{$CLEO}

0000: 
thread 'TAN'



REPEAT 
WAIT 0
IF 0AAB: file_exists "CLEO\KEYS.INI"
THEN
    if and                                                                                    
    0AF0: 3@  "CLEO\KEYS.INI" "TANK_DRIVER" "CAMERA_MODE"                                        
    0AF0: 15@ "CLEO\KEYS.INI" "TANK_DRIVER" "STOP_TANK"
    0AF0: 19@ "CLEO\KEYS.INI" "TANK_DRIVER" "FIRE_MINIGUN"
    0AF0: 29@ "CLEO\KEYS.INI" "TANK_DRIVER" "DRIVE_TO_MARKER"
    0AF0: 21@ "CLEO\KEYS.INI" "TANK_DRIVER" "EXIT_TURRET"                                                               
    then break                                                                                
    else                                                                                      
        0AF1: write_int 54 to_ini_file "CLEO\KEYS.INI" "TANK_DRIVER" "CAMERA_MODE"         
        0AF1: write_int 55 to_ini_file "CLEO\KEYS.INI" "TANK_DRIVER" "STOP_TANK"           
        0AF1: write_int 56 to_ini_file "CLEO\KEYS.INI" "TANK_DRIVER" "FIRE_MINIGUN"
        0AF1: write_int 57 to_ini_file "CLEO\KEYS.INI" "TANK_DRIVER" "DRIVE_TO_MARKER"
        0AF1: write_int 53 to_ini_file "CLEO\KEYS.INI" "TANK_DRIVER" "EXIT_TURRET"                               
    end                                                                                       
END 
UNTIL IF 0AAB: file_exists "CLEO\KEYS.INI"





                                                                                                                                                                                   
if 0AAB: file_exists "models\txd\LD_BEAT.txd"                                                                                                                                                                                                                                   
then                                                                                                                                                                                                                
    0390: load_txd_dictionary 'LD_BEAT'                                                                                                                                                                             
    038F: load_texture "cring" as 1 // Load dictionary with 0390 first                                                                                                                                              
end                                                                                                                                                                                                                 
#RHINO.Load                                                                                                                                                                                                         
#FAM1.load                                                                                                                                                                                                       
#mp5lng.load                                                                                                                                                                                                        
038b:                                                                                                                                                                                                               

repeat                                                                                                                                                                                                                
repeat                                                                                                                                                                                                              
wait 0                                                                                                                                                                                                              
until if player.Defined(0)
077E: get_active_interior_to $ACTIVE_INTERIOR 
until if $ACTIVE_INTERIOR == 0       

    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@                                                                                                                 
    22@ = car.Create(#RHINO,6@,7@,8@)                                                                                                                                                               
    Car.Angle(22@) = 184.7214                                                                                                                                                                                        
    Car.SetMaxSpeed(22@, 253.0)                                                                                                                                                                                   
    Car.DoorStatus(22@) = 1                                                                                                                                                                                          
    car.Health(22@) = 20000
    Car.DoorStatus(22@) = 5
    01EC: make_car 22@ very_heavy 1 
    00AE: set_car 22@ traffic_behaviour_to 2                                                                                                                                                                         
    Car.SetDriverBehaviour(22@, drivetoplayer)                                                                                                                                                                       
    053F: set_car 22@ tires_vulnerability 0                                                                                                                                                                          
    01EC: make_car 22@ very_heavy 1                                                                                                                                                                                  
    Car.SetImmunities(22@, 1, 1, 1, 1, 1)                                                                                                                                                                            
    0587: enable_car 22@ validate_position 0                                                                                                                                                                         
    24@ = Actor.CreateAsDriver(GANG2, #FAM1, 22@)                                                                                                                                                                   
    actor.SetImmunities(24@, 1, 1, 1, 1, 1)        
    0619: enable_actor $player_actor collision_detection 0
    27@ = Object.Create(2985, 0.0, 0.0, -25.0)                                                                                                                                                                      
    Object.CollisionDetection(27@) = False                                                                                                                                                                          
    0400: store_coords_to 0@ 1@ 2@ from_actor 27@ with_offset 0.0 2.0 2.1                                                                                                                                           
    Object.PutAt(27@, 0@ 1@ 2@)
    0681: attach_object 27@ to_car 22@ with_offset 0.0 -1.0 1.2 rotation 0.0 0.0 0.0                                                                                                                                 
    06A7: put_actor $player_actor into_turret_on_car 22@ at_car_offset 0.0 -1.5 1.0 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 27@ offset_from_object_origin -0.5 0.0 0.8 orientation 0 both_side_angle_limit 360.0 lock_weapon 0                                                                    
    077A: set_actor 24@ acquaintance 4 to_actors_pedtype 0 // see ped.dat                                                                                                                                                                                                                                                                                                            
    077C: clear_actor $player_actor acquaintance 4 to_all_pedtypes // see ped.dat                                                                                                                                             
    072F: enable_car 22@ 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 22@ to_flipped_check // 6 max                                                                                                                                                                      
    Car.SetDriverBehaviour(22@, followroad)                                                                                                                                                                                                                               
    if 056D:   actor 24@ defined                                                                                                                                                                                                                                
    then                                                                                                                                                                                                            
        if not Actor.HasWeapon(24@, 29)                                                                                                                                                                              
        then Actor.GiveWeaponAndAmmo(24@, 29, 999999)                                                                                                                                                                
        end                                                                                                                                                                                                         
    end                                                                                                                                                                                                             


17@ = 0
16@ = 0
7@ = 1
                                                                                                                                                                                             
:LOOPV                                          
WHILE TRUE
    WAIT 0
    IF player.Defined(0)
    JF CONTINUE
    IF NOT ACTOR.Dead($PLAYER_ACTOR)
    JF CONTINUE
    if 056E:   car 22@ defined                                                                                                                                                      
    then                                                                                                                                                                                                                                                                                                                                                                          
        if 8448:   not actor $PLAYER_ACTOR in_car 22@                                                                                                                                                               
        then                                                                                                                                                                                       
            if 01F4:   car 22@ flipped                                                                                                                                                                      
            then                                                                                                                                                                                                    
                car.Angle(22@) = 0.0                                                                                                                                                                                 
            end                                                                                                                                                                                                     
            068D: get_camera_position_to 26@ 25@ 23@
            068E: get_camera_target_point_to 10@ 20@ 2@
            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 22@ 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 and                                                                                                                                                                                                  
            0471:   actor $player_actor near_object_in_rectangle 27@ radius 2.0 2.0 sphere 0                                                                                                                                  
            03ca:   actor 27@ defined                                                                                                                                                              
            then //0acd: "000" 100                                                                                                                                                                 
                0681: attach_object 27@ to_car 22@ with_offset 0.0 -1.0 1.2 rotation 0.0 30@ 11@                                                                                                                     
                11@ = object.Angle(27@)                                                                                                                                                                             
                11@ -= 94.0                                                                                                                                                                        
                actor.Angle($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
                0400: store_coords_to 10@ 20@ 2@ from_car 27@ with_offset 100.0 0.0 0.0    
                0AB1: call_scm_func @HEALTH_33313A 3 10@ 20@ 2@ 4@ 5@                                                                                                                                         
                03F0: enable_text_draw 0
                038D: draw_texture 1 position 4@ 5@ size 20.0 20.0 RGBA 128 0 0 255             
                //free aiming                                                                                                                                                                    
                if OR
                    00E1:   player 0 pressed_key 17
                    0AB0: 3@
                then                                                                             
                     
                        038D: draw_texture 1 position 4@ 5@ size 20.0 20.0 RGBA 0 150 0 255                                                                                                                                                         
                        0393: actor $player_actor perform_animation "DRIVE_R_SLOW" at 1.0 times_normal_rate                                                                  
                        0208: 28@ = random_float_in_ranges -10.0 10.0                                                                                                                                               
                        0208: 31@ = random_float_in_ranges -10.0 10.0                                                                                                           
                        0400: store_coords_to 26@ 25@ 18@ from_car 27@ with_offset 0.8 0.0  1.1                                                                                                                     
                        0400: store_coords_to 10@ 20@ 23@ from_car 27@ with_offset 200.0 28@ 31@                                                                                                              
                        06BC: create_M4_shoot_from 26@ 25@ 18@ target 10@ 20@ 23@ energy 100                                                                                                                         
                        066E: create_particle "GUNFLASH" attached_to_object 27@ 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 27@ event 1157                                                                                                                                                   
                        0393: actor $player_actor perform_animation "DRIVE_R_SLOW" at 0.0 times_normal_rate                                                                                                                                                                                            
                                                                                                                                                           
                else
                    if OR
                        00E1:   player 0 pressed_key 6
                        0AB0: 15@                                                                                                                                                               
                    then wait 50                                                                                                                                                                                    
                        if 17@ == 1                                                                                                                                                                         
                        then 17@ = 0
                            0ACA: "~Y~~H~commend tank drive camera" //1000                                                                                                                                                                               
                            06A7: put_actor $player_actor into_turret_on_car 22@ at_car_offset 0.0 -1.5 1.0 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 27@ offset_from_object_origin -0.5 0.0 0.8 orientation 0 both_side_angle_limit 360.0 lock_weapon 0                     
                        else 17@ = 1                                                                                                                                                                        
                            player.CanMove(0) = false
                            WAIT 30
                            player.CanMove(0) = TRUE
                            0ACA: "~Y~~H~commend tank stop camera" //1000                                                                                                                                                                    
                        end                                                                                                                                                                                         
                    else
                        if //OR
                            //00E1:   player 0 pressed_key 7
                            0AB0: 19@                                                                                                                                                               
                        then wait 50                                                                                                                                                                                    
                            if 16@ == 1                                                                                                                                                                         
                            then 16@ = 0
                                Car.SetMaxSpeed(22@, 200.0)
                                Car.SetSpeedInstantly(22@, 5.0)
                                0ACA: "~Y~~H~commend tank drive" //1000     
                            else 16@ = 1
                                0ACA: "~Y~~H~commend tank stop" //1000                                                                                                                                                                        
                            end
                        else
                            if //OR                                                                    
                                //00E1:   player 0 pressed_key 7                                       
                                0AB0: 29@                                                            
                            then wait 50
                                IF 7@ == 1
                                THEN 7@ = 2
                                ELSE 
                                    IF 7@ == 2
                                    THEN 7@ = 3
                                    ELSE 
                                        IF 7@ == 3
                                        THEN 7@ = 1
                                        END
                                    END
                                END
                                IF 7@ == 1
                                THEN                                                      
                                    IF 0AB6: store_target_marker_coords_to 0@ 1@ 2@ // IF and SET
                                    THEN 0ACA: show_text_box "~Y~~H~ YOU SET DRIVE TO YOUR LOCATION" 
                                        Car.DriveTo(22@, 0@, 1@, 2@)                                                
                                        Car.SetMaxSpeed(22@, 200.0)                           
                                        Car.SetSpeedInstantly(22@, 5.0)                       
                                    else                                         
                                        0ACA: "YOU MUST SET DISTINATION ON MAP" //1000
                                    END                                   
                                ELSE 
                                    IF 7@ == 2
                                    THEN
                                         Car.SetDriverBehaviour(22@, followroad)
                                         0ACA: "~Y~~H~ YOU SET follow road" 
                                    ELSE
                                        IF 7@ == 3
                                        THEN GOTO @SEARH_GANGSTERSV
                                        END
                                    END
                                END
                            else
                                if OR
                                   00E1:   player 0 pressed_key 7
                                   0AB0: 15@                                                                                                                                                               
                                then wait 50
                                    0ACA: "~y~TARGED scan"
                                    const
                                    ACTOR_HANDLER = 9@
                                    end
                                    actor.StorePos($PLAYER_ACTOR, 10@, 20@, 23@)                                                                                                 
                                    if 0AE1: ACTOR_HANDLER = random_actor_near_point 10@ 20@ 23@ in_radius 500.0 find_next 1 pass_deads 0 //IF and SET                          
                                    jf continue
                                    if 056D:   actor ACTOR_HANDLER defined                                                                                                      
                                    jf continue 
                                    089F: get_actor ACTOR_HANDLER pedtype_to 8@ 
                                    if not 8@ == 8                                                                                   
                                    jf continue                                                                                                              
                                    repeat
                                    wait 0                                                                                          
                                    if not car.Wrecked(22@)                                                                
                                    jf continue                                                                                     
                                    IF 00E1:   player 0 pressed_key 7                                                                              
                                    THEN wait 50                                                                           
                                        BREAK                                                                                       
                                    END                                                                                             
                                    if 056D:   actor ACTOR_HANDLER defined                                                         
                                    then 0ACD: "FIRING" 100                                                                         
                                        GOSUB @MINIGUN_FIREV                                                                         
                                    else 0ACA: "NOT FUND TARGED"                                                                    
                                        break                                                                                       
                                    end                                                                                                                                                                  
                                    until if actor.Dead(ACTOR_HANDLER)                                                             
                                    0ACA: "~r~TARGED deceased"
                                else                                                                      
                                    if 16@ == 1
                                    then
                                        Car.SetMaxSpeed(22@, 0.0)
                                        Car.SetSpeedInstantly(22@, 0.0)
                                    end
                                END
                            end
                        end
                    end                                                                                                                                                                                         
                end
            end                                                                                                                                                                                                     
        end
        if or                                                                                                                                                                                                       
            ACTOR.Dead($player_actor)                                                                                                                           
            car.Wrecked(22@)
            0AB0: 21@                                                                                                                                                                                         
        then  
            goto @cleanV                                                                                                                                                                                      
        end                                                                                                                                                                                                         
    end                                                                                                                                                                                                            
end
END_THREAD

:MINIGUN_FIREV
for 32@ = 0 to 0 step 1
    IF 27@ > 0
    JF CONTINUE
    if not car.Wrecked(22@)
    jf continue
    if 03ca:   actor 27@ defined                                                                                                                                                             
    then                                                                                                                                                                                                     
        object.StorePos(27@, 26@, 25@, 23@)                                                                                                                                                                  
    end
    if 056D:   actor ACTOR_HANDLER defined
    then                                                                                                                                                                                                                                                                                                                           
       actor.StorePos(ACTOR_HANDLER, 10@, 20@, 2@)
    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@ += 354.200                                                                                                                                                                                           
    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 22@ 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 03ca:   actor 27@ defined                                                                                                                                                                                
    then //0acd: "000" 100                                                                                                                                                                                   
        04C4: store_coords_to 10@ 20@ 2@ from_car ACTOR_HANDLER with_offset 0.0 0.0  0.0                                                                                                                    
        0AB1: call_scm_func @HEALTH_33313A 3 10@ 20@ 2@ 4@ 5@  //celownik                                                                                                                                             
        03F0: enable_text_draw 0                                                                                                                                                                             
        038D: draw_texture 1 position 4@ 5@ size 30.0 30.0 RGBA 128 128 0 255
        0681: attach_object 27@ to_car 22@ with_offset 0.0 -1.0 1.2 rotation 0.0 30@ 11@
        11@ = object.Angle(27@)                                                                                                                                                                             
        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
    end                                                                                                                                                                                                      
        0393: actor $player_actor perform_animation "DRIVE_R_SLOW" at 1.0 times_normal_rate                                                                                                                                                                                                                                                                                                                                                                               
        0208: 28@ = random_float_in_ranges -1.0 1.0                                                                                                                                                          
        0400: store_coords_to 26@ 25@ 18@ from_car 27@ with_offset 0.8 0.0  1.1                                                                                                                             
        04C4: store_coords_to 10@ 20@ 2@ from_car ACTOR_HANDLER with_offset 28@ 0.0 28@                                                                                                                                
        06BC: create_M4_shoot_from 26@ 25@ 18@ target 10@ 20@ 2@ energy 150                                                                                                                               
        066E: create_particle "GUNFLASH" attached_to_object 27@ with_offset 0.8 0.0  1.1 rotation  0.866024961519 0 0.500000766025 flag 1 handle 0@                                                          
        064C: make_particle 0@ visible                                                                                                                                                                       
        064F: remove_references_to_particle 0@                                                                                                                                                                
        097B: play_audio_at_object 27@ event 1157                                                                                                                                                            
        Car.DriveTo(22@, 10@, 20@, 2@)                                                                                                                                                                                                  
    
END                                                                                                                                                                                                      
RETURN
END_THREAD
0000:

:SEARH_GANGSTERSV
Actor.StorePos($PLAYER_ACTOR, 0@, 1@, 2@)
if 0AE1: 8@ = random_actor_near_point 0@ 1@ 2@ in_radius 200.0 find_next 1 pass_deads 0 //IF and SET 
then
    IF 056D:   actor 8@ defined 
    JF @LOOPV
    089F: get_actor 8@ pedtype_to 9@ 
    if or                                                                                          
        9@ == 7                                                                                   
        9@ == 9                                                                                   
        9@ == 10                                                                                  
        9@ == 11                                                                                  
        9@ == 12                                                                                  
        9@ == 13                                                                                  
        9@ == 14                                                                                  
    then                                                                                           
        if not Actor.Dead(8@)                                                                    
        then                                                                                       
            04C4: store_coords_to 26@ 25@ 18@ from_actor 8@ with_offset 4.0 4.0 0.0               
            if not Car.Wrecked(22@)                                                                
            then                                                                                   
                Car.DriveTo(22@, 26@, 25@, 18@)                                                     
                0ACA: show_text_box "~R~~H~DRIVE TO RANDOM GANGSTER"                           
            end                                                                                    
        end                                                                                        
    end                                                                                            
end
GOTO @LOOPV

:cleanV
IF NOT ACTOR.Dead($PLAYER_ACTOR)
THEN 
    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 
car.RemoveReferences(22@)                                                                                                                                                                           
Actor.RemoveReferences(24@)                                                                                                                                                                         
object.RemoveReferences(27@)                                                                                                                                                                                
END_THREAD

:HEALTH_33313A
18@ = 1 
0A9F: 19@ = current_thread_pointer 
0AB1: call_scm_func @HEALTH_3331DF 2 19@ 0 14@  
0AB1: call_scm_func @HEALTH_3331DF 2 19@ 3 15@  
0AB1: call_scm_func @HEALTH_3331DF 2 19@ 6 16@  
0AB1: call_scm_func @HEALTH_3331DF 2 19@ 9 17@  
0AB1: call_scm_func @HEALTH_3331DF 2 19@ 12 18@  
0AA5: call 7392816 num_params 6 pop 6 18@ 18@ 17@ 16@ 15@ 14@  
0AB1: call_scm_func @HEALTH_33324B 2 3@ 4@ 3@ 4@  
0AB2: ret 2 3@ 4@ 

:HEALTH_3331DF
if 
   not 0@ == 0 
jf @HEALTH_33323C 
1@ *= 4 
0A8E: 2@ = 0@ + 220 // int 
if 
  2@ == 1 
jf @HEALTH_333226 
1@ += 10783072 
jump @HEALTH_333235 

:HEALTH_333226
005A: 1@ += 0@ // (int) 
1@ += 60 

:HEALTH_333235
jump @HEALTH_333243 

:HEALTH_33323C
1@ = 0 

:HEALTH_333243
0AB2: ret 1 1@ 

:HEALTH_33324B
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@       