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

0001: wait 100 ms 
0004: $9010 = 0 // $ = int
05E5: 0@ = game_version 
00D6: if 
0039:   0@ == 0 // @ == int 
004D: jump_if_false @Noname_62 
05E0: 1@ = read_memory 10176736 size 4 virtual_protect 1 
05E0: 12@ = read_memory 10176732 size 4 virtual_protect 1 
0002: jump @Noname_151 

:Noname_62
0001: wait 0 ms 
00D6: if 
0039:   0@ == 1 // @ == int 
004D: jump_if_false @Noname_119 
05E0: 1@ = read_memory 9712076 size 4 virtual_protect 1 
05E0: 12@ = read_memory 9712072 size 4 virtual_protect 1 
0002: jump @Noname_151 

:Noname_119
0001: wait 0 ms 
05E0: 1@ = read_memory 10172648 size 4 virtual_protect 1 
05E0: 12@ = read_memory 10172644 size 4 virtual_protect 1 

:Noname_151
0001: wait 0 ms 
0004: 14@ = 1@ // $ = int 
0014: 14@ /= 2 // $ /= int 
0004: 15@ = 1@ // $ = int 
008D: 14@ = integer_to_float 14@ 
008D: 15@ = integer_to_float 15@ 
0005: 7@ = 2000.0 // $ = float 
0015: 7@ /= 14@ // $ /= float 
0014: 12@ /= 2 // $ /= int 
008D: 12@ = integer_to_float 12@ 

:Noname_227
       

00D6: if 
0038:   $onmission == 0 // $ == int 
004D: jump_if_false @Noname_4347 


00D6: if and
0256:   player $player_char defined 
03EE:   player $player_char controllable 
816B:   not fading 
004D: jump_if_false @Noname_4347 

00D6: if and 
044A:   player $PLAYER_CHAR on_foot
00E1:   player 0 pressed_button 4  
00E1:   player 0 pressed_button 6
then             
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 1 weapon 5@ ammo 6@ model 8@
01B8: set_player $PLAYER_CHAR armed_weapon_to 5@
0001: wait 100 ms 
    00D6: if and 
    044A:   player $PLAYER_CHAR on_foot
    00E1:   player 0 pressed_button 4   
    00E1:   player 0 pressed_button 6
    004D: jump_if_false @Noname_4347
      
    0001: wait 100 ms 
    00D6: if and 
    044A:   player $PLAYER_CHAR on_foot
    00E1:   player 0 pressed_button 4   
    00E1:   player 0 pressed_button 6
    004D: jump_if_false @Noname_4347
    
    0001: wait 100 ms 
    00D6: if and 
    044A:   player $PLAYER_CHAR on_foot
    00E1:   player 0 pressed_button 4   
    00E1:   player 0 pressed_button 6
    004D: jump_if_false @Noname_4347
    
    0001: wait 100 ms 
    00D6: if and 
    044A:   player $PLAYER_CHAR on_foot
    00E1:   player 0 pressed_button 4   
    00E1:   player 0 pressed_button 6
    004D: jump_if_false @Noname_4347
    
    0001: wait 100 ms 
    00D6: if and 
    044A:   player $PLAYER_CHAR on_foot
    00E1:   player 0 pressed_button 4   
    00E1:   player 0 pressed_button 6
    004D: jump_if_false @Noname_4347
    
    0001: wait 100 ms 
    00D6: if and 
    044A:   player $PLAYER_CHAR on_foot
    00E1:   player 0 pressed_button 4   
    00E1:   player 0 pressed_button 6
    004D: jump_if_false @Noname_4347
    
    0001: wait 100 ms 
    00D6: if and 
    044A:   player $PLAYER_CHAR on_foot
    00E1:   player 0 pressed_button 4   
    00E1:   player 0 pressed_button 6
    004D: jump_if_false @Noname_4347
    
    0001: wait 100 ms 
    00D6: if and 
    044A:   player $PLAYER_CHAR on_foot
    00E1:   player 0 pressed_button 4   
    00E1:   player 0 pressed_button 6
    then 
        0004: $9010 = 1 // $ = int   
        0001: wait 30 ms 
        0002: jump @Noname_295 
    end
end



00D6: if and 
844A: not  player $PLAYER_CHAR on_foot
00E1:   player 0 pressed_button 4 
then             
0001: wait 100 ms 
    00D6: if and 
    844A:  not player $PLAYER_CHAR on_foot
    00E1:   player 0 pressed_button 4 
    004D: jump_if_false @Noname_4347
               
    0001: wait 100 ms 
    00D6: if and 
    844A:  not player $PLAYER_CHAR on_foot
    00E1:   player 0 pressed_button 4 
    004D: jump_if_false @Noname_4347
            
    0001: wait 100 ms 
    00D6: if and 
    844A:  not player $PLAYER_CHAR on_foot
    00E1:   player 0 pressed_button 4 
    004D: jump_if_false @Noname_4347
            
    0001: wait 100 ms 
    00D6: if and 
    844A:  not player $PLAYER_CHAR on_foot
    00E1:   player 0 pressed_button 4 
    004D: jump_if_false @Noname_4347
             
    0001: wait 100 ms 
    00D6: if and 
    844A:  not player $PLAYER_CHAR on_foot
    00E1:   player 0 pressed_button 4 
    004D: jump_if_false @Noname_4347    
      
    0001: wait 100 ms 
    00D6: if and 
    844A:  not player $PLAYER_CHAR on_foot
    00E1:   player 0 pressed_button 4 
    004D: jump_if_false @Noname_4347
            
    0001: wait 100 ms 
    00D6: if and 
    844A:  not player $PLAYER_CHAR on_foot
    00E1:   player 0 pressed_button 4 
    004D: jump_if_false @Noname_4347
            
    0001: wait 100 ms 
    00D6: if and 
    844A:  not player $PLAYER_CHAR on_foot
    00E1:   player 0 pressed_button 4 
    004D: jump_if_false @Noname_4347
           
    0001: wait 100 ms 
    00D6: if and 
    844A:  not player $PLAYER_CHAR on_foot
    00E1:   player 0 pressed_button 4 
    then 
        0004: $9010 = 1 // $ = int   
        0001: wait 30 ms 
        0002: jump @Noname_295 
    end
end

 

0001: wait 0 ms 
0002: jump @Noname_227 

:Noname_295 
0390: load_txd_dictionary 'MAP' // never used in VC or GTA 3 
038F: load_texture 'RADAR' as 1 // Load dictionary with 0390 first 
038F: load_texture 'CENTR' as 2 // Load dictionary with 0390 first 
038F: load_texture 'PACK' as 3 // Load dictionary with 0390 first 
038F: load_texture 'TSHIRT' as 4 // Load dictionary with 0390 first 
038F: load_texture 'RAMP' as 5 // Load dictionary with 0390 first 
038F: load_texture 'CENTRE' as 6 // Load dictionary with 0390 first 
038F: load_texture 'SHIELD' as 7 // Load dictionary with 0390 first 
038F: load_texture 'HEART' as 8 // Load dictionary with 0390 first 
038F: load_texture 'BRIBE' as 9 // Load dictionary with 0390 first 
038F: load_texture 'PROP' as 10 // Load dictionary with 0390 first 
038F: load_texture 'SAVE' as 11 // Load dictionary with 0390 first 
038F: load_texture 'MONEY' as 12 // Load dictionary with 0390 first 
03F0: enable_text_draw 1 

:Noname_453  
0001: wait 0 ms   
0004: $9010 = 1 // $ = int 
03E3: set_sprites_draw_before_fade 1  
038D: draw_texture 1 position 12@ 14@ size 15@ 15@ RGBA 255 255 255 200 // never used in VC or GTA 3 
0054: store_player $player_char position_to 0@ 1@ 2@ 
0017: 0@ /= 7@ // @ /= float 
0017: 1@ /= 7@ // @ /= float 
0005: 3@ = 12@ // $ = float 
0005: 4@ = 14@ // $ = float 
0005: 13@ = 14@ // $ = float 
0015: 13@ /= 32.0 // $ /= float 
005B: 3@ += 0@ // @ += @ float 
0063: 4@ -= 1@ // @ -= @ float 
03E3: set_sprites_draw_before_fade 1 
038D: draw_texture 2 position 3@ 4@ size 13@ 13@ RGBA TIMERA 137 205 255 // never used in VC or GTA 3 
00D6: if 
0029:   TIMERA >= 500 // @ >= int 
004D: jump_if_false @Noname_678 
038D: draw_texture 6 position 3@ 4@ size 128.0 128.0 RGBA 255 255 255 255 // never used in VC or GTA 3 
00D6: if 
0029:   TIMERA >= 1000 // @ >= int 
004D: jump_if_false @Noname_678 
0006: TIMERA = 0 // @ = int 

:Noname_678
0015: 13@ /= 4.0 // $ /= float 
0172: 0@ = actor $player_actor z_angle 
02F7: 6@ = cosine 0@ // float 
02F6: 5@ = sine 0@ // float 
0013: 5@ *= 13@ // @ *= float 
0013: 6@ *= 13@ // @ *= float 
0063: 4@ -= 6@ // @ -= @ float 
0063: 3@ -= 5@ // @ -= @ float 
0011: 13@ *= 2.0 // $ *= float 
03E3: set_sprites_draw_before_fade 1 
038D: draw_texture 2 position 3@ 4@ size 13@ 13@ RGBA 255 255 255 255 // never used in VC or GTA 3 
/*00D6: if
044A:   player $PLAYER_CHAR on_foot
then  */
    00D6: if
    00E1:   player 0 pressed_button 4
    004D: jump_if_false @Noname_2721 
/*else
    00D6: if
    00E1:   player 0 pressed_button 19
    004D: jump_if_false @Noname_2721 
end  */
0054: store_player $player_char position_to 0@ 1@ 2@  

00D6: if 
05F1: 0@ = random_object_near_point 0@ 1@ 2@ in_radius 2048.0 find_next 0 //IF and SET 
004D: jump_if_false @Noname_2714 


:Noname_2714
0002: jump @Noname_453 

:Noname_2721
0001: wait 0 ms 
0004: $9010 = 0 // $ = int
0391: release_textures 
0002: jump @Noname_227 

:Noname_4347
0001: wait 0 ms 
0002: jump @Noname_227 
