         
        jf @SPH_EC40                                                                                                  
        jump @SPH_EED0                                                                                               
                                                                                                                     
        :SPH_E940                                                                                                     
        11@ -= 2.0                                                                                                
        if                                                                                                           
          5.0 > 11@                                                                                               
        jf @SPH_EED0                                                                                                  
        11@ = 5.0                                                                                                 
        jump @SPH_EED0                                                                                                
                                                                                                                     
        :SPH_EC40                                                                                                     
        11@ += 2.0                                                                                                
        if                                                                                                           
          11@ > 400.0                                                                                             
        jf @SPH_EED0                                                                                                  
        11@ = 400.0                                                                                               
                                                                                                                      
        :SPH_EED0
        0AC6: 3@ = label @SPEED offset
        0A8C: write_memory 3@ size 4 value 11@ virtual_protect 0                                                                                                      
        0819: 30@ = actor $PLAYER_ACTOR distance_from_ground                                                     
        if not 30@ >= 10.0 // @ >= constant                                                                         
        jf @SPH_3DA0 
        0acd: "crash warning" 100                                                                                             
        //083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 0.0                                                                                                
        :SPH_3DA0                                                                                        
    end 
    0ab4: 30@ < 249 
    IF 30@ == true
    THEN BREAK
    END 
end

camera.Restore_WithJumpCut
FOR 0@ = 0 TO 8 STEP 1
    0085: 2@ = 0@ 
    2@ *= 4
    0AC6: 3@ = label @handle0 offset
    005A: 3@ += 2@                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                
    0A8D: 1@ = read_memory 3@ size 4 virtual_protect 0
    if 1@ > 0
    jf continue
    if 056E:   car 1@ defined
    jf continue
    car.RemoveReferences(1@)
    car.Destroy(1@)
END
end_thread

:stering_info_panel
var
   2@:Float
   1@:float
   5@:int
   0@:int
end
1@ = 17.0
for 0@ = 0 to 7
03F0: enable_text_draw 0 
    038E: draw_box_position 1@ 430.0 size 1.0 33.0 RGBA 0 100 0 150
    2@ = 1@
    2@ += 3.0
    if 0@ == 0
    then 038E: draw_box_position 318.0 430.0 size 643.0 33.0 RGBA 0 0 0 150
        0AC6: 3@ = label @SPEED offset
        0A8D: 7@ = read_memory 3@ size 4 virtual_protect 0
        7@ -= 20.0
        0087: 8@ = 7@ // (float)                                                                                       
        8@ /= 100.0                                                                                                    
        8@ *= 58.0                                                                                                     
        0087: 9@ = 8@ // (float)                                                                                       
        9@ /= 2.0                                                                                                      
        9@ += 520.201                                                                                                  
        03F0: enable_text_draw 0
        0340: set_text_draw_RGBA 255 255 255 255                                                              
        033F: set_text_draw_letter_size 0.2 0.9                                                               
        081C: draw_text_outline 1 RGBA 0 0 0 150
        0343: set_text_draw_linewidth 640.0                                                            
        033E: set_draw_text_position 565.401 418.0 GXT "pihs0H"                                                                                       
        038E: draw_box_position 565.401 430.0 size 108.1 29.0 RGBA 0 0 0 150                                                                                                    
        038E: draw_box_position 549.201 430.0 size 62.0 8.0 RGBA 0 0 0 255                                               
        038E: draw_box_position 549.201 430.0 size 58.0 5.0 RGBA 148 207 0 150                                         
        038E: draw_box_position 9@ 430.0 size 8@ 5.0 RGBA 200 0 0 255                                                
    end
    IF 0@ > 0
    THEN
    0AD3: 17@v = format "pihs%X" 0@    
    //0349: set_text_draw_font 3                                                                            
    0340: set_text_draw_RGBA 255 255 255 255                                                              
    033F: set_text_draw_letter_size 0.2 0.9                                                               
    081C: draw_text_outline 1 RGBA 0 0 0 150
    0343: set_text_draw_linewidth 640.0                                                            
    033E: set_draw_text_position 2@ 420.0 GXT 17@v
   
    5@ = 0@                                                                                   
    5@ *= 4                                                                                   
    0AC6: 3@ = label @keys offset                                                             
    005A: 3@ += 5@                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                
    0A8D: 4@ = read_memory 3@ size 4 virtual_protect 0                                        
    0AD3: 17@v = format "jek%X" 4@    
    //0349: set_text_draw_font 3                                                                            
    0340: set_text_draw_RGBA 0 255 0 200                                                             
    033F: set_text_draw_letter_size 0.2 0.9                                                               
    081C: draw_text_outline 1 RGBA 0 0 0 150
    0343: set_text_draw_linewidth 640.0                                                            
    033E: set_draw_text_position 2@ 430.0 GXT 17@v
    1@ += 70.0
    END
end
0ab2: 0

:CAMERA_CHANGE

    
        if 0@ == 1                                                     
        then gosub @camera_offset_1
        end                                    
        if 0@ == 2                                                     
        then gosub @camera_offset_2
        end
        if 0@ == 3                                                     
        then gosub @camera_offset_3
        end        
        if 0@ == 4                                                     
        then gosub @camera_offset_4
        end        
        if 0@ == 5                                                     
        then gosub @camera_offset_5
        end        
        if 0@ == 6                                                     
        then gosub @camera_offset_6
        end        
        if 0@ == 7                                                     
        then gosub @camera_offset_7
        end        
        if 0@ == 8                                                     
        then gosub @camera_offset_8
        end        
        if 0@ == 9                                                    
        then gosub @camera_offset_9
        end
        if 0@ == 10                                                    
        then gosub @camera_offset_10
        end    
        if 0@ == 11                                                    
        then gosub @camera_offset_11
        end    
        if 0@ == 12                                                    
        then gosub @camera_offset_12
        end    
        if 0@ == 13                                                    
        then gosub @camera_offset_13
        end    
        if 0@ == 14                                                    
        then gosub @camera_offset_14
        end    
        if 0@ == 15                                                    
        then gosub @camera_offset_15
        end    
        if 0@ == 16                                                    
        then gosub @camera_offset_16
        end    
        if 0@ == 17                                                    
        then gosub @camera_offset_17
        end    
        if 0@ == 18                                                    
        then gosub @camera_offset_18
        end    
        if 0@ == 19                                                    
        then gosub @camera_offset_19
        end    
        if 0@ == 20                                                    
        then gosub @camera_offset_20
        end    
        if 0@ == 21                                                    
        then gosub @camera_offset_21
        end
        if 0@ == 22                                                    
        then gosub @camera_offset_22
        end
        // call ; addr <> ADF53283 camera hoook)
        hex
           7C 06 02 0C 00 03 01 00 03 02 00 03 03 00 03 04
           00 03 05 00 03 06 00 06 00 00 00 00 04 02
        end                                                                                    
          
                                                         
    
0AB2: 0


:camera_offset_1
1@=-0.01        
2@=-0.25
3@=0.739999
4@=0.0
5@=3.81
6@=-0.375
0acd: "Camera Mode 1 Set" 500
return

:camera_offset_2
1@=0.3
2@=-0.57
3@=0.719999
4@=0.0
5@=12.49
6@=-1.945
0acd: "Camera Mode 2 Set" 500
return

:camera_offset_3
1@=0.6
2@=-0.939999
3@=0.729999
4@=0.0
5@=13.08
6@=-2.925
0acd: "Camera Mode 3 Set" 500
return

:camera_offset_4
1@=0.57
2@=-0.88
3@=0.729999
4@=0.0
5@=6.72
6@=-1.42
0acd: "Camera Mode 4 Set" 500
return


:camera_offset_5
1@=-0.01
2@=-0.27
3@=0.619999
4@=0.0
5@=0.79
6@=0.55
0acd: "Camera Mode 5 Set" 500
return

:camera_offset_6
1@=1.97
2@=-2.94
3@=0.499999
4@=0.0
5@=22.24
6@=-2.19
0acd: "Camera Mode 6 Set" 500
return

:camera_offset_7
1@=1.83
2@=0.16
3@=0.339999
4@=0.0
5@=22.24
6@=-2.19
0acd: "Camera Mode 7 Set" 500
return

:camera_offset_8
1@=0.04
2@=-0.3
3@=0.589999
4@=0.0
5@=19.81
6@=-2.04
0acd: "Camera Mode 8 Set" 500
return

:camera_offset_9
1@=1.1
2@=0.939999
3@=0.589999
4@=0.0
5@=-1.765
6@=0.304977
0acd: "Camera Mode 9 Set" 500
return


:camera_offset_10
1@=0.02
2@=0.06
3@=1.2
4@=0.0
5@=6.92001
6@=-0.93
0acd: "Camera Mode 10 Set" 500
return

:camera_offset_11
1@=0.61
2@=-3.1
3@=1.21
4@=0.0
5@=9.17001
6@=-1.215
0acd: "Camera Mode 11 Set" 500
return

:camera_offset_12
1@=0.55
2@=-1.75
3@=0.729999
4@=0.0
5@=9.17001
6@=-1.215
0acd: "Camera Mode 12 Set" 500
return

:camera_offset_13
1@=0.55
2@=-0.6
3@=0.599999
4@=0.0
5@=9.17001
6@=-1.215
0acd: "Camera Mode 13 Set" 500
return

:camera_offset_14
1@=1.12
2@=-1.33
3@=0.599999
4@=0.0
5@=9.17001
6@=-1.215
0acd: "Camera Mode 14 Set" 500
return

:camera_offset_15
1@=1.5
2@=-1.82
3@=0.959999
4@=0.0
5@=9.17001
6@=-1.215
0acd: "Camera Mode 15 Set" 500
return

:camera_offset_16
1@=-0.49
2@=-1.82
3@=0.959999
4@=0.0
5@=9.17001
6@=-1.215
0acd: "Camera Mode 16 Set" 500
return

:camera_offset_17
1@=0.0300001
2@=-1.32
3@=0.689999
4@=0.0
5@=9.17001
6@=-1.215
0acd: "Camera Mode 17 Set" 500
return

:camera_offset_18
1@=0.22
2@=-0.27
3@=0.689999
4@=0.0
5@=16.71
6@=-0.904999
0acd: "Camera Mode 18 Set" 500
return

:camera_offset_19
1@=0.22
2@=-11.4902
3@=12.7602
4@=0.0
5@=18.405
6@=-5.97
0acd: "Camera Mode 19 Set" 500
return

:camera_offset_20
1@=0.22
2@=-14.4902
3@=6.47005
4@=0.0
5@=67.765
6@=-7.305
0acd: "Camera Mode 20 Set" 500
return

:camera_offset_21
1@=0.22
2@=-14.4902
3@=18.5303
4@=0.0
5@=76.845
6@=-48.22
0acd: "Camera Mode 21 Set" 500
return

:camera_offset_22
1@=0.33
2@=-14.4902
3@=1.01
4@=0.0
5@=76.845
6@=0.4
0acd: "Camera Mode 22 Set" 500
return













:SPEED
HEX
00 00 00 00
END 


:handle0
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
end


:keys
hex
00 00 00 00 //"acceleration"                       
00 00 00 00 //"exemption"                          
00 00 00 00 //"leaving the ship"                   
00 00 00 00 //"entry to the ship"                  
00 00 00 00 //"laser firing"                       
00 00 00 00 //"rocket firing"
00 00 00 00 //"rocket firing"                                   

end