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

0adf: "CRDSX" "X=~1~.~1~,"
0adf: "CRDSY" "Y=~1~.~1~,"
0adf: "CRDSZ" "Z=~1~.~1~,"
0adf: "CRDSA" "A=~1~,"
0adf: "CRDSI" "I=~1~" 

:show_cords_func

var
  11@ : FLOAT  
  12@ : FLOAT  
  13@ : FLOAT  
  14@ : FLOAT  
  15@ : FLOAT  
  16@ : FLOAT  
  17@ : FLOAT  
  18@ : FLOAT  
  19@ : FLOAT  
  20@ : FLOAT  
  //index  : INT        
  15@ :INT 
end


while true
    wait 0
    03F0: enable_text_draw 0 
    038E: draw_box_position 318.0 430.0 size 643.0 33.0 RGBA 0 0 0 150 
    0349: set_text_draw_font 3                                                                            
    0340: set_text_draw_RGBA 255 255 255 255                                                              
    033F: set_text_draw_letter_size 0.3 0.8                                                               
    081C: draw_text_outline 1 RGBA 0 0 0 100                                                         
    045B: draw_text_2numbers 17.0 420.0 GXT 'CRDSX' numbers 11@ 12@
    0349: set_text_draw_font 3                                                                            
    0340: set_text_draw_RGBA 255 255 255 255                                                              
    033F: set_text_draw_letter_size 0.3 0.8                                                               
    081C: draw_text_outline 1 RGBA 0 0 0 100                                                           
    045B: draw_text_2numbers 140.0 420.0 GXT 'CRDSY' numbers 13@ 14@
    0349: set_text_draw_font 3                                                                            
    0340: set_text_draw_RGBA 255 255 255 255                                                              
    033F: set_text_draw_letter_size 0.3 0.8                                                               
    081C: draw_text_outline 1 RGBA 0 0 0 100                                                           
    045B: draw_text_2numbers 280.0 420.0 GXT 'CRDSZ' numbers 15@ 16@
    0349: set_text_draw_font 3                                                                            
    0340: set_text_draw_RGBA 255 255 255 255                                                              
    033F: set_text_draw_letter_size 0.3 0.8                                                               
    081C: draw_text_outline 1 RGBA 0 0 0 100                                                           
    045A: draw_text_1number 420.0 420.0 GXT 'CRDSA' number 17@
    0ab4: 15@ < 244                                           
    if 15@ > 0                                                                              
    then                                                                                                  
        if 03CA:   object 15@ exists                                                                  
        then //0acd: "trdfg" 100                                                                                             
            Object.StorePos(15@, 25@, 24@, 23@)                                                       
            16@ = Object.Angle(15@)                                                                    
        end                                                                                               
    END                                                                                               
    0092: 17@ = float 16@ to_integer                                                                    
    0092: 11@ = float 25@ to_integer                                                                   
    0092: 13@ = float 24@ to_integer                                                                   
    0092: 15@ = float 23@ to_integer                                                                   
    0093: 18@ = integer 11@ to_float                                                                
    0093: 19@ = integer 13@ to_float                                                                
    0093: 20@ = integer 15@ to_float                                                                
    0063: 25@ -= 18@ // (float)                                                                        
    0063: 24@ -= 19@ // (float)                                                                        
    0063: 23@ -= 20@ // (float)                                                                        
    25@ *= 10000.0                                                                                        
    24@ *= 10000.0                                                                                        
    23@ *= 10000.0                                                                                        
    0092: 12@ = float 25@ to_integer                                                                   
    0092: 14@ = float 24@ to_integer                                                                   
    0092: 16@ = float 23@ to_integer                                                                   
    if 0 > 12@                                                                                         
    then 12@ *= -1                                                                                     
    end                                                                                                   
    if 0 > 14@                                                                                         
    then 14@ *= -1                                                                                     
    end                                                                                                   
    if 0 > 16@                                                                                         
    then 16@ *= -1                                                                                     
    end
    0ab4: 21@ < 245  
    IF 21@ == TRUE
    THEN 
        03F0: enable_text_draw 0
        END_THREAD
    END 
end