// This file was decompiled using VCSCM.ini published on 2021-01-30
{$CLEO .cs}

03A4: script_name 'COORDS' 
0006: TIMERB = 0 // @ = int 
0006: 3@ = 0 // @ = int 
0006: 4@ = 0 // @ = int 
0006: 5@ = 0 // @ = int 
0006: 11@ = 0 // @ = int 
0006: 12@ = 0 // @ = int 
0006: 13@ = 0 // @ = int 
0006: 9@ = 0 // @ = int 
0006: 14@ = 0 // @ = int 
0006: 15@ = 0 // @ = int 

:COORDS_80
0001: wait 0 ms 
03F0: enable_text_draw 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COORDS_80 
00D6: if and                         
00E1:   player 0 pressed_button 4 
00E1:   player 0 pressed_button 19 
004D: jump_if_false @COORDS_170 
00D6: if 
0039:   15@ == 0 // @ == int 
004D: jump_if_false @COORDS_158 
0006: 15@ = 1 // @ = int 
0001: wait 200 ms 
0002: jump @COORDS_170 

:COORDS_158
0006: 15@ = 0 // @ = int 
0001: wait 200 ms 

:COORDS_170
00D6: if 
0039:   15@ == 1 // @ == int 
004D: jump_if_false @COORDS_80 
03F0: enable_text_draw 1 
045B: text_draw_2numbers 0.0 1.0 'CRDSX' 3@ 11@ 
045B: text_draw_2numbers 140.0 1.0 'CRDSY' 4@ 12@ 
045B: text_draw_2numbers 280.0 1.0 'CRDSZ' 5@ 13@ 
045A: text_draw_1number 420.0 1.0 'CRDSA' 9@ 
00D6: if 
0019:   TIMERB > 250 // @ > int 
004D: jump_if_false @COORDS_80 
0006: TIMERB = 0 // @ = int 
00A0: store_actor $PLAYER_ACTOR position_to 0@ 1@ 2@ 
00D6: if 
00E1:   player 0 pressed_button 6 
004D: jump_if_false @COORDS_394 
0001: wait 200 ms 
00D6: if 
0039:   14@ == 0 // @ == int 
004D: jump_if_false @COORDS_387 
0006: 14@ = 1 // @ = int 
0002: jump @COORDS_394 

:COORDS_387
0006: 14@ = 0 // @ = int 

:COORDS_394
00D6: if 
0039:   14@ == 1 // @ == int 
004D: jump_if_false @COORDS_442 
0013: 0@ *= 16.0 // @ *= float 
0013: 1@ *= 16.0 // @ *= float 
0013: 2@ *= 16.0 // @ *= float 

:COORDS_442
008C: 3@ = float_to_integer 0@ 
008C: 4@ = float_to_integer 1@ 
008C: 5@ = float_to_integer 2@ 
008D: 6@ = integer_to_float 3@ 
008D: 7@ = integer_to_float 4@ 
008D: 8@ = integer_to_float 5@ 
0061: 0@ -= 6@ // $ -= $ float 
0061: 1@ -= 7@ // $ -= $ float 
0061: 2@ -= 8@ // $ -= $ float 
0013: 0@ *= 10000.0 // @ *= float 
0013: 1@ *= 10000.0 // @ *= float 
0013: 2@ *= 10000.0 // @ *= float 
008C: 11@ = float_to_integer 0@ 
008C: 12@ = float_to_integer 1@ 
008C: 13@ = float_to_integer 2@ 
00D6: if 
001B:   0 > 11@ // int > @ 
004D: jump_if_false @COORDS_593 
0012: 11@ *= -1 // @ *= int 

:COORDS_593
00D6: if 
001B:   0 > 12@ // int > @ 
004D: jump_if_false @COORDS_618 
0012: 12@ *= -1 // @ *= int 

:COORDS_618
00D6: if 
001B:   0 > 13@ // int > @ 
004D: jump_if_false @COORDS_643 
0012: 13@ *= -1 // @ *= int 

:COORDS_643
0172: 9@ = actor $PLAYER_ACTOR z_angle 
008C: 9@ = float_to_integer 9@ 
0002: jump @COORDS_80 
