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

03A4: script_name 'blckj' 
0001: wait 500 ms 

:BLCKJ_15
0001: wait 200 ms 
00D6: if 
0038:   $onmission == 0 // $ == int 
004D: jump_if_false @BLCKJ_15 
00D6: if 
0102:   actor $player_actor stopped_near_point_on_foot 475.9096 24.7148 30.9711 radius 3.0 3.0 1.0 sphere 0 
004D: jump_if_false @BLCKJ_15 
00D6: if 
010A:   player $player_char money > 99 
004D: jump_if_false @BLCKJ_126 
00BC: text_highpriority 'blckj1' time 1000 1 
0002: jump @BLCKJ_148 

:BLCKJ_126
00BC: text_highpriority 'blckj7' time 1000 1 
0002: jump @BLCKJ_15 

:BLCKJ_148
00D6: if 
00E1:   player 0 pressed_button 4 
004D: jump_if_false @BLCKJ_15 
0004: $onmission = 1 // $ = int 
01B4: set_player $player_char can_move 0 
0109: player $player_char money += -100 
05E5: 0@ = game_version 
00D6: if 
0039:   0@ == 0 // @ == int 
004D: jump_if_false @BLCKJ_244 
05E0: 1@ = read_memory 10176736 size 4 virtual_protect 1 
05E0: 2@ = read_memory 10176732 size 4 virtual_protect 1 
0002: jump @BLCKJ_333 

:BLCKJ_244
0001: wait 0 ms 
00D6: if 
0039:   0@ == 1 // @ == int 
004D: jump_if_false @BLCKJ_301 
05E0: 1@ = read_memory 9712076 size 4 virtual_protect 1 
05E0: 2@ = read_memory 9712072 size 4 virtual_protect 1 
0002: jump @BLCKJ_333 

:BLCKJ_301
0001: wait 0 ms 
05E0: 1@ = read_memory 10172648 size 4 virtual_protect 1 
05E0: 2@ = read_memory 10172644 size 4 virtual_protect 1 

:BLCKJ_333
0001: wait 0 ms 
0004: TIMERA = 1@ // $ = int 
0004: TIMERB = 2@ // $ = int 
008D: 15@ = integer_to_float TIMERB 
008D: 14@ = integer_to_float TIMERA 
008D: 13@ = integer_to_float TIMERA 
008D: 12@ = integer_to_float TIMERB 
008D: TIMERA = integer_to_float TIMERA 
008D: TIMERB = integer_to_float TIMERB 
008D: 2@ = integer_to_float 2@ 
008D: 1@ = integer_to_float 1@ 
0015: 15@ /= 18.0 // $ /= float 
0015: 14@ /= 9.0 // $ /= float 
0063: 13@ -= 14@ // @ -= @ float 
0063: 13@ -= 14@ // @ -= @ float 
0063: 13@ -= 14@ // @ -= @ float 
0015: 12@ /= 3.0 // $ /= float 
0007: 10@ = 0.0 // @ = float 
005B: 10@ += 14@ // @ += @ float 
005B: 10@ += 14@ // @ += @ float 
005B: 10@ += 14@ // @ += @ float 
0390: load_txd_dictionary 'CARDS' // never used in VC or GTA 3 
038F: load_texture 'cdback' as 12 // Load dictionary with 0390 first 
03F0: enable_text_draw 1 
0004: $314 = 0 // $ = int 
0004: $315 = 0 // $ = int 
0004: $316 = 0 // $ = int 
0209: $317 = random_int_in_ranges 1 12 
00D6: if 
0038:   $317 == 1 // $ == int 
004D: jump_if_false @BLCKJ_600 
0004: $314 = 1 // $ = int 
0008: $316 += 11 // $ += int 
0002: jump @BLCKJ_640 

:BLCKJ_600
00D6: if 
0018:   $317 > 10 // $ > int 
004D: jump_if_false @BLCKJ_632 
0008: $316 += 10 // $ += int 
0002: jump @BLCKJ_640 

:BLCKJ_632
0059: $316 += $317 // $ += $ float 

:BLCKJ_640
0004: $318 = 1 // $ = int 
0084: $319 = $317 // $ = $ int 
0004: $320 = 0 // $ = int 
0002: jump @BLCKJ_3454 

:BLCKJ_669
0209: $321 = random_int_in_ranges 1 12 
00D6: if and
0038:   $321 == 1 // $ == int 
0038:   $314 == 0 // $ == int 
004D: jump_if_false @BLCKJ_724 
0004: $314 = 1 // $ = int 
0008: $316 += 11 // $ += int 
0002: jump @BLCKJ_764 

:BLCKJ_724
00D6: if 
0018:   $321 > 10 // $ > int 
004D: jump_if_false @BLCKJ_756 
0008: $316 += 10 // $ += int 
0002: jump @BLCKJ_764 

:BLCKJ_756
0059: $316 += $321 // $ += $ float 

:BLCKJ_764
0004: $318 = 2 // $ = int 
0084: $319 = $321 // $ = $ int 
0004: $320 = 1 // $ = int 
0002: jump @BLCKJ_3454 

:BLCKJ_793
0004: $322 = 0 // $ = int 
0004: $323 = 0 // $ = int 
0004: $324 = 0 // $ = int 
0004: $325 = 0 // $ = int 
0209: $326 = random_int_in_ranges 1 12 
0004: $318 = 6 // $ = int 
0084: $319 = $326 // $ = $ int 
0004: $320 = 2 // $ = int 
0002: jump @BLCKJ_3454 

:BLCKJ_859
00D6: if 
0038:   $326 == 1 // $ == int 
004D: jump_if_false @BLCKJ_898 
0004: $315 = 1 // $ = int 
0008: $325 += 11 // $ += int 
0002: jump @BLCKJ_938 

:BLCKJ_898
00D6: if 
0018:   $326 > 10 // $ > int 
004D: jump_if_false @BLCKJ_930 
0008: $325 += 10 // $ += int 
0002: jump @BLCKJ_938 

:BLCKJ_930
0059: $325 += $326 // $ += $ float 

:BLCKJ_938
0209: $327 = random_int_in_ranges 1 12 
00D6: if and
0038:   $327 == 1 // $ == int 
0038:   $315 == 0 // $ == int 
004D: jump_if_false @BLCKJ_993 
0004: $315 = 1 // $ = int 
0008: $325 += 11 // $ += int 
0002: jump @BLCKJ_1033 

:BLCKJ_993
00D6: if 
0018:   $327 > 10 // $ > int 
004D: jump_if_false @BLCKJ_1025 
0008: $325 += 10 // $ += int 
0002: jump @BLCKJ_1033 

:BLCKJ_1025
0059: $325 += $327 // $ += $ float 

:BLCKJ_1033
0004: $318 = 7 // $ = int 
0084: $319 = $327 // $ = $ int 
0004: $320 = 3 // $ = int 
0002: jump @BLCKJ_3454 

:BLCKJ_1062
0004: $328 = 0 // $ = int 
0004: $329 = 0 // $ = int 
0004: $330 = 0 // $ = int 
0004: $331 = 0 // $ = int 

:BLCKJ_1090
00D6: if and
0038:   $331 == 0 // $ == int 
001A:   21 > $316 // int > $ 
00E1:   player 0 pressed_button 17 
004D: jump_if_false @BLCKJ_1845 

:BLCKJ_1121
0004: $331 = 1 // $ = int 
00D6: if and
001A:   22 > $325 // int > $ 
001A:   $325 > $316 // int > $ 
004D: jump_if_false @BLCKJ_1168 
0004: $316 = 25 // $ = int 
0002: jump @BLCKJ_3242 

:BLCKJ_1168
00D6: if 
0018:   $325 > 21 // $ > int 
004D: jump_if_false @BLCKJ_1200 
0004: $325 = 25 // $ = int 
0002: jump @BLCKJ_3242 

:BLCKJ_1200
0209: $328 = random_int_in_ranges 1 12 
00D6: if and
0038:   $328 == 1 // $ == int 
0038:   $315 == 0 // $ == int 
004D: jump_if_false @BLCKJ_1280 
0004: $315 = 1 // $ = int 
0008: $325 += 11 // $ += int 
00D6: if 
0018:   $325 > 21 // $ > int 
004D: jump_if_false @BLCKJ_1273 
000C: $325 -= 10 // $ -= int 

:BLCKJ_1273
0002: jump @BLCKJ_1320 

:BLCKJ_1280
00D6: if 
0018:   $328 > 10 // $ > int 
004D: jump_if_false @BLCKJ_1312 
0008: $325 += 10 // $ += int 
0002: jump @BLCKJ_1320 

:BLCKJ_1312
0059: $325 += $328 // $ += $ float 

:BLCKJ_1320
0004: $318 = 8 // $ = int 
0084: $319 = $328 // $ = $ int 
0004: $320 = 7 // $ = int 
0002: jump @BLCKJ_3454 

:BLCKJ_1349
00D6: if and
001A:   22 > $325 // int > $ 
001A:   $325 > $316 // int > $ 
004D: jump_if_false @BLCKJ_1389 
0004: $316 = 25 // $ = int 
0002: jump @BLCKJ_3242 

:BLCKJ_1389
00D6: if 
0018:   $325 > 21 // $ > int 
004D: jump_if_false @BLCKJ_1421 
0004: $325 = 25 // $ = int 
0002: jump @BLCKJ_3242 

:BLCKJ_1421
0209: $329 = random_int_in_ranges 1 12 
00D6: if and
0038:   $329 == 1 // $ == int 
0038:   $315 == 0 // $ == int 
004D: jump_if_false @BLCKJ_1501 
0004: $315 = 1 // $ = int 
0008: $325 += 11 // $ += int 
00D6: if 
0018:   $325 > 21 // $ > int 
004D: jump_if_false @BLCKJ_1494 
000C: $325 -= 10 // $ -= int 

:BLCKJ_1494
0002: jump @BLCKJ_1541 

:BLCKJ_1501
00D6: if 
0018:   $329 > 10 // $ > int 
004D: jump_if_false @BLCKJ_1533 
0008: $325 += 10 // $ += int 
0002: jump @BLCKJ_1541 

:BLCKJ_1533
0059: $325 += $329 // $ += $ float 

:BLCKJ_1541
0004: $318 = 9 // $ = int 
0084: $319 = $329 // $ = $ int 
0004: $320 = 8 // $ = int 
0002: jump @BLCKJ_3454 

:BLCKJ_1570
00D6: if and
001A:   22 > $325 // int > $ 
001A:   $325 > $316 // int > $ 
004D: jump_if_false @BLCKJ_1610 
0004: $316 = 25 // $ = int 
0002: jump @BLCKJ_3242 

:BLCKJ_1610
00D6: if 
0018:   $325 > 21 // $ > int 
004D: jump_if_false @BLCKJ_1642 
0004: $325 = 25 // $ = int 
0002: jump @BLCKJ_3242 

:BLCKJ_1642
0209: $330 = random_int_in_ranges 1 12 
00D6: if and
0038:   $330 == 1 // $ == int 
0038:   $315 == 0 // $ == int 
004D: jump_if_false @BLCKJ_1722 
0004: $315 = 1 // $ = int 
0008: $325 += 11 // $ += int 
00D6: if 
0018:   $325 > 21 // $ > int 
004D: jump_if_false @BLCKJ_1715 
000C: $325 -= 10 // $ -= int 

:BLCKJ_1715
0002: jump @BLCKJ_1762 

:BLCKJ_1722
00D6: if 
0018:   $330 > 10 // $ > int 
004D: jump_if_false @BLCKJ_1754 
0008: $325 += 10 // $ += int 
0002: jump @BLCKJ_1762 

:BLCKJ_1754
0059: $325 += $330 // $ += $ float 

:BLCKJ_1762
0004: $318 = 10 // $ = int 
0084: $319 = $330 // $ = $ int 
0004: $320 = 9 // $ = int 
0002: jump @BLCKJ_3454 

:BLCKJ_1791
00D6: if and
001A:   22 > $325 // int > $ 
001A:   $325 > $316 // int > $ 
004D: jump_if_false @BLCKJ_1831 
0004: $316 = 25 // $ = int 
0002: jump @BLCKJ_3242 

:BLCKJ_1831
0004: $325 = 25 // $ = int 
0002: jump @BLCKJ_3242 

:BLCKJ_1845
00D6: if and
0038:   $331 == 0 // $ == int 
001A:   21 > $316 // int > $ 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @BLCKJ_2356 
00D6: if 
0038:   $322 == 0 // $ == int 
004D: jump_if_false @BLCKJ_2030 
0209: $322 = random_int_in_ranges 2 12 
00D6: if and
0038:   $322 == 1 // $ == int 
0038:   $314 == 0 // $ == int 
004D: jump_if_false @BLCKJ_1949 
0004: $314 = 1 // $ = int 
0008: $316 += 11 // $ += int 
0002: jump @BLCKJ_1989 

:BLCKJ_1949
00D6: if 
0018:   $322 > 10 // $ > int 
004D: jump_if_false @BLCKJ_1981 
0008: $316 += 10 // $ += int 
0002: jump @BLCKJ_1989 

:BLCKJ_1981
0059: $316 += $322 // $ += $ float 

:BLCKJ_1989
0004: $318 = 3 // $ = int 
0084: $319 = $322 // $ = $ int 
0004: $320 = 4 // $ = int 
0002: jump @BLCKJ_3454 

:BLCKJ_2018
0001: wait 500 ms 
0002: jump @BLCKJ_3242 

:BLCKJ_2030
00D6: if 
0038:   $323 == 0 // $ == int 
004D: jump_if_false @BLCKJ_2184 
0209: $323 = random_int_in_ranges 1 2 
00D6: if and
0038:   $323 == 1 // $ == int 
0038:   $314 == 0 // $ == int 
004D: jump_if_false @BLCKJ_2103 
0004: $314 = 1 // $ = int 
0008: $316 += 11 // $ += int 
0002: jump @BLCKJ_2143 

:BLCKJ_2103
00D6: if 
0018:   $323 > 10 // $ > int 
004D: jump_if_false @BLCKJ_2135 
0008: $316 += 10 // $ += int 
0002: jump @BLCKJ_2143 

:BLCKJ_2135
0059: $316 += $323 // $ += $ float 

:BLCKJ_2143
0004: $318 = 4 // $ = int 
0084: $319 = $323 // $ = $ int 
0004: $320 = 5 // $ = int 
0002: jump @BLCKJ_3454 

:BLCKJ_2172
0001: wait 500 ms 
0002: jump @BLCKJ_3242 

:BLCKJ_2184
00D6: if 
0038:   $324 == 0 // $ == int 
004D: jump_if_false @BLCKJ_2356 
0209: $324 = random_int_in_ranges 1 12 
00D6: if and
0038:   $324 == 1 // $ == int 
0038:   $314 == 0 // $ == int 
004D: jump_if_false @BLCKJ_2257 
0004: $314 = 1 // $ = int 
0008: $316 += 11 // $ += int 
0002: jump @BLCKJ_2297 

:BLCKJ_2257
00D6: if 
0018:   $324 > 10 // $ > int 
004D: jump_if_false @BLCKJ_2289 
0008: $316 += 10 // $ += int 
0002: jump @BLCKJ_2297 

:BLCKJ_2289
0059: $316 += $324 // $ += $ float 

:BLCKJ_2297
0004: $318 = 5 // $ = int 
0084: $319 = $324 // $ = $ int 
0004: $320 = 6 // $ = int 
0002: jump @BLCKJ_3454 

:BLCKJ_2326
0001: wait 500 ms 
00D6: if 
001A:   21 > $316 // int > $ 
004D: jump_if_false @BLCKJ_2356 
0002: jump @BLCKJ_1121 

:BLCKJ_2356
00D6: if 
00E1:   player 0 pressed_button 15 
004D: jump_if_false @BLCKJ_2403 
03F0: enable_text_draw 0 
0001: wait 100 ms 
00BC: text_highpriority 'blckj4' time 2500 1 
0002: jump @BLCKJ_3289 

:BLCKJ_2403
0087: 11@ = 12@ // @ = @ float 
038D: draw_texture 1 position 11@ 13@ size 15@ 14@ RGBA 255 255 255 255 // never used in VC or GTA 3 
005B: 11@ += 15@ // @ += @ float 
000B: 11@ += 3.0 // @ += float 
038D: draw_texture 2 position 11@ 13@ size 15@ 14@ RGBA 255 255 255 255 // never used in VC or GTA 3 
00D6: if 
0038:   $322 == 0 // $ == int 
004D: jump_if_false @BLCKJ_2510 
0002: jump @BLCKJ_2556 

:BLCKJ_2510
005B: 11@ += 15@ // @ += @ float 
000B: 11@ += 3.0 // @ += float 
038D: draw_texture 3 position 11@ 13@ size 15@ 14@ RGBA 255 255 255 255 // never used in VC or GTA 3 

:BLCKJ_2556
00D6: if 
0038:   $323 == 0 // $ == int 
004D: jump_if_false @BLCKJ_2581 
0002: jump @BLCKJ_2627 

:BLCKJ_2581
005B: 11@ += 15@ // @ += @ float 
000B: 11@ += 3.0 // @ += float 
038D: draw_texture 4 position 11@ 13@ size 15@ 14@ RGBA 255 255 255 255 // never used in VC or GTA 3 

:BLCKJ_2627
00D6: if 
0038:   $324 == 0 // $ == int 
004D: jump_if_false @BLCKJ_2652 
0002: jump @BLCKJ_2698 

:BLCKJ_2652
005B: 11@ += 15@ // @ += @ float 
000B: 11@ += 3.0 // @ += float 
038D: draw_texture 5 position 11@ 13@ size 15@ 14@ RGBA 255 255 255 255 // never used in VC or GTA 3 

:BLCKJ_2698
0001: wait 0 ms 
0087: 11@ = 12@ // @ = @ float 
00D6: if 
0038:   $331 == 0 // $ == int 
004D: jump_if_false @BLCKJ_2763 
038D: draw_texture 12 position 11@ 10@ size 15@ 14@ RGBA 255 255 255 255 // never used in VC or GTA 3 
0002: jump @BLCKJ_2791 

:BLCKJ_2763
038D: draw_texture 6 position 11@ 10@ size 15@ 14@ RGBA 255 255 255 255 // never used in VC or GTA 3 

:BLCKJ_2791
005B: 11@ += 15@ // @ += @ float 
000B: 11@ += 3.0 // @ += float 
038D: draw_texture 7 position 11@ 10@ size 15@ 14@ RGBA 255 255 255 255 // never used in VC or GTA 3 
00D6: if and
0038:   $331 == 1 // $ == int 
0018:   $328 > 0 // $ > int 
004D: jump_if_false @BLCKJ_2908 
005B: 11@ += 15@ // @ += @ float 
000B: 11@ += 3.0 // @ += float 
038D: draw_texture 8 position 11@ 10@ size 15@ 14@ RGBA 255 255 255 255 // never used in VC or GTA 3 

:BLCKJ_2908
00D6: if and
0038:   $331 == 1 // $ == int 
0018:   $329 > 0 // $ > int 
004D: jump_if_false @BLCKJ_2979 
005B: 11@ += 15@ // @ += @ float 
000B: 11@ += 3.0 // @ += float 
038D: draw_texture 9 position 11@ 10@ size 15@ 14@ RGBA 255 255 255 255 // never used in VC or GTA 3 

:BLCKJ_2979
00D6: if and
0038:   $331 == 1 // $ == int 
0018:   $330 > 0 // $ > int 
004D: jump_if_false @BLCKJ_3050 
005B: 11@ += 15@ // @ += @ float 
000B: 11@ += 3.0 // @ += float 
038D: draw_texture 10 position 11@ 10@ size 15@ 14@ RGBA 255 255 255 255 // never used in VC or GTA 3 

:BLCKJ_3050
00D6: if 
0018:   $325 > 21 // $ > int 
004D: jump_if_false @BLCKJ_3090 
00BC: text_highpriority 'blckj5' time 1000 1  
00D6: if 
0038:   $332 == 0 // $ == int 
004D: jump_if_false @BLCKJ_322011 
0109: player $player_char money += 200 
0004: $332 = 1 // $ = int 
:BLCKJ_322011
0002: jump @BLCKJ_3242 

:BLCKJ_3090
00D6: if 
0018:   $316 > 21 // $ > int 
004D: jump_if_false @BLCKJ_3169 
00D6: if 
0038:   $314 == 1 // $ == int 
004D: jump_if_false @BLCKJ_3147 
000C: $316 -= 10 // $ -= int 
0004: $314 = -1 // $ = int 
0002: jump @BLCKJ_3242 

:BLCKJ_3147
00BC: text_highpriority 'blckj2' time 1000 1 
0002: jump @BLCKJ_3242 

:BLCKJ_3169
00D6: if 
0038:   $316 == 21 // $ == int 
004D: jump_if_false @BLCKJ_3242 
00D6: if 
0038:   $332 == 0 // $ == int 
004D: jump_if_false @BLCKJ_3220 
0109: player $player_char money += 400 
0004: $332 = 1 // $ = int 

:BLCKJ_3220
00BC: text_highpriority 'blckj3' time 1000 1 
0002: jump @BLCKJ_3242 

:BLCKJ_3242
00D6: if and
0038:   $331 == 0 // $ == int 
001A:   21 > $316 // int > $ 
004D: jump_if_false @BLCKJ_3282 
00BC: text_highpriority 'blckj6' time 1000 1 

:BLCKJ_3282
0002: jump @BLCKJ_1090 

:BLCKJ_3289
01B4: set_player $player_char can_move 1 
0001: wait 0 ms 
0391: release_textures 
0004: $314 = 0 // $ = int 
0004: $315 = 0 // $ = int 
0004: $316 = 0 // $ = int 
0004: $317 = 0 // $ = int 
0004: $318 = 0 // $ = int 
0004: $319 = 0 // $ = int 
0004: $320 = 0 // $ = int 
0004: $321 = 0 // $ = int 
0004: $322 = 0 // $ = int 
0004: $323 = 0 // $ = int 
0004: $324 = 0 // $ = int 
0004: $325 = 0 // $ = int 
0004: $326 = 0 // $ = int 
0004: $327 = 0 // $ = int 
0004: $328 = 0 // $ = int 
0004: $329 = 0 // $ = int 
0004: $330 = 0 // $ = int 
0004: $331 = 0 // $ = int 
0004: $332 = 0 // $ = int 
0004: $onmission = 0 // $ = int 
0001: wait 2500 ms 
0002: jump @BLCKJ_15 

:BLCKJ_3454
00D6: if 
0038:   $319 == 1 // $ == int 
004D: jump_if_false @BLCKJ_3485 
038F: load_texture 'cd1s' as $318 // Load dictionary with 0390 first 

:BLCKJ_3485
00D6: if 
0038:   $319 == 2 // $ == int 
004D: jump_if_false @BLCKJ_3516 
038F: load_texture 'cd2d' as $318 // Load dictionary with 0390 first 

:BLCKJ_3516
00D6: if 
0038:   $319 == 3 // $ == int 
004D: jump_if_false @BLCKJ_3547 
038F: load_texture 'cd3h' as $318 // Load dictionary with 0390 first 

:BLCKJ_3547
00D6: if 
0038:   $319 == 4 // $ == int 
004D: jump_if_false @BLCKJ_3578 
038F: load_texture 'cd4s' as $318 // Load dictionary with 0390 first 

:BLCKJ_3578
00D6: if 
0038:   $319 == 5 // $ == int 
004D: jump_if_false @BLCKJ_3609 
038F: load_texture 'cd5c' as $318 // Load dictionary with 0390 first 

:BLCKJ_3609
00D6: if 
0038:   $319 == 6 // $ == int 
004D: jump_if_false @BLCKJ_3640 
038F: load_texture 'cd6d' as $318 // Load dictionary with 0390 first 

:BLCKJ_3640
00D6: if 
0038:   $319 == 7 // $ == int 
004D: jump_if_false @BLCKJ_3671 
038F: load_texture 'cd7h' as $318 // Load dictionary with 0390 first 

:BLCKJ_3671
00D6: if 
0038:   $319 == 8 // $ == int 
004D: jump_if_false @BLCKJ_3702 
038F: load_texture 'cd8s' as $318 // Load dictionary with 0390 first 

:BLCKJ_3702
00D6: if 
0038:   $319 == 9 // $ == int 
004D: jump_if_false @BLCKJ_3733 
038F: load_texture 'cd9c' as $318 // Load dictionary with 0390 first 

:BLCKJ_3733
00D6: if 
0038:   $319 == 10 // $ == int 
004D: jump_if_false @BLCKJ_3764 
038F: load_texture 'cd10d' as $318 // Load dictionary with 0390 first 

:BLCKJ_3764
00D6: if 
0038:   $319 == 11 // $ == int 
004D: jump_if_false @BLCKJ_3795 
038F: load_texture 'cd11d' as $318 // Load dictionary with 0390 first 

:BLCKJ_3795
00D6: if 
0038:   $320 == 0 // $ == int 
004D: jump_if_false @BLCKJ_3820 
0002: jump @BLCKJ_669 

:BLCKJ_3820
00D6: if 
0038:   $320 == 1 // $ == int 
004D: jump_if_false @BLCKJ_3845 
0002: jump @BLCKJ_793 

:BLCKJ_3845
00D6: if 
0038:   $320 == 2 // $ == int 
004D: jump_if_false @BLCKJ_3870 
0002: jump @BLCKJ_859 

:BLCKJ_3870
00D6: if 
0038:   $320 == 3 // $ == int 
004D: jump_if_false @BLCKJ_3895 
0002: jump @BLCKJ_1062 

:BLCKJ_3895
00D6: if 
0038:   $320 == 4 // $ == int 
004D: jump_if_false @BLCKJ_3920 
0002: jump @BLCKJ_2018 

:BLCKJ_3920
00D6: if 
0038:   $320 == 5 // $ == int 
004D: jump_if_false @BLCKJ_3945 
0002: jump @BLCKJ_2172 

:BLCKJ_3945
00D6: if 
0038:   $320 == 6 // $ == int 
004D: jump_if_false @BLCKJ_3970 
0002: jump @BLCKJ_2326 

:BLCKJ_3970
00D6: if 
0038:   $320 == 7 // $ == int 
004D: jump_if_false @BLCKJ_3995 
0002: jump @BLCKJ_1349 

:BLCKJ_3995
00D6: if 
0038:   $320 == 8 // $ == int 
004D: jump_if_false @BLCKJ_4020 
0002: jump @BLCKJ_1570 

:BLCKJ_4020
00D6: if 
0038:   $320 == 9 // $ == int 
004D: jump_if_false -3825 
0002: jump @BLCKJ_1791 
