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

03A4: script_name 'slot' 
0000: NOP 

0001: wait 3000 ms          

//0055: put_player $PLAYER_CHAR at -172.169 -1301.01 10.0
//0055: put_player $PLAYER_CHAR at -1172.03 -52.7652 26.8619



  
//0055: put_player $PLAYER_CHAR at -729.549 -1171.4713 10.2 
:Noname_2
0001: wait 100 ms 
00D6: if 
0256:   player 0 defined 
004D: jump_if_false @Noname_2


0001: wait 100 ms 
00D6: if 
0038:   $onmission == 0 // $ == int 
004D: jump_if_false @Noname_2 
010B: 0@ = player $PLAYER_CHAR money
00D6: if and
0102:   actor $player_actor stopped_near_point_on_foot 471.5 -51.9 11.1 radius 1.0 1.0 1.0 sphere 0
001B:   10 > 0@ // int > @
then
00BC: text_highpriority 'slot4' time 2000 1
end

00D6: if and
0102:   actor $player_actor stopped_near_point_on_foot 471.5 -51.9 11.1 radius 1.0 1.0 1.0 sphere 0
0019:   0@ > 9 // @ > int
//0102:   actor $player_actor stopped_near_point_on_foot -1158.476 -49.6242 11.4 radius 1.0 1.0 1.0 sphere 0 
then
    00BC: text_highpriority 'slot1' time 400 1

    00D6: if 
    00E1: player 0 pressed_button 4
    then
        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@ /= 2.0 // $ /= float 
        0007: 10@ = 0.0 // @ = float 
        005B: 10@ += 14@ // @ += @ float 
        005B: 10@ += 14@ // @ += @ float 
        005B: 10@ += 14@ // @ += @ float 
    
    
        0109: player $PLAYER_CHAR money += -10
        01B4: set_player $PLAYER_CHAR can_move 0

       
        03F0: enable_text_draw 1 
        0390: load_txd_dictionary 'slotsx'
        
        0006: 0@ = 0 // @ = int
        
        :noname123
        0001: wait 0 ms  
        
        0209: 1@ = random_int_in_ranges 1 9
        0209: 2@ = random_int_in_ranges 1 9
        0209: 3@ = random_int_in_ranges 1 9
        
        00D6: if 
        0039:   1@ == 1 // @ == int
        then
            038F: load_texture 'slot1' as 1
        end      
        00D6: if 
        0039:   1@ == 2 // @ == int
        then
            038F: load_texture 'slot2' as 1
        end  
        00D6: if 
        0039:   1@ == 3 // @ == int
        then
            038F: load_texture 'slot3' as 1
        end  
        00D6: if 
        0039:   1@ == 4 // @ == int
        then
            038F: load_texture 'slot4' as 1
        end  
        00D6: if 
        0039:   1@ == 5 // @ == int
        then
            038F: load_texture 'slot5' as 1
        end  
        00D6: if 
        0039:   1@ == 6 // @ == int
        then
            038F: load_texture 'slot6' as 1
        end  
        00D6: if 
        0039:   1@ == 7 // @ == int
        then
            038F: load_texture 'slot7' as 1
        end  
        00D6: if 
        0039:   1@ == 8 // @ == int
        then
            038F: load_texture 'slot8' as 1
        end  
        00D6: if 
        0039:   1@ == 9 // @ == int
        then
            038F: load_texture 'slot9' as 1
        end  
        
        
        00D6: if 
        0039:   2@ == 1 // @ == int
        then
            038F: load_texture 'slot1' as 2
        end      
        00D6: if 
        0039:   2@ == 2 // @ == int
        then
            038F: load_texture 'slot2' as 2
        end  
        00D6: if 
        0039:   2@ == 3 // @ == int
        then
            038F: load_texture 'slot3' as 2
        end  
        00D6: if 
        0039:   2@ == 4 // @ == int
        then
            038F: load_texture 'slot4' as 2
        end  
        00D6: if 
        0039:   2@ == 5 // @ == int
        then
            038F: load_texture 'slot5' as 2
        end  
        00D6: if 
        0039:   2@ == 6 // @ == int
        then
            038F: load_texture 'slot6' as 2
        end  
        00D6: if 
        0039:   2@ == 7 // @ == int
        then
            038F: load_texture 'slot7' as 2
        end  
        00D6: if 
        0039:   2@ == 8 // @ == int
        then
            038F: load_texture 'slot8' as 2
        end  
        00D6: if 
        0039:   2@ == 9 // @ == int
        then
            038F: load_texture 'slot9' as 2
        end  
        
        
        
        00D6: if 
        0039:   3@ == 1 // @ == int
        then
            038F: load_texture 'slot1' as 3
        end      
        00D6: if 
        0039:   3@ == 2 // @ == int
        then
            038F: load_texture 'slot2' as 3
        end  
        00D6: if 
        0039:   3@ == 3 // @ == int
        then
            038F: load_texture 'slot3' as 3
        end  
        00D6: if 
        0039:   3@ == 4 // @ == int
        then
            038F: load_texture 'slot4' as 3
        end  
        00D6: if 
        0039:   3@ == 5 // @ == int
        then
            038F: load_texture 'slot5' as 3
        end  
        00D6: if 
        0039:   3@ == 6 // @ == int
        then
            038F: load_texture 'slot6' as 3
        end  
        00D6: if 
        0039:   3@ == 7 // @ == int
        then
            038F: load_texture 'slot7' as 3
        end  
        00D6: if 
        0039:   3@ == 8 // @ == int
        then
            038F: load_texture 'slot8' as 3
        end  
        00D6: if 
        0039:   3@ == 9 // @ == int
        then
            038F: load_texture 'slot9' as 3
        end 
        0006: 9@ = 0 // @ = int
        0087: 6@ = 12@ // @ = @ float
        0063: 6@ -= 15@ // @ += @ float 
        000F: 6@ -= 3.0 // @ -= float
 
        0087: 7@ = 12@ // @ = @ float  
        005B: 7@ += 15@ // @ += @ float   
        000B: 7@ += 3.0 // @ += float

        :Noname_2111   
        0001: wait 0 ms 
        038D: draw_texture 1 position 6@ 13@ size 15@ 14@ RGBA 255 255 255 255 // never used in VC or GTA 3 
        
        038D: draw_texture 2 position 12@ 13@ size 15@ 14@ RGBA 255 255 255 255 // never used in VC or GTA 3 

        038D: draw_texture 3 position 7@ 13@ size 15@ 14@ RGBA 255 255 255 255 // never used in VC or GTA 3 
        
        000A: 9@ += 1 // @ += int
        00D6: if 
        0019:   0@ > 40 // @ > int
        004D: jump_if_false @Noname_21113
        
        
        00D6: if and
            003B: 1@ == 2@
            003B: 2@ == 3@
        then 
        00BC: text_highpriority 'slot3' time 100 1
        else 
        00BC: text_highpriority 'slot2' time 100 1
        end
        00D6: if 
        0019:   9@ > 90 // @ > int
        004D: jump_if_false @Noname_2111
        
        :Noname_21113
        00D6: if 
        0019:   9@ > 3 // @ > int
        004D: jump_if_false @Noname_2111 
        
        
        000A: 0@ += 1 // @ += int
        
        00D6: if 
        0019:   0@ > 41 // @ > int
        004D: jump_if_false @noname123
        
        00D6: if and
            003B: 1@ == 2@
            003B: 2@ == 3@
        then 
            0109: player $PLAYER_CHAR money += 1000
        end
        
        03F0: enable_text_draw 0  
        0391: release_textures
        01B4: set_player $PLAYER_CHAR can_move 1
    end
end
  

0002: jump @Noname_2
