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

0000: NOP 
03A4: script_name 'HP_STN2' 

:HP_STN2_12
0001: wait 0 ms

00D6: if and   
80E1: not player 0 pressed_button 5  
00E1: player 0 pressed_button 7 
then
    jump @HP_STN2_12
end  

00D6: if and   
00E1: player 0 pressed_button 5  
80E1: not player 0 pressed_button 7 
then
    jump @HP_STN2_12
end

 
00D6: if and
0256:   player $PLAYER_CHAR defined 
00E0:   player $PLAYER_CHAR in_any_car 
00E1:   player 0 pressed_button 17  
03EE:   player $player_char controllable 
816B:   not fading  
004D: jump_if_false @HP_STN2_12 


03C0: 0@ = actor $player_actor car_no_save

if and
8137:  not car 0@ model == 6137
8137:  not car 0@ model == 6138
8137:  not car 0@ model == 156
then
    jump @HP_STN2_12
end

:HP_STN2_47
0001: wait 0 ms

00D6: if and   
80E1: not player 0 pressed_button 5  
00E1: player 0 pressed_button 7 
then
    jump @HP_STN2_47
end  

00D6: if and   
00E1: player 0 pressed_button 5  
80E1: not player 0 pressed_button 7 
then
    jump @HP_STN2_47
end
    
 
00D6: if and
0256:   player $PLAYER_CHAR defined 
00E0:   player $PLAYER_CHAR in_any_car 
00E1:   player 0 pressed_button 17  
03EE:   player $player_char controllable 
816B:   not fading  
004D: jump_if_false @HP_STN2_83 
0001: wait 0 ms 


03C0: 0@ = actor $player_actor car_no_save

if and
8137:  not car 0@ model == 6137
8137:  not car 0@ model == 6138
8137:  not car 0@ model == 156
then
    jump @HP_STN2_47
end
0002: jump @HP_STN2_47 

:HP_STN2_83
03C1: 10@ = player $PLAYER_CHAR car_no_save 
0407: create_coordinate 0@ 1@ 2@ from_car 10@ offset 0.0 -3.0 1000.0 
0174: 3@ = car 10@ z_angle 
0107: 4@ = create_object #NULL at 0@ 1@ 2@ 
0177: set_object 4@ z_angle_to 3@ 
0382: set_object 4@ collision_detection 0 
0407: create_coordinate 0@ 1@ 2@ from_car 10@ offset 0.0 -3.0 10.0 
01BC: put_object 4@ at 0@ 1@ 2@ 
000B: 3@ += 7.5 // @ += float 
0400: create_coordinate 0@ 1@ 2@ from_object 4@ offset 0.0 0.0 -9.0 
0087: 5@ = 2@ // @ = @ float 
02CE: 2@ = ground_z 0@ 1@ 5@ 
000B: 2@ += 0.15 // @ += float 
0006: 15@ = 521 // @ = int 
0107: 7@ = create_object 15@ at 0@ 1@ 2@ 
0177: set_object 7@ z_angle_to 3@ 
01C7: remove_object_from_mission_cleanup_list 7@ 
000B: 3@ += -15.0 // @ += float 
0400: create_coordinate 0@ 1@ 2@ from_object 4@ offset 0.0 0.0 -999.0 
02CE: 2@ = ground_z 0@ 1@ 5@ 
000B: 2@ += 0.11 // @ += float 
0107: 8@ = create_object 15@ at 0@ 1@ 2@ 
0177: set_object 8@ z_angle_to 3@ 
01C7: remove_object_from_mission_cleanup_list 8@ 
01C3: mark_car_as_no_longer_needed 10@ 
0400: create_coordinate 0@ 1@ 2@ from_object 4@ offset 0.22 0.0 -999.0 
02CE: 2@ = ground_z 0@ 1@ 5@ 
000B: 2@ += 0.15 // @ += float 
000B: 3@ += 15.0 // @ += float 
0107: 9@ = create_object 15@ at 0@ 1@ 2@ 
0177: set_object 9@ z_angle_to 3@ 
01C7: remove_object_from_mission_cleanup_list 9@ 
0400: create_coordinate 0@ 1@ 2@ from_object 4@ offset 0.22 0.0 -999.0 
02CE: 2@ = ground_z 0@ 1@ 5@ 
000B: 2@ += 0.11 // @ += float 
000B: 3@ += -15.0 // @ += float 
0107: 10@ = create_object 15@ at 0@ 1@ 2@ 
0177: set_object 10@ z_angle_to 3@ 
01C7: remove_object_from_mission_cleanup_list 10@ 
0400: create_coordinate 0@ 1@ 2@ from_object 4@ offset -0.22 0.0 -999.0 
02CE: 2@ = ground_z 0@ 1@ 5@ 
000B: 2@ += 0.15 // @ += float 
000B: 3@ += 15.0 // @ += float 
0107: 11@ = create_object 15@ at 0@ 1@ 2@ 
0177: set_object 11@ z_angle_to 3@ 
01C7: remove_object_from_mission_cleanup_list 11@ 
0400: create_coordinate 0@ 1@ 2@ from_object 4@ offset -0.22 0.0 -999.0 
02CE: 2@ = ground_z 0@ 1@ 5@ 
000B: 2@ += 0.11 // @ += float 
000B: 3@ += -15.0 // @ += float 
0107: 12@ = create_object 15@ at 0@ 1@ 2@ 
0177: set_object 12@ z_angle_to 3@ 
01C7: remove_object_from_mission_cleanup_list 12@ 
000B: 3@ += 7.5 // @ += float 
0007: 6@ = 7.5 // @ = float 

:HP_STN2_801
0001: wait 0 ms 
00D6: if 
0023:   75.0 > 6@ // float > @ 
004D: jump_if_false @HP_STN2_1491 
000B: 6@ += 7.5 // @ += float 
0400: create_coordinate 0@ 1@ 2@ from_object 4@ offset 0.0 0.0 -999.0 
02CE: 2@ = ground_z 0@ 1@ 5@ 
000B: 2@ += 0.15 // @ += float 
034E: move_object 7@ to 0@ 1@ 2@ speed 0.2 0.2 1.0 collision_check 0 
005B: 3@ += 6@ // @ += @ float 
0177: set_object 7@ z_angle_to 3@ 
0400: create_coordinate 0@ 1@ 2@ from_object 4@ offset 0.0 0.0 -999.0 
02CE: 2@ = ground_z 0@ 1@ 5@ 
000B: 2@ += 0.11 // @ += float 
034E: move_object 8@ to 0@ 1@ 2@ speed 0.2 0.2 1.0 collision_check 0 
0063: 3@ -= 6@ // @ -= @ float 
0063: 3@ -= 6@ // @ -= @ float 
0177: set_object 8@ z_angle_to 3@ 
0400: create_coordinate 0@ 1@ 2@ from_object 4@ offset 1.5 0.0 -999.0 
02CE: 2@ = ground_z 0@ 1@ 5@ 
000B: 2@ += 0.15 // @ += float 
034E: move_object 9@ to 0@ 1@ 2@ speed 0.2 0.2 1.0 collision_check 0 
005B: 3@ += 6@ // @ += @ float 
005B: 3@ += 6@ // @ += @ float 
0177: set_object 9@ z_angle_to 3@ 
0400: create_coordinate 0@ 1@ 2@ from_object 4@ offset 1.5 0.0 -999.0 
02CE: 2@ = ground_z 0@ 1@ 5@ 
000B: 2@ += 0.11 // @ += float 
034E: move_object 10@ to 0@ 1@ 2@ speed 0.2 0.2 1.0 collision_check 0 
0063: 3@ -= 6@ // @ -= @ float 
0063: 3@ -= 6@ // @ -= @ float 
0177: set_object 10@ z_angle_to 3@ 
0400: create_coordinate 0@ 1@ 2@ from_object 4@ offset -1.5 0.0 -999.0 
02CE: 2@ = ground_z 0@ 1@ 5@ 
000B: 2@ += 0.15 // @ += float 
034E: move_object 11@ to 0@ 1@ 2@ speed 0.2 0.2 1.0 collision_check 0 
005B: 3@ += 6@ // @ += @ float 
005B: 3@ += 6@ // @ += @ float 
0177: set_object 11@ z_angle_to 3@ 
0400: create_coordinate 0@ 1@ 2@ from_object 4@ offset -1.5 0.0 -999.0 
02CE: 2@ = ground_z 0@ 1@ 5@ 
000B: 2@ += 0.11 // @ += float 
034E: move_object 12@ to 0@ 1@ 2@ speed 0.2 0.2 1.0 collision_check 0 
0063: 3@ -= 6@ // @ -= @ float 
0063: 3@ -= 6@ // @ -= @ float 
0177: set_object 12@ z_angle_to 3@ 
005B: 3@ += 6@ // @ += @ float 
0002: jump @HP_STN2_801 

:HP_STN2_1491
018C: play_sound 16 at 0@ 1@ 5@ 
0006: TIMERA = 0 // @ = int 
0006: 3@ = -1 // @ = int 

:HP_STN2_1518
0001: wait 0 ms 
0006: 6@ = -1 // @ = int 
0400: create_coordinate 0@ 1@ 2@ from_object 7@ offset 0.0 0.0 0.0 
0087: 2@ = 0@ // @ = @ float 
000F: 2@ -= 2.0 // @ -= float 
000B: 0@ += 2.0 // @ += float 
0087: 5@ = 1@ // @ = @ float 
000F: 5@ -= 2.0 // @ -= float 
000B: 1@ += 2.0 // @ += float 
053E: 6@ = get_random_car_with_actors -1 in_area 2@ 5@ 0@ 1@ 
00D6: if or
0039:   6@ == -1 // @ == int 
003B:   6@ == 3@ // @ == @ int 
004D: jump_if_false @HP_STN2_4344 
0400: create_coordinate 0@ 1@ 2@ from_object 8@ offset 0.0 0.0 0.0 
0087: 2@ = 0@ // @ = @ float 
000F: 2@ -= 2.0 // @ -= float 
000B: 0@ += 2.0 // @ += float 
0087: 5@ = 1@ // @ = @ float 
000F: 5@ -= 2.0 // @ -= float 
000B: 1@ += 2.0 // @ += float 
053E: 6@ = get_random_car_with_actors -1 in_area 2@ 5@ 0@ 1@ 
00D6: if or
0039:   6@ == -1 // @ == int 
003B:   6@ == 3@ // @ == @ int 
004D: jump_if_false @HP_STN2_4344 
0400: create_coordinate 0@ 1@ 2@ from_object 9@ offset 0.0 0.0 0.0 
0087: 2@ = 0@ // @ = @ float 
000F: 2@ -= 1.8 // @ -= float 
000B: 0@ += 1.8 // @ += float 
0087: 5@ = 1@ // @ = @ float 
000F: 5@ -= 1.8 // @ -= float 
000B: 1@ += 1.8 // @ += float 
053E: 6@ = get_random_car_with_actors -1 in_area 2@ 5@ 0@ 1@ 
00D6: if or
0039:   6@ == -1 // @ == int 
003B:   6@ == 3@ // @ == @ int 
004D: jump_if_false @HP_STN2_4344 
0400: create_coordinate 0@ 1@ 2@ from_object 10@ offset 0.0 0.0 0.0 
0087: 2@ = 0@ // @ = @ float 
000F: 2@ -= 1.8 // @ -= float 
000B: 0@ += 1.8 // @ += float 
0087: 5@ = 1@ // @ = @ float 
000F: 5@ -= 1.8 // @ -= float 
000B: 1@ += 1.8 // @ += float 
053E: 6@ = get_random_car_with_actors -1 in_area 2@ 5@ 0@ 1@ 
00D6: if or
0039:   6@ == -1 // @ == int 
003B:   6@ == 3@ // @ == @ int 
004D: jump_if_false @HP_STN2_4344 
0400: create_coordinate 0@ 1@ 2@ from_object 11@ offset 0.0 0.0 0.0 
0087: 2@ = 0@ // @ = @ float 
000F: 2@ -= 1.8 // @ -= float 
000B: 0@ += 1.8 // @ += float 
0087: 5@ = 1@ // @ = @ float 
000F: 5@ -= 1.8 // @ -= float 
000B: 1@ += 1.8 // @ += float 
053E: 6@ = get_random_car_with_actors -1 in_area 2@ 5@ 0@ 1@ 
00D6: if or
0039:   6@ == -1 // @ == int 
003B:   6@ == 3@ // @ == @ int 
004D: jump_if_false @HP_STN2_4344 
0400: create_coordinate 0@ 1@ 2@ from_object 12@ offset 0.0 0.0 0.0 
0087: 2@ = 0@ // @ = @ float 
000F: 2@ -= 1.8 // @ -= float 
000B: 0@ += 1.8 // @ += float 
0087: 5@ = 1@ // @ = @ float 
000F: 5@ -= 1.8 // @ -= float 
000B: 1@ += 1.8 // @ += float 
053E: 6@ = get_random_car_with_actors -1 in_area 2@ 5@ 0@ 1@ 
00D6: if or
0039:   6@ == -1 // @ == int 
003B:   6@ == 3@ // @ == @ int 
004D: jump_if_false @HP_STN2_4344 
0006: 6@ = -1 // @ = int 
0400: create_coordinate 0@ 1@ 5@ from_object 7@ offset 0.0 0.0 0.0 
0400: create_coordinate 0@ 1@ 2@ from_object 4@ offset 0.0 0.0 0.0 
00D6: if 
05EF: 6@ = random_actor_near_point 0@ 1@ 5@ in_radius 1.0 find_next 0 pass_deads 1 //IF and SET 
004D: jump_if_false @HP_STN2_2497 
00D6: if or
0449:   actor 6@ sitting_in_any_car 
003B:   6@ == 3@ // @ == @ int 
004D: jump_if_false @HP_STN2_4284 

:HP_STN2_2432
00D6: if 
05EF: 6@ = random_actor_near_point 0@ 1@ 5@ in_radius 1.0 find_next 1 pass_deads 1 //IF and SET 
004D: jump_if_false @HP_STN2_2497 
00D6: if or
0449:   actor 6@ sitting_in_any_car 
003B:   6@ == 3@ // @ == @ int 
004D: jump_if_false @HP_STN2_4284 
0002: jump @HP_STN2_2432 

:HP_STN2_2497
0400: create_coordinate 0@ 1@ 5@ from_object 7@ offset 0.0 0.0 0.0 
0400: create_coordinate 0@ 1@ 2@ from_object 4@ offset 0.75 0.0 0.0 
00D6: if 
05EF: 6@ = random_actor_near_point 0@ 1@ 5@ in_radius 1.0 find_next 0 pass_deads 1 //IF and SET 
004D: jump_if_false @HP_STN2_2678 
00D6: if or
0449:   actor 6@ sitting_in_any_car 
003B:   6@ == 3@ // @ == @ int 
004D: jump_if_false @HP_STN2_4284 

:HP_STN2_2613
00D6: if 
05EF: 6@ = random_actor_near_point 0@ 1@ 5@ in_radius 1.0 find_next 1 pass_deads 1 //IF and SET 
004D: jump_if_false @HP_STN2_2678 
00D6: if or
0449:   actor 6@ sitting_in_any_car 
003B:   6@ == 3@ // @ == @ int 
004D: jump_if_false @HP_STN2_4284 
0002: jump @HP_STN2_2613 

:HP_STN2_2678
0400: create_coordinate 0@ 1@ 5@ from_object 7@ offset 0.0 0.0 0.0 
0400: create_coordinate 0@ 1@ 2@ from_object 4@ offset -0.75 0.0 0.0 
00D6: if 
05EF: 6@ = random_actor_near_point 0@ 1@ 5@ in_radius 1.0 find_next 0 pass_deads 1 //IF and SET 
004D: jump_if_false @HP_STN2_2859 
00D6: if or
0449:   actor 6@ sitting_in_any_car 
003B:   6@ == 3@ // @ == @ int 
004D: jump_if_false @HP_STN2_4284 

:HP_STN2_2794
00D6: if 
05EF: 6@ = random_actor_near_point 0@ 1@ 5@ in_radius 1.0 find_next 1 pass_deads 1 //IF and SET 
004D: jump_if_false @HP_STN2_2859 
00D6: if or
0449:   actor 6@ sitting_in_any_car 
003B:   6@ == 3@ // @ == @ int 
004D: jump_if_false @HP_STN2_4284 
0002: jump @HP_STN2_2794 

:HP_STN2_2859
0400: create_coordinate 0@ 1@ 5@ from_object 9@ offset 0.0 0.0 0.0 
0400: create_coordinate 0@ 1@ 2@ from_object 4@ offset 1.5 0.0 0.0 
00D6: if 
05EF: 6@ = random_actor_near_point 0@ 1@ 5@ in_radius 1.0 find_next 0 pass_deads 1 //IF and SET 
004D: jump_if_false @HP_STN2_3040 
00D6: if or
0449:   actor 6@ sitting_in_any_car 
003B:   6@ == 3@ // @ == @ int 
004D: jump_if_false @HP_STN2_4284 

:HP_STN2_2975
00D6: if 
05EF: 6@ = random_actor_near_point 0@ 1@ 5@ in_radius 1.0 find_next 1 pass_deads 1 //IF and SET 
004D: jump_if_false @HP_STN2_3040 
00D6: if or
0449:   actor 6@ sitting_in_any_car 
003B:   6@ == 3@ // @ == @ int 
004D: jump_if_false @HP_STN2_4284 
0002: jump @HP_STN2_2975 

:HP_STN2_3040
0400: create_coordinate 0@ 1@ 5@ from_object 11@ offset 0.0 0.0 0.0 
0400: create_coordinate 0@ 1@ 2@ from_object 4@ offset -1.5 0.0 0.0 
00D6: if 
05EF: 6@ = random_actor_near_point 0@ 1@ 5@ in_radius 1.0 find_next 0 pass_deads 1 //IF and SET 
004D: jump_if_false @HP_STN2_3221 
00D6: if or
0449:   actor 6@ sitting_in_any_car 
003B:   6@ == 3@ // @ == @ int 
004D: jump_if_false @HP_STN2_4284 

:HP_STN2_3156
00D6: if 
05EF: 6@ = random_actor_near_point 0@ 1@ 5@ in_radius 1.0 find_next 1 pass_deads 1 //IF and SET 
004D: jump_if_false @HP_STN2_3221 
00D6: if or
0449:   actor 6@ sitting_in_any_car 
003B:   6@ == 3@ // @ == @ int 
004D: jump_if_false @HP_STN2_4284 
0002: jump @HP_STN2_3156 

:HP_STN2_3221
0400: create_coordinate 0@ 1@ 5@ from_object 9@ offset 0.0 0.0 0.0 
0400: create_coordinate 0@ 1@ 2@ from_object 4@ offset 2.05 0.0 0.0 
00D6: if 
05EF: 6@ = random_actor_near_point 0@ 1@ 5@ in_radius 1.0 find_next 0 pass_deads 1 //IF and SET 
004D: jump_if_false @HP_STN2_3402 
00D6: if or
0449:   actor 6@ sitting_in_any_car 
003B:   6@ == 3@ // @ == @ int 
004D: jump_if_false @HP_STN2_4284 

:HP_STN2_3337
00D6: if 
05EF: 6@ = random_actor_near_point 0@ 1@ 5@ in_radius 1.0 find_next 1 pass_deads 1 //IF and SET 
004D: jump_if_false @HP_STN2_3402 
00D6: if or
0449:   actor 6@ sitting_in_any_car 
003B:   6@ == 3@ // @ == @ int 
004D: jump_if_false @HP_STN2_4284 
0002: jump @HP_STN2_3337 

:HP_STN2_3402
0400: create_coordinate 0@ 1@ 5@ from_object 11@ offset 0.0 0.0 0.0 
0400: create_coordinate 0@ 1@ 2@ from_object 4@ offset -2.05 0.0 0.0 
00D6: if 
05EF: 6@ = random_actor_near_point 0@ 1@ 5@ in_radius 1.0 find_next 0 pass_deads 1 //IF and SET 
004D: jump_if_false @HP_STN2_3583 
00D6: if or
0449:   actor 6@ sitting_in_any_car 
003B:   6@ == 3@ // @ == @ int 
004D: jump_if_false @HP_STN2_4284 

:HP_STN2_3518
00D6: if 
05EF: 6@ = random_actor_near_point 0@ 1@ 5@ in_radius 1.0 find_next 1 pass_deads 1 //IF and SET 
004D: jump_if_false @HP_STN2_3583 
00D6: if or
0449:   actor 6@ sitting_in_any_car 
003B:   6@ == 3@ // @ == @ int 
004D: jump_if_false @HP_STN2_4284 
0002: jump @HP_STN2_3518 

:HP_STN2_3583
0006: 3@ = -1 // @ = int 
0400: create_coordinate 0@ 1@ 2@ from_object 4@ offset 0.0 0.0 0.0 
00D6: if 
80E7:   not player $PLAYER_CHAR stopped 0 0@ 1@ radius 0.5 0.5 
004D: jump_if_false @HP_STN2_4038 
0400: create_coordinate 0@ 1@ 2@ from_object 4@ offset 0.75 0.0 0.0 
00D6: if 
80E7:   not player $PLAYER_CHAR stopped 0 0@ 1@ radius 0.7 0.7 
004D: jump_if_false @HP_STN2_4038 
0400: create_coordinate 0@ 1@ 2@ from_object 4@ offset -0.75 0.0 0.0 
00D6: if 
80E7:   not player $PLAYER_CHAR stopped 0 0@ 1@ radius 0.7 0.7 
004D: jump_if_false @HP_STN2_4038 
0400: create_coordinate 0@ 1@ 2@ from_object 4@ offset 1.5 0.0 0.0 
00D6: if 
80E7:   not player $PLAYER_CHAR stopped 0 0@ 1@ radius 0.5 0.5 
004D: jump_if_false @HP_STN2_4038 
0400: create_coordinate 0@ 1@ 2@ from_object 4@ offset -1.5 0.0 0.0 
00D6: if 
80E7:   not player $PLAYER_CHAR stopped 0 0@ 1@ radius 0.5 0.5 
004D: jump_if_false @HP_STN2_4038 
0400: create_coordinate 0@ 1@ 2@ from_object 4@ offset 2.05 0.0 0.0 
00D6: if 
80E7:   not player $PLAYER_CHAR stopped 0 0@ 1@ radius 0.7 0.7 
004D: jump_if_false @HP_STN2_4038 
0400: create_coordinate 0@ 1@ 2@ from_object 4@ offset -2.05 0.0 0.0 
00D6: if 
80E7:   not player $PLAYER_CHAR stopped 0 0@ 1@ radius 0.7 0.7 
004D: jump_if_false @HP_STN2_4038 
0002: jump @HP_STN2_4385 

:HP_STN2_4038
00D6: if 
80E0:   not player $PLAYER_CHAR in_any_car 
004D: jump_if_false @HP_STN2_4385 
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 0.1 -0.4 
0437: scatter_particle 7 0.0 at 0@ 1@ 2@ 0.0 0.0 0.03 
0437: scatter_particle 8 0.0 at 0@ 1@ 2@ 0.0 0.0 0.03 
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 0.1 -0.2 
0437: scatter_particle 7 0.0 at 0@ 1@ 2@ 0.0 0.0 0.03 
0437: scatter_particle 8 0.0 at 0@ 1@ 2@ 0.0 0.0 0.03 
0225: 5@ = player $PLAYER_CHAR health 
000E: 5@ -= 1 // @ -= int 
0372: set_actor $PLAYER_ACTOR anim 15 wait_state_time 1000 ms 
0222: set_player $PLAYER_CHAR health_to 5@ 
0002: jump @HP_STN2_4385 

:HP_STN2_4284
0332: set_actor 6@ bleeding_to 1 
0226: 5@ = actor 6@ health 
000E: 5@ -= 1 // @ -= int 
0223: set_actor 6@ health_to 5@ 
0085: 3@ = 6@ // @ = @ int 
0372: set_actor 6@ anim 15 wait_state_time 1000 ms 
01C2: mark_actor_as_no_longer_needed 6@ 
0002: jump @HP_STN2_4385 

:HP_STN2_4344
04FE: set_vehicle 6@ deflate_tire 0 
04FE: set_vehicle 6@ deflate_tire 1 
04FE: set_vehicle 6@ deflate_tire 2 
04FE: set_vehicle 6@ deflate_tire 3 
0085: 3@ = 6@ // @ = @ int 
01C3: mark_car_as_no_longer_needed 6@ 

:HP_STN2_4385
00D6: if 
0019:   TIMERA > 5000 // @ > int 
004D: jump_if_false @HP_STN2_4448 
0108: destroy_object 4@ 
0108: destroy_object 7@ 
0108: destroy_object 8@ 
0108: destroy_object 9@ 
0108: destroy_object 10@ 
0108: destroy_object 11@ 
0108: destroy_object 12@ 
0002: jump @HP_STN2_12 

:HP_STN2_4448





00D6: if and   
80E1: not player 0 pressed_button 5  
00E1: player 0 pressed_button 7 
then
    jump @HP_STN2_1518 
end  

00D6: if and   
00E1: player 0 pressed_button 5  
80E1: not player 0 pressed_button 7 
then
    jump @HP_STN2_1518 
end


00D6: if and
0256:   player $PLAYER_CHAR defined 
00E0:   player $PLAYER_CHAR in_any_car 
00E1:   player 0 pressed_button 17
03EE:   player $player_char controllable 
816B:   not fading   
004D: jump_if_false @HP_STN2_1518 
0108: destroy_object 4@ 
0108: destroy_object 7@ 
0108: destroy_object 8@ 
0108: destroy_object 9@ 
0108: destroy_object 10@ 
0108: destroy_object 11@ 
0108: destroy_object 12@ 
0002: jump @HP_STN2_47 
