{$CLEO .cs}

//-------------MAIN---------------
0000: NOP 

:NONAME_2
0001: wait 0 ms 
05DF: write_memory 10553666 size 1 value 0 virtual_protect 0 
0002: jump @NONAME_26 

:NONAME_26
0001: wait 0 ms 
05E0: 0@ = read_memory 10553666 size 4 virtual_protect 0 
05E0: 1@ = read_memory 10553670 size 1 virtual_protect 0 
00D6: if and
0039:   0@ == 1163020101 // integer values 
0039:   1@ == 77 // integer values 
004D: jump_if_false @NONAME_26 
0001: wait 0 ms 
05DF: write_memory 10553666 size 1 value 0 virtual_protect 0 
03E5: text_box 'CHEAT1'  // Cheat activated
0002: jump @NONAME_120 

:NONAME_120
0001: wait 0 ms 
05E0: 0@ = read_memory 10553666 size 4 virtual_protect 0 
05E0: 1@ = read_memory 10553670 size 1 virtual_protect 0 
00D6: if or
8039:   not  0@ == 1163020101 // integer values 
8039:   not  1@ == 77 // integer values 
004D: jump_if_false @NONAME_2 
00D6: if 
047A:   actor $PLAYER_ACTOR driving_a_motorbike 
004D: jump_if_false @NONAME_120 
03C0: 3@ = actor $PLAYER_ACTOR car 
02E3: 0@ = car 3@ speed 
00D6: if 
0021:   0@ > 0.0 // floating-point values 
004D: jump_if_false @NONAME_120 
0407: create_coordinate 0@ 1@ 2@ from_car 3@ offset 0.0 3.0 0.0 
00D6: if and
05F0: 4@ = random_vehicle_near_point 0@ 1@ 2@ in_radius 1.0 find_next 0 pass_wrecked 1 //IF and SET 
8039:   not  4@ == 3@ // integer values 
004D: jump_if_false @NONAME_120 
05E7: 0@ = car 4@ struct 
000A: 0@ += 668 // integer values 
05E0: 1@ = read_memory 0@ size 4 virtual_protect 0 
00D6: if 
0039:   1@ == 5 // integer values 
004D: jump_if_false @NONAME_120 
000E: 0@ -= 587 // integer values 
05DF: write_memory 0@ size 1 value 0 virtual_protect 0 
036A: put_actor $PLAYER_ACTOR in_car 4@ 
036A: put_actor $PLAYER_ACTOR in_car 3@ 
0002: jump @NONAME_392 

:NONAME_392
0001: wait 0 ms 
05E0: 0@ = read_memory 10553666 size 4 virtual_protect 0 
05E0: 1@ = read_memory 10553670 size 1 virtual_protect 0 
00D6: if or
8039:   not  0@ == 1163020101 // integer values 
8039:   not  1@ == 77 // integer values 
004D: jump_if_false @NONAME_2 
00D6: if and
8119:   not car 3@ wrecked 
8119:   not car 4@ wrecked 
004D: jump_if_false @NONAME_826 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 3@ 
004D: jump_if_false @NONAME_826 
0174: 0@ = car 3@ z_angle 
000B: 0@ += 180.0 // floating-point values 
0175: set_car 4@ z_angle_to 0@ 
0407: create_coordinate 0@ 1@ 2@ from_car 4@ offset 0.0 0.0 0.0 
0407: create_coordinate 5@ 6@ 7@ from_car 3@ offset 0.0 0.0 0.0 
05E7: 8@ = car 4@ struct 
000F: 5@ -= 0@ // floating-point values 
0011: 5@ *= 0.7 // floating-point values 
000A: 8@ += 112 // integer values 
05DF: write_memory 8@ size 4 value 5@ virtual_protect 0 
000F: 6@ -= 1@ // floating-point values 
0011: 6@ *= 0.7 // floating-point values 
000A: 8@ += 4 // integer values 
05DF: write_memory 8@ size 4 value 6@ virtual_protect 0 
000F: 7@ -= 2@ // floating-point values 
0011: 7@ *= 0.7 // floating-point values 
000A: 8@ += 4 // integer values 
05DF: write_memory 8@ size 4 value 7@ virtual_protect 0 
00D6: if 
00E1:   player 0 pressed_button 18 
004D: jump_if_false @NONAME_392 
036A: put_actor $PLAYER_ACTOR in_car 4@ 
0006: 0@ = 3@ // integer values 
0006: 3@ = 4@ // integer values 
0006: 4@ = 0@ // integer values 
05E7: 0@ = car 4@ struct 
000A: 0@ += 81 // integer values 
05DF: write_memory 0@ size 1 value 0 virtual_protect 0 
036A: put_actor $PLAYER_ACTOR in_car 3@ 
04BA: set_car 3@ speed_instantly 0.0 
05E7: 0@ = car 4@ struct 
000A: 0@ += 81 // integer values 
05DF: write_memory 0@ size 1 value 193 virtual_protect 0 
0001: wait 100 ms 
0002: jump @NONAME_392 

:NONAME_826
00D6: if 
8119:   not car 4@ wrecked 
004D: jump_if_false @NONAME_120 
05E7: 0@ = car 4@ struct 
000A: 0@ += 81 // integer values 
05DF: write_memory 0@ size 1 value 193 virtual_protect 0 
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 0.0 1.0 
036A: put_actor $PLAYER_ACTOR in_car 4@ 
0362: put_actor $PLAYER_ACTOR at 0@ 1@ 2@ and_remove_from_car 
011C: actor $PLAYER_ACTOR clear_objective 
0002: jump @NONAME_120 
