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

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

:GANGBCK_15
0001: wait 200 ms 
00D6: if 
0038:   $onmission == 0 // $ == int 
004D: jump_if_false @GANGBCK_15 
00D6: if 
0102:   actor $player_actor stopped_near_point_on_foot 381.4589 468.2786 11.6556 radius 1.0 1.0 1.0 sphere 0 
004D: jump_if_false @GANGBCK_15 
00D6: if 
010A:   player $player_char money > 49 
004D: jump_if_false @GANGBCK_126 
00BC: text_highpriority 'horse1' time 1000 1 
0002: jump @GANGBCK_148 

:GANGBCK_126
00BC: text_highpriority 'blckj7' time 1000 1 
0002: jump @GANGBCK_15 

:GANGBCK_148
00D6: if 
00E1:   player 0 pressed_button 4 
004D: jump_if_false @GANGBCK_15 
0004: $onmission = 1 // $ = int 
01B4: set_player $player_char can_move 0 
0109: player $player_char money += -50 
00BC: text_highpriority 'horse2' time 1000 1 
05E5: 0@ = game_version 
00D6: if 
0039:   0@ == 0 // @ == int 
004D: jump_if_false @GANGBCK_259 
05E0: 1@ = read_memory 10176736 size 4 virtual_protect 1 
05E0: 2@ = read_memory 10176732 size 4 virtual_protect 1 
0002: jump @GANGBCK_348 

:GANGBCK_259
0001: wait 0 ms 
00D6: if 
0039:   0@ == 1 // @ == int 
004D: jump_if_false @GANGBCK_316 
05E0: 1@ = read_memory 9712076 size 4 virtual_protect 1 
05E0: 2@ = read_memory 9712072 size 4 virtual_protect 1 
0002: jump @GANGBCK_348 

:GANGBCK_316
0001: wait 0 ms 
05E0: 1@ = read_memory 10172648 size 4 virtual_protect 1 
05E0: 2@ = read_memory 10172644 size 4 virtual_protect 1 

:GANGBCK_348
0001: wait 0 ms 
0085: 14@ = 1@ // @ = @ int 
0016: 14@ /= 2 // @ /= int 
0085: 15@ = 2@ // @ = @ int 
0085: TIMERA = 2@ // @ = @ int 
0085: TIMERB = 1@ // @ = @ int 
0016: 15@ /= 7 // @ /= int 
0085: 13@ = 1@ // @ = @ int 
0016: 13@ /= 2 // @ /= int 
0085: 12@ = 13@ // @ = @ int 
0085: 11@ = 13@ // @ = @ int 
0085: 10@ = 13@ // @ = @ int 
008D: 14@ = integer_to_float 14@ 
008D: 15@ = integer_to_float 15@ 
008D: TIMERA = integer_to_float TIMERA 
008D: TIMERB = integer_to_float TIMERB 
008D: 13@ = integer_to_float 13@ 
008D: 12@ = integer_to_float 12@ 
008D: 11@ = integer_to_float 11@ 
008D: 10@ = integer_to_float 10@ 
008D: 2@ = integer_to_float 2@ 
008D: 1@ = integer_to_float 1@ 
0015: 13@ /= 0.6 // $ /= float 
0015: 12@ /= 0.7 // $ /= float 
0015: 11@ /= 0.9 // $ /= float 
0015: 10@ /= 1.1 // $ /= float 
0015: TIMERA /= 2.01 // $ /= float 
0015: TIMERB /= 2.01 // $ /= float 
0015: 1@ /= 0.98 // $ /= float 
0015: 2@ /= 0.98 // $ /= float 
0390: load_txd_dictionary 'GALLOP' // never used in VC or GTA 3 
038F: load_texture 'horse1' as 1 // Load dictionary with 0390 first 
038F: load_texture 'horse6' as 6 // Load dictionary with 0390 first 
038F: load_texture 'horse5' as 5 // Load dictionary with 0390 first 
038F: load_texture 'horse4' as 4 // Load dictionary with 0390 first 
038F: load_texture 'backg' as 2 // Load dictionary with 0390 first 
038F: load_texture 'select1' as 3 // Load dictionary with 0390 first 
038F: load_texture 'select4' as 7 // Load dictionary with 0390 first 
038F: load_texture 'select5' as 8 // Load dictionary with 0390 first 
038F: load_texture 'select6' as 9 // Load dictionary with 0390 first 
0007: 4@ = 0.0 // @ = float 
0007: 5@ = 0.0 // @ = float 
0007: 6@ = 0.0 // @ = float 
0005: $9813 = 0.0 // $ = float 
03F0: enable_text_draw 1 
0004: $9812 = 1 // $ = int 

:GANGBCK_766
0001: wait 0 ms 
00BC: text_highpriority 'empty' time 1000 1 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @GANGBCK_826 
016A: fade 0 0 ms 
0001: wait 500 ms 
016A: fade 1 0 ms 
0002: jump @GANGBCK_1177 

:GANGBCK_826
00D6: if 
00E1:   player 0 pressed_button 9 
004D: jump_if_false @GANGBCK_906 
00D6: if 
0028:   $9812 >= 4 // $ >= int 
004D: jump_if_false @GANGBCK_875 
0004: $9812 = 1 // $ = int 
0002: jump @GANGBCK_882 

:GANGBCK_875
0008: $9812 += 1 // $ += int 

:GANGBCK_882
016A: fade 0 0 ms 
0001: wait 500 ms 
016A: fade 1 0 ms 
0002: jump @GANGBCK_906 

:GANGBCK_906
00D6: if 
00E1:   player 0 pressed_button 8 
004D: jump_if_false @GANGBCK_986 
00D6: if 
002A:   1 >= $9812 // int >= $ 
004D: jump_if_false @GANGBCK_955 
0004: $9812 = 4 // $ = int 
0002: jump @GANGBCK_962 

:GANGBCK_955
000C: $9812 -= 1 // $ -= int 

:GANGBCK_962
016A: fade 0 0 ms 
0001: wait 500 ms 
016A: fade 1 0 ms 
0002: jump @GANGBCK_986 

:GANGBCK_986
00D6: if 
0038:   $9812 == 1 // $ == int 
004D: jump_if_false @GANGBCK_1032 
038D: draw_texture 3 position TIMERA TIMERB size 2@ 1@ RGBA 255 255 255 255 // never used in VC or GTA 3 

:GANGBCK_1032
00D6: if 
0038:   $9812 == 2 // $ == int 
004D: jump_if_false @GANGBCK_1078 
038D: draw_texture 7 position TIMERA TIMERB size 2@ 1@ RGBA 255 255 255 255 // never used in VC or GTA 3 

:GANGBCK_1078
00D6: if 
0038:   $9812 == 3 // $ == int 
004D: jump_if_false @GANGBCK_1124 
038D: draw_texture 8 position TIMERA TIMERB size 2@ 1@ RGBA 255 255 255 255 // never used in VC or GTA 3 

:GANGBCK_1124
00D6: if 
0038:   $9812 == 4 // $ == int 
004D: jump_if_false @GANGBCK_1170 
038D: draw_texture 9 position TIMERA TIMERB size 2@ 1@ RGBA 255 255 255 255 // never used in VC or GTA 3 

:GANGBCK_1170
0002: jump @GANGBCK_766 

:GANGBCK_1177
016A: fade 0 0 ms 
0001: wait 100 ms 
016A: fade 1 0 ms 

:GANGBCK_1193
0001: wait 0 ms 
00BC: text_highpriority 'empty' time 100 1 
038D: draw_texture 2 position TIMERA TIMERB size 2@ 1@ RGBA 255 255 255 255 // never used in VC or GTA 3 
038D: draw_texture 5 position $9813 10@ size 14@ 15@ RGBA 255 255 255 255 // never used in VC or GTA 3 
038D: draw_texture 4 position 4@ 11@ size 14@ 15@ RGBA 255 255 255 255 // never used in VC or GTA 3 
038D: draw_texture 1 position 5@ 12@ size 14@ 15@ RGBA 255 255 255 255 // never used in VC or GTA 3 
038D: draw_texture 6 position 6@ 13@ size 14@ 15@ RGBA 255 255 255 255 // never used in VC or GTA 3 
0088: $9814 = 1@ // $ = @ float 
005F: $9814 += 14@ // $ += @ float 
00D6: if 
0024:   $9813 > $9814 // $ > $ float 
004D: jump_if_false @GANGBCK_1456 
00D6: if 
0038:   $9812 == 3 // $ == int 
004D: jump_if_false @GANGBCK_1434 
0109: player $player_char money += 1000 
00BC: text_highpriority 'horse6' time 3000 1 
0002: jump @GANGBCK_1449 

:GANGBCK_1434
00BC: text_highpriority 'horse3' time 3000 1 

:GANGBCK_1449
0002: jump @GANGBCK_1930 

:GANGBCK_1456
00D6: if 
0027:   4@ > $9814 // @ > $ float 
004D: jump_if_false @GANGBCK_1545 
00D6: if 
0038:   $9812 == 2 // $ == int 
004D: jump_if_false @GANGBCK_1523 
0109: player $player_char money += 400 
00BC: text_highpriority 'horse5' time 3000 1 
0002: jump @GANGBCK_1538 

:GANGBCK_1523
00BC: text_highpriority 'horse3' time 3000 1 

:GANGBCK_1538
0002: jump @GANGBCK_1930 

:GANGBCK_1545
00D6: if 
0027:   5@ > $9814 // @ > $ float 
004D: jump_if_false @GANGBCK_1634 
00D6: if 
0038:   $9812 == 1 // $ == int 
004D: jump_if_false @GANGBCK_1612 
0109: player $player_char money += 200 
00BC: text_highpriority 'horse4' time 3000 1 
0002: jump @GANGBCK_1627 

:GANGBCK_1612
00BC: text_highpriority 'horse3' time 3000 1 

:GANGBCK_1627
0002: jump @GANGBCK_1930 

:GANGBCK_1634
00D6: if 
0027:   6@ > $9814 // @ > $ float 
004D: jump_if_false @GANGBCK_1723 
00D6: if 
0038:   $9812 == 4 // $ == int 
004D: jump_if_false @GANGBCK_1701 
0109: player $player_char money += 1100 
00BC: text_highpriority 'horse7' time 3000 1 
0002: jump @GANGBCK_1716 

:GANGBCK_1701
00BC: text_highpriority 'horse3' time 3000 1 

:GANGBCK_1716
0002: jump @GANGBCK_1930 

:GANGBCK_1723
0209: 7@ = random_int_in_ranges 0 4 
00D6: if 
0039:   7@ == 1 // @ == int 
004D: jump_if_false @GANGBCK_1773 
0208: 3@ = random_float 0.1 15.0 
005F: $9813 += 3@ // $ += @ float 

:GANGBCK_1773
0209: 7@ = random_int_in_ranges 0 4 
00D6: if 
0039:   7@ == 1 // @ == int 
004D: jump_if_false @GANGBCK_1823 
0208: 3@ = random_float 0.1 15.0 
005B: 4@ += 3@ // @ += @ float 

:GANGBCK_1823
0209: 7@ = random_int_in_ranges 0 4 
00D6: if 
0039:   7@ == 1 // @ == int 
004D: jump_if_false @GANGBCK_1873 
0208: 3@ = random_float 0.1 15.0 
005B: 5@ += 3@ // @ += @ float 

:GANGBCK_1873
0209: 7@ = random_int_in_ranges 0 4 
00D6: if 
0039:   7@ == 1 // @ == int 
004D: jump_if_false @GANGBCK_1923 
0208: 3@ = random_float 0.1 15.0 
005B: 6@ += 3@ // @ += @ float 

:GANGBCK_1923
0002: jump @GANGBCK_1193 

:GANGBCK_1930
01B4: set_player $player_char can_move 1 
03F0: enable_text_draw 0 
0001: wait 0 ms 
0391: release_textures 
0004: $onmission = 0 // $ = int 
0001: wait 3500 ms 
0002: jump @GANGBCK_15 
