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

//-------------MAIN---------------
thread 'RUN' 

:RUN_B
wait 0 
if 
0AAB:   file_exists "CLEO\KEYS.INI" 
jf @RUN_E6 
if and
0AF0: 19@ = get_int_from_ini_file "CLEO\KEYS.INI" section "super_run" key "increase" 
0AF0: 20@ = get_int_from_ini_file "CLEO\KEYS.INI" section "super_run" key "decrease" 
jf @RUN_96 
jump @RUN_102 
jump @RUN_E6 

:RUN_96
0AF1: write_int 54 to_ini_file "CLEO\KEYS.INI" section "super_run" key "increase" 
0AF1: write_int 55 to_ini_file "CLEO\KEYS.INI" section "super_run" key "decrease" 

:RUN_E6
if 
0AAB:   file_exists "CLEO\KEYS.INI" 
jf @RUN_B 

:RUN_102
9@ = 10.0 
0ADF: add_dynamic_GXT_entry "SPC" text "~g~~h~VALUE ~s~~>~~1~%" 

:RUN_12B
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @RUN_12B 
if 
   not Actor.Driving($PLAYER_ACTOR)
jf @RUN_12B 
0087: 25@ = 9@ // (float) 
25@ /= 15.0 
if 
   not 25@ > 1.0 
jf @RUN_180 
25@ = 1.0 

:RUN_180
if 
   Actor.Animation($PLAYER_ACTOR) == "RUN_PLAYER"
jf @RUN_1B0 
0393: actor $PLAYER_ACTOR perform_animation "RUN_PLAYER" at 25@ times_normal_rate 

:RUN_1B0
if 
   Actor.Animation($PLAYER_ACTOR) == "SWIM_CRAWL"
jf @RUN_1E0 
0393: actor $PLAYER_ACTOR perform_animation "SWIM_CRAWL" at 25@ times_normal_rate 

:RUN_1E0
if 
   Actor.Animation($PLAYER_ACTOR) == "RUN_CSAW"
jf @RUN_20C 
0393: actor $PLAYER_ACTOR perform_animation "RUN_CSAW" at 25@ times_normal_rate 

:RUN_20C
if 
   Actor.Animation($PLAYER_ACTOR) == "RUN_ROCKET"
jf @RUN_23C 
0393: actor $PLAYER_ACTOR perform_animation "RUN_ROCKET" at 25@ times_normal_rate 

:RUN_23C
if 
   Actor.Animation($PLAYER_ACTOR) == "RUN_ARMED"
jf @RUN_26A 
0393: actor $PLAYER_ACTOR perform_animation "RUN_ARMED" at 25@ times_normal_rate 

:RUN_26A
if 
   Actor.Animation($PLAYER_ACTOR) == "FIGHTA_1"
jf @RUN_296 
0393: actor $PLAYER_ACTOR perform_animation "FIGHTA_1" at 25@ times_normal_rate 

:RUN_296
if 
   Actor.Animation($PLAYER_ACTOR) == "FIGHTA_2"
jf @RUN_2C2 
0393: actor $PLAYER_ACTOR perform_animation "FIGHTA_2" at 25@ times_normal_rate 

:RUN_2C2
if 
   Actor.Animation($PLAYER_ACTOR) == "FIGHTA_3"
jf @RUN_2EE 
0393: actor $PLAYER_ACTOR perform_animation "FIGHTA_3" at 25@ times_normal_rate 

:RUN_2EE
if 
   Actor.Animation($PLAYER_ACTOR) == "FIGHTA_G"
jf @RUN_31A 
0393: actor $PLAYER_ACTOR perform_animation "FIGHTA_G" at 25@ times_normal_rate 

:RUN_31A
if 
   Actor.Animation($PLAYER_ACTOR) == "SWIM_UNDER"
jf @RUN_34A 
0393: actor $PLAYER_ACTOR perform_animation "SWIM_UNDER" at 25@ times_normal_rate 

:RUN_34A
if 
   Actor.Animation($PLAYER_ACTOR) == "SPRINT_CIVI"
jf @RUN_37C 
0393: actor $PLAYER_ACTOR perform_animation "SPRINT_CIVI" at 25@ times_normal_rate 

:RUN_37C
if 
   Actor.Animation($PLAYER_ACTOR) == "MUSCLERUN"
jf @RUN_3AA 
0393: actor $PLAYER_ACTOR perform_animation "MUSCLERUN" at 25@ times_normal_rate 

:RUN_3AA
if 
   Actor.Animation($PLAYER_ACTOR) == "FATRUN"
jf @RUN_3D2 
0393: actor $PLAYER_ACTOR perform_animation "FATRUN" at 25@ times_normal_rate 

:RUN_3D2
0393: actor $PLAYER_ACTOR perform_animation "MSCLEWALKST_ARMED" at 25@ times_normal_rate 
0393: actor $PLAYER_ACTOR perform_animation "MSCLEWALKST_CSAW" at 25@ times_normal_rate 
0393: actor $PLAYER_ACTOR perform_animation "MSCLE_RCKT_RUN" at 25@ times_normal_rate 
0393: actor $PLAYER_ACTOR perform_animation "MSCLE_RCKT_WALKST" at 25@ times_normal_rate 
0393: actor $PLAYER_ACTOR perform_animation "MSCLE_RUN_CSAW" at 25@ times_normal_rate 
0393: actor $PLAYER_ACTOR perform_animation "MUSCLEIDLE" at 25@ times_normal_rate 
0393: actor $PLAYER_ACTOR perform_animation "MUSCLEIDLE_ARMED" at 25@ times_normal_rate 
0393: actor $PLAYER_ACTOR perform_animation "MUSCLEIDLE_CSAW" at 25@ times_normal_rate 
0393: actor $PLAYER_ACTOR perform_animation "MUSCLEIDLE_ROCKET" at 25@ times_normal_rate 
0393: actor $PLAYER_ACTOR perform_animation "MUSCLERUN" at 25@ times_normal_rate 
0393: actor $PLAYER_ACTOR perform_animation "MUSCLERUN_ARMED" at 25@ times_normal_rate 
0393: actor $PLAYER_ACTOR perform_animation "MUSCLESPRINT" at 25@ times_normal_rate 
0393: actor $PLAYER_ACTOR perform_animation "MUSCLEWALK" at 25@ times_normal_rate 
0393: actor $PLAYER_ACTOR perform_animation "MUSCLEWALKSTART" at 25@ times_normal_rate 
0393: actor $PLAYER_ACTOR perform_animation "MUSCLEWALK_ARMED" at 25@ times_normal_rate 
0393: actor $PLAYER_ACTOR perform_animation "MUSCLEWALK_CSAW" at 25@ times_normal_rate 
0393: actor $PLAYER_ACTOR perform_animation "MUSCLEWALK_ROCKET" at 25@ times_normal_rate 
0393: actor $PLAYER_ACTOR perform_animation "FATIDLE" at 25@ times_normal_rate 
0393: actor $PLAYER_ACTOR perform_animation "FATIDLE_ARMED" at 25@ times_normal_rate 
0393: actor $PLAYER_ACTOR perform_animation "FATIDLE_CSAW" at 25@ times_normal_rate 
0393: actor $PLAYER_ACTOR perform_animation "FATIDLE_ROCKET" at 25@ times_normal_rate 
0393: actor $PLAYER_ACTOR perform_animation "FATRUN" at 25@ times_normal_rate 
0393: actor $PLAYER_ACTOR perform_animation "FATRUN_ARMED" at 25@ times_normal_rate 
0393: actor $PLAYER_ACTOR perform_animation "FATRUN_CSAW" at 25@ times_normal_rate 
0393: actor $PLAYER_ACTOR perform_animation "FATRUN_ROCKET" at 25@ times_normal_rate 
0393: actor $PLAYER_ACTOR perform_animation "FATSPRINT" at 25@ times_normal_rate 
0393: actor $PLAYER_ACTOR perform_animation "FATWALK" at 25@ times_normal_rate 
0393: actor $PLAYER_ACTOR perform_animation "FATWALKSTART" at 25@ times_normal_rate 
0393: actor $PLAYER_ACTOR perform_animation "FATWALKSTART_CSAW" at 25@ times_normal_rate 
0393: actor $PLAYER_ACTOR perform_animation "FATWALKST_ARMED" at 25@ times_normal_rate 
0393: actor $PLAYER_ACTOR perform_animation "FATWALKST_ROCKET" at 25@ times_normal_rate 
0393: actor $PLAYER_ACTOR perform_animation "FATWALK_ARMED" at 25@ times_normal_rate 
0393: actor $PLAYER_ACTOR perform_animation "FATWALK_CSAW" at 25@ times_normal_rate 
0393: actor $PLAYER_ACTOR perform_animation "FATWALK_ROCKET" at 25@ times_normal_rate 
0393: actor $PLAYER_ACTOR perform_animation "IDLE_TIRED" at 25@ times_normal_rate 
if or
8AB0:   not key_pressed 19@ 
0AB0:   key_pressed 20@ 
jf @RUN_72B 
if or
8AB0:   not key_pressed 20@ 
0AB0:   key_pressed 19@ 
jf @RUN_75B 
jump @RUN_784 

:RUN_72B
9@ -= 2.0 
if 
  5.0 > 9@ 
jf @RUN_784 
9@ = 5.0 
jump @RUN_784 

:RUN_75B
9@ += 2.0 
if 
  9@ > 200.0 
jf @RUN_784 
9@ = 200.0 

:RUN_784
1@ = 17.0 
0@ = 0 

:RUN_795
0087: 2@ = 1@ // (float) 
2@ += 3.0 
03F0: enable_text_draw 0 
038E: draw_box_position 1@ 435.0 size 110.0 20.0 RGBA 0 0 0 150 
if 
  0@ == 0 
jf @RUN_7EA 
0AD3: 17@v = format "jek%X" 19@  

:RUN_7EA
if 
  0@ == 1 
jf @RUN_80C 
0AD3: 17@v = format "jek%X" 20@  

:RUN_80C
if 
  0@ == 2 
jf @RUN_85C 
0090: 17@ = float 9@ to_integer 
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 
045A: draw_text_1number 2@ 430.0 GXT 'SPC' number 17@ 

:RUN_85C
1@ += 30.0 
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@ += 10.0 
0@ += 1 
  0@ > 2 
jf @RUN_795 
jump @RUN_12B 
end_thread 