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

0000: NOP     
0001: wait 3000 ms


0247: request_model 337 
0001: wait 2000 ms
038B: load_requested_models 

:Noname_2

0001: wait 100 ms 
00D6: if 
0038:   $onmission == 0 // $ == int 
004D: jump_if_false @Noname_2 


:Noname_47
0001: wait 0 ms


010B: 0@ = player $PLAYER_CHAR money
0006: 1@ = 0 // @ = int

0001: wait 50 ms 
00D6: if and
0102:   actor $player_actor stopped_near_point_on_foot 230.93 -1302.19 10.0 radius 1.0 1.0 1.0 sphere 0
0019:   0@ > 19 // @ > int
then
0007: 6@ = 230.93 // @ = float
0007: 12@ = -1302.19 // @ = float
0007: 8@ = 9.0 // @ = float
                            
0007: 9@ = -352.07 // @ = float
0007: 10@ = -396.09 // @ = float
0007: 11@ = 10.0 // @ = float

0002: jump @Noname_471    
                
end



00D6: if and
0102:   actor $player_actor stopped_near_point_on_foot 498.33 -112.99 10.0419 radius 1.0 1.0 1.0 sphere 0
0019:   0@ > 19 // @ > int
then
0007: 6@ = 498.33 // @ = float
0007: 12@ = -112.99 // @ = float
0007: 8@ = 10.0419 // @ = float
                            
0007: 9@ = -352.07 // @ = float
0007: 10@ = -396.09 // @ = float
0007: 11@ = 10.0 // @ = float

0002: jump @Noname_471    
                
end      



00D6: if and
0102:   actor $player_actor stopped_near_point_on_foot -173.788 -1431.45 10.0419 radius 1.0 1.0 1.0 sphere 0
0019:   0@ > 19 // @ > int
then
0007: 6@ = -173.788 // @ = float
0007: 12@ = -1431.45 // @ = float
0007: 8@ = 10.0419 // @ = float
                            
0007: 9@ = -352.07 // @ = float
0007: 10@ = -396.09 // @ = float
0007: 11@ = 10.0 // @ = float

0002: jump @Noname_471
                
end     



00D6: if and
0102:   actor $player_actor stopped_near_point_on_foot 73.7581 -1120.41 10.0419 radius 1.0 1.0 1.0 sphere 0
0019:   0@ > 19 // @ > int
then
0007: 6@ = 73.7581 // @ = float
0007: 12@ = -1120.41 // @ = float
0007: 8@ = 10.0419 // @ = float
                            
0007: 9@ = -352.07 // @ = float
0007: 10@ = -396.09 // @ = float
0007: 11@ = 10.0 // @ = float

0002: jump @Noname_471
                
end      



00D6: if and
0102:   actor $player_actor stopped_near_point_on_foot 209.124 -459.234 11.2419 radius 1.0 1.0 1.0 sphere 0
0019:   0@ > 19 // @ > int
then
0007: 6@ = 209.124 // @ = float
0007: 12@ = -459.234 // @ = float
0007: 8@ = 11.2419 // @ = float
                            
0007: 9@ = -352.07 // @ = float
0007: 10@ = -396.09 // @ = float
0007: 11@ = 10.0 // @ = float

0002: jump @Noname_471
                
end       



00D6: if and
0102:   actor $player_actor stopped_near_point_on_foot -857.876 -526.834 10.5419 radius 1.0 1.0 1.0 sphere 0
0019:   0@ > 19 // @ > int
then
0007: 6@ = -857.876 // @ = float
0007: 12@ = -526.834 // @ = float
0007: 8@ = 10.5419 // @ = float
                            
0007: 9@ = -352.07 // @ = float
0007: 10@ = -396.09 // @ = float
0007: 11@ = 10.0 // @ = float

0002: jump @Noname_471
                
end      



00D6: if and
0102:   actor $player_actor stopped_near_point_on_foot -813.366 -23.8005 10.2671 radius 1.0 1.0 1.0 sphere 0
0019:   0@ > 19 // @ > int
then
0007: 6@ = -813.366 // @ = float
0007: 12@ = -23.8005 // @ = float
0007: 8@ = 10.2671 // @ = float
                            
0007: 9@ = -352.07 // @ = float
0007: 10@ = -396.09 // @ = float
0007: 11@ = 10.0 // @ = float

0002: jump @Noname_471
                
end
            



00D6: if and
0102:   actor $player_actor stopped_near_point_on_foot -547.466 679.4 10.2671 radius 1.0 1.0 1.0 sphere 0
0019:   0@ > 19 // @ > int
then
0007: 6@ = -547.466 // @ = float
0007: 12@ = 679.4 // @ = float
0007: 8@ = 10.2671 // @ = float
                            
0007: 9@ = -352.07 // @ = float
0007: 10@ = -396.09 // @ = float
0007: 11@ = 10.0 // @ = float

0002: jump @Noname_471
                
end


0002: jump @Noname_47
:Noname_471    


    00BC: text_highpriority 'bnkng1' time 5000 1 
    00D6: if 
    00E1:   player 0 pressed_button 4
    then   
        01B4: set_player $PLAYER_CHAR can_move 0
        :Noname_4711
        0001: wait 0 ms 
        00BC: text_highpriority 'bnkng2' time 200 1 
        
        00D6: if 
        00E1:   player 0 pressed_button 15   // increase
        then 
            010B: 0@ = player $PLAYER_CHAR money
            0001: wait 50 ms
            00D6: if and
            00E1:   player 0 pressed_button 15   // increase
            0019:   0@ > 19 // @ > int
            001B:   99999 > 1@ // int > @
            then
                1@ += 10
                0109: player $PLAYER_CHAR money += -10
            end
        end
         
        00D6: if
        00E1:   player 0 pressed_button 16 // decrease
        then 
           0001: wait 50 ms
            00D6: if and
            00E1:   player 0 pressed_button 16   // decrease
            0019:   1@ > 19 // @ > int 
            then  
                1@ -= 10
                0109: player $PLAYER_CHAR money += 10
            end
        end
        
        00D6: if 
        00E1:   player 0 pressed_button 17 // take money
        then 
            
            0001: wait 50 ms
            00D6: if
            00E1:   player 0 pressed_button 17   // decrease
            then 
                0004: $8999 = 1 // $ = int

                00D6: if 
                0019:   1@ > 19 // @ > int
                then  
                    0109: player $PLAYER_CHAR money += 1@
                end        
                00BC: text_highpriority 'bnkng5' time 10000 1 
                03CB: load_scene 9@ 10@ 11@
                0001: wait 1200 ms 
                0055: put_player $player_char at 9@ 10@ 9.6                                                       
                0001: wait 1200 ms
                
                
                 00D6: if 
                    05F1: 2@ = random_object_near_point 9@ 10@ 11@ in_radius 2.0 find_next 0 //IF and SET 
                then
                    0400: create_coordinate 9@ 14@ 11@ from_object 2@ offset 0.0 0.0 0.0
                    0063: 14@ -= 10@
                    0013: 14@ *= 1000000.0  
                    008C: 14@ = float_to_integer 14@
                    0109: player $PLAYER_CHAR money += 14@
                    0108: destroy_object 2@
                end
                0001: wait 100 ms 
                0055: put_player $player_char at 6@ 12@ 8@
                01B8: set_player $PLAYER_CHAR armed_weapon_to 0
                0001: wait 1000 ms
                01B4: set_player $PLAYER_CHAR can_move 1
                0004: $8999 = 0 // $ = int 
                
                00BC: text_highpriority 'bnkng4' time 5000 1
                0001: wait 5000 ms  
                0002: jump @Noname_47
            end
        end
        
        00D6: if 
        00E1:   player 0 pressed_button 14 // exit
        then 
            
            0001: wait 50 ms
            00D6: if
            00E1:   player 0 pressed_button 14   // exit
            then  
                00D6: if 
                0019:   1@ > 19 // @ > int
                then  
                    0247: request_model 271 
                    0001: wait 100 ms
                    038B: load_requested_models 
                    0001: wait 100 ms  
                    008D: 13@ = integer_to_float 1@
                    00D6: if 
                    05F1: 2@ = random_object_near_point 9@ 10@ 11@ in_radius 2.0 find_next 0 //IF and SET 
                    then
                        0400: create_coordinate 9@ 14@ 11@ from_object 2@ offset 0.0 0.0 0.0
                        0063: 14@ -= 10@
                        0013: 14@ *= 1000000.0  
                        005B: 13@ += 14@
                        0108: destroy_object 2@
                    end
                    0017: 13@ /= 1000000.0
                    005B: 13@ += 10@
                    0107: 2@ = create_object 337 at 9@ 13@ 11@
                    //032B: 2@ = create_weapon_pickup 271 3 ammo 1@ at 9@ 10@ 11@
                    01B4: set_player $PLAYER_CHAR can_move 1
                    00BC: text_highpriority 'bnkng3' time 5000 1 
                    0001: wait 5000 ms
                    0002: jump @Noname_47
                else   
                    01B4: set_player $PLAYER_CHAR can_move 1
                    00BC: text_highpriority 'bnkng3' time 5000 1 
                    0001: wait 5000 ms  
                    0002: jump @Noname_47
                end
            end
        end
        0002: jump @Noname_4711      
    end


0002: jump @Noname_47 
