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- :POOL2
- thread 'POOL2'
- gosub @POOL2_47
- if
- wasted_or_busted
- else_jump @POOL2_38
- gosub @POOL2_60776
- :POOL2_38
- gosub @POOL2_60828
- end_thread
- :POOL2_47
- increment_mission_attempts
- $ONMISSION = 1
- 01BD: 181@ = current_time_in_ms
- 34@ = 0
- 35@ = 0
- 37@ = 0
- 38@ = 0
- 178@ = 0
- 208@ = -0.957
- 210@ = -0.49
- 209@ = 0.957
- 211@ = 0.49
- 203@ = 0.05
- 204@ = 2.0
- 127@ = 1
- :POOL2_163
- wait 0
- 01BD: 39@ = current_time_in_ms
- 0085: 182@ = 39@ // (int)
- 0062: 182@ -= 181@ // (int)
- 0085: 181@ = 39@ // (int)
- 005A: 183@ += 182@ // (int)
- 005A: 205@ += 182@ // (int)
- 005A: 206@ += 182@ // (int)
- gosub @POOL2_2290
- :POOL2_227
- 0871: init_jump_table 34@ total_jumps 13 default_jump 0 @POOL2_537 jumps 0 @POOL2_355 1 @POOL2_369 2 @POOL2_383 3 @POOL2_397 4 @POOL2_411 5 @POOL2_425 6 @POOL2_439
- 0872: jump_table_jumps 7 @POOL2_453 8 @POOL2_467 9 @POOL2_481 10 @POOL2_495 11 @POOL2_509 12 @POOL2_523 -1 @POOL2_537 -1 @POOL2_537 -1 @POOL2_537
- :POOL2_355
- gosub @POOL2_680
- jump @POOL2_537
- :POOL2_369
- gosub @POOL2_5410
- jump @POOL2_537
- :POOL2_383
- gosub @POOL2_8958
- jump @POOL2_537
- :POOL2_397
- gosub @POOL2_9675
- jump @POOL2_537
- :POOL2_411
- gosub @POOL2_10505
- jump @POOL2_537
- :POOL2_425
- gosub @POOL2_12137
- jump @POOL2_537
- :POOL2_439
- gosub @POOL2_15511
- jump @POOL2_537
- :POOL2_453
- gosub @POOL2_15513
- jump @POOL2_537
- :POOL2_467
- gosub @POOL2_20853
- jump @POOL2_537
- :POOL2_481
- gosub @POOL2_21376
- jump @POOL2_537
- :POOL2_495
- gosub @POOL2_22768
- jump @POOL2_537
- :POOL2_509
- gosub @POOL2_24866
- jump @POOL2_537
- :POOL2_523
- gosub @POOL2_26060
- jump @POOL2_537
- :POOL2_537
- if
- 803B: not 179@ == 34@ // (int)
- else_jump @POOL2_571
- 0085: 179@ = 34@ // (int)
- jump @POOL2_227
- :POOL2_571
- gosub @POOL2_26186
- if
- 108@ == 0
- else_jump @POOL2_678
- if
- 38@ == 0
- else_jump @POOL2_662
- if
- 37@ == 0
- else_jump @POOL2_646
- jump @POOL2_163
- jump @POOL2_655
- :POOL2_646
- gosub @POOL2_60794
- return
- :POOL2_655
- jump @POOL2_671
- :POOL2_662
- gosub @POOL2_60776
- return
- :POOL2_671
- jump @POOL2_680
- :POOL2_678
- return
- :POOL2_680
- if
- 35@ == -1
- else_jump @POOL2_972
- 163@ = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
- $9457 = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
- 164@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
- $9458 = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
- 168@ = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
- 358@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
- 359@ = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
- 82@ = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
- $9459 = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
- 347@ = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
- 213@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
- 214@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
- :POOL2_972
- if
- 35@ == 0
- else_jump @POOL2_1158
- if
- Object.Exists($9457)
- else_jump @POOL2_1158
- 008B: 163@ = $9457 // (int)
- 008B: 164@ = $9458 // (int)
- if
- not Actor.Dead(164@)
- else_jump @POOL2_1082
- 02A9: set_actor 164@ immune_to_nonplayer 1
- Actor.SetImmunities(164@, 1, 1, 1, 1, 1)
- 0619: enable_actor 164@ collision_detection 0
- 060A: create_decision_maker_type 0 store_to 207@ // decision\allowed\m_.ped files
- 060B: set_actor 164@ decision_maker_to 207@
- :POOL2_1082
- Object.StorePos(163@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- 0395: clear_area 1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 100.0
- 03DE: set_pedestrians_density_multiplier_to 0.0
- 041D: set_camera_near_clip 0.01
- 08F5: save_player_group
- 129@ = 0
- 108@ = 0
- gosub @POOL2_57818
- 35@ += 1
- :POOL2_1158
- if
- 35@ == 1
- else_jump @POOL2_1336
- if
- Object.Exists(163@)
- else_jump @POOL2_1336
- Object.StorePos(163@, 102@, 103@, 104@)
- 105@ = Object.Angle(163@)
- 104@ += -0.1
- 054C: use_GXT_table 'POOL'
- 03CF: load_wav 1802 as 4
- Model.Load(#K_POOLQ)
- 04ED: load_animation "POOL"
- :POOL2_1254
- if or
- 84EE: not animation "POOL" loaded
- not Model.Available(#K_POOLQ)
- 83D0: not wav 4 loaded
- else_jump @POOL2_1292
- wait 0
- jump @POOL2_1254
- :POOL2_1292
- 0390: load_txd_dictionary 'LD_POOL'
- 038F: load_texture "BALL" as 1 // Load dictionary with 0390 first
- 038F: load_texture "NIB" as 2 // Load dictionary with 0390 first
- 125@ = 0
- 35@ += 1
- :POOL2_1336
- if
- 35@ == 2
- else_jump @POOL2_1368
- 34@ += 1
- 35@ = 0
- :POOL2_1368
- return
- 0052: NOP 98@ 100@ $TEMPVAR_FLOAT_3 99@ 100@ $TEMPVAR_FLOAT_3
- 0052: NOP 98@ 100@ $TEMPVAR_FLOAT_3 98@ 101@ $TEMPVAR_FLOAT_3
- 0052: NOP 99@ 101@ $TEMPVAR_FLOAT_3 99@ 100@ $TEMPVAR_FLOAT_3
- 0052: NOP 99@ 101@ $TEMPVAR_FLOAT_3 98@ 101@ $TEMPVAR_FLOAT_3
- if
- 0736: NOP_false 129
- else_jump @POOL2_1476
- 208@ += -0.0001
- :POOL2_1476
- if
- 0736: NOP_false 128
- else_jump @POOL2_1502
- 208@ += 0.0001
- :POOL2_1502
- if
- 0736: NOP_false 131
- else_jump @POOL2_1528
- 210@ += -0.0001
- :POOL2_1528
- if
- 0736: NOP_false 130
- else_jump @POOL2_1554
- 210@ += 0.0001
- :POOL2_1554
- if
- 0736: NOP_false 141
- else_jump @POOL2_1580
- 209@ += -0.0001
- :POOL2_1580
- if
- 0736: NOP_false 143
- else_jump @POOL2_1606
- 209@ += 0.0001
- :POOL2_1606
- if
- 0736: NOP_false 139
- else_jump @POOL2_1632
- 211@ += -0.0001
- :POOL2_1632
- if
- 0736: NOP_false 145
- else_jump @POOL2_1658
- 211@ += 0.0001
- :POOL2_1658
- if
- 0736: NOP_false 137
- else_jump @POOL2_2222
- 03A9: NOP
- 05B6: 13 // EDIT_X1 =
- 03A8: NOP 208@
- 03A9: NOP
- 05B6: 14 // EDIT_Y1 =
- 03A8: NOP 210@
- 03A9: NOP
- 05B6: 15 // EDIT_X2 =
- 03A8: NOP 209@
- 03A9: NOP
- 05B6: 16 // EDIT_Y2 =
- 03A8: NOP 211@
- :POOL2_2222
- if
- Object.Exists(163@)
- else_jump @POOL2_2288
- 0400: store_coords_to 98@ 100@ $TEMPVAR_FLOAT_3 from_object 163@ with_offset 208@ 210@ 0.7
- 0400: store_coords_to 99@ 101@ $TEMPVAR_FLOAT_3 from_object 163@ with_offset 209@ 211@ 0.7
- :POOL2_2288
- return
- :POOL2_2290
- if
- 0736: NOP_false 32
- else_jump @POOL2_2339
- 212@ += 1
- if
- 212@ > 11
- else_jump @POOL2_2337
- 212@ = 0
- :POOL2_2337
- 086A: NOP
- :POOL2_2339
- if
- 212@ == 1
- else_jump @POOL2_2556
- 008A: $6443 = 34@ // (int)
- 008A: $6444 = 35@ // (int)
- 008A: $6445 = 36@ // (int)
- 008A: $6446 = 108@ // (int)
- 008A: $6447 = 125@ // (int)
- 008A: $6448 = 129@ // (int)
- 008A: $6449 = 217@ // (int)
- 008A: $6450 = 218@ // (int)
- 065D: NOP $6443 "M_STAGE"
- 065D: NOP $6444 "M_GOALS"
- 065D: NOP $6445 "FLAG3"
- 065D: NOP $6446 "QUIT"
- 065D: NOP $6447 "PL_CIRCLE_PRESSED"
- 065D: NOP $6448 "OUTPUT_TEXT"
- 065D: NOP $6449 "PLAYER1_COLOUR"
- 065D: NOP $6450 "PLAYER2_COLOUR"
- :POOL2_2556
- if
- 212@ == 2
- else_jump @POOL2_2806
- 008A: $6443 = 66@ // (int)
- 008A: $6444 = 67@ // (int)
- 008A: $6445 = 68@ // (int)
- 008A: $6446 = 69@ // (int)
- 008A: $6447 = 70@ // (int)
- 008A: $6448 = 71@ // (int)
- 008A: $6449 = 72@ // (int)
- 008A: $6450 = 73@ // (int)
- 065D: NOP $6443 "BALL_POTTED[0]"
- 065D: NOP $6444 "BALL_POTTED[1]"
- 065D: NOP $6445 "BALL_POTTED[2]"
- 065D: NOP $6446 "BALL_POTTED[3]"
- 065D: NOP $6447 "BALL_POTTED[4]"
- 065D: NOP $6448 "BALL_POTTED[5]"
- 065D: NOP $6449 "BALL_POTTED[6]"
- 065D: NOP $6450 "BALL_POTTED[7]"
- :POOL2_2806
- if
- 212@ == 3
- else_jump @POOL2_3062
- 008A: $6443 = 74@ // (int)
- 008A: $6444 = 75@ // (int)
- 008A: $6445 = 76@ // (int)
- 008A: $6446 = 77@ // (int)
- 008A: $6447 = 78@ // (int)
- 008A: $6448 = 79@ // (int)
- 008A: $6449 = 80@ // (int)
- 008A: $6450 = 81@ // (int)
- 065D: NOP $6443 "BALL_POTTED[8]"
- 065D: NOP $6444 "BALL_POTTED[9]"
- 065D: NOP $6445 "BALL_POTTED[10]"
- 065D: NOP $6446 "BALL_POTTED[11]"
- 065D: NOP $6447 "BALL_POTTED[12]"
- 065D: NOP $6448 "BALL_POTTED[13]"
- 065D: NOP $6449 "BALL_POTTED[14]"
- 065D: NOP $6450 "BALL_POTTED[15]"
- :POOL2_3062
- if
- 212@ == 4
- else_jump @POOL2_3319
- 008A: $6443 = 219@ // (int)
- 008A: $6444 = 220@ // (int)
- 008A: $6445 = 229@ // (int)
- 008A: $6446 = 230@ // (int)
- 008A: $6447 = 231@ // (int)
- 008A: $6448 = 232@ // (int)
- 008A: $6449 = 251@ // (int)
- 008A: $6450 = 250@ // (int)
- 065D: NOP $6443 "PLAYER1_IS_HUMAN"
- 065D: NOP $6444 "PLAYER2_IS_HUMAN"
- 065D: NOP $6445 "TURN_PLAYER"
- 065D: NOP $6446 "CURRENT_CHAR_IS_HUMAN"
- 065D: NOP $6447 "TURN_COLOUR"
- 065D: NOP $6448 "TURN_IS_SCRATCH"
- 065D: NOP $6449 "THIS_CHAR_GOT_TASK"
- 065D: NOP $6450 "SHOT_PLAYED"
- :POOL2_3319
- if
- 212@ == 5
- else_jump @POOL2_3547
- 008A: $6444 = 233@ // (int)
- 008A: $6445 = 271@ // (int)
- 008A: $6446 = 272@ // (int)
- 008A: $6447 = 273@ // (int)
- 008A: $6448 = 274@ // (int)
- 008A: $6449 = 278@ // (int)
- 008A: $6450 = 236@ // (int)
- 065D: NOP $6444 "SKIP_CHALK_CUE"
- 065D: NOP $6445 "NO_OF_BALLS_POTTED_THIS_TURN"
- 065D: NOP $6446 "SPOTS_POTTED"
- 065D: NOP $6447 "STRIPES_POTTED"
- 065D: NOP $6448 "FOUL_TYPE"
- 065D: NOP $6449 "FIRST_MOVING_BALL"
- 065D: NOP $6450 "CAMERA_MODE"
- :POOL2_3547
- if
- 212@ == 6
- else_jump @POOL2_3885
- 008A: $6443 = 255@ // (int)
- 008A: $6444 = 256@ // (int)
- 008A: $6445 = 257@ // (int)
- 008A: $6446 = 258@ // (int)
- 008A: $6447 = 259@ // (int)
- 008A: $6448 = 260@ // (int)
- 008A: $6449 = 261@ // (int)
- 008A: $6450 = 262@ // (int)
- 065D: NOP $6443 "BALLS_POTTED_THIS_TURN[0]"
- 065D: NOP $6444 "BALLS_POTTED_THIS_TURN[1]"
- 065D: NOP $6445 "BALLS_POTTED_THIS_TURN[2]"
- 065D: NOP $6446 "BALLS_POTTED_THIS_TURN[3]"
- 065D: NOP $6447 "BALLS_POTTED_THIS_TURN[4]"
- 065D: NOP $6448 "BALLS_POTTED_THIS_TURN[5]"
- 065D: NOP $6449 "BALLS_POTTED_THIS_TURN[6]"
- 065D: NOP $6450 "BALLS_POTTED_THIS_TURN[7]"
- :POOL2_3885
- if
- 212@ == 7
- else_jump @POOL2_4229
- 008A: $6443 = 263@ // (int)
- 008A: $6444 = 264@ // (int)
- 008A: $6445 = 265@ // (int)
- 008A: $6446 = 266@ // (int)
- 008A: $6447 = 267@ // (int)
- 008A: $6448 = 268@ // (int)
- 008A: $6449 = 269@ // (int)
- 008A: $6450 = 270@ // (int)
- 065D: NOP $6443 "BALLS_POTTED_THIS_TURN[8]"
- 065D: NOP $6444 "BALLS_POTTED_THIS_TURN[9]"
- 065D: NOP $6445 "BALLS_POTTED_THIS_TURN[10]"
- 065D: NOP $6446 "BALLS_POTTED_THIS_TURN[11]"
- 065D: NOP $6447 "BALLS_POTTED_THIS_TURN[12]"
- 065D: NOP $6448 "BALLS_POTTED_THIS_TURN[13]"
- 065D: NOP $6449 "BALLS_POTTED_THIS_TURN[14]"
- 065D: NOP $6450 "BALLS_POTTED_THIS_TURN[15]"
- :POOL2_4229
- if
- 212@ == 8
- else_jump @POOL2_4535
- 008A: $6443 = 109@ // (int)
- 008A: $6444 = 110@ // (int)
- 008A: $6445 = 111@ // (int)
- 008A: $6446 = 112@ // (int)
- 008A: $6447 = 113@ // (int)
- 008A: $6448 = 114@ // (int)
- 008A: $6449 = 115@ // (int)
- 008A: $6450 = 116@ // (int)
- 065D: NOP $6443 "BALL_IS_STATIONARY[0]"
- 065D: NOP $6444 "BALL_IS_STATIONARY[1]"
- 065D: NOP $6445 "BALL_IS_STATIONARY[2]"
- 065D: NOP $6446 "BALL_IS_STATIONARY[3]"
- 065D: NOP $6447 "BALL_IS_STATIONARY[4]"
- 065D: NOP $6448 "BALL_IS_STATIONARY[5]"
- 065D: NOP $6449 "BALL_IS_STATIONARY[6]"
- 065D: NOP $6450 "BALL_IS_STATIONARY[7]"
- :POOL2_4535
- if
- 212@ == 9
- else_jump @POOL2_4847
- 008A: $6443 = 117@ // (int)
- 008A: $6444 = 118@ // (int)
- 008A: $6445 = 119@ // (int)
- 008A: $6446 = 120@ // (int)
- 008A: $6447 = 121@ // (int)
- 008A: $6448 = 122@ // (int)
- 008A: $6449 = 123@ // (int)
- 008A: $6450 = 124@ // (int)
- 065D: NOP $6443 "BALL_IS_STATIONARY[8]"
- 065D: NOP $6444 "BALL_IS_STATIONARY[9]"
- 065D: NOP $6445 "BALL_IS_STATIONARY[10]"
- 065D: NOP $6446 "BALL_IS_STATIONARY[11]"
- 065D: NOP $6447 "BALL_IS_STATIONARY[12]"
- 065D: NOP $6448 "BALL_IS_STATIONARY[13]"
- 065D: NOP $6449 "BALL_IS_STATIONARY[14]"
- 065D: NOP $6450 "BALL_IS_STATIONARY[15]"
- :POOL2_4847
- if
- 212@ == 10
- else_jump @POOL2_5105
- 0088: $6451 = 48@ // (float)
- 0088: $6452 = 49@ // (float)
- 0088: $6453 = 50@ // (float)
- 0088: $6454 = 51@ // (float)
- 0088: $6455 = 98@ // (float)
- 0088: $6456 = 99@ // (float)
- 0088: $6457 = 100@ // (float)
- 0088: $6458 = 101@ // (float)
- 065E: NOP $6451 "CUE_BALL_SPEED"
- 065E: NOP $6452 "CUE_BALL_ROT_X"
- 065E: NOP $6453 "CUE_BALL_ROT_Y"
- 065E: NOP $6454 "CUE_BALL_ROT_Z"
- 065E: NOP $6455 "POOL_TABLE_MIN_X"
- 065E: NOP $6456 "POOL_TABLE_MAX_X"
- 065E: NOP $6457 "POOL_TABLE_MIN_Y"
- 065E: NOP $6458 "POOL_TABLE_MAX_Y"
- :POOL2_5105
- if
- 212@ == 11
- else_jump @POOL2_5304
- 008A: $6443 = 32@ // (int)
- 008A: $6444 = 33@ // (int)
- 0088: $6453 = 650@ // (float)
- 0088: $6454 = 203@ // (float)
- 0088: $6455 = 204@ // (float)
- 008A: $6448 = 277@ // (int)
- 065D: NOP $6443 "TIMERA"
- 065D: NOP $6444 "TIMERB"
- 065E: NOP $6453 "BALL_TURN_MASS"
- 065E: NOP $6454 "POOL_STOP_VELOCITY"
- 065E: NOP $6455 "POOL_STOP_ROTATION_VELOCITY"
- 065D: NOP $6448 "BALL_STRIKES_CUSHION"
- :POOL2_5304
- if
- 0736: NOP_false 65
- else_jump @POOL2_5408
- if
- 219@ == 1
- else_jump @POOL2_5378
- 219@ = 0
- 0662: NOP "CHEAT_PLAYER1_NOT_HUMAN"
- jump @POOL2_5408
- :POOL2_5378
- 219@ = 1
- 0662: NOP "CHEAT_PLAYER1_HUMAN"
- :POOL2_5408
- return
- :POOL2_5410
- if
- 35@ == -1
- else_jump @POOL2_5450
- 107@ = Object.Create(#K_POOLQ, 0.0, 0.0, 0.0)
- :POOL2_5450
- if
- 35@ == 0
- else_jump @POOL2_7124
- 0826: enable_hud 1
- 0581: enable_radar 0
- $BJACK_PLAYER_CASH = Player.Money($PLAYER_CHAR)
- if
- 001C: $9460 > $BJACK_PLAYER_CASH // (int)
- else_jump @POOL2_5523
- 108@ = 1
- 00BE: text_clear_all
- Camera.SetBehindPlayer
- Camera.Restore_WithJumpCut
- jump @POOL2_7078
- :POOL2_5523
- 0395: clear_area 1 at 102@ 103@ 104@ radius 15.0
- Object.PutAt(163@, 102@, 103@, 104@)
- 0400: store_coords_to 98@ 100@ $TEMPVAR_FLOAT_3 from_object 163@ with_offset -0.9098 -0.4589 0.7
- 0400: store_coords_to 99@ 101@ $TEMPVAR_FLOAT_3 from_object 163@ with_offset 0.9242 0.4809 0.7
- if
- 0025: 98@ > 99@ // (float)
- else_jump @POOL2_5656
- 0088: $TEMPVAR_FLOAT_1 = 98@ // (float)
- 0087: 98@ = 99@ // (float)
- 0089: 99@ = $TEMPVAR_FLOAT_1 // (float)
- :POOL2_5656
- if
- 0025: 100@ > 101@ // (float)
- else_jump @POOL2_5699
- 0088: $TEMPVAR_FLOAT_2 = 100@ // (float)
- 0087: 100@ = 101@ // (float)
- 0089: 101@ = $TEMPVAR_FLOAT_2 // (float)
- :POOL2_5699
- 0830: unknown_rectangle_cornerA 98@ 100@ $TEMPVAR_FLOAT_3 cornerB 99@ 101@ $TEMPVAR_FLOAT_3
- 0400: store_coords_to 175@ 176@ 177@ from_object 163@ with_offset 0.0 0.0 1.5
- 0509: 42@ = distance_between_XY 98@ 100@ and_XY 99@ 100@
- 0509: 43@ = distance_between_XY 98@ 100@ and_XY 98@ 101@
- if
- 0025: 42@ > 43@ // (float)
- else_jump @POOL2_5866
- 0087: 42@ = 98@ // (float)
- 005B: 42@ += 99@ // (float)
- 42@ /= 2.0
- 0087: 55@ = 42@ // (float)
- 0087: 61@ = 100@ // (float)
- 0087: 58@ = 42@ // (float)
- 0087: 64@ = 101@ // (float)
- jump @POOL2_5924
- :POOL2_5866
- 0087: 42@ = 100@ // (float)
- 005B: 42@ += 101@ // (float)
- 42@ /= 2.0
- 0087: 55@ = 98@ // (float)
- 0087: 61@ = 42@ // (float)
- 0087: 58@ = 99@ // (float)
- 0087: 64@ = 42@ // (float)
- :POOL2_5924
- 0087: 54@ = 98@ // (float)
- 0087: 60@ = 100@ // (float)
- 0087: 56@ = 98@ // (float)
- 0087: 62@ = 101@ // (float)
- 0087: 57@ = 99@ // (float)
- 0087: 63@ = 101@ // (float)
- 0087: 59@ = 99@ // (float)
- 0087: 65@ = 100@ // (float)
- 52@ = 0.037
- 0087: 53@ = 52@ // (float)
- 53@ *= 2.0
- 39@ = 0
- :POOL2_6023
- if
- 16 > 39@
- else_jump @POOL2_6084
- if
- Object.Exists(82@(39@,16i))
- else_jump @POOL2_6070
- Object.Destroy(82@(39@,16i))
- :POOL2_6070
- 39@ += 1
- jump @POOL2_6023
- :POOL2_6084
- 0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset -0.2734375 -0.0546875 0.9296875
- 82@ = Object.Init(#K_POOLBALLCUE, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- $TEMPVAR_ANGLE = Object.Angle(163@)
- $TEMPVAR_ANGLE += 270.0
- Object.Angle(82@) = $TEMPVAR_ANGLE
- 0400: store_coords_to 558@ 559@ 560@ from_object 163@ with_offset 0.3408 -0.0284 0.9297
- 561@ = Object.Angle(163@)
- 561@ += 90.0
- 83@ = Object.Init(#K_POOLBALLSPT01, 558@, 559@, 560@)
- 84@ = Object.Init(#K_POOLBALLSPT02, 0.0, 0.0, 0.0)
- 85@ = Object.Init(#K_POOLBALLSPT03, 0.0, 0.0, 0.0)
- 86@ = Object.Init(#K_POOLBALLSPT04, 0.0, 0.0, 0.0)
- 87@ = Object.Init(#K_POOLBALLSPT05, 0.0, 0.0, 0.0)
- 88@ = Object.Init(#K_POOLBALLSPT06, 0.0, 0.0, 0.0)
- 89@ = Object.Init(#K_POOLBALLSPT07, 0.0, 0.0, 0.0)
- 90@ = Object.Init(#K_POOLBALL8, 0.0, 0.0, 0.0)
- 91@ = Object.Init(#K_POOLBALLSTP01, 0.0, 0.0, 0.0)
- 92@ = Object.Init(#K_POOLBALLSTP02, 0.0, 0.0, 0.0)
- 93@ = Object.Init(#K_POOLBALLSTP03, 0.0, 0.0, 0.0)
- 94@ = Object.Init(#K_POOLBALLSTP04, 0.0, 0.0, 0.0)
- 95@ = Object.Init(#K_POOLBALLSTP05, 0.0, 0.0, 0.0)
- 96@ = Object.Init(#K_POOLBALLSTP06, 0.0, 0.0, 0.0)
- 97@ = Object.Init(#K_POOLBALLSTP07, 0.0, 0.0, 0.0)
- gosub @POOL2_50546
- 0581: enable_radar 0
- Player.CanMove($PLAYER_CHAR) = False
- 03E6: remove_text_box
- 0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset -0.5261 -1.9684 1.637
- Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
- 0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset -0.0746 -1.0853 1.5092
- Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
- if
- not Actor.Dead(164@)
- else_jump @POOL2_6892
- 0792: disembark_instantly_actor 164@
- 070B: set_actor 164@ onbone_attached_object_operation 0
- if
- Object.Exists($9459)
- else_jump @POOL2_6692
- Object.Destroy($9459)
- :POOL2_6692
- 0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset 0.0219 -1.1236 0.0363
- Actor.PutAt(164@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- 0087: 42@ = 105@ // (float)
- 42@ += 130.0
- Actor.Angle(164@) = 42@
- 0615: define_AS_pack_begin 47@
- 0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset -0.5261 -1.9684 1.637
- 06A9: AS_actor -1 look_at_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 999999 ms
- if
- 108@ == 0
- else_jump @POOL2_6874
- 0812: AS_actor -1 perform_animation "POOL_IDLE_STANCE" IFP_file "POOL" 1000.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB
- :POOL2_6874
- 0616: define_AS_pack_end 47@
- 0618: assign_actor 164@ to_AS_pack 47@
- 061B: remove_references_to_AS_pack 47@
- :POOL2_6892
- if
- not Object.Exists(107@)
- else_jump @POOL2_6937
- 107@ = Object.Create(#K_POOLQ, 0.0, 0.0, 0.0)
- Object.CollisionDetection(107@) = False
- :POOL2_6937
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @POOL2_7051
- 0792: disembark_instantly_actor $PLAYER_ACTOR
- 0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset -1.9295 -2.2083 0.0363
- Actor.PutAt($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- 0089: 221@ = $TEMPVAR_FLOAT_1 // (float)
- 0089: 222@ = $TEMPVAR_FLOAT_2 // (float)
- 0089: 223@ = $TEMPVAR_FLOAT_3 // (float)
- 0087: 42@ = 105@ // (float)
- 42@ += 390.0
- Actor.Angle($PLAYER_ACTOR) = 42@
- :POOL2_7051
- 0085: 358@ = 164@ // (int)
- 0085: 359@ = 107@ // (int)
- gosub @POOL2_30670
- 0A3F: unknown_flag 0
- :POOL2_7078
- create_thread @CLEANAU
- fade 1 1000
- :POOL2_7093
- if
- fading
- else_jump @POOL2_7117
- wait 0
- jump @POOL2_7093
- :POOL2_7117
- 35@ += 1
- :POOL2_7124
- if
- 35@ == 1
- else_jump @POOL2_7557
- if
- not Actor.Dead(164@)
- else_jump @POOL2_7539
- if
- Actor.Model(164@) == #BMYPOL1
- else_jump @POOL2_7361
- 0209: 39@ = random_int_in_ranges 0 3
- 0871: init_jump_table 39@ total_jumps 3 default_jump 0 @POOL2_7335 jumps 0 @POOL2_7248 1 @POOL2_7277 2 @POOL2_7306 -1 @POOL2_7335 -1 @POOL2_7335 -1 @POOL2_7335 -1 @POOL2_7335
- :POOL2_7248
- 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'POOL_B1' // ~z~Let's make a little wager.
- 04AE: $ACTOR_SPEECH_WAV_FILE = 31600 // $ = any
- jump @POOL2_7335
- :POOL2_7277
- 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'POOL_B2' // ~z~Game of pool ain't the same without a little money involved.
- 04AE: $ACTOR_SPEECH_WAV_FILE = 31601 // $ = any
- jump @POOL2_7335
- :POOL2_7306
- 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'POOL_B3' // ~z~Show me the color of your money
- 04AE: $ACTOR_SPEECH_WAV_FILE = 31602 // $ = any
- jump @POOL2_7335
- :POOL2_7335
- create_thread @AUDIOL 164@ 0 1 1 0
- jump @POOL2_7539
- :POOL2_7361
- 0209: 39@ = random_int_in_ranges 0 3
- 0871: init_jump_table 39@ total_jumps 3 default_jump 0 @POOL2_7520 jumps 0 @POOL2_7433 1 @POOL2_7462 2 @POOL2_7491 -1 @POOL2_7520 -1 @POOL2_7520 -1 @POOL2_7520 -1 @POOL2_7520
- :POOL2_7433
- 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'POOL_B4' // ~z~I'll only play you if you want to make it interesting.
- 04AE: $ACTOR_SPEECH_WAV_FILE = 31603 // $ = any
- jump @POOL2_7520
- :POOL2_7462
- 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'POOL_B5' // ~z~You want to place a small wager?
- 04AE: $ACTOR_SPEECH_WAV_FILE = 31604 // $ = any
- jump @POOL2_7520
- :POOL2_7491
- 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'POOL_B6' // ~z~C'mon, put your money where your mouth is playa.
- 04AE: $ACTOR_SPEECH_WAV_FILE = 31605 // $ = any
- jump @POOL2_7520
- :POOL2_7520
- create_thread @AUDIOL 164@ 0 1 1 0
- :POOL2_7539
- 03F0: enable_text_draw 1
- 32@ = 0
- 35@ += 1
- :POOL2_7557
- if
- 35@ == 2
- else_jump @POOL2_7717
- if or
- 876F: not text_priority_displayed
- 00E1: player 0 pressed_key 16
- else_jump @POOL2_7717
- 00BE: text_clear_all
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @POOL2_7620
- 159@ = Player.Money($PLAYER_CHAR)
- :POOL2_7620
- 0989: set_text_boxes_width 200
- 0512: show_permanent_text_box 'PL_H1' // ~k~~PED_JUMPING~ Increase Wager~N~~k~~PED_FIREWEAPON~ Decrease Wager~N~~k~~PED_SPRINT~ Proceed~N~~k~~VEHICLE_ENTER_EXIT~ Quit
- $9460 = 50
- $9461 = 1000
- 008B: 161@ = $9460 // (int)
- 008B: 162@ = $9460 // (int)
- 008B: 155@ = $9460 // (int)
- 008B: 39@ = $9460 // (int)
- 39@ *= -1
- Player.Money($PLAYER_CHAR) += 39@
- 02A3: enable_widescreen 0
- create_thread @CLEANAU
- 35@ += 1
- :POOL2_7717
- if
- 35@ == 3
- else_jump @POOL2_8897
- gosub @POOL2_54522
- $BJACK_PLAYER_CASH = Player.Money($PLAYER_CHAR)
- if
- 00E1: player 0 pressed_key 14
- else_jump @POOL2_8176
- if and
- not 126@ == 1
- not 126@ == -1
- else_jump @POOL2_8125
- if
- 155@ >= 10000
- else_jump @POOL2_7826
- 160@ = 1000
- jump @POOL2_7930
- :POOL2_7826
- if
- 155@ >= 1000
- else_jump @POOL2_7859
- 160@ = 100
- jump @POOL2_7930
- :POOL2_7859
- if
- 155@ >= 100
- else_jump @POOL2_7891
- 160@ = 10
- jump @POOL2_7930
- :POOL2_7891
- if
- 155@ == 0
- else_jump @POOL2_7923
- 160@ = 2
- jump @POOL2_7930
- :POOL2_7923
- 160@ = 1
- :POOL2_7930
- if
- 001F: 160@ > $BJACK_PLAYER_CASH // (int)
- else_jump @POOL2_7957
- 008B: 160@ = $BJACK_PLAYER_CASH // (int)
- :POOL2_7957
- 0085: 39@ = 155@ // (int)
- 005A: 39@ += 160@ // (int)
- if
- 001F: 39@ > $9461 // (int)
- else_jump @POOL2_8008
- 008B: 160@ = $9461 // (int)
- 0062: 160@ -= 155@ // (int)
- :POOL2_8008
- if
- 0 > 160@
- else_jump @POOL2_8033
- 160@ *= -1
- :POOL2_8033
- 005A: 155@ += 160@ // (int)
- 005A: 161@ += 160@ // (int)
- 005A: 162@ += 160@ // (int)
- 160@ *= -1
- Player.Money($PLAYER_CHAR) += 160@
- 126@ += 1
- if
- 126@ > 1
- else_jump @POOL2_8111
- 126@ = 2
- jump @POOL2_8118
- :POOL2_8111
- 32@ = 0
- :POOL2_8118
- jump @POOL2_8169
- :POOL2_8125
- if
- 126@ == 1
- else_jump @POOL2_8169
- if
- 32@ > 500
- else_jump @POOL2_8169
- 126@ = 2
- :POOL2_8169
- jump @POOL2_8550
- :POOL2_8176
- if
- not 126@ == 0
- else_jump @POOL2_8201
- 126@ = 0
- :POOL2_8201
- if
- 00E1: player 0 pressed_key 17
- else_jump @POOL2_8525
- if
- not 128@ == 1
- else_jump @POOL2_8492
- if
- 155@ > 10000
- else_jump @POOL2_8270
- 160@ = -1000
- jump @POOL2_8342
- :POOL2_8270
- if
- 155@ > 1000
- else_jump @POOL2_8303
- 160@ = -100
- jump @POOL2_8342
- :POOL2_8303
- if
- 155@ > 100
- else_jump @POOL2_8335
- 160@ = -10
- jump @POOL2_8342
- :POOL2_8335
- 160@ = -1
- :POOL2_8342
- 0085: 39@ = 155@ // (int)
- 005A: 39@ += 160@ // (int)
- if
- 001E: $9460 > 39@ // (int)
- else_jump @POOL2_8400
- 0085: 160@ = 155@ // (int)
- 0064: 160@ -= $9460 // (int)
- 160@ *= -1
- :POOL2_8400
- 005A: 155@ += 160@ // (int)
- 005A: 161@ += 160@ // (int)
- 005A: 162@ += 160@ // (int)
- 160@ *= -1
- Player.Money($PLAYER_CHAR) += 160@
- 128@ += 1
- if
- 128@ > 1
- else_jump @POOL2_8478
- 128@ = 2
- jump @POOL2_8485
- :POOL2_8478
- 32@ = 0
- :POOL2_8485
- jump @POOL2_8518
- :POOL2_8492
- if
- 32@ > 500
- else_jump @POOL2_8518
- 128@ = 2
- :POOL2_8518
- jump @POOL2_8550
- :POOL2_8525
- if
- not 128@ == 0
- else_jump @POOL2_8550
- 128@ = 0
- :POOL2_8550
- if
- 00E1: player 0 pressed_key 16
- else_jump @POOL2_8619
- if
- not Actor.Dead(164@)
- else_jump @POOL2_8591
- 03FE: set_actor 164@ money 162@
- :POOL2_8591
- 161@ = 0
- 178@ = 0
- 35@ = 99
- jump @POOL2_8680
- :POOL2_8619
- if
- 00E1: player 1 pressed_key 12
- else_jump @POOL2_8680
- 09D8: NOP 1
- 0A3F: unknown_flag 1
- $1904 = 1
- Player.Money($PLAYER_CHAR) += 161@
- 161@ = 0
- 178@ = 1
- 35@ = 99
- :POOL2_8680
- if
- 00E1: player 0 pressed_key 15
- else_jump @POOL2_8872
- if
- 127@ == 0
- else_jump @POOL2_8865
- if
- not Actor.Dead(213@)
- else_jump @POOL2_8782
- 223@ += 1.1
- 0792: disembark_instantly_actor 213@
- 02CE: 223@ = ground_z_at 221@ 222@ 223@
- Actor.PutAt(213@, 221@, 222@, 223@)
- Actor.Angle(213@) = 224@
- :POOL2_8782
- if
- not Actor.Dead(214@)
- else_jump @POOL2_8849
- 227@ += 1.1
- 0792: disembark_instantly_actor 214@
- 02CE: 227@ = ground_z_at 225@ 226@ 227@
- Actor.PutAt(214@, 225@, 226@, 227@)
- Actor.Angle(214@) = 228@
- :POOL2_8849
- 03E6: remove_text_box
- 108@ = 1
- 127@ = 1
- :POOL2_8865
- jump @POOL2_8897
- :POOL2_8872
- if
- 127@ == 1
- else_jump @POOL2_8897
- 127@ = 0
- :POOL2_8897
- if
- 35@ == 99
- else_jump @POOL2_8956
- if
- not Actor.Dead(164@)
- else_jump @POOL2_8936
- 0647: unknown_actor 164@ look_task
- :POOL2_8936
- 0826: enable_hud 0
- 03E6: remove_text_box
- 35@ = 0
- 34@ += 1
- :POOL2_8956
- return
- :POOL2_8958
- if
- 35@ == -1
- else_jump @POOL2_9114
- 213@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
- 214@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
- 215@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
- 106@ = Object.Create(#K_POOLQ, 0.0, 0.0, 0.0)
- 107@ = Object.Create(#K_POOLQ, 0.0, 0.0, 0.0)
- 216@ = Object.Create(#K_POOLQ, 0.0, 0.0, 0.0)
- :POOL2_9114
- if
- 35@ == 0
- else_jump @POOL2_9673
- if
- 178@ == 0
- else_jump @POOL2_9185
- 217@ = -1
- 218@ = -1
- 219@ = 1
- 220@ = 0
- jump @POOL2_9213
- :POOL2_9185
- 217@ = -1
- 218@ = -1
- 219@ = 1
- 220@ = 1
- :POOL2_9213
- 0400: store_coords_to 221@ 222@ 223@ from_object 163@ with_offset 0.0 1.8 0.0
- 0087: 224@ = 105@ // (float)
- 224@ += 180.0
- 0400: store_coords_to 225@ 226@ 227@ from_object 163@ with_offset 0.0 -1.8 0.0
- 0087: 228@ = 105@ // (float)
- 008B: 213@ = $PLAYER_ACTOR // (int)
- 0085: 214@ = 164@ // (int)
- if
- not Object.Exists(106@)
- else_jump @POOL2_9358
- 106@ = Object.Create(#K_POOLQ, 0.0, 0.0, 0.0)
- Object.CollisionDetection(106@) = False
- :POOL2_9358
- if
- not Object.Exists(107@)
- else_jump @POOL2_9403
- 107@ = Object.Create(#K_POOLQ, 0.0, 0.0, 0.0)
- Object.CollisionDetection(107@) = False
- :POOL2_9403
- if
- not Actor.Dead(213@)
- else_jump @POOL2_9448
- Actor.PutAt(213@, 221@, 222@, 223@)
- Actor.Angle(213@) = 224@
- 06AB: set_actor 213@ all_weapons_hidden 1
- :POOL2_9448
- if
- not Actor.Dead(214@)
- else_jump @POOL2_9493
- Actor.PutAt(214@, 225@, 226@, 227@)
- Actor.Angle(214@) = 228@
- 06AB: set_actor 214@ all_weapons_hidden 1
- :POOL2_9493
- 229@ = 1
- 0085: 215@ = 213@ // (int)
- 0085: 216@ = 106@ // (int)
- 0085: 230@ = 219@ // (int)
- 0085: 231@ = 217@ // (int)
- 232@ = 1
- 04AF: 180@ = 0 // @ = any
- 278@ = -1
- 279@ = 0
- 236@ = 1
- if
- 236@ == 0
- else_jump @POOL2_9622
- 242@ = 10.0
- 243@ = 0.02
- 244@ = 0.0
- jump @POOL2_9652
- :POOL2_9622
- 242@ = 22.5
- 243@ = 0.02
- 244@ = 0.0
- :POOL2_9652
- 184@ = 1
- 35@ = 0
- 34@ += 1
- :POOL2_9673
- return
- :POOL2_9675
- if
- 233@ == 0
- else_jump @POOL2_10212
- if
- 35@ == 0
- else_jump @POOL2_10060
- if
- not Actor.Dead(213@)
- else_jump @POOL2_9773
- 223@ += 1.0
- 02CE: 223@ = ground_z_at 221@ 222@ 223@
- Actor.PutAt(213@, 221@, 222@, 223@)
- Actor.Angle(213@) = 224@
- :POOL2_9773
- if
- not Actor.Dead(214@)
- else_jump @POOL2_9835
- 227@ += 1.1
- 02CE: 227@ = ground_z_at 225@ 226@ 227@
- Actor.PutAt(214@, 225@, 226@, 227@)
- Actor.Angle(214@) = 228@
- :POOL2_9835
- if
- not Actor.Dead(215@)
- else_jump @POOL2_10060
- 070B: set_actor 215@ onbone_attached_object_operation 0
- 04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 215@ with_offset 1.0 3.0 1.0
- Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
- Camera.OnPed(215@, 15, 2)
- 0615: define_AS_pack_begin 47@
- 0812: AS_actor -1 perform_animation "POOL_CHALKCUE" IFP_file "POOL" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB
- 0812: AS_actor -1 perform_animation "POOL_IDLE_STANCE" IFP_file "POOL" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- 0616: define_AS_pack_end 47@
- if
- 108@ == 0
- else_jump @POOL2_10041
- 0618: assign_actor 215@ to_AS_pack 47@
- :POOL2_10041
- 061B: remove_references_to_AS_pack 47@
- 32@ = 0
- 35@ += 1
- :POOL2_10060
- if
- 35@ == 1
- else_jump @POOL2_10138
- if
- not Actor.Dead(215@)
- else_jump @POOL2_10138
- 062E: unknown_get_actor 215@ task 1560 status_store_to 39@ // ret 7 if not found
- if or
- 04A4: 39@ == 7 // @ == any
- 32@ > 3000
- else_jump @POOL2_10138
- 35@ = 99
- :POOL2_10138
- if
- 32@ > 500
- else_jump @POOL2_10205
- if
- 00E1: player 180@ pressed_key 16
- else_jump @POOL2_10205
- if
- not Actor.Dead(215@)
- else_jump @POOL2_10205
- 126@ = 1
- 35@ = 99
- :POOL2_10205
- jump @POOL2_10235
- :POOL2_10212
- if
- not Actor.Dead(215@)
- else_jump @POOL2_10235
- 35@ = 99
- :POOL2_10235
- if
- 35@ == 99
- else_jump @POOL2_10280
- 040D: unload_wav 4
- 03E6: remove_text_box
- 32@ = 0
- 34@ += 1
- 35@ = 0
- :POOL2_10280
- if
- 00E1: player 180@ pressed_key 15
- else_jump @POOL2_10471
- if and
- 127@ == 0
- 183@ > 1000
- else_jump @POOL2_10464
- if
- not Actor.Dead(213@)
- else_jump @POOL2_10386
- 223@ += 1.1
- 02CE: 223@ = ground_z_at 221@ 222@ 223@
- Actor.PutAt(213@, 221@, 222@, 223@)
- Actor.Angle(213@) = 224@
- :POOL2_10386
- if
- not Actor.Dead(214@)
- else_jump @POOL2_10448
- 227@ += 1.1
- 02CE: 227@ = ground_z_at 225@ 226@ 227@
- Actor.PutAt(214@, 225@, 226@, 227@)
- Actor.Angle(214@) = 228@
- :POOL2_10448
- 03E6: remove_text_box
- 108@ = 1
- 127@ = 1
- :POOL2_10464
- jump @POOL2_10503
- :POOL2_10471
- if
- 127@ == 1
- else_jump @POOL2_10496
- 127@ = 0
- :POOL2_10496
- 183@ = 0
- :POOL2_10503
- return
- :POOL2_10505
- if and
- not 232@ == 0
- 230@ == 1
- else_jump @POOL2_10537
- gosub @POOL2_59389
- :POOL2_10537
- if
- not 232@ == 0
- else_jump @POOL2_10821
- if
- 66@ == 1
- else_jump @POOL2_10706
- if
- not Object.Exists(82@)
- else_jump @POOL2_10699
- 0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset -0.35 0.0 0.9296875
- 0089: 627@ = $TEMPVAR_FLOAT_1 // (float)
- 0089: 628@ = $TEMPVAR_FLOAT_2 // (float)
- gosub @POOL2_54002
- 0088: $TEMPVAR_FLOAT_1 = 627@ // (float)
- 0088: $TEMPVAR_FLOAT_2 = 628@ // (float)
- 82@ = Object.Init(#K_POOLBALLCUE, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- $TEMPVAR_ANGLE = Object.Angle(163@)
- $TEMPVAR_ANGLE += 270.0
- Object.Angle(82@) = $TEMPVAR_ANGLE
- :POOL2_10699
- 66@ = 0
- :POOL2_10706
- if
- 00E1: player 180@ pressed_key 14
- else_jump @POOL2_10796
- if
- 128@ == 0
- else_jump @POOL2_10789
- if
- 198@ == 2
- else_jump @POOL2_10774
- 198@ = 0
- jump @POOL2_10782
- :POOL2_10774
- 205@ = 3001
- :POOL2_10782
- 128@ = 1
- :POOL2_10789
- jump @POOL2_10821
- :POOL2_10796
- if
- 128@ == 1
- else_jump @POOL2_10821
- 128@ = 0
- :POOL2_10821
- if
- 232@ == 1
- else_jump @POOL2_11055
- if
- 35@ == 0
- else_jump @POOL2_11055
- if
- 230@ == 1
- else_jump @POOL2_10972
- 0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset -0.35 0.0 0.0
- $TEMPVAR_ANGLE = Object.Angle(163@)
- $TEMPVAR_ANGLE += 270.0
- Object.PutAt(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, 560@)
- Object.Angle(82@) = $TEMPVAR_ANGLE
- 32@ = 0
- 35@ = 99
- jump @POOL2_12101
- jump @POOL2_11055
- :POOL2_10972
- 0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset -0.35 0.0 0.0
- $TEMPVAR_ANGLE = Object.Angle(163@)
- $TEMPVAR_ANGLE += 270.0
- Object.PutAt(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, 560@)
- Object.Angle(82@) = $TEMPVAR_ANGLE
- 35@ = 99
- jump @POOL2_12101
- :POOL2_11055
- if
- 232@ == 2
- else_jump @POOL2_11846
- if
- 35@ == 0
- else_jump @POOL2_11471
- if
- 230@ == 1
- else_jump @POOL2_11349
- 0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset -0.35 0.0 0.0
- $TEMPVAR_ANGLE = Object.Angle(163@)
- $TEMPVAR_ANGLE += 270.0
- 0089: 627@ = $TEMPVAR_FLOAT_1 // (float)
- 0089: 628@ = $TEMPVAR_FLOAT_2 // (float)
- gosub @POOL2_54002
- 0088: $TEMPVAR_FLOAT_1 = 627@ // (float)
- 0088: $TEMPVAR_FLOAT_2 = 628@ // (float)
- Object.PutAt(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, 560@)
- Object.Angle(82@) = $TEMPVAR_ANGLE
- 32@ = 0
- 35@ += 1
- 198@ = 0
- 205@ = 0
- 0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset 0.0 -0.001 2.5
- Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
- 0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset 0.0 0.001 0.0
- Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
- jump @POOL2_11471
- :POOL2_11349
- 0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset -0.35 0.0 0.0
- $TEMPVAR_ANGLE = Object.Angle(163@)
- $TEMPVAR_ANGLE += 270.0
- 0089: 627@ = $TEMPVAR_FLOAT_1 // (float)
- 0089: 628@ = $TEMPVAR_FLOAT_2 // (float)
- gosub @POOL2_54002
- 0088: $TEMPVAR_FLOAT_1 = 627@ // (float)
- 0088: $TEMPVAR_FLOAT_2 = 628@ // (float)
- Object.PutAt(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, 560@)
- Object.Angle(82@) = $TEMPVAR_ANGLE
- 35@ = 99
- jump @POOL2_12101
- :POOL2_11471
- if
- 35@ == 1
- else_jump @POOL2_11846
- Object.StorePos(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- 39@ = 0
- if or
- 00E1: player 180@ pressed_key 0
- 00E1: player 180@ pressed_key 1
- else_jump @POOL2_11542
- 39@ = 1
- :POOL2_11542
- if
- 39@ == 1
- else_jump @POOL2_11757
- 0494: get_joystick 180@ data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y
- 008F: 235@ = integer $MOVE_AXIS_X to_float
- 008F: 234@ = integer $MOVE_AXIS_Y to_float
- 235@ /= 128.0
- 234@ /= -128.0
- 235@ *= 0.01
- 234@ *= 0.01
- gosub @POOL2_54371
- 006D: $6466 *= 234@ // (float)
- 006D: $6468 *= 234@ // (float)
- 0059: $TEMPVAR_FLOAT_1 += $6466 // (float)
- 0059: $TEMPVAR_FLOAT_2 += $6468 // (float)
- 006D: $6467 *= 235@ // (float)
- 006D: $6469 *= 235@ // (float)
- 0059: $TEMPVAR_FLOAT_1 += $6467 // (float)
- 0059: $TEMPVAR_FLOAT_2 += $6469 // (float)
- 0089: 627@ = $TEMPVAR_FLOAT_1 // (float)
- 0089: 628@ = $TEMPVAR_FLOAT_2 // (float)
- gosub @POOL2_54002
- 0088: $TEMPVAR_FLOAT_1 = 627@ // (float)
- 0088: $TEMPVAR_FLOAT_2 = 628@ // (float)
- Object.PutAt(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, 560@)
- :POOL2_11757
- if
- 00E1: player 180@ pressed_key 16
- else_jump @POOL2_11821
- if
- 126@ == 0
- else_jump @POOL2_11814
- 35@ = 99
- 126@ = 1
- jump @POOL2_12101
- :POOL2_11814
- jump @POOL2_11846
- :POOL2_11821
- if
- 126@ == 1
- else_jump @POOL2_11846
- 126@ = 0
- :POOL2_11846
- if
- 232@ == 0
- else_jump @POOL2_11878
- 35@ = 99
- jump @POOL2_12101
- :POOL2_11878
- if
- 00E1: player 180@ pressed_key 15
- else_jump @POOL2_12069
- if and
- 127@ == 0
- 183@ > 1000
- else_jump @POOL2_12062
- if
- not Actor.Dead(213@)
- else_jump @POOL2_11984
- 223@ += 1.1
- 02CE: 223@ = ground_z_at 221@ 222@ 223@
- Actor.PutAt(213@, 221@, 222@, 223@)
- Actor.Angle(213@) = 224@
- :POOL2_11984
- if
- not Actor.Dead(214@)
- else_jump @POOL2_12046
- 227@ += 1.1
- 02CE: 227@ = ground_z_at 225@ 226@ 227@
- Actor.PutAt(214@, 225@, 226@, 227@)
- Actor.Angle(214@) = 228@
- :POOL2_12046
- 03E6: remove_text_box
- 108@ = 1
- 127@ = 1
- :POOL2_12062
- jump @POOL2_12101
- :POOL2_12069
- if
- 127@ == 1
- else_jump @POOL2_12094
- 127@ = 0
- :POOL2_12094
- 183@ = 0
- :POOL2_12101
- if
- 35@ == 99
- else_jump @POOL2_12135
- 34@ += 1
- 35@ = 0
- 03E6: remove_text_box
- :POOL2_12135
- return
- :POOL2_12137
- if
- 230@ == 1
- else_jump @POOL2_15142
- gosub @POOL2_57034
- if
- 35@ == -1
- else_jump @POOL2_12202
- 238@ = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
- :POOL2_12202
- if
- 35@ == 0
- else_jump @POOL2_13396
- if
- not Actor.Dead(213@)
- else_jump @POOL2_12282
- 223@ += 1.1
- 02CE: 223@ = ground_z_at 221@ 222@ 223@
- Actor.PutAt(213@, 221@, 222@, 223@)
- Actor.Angle(213@) = 224@
- :POOL2_12282
- if
- not Actor.Dead(214@)
- else_jump @POOL2_12344
- 227@ += 1.1
- 02CE: 227@ = ground_z_at 225@ 226@ 227@
- Actor.PutAt(214@, 225@, 226@, 227@)
- Actor.Angle(214@) = 228@
- :POOL2_12344
- if
- not Actor.Dead(215@)
- else_jump @POOL2_12405
- Actor.StorePos(215@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- $TEMPVAR_FLOAT_3 += -10.0
- Actor.PutAt(215@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- Actor.LockInCurrentPosition(215@) = True
- :POOL2_12405
- 0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset 0.0 -0.001 2.5
- 0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset 0.0 0.001 0.0
- if
- Object.Exists(82@)
- else_jump @POOL2_12505
- $TEMPVAR_ANGLE = Object.Angle(82@)
- 0453: set_object 82@ XY_rotation 0.0 0.0 angle $TEMPVAR_ANGLE
- :POOL2_12505
- if
- not Object.Exists(238@)
- else_jump @POOL2_12594
- 0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset 0.0 0.0 -10.0
- 238@ = Object.Init(#K_POOLQ2, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- Object.ToggleInMovingList(238@) = False
- Object.CollisionDetection(238@) = False
- 0418: unknown_object 238@ flag 1
- jump @POOL2_12615
- :POOL2_12594
- Object.ToggleInMovingList(238@) = False
- Object.CollisionDetection(238@) = False
- 0418: unknown_object 238@ flag 1
- :POOL2_12615
- 205@ = 0
- 198@ = 0
- if
- 245@ == 0
- else_jump @POOL2_13348
- 239@ = -1
- 42@ = 99999.9
- if
- Object.Exists(82@)
- else_jump @POOL2_13197
- Object.StorePos(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- if
- 231@ == -1
- else_jump @POOL2_12848
- 39@ = 1
- :POOL2_12719
- if
- 16 > 39@
- else_jump @POOL2_12841
- if
- Object.Exists(82@(39@,16i))
- else_jump @POOL2_12827
- Object.StorePos(82@(39@,16i), 165@, 166@, 167@)
- 0509: 43@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 165@ 166@
- if
- 0025: 42@ > 43@ // (float)
- else_jump @POOL2_12827
- 0085: 239@ = 39@ // (int)
- 0087: 42@ = 43@ // (float)
- :POOL2_12827
- 39@ += 1
- jump @POOL2_12719
- :POOL2_12841
- jump @POOL2_13197
- :POOL2_12848
- if
- 231@ == 0
- else_jump @POOL2_13002
- 39@ = 1
- :POOL2_12873
- if
- 8 > 39@
- else_jump @POOL2_12995
- if
- Object.Exists(82@(39@,16i))
- else_jump @POOL2_12981
- Object.StorePos(82@(39@,16i), 165@, 166@, 167@)
- 0509: 43@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 165@ 166@
- if
- 0025: 42@ > 43@ // (float)
- else_jump @POOL2_12981
- 0085: 239@ = 39@ // (int)
- 0087: 42@ = 43@ // (float)
- :POOL2_12981
- 39@ += 1
- jump @POOL2_12873
- :POOL2_12995
- jump @POOL2_13197
- :POOL2_13002
- if
- 231@ == 1
- else_jump @POOL2_13156
- 39@ = 9
- :POOL2_13027
- if
- 16 > 39@
- else_jump @POOL2_13149
- if
- Object.Exists(82@(39@,16i))
- else_jump @POOL2_13135
- Object.StorePos(82@(39@,16i), 165@, 166@, 167@)
- 0509: 43@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 165@ 166@
- if
- 0025: 42@ > 43@ // (float)
- else_jump @POOL2_13135
- 0085: 239@ = 39@ // (int)
- 0087: 42@ = 43@ // (float)
- :POOL2_13135
- 39@ += 1
- jump @POOL2_13027
- :POOL2_13149
- jump @POOL2_13197
- :POOL2_13156
- if
- 231@ == 2
- else_jump @POOL2_13197
- if
- Object.Exists(90@)
- else_jump @POOL2_13197
- 239@ = 8
- :POOL2_13197
- if and
- not 239@ == -1
- 16 > 239@
- else_jump @POOL2_13341
- if
- Object.Exists(82@)
- else_jump @POOL2_13341
- Object.StorePos(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- if
- Object.Exists(82@(239@,16i))
- else_jump @POOL2_13290
- Object.StorePos(82@(239@,16i), 165@, 166@, 167@)
- :POOL2_13290
- 0087: 169@ = 165@ // (float)
- 0065: 169@ -= $TEMPVAR_FLOAT_1 // (float)
- 0087: 170@ = 166@ // (float)
- 0065: 170@ -= $TEMPVAR_FLOAT_2 // (float)
- 0604: get_Z_angle_for_point 169@ 170@ store_to 42@
- Object.Angle(82@) = 42@
- :POOL2_13341
- jump @POOL2_13355
- :POOL2_13348
- 245@ = 0
- :POOL2_13355
- 240@ = 0
- gosub @POOL2_28396
- 199@ = 0.0
- 200@ = 0.0
- 35@ += 1
- :POOL2_13396
- if
- 35@ == 1
- else_jump @POOL2_13627
- if
- 00E1: player 180@ pressed_key 13
- else_jump @POOL2_13602
- if
- 237@ == 0
- else_jump @POOL2_13510
- if
- 236@ == 0
- else_jump @POOL2_13489
- 236@ = 1
- 237@ = 1
- jump @POOL2_13503
- :POOL2_13489
- 236@ = 0
- 237@ = 1
- :POOL2_13503
- 205@ = 0
- :POOL2_13510
- if
- 236@ == 0
- else_jump @POOL2_13565
- 242@ = 10.0
- 243@ = 0.02
- 244@ = 0.0
- jump @POOL2_13595
- :POOL2_13565
- 242@ = 22.5
- 243@ = 0.02
- 244@ = 0.0
- :POOL2_13595
- jump @POOL2_13627
- :POOL2_13602
- if
- 237@ == 1
- else_jump @POOL2_13627
- 237@ = 0
- :POOL2_13627
- 0A4A: store_joystick_X_offset_to 201@ Y_offset_to 202@
- if or
- 00E1: player 180@ pressed_key 0
- 201@ > 0.01
- -0.01 > 201@
- else_jump @POOL2_13780
- $TEMPVAR_ANGLE = Object.Angle(82@)
- 0494: get_joystick 180@ data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y
- 008F: 42@ = integer $MOVE_AXIS_X to_float
- 42@ /= 128.0
- 42@ *= 1.0
- 005F: $TEMPVAR_ANGLE += 42@ // (float)
- 201@ *= -0.4
- 005F: $TEMPVAR_ANGLE += 201@ // (float)
- 0453: set_object 82@ XY_rotation 0.0 0.0 angle 0.0
- Object.Angle(82@) = $TEMPVAR_ANGLE
- :POOL2_13780
- if
- 236@ == 0
- else_jump @POOL2_13895
- 0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset 0.0 -0.001 2.5
- Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
- 0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset 0.0 0.001 0.0
- Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
- :POOL2_13895
- if
- 236@ == 1
- else_jump @POOL2_14010
- 0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 82@ with_offset 0.0 -0.5 0.3
- Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
- 0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 82@ with_offset 0.0 0.5 0.0
- Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
- :POOL2_14010
- if
- 236@ == 0
- else_jump @POOL2_14143
- if
- 00E1: player 180@ pressed_key 14
- else_jump @POOL2_14118
- if
- 128@ == 0
- else_jump @POOL2_14111
- if
- 198@ == 2
- else_jump @POOL2_14096
- 198@ = 0
- jump @POOL2_14104
- :POOL2_14096
- 205@ = 3001
- :POOL2_14104
- 128@ = 1
- :POOL2_14111
- jump @POOL2_14143
- :POOL2_14118
- if
- 128@ == 1
- else_jump @POOL2_14143
- 128@ = 0
- :POOL2_14143
- if
- Object.Exists(238@)
- else_jump @POOL2_14282
- if
- 236@ == 0
- else_jump @POOL2_14209
- 0400: store_coords_to 165@ 166@ 167@ from_object 82@ with_offset 244@ -0.05 243@
- jump @POOL2_14234
- :POOL2_14209
- 0400: store_coords_to 165@ 166@ 167@ from_object 82@ with_offset 244@ -0.05 243@
- :POOL2_14234
- $TEMPVAR_ANGLE = Object.Angle(82@)
- $TEMPVAR_ANGLE += 180.0
- Object.PutAt(238@, 165@, 166@, 167@)
- 0453: set_object 238@ XY_rotation 242@ 0.0 angle $TEMPVAR_ANGLE
- :POOL2_14282
- if
- 80E1: not player 180@ pressed_key 0
- else_jump @POOL2_14321
- 240@ = 0
- gosub @POOL2_28396
- jump @POOL2_14421
- :POOL2_14321
- if
- not 240@ == 0
- else_jump @POOL2_14407
- 39@ = 0
- :POOL2_14346
- if
- 10 > 39@
- else_jump @POOL2_14407
- if
- Object.Exists(347@(39@,10i))
- else_jump @POOL2_14393
- Object.Destroy(347@(39@,10i))
- :POOL2_14393
- 39@ += 1
- jump @POOL2_14346
- :POOL2_14407
- 240@ = 0
- 32@ = 0
- :POOL2_14421
- if
- 0736: NOP_false 131
- else_jump @POOL2_14447
- 242@ += 0.5
- :POOL2_14447
- if
- 0736: NOP_false 130
- else_jump @POOL2_14473
- 242@ += -0.5
- :POOL2_14473
- if
- 0736: NOP_false 87
- else_jump @POOL2_14498
- 243@ += 0.001
- :POOL2_14498
- if
- 0736: NOP_false 83
- else_jump @POOL2_14523
- 243@ += -0.001
- :POOL2_14523
- if
- 0736: NOP_false 128
- else_jump @POOL2_14549
- 244@ += 0.0001
- :POOL2_14549
- if
- 0736: NOP_false 129
- else_jump @POOL2_14575
- 244@ += -0.0001
- :POOL2_14575
- if
- 0736: NOP_false 137
- else_jump @POOL2_15002
- 03A9: NOP
- 05B6: 17 // BUTT_ANGLE =
- 03A8: NOP 242@
- 03A9: NOP
- 05B6: 18 // RAISE_CUE =
- 03A8: NOP 243@
- 03A9: NOP
- 05B6: 19 // CUE_X_CORRECTION =
- 03A8: NOP 244@
- :POOL2_15002
- if
- 00E1: player 180@ pressed_key 16
- else_jump @POOL2_15080
- if
- 126@ == 0
- else_jump @POOL2_15073
- if
- Object.Exists(238@)
- else_jump @POOL2_15059
- Object.Destroy(238@)
- :POOL2_15059
- 35@ = 99
- 126@ = 1
- :POOL2_15073
- jump @POOL2_15105
- :POOL2_15080
- if
- 126@ == 1
- else_jump @POOL2_15105
- 126@ = 0
- :POOL2_15105
- if
- 0735: NOP_false 72
- else_jump @POOL2_15135
- gosub @POOL2_33712
- Object.Angle(82@) = 363@
- :POOL2_15135
- jump @POOL2_15164
- :POOL2_15142
- gosub @POOL2_33712
- Object.Angle(82@) = 363@
- 35@ = 99
- :POOL2_15164
- if
- 00E1: player 180@ pressed_key 15
- else_jump @POOL2_15355
- if and
- 127@ == 0
- 183@ > 1000
- else_jump @POOL2_15348
- if
- not Actor.Dead(213@)
- else_jump @POOL2_15270
- 223@ += 1.1
- 02CE: 223@ = ground_z_at 221@ 222@ 223@
- Actor.PutAt(213@, 221@, 222@, 223@)
- Actor.Angle(213@) = 224@
- :POOL2_15270
- if
- not Actor.Dead(214@)
- else_jump @POOL2_15332
- 227@ += 1.1
- 02CE: 227@ = ground_z_at 225@ 226@ 227@
- Actor.PutAt(214@, 225@, 226@, 227@)
- Actor.Angle(214@) = 228@
- :POOL2_15332
- 03E6: remove_text_box
- 108@ = 1
- 127@ = 1
- :POOL2_15348
- jump @POOL2_15387
- :POOL2_15355
- if
- 127@ == 1
- else_jump @POOL2_15380
- 127@ = 0
- :POOL2_15380
- 183@ = 0
- :POOL2_15387
- if
- 35@ == 99
- else_jump @POOL2_15509
- 39@ = 0
- :POOL2_15412
- if
- 10 > 39@
- else_jump @POOL2_15473
- if
- Object.Exists(347@(39@,10i))
- else_jump @POOL2_15459
- Object.Destroy(347@(39@,10i))
- :POOL2_15459
- 39@ += 1
- jump @POOL2_15412
- :POOL2_15473
- 199@ = 0.0
- 200@ = 0.0
- 34@ += 2
- 35@ = 0
- 03E6: remove_text_box
- :POOL2_15509
- return
- :POOL2_15511
- return
- :POOL2_15513
- gosub @POOL2_57034
- if
- 230@ == 1
- else_jump @POOL2_16275
- if
- 00E1: player 180@ pressed_key 15
- else_jump @POOL2_15609
- if
- 127@ == 0
- else_jump @POOL2_15602
- 34@ = 5
- 35@ = 0
- 127@ = 1
- 245@ = 1
- :POOL2_15602
- jump @POOL2_16268
- :POOL2_15609
- if
- 127@ == 1
- else_jump @POOL2_15634
- 127@ = 0
- :POOL2_15634
- if
- 35@ == 0
- else_jump @POOL2_15666
- gosub @POOL2_18801
- 35@ += 1
- :POOL2_15666
- if
- 250@ == 0
- else_jump @POOL2_15691
- gosub @POOL2_53449
- :POOL2_15691
- if
- 250@ == 0
- else_jump @POOL2_15993
- gosub @POOL2_16733
- if
- 252@ == 1
- else_jump @POOL2_15983
- if
- 0A4B: controls_set_to_joystick
- else_jump @POOL2_15852
- if
- 00E1: player 180@ pressed_key 3
- else_jump @POOL2_15835
- 0494: get_joystick 180@ data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y
- 008F: 42@ = integer $SPECIAL_AXIS_Y to_float
- 42@ /= 128.0
- 42@ *= -0.2
- 246@ = 0.2
- 005B: 246@ += 42@ // (float)
- jump @POOL2_15845
- :POOL2_15835
- 246@ = 0.2
- :POOL2_15845
- jump @POOL2_15976
- :POOL2_15852
- 0A4A: store_joystick_X_offset_to 201@ Y_offset_to 202@
- 005B: 200@ += 202@ // (float)
- if
- 200@ > 128.0
- else_jump @POOL2_15899
- 200@ = 128.0
- :POOL2_15899
- if
- -128.0 > 200@
- else_jump @POOL2_15930
- 200@ = -128.0
- :POOL2_15930
- 0087: 42@ = 200@ // (float)
- 42@ /= 128.0
- 42@ *= -0.2
- 246@ = 0.2
- 005B: 246@ += 42@ // (float)
- :POOL2_15976
- jump @POOL2_15993
- :POOL2_15983
- 246@ = 0.0
- :POOL2_15993
- if
- 250@ == 0
- else_jump @POOL2_16053
- if
- 246@ > 0.25
- else_jump @POOL2_16046
- gosub @POOL2_19798
- jump @POOL2_16053
- :POOL2_16046
- gosub @POOL2_18640
- :POOL2_16053
- if
- 35@ == 1
- else_jump @POOL2_16101
- if
- not Actor.Dead(215@)
- else_jump @POOL2_16101
- gosub @POOL2_18983
- 35@ += 1
- :POOL2_16101
- if
- 35@ == 2
- else_jump @POOL2_16126
- gosub @POOL2_16987
- :POOL2_16126
- if
- 35@ == 3
- else_jump @POOL2_16227
- if
- not Actor.Dead(215@)
- else_jump @POOL2_16227
- 592@ += 1.1
- 02CE: 592@ = ground_z_at 584@ 588@ 592@
- Actor.PutAt(215@, 584@, 588@, 592@)
- Actor.Angle(215@) = 596@
- 0619: enable_actor 215@ collision_detection 1
- 32@ = 0
- 35@ = 99
- :POOL2_16227
- if
- 35@ == 99
- else_jump @POOL2_16268
- 03E6: remove_text_box
- 32@ = 0
- 34@ += 1
- 35@ = 0
- :POOL2_16268
- jump @POOL2_16731
- :POOL2_16275
- if
- 35@ == 0
- else_jump @POOL2_16307
- gosub @POOL2_18801
- 35@ += 1
- :POOL2_16307
- if
- 250@ == 0
- else_jump @POOL2_16456
- gosub @POOL2_16733
- if
- 252@ == 1
- else_jump @POOL2_16439
- if
- 2000 > 32@
- else_jump @POOL2_16386
- 246@ = 0.2
- jump @POOL2_16432
- :POOL2_16386
- if
- 3000 > 32@
- else_jump @POOL2_16422
- 246@ = 0.0
- jump @POOL2_16432
- :POOL2_16422
- 246@ = 1.0
- :POOL2_16432
- jump @POOL2_16456
- :POOL2_16439
- 32@ = 0
- 246@ = 0.0
- :POOL2_16456
- if
- 250@ == 0
- else_jump @POOL2_16516
- if
- 246@ > 0.25
- else_jump @POOL2_16509
- gosub @POOL2_19798
- jump @POOL2_16516
- :POOL2_16509
- gosub @POOL2_18640
- :POOL2_16516
- if
- 35@ == 1
- else_jump @POOL2_16564
- if
- not Actor.Dead(215@)
- else_jump @POOL2_16564
- gosub @POOL2_18983
- 35@ += 1
- :POOL2_16564
- if
- 35@ == 2
- else_jump @POOL2_16589
- gosub @POOL2_16987
- :POOL2_16589
- if
- 35@ == 3
- else_jump @POOL2_16690
- if
- not Actor.Dead(215@)
- else_jump @POOL2_16690
- 592@ += 1.1
- 02CE: 592@ = ground_z_at 584@ 588@ 592@
- Actor.PutAt(215@, 584@, 588@, 592@)
- Actor.Angle(215@) = 596@
- 0619: enable_actor 215@ collision_detection 1
- 32@ = 0
- 35@ = 99
- :POOL2_16690
- if
- 35@ == 99
- else_jump @POOL2_16731
- 03E6: remove_text_box
- 32@ = 0
- 34@ += 1
- 35@ = 0
- :POOL2_16731
- return
- :POOL2_16733
- 252@ = 0
- if
- not Actor.Dead(215@)
- else_jump @POOL2_16985
- if
- 600@ == 1
- else_jump @POOL2_16814
- if
- Actor.Animation(215@) == "POOL_SHORT_SHOT"
- else_jump @POOL2_16814
- 252@ = 1
- :POOL2_16814
- if
- 600@ == 2
- else_jump @POOL2_16870
- if
- Actor.Animation(215@) == "POOL_MED_SHOT"
- else_jump @POOL2_16870
- 252@ = 1
- :POOL2_16870
- if
- 600@ == 3
- else_jump @POOL2_16927
- if
- Actor.Animation(215@) == "POOL_LONG_SHOT"
- else_jump @POOL2_16927
- 252@ = 1
- :POOL2_16927
- if
- 600@ == 4
- else_jump @POOL2_16985
- if
- Actor.Animation(215@) == "POOL_XLONG_SHOT"
- else_jump @POOL2_16985
- 252@ = 1
- :POOL2_16985
- return
- :POOL2_16987
- if
- not Actor.Dead(215@)
- else_jump @POOL2_17598
- if
- 251@ == 0
- else_jump @POOL2_17598
- if
- 600@ == 1
- else_jump @POOL2_17165
- 0615: define_AS_pack_begin 47@
- 0812: AS_actor -1 perform_animation "POOL_SHORT_START" IFP_file "POOL" 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB
- 0812: AS_actor -1 perform_animation "POOL_SHORT_SHOT" IFP_file "POOL" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
- 0616: define_AS_pack_end 47@
- if
- 108@ == 0
- else_jump @POOL2_17160
- 0618: assign_actor 215@ to_AS_pack 47@
- :POOL2_17160
- 061B: remove_references_to_AS_pack 47@
- :POOL2_17165
- if
- 600@ == 2
- else_jump @POOL2_17305
- 0615: define_AS_pack_begin 47@
- 0812: AS_actor -1 perform_animation "POOL_MED_START" IFP_file "POOL" 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB
- 0812: AS_actor -1 perform_animation "POOL_MED_SHOT" IFP_file "POOL" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
- 0616: define_AS_pack_end 47@
- if
- 108@ == 0
- else_jump @POOL2_17300
- 0618: assign_actor 215@ to_AS_pack 47@
- :POOL2_17300
- 061B: remove_references_to_AS_pack 47@
- :POOL2_17305
- if
- 600@ == 3
- else_jump @POOL2_17447
- 0615: define_AS_pack_begin 47@
- 0812: AS_actor -1 perform_animation "POOL_LONG_START" IFP_file "POOL" 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB
- 0812: AS_actor -1 perform_animation "POOL_LONG_SHOT" IFP_file "POOL" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
- 0616: define_AS_pack_end 47@
- if
- 108@ == 0
- else_jump @POOL2_17442
- 0618: assign_actor 215@ to_AS_pack 47@
- :POOL2_17442
- 061B: remove_references_to_AS_pack 47@
- :POOL2_17447
- if
- 600@ == 4
- else_jump @POOL2_17591
- 0615: define_AS_pack_begin 47@
- 0812: AS_actor -1 perform_animation "POOL_XLONG_START" IFP_file "POOL" 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB
- 0812: AS_actor -1 perform_animation "POOL_XLONG_SHOT" IFP_file "POOL" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
- 0616: define_AS_pack_end 47@
- if
- 108@ == 0
- else_jump @POOL2_17586
- 0618: assign_actor 215@ to_AS_pack 47@
- :POOL2_17586
- 061B: remove_references_to_AS_pack 47@
- :POOL2_17591
- 251@ += 1
- :POOL2_17598
- if
- 251@ == 1
- else_jump @POOL2_18116
- if
- 250@ == 0
- else_jump @POOL2_18102
- if
- not Actor.Dead(215@)
- else_jump @POOL2_18095
- 062E: unknown_get_actor 215@ task 1560 status_store_to 39@ // ret 7 if not found
- if
- 84A4: not 39@ == 7 // @ == any
- else_jump @POOL2_18081
- if
- 600@ == 1
- else_jump @POOL2_17780
- if
- Actor.Animation(215@) == "POOL_SHORT_SHOT"
- else_jump @POOL2_17780
- 0614: set_actor 215@ animation "POOL_SHORT_SHOT" progress_to 247@ // 0.0 to 1.0
- 0393: actor 215@ perform_animation "POOL_SHORT_SHOT" at 248@ times_normal_rate
- :POOL2_17780
- if
- 600@ == 2
- else_jump @POOL2_17875
- if
- Actor.Animation(215@) == "POOL_MED_SHOT"
- else_jump @POOL2_17875
- 0614: set_actor 215@ animation "POOL_MED_SHOT" progress_to 247@ // 0.0 to 1.0
- 0393: actor 215@ perform_animation "POOL_MED_SHOT" at 248@ times_normal_rate
- :POOL2_17875
- if
- 600@ == 3
- else_jump @POOL2_17973
- if
- Actor.Animation(215@) == "POOL_LONG_SHOT"
- else_jump @POOL2_17973
- 0614: set_actor 215@ animation "POOL_LONG_SHOT" progress_to 247@ // 0.0 to 1.0
- 0393: actor 215@ perform_animation "POOL_LONG_SHOT" at 248@ times_normal_rate
- :POOL2_17973
- if
- 600@ == 4
- else_jump @POOL2_18074
- if
- Actor.Animation(215@) == "POOL_XLONG_SHOT"
- else_jump @POOL2_18074
- 0614: set_actor 215@ animation "POOL_XLONG_SHOT" progress_to 247@ // 0.0 to 1.0
- 0393: actor 215@ perform_animation "POOL_XLONG_SHOT" at 248@ times_normal_rate
- :POOL2_18074
- jump @POOL2_18095
- :POOL2_18081
- 32@ = 0
- 251@ += 1
- :POOL2_18095
- jump @POOL2_18116
- :POOL2_18102
- 32@ = 0
- 251@ += 1
- :POOL2_18116
- if
- 251@ == 2
- else_jump @POOL2_18535
- if
- not Actor.Dead(215@)
- else_jump @POOL2_18535
- 062E: unknown_get_actor 215@ task 1560 status_store_to 39@ // ret 7 if not found
- if and
- 84A4: not 39@ == 7 // @ == any
- 5000 > 32@
- else_jump @POOL2_18528
- 42@ = 1.0
- 0063: 42@ -= 248@ // (float)
- 42@ /= 20.0
- 005B: 248@ += 42@ // (float)
- if
- 0.8 > 248@
- else_jump @POOL2_18254
- 248@ += 0.01
- :POOL2_18254
- if and
- 1.2 > 248@
- 248@ > 0.8
- else_jump @POOL2_18295
- 248@ = 1.0
- :POOL2_18295
- if
- Actor.Animation(215@) == "POOL_SHORT_SHOT"
- else_jump @POOL2_18353
- 0393: actor 215@ perform_animation "POOL_SHORT_SHOT" at 248@ times_normal_rate
- :POOL2_18353
- if
- Actor.Animation(215@) == "POOL_MED_SHOT"
- else_jump @POOL2_18407
- 0393: actor 215@ perform_animation "POOL_MED_SHOT" at 248@ times_normal_rate
- :POOL2_18407
- if
- Actor.Animation(215@) == "POOL_LONG_SHOT"
- else_jump @POOL2_18463
- 0393: actor 215@ perform_animation "POOL_LONG_SHOT" at 248@ times_normal_rate
- :POOL2_18463
- if
- Actor.Animation(215@) == "POOL_XLONG_SHOT"
- else_jump @POOL2_18521
- 0393: actor 215@ perform_animation "POOL_XLONG_SHOT" at 248@ times_normal_rate
- :POOL2_18521
- jump @POOL2_18535
- :POOL2_18528
- 251@ += 1
- :POOL2_18535
- if
- 251@ == 3
- else_jump @POOL2_18638
- if
- not Actor.Dead(215@)
- else_jump @POOL2_18631
- if
- 108@ == 0
- else_jump @POOL2_18631
- 0812: AS_actor 215@ perform_animation "POOL_IDLE_STANCE" IFP_file "POOL" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- :POOL2_18631
- 35@ += 1
- :POOL2_18638
- return
- :POOL2_18640
- 0087: 42@ = 246@ // (float)
- 0063: 42@ -= 247@ // (float)
- if or
- 42@ >= 0.05
- -0.05 >= 42@
- else_jump @POOL2_18791
- 42@ /= 3.0
- if and
- 0.01 > 42@
- 42@ > -0.01
- else_jump @POOL2_18776
- if
- 42@ > 0.0
- else_jump @POOL2_18766
- 42@ = 0.01
- jump @POOL2_18776
- :POOL2_18766
- 42@ = -0.01
- :POOL2_18776
- 005B: 247@ += 42@ // (float)
- jump @POOL2_18799
- :POOL2_18791
- 0087: 247@ = 246@ // (float)
- :POOL2_18799
- return
- :POOL2_18801
- 250@ = 0
- 251@ = 0
- 618@ = 565.0
- 619@ = 386.0
- 0087: 622@ = 618@ // (float)
- 0087: 623@ = 619@ // (float)
- 621@ = 67.0
- 620@ = 78.0
- 624@ = 19.0
- 625@ = 16.0
- 248@ = 0.0
- 247@ = 0.0
- 248@ = 0.0
- 246@ = 0.0
- 32@ = 0
- 33@ = 0
- if
- not 230@ == 0
- else_jump @POOL2_18974
- 0512: show_permanent_text_box 'PL_H4' // Use the view controls to strike the cue ball.~N~Use the movement controls to position cue tip.~N~~k~~VEHICLE_ENTER_EXIT~ Back to aiming.
- :POOL2_18974
- gosub @POOL2_51426
- return
- :POOL2_18983
- 0619: enable_actor 215@ collision_detection 0
- 0087: 42@ = 104@ // (float)
- 42@ += 1.0
- 02CE: 594@ = ground_z_at 102@ 103@ 42@
- Actor.PutAt(215@, 586@, 590@, 594@)
- Actor.Angle(215@) = 598@
- if
- 003B: 213@ == 215@ // (int)
- else_jump @POOL2_19249
- if
- not Actor.Dead(213@)
- else_jump @POOL2_19242
- 04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 213@ with_offset 0.0 -1.5 0.0
- if
- not Actor.Dead(214@)
- else_jump @POOL2_19242
- Actor.PutAt(214@, 225@, 226@, 227@)
- if
- 00EC: actor 214@ 0 near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 radius 2.0 2.0
- else_jump @POOL2_19215
- 04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 214@ with_offset -2.0 0.0 -1.0
- Actor.PutAt(214@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- :POOL2_19215
- if
- Object.Exists(82@)
- else_jump @POOL2_19242
- 0655: AS_actor 214@ look_at_object 82@ 10000 ms
- :POOL2_19242
- jump @POOL2_19428
- :POOL2_19249
- if
- not Actor.Dead(214@)
- else_jump @POOL2_19428
- 04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 214@ with_offset 0.0 -1.5 0.0
- if
- not Actor.Dead(213@)
- else_jump @POOL2_19428
- Actor.PutAt(213@, 221@, 222@, 223@)
- if
- 00EC: actor 213@ 0 near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 radius 2.0 2.0
- else_jump @POOL2_19428
- 04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 213@ with_offset -2.0 0.0 -1.0
- Actor.PutAt(213@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- if
- Object.Exists(82@)
- else_jump @POOL2_19428
- 0655: AS_actor 213@ look_at_object 82@ 10000 ms
- :POOL2_19428
- if
- 600@ == 1
- else_jump @POOL2_19543
- 04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 215@ with_offset 0.1532 -0.9733 1.1819
- Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
- 04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 215@ with_offset -0.0267 -0.3468 0.4236
- Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
- :POOL2_19543
- if
- 600@ == 2
- else_jump @POOL2_19591
- $TEMPVAR_FLOAT_1 = 0.4
- $TEMPVAR_FLOAT_2 = -1.0
- $TEMPVAR_FLOAT_3 = 1.0
- :POOL2_19591
- if
- 600@ == 3
- else_jump @POOL2_19639
- $TEMPVAR_FLOAT_1 = 0.3
- $TEMPVAR_FLOAT_2 = -0.5
- $TEMPVAR_FLOAT_3 = 1.0
- :POOL2_19639
- if
- 600@ == 4
- else_jump @POOL2_19687
- $TEMPVAR_FLOAT_1 = 0.3
- $TEMPVAR_FLOAT_2 = -0.5
- $TEMPVAR_FLOAT_3 = 1.0
- :POOL2_19687
- if
- not 600@ == 1
- else_jump @POOL2_19796
- 04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 215@ with_offset $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3
- Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
- 0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 82@ with_offset 0.0 0.3 0.0
- Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
- :POOL2_19796
- return
- :POOL2_19798
- if
- 230@ == 1
- else_jump @POOL2_19898
- 0087: 249@ = 246@ // (float)
- 0063: 249@ -= 247@ // (float)
- 249@ /= 0.1
- 0087: 248@ = 249@ // (float)
- 248@ *= 2.0
- if
- 0.6 > 248@
- else_jump @POOL2_19891
- 248@ = 0.6
- :POOL2_19891
- jump @POOL2_19955
- :POOL2_19898
- 0087: 248@ = 364@ // (float)
- 248@ *= 2.0
- if
- 0.6 > 248@
- else_jump @POOL2_19947
- 248@ = 0.6
- :POOL2_19947
- 0087: 249@ = 364@ // (float)
- :POOL2_19955
- if
- Object.Exists(82@)
- else_jump @POOL2_20844
- $TEMPVAR_ANGLE = Object.Angle(82@)
- 02F6: 42@ = sine $TEMPVAR_ANGLE // (float)
- 0087: 169@ = 42@ // (float)
- 169@ *= -1.0
- 02F7: 42@ = cosine $TEMPVAR_ANGLE // (float)
- 0087: 170@ = 42@ // (float)
- 171@ = 0.0
- Object.StorePos(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- 0089: 165@ = $TEMPVAR_FLOAT_1 // (float)
- 005B: 165@ += 169@ // (float)
- 0089: 166@ = $TEMPVAR_FLOAT_2 // (float)
- 005B: 166@ += 170@ // (float)
- 0509: 42@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 165@ 166@
- 0073: 169@ /= 42@ // (float)
- 0073: 170@ /= 42@ // (float)
- 006B: 169@ *= 249@ // (float)
- 006B: 170@ *= 249@ // (float)
- Object.KeepInMemory(82@) = False
- Object.CollisionDetection(82@) = False
- Object.ToggleInMovingList(82@) = False
- Object.Throw(82@, 169@, 170@, 171@)
- 278@ = -1
- 279@ = 0
- 277@ = 0
- 206@ = 0
- 39@ = 0
- :POOL2_20196
- if
- 16 > 39@
- else_jump @POOL2_20239
- 109@(39@,16i) = 0
- 39@ += 1
- jump @POOL2_20196
- :POOL2_20239
- 097B: play_audio_at_object 82@ event 1014
- 253@ = 0.0
- 254@ = 0.0
- 0088: $TEMPVAR_FLOAT_1 = 622@ // (float)
- 0067: $TEMPVAR_FLOAT_1 -= 618@ // (float)
- 0088: $TEMPVAR_FLOAT_2 = 623@ // (float)
- 0067: $TEMPVAR_FLOAT_2 -= 619@ // (float)
- 0075: $TEMPVAR_FLOAT_1 /= 620@ // (float)
- 0075: $TEMPVAR_FLOAT_2 /= 621@ // (float)
- if
- 230@ == 0
- else_jump @POOL2_20363
- 0208: $TEMPVAR_FLOAT_1 = random_float_in_ranges -0.2 0.2
- 0208: $TEMPVAR_FLOAT_2 = random_float_in_ranges -0.2 0.2
- :POOL2_20363
- if or
- $TEMPVAR_FLOAT_1 > 0.2
- -0.2 > $TEMPVAR_FLOAT_1
- $TEMPVAR_FLOAT_2 > 0.2
- -0.2 > $TEMPVAR_FLOAT_2
- 230@ == 0
- else_jump @POOL2_20534
- 006D: $TEMPVAR_FLOAT_1 *= 249@ // (float)
- 006D: $TEMPVAR_FLOAT_2 *= 249@ // (float)
- 0089: 253@ = $TEMPVAR_FLOAT_1 // (float)
- 253@ *= 0.5
- 0089: 254@ = $TEMPVAR_FLOAT_2 // (float)
- 254@ *= -0.5
- $TEMPVAR_FLOAT_1 *= 10.0
- $TEMPVAR_FLOAT_2 *= 10.0
- if
- 230@ == 1
- else_jump @POOL2_20527
- 05A2: set_object 82@ rotation_velocity_about_an_axis $TEMPVAR_FLOAT_2 0.0 $TEMPVAR_FLOAT_1 through_center_of_mass
- :POOL2_20527
- jump @POOL2_20554
- :POOL2_20534
- 253@ = 0.0
- 254@ = 0.0
- :POOL2_20554
- 622@ = 559.0
- 623@ = 381.0
- if
- 129@ == 1
- else_jump @POOL2_20744
- 03A9: NOP
- 05B6: 20 // CUE BALL DATA =
- 03A8: NOP 249@
- 03A8: NOP $TEMPVAR_FLOAT_1
- 03A8: NOP $TEMPVAR_FLOAT_2
- 03A8: NOP $TEMPVAR_FLOAT_3
- :POOL2_20744
- Object.CollisionDetection(82@) = True
- Object.ToggleInMovingList(82@) = True
- if
- not Actor.Dead(213@)
- else_jump @POOL2_20801
- if
- Object.Exists(82@)
- else_jump @POOL2_20801
- 0655: AS_actor 213@ look_at_object 82@ 10000 ms
- :POOL2_20801
- if
- not Actor.Dead(214@)
- else_jump @POOL2_20844
- if
- Object.Exists(82@)
- else_jump @POOL2_20844
- 0655: AS_actor 214@ look_at_object 82@ 10000 ms
- :POOL2_20844
- 250@ = 1
- return
- :POOL2_20853
- if
- 35@ == 0
- else_jump @POOL2_21171
- if
- not Actor.Dead(215@)
- else_jump @POOL2_21171
- Object.StorePos(163@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- 0089: 169@ = $TEMPVAR_FLOAT_1 // (float)
- 0063: 169@ -= 584@ // (float)
- 0089: 170@ = $TEMPVAR_FLOAT_2 // (float)
- 0063: 170@ -= 588@ // (float)
- 005F: $TEMPVAR_FLOAT_1 += 169@ // (float)
- 005F: $TEMPVAR_FLOAT_2 += 170@ // (float)
- $TEMPVAR_FLOAT_3 += 2.5
- Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
- Object.StorePos(163@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- $TEMPVAR_FLOAT_3 += 0.5
- Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
- 32@ = 0
- 04C4: store_coords_to 165@ 166@ 167@ from_actor 215@ with_offset 0.0 -0.2 0.0
- 02CE: 167@ = ground_z_at 165@ 166@ 167@
- $TEMPVAR_ANGLE = Actor.Angle(215@)
- Actor.PutAt(215@, 610@, 611@, 612@)
- Actor.Angle(215@) = $TEMPVAR_ANGLE
- if
- 108@ == 0
- else_jump @POOL2_21164
- 0812: AS_actor 215@ perform_animation "POOL_IDLE_STANCE" IFP_file "POOL" 1000.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // versionB
- :POOL2_21164
- 35@ += 1
- :POOL2_21171
- if
- 35@ == 1
- else_jump @POOL2_21296
- 39@ = 0
- 40@ = 0
- :POOL2_21203
- if
- 16 > 39@
- else_jump @POOL2_21264
- if
- 109@(39@,16i) == 1
- else_jump @POOL2_21250
- 40@ += 1
- :POOL2_21250
- 39@ += 1
- jump @POOL2_21203
- :POOL2_21264
- if
- 40@ == 16
- else_jump @POOL2_21296
- 35@ += 1
- 32@ = 0
- :POOL2_21296
- if
- 35@ == 2
- else_jump @POOL2_21340
- if
- 32@ > 700
- else_jump @POOL2_21340
- 35@ = 99
- :POOL2_21340
- if
- 35@ == 99
- else_jump @POOL2_21374
- 03E6: remove_text_box
- 34@ += 1
- 35@ = 0
- :POOL2_21374
- return
- :POOL2_21376
- if
- 35@ == 0
- else_jump @POOL2_21408
- 274@ = 0
- 35@ += 1
- :POOL2_21408
- if
- 35@ == 1
- else_jump @POOL2_21458
- if
- 278@ == -1
- else_jump @POOL2_21451
- 274@ = 1
- :POOL2_21451
- 35@ += 1
- :POOL2_21458
- if
- 35@ == 2
- else_jump @POOL2_21694
- if
- not 278@ == -1
- else_jump @POOL2_21687
- if
- 231@ == -1
- else_jump @POOL2_21544
- if
- 278@ == 8
- else_jump @POOL2_21537
- 274@ = 2
- :POOL2_21537
- jump @POOL2_21687
- :POOL2_21544
- if
- 231@ == 0
- else_jump @POOL2_21594
- if
- 278@ >= 8
- else_jump @POOL2_21587
- 274@ = 2
- :POOL2_21587
- jump @POOL2_21687
- :POOL2_21594
- if
- 231@ == 1
- else_jump @POOL2_21644
- if
- 8 >= 278@
- else_jump @POOL2_21637
- 274@ = 2
- :POOL2_21637
- jump @POOL2_21687
- :POOL2_21644
- if
- 231@ == 2
- else_jump @POOL2_21687
- if
- not 278@ == 8
- else_jump @POOL2_21687
- 274@ = 2
- :POOL2_21687
- 35@ += 1
- :POOL2_21694
- if
- 35@ == 3
- else_jump @POOL2_21744
- if
- 255@ == 1
- else_jump @POOL2_21737
- 274@ = 3
- :POOL2_21737
- 35@ += 1
- :POOL2_21744
- if
- 35@ == 4
- else_jump @POOL2_22338
- if
- 271@ == 1
- else_jump @POOL2_22016
- if
- not 274@ == 3
- else_jump @POOL2_22009
- if
- 231@ == -1
- else_jump @POOL2_21859
- if
- not 263@ == 1
- else_jump @POOL2_21852
- if
- 184@ == 0
- else_jump @POOL2_21852
- :POOL2_21852
- jump @POOL2_22009
- :POOL2_21859
- if
- 231@ == 0
- else_jump @POOL2_21909
- if
- 273@ > 0
- else_jump @POOL2_21902
- 274@ = 4
- :POOL2_21902
- jump @POOL2_22009
- :POOL2_21909
- if
- 231@ == 1
- else_jump @POOL2_21959
- if
- 272@ > 0
- else_jump @POOL2_21952
- 274@ = 4
- :POOL2_21952
- jump @POOL2_22009
- :POOL2_21959
- if
- 231@ == 2
- else_jump @POOL2_22009
- if or
- 272@ > 0
- 273@ > 0
- else_jump @POOL2_22009
- 274@ = 4
- :POOL2_22009
- jump @POOL2_22331
- :POOL2_22016
- if
- 271@ > 1
- else_jump @POOL2_22331
- if
- 231@ == -1
- else_jump @POOL2_22181
- if and
- 272@ > 0
- 273@ == 0
- else_jump @POOL2_22113
- if
- not 263@ == 1
- else_jump @POOL2_22113
- if
- 184@ == 0
- else_jump @POOL2_22113
- :POOL2_22113
- if and
- 272@ == 0
- 273@ > 0
- else_jump @POOL2_22174
- if
- not 263@ == 1
- else_jump @POOL2_22174
- if
- 184@ == 0
- else_jump @POOL2_22174
- :POOL2_22174
- jump @POOL2_22331
- :POOL2_22181
- if
- 231@ == 0
- else_jump @POOL2_22231
- if
- 273@ > 0
- else_jump @POOL2_22224
- 274@ = 4
- :POOL2_22224
- jump @POOL2_22331
- :POOL2_22231
- if
- 231@ == 1
- else_jump @POOL2_22281
- if
- 272@ > 0
- else_jump @POOL2_22274
- 274@ = 4
- :POOL2_22274
- jump @POOL2_22331
- :POOL2_22281
- if
- 231@ == 2
- else_jump @POOL2_22331
- if or
- 273@ > 0
- 272@ > 0
- else_jump @POOL2_22331
- 274@ = 4
- :POOL2_22331
- 35@ += 1
- :POOL2_22338
- if
- 35@ == 5
- else_jump @POOL2_22456
- if
- not 231@ == 2
- else_jump @POOL2_22406
- if
- 263@ == 1
- else_jump @POOL2_22399
- 274@ = 5
- :POOL2_22399
- jump @POOL2_22449
- :POOL2_22406
- if
- 263@ == 1
- else_jump @POOL2_22449
- if
- not 274@ == 0
- else_jump @POOL2_22449
- 274@ = 5
- :POOL2_22449
- 35@ += 1
- :POOL2_22456
- if
- 35@ == 6
- else_jump @POOL2_22542
- if
- 274@ == 0
- else_jump @POOL2_22535
- if
- 271@ == 0
- else_jump @POOL2_22535
- if
- 277@ == 0
- else_jump @POOL2_22535
- 274@ = 6
- :POOL2_22535
- 35@ = 99
- :POOL2_22542
- if
- 35@ == 99
- else_jump @POOL2_22766
- if and
- 274@ == 0
- 184@ == 0
- 271@ > 0
- 231@ == -1
- else_jump @POOL2_22750
- if
- 001D: 272@ > 273@ // (int)
- else_jump @POOL2_22678
- if
- 229@ == 1
- else_jump @POOL2_22657
- 217@ = 0
- 218@ = 1
- jump @POOL2_22671
- :POOL2_22657
- 217@ = 1
- 218@ = 0
- :POOL2_22671
- jump @POOL2_22750
- :POOL2_22678
- if
- 001D: 273@ > 272@ // (int)
- else_jump @POOL2_22750
- if
- 229@ == 1
- else_jump @POOL2_22736
- 217@ = 1
- 218@ = 0
- jump @POOL2_22750
- :POOL2_22736
- 217@ = 0
- 218@ = 1
- :POOL2_22750
- 03E6: remove_text_box
- 35@ = 0
- 34@ += 1
- :POOL2_22766
- return
- :POOL2_22768
- if
- 35@ == 0
- else_jump @POOL2_24594
- 32@ = 0
- if and
- 67@ == 1
- 68@ == 1
- 69@ == 1
- 70@ == 1
- 71@ == 1
- else_jump @POOL2_22914
- if and
- 72@ == 1
- 73@ == 1
- else_jump @POOL2_22914
- if
- 217@ == 0
- else_jump @POOL2_22889
- 217@ = 2
- :POOL2_22889
- if
- 218@ == 0
- else_jump @POOL2_22914
- 218@ = 2
- :POOL2_22914
- if and
- 75@ == 1
- 76@ == 1
- 77@ == 1
- 78@ == 1
- 79@ == 1
- else_jump @POOL2_23035
- if and
- 80@ == 1
- 81@ == 1
- else_jump @POOL2_23035
- if
- 217@ == 1
- else_jump @POOL2_23010
- 217@ = 2
- :POOL2_23010
- if
- 218@ == 1
- else_jump @POOL2_23035
- 218@ = 2
- :POOL2_23035
- 0871: init_jump_table 274@ total_jumps 7 default_jump 0 @POOL2_24479 jumps 0 @POOL2_23098 1 @POOL2_23429 2 @POOL2_23627 3 @POOL2_23825 4 @POOL2_24023 5 @POOL2_24221 6 @POOL2_24281
- :POOL2_23098
- if
- 271@ > 0
- else_jump @POOL2_23231
- if
- not 74@ == 1
- else_jump @POOL2_23203
- 232@ = 0
- 233@ = 1
- if
- 229@ == 1
- else_jump @POOL2_23181
- 0085: 231@ = 217@ // (int)
- jump @POOL2_23189
- :POOL2_23181
- 0085: 231@ = 218@ // (int)
- :POOL2_23189
- 35@ = 99
- jump @POOL2_23224
- :POOL2_23203
- 276@ = 1
- 275@ = 1
- 35@ = 99
- :POOL2_23224
- jump @POOL2_23422
- :POOL2_23231
- if
- 229@ == 1
- else_jump @POOL2_23355
- 232@ = 0
- 229@ = 2
- 0085: 215@ = 214@ // (int)
- 0085: 216@ = 107@ // (int)
- 0085: 230@ = 220@ // (int)
- 233@ = 0
- 0085: 231@ = 218@ // (int)
- if
- 220@ == 1
- else_jump @POOL2_23334
- 04AF: 180@ = 1 // @ = any
- jump @POOL2_23341
- :POOL2_23334
- 04AF: 180@ = 0 // @ = any
- :POOL2_23341
- 35@ = 99
- jump @POOL2_23422
- :POOL2_23355
- 232@ = 0
- 229@ = 1
- 0085: 215@ = 213@ // (int)
- 0085: 216@ = 106@ // (int)
- 0085: 230@ = 219@ // (int)
- 233@ = 0
- 0085: 231@ = 217@ // (int)
- 04AF: 180@ = 0 // @ = any
- 35@ = 99
- :POOL2_23422
- jump @POOL2_24479
- :POOL2_23429
- if
- 229@ == 1
- else_jump @POOL2_23553
- 229@ = 2
- 0085: 215@ = 214@ // (int)
- 0085: 216@ = 107@ // (int)
- 0085: 230@ = 220@ // (int)
- 232@ = 2
- 233@ = 0
- 0085: 231@ = 218@ // (int)
- if
- 220@ == 1
- else_jump @POOL2_23532
- 04AF: 180@ = 1 // @ = any
- jump @POOL2_23539
- :POOL2_23532
- 04AF: 180@ = 0 // @ = any
- :POOL2_23539
- 35@ = 99
- jump @POOL2_23620
- :POOL2_23553
- 229@ = 1
- 0085: 215@ = 213@ // (int)
- 0085: 216@ = 106@ // (int)
- 0085: 230@ = 219@ // (int)
- 232@ = 2
- 233@ = 0
- 0085: 231@ = 217@ // (int)
- 04AF: 180@ = 0 // @ = any
- 35@ = 99
- :POOL2_23620
- jump @POOL2_24479
- :POOL2_23627
- if
- 229@ == 1
- else_jump @POOL2_23751
- 229@ = 2
- 0085: 215@ = 214@ // (int)
- 0085: 216@ = 107@ // (int)
- 0085: 230@ = 220@ // (int)
- 232@ = 2
- 233@ = 0
- 0085: 231@ = 218@ // (int)
- if
- 220@ == 1
- else_jump @POOL2_23730
- 04AF: 180@ = 1 // @ = any
- jump @POOL2_23737
- :POOL2_23730
- 04AF: 180@ = 0 // @ = any
- :POOL2_23737
- 35@ = 99
- jump @POOL2_23818
- :POOL2_23751
- 229@ = 1
- 0085: 215@ = 213@ // (int)
- 0085: 216@ = 106@ // (int)
- 0085: 230@ = 219@ // (int)
- 232@ = 2
- 233@ = 0
- 0085: 231@ = 217@ // (int)
- 04AF: 180@ = 0 // @ = any
- 35@ = 99
- :POOL2_23818
- jump @POOL2_24479
- :POOL2_23825
- if
- 229@ == 1
- else_jump @POOL2_23949
- 229@ = 2
- 0085: 215@ = 214@ // (int)
- 0085: 216@ = 107@ // (int)
- 0085: 230@ = 220@ // (int)
- 232@ = 2
- 233@ = 0
- 0085: 231@ = 218@ // (int)
- if
- 220@ == 1
- else_jump @POOL2_23928
- 04AF: 180@ = 1 // @ = any
- jump @POOL2_23935
- :POOL2_23928
- 04AF: 180@ = 0 // @ = any
- :POOL2_23935
- 35@ = 99
- jump @POOL2_24016
- :POOL2_23949
- 229@ = 1
- 0085: 215@ = 213@ // (int)
- 0085: 216@ = 106@ // (int)
- 0085: 230@ = 219@ // (int)
- 232@ = 2
- 233@ = 0
- 0085: 231@ = 217@ // (int)
- 04AF: 180@ = 0 // @ = any
- 35@ = 99
- :POOL2_24016
- jump @POOL2_24479
- :POOL2_24023
- if
- 229@ == 1
- else_jump @POOL2_24147
- 229@ = 2
- 0085: 215@ = 214@ // (int)
- 0085: 216@ = 107@ // (int)
- 0085: 230@ = 220@ // (int)
- 232@ = 2
- 233@ = 0
- 0085: 231@ = 218@ // (int)
- if
- 220@ == 1
- else_jump @POOL2_24126
- 04AF: 180@ = 1 // @ = any
- jump @POOL2_24133
- :POOL2_24126
- 04AF: 180@ = 0 // @ = any
- :POOL2_24133
- 35@ = 99
- jump @POOL2_24214
- :POOL2_24147
- 229@ = 1
- 0085: 215@ = 213@ // (int)
- 0085: 216@ = 106@ // (int)
- 0085: 230@ = 219@ // (int)
- 232@ = 2
- 233@ = 0
- 0085: 231@ = 217@ // (int)
- 04AF: 180@ = 0 // @ = any
- 35@ = 99
- :POOL2_24214
- jump @POOL2_24479
- :POOL2_24221
- if
- 184@ == 0
- else_jump @POOL2_24253
- 275@ = 0
- jump @POOL2_24260
- :POOL2_24253
- 275@ = 1
- :POOL2_24260
- 276@ = 1
- 35@ = 99
- jump @POOL2_24479
- :POOL2_24281
- if
- 229@ == 1
- else_jump @POOL2_24405
- 229@ = 2
- 0085: 215@ = 214@ // (int)
- 0085: 216@ = 107@ // (int)
- 0085: 230@ = 220@ // (int)
- 232@ = 2
- 233@ = 0
- 0085: 231@ = 218@ // (int)
- if
- 220@ == 1
- else_jump @POOL2_24384
- 04AF: 180@ = 1 // @ = any
- jump @POOL2_24391
- :POOL2_24384
- 04AF: 180@ = 0 // @ = any
- :POOL2_24391
- 35@ = 99
- jump @POOL2_24472
- :POOL2_24405
- 229@ = 1
- 0085: 215@ = 213@ // (int)
- 0085: 216@ = 106@ // (int)
- 0085: 230@ = 219@ // (int)
- 232@ = 2
- 233@ = 0
- 0085: 231@ = 217@ // (int)
- 04AF: 180@ = 0 // @ = any
- 35@ = 99
- :POOL2_24472
- jump @POOL2_24479
- :POOL2_24479
- if
- 178@ == 0
- else_jump @POOL2_24533
- if
- 230@ == 1
- else_jump @POOL2_24526
- 0512: show_permanent_text_box 'PL_H5' // ~k~~PED_SPRINT~ Continue.
- :POOL2_24526
- jump @POOL2_24580
- :POOL2_24533
- if
- 04A4: 180@ == 0 // @ == any
- else_jump @POOL2_24569
- 0512: show_permanent_text_box 'PL_H8' // Player 1 press ~k~~PED_SPRINT~ to continue.
- jump @POOL2_24580
- :POOL2_24569
- 0512: show_permanent_text_box 'PL_H9' // Player 2 press ~k~~PED_SPRINT~ to continue.
- :POOL2_24580
- 32@ = 0
- 33@ = 0
- :POOL2_24594
- if
- 35@ == 99
- else_jump @POOL2_24702
- gosub @POOL2_54829
- if
- 230@ == 1
- else_jump @POOL2_24669
- if
- 00E1: player 180@ pressed_key 16
- else_jump @POOL2_24662
- 35@ += 1
- :POOL2_24662
- jump @POOL2_24702
- :POOL2_24669
- if or
- 33@ > 2000
- 00E1: player 180@ pressed_key 16
- else_jump @POOL2_24702
- 35@ += 1
- :POOL2_24702
- if
- 35@ == 100
- else_jump @POOL2_24864
- 03E6: remove_text_box
- 39@ = 0
- 271@ = 0
- :POOL2_24736
- if
- 16 > 39@
- else_jump @POOL2_24779
- 255@(39@,16i) = 0
- 39@ += 1
- jump @POOL2_24736
- :POOL2_24779
- 272@ = 0
- 273@ = 0
- if
- 276@ == 1
- else_jump @POOL2_24839
- 184@ = 1
- 34@ += 1
- 35@ = 0
- jump @POOL2_24860
- :POOL2_24839
- 184@ = 0
- 34@ = 3
- 35@ = 0
- :POOL2_24860
- wait 0
- :POOL2_24864
- return
- :POOL2_24866
- if
- 35@ == 0
- else_jump @POOL2_25319
- if
- 275@ == 0
- else_jump @POOL2_24966
- if
- 229@ == 1
- else_jump @POOL2_24943
- 0085: 215@ = 214@ // (int)
- 0085: 216@ = 107@ // (int)
- jump @POOL2_24959
- :POOL2_24943
- 0085: 215@ = 213@ // (int)
- 0085: 216@ = 106@ // (int)
- :POOL2_24959
- jump @POOL2_25023
- :POOL2_24966
- if
- 229@ == 1
- else_jump @POOL2_25007
- 0085: 215@ = 213@ // (int)
- 0085: 216@ = 106@ // (int)
- jump @POOL2_25023
- :POOL2_25007
- 0085: 215@ = 214@ // (int)
- 0085: 216@ = 107@ // (int)
- :POOL2_25023
- if
- not Actor.Dead(215@)
- else_jump @POOL2_25319
- 04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 215@ with_offset 1.0 2.0 0.0
- Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
- Camera.OnPed(215@, 15, 2)
- if
- 178@ == 0
- else_jump @POOL2_25247
- if
- 003B: 215@ == 213@ // (int)
- else_jump @POOL2_25209
- 0085: 39@ = 162@ // (int)
- 39@ *= 2
- Player.Money($PLAYER_CHAR) += 39@
- create_thread @CASHWIN 39@ 5000 80
- if
- not Actor.Dead(164@)
- else_jump @POOL2_25202
- 03FE: set_actor 164@ money 0
- :POOL2_25202
- jump @POOL2_25240
- :POOL2_25209
- 0085: 39@ = 162@ // (int)
- 39@ *= -1
- create_thread @CASHWIN 39@ 5000 80
- :POOL2_25240
- jump @POOL2_25305
- :POOL2_25247
- if
- 003B: 215@ == 213@ // (int)
- else_jump @POOL2_25289
- 00BA: show_text_styled GXT 'PL_08' time 5000 style 1 // Player 1 Wins!
- jump @POOL2_25305
- :POOL2_25289
- 00BA: show_text_styled GXT 'PL_09' time 5000 style 1 // Player 2 Wins!
- :POOL2_25305
- 32@ = 0
- 35@ += 1
- :POOL2_25319
- if
- 35@ == 1
- else_jump @POOL2_25363
- if
- 32@ > 5000
- else_jump @POOL2_25363
- 35@ += 1
- :POOL2_25363
- if
- 35@ == 2
- else_jump @POOL2_25936
- fade 0 500
- :POOL2_25388
- if
- fading
- else_jump @POOL2_25412
- wait 0
- jump @POOL2_25388
- :POOL2_25412
- 39@ = 0
- :POOL2_25419
- if
- 16 > 39@
- else_jump @POOL2_25480
- if
- Object.Exists(82@(39@,16i))
- else_jump @POOL2_25466
- Object.Destroy(82@(39@,16i))
- :POOL2_25466
- 39@ += 1
- jump @POOL2_25419
- :POOL2_25480
- 0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset -0.2734375 -0.0546875 0.9296875
- 82@ = Object.Init(#K_POOLBALLCUE, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- $TEMPVAR_ANGLE = Object.Angle(163@)
- $TEMPVAR_ANGLE += 270.0
- Object.Angle(82@) = $TEMPVAR_ANGLE
- 0400: store_coords_to 558@ 559@ 560@ from_object 163@ with_offset 0.3408 -0.0284 0.9297
- 561@ = Object.Angle(163@)
- 561@ += 90.0
- 83@ = Object.Init(#K_POOLBALLSPT01, 558@, 559@, 560@)
- 84@ = Object.Init(#K_POOLBALLSPT02, 0.0, 0.0, 0.0)
- 85@ = Object.Init(#K_POOLBALLSPT03, 0.0, 0.0, 0.0)
- 86@ = Object.Init(#K_POOLBALLSPT04, 0.0, 0.0, 0.0)
- 87@ = Object.Init(#K_POOLBALLSPT05, 0.0, 0.0, 0.0)
- 88@ = Object.Init(#K_POOLBALLSPT06, 0.0, 0.0, 0.0)
- 89@ = Object.Init(#K_POOLBALLSPT07, 0.0, 0.0, 0.0)
- 90@ = Object.Init(#K_POOLBALL8, 0.0, 0.0, 0.0)
- 91@ = Object.Init(#K_POOLBALLSTP01, 0.0, 0.0, 0.0)
- 92@ = Object.Init(#K_POOLBALLSTP02, 0.0, 0.0, 0.0)
- 93@ = Object.Init(#K_POOLBALLSTP03, 0.0, 0.0, 0.0)
- 94@ = Object.Init(#K_POOLBALLSTP04, 0.0, 0.0, 0.0)
- 95@ = Object.Init(#K_POOLBALLSTP05, 0.0, 0.0, 0.0)
- 96@ = Object.Init(#K_POOLBALLSTP06, 0.0, 0.0, 0.0)
- 97@ = Object.Init(#K_POOLBALLSTP07, 0.0, 0.0, 0.0)
- gosub @POOL2_50546
- 35@ = 99
- :POOL2_25936
- if
- 35@ == 99
- else_jump @POOL2_25970
- 03E6: remove_text_box
- 34@ += 1
- 35@ = 0
- :POOL2_25970
- return
- 03E4: enable_text_draw_align_right 0
- 0341: unknown_text_draw_flag 0
- 0343: set_text_draw_linewidth 640.0
- 0348: enable_text_draw_proportional 1
- 0345: enable_text_draw_background 0
- 033F: set_text_draw_letter_size 1.3 3.36
- 0342: enable_text_draw_centered 1
- 081C: draw_text_outline 2 RGBA 0 0 0 255
- 0349: set_text_draw_font 3
- 0904: get_interface 6 color_RGBA_to $COLOR_RED $COLOR_GREEN $GAMBLES_CASHWIN $3400
- 0340: set_text_draw_RGBA $COLOR_RED $COLOR_GREEN $GAMBLES_CASHWIN 255
- return
- :POOL2_26060
- 275@ = 0
- 271@ = 0
- 272@ = 0
- 273@ = 0
- 274@ = 0
- 39@ = 0
- :POOL2_26102
- if
- 16 > 39@
- else_jump @POOL2_26156
- 255@(39@,16i) = 0
- 66@(39@,16i) = 0
- 39@ += 1
- jump @POOL2_26102
- :POOL2_26156
- 232@ = 0
- 276@ = 0
- 34@ = 1
- 35@ = 0
- return
- :POOL2_26186
- if
- Object.Exists(163@)
- else_jump @POOL2_26234
- Object.StorePos(163@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- 0395: clear_area 1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 10.0
- :POOL2_26234
- if
- Object.Exists(82@)
- else_jump @POOL2_26272
- 05A8: get_object 82@ speed_to 48@
- 05A6: get_object 82@ rotation_velocity_about_an_axis_X 49@ axis_Y 50@ axis_Z 51@ through_center_of_body
- :POOL2_26272
- if
- 206@ > 2000
- else_jump @POOL2_26762
- 0088: $TEMPVAR_FLOAT_1 = 204@ // (float)
- $TEMPVAR_FLOAT_1 *= -1.0
- 39@ = 0
- :POOL2_26316
- if
- 16 > 39@
- else_jump @POOL2_26762
- if
- Object.Exists(82@(39@,16i))
- else_jump @POOL2_26737
- 05A8: get_object 82@(39@,16i) speed_to 42@
- if
- 0025: 203@ > 42@ // (float)
- else_jump @POOL2_26719
- if
- 0.005 > 42@
- else_jump @POOL2_26635
- 05A6: get_object 82@(39@,16i) rotation_velocity_about_an_axis_X 42@ axis_Y 43@ axis_Z 44@ through_center_of_body
- 40@ = 0
- if or
- 0025: 42@ > 204@ // (float)
- 0026: $TEMPVAR_FLOAT_1 > 42@ // (float)
- else_jump @POOL2_26465
- 40@ = 1
- :POOL2_26465
- if or
- 0025: 43@ > 204@ // (float)
- 0026: $TEMPVAR_FLOAT_1 > 43@ // (float)
- else_jump @POOL2_26499
- 40@ = 1
- :POOL2_26499
- if or
- 0025: 44@ > 204@ // (float)
- 0026: $TEMPVAR_FLOAT_1 > 44@ // (float)
- else_jump @POOL2_26533
- 40@ = 1
- :POOL2_26533
- if
- 40@ == 0
- else_jump @POOL2_26617
- Object.Throw(82@(39@,16i), 0.0, 0.0, 0.0)
- 05A2: set_object 82@(39@,16i) rotation_velocity_about_an_axis 0.0 0.0 0.0 through_center_of_mass
- 109@(39@,16i) = 1
- jump @POOL2_26628
- :POOL2_26617
- 109@(39@,16i) = 0
- :POOL2_26628
- jump @POOL2_26712
- :POOL2_26635
- 059F: get_object 82@(39@,16i) velocity_in_direction $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3
- $TEMPVAR_FLOAT_1 *= 0.9
- $TEMPVAR_FLOAT_2 *= 0.9
- $TEMPVAR_FLOAT_3 *= 0.9
- Object.Throw(82@(39@,16i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- 109@(39@,16i) = 0
- :POOL2_26712
- jump @POOL2_26730
- :POOL2_26719
- 109@(39@,16i) = 0
- :POOL2_26730
- jump @POOL2_26748
- :POOL2_26737
- 109@(39@,16i) = 1
- :POOL2_26748
- 39@ += 1
- jump @POOL2_26316
- :POOL2_26762
- if
- not 108@ == 1
- else_jump @POOL2_26826
- 0085: 358@ = 213@ // (int)
- 0085: 359@ = 106@ // (int)
- gosub @POOL2_30670
- 0085: 358@ = 214@ // (int)
- 0085: 359@ = 107@ // (int)
- gosub @POOL2_30670
- :POOL2_26826
- 253@ *= 0.98
- 254@ *= 0.98
- 39@ = 0
- :POOL2_26853
- if
- 16 > 39@
- else_jump @POOL2_27127
- if
- Object.Exists(82@(39@,16i))
- else_jump @POOL2_27113
- Object.StorePos(82@(39@,16i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- 0087: 43@ = 52@ // (float)
- 43@ *= 2.0
- 0087: 42@ = 560@ // (float)
- 0063: 42@ -= 43@ // (float)
- if
- 0027: 42@ > $TEMPVAR_FLOAT_3 // (float)
- else_jump @POOL2_27113
- if
- 66@(39@,16i) == 0
- else_jump @POOL2_27113
- 097A: play_audio_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 event 1017
- if
- Object.Exists(82@(39@,16i))
- else_jump @POOL2_27027
- Object.Destroy(82@(39@,16i))
- :POOL2_27027
- 66@(39@,16i) = 1
- 255@(39@,16i) = 1
- 271@ += 1
- if and
- 39@ > 0
- 8 > 39@
- else_jump @POOL2_27088
- 272@ += 1
- :POOL2_27088
- if
- 39@ > 8
- else_jump @POOL2_27113
- 273@ += 1
- :POOL2_27113
- 39@ += 1
- jump @POOL2_26853
- :POOL2_27127
- 39@ = 0
- :POOL2_27134
- if
- 16 > 39@
- else_jump @POOL2_27513
- if
- Object.Exists(82@(39@,16i))
- else_jump @POOL2_27499
- if
- 08FF: object 82@(39@,16i) received_damage_type 54
- else_jump @POOL2_27226
- 277@ += 1
- if
- 39@ == 0
- else_jump @POOL2_27226
- 279@ = 1
- :POOL2_27226
- if
- 278@ == -1
- else_jump @POOL2_27342
- if
- 39@ > 0
- else_jump @POOL2_27342
- if
- 08FF: object 82@(39@,16i) received_damage_type 53
- else_jump @POOL2_27342
- 0085: 278@ = 39@ // (int)
- if
- 279@ == 0
- else_jump @POOL2_27342
- if
- Object.Exists(82@)
- else_jump @POOL2_27342
- 05A7: set_object 82@ velocity_in_direction_X 253@ direction_Y 254@ direction_Z 0.0
- :POOL2_27342
- if
- 08FF: object 82@(39@,16i) received_damage_type 50
- else_jump @POOL2_27490
- 277@ += 1
- if
- 39@ == 0
- else_jump @POOL2_27396
- 279@ = 1
- :POOL2_27396
- if
- 278@ == -1
- else_jump @POOL2_27490
- if
- 39@ > 0
- else_jump @POOL2_27490
- 0085: 278@ = 39@ // (int)
- if
- 279@ == 0
- else_jump @POOL2_27490
- if
- Object.Exists(82@)
- else_jump @POOL2_27490
- 05A7: set_object 82@ velocity_in_direction_X 253@ direction_Y 254@ direction_Z 0.0
- :POOL2_27490
- 0900: unknown_set_object 82@(39@,16i)
- :POOL2_27499
- 39@ += 1
- jump @POOL2_27134
- :POOL2_27513
- if
- 0736: NOP_false 68
- else_jump @POOL2_27604
- if
- 129@ == 1
- else_jump @POOL2_27579
- 129@ = 0
- 0662: NOP "OUTPUT_TEXT_OFF"
- jump @POOL2_27604
- :POOL2_27579
- 129@ = 1
- 0662: NOP "OUTPUT_TEXT_ON"
- :POOL2_27604
- if
- not Object.Exists(163@)
- else_jump @POOL2_27627
- 34@ = 99
- :POOL2_27627
- if
- not Actor.Dead(164@)
- else_jump @POOL2_27651
- $6459 = Actor.Health(164@)
- :POOL2_27651
- if
- Actor.Dead(164@)
- else_jump @POOL2_27674
- 34@ = 99
- :POOL2_27674
- if
- 108@ == 1
- else_jump @POOL2_28237
- 0826: enable_hud 1
- if
- 161@ > 0
- else_jump @POOL2_27722
- Player.Money($PLAYER_CHAR) += 161@
- :POOL2_27722
- if
- not Actor.Dead(164@)
- else_jump @POOL2_27794
- Actor.LockInCurrentPosition(164@) = False
- 065C: release_decision_maker 207@
- 060A: create_decision_maker_type 2 store_to 207@ // decision\allowed\m_.ped files
- 060B: set_actor 164@ decision_maker_to 207@
- 0619: enable_actor 164@ collision_detection 1
- Actor.SetImmunities(164@, 0, 0, 0, 0, 0)
- 06AB: set_actor 164@ all_weapons_hidden 1
- :POOL2_27794
- 03DE: set_pedestrians_density_multiplier_to 1.0
- 03F0: enable_text_draw 0
- 0581: enable_radar 1
- 39@ = 0
- :POOL2_27816
- if
- 16 > 39@
- else_jump @POOL2_27857
- Object.RemoveReferences(82@(39@,16i))
- 39@ += 1
- jump @POOL2_27816
- :POOL2_27857
- Camera.Restore_WithJumpCut
- if
- Object.Exists(238@)
- else_jump @POOL2_27880
- Object.Destroy(238@)
- :POOL2_27880
- 104@ += 0.1
- Object.PutAt(163@, 102@, 103@, 104@)
- 0400: store_coords_to 98@ 100@ $TEMPVAR_FLOAT_3 from_object 163@ with_offset -0.96 -0.49 0.7
- 0400: store_coords_to 99@ 101@ $TEMPVAR_FLOAT_3 from_object 163@ with_offset 0.96 0.49 0.7
- if
- 0025: 98@ > 99@ // (float)
- else_jump @POOL2_28005
- 0088: $TEMPVAR_FLOAT_1 = 98@ // (float)
- 0087: 98@ = 99@ // (float)
- 0089: 99@ = $TEMPVAR_FLOAT_1 // (float)
- :POOL2_28005
- if
- 0025: 100@ > 101@ // (float)
- else_jump @POOL2_28048
- 0088: $TEMPVAR_FLOAT_2 = 100@ // (float)
- 0087: 100@ = 101@ // (float)
- 0089: 101@ = $TEMPVAR_FLOAT_2 // (float)
- :POOL2_28048
- 0830: unknown_rectangle_cornerA 98@ 100@ $TEMPVAR_FLOAT_3 cornerB 99@ 101@ $TEMPVAR_FLOAT_3
- 39@ = 0
- :POOL2_28075
- if
- 16 > 39@
- else_jump @POOL2_28173
- if
- Object.Exists(82@(39@,16i))
- else_jump @POOL2_28159
- Object.StorePos(82@(39@,16i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- $TEMPVAR_FLOAT_3 += 0.1
- Object.PutAt(82@(39@,16i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- :POOL2_28159
- 39@ += 1
- jump @POOL2_28075
- :POOL2_28173
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @POOL2_28215
- 0792: disembark_instantly_actor $PLAYER_ACTOR
- Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
- Player.CanMove($PLAYER_CHAR) = True
- 0619: enable_actor $PLAYER_ACTOR collision_detection 1
- :POOL2_28215
- Object.Destroy(106@)
- Object.Destroy(107@)
- Model.Destroy(#K_POOLQ)
- 04EF: release_animation "POOL"
- :POOL2_28237
- if and
- 34@ == 99
- 108@ == 0
- else_jump @POOL2_28282
- 03F0: enable_text_draw 0
- 0581: enable_radar 1
- 34@ = 0
- wait 500
- :POOL2_28282
- if
- 0736: NOP_false 73
- else_jump @POOL2_28394
- if
- Object.Exists(82@)
- else_jump @POOL2_28394
- Object.KeepInMemory(82@) = False
- Object.CollisionDetection(82@) = False
- Object.ToggleInMovingList(82@) = False
- 0208: $TEMPVAR_FLOAT_1 = random_float_in_ranges -5.0 5.0
- 0208: $TEMPVAR_FLOAT_2 = random_float_in_ranges -5.0 5.0
- Object.Throw(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, 0.0)
- Object.CollisionDetection(82@) = True
- Object.ToggleInMovingList(82@) = True
- :POOL2_28394
- return
- :POOL2_28396
- 281@ = 0
- 280@ = 1.7
- if
- Object.Exists(82@)
- else_jump @POOL2_28619
- Object.StorePos(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- 0087: 42@ = 98@ // (float)
- 42@ += 0.02
- if
- 0027: 42@ > $TEMPVAR_FLOAT_1 // (float)
- else_jump @POOL2_28487
- 281@ = 99
- :POOL2_28487
- 0087: 42@ = 99@ // (float)
- 42@ -= 0.02
- if
- 0026: $TEMPVAR_FLOAT_1 > 42@ // (float)
- else_jump @POOL2_28531
- 281@ = 99
- :POOL2_28531
- 0087: 42@ = 100@ // (float)
- 42@ += 0.02
- if
- 0027: 42@ > $TEMPVAR_FLOAT_2 // (float)
- else_jump @POOL2_28575
- 281@ = 99
- :POOL2_28575
- 0087: 42@ = 101@ // (float)
- 42@ -= 0.02
- if
- 0026: $TEMPVAR_FLOAT_2 > 42@ // (float)
- else_jump @POOL2_28619
- 281@ = 99
- :POOL2_28619
- if
- not 281@ == 99
- else_jump @POOL2_30668
- if
- not 240@ == 0
- else_jump @POOL2_28662
- 281@ = 2
- :POOL2_28662
- if
- 281@ == 0
- else_jump @POOL2_29271
- if
- Object.Exists(82@)
- else_jump @POOL2_29271
- 39@ = 0
- :POOL2_28703
- if
- 3 > 39@
- else_jump @POOL2_28847
- 304@(39@,3f) = -999999.9
- 307@(39@,3f) = -999999.9
- 310@(39@,3f) = -999999.9
- 313@(39@,3f) = -999999.9
- 316@(39@,3f) = -999999.9
- 319@(39@,3f) = -999999.9
- 322@(39@,3f) = -999999.9
- 325@(39@,3f) = -999999.9
- 39@ += 1
- jump @POOL2_28703
- :POOL2_28847
- 0087: 301@ = 280@ // (float)
- 0087: 301@ = 280@ // (float)
- 0087: 300@ = 280@ // (float)
- 300@ /= 10.0
- $TEMPVAR_ANGLE = Object.Angle(82@)
- 0453: set_object 82@ XY_rotation 0.0 0.0 angle $TEMPVAR_ANGLE
- Object.StorePos(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- if
- 0027: 98@ > $TEMPVAR_FLOAT_1 // (float)
- else_jump @POOL2_28958
- 0088: $TEMPVAR_FLOAT_1 = 98@ // (float)
- $TEMPVAR_FLOAT_1 += 0.01
- :POOL2_28958
- if
- 0026: $TEMPVAR_FLOAT_1 > 99@ // (float)
- else_jump @POOL2_28995
- 0088: $TEMPVAR_FLOAT_1 = 99@ // (float)
- $TEMPVAR_FLOAT_1 -= 0.01
- :POOL2_28995
- if
- 0027: 100@ > $TEMPVAR_FLOAT_2 // (float)
- else_jump @POOL2_29032
- 0088: $TEMPVAR_FLOAT_2 = 100@ // (float)
- $TEMPVAR_FLOAT_2 += 0.01
- :POOL2_29032
- if
- 0026: $TEMPVAR_FLOAT_2 > 101@ // (float)
- else_jump @POOL2_29069
- 0088: $TEMPVAR_FLOAT_2 = 101@ // (float)
- $TEMPVAR_FLOAT_2 -= 0.01
- :POOL2_29069
- 0400: store_coords_to 165@ 166@ 167@ from_object 82@ with_offset 0.0 1.0 0.0
- 0087: 282@ = 165@ // (float)
- 0065: 282@ -= $TEMPVAR_FLOAT_1 // (float)
- 0087: 283@ = 166@ // (float)
- 0065: 283@ -= $TEMPVAR_FLOAT_2 // (float)
- 0509: 42@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 165@ 166@
- 0073: 282@ /= 42@ // (float)
- 0073: 283@ /= 42@ // (float)
- 006B: 282@ *= 301@ // (float)
- 006B: 283@ *= 301@ // (float)
- 0089: 487@ = $TEMPVAR_FLOAT_1 // (float)
- 0089: 488@ = $TEMPVAR_FLOAT_2 // (float)
- 0089: 304@ = $TEMPVAR_FLOAT_1 // (float)
- 0089: 307@ = $TEMPVAR_FLOAT_2 // (float)
- 0089: 483@ = $TEMPVAR_FLOAT_1 // (float)
- 005B: 483@ += 282@ // (float)
- 0089: 484@ = $TEMPVAR_FLOAT_2 // (float)
- 005B: 484@ += 283@ // (float)
- 284@ = 0
- 328@ = 0
- 515@ = 0
- 281@ += 1
- :POOL2_29271
- if
- 281@ == 1
- else_jump @POOL2_29690
- 241@ = 0
- :POOL2_29296
- if and
- 301@ > 0.0
- 3 > 284@
- else_jump @POOL2_29676
- gosub @POOL2_48189
- 0087: 310@(284@,3f) = 505@ // (float)
- 0087: 313@(284@,3f) = 506@ // (float)
- 0085: 39@ = 284@ // (int)
- 39@ += 1
- if
- 3 > 39@
- else_jump @POOL2_29412
- 0087: 304@(39@,3f) = 505@ // (float)
- 0087: 307@(39@,3f) = 506@ // (float)
- :POOL2_29412
- 0509: 42@ = distance_between_XY 304@(284@,3f) 307@(284@,3f) and_XY 310@(284@,3f) 313@(284@,3f)
- 0063: 301@ -= 42@ // (float)
- if
- 485@ == 0
- else_jump @POOL2_29662
- if
- not 504@ == -1
- else_jump @POOL2_29506
- 301@ *= 0.5
- jump @POOL2_29516
- :POOL2_29506
- 301@ *= 0.75
- :POOL2_29516
- if
- 328@ == 0
- else_jump @POOL2_29584
- if
- not 504@ == -1
- else_jump @POOL2_29584
- 0085: 328@ = 504@ // (int)
- 0087: 329@ = 301@ // (float)
- 0087: 330@ = 509@ // (float)
- 0087: 331@ = 510@ // (float)
- :POOL2_29584
- 0087: 487@ = 505@ // (float)
- 0087: 488@ = 506@ // (float)
- 006B: 507@ *= 301@ // (float)
- 006B: 508@ *= 301@ // (float)
- 0087: 483@ = 487@ // (float)
- 005B: 483@ += 507@ // (float)
- 0087: 484@ = 488@ // (float)
- 005B: 484@ += 508@ // (float)
- 284@ += 1
- jump @POOL2_29669
- :POOL2_29662
- 284@ = 3
- :POOL2_29669
- jump @POOL2_29296
- :POOL2_29676
- 240@ += 1
- 281@ += 1
- :POOL2_29690
- if
- 281@ == 2
- else_jump @POOL2_30636
- 39@ = 0
- :POOL2_29715
- if
- 10 > 39@
- else_jump @POOL2_29827
- if
- Object.Exists(347@(39@,10i))
- else_jump @POOL2_29762
- Object.Destroy(347@(39@,10i))
- :POOL2_29762
- 347@(39@,10i) = Object.Create(#K_POOLBALLCUE, 0.0, 0.0, 0.0)
- Object.CollisionDetection(347@(39@,10i)) = False
- 08D2: object 347@(39@,10i) scale_model 0.3
- 39@ += 1
- jump @POOL2_29715
- :POOL2_29827
- 357@ = 0
- 343@ = 0.005
- 007B: 342@ += unknown_float * 343@ // (float)
- if
- 0025: 342@ > 300@ // (float)
- else_jump @POOL2_29879
- 0063: 342@ -= 300@ // (float)
- :POOL2_29879
- 346@ = 0.0
- 39@ = 0
- :POOL2_29896
- if
- 3 > 39@
- else_jump @POOL2_30629
- if and
- 304@(39@,3f) > -9999.9
- 307@(39@,3f) > -9999.9
- 310@(39@,3f) > -9999.9
- 313@(39@,3f) > -9999.9
- else_jump @POOL2_30615
- 0509: 42@ = distance_between_XY 304@(39@,3f) 307@(39@,3f) and_XY 310@(39@,3f) 313@(39@,3f)
- 0087: 169@ = 310@(39@,3f) // (float)
- 0063: 169@ -= 304@(39@,3f) // (float)
- 0087: 170@ = 313@(39@,3f) // (float)
- 0063: 170@ -= 307@(39@,3f) // (float)
- 0087: 43@ = 42@ // (float)
- 0073: 43@ /= 300@ // (float)
- 0092: 40@ = float 43@ to_integer
- 40@ += 1
- 0073: 169@ /= 42@ // (float)
- 0073: 170@ /= 42@ // (float)
- 0087: 344@ = 169@ // (float)
- 0087: 345@ = 170@ // (float)
- 006B: 344@ *= 342@ // (float)
- 006B: 345@ *= 342@ // (float)
- 006B: 169@ *= 300@ // (float)
- 006B: 170@ *= 300@ // (float)
- if
- Object.Exists(82@)
- else_jump @POOL2_30335
- Object.StorePos(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- if
- 0027: 98@ > $TEMPVAR_FLOAT_1 // (float)
- else_jump @POOL2_30224
- 0088: $TEMPVAR_FLOAT_1 = 98@ // (float)
- $TEMPVAR_FLOAT_1 += 0.01
- :POOL2_30224
- if
- 0026: $TEMPVAR_FLOAT_1 > 99@ // (float)
- else_jump @POOL2_30261
- 0088: $TEMPVAR_FLOAT_1 = 99@ // (float)
- $TEMPVAR_FLOAT_1 -= 0.01
- :POOL2_30261
- if
- 0027: 100@ > $TEMPVAR_FLOAT_2 // (float)
- else_jump @POOL2_30298
- 0088: $TEMPVAR_FLOAT_2 = 100@ // (float)
- $TEMPVAR_FLOAT_2 += 0.01
- :POOL2_30298
- if
- 0026: $TEMPVAR_FLOAT_2 > 101@ // (float)
- else_jump @POOL2_30335
- 0088: $TEMPVAR_FLOAT_2 = 101@ // (float)
- $TEMPVAR_FLOAT_2 -= 0.01
- :POOL2_30335
- 0087: 196@ = 304@(39@,3f) // (float)
- 0063: 196@ -= 169@ // (float)
- 0087: 197@ = 307@(39@,3f) // (float)
- 0063: 197@ -= 170@ // (float)
- 005B: 196@ += 344@ // (float)
- 005B: 197@ += 345@ // (float)
- 005A: 40@ += 357@ // (int)
- :POOL2_30399
- if and
- 001D: 40@ > 357@ // (int)
- 10 > 357@
- else_jump @POOL2_30615
- 0088: $TEMPVAR_FLOAT_1 = 196@ // (float)
- 005F: $TEMPVAR_FLOAT_1 += 169@ // (float)
- 0088: $TEMPVAR_FLOAT_2 = 197@ // (float)
- 005F: $TEMPVAR_FLOAT_2 += 170@ // (float)
- 0089: 196@ = $TEMPVAR_FLOAT_1 // (float)
- 0089: 197@ = $TEMPVAR_FLOAT_2 // (float)
- if
- Object.Exists(347@(357@,10i))
- else_jump @POOL2_30601
- if or
- 0026: $TEMPVAR_FLOAT_1 > 99@ // (float)
- 0027: 98@ > $TEMPVAR_FLOAT_1 // (float)
- 0026: $TEMPVAR_FLOAT_2 > 101@ // (float)
- 0027: 100@ > $TEMPVAR_FLOAT_2 // (float)
- else_jump @POOL2_30572
- 0750: set_object 347@(357@,10i) visibility 0
- Object.PutAt(347@(357@,10i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- jump @POOL2_30601
- :POOL2_30572
- 0750: set_object 347@(357@,10i) visibility 1
- Object.PutAt(347@(357@,10i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- :POOL2_30601
- 357@ += 1
- jump @POOL2_30399
- :POOL2_30615
- 39@ += 1
- jump @POOL2_29896
- :POOL2_30629
- 281@ += 1
- :POOL2_30636
- if
- 281@ == 3
- else_jump @POOL2_30661
- 281@ = 99
- :POOL2_30661
- jump @POOL2_28619
- :POOL2_30668
- return
- :POOL2_30670
- if
- not Actor.Dead(358@)
- else_jump @POOL2_33710
- if
- 07D6: 358@ == $PLAYER_ACTOR // integer vars
- else_jump @POOL2_30719
- 360@ = 0
- jump @POOL2_30726
- :POOL2_30719
- 360@ = 1
- :POOL2_30726
- if
- Actor.Animation(358@) == "POOL_XLONG_SHOT"
- else_jump @POOL2_30992
- if
- 8737: not actor 358@ lifting_object 359@
- else_jump @POOL2_30819
- 070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1
- :POOL2_30819
- 0613: 42@ = actor 358@ animation "POOL_XLONG_SHOT" time
- if
- 0837: object 359@ animation == "POOL_XLONG_SHOT_O"
- else_jump @POOL2_30913
- 083A: set_object 359@ animation "POOL_XLONG_SHOT_O" progress_to 42@
- jump @POOL2_30992
- :POOL2_30913
- if
- 075A: set_object 359@ animation "POOL_XLONG_SHOT_O" IFP_file "POOL" 10000.0 lockF 0 loop 1 // IF AND SET
- else_jump @POOL2_30992
- 0836: set_object 359@ animation "POOL_XLONG_SHOT_O" at 0.0 times_normal_rate
- :POOL2_30992
- if and
- Actor.Animation(358@) == "POOL_XLONG_START"
- not Actor.Animation(358@) == "POOL_XLONG_SHOT"
- else_jump @POOL2_31286
- if
- 8737: not actor 358@ lifting_object 359@
- else_jump @POOL2_31108
- 070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1
- :POOL2_31108
- 0613: 42@ = actor 358@ animation "POOL_XLONG_START" time
- if
- 0837: object 359@ animation == "POOL_XLONG_START_O"
- else_jump @POOL2_31205
- 083A: set_object 359@ animation "POOL_XLONG_START_O" progress_to 42@
- jump @POOL2_31286
- :POOL2_31205
- if
- 075A: set_object 359@ animation "POOL_XLONG_START_O" IFP_file "POOL" 10000.0 lockF 0 loop 1 // IF AND SET
- else_jump @POOL2_31286
- 0836: set_object 359@ animation "POOL_XLONG_START_O" at 0.0 times_normal_rate
- :POOL2_31286
- if
- Actor.Animation(358@) == "POOL_LONG_SHOT"
- else_jump @POOL2_31546
- if
- 8737: not actor 358@ lifting_object 359@
- else_jump @POOL2_31378
- 070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1
- :POOL2_31378
- 0613: 42@ = actor 358@ animation "POOL_LONG_SHOT" time
- if
- 0837: object 359@ animation == "POOL_LONG_SHOT_O"
- else_jump @POOL2_31469
- 083A: set_object 359@ animation "POOL_LONG_SHOT_O" progress_to 42@
- jump @POOL2_31546
- :POOL2_31469
- if
- 075A: set_object 359@ animation "POOL_LONG_SHOT_O" IFP_file "POOL" 10000.0 lockF 0 loop 1 // IF AND SET
- else_jump @POOL2_31546
- 0836: set_object 359@ animation "POOL_LONG_SHOT_O" at 0.0 times_normal_rate
- :POOL2_31546
- if and
- Actor.Animation(358@) == "POOL_LONG_START"
- not Actor.Animation(358@) == "POOL_LONG_SHOT"
- else_jump @POOL2_31833
- if
- 8737: not actor 358@ lifting_object 359@
- else_jump @POOL2_31660
- 070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1
- :POOL2_31660
- 0613: 42@ = actor 358@ animation "POOL_LONG_START" time
- if
- 0837: object 359@ animation == "POOL_LONG_START_O"
- else_jump @POOL2_31754
- 083A: set_object 359@ animation "POOL_LONG_START_O" progress_to 42@
- jump @POOL2_31833
- :POOL2_31754
- if
- 075A: set_object 359@ animation "POOL_LONG_START_O" IFP_file "POOL" 10000.0 lockF 0 loop 1 // IF AND SET
- else_jump @POOL2_31833
- 0836: set_object 359@ animation "POOL_LONG_START_O" at 0.0 times_normal_rate
- :POOL2_31833
- if
- Actor.Animation(358@) == "POOL_MED_SHOT"
- else_jump @POOL2_32087
- if
- 8737: not actor 358@ lifting_object 359@
- else_jump @POOL2_31924
- 070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1
- :POOL2_31924
- 0613: 42@ = actor 358@ animation "POOL_MED_SHOT" time
- if
- 0837: object 359@ animation == "POOL_MED_SHOT_O"
- else_jump @POOL2_32012
- 083A: set_object 359@ animation "POOL_MED_SHOT_O" progress_to 42@
- jump @POOL2_32087
- :POOL2_32012
- if
- 075A: set_object 359@ animation "POOL_MED_SHOT_O" IFP_file "POOL" 10000.0 lockF 0 loop 1 // IF AND SET
- else_jump @POOL2_32087
- 0836: set_object 359@ animation "POOL_MED_SHOT_O" at 0.0 times_normal_rate
- :POOL2_32087
- if and
- Actor.Animation(358@) == "POOL_MED_START"
- not Actor.Animation(358@) == "POOL_MED_SHOT"
- else_jump @POOL2_32367
- if
- 8737: not actor 358@ lifting_object 359@
- else_jump @POOL2_32199
- 070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1
- :POOL2_32199
- 0613: 42@ = actor 358@ animation "POOL_MED_START" time
- if
- 0837: object 359@ animation == "POOL_MED_START_O"
- else_jump @POOL2_32290
- 083A: set_object 359@ animation "POOL_MED_START_O" progress_to 42@
- jump @POOL2_32367
- :POOL2_32290
- if
- 075A: set_object 359@ animation "POOL_MED_START_O" IFP_file "POOL" 10000.0 lockF 0 loop 1 // IF AND SET
- else_jump @POOL2_32367
- 0836: set_object 359@ animation "POOL_MED_START_O" at 0.0 times_normal_rate
- :POOL2_32367
- if
- Actor.Animation(358@) == "POOL_SHORT_SHOT"
- else_jump @POOL2_32633
- if
- 8737: not actor 358@ lifting_object 359@
- else_jump @POOL2_32460
- 070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1
- :POOL2_32460
- 0613: 42@ = actor 358@ animation "POOL_SHORT_SHOT" time
- if
- 0837: object 359@ animation == "POOL_SHORT_SHOT_O"
- else_jump @POOL2_32554
- 083A: set_object 359@ animation "POOL_SHORT_SHOT_O" progress_to 42@
- jump @POOL2_32633
- :POOL2_32554
- if
- 075A: set_object 359@ animation "POOL_SHORT_SHOT_O" IFP_file "POOL" 10000.0 lockF 0 loop 1 // IF AND SET
- else_jump @POOL2_32633
- 0836: set_object 359@ animation "POOL_SHORT_SHOT_O" at 0.0 times_normal_rate
- :POOL2_32633
- if and
- Actor.Animation(358@) == "POOL_SHORT_START"
- not Actor.Animation(358@) == "POOL_SHORT_SHOT"
- else_jump @POOL2_32927
- if
- 8737: not actor 358@ lifting_object 359@
- else_jump @POOL2_32749
- 070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1
- :POOL2_32749
- 0613: 42@ = actor 358@ animation "POOL_SHORT_START" time
- if
- 0837: object 359@ animation == "POOL_SHORT_START_O"
- else_jump @POOL2_32846
- 083A: set_object 359@ animation "POOL_SHORT_START_O" progress_to 42@
- jump @POOL2_32927
- :POOL2_32846
- if
- 075A: set_object 359@ animation "POOL_SHORT_START_O" IFP_file "POOL" 10000.0 lockF 0 loop 1 // IF AND SET
- else_jump @POOL2_32927
- 0836: set_object 359@ animation "POOL_SHORT_START_O" at 0.0 times_normal_rate
- :POOL2_32927
- if
- Actor.Animation(358@) == "POOL_CHALKCUE"
- else_jump @POOL2_33130
- if
- 8737: not actor 358@ lifting_object 359@
- else_jump @POOL2_33018
- 070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1
- :POOL2_33018
- 0613: 42@ = actor 358@ animation "POOL_CHALKCUE" time
- if
- 42@ > 0.28
- else_jump @POOL2_33123
- if
- not 361@(360@,2i) == 1
- else_jump @POOL2_33123
- Object.StorePos(359@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- 097A: play_audio_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 event 1018
- 361@(360@,2i) = 1
- :POOL2_33123
- jump @POOL2_33163
- :POOL2_33130
- if
- not 361@(360@,2i) == 0
- else_jump @POOL2_33163
- 361@(360@,2i) = 0
- :POOL2_33163
- if
- Actor.Animation(358@) == "POOL_IDLE_STANCE"
- else_jump @POOL2_33257
- if
- 8737: not actor 358@ lifting_object 359@
- else_jump @POOL2_33257
- 070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1
- :POOL2_33257
- if
- Actor.Animation(358@) == "POOL_WALK"
- else_jump @POOL2_33344
- if
- 8737: not actor 358@ lifting_object 359@
- else_jump @POOL2_33344
- 070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1
- :POOL2_33344
- if
- Actor.Animation(358@) == "POOL_WALK_START"
- else_jump @POOL2_33437
- if
- 8737: not actor 358@ lifting_object 359@
- else_jump @POOL2_33437
- 070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1
- :POOL2_33437
- 39@ = 0
- if and
- Actor.Animation(358@) == "IDLE_STANCE"
- 803B: not 215@ == 358@ // (int)
- else_jump @POOL2_33488
- 39@ = 1
- :POOL2_33488
- if and
- Actor.Animation(358@) == "IDLE_STANCE"
- 35@ == 6
- else_jump @POOL2_33531
- 39@ = 1
- :POOL2_33531
- if
- 39@ == 1
- else_jump @POOL2_33710
- 062E: unknown_get_actor 358@ task 1560 status_store_to 40@ // ret 7 if not found
- if
- 04A4: 40@ == 7 // @ == any
- else_jump @POOL2_33710
- 070B: set_actor 358@ onbone_attached_object_operation 0
- 070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1
- 0615: define_AS_pack_begin 47@
- 0812: AS_actor -1 perform_animation "POOL_IDLE_STANCE" IFP_file "POOL" 4.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // versionB
- 0616: define_AS_pack_end 47@
- if
- 108@ == 0
- else_jump @POOL2_33705
- 0618: assign_actor 358@ to_AS_pack 47@
- :POOL2_33705
- 061B: remove_references_to_AS_pack 47@
- :POOL2_33710
- return
- :POOL2_33712
- 369@ = 99999.9
- 370@ = 99999.9
- 371@ = 99999.9
- 363@ = 99999.9
- 365@ = 0.0
- 364@ = 99999.9
- 366@ = 0
- :POOL2_33779
- if
- 6 > 366@
- else_jump @POOL2_34021
- 382@(366@,6f) = 0.0
- 388@(366@,6f) = 0.0
- 394@(366@,6f) = 0.0
- 400@(366@,6f) = 0.0
- 406@(366@,6f) = 0.0
- 412@(366@,6f) = 0.0
- 418@(366@,6f) = 0.0
- 424@(366@,6f) = 0.0
- 430@(366@,6f) = 0.0
- 436@(366@,6f) = 0.0
- 442@(366@,6f) = 0.0
- 448@(366@,6f) = 0.0
- 454@(366@,6f) = 0.0
- 460@(366@,6f) = 0.0
- 466@(366@,6f) = 0.0
- 366@ += 1
- jump @POOL2_33779
- :POOL2_34021
- 366@ = 1
- :POOL2_34028
- if
- 16 > 366@
- else_jump @POOL2_38299
- wait 0
- 381@ = 0
- if
- Object.Exists(82@(366@,16i))
- else_jump @POOL2_37232
- if
- 66@(366@,16i) == 0
- else_jump @POOL2_37218
- if
- 8 > 366@
- else_jump @POOL2_34131
- 368@ = 0
- jump @POOL2_34170
- :POOL2_34131
- if
- 366@ == 8
- else_jump @POOL2_34163
- 368@ = 2
- jump @POOL2_34170
- :POOL2_34163
- 368@ = 1
- :POOL2_34170
- if or
- 003B: 368@ == 231@ // (int)
- 231@ == -1
- else_jump @POOL2_37204
- if and
- 231@ == -1
- 368@ == 2
- else_jump @POOL2_34235
- 381@ = 1
- jump @POOL2_37197
- :POOL2_34235
- if
- 129@ == 1
- else_jump @POOL2_34392
- 03A9: NOP
- 03A9: NOP
- 05B6: 21 // BALL
- 03A7: NOP 366@
- :POOL2_34392
- 367@ = 0
- :POOL2_34399
- if
- 6 > 367@
- else_jump @POOL2_37197
- if
- 129@ == 1
- else_jump @POOL2_34572
- 03A9: NOP
- 05B6: 22 // POCKET
- 03A7: NOP 367@
- :POOL2_34572
- 0085: 516@ = 82@(366@,16i) // (int)
- 0085: 517@ = 367@ // (int)
- gosub @POOL2_48775
- if
- 129@ == 1
- else_jump @POOL2_34754
- 03A9: NOP
- 05B6: 23 // REQUIRED ANGLE =
- 03A8: NOP 519@
- :POOL2_34754
- if
- 518@ == 1
- else_jump @POOL2_36740
- 0085: 481@ = 82@(366@,16i) // (int)
- 482@ = 0
- 0087: 483@ = 54@(367@,6f) // (float)
- 0087: 484@ = 60@(367@,6f) // (float)
- gosub @POOL2_46939
- if
- 485@ == 1
- else_jump @POOL2_34857
- 473@ = 1.0
- jump @POOL2_34903
- :POOL2_34857
- if
- 003B: 486@ == 368@ // (int)
- else_jump @POOL2_34893
- 473@ = 0.2
- jump @POOL2_34903
- :POOL2_34893
- 473@ = 0.1
- :POOL2_34903
- if
- 129@ == 1
- else_jump @POOL2_35058
- 03A9: NOP
- 05B6: 24 // POCKET_PATH_SCORE =
- 03A8: NOP 473@
- :POOL2_35058
- Object.StorePos(82@(366@,16i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- 0509: 42@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 54@(367@,6f) 60@(367@,6f)
- 475@ = 2.3
- 0063: 475@ -= 42@ // (float)
- 475@ /= 2.3
- if
- 129@ == 1
- else_jump @POOL2_35284
- 03A9: NOP
- 05B6: 25 // POCKET_DIST_SCORE =
- 03A8: NOP 475@
- :POOL2_35284
- 476@ = 90.0
- 0063: 476@ -= 519@ // (float)
- 476@ /= 90.0
- if
- 129@ == 1
- else_jump @POOL2_35467
- 03A9: NOP
- 05B6: 26 // POCKET_ANGLE_SCORE =
- 03A8: NOP 476@
- :POOL2_35467
- 0085: 481@ = 82@ // (int)
- 0085: 482@ = 82@(366@,16i) // (int)
- 0087: 483@ = 526@ // (float)
- 0087: 484@ = 527@ // (float)
- gosub @POOL2_46939
- if
- 485@ == 1
- else_jump @POOL2_35545
- 474@ = 1.0
- jump @POOL2_35776
- :POOL2_35545
- if
- 129@ == 1
- else_jump @POOL2_35695
- 03A9: NOP
- 05B6: 27 // (PATH NOT CLEAR FROM CUE BALL TO THIS BALL)
- :POOL2_35695
- if
- 231@ == -1
- else_jump @POOL2_35730
- 474@ = 0.05
- jump @POOL2_35776
- :POOL2_35730
- if
- 003B: 486@ == 231@ // (int)
- else_jump @POOL2_35766
- 474@ = 0.05
- jump @POOL2_35776
- :POOL2_35766
- 474@ = -1000.0
- :POOL2_35776
- if
- 129@ == 1
- else_jump @POOL2_35931
- 03A9: NOP
- 05B6: 28 // CUE_PATH_SCORE =
- 03A8: NOP 474@
- :POOL2_35931
- Object.StorePos(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- 0509: 42@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 526@ 527@
- if
- 0.3 > 42@
- else_jump @POOL2_36019
- 43@ = 0.3
- 0063: 43@ -= 42@ // (float)
- 42@ = 0.3
- 005B: 42@ += 43@ // (float)
- :POOL2_36019
- 42@ += -0.3
- 43@ = 2.0
- 0063: 43@ -= 42@ // (float)
- 43@ /= 2.0
- 0087: 472@ = 43@ // (float)
- if
- 129@ == 1
- else_jump @POOL2_36220
- 03A9: NOP
- 05B6: 29 // CUE_DIST_SCORE =
- 03A8: NOP 472@
- :POOL2_36220
- 473@ *= 1.0
- 474@ *= 1.0
- 472@ *= 0.3
- 475@ *= 0.4
- 476@ *= 0.8
- 0087: 477@ = 473@ // (float)
- 005B: 477@ += 474@ // (float)
- 005B: 477@ += 472@ // (float)
- 005B: 477@ += 475@ // (float)
- 005B: 477@ += 476@ // (float)
- 477@ /= 5.0
- 0871: init_jump_table 366@ total_jumps 15 default_jump 0 @POOL2_36733 jumps 1 @POOL2_36448 2 @POOL2_36467 3 @POOL2_36486 4 @POOL2_36505 5 @POOL2_36524 6 @POOL2_36543 7 @POOL2_36562
- 0872: jump_table_jumps 8 @POOL2_36581 9 @POOL2_36600 10 @POOL2_36619 11 @POOL2_36638 12 @POOL2_36657 13 @POOL2_36676 14 @POOL2_36695 15 @POOL2_36714 -1 @POOL2_36733
- :POOL2_36448
- 0087: 382@(367@,6f) = 477@ // (float)
- jump @POOL2_36733
- :POOL2_36467
- 0087: 388@(367@,6f) = 477@ // (float)
- jump @POOL2_36733
- :POOL2_36486
- 0087: 394@(367@,6f) = 477@ // (float)
- jump @POOL2_36733
- :POOL2_36505
- 0087: 400@(367@,6f) = 477@ // (float)
- jump @POOL2_36733
- :POOL2_36524
- 0087: 406@(367@,6f) = 477@ // (float)
- jump @POOL2_36733
- :POOL2_36543
- 0087: 412@(367@,6f) = 477@ // (float)
- jump @POOL2_36733
- :POOL2_36562
- 0087: 418@(367@,6f) = 477@ // (float)
- jump @POOL2_36733
- :POOL2_36581
- 0087: 424@(367@,6f) = 477@ // (float)
- jump @POOL2_36733
- :POOL2_36600
- 0087: 430@(367@,6f) = 477@ // (float)
- jump @POOL2_36733
- :POOL2_36619
- 0087: 436@(367@,6f) = 477@ // (float)
- jump @POOL2_36733
- :POOL2_36638
- 0087: 442@(367@,6f) = 477@ // (float)
- jump @POOL2_36733
- :POOL2_36657
- 0087: 448@(367@,6f) = 477@ // (float)
- jump @POOL2_36733
- :POOL2_36676
- 0087: 454@(367@,6f) = 477@ // (float)
- jump @POOL2_36733
- :POOL2_36695
- 0087: 460@(367@,6f) = 477@ // (float)
- jump @POOL2_36733
- :POOL2_36714
- 0087: 466@(367@,6f) = 477@ // (float)
- jump @POOL2_36733
- :POOL2_36733
- jump @POOL2_37183
- :POOL2_36740
- 0871: init_jump_table 366@ total_jumps 15 default_jump 0 @POOL2_37183 jumps 1 @POOL2_36868 2 @POOL2_36889 3 @POOL2_36910 4 @POOL2_36931 5 @POOL2_36952 6 @POOL2_36973 7 @POOL2_36994
- 0872: jump_table_jumps 8 @POOL2_37015 9 @POOL2_37036 10 @POOL2_37057 11 @POOL2_37078 12 @POOL2_37099 13 @POOL2_37120 14 @POOL2_37141 15 @POOL2_37162 -1 @POOL2_37183
- :POOL2_36868
- 382@(367@,6f) = -1.0
- jump @POOL2_37183
- :POOL2_36889
- 388@(367@,6f) = -1.0
- jump @POOL2_37183
- :POOL2_36910
- 394@(367@,6f) = -1.0
- jump @POOL2_37183
- :POOL2_36931
- 400@(367@,6f) = -1.0
- jump @POOL2_37183
- :POOL2_36952
- 406@(367@,6f) = -1.0
- jump @POOL2_37183
- :POOL2_36973
- 412@(367@,6f) = -1.0
- jump @POOL2_37183
- :POOL2_36994
- 418@(367@,6f) = -1.0
- jump @POOL2_37183
- :POOL2_37015
- 424@(367@,6f) = -1.0
- jump @POOL2_37183
- :POOL2_37036
- 430@(367@,6f) = -1.0
- jump @POOL2_37183
- :POOL2_37057
- 436@(367@,6f) = -1.0
- jump @POOL2_37183
- :POOL2_37078
- 442@(367@,6f) = -1.0
- jump @POOL2_37183
- :POOL2_37099
- 448@(367@,6f) = -1.0
- jump @POOL2_37183
- :POOL2_37120
- 454@(367@,6f) = -1.0
- jump @POOL2_37183
- :POOL2_37141
- 460@(367@,6f) = -1.0
- jump @POOL2_37183
- :POOL2_37162
- 466@(367@,6f) = -1.0
- jump @POOL2_37183
- :POOL2_37183
- 367@ += 1
- jump @POOL2_34399
- :POOL2_37197
- jump @POOL2_37211
- :POOL2_37204
- 381@ = 1
- :POOL2_37211
- jump @POOL2_37225
- :POOL2_37218
- 381@ = 1
- :POOL2_37225
- jump @POOL2_37239
- :POOL2_37232
- 381@ = 1
- :POOL2_37239
- if
- 381@ == 1
- else_jump @POOL2_38285
- 0871: init_jump_table 366@ total_jumps 15 default_jump 0 @POOL2_38285 jumps 1 @POOL2_37385 2 @POOL2_37445 3 @POOL2_37505 4 @POOL2_37565 5 @POOL2_37625 6 @POOL2_37685 7 @POOL2_37745
- 0872: jump_table_jumps 8 @POOL2_37805 9 @POOL2_37865 10 @POOL2_37925 11 @POOL2_37985 12 @POOL2_38045 13 @POOL2_38105 14 @POOL2_38165 15 @POOL2_38225 -1 @POOL2_38285
- :POOL2_37385
- 367@ = 0
- :POOL2_37392
- if
- 6 > 367@
- else_jump @POOL2_37438
- 382@(367@,6f) = -1.0
- 367@ += 1
- jump @POOL2_37392
- :POOL2_37438
- jump @POOL2_38285
- :POOL2_37445
- 367@ = 0
- :POOL2_37452
- if
- 6 > 367@
- else_jump @POOL2_37498
- 388@(367@,6f) = -1.0
- 367@ += 1
- jump @POOL2_37452
- :POOL2_37498
- jump @POOL2_38285
- :POOL2_37505
- 367@ = 0
- :POOL2_37512
- if
- 6 > 367@
- else_jump @POOL2_37558
- 394@(367@,6f) = -1.0
- 367@ += 1
- jump @POOL2_37512
- :POOL2_37558
- jump @POOL2_38285
- :POOL2_37565
- 367@ = 0
- :POOL2_37572
- if
- 6 > 367@
- else_jump @POOL2_37618
- 400@(367@,6f) = -1.0
- 367@ += 1
- jump @POOL2_37572
- :POOL2_37618
- jump @POOL2_38285
- :POOL2_37625
- 367@ = 0
- :POOL2_37632
- if
- 6 > 367@
- else_jump @POOL2_37678
- 406@(367@,6f) = -1.0
- 367@ += 1
- jump @POOL2_37632
- :POOL2_37678
- jump @POOL2_38285
- :POOL2_37685
- 367@ = 0
- :POOL2_37692
- if
- 6 > 367@
- else_jump @POOL2_37738
- 412@(367@,6f) = -1.0
- 367@ += 1
- jump @POOL2_37692
- :POOL2_37738
- jump @POOL2_38285
- :POOL2_37745
- 367@ = 0
- :POOL2_37752
- if
- 6 > 367@
- else_jump @POOL2_37798
- 418@(367@,6f) = -1.0
- 367@ += 1
- jump @POOL2_37752
- :POOL2_37798
- jump @POOL2_38285
- :POOL2_37805
- 367@ = 0
- :POOL2_37812
- if
- 6 > 367@
- else_jump @POOL2_37858
- 424@(367@,6f) = -1.0
- 367@ += 1
- jump @POOL2_37812
- :POOL2_37858
- jump @POOL2_38285
- :POOL2_37865
- 367@ = 0
- :POOL2_37872
- if
- 6 > 367@
- else_jump @POOL2_37918
- 430@(367@,6f) = -1.0
- 367@ += 1
- jump @POOL2_37872
- :POOL2_37918
- jump @POOL2_38285
- :POOL2_37925
- 367@ = 0
- :POOL2_37932
- if
- 6 > 367@
- else_jump @POOL2_37978
- 436@(367@,6f) = -1.0
- 367@ += 1
- jump @POOL2_37932
- :POOL2_37978
- jump @POOL2_38285
- :POOL2_37985
- 367@ = 0
- :POOL2_37992
- if
- 6 > 367@
- else_jump @POOL2_38038
- 442@(367@,6f) = -1.0
- 367@ += 1
- jump @POOL2_37992
- :POOL2_38038
- jump @POOL2_38285
- :POOL2_38045
- 367@ = 0
- :POOL2_38052
- if
- 6 > 367@
- else_jump @POOL2_38098
- 448@(367@,6f) = -1.0
- 367@ += 1
- jump @POOL2_38052
- :POOL2_38098
- jump @POOL2_38285
- :POOL2_38105
- 367@ = 0
- :POOL2_38112
- if
- 6 > 367@
- else_jump @POOL2_38158
- 454@(367@,6f) = -1.0
- 367@ += 1
- jump @POOL2_38112
- :POOL2_38158
- jump @POOL2_38285
- :POOL2_38165
- 367@ = 0
- :POOL2_38172
- if
- 6 > 367@
- else_jump @POOL2_38218
- 460@(367@,6f) = -1.0
- 367@ += 1
- jump @POOL2_38172
- :POOL2_38218
- jump @POOL2_38285
- :POOL2_38225
- 367@ = 0
- :POOL2_38232
- if
- 6 > 367@
- else_jump @POOL2_38278
- 466@(367@,6f) = -1.0
- 367@ += 1
- jump @POOL2_38232
- :POOL2_38278
- jump @POOL2_38285
- :POOL2_38285
- 366@ += 1
- jump @POOL2_34028
- :POOL2_38299
- 478@ = -9999.9
- 479@ = -1
- 480@ = -1
- 366@ = 0
- if
- 129@ == 1
- else_jump @POOL2_38480
- 03A9: NOP
- 05B6: 30 // POOL AI POTENTIAL SHOT SCORES
- :POOL2_38480
- if
- 6 > 366@
- else_jump @POOL2_41804
- if
- 129@ == 1
- else_jump @POOL2_38794
- 03A9: NOP
- 05B6: 31 // POCKET
- 03A7: NOP 366@
- 03A9: NOP
- 05B6: 32 // BALL 01 =
- 03A8: NOP 382@(366@,6f)
- :POOL2_38794
- if
- 0025: 382@(366@,6f) > 478@ // (float)
- else_jump @POOL2_38844
- 0087: 478@ = 382@(366@,6f) // (float)
- 479@ = 1
- 0085: 480@ = 366@ // (int)
- :POOL2_38844
- if
- 129@ == 1
- else_jump @POOL2_39003
- 03A9: NOP
- 05B6: 33 // BALL 02 =
- 03A8: NOP 388@(366@,6f)
- :POOL2_39003
- if
- 0025: 388@(366@,6f) > 478@ // (float)
- else_jump @POOL2_39053
- 0087: 478@ = 388@(366@,6f) // (float)
- 479@ = 2
- 0085: 480@ = 366@ // (int)
- :POOL2_39053
- if
- 129@ == 1
- else_jump @POOL2_39212
- 03A9: NOP
- 05B6: 34 // BALL 03 =
- 03A8: NOP 394@(366@,6f)
- :POOL2_39212
- if
- 0025: 394@(366@,6f) > 478@ // (float)
- else_jump @POOL2_39262
- 0087: 478@ = 394@(366@,6f) // (float)
- 479@ = 3
- 0085: 480@ = 366@ // (int)
- :POOL2_39262
- if
- 129@ == 1
- else_jump @POOL2_39421
- 03A9: NOP
- 05B6: 35 // BALL 04 =
- 03A8: NOP 400@(366@,6f)
- :POOL2_39421
- if
- 0025: 400@(366@,6f) > 478@ // (float)
- else_jump @POOL2_39471
- 0087: 478@ = 400@(366@,6f) // (float)
- 479@ = 4
- 0085: 480@ = 366@ // (int)
- :POOL2_39471
- if
- 129@ == 1
- else_jump @POOL2_39630
- 03A9: NOP
- 05B6: 36 // BALL 05 =
- 03A8: NOP 406@(366@,6f)
- :POOL2_39630
- if
- 0025: 406@(366@,6f) > 478@ // (float)
- else_jump @POOL2_39680
- 0087: 478@ = 406@(366@,6f) // (float)
- 479@ = 5
- 0085: 480@ = 366@ // (int)
- :POOL2_39680
- if
- 129@ == 1
- else_jump @POOL2_39839
- 03A9: NOP
- 05B6: 37 // BALL 06 =
- 03A8: NOP 412@(366@,6f)
- :POOL2_39839
- if
- 0025: 412@(366@,6f) > 478@ // (float)
- else_jump @POOL2_39889
- 0087: 478@ = 412@(366@,6f) // (float)
- 479@ = 6
- 0085: 480@ = 366@ // (int)
- :POOL2_39889
- if
- 129@ == 1
- else_jump @POOL2_40048
- 03A9: NOP
- 05B6: 38 // BALL 07 =
- 03A8: NOP 418@(366@,6f)
- :POOL2_40048
- if
- 0025: 418@(366@,6f) > 478@ // (float)
- else_jump @POOL2_40098
- 0087: 478@ = 418@(366@,6f) // (float)
- 479@ = 7
- 0085: 480@ = 366@ // (int)
- :POOL2_40098
- if
- 129@ == 1
- else_jump @POOL2_40257
- 03A9: NOP
- 05B6: 39 // BALL 08 =
- 03A8: NOP 424@(366@,6f)
- :POOL2_40257
- if
- 0025: 424@(366@,6f) > 478@ // (float)
- else_jump @POOL2_40307
- 0087: 478@ = 424@(366@,6f) // (float)
- 479@ = 8
- 0085: 480@ = 366@ // (int)
- :POOL2_40307
- if
- 129@ == 1
- else_jump @POOL2_40466
- 03A9: NOP
- 05B6: 40 // BALL 09 =
- 03A8: NOP 430@(366@,6f)
- :POOL2_40466
- if
- 0025: 430@(366@,6f) > 478@ // (float)
- else_jump @POOL2_40516
- 0087: 478@ = 430@(366@,6f) // (float)
- 479@ = 9
- 0085: 480@ = 366@ // (int)
- :POOL2_40516
- if
- 129@ == 1
- else_jump @POOL2_40675
- 03A9: NOP
- 05B6: 41 // BALL 10 =
- 03A8: NOP 436@(366@,6f)
- :POOL2_40675
- if
- 0025: 436@(366@,6f) > 478@ // (float)
- else_jump @POOL2_40725
- 0087: 478@ = 436@(366@,6f) // (float)
- 479@ = 10
- 0085: 480@ = 366@ // (int)
- :POOL2_40725
- if
- 129@ == 1
- else_jump @POOL2_40884
- 03A9: NOP
- 05B6: 42 // BALL 11 =
- 03A8: NOP 442@(366@,6f)
- :POOL2_40884
- if
- 0025: 442@(366@,6f) > 478@ // (float)
- else_jump @POOL2_40934
- 0087: 478@ = 442@(366@,6f) // (float)
- 479@ = 11
- 0085: 480@ = 366@ // (int)
- :POOL2_40934
- if
- 129@ == 1
- else_jump @POOL2_41093
- 03A9: NOP
- 05B6: 43 // BALL 12 =
- 03A8: NOP 448@(366@,6f)
- :POOL2_41093
- if
- 0025: 448@(366@,6f) > 478@ // (float)
- else_jump @POOL2_41143
- 0087: 478@ = 448@(366@,6f) // (float)
- 479@ = 12
- 0085: 480@ = 366@ // (int)
- :POOL2_41143
- if
- 129@ == 1
- else_jump @POOL2_41302
- 03A9: NOP
- 05B6: 44 // BALL 13 =
- 03A8: NOP 454@(366@,6f)
- :POOL2_41302
- if
- 0025: 454@(366@,6f) > 478@ // (float)
- else_jump @POOL2_41352
- 0087: 478@ = 454@(366@,6f) // (float)
- 479@ = 13
- 0085: 480@ = 366@ // (int)
- :POOL2_41352
- if
- 129@ == 1
- else_jump @POOL2_41511
- 03A9: NOP
- 05B6: 45 // BALL 14 =
- 03A8: NOP 460@(366@,6f)
- :POOL2_41511
- if
- 0025: 460@(366@,6f) > 478@ // (float)
- else_jump @POOL2_41561
- 0087: 478@ = 460@(366@,6f) // (float)
- 479@ = 14
- 0085: 480@ = 366@ // (int)
- :POOL2_41561
- if
- 129@ == 1
- else_jump @POOL2_41720
- 03A9: NOP
- 05B6: 46 // BALL 15 =
- 03A8: NOP 466@(366@,6f)
- :POOL2_41720
- if
- 0025: 466@(366@,6f) > 478@ // (float)
- else_jump @POOL2_41770
- 0087: 478@ = 466@(366@,6f) // (float)
- 479@ = 15
- 0085: 480@ = 366@ // (int)
- :POOL2_41770
- if
- 129@ == 1
- else_jump @POOL2_41790
- 03A9: NOP
- :POOL2_41790
- 366@ += 1
- jump @POOL2_38480
- :POOL2_41804
- if
- 478@ > 0.0
- else_jump @POOL2_42225
- Object.StorePos(82@(479@,16i), 372@, 373@, 374@)
- Object.StorePos(82@, 378@, 379@, 380@)
- 0087: 375@ = 54@(480@,6f) // (float)
- 0063: 375@ -= 372@ // (float)
- 0087: 376@ = 60@(480@,6f) // (float)
- 0063: 376@ -= 373@ // (float)
- 0509: 42@ = distance_between_XY 372@ 373@ and_XY 54@(480@,6f) 60@(480@,6f)
- 0073: 375@ /= 42@ // (float)
- 0073: 376@ /= 42@ // (float)
- 0087: 43@ = 52@ // (float)
- 43@ *= -2.0
- 006B: 375@ *= 43@ // (float)
- 006B: 376@ *= 43@ // (float)
- 0087: 369@ = 372@ // (float)
- 005B: 369@ += 375@ // (float)
- 0087: 370@ = 373@ // (float)
- 005B: 370@ += 376@ // (float)
- 0088: $TEMPVAR_FLOAT_1 = 372@ // (float)
- 0067: $TEMPVAR_FLOAT_1 -= 369@ // (float)
- 0088: $TEMPVAR_FLOAT_2 = 373@ // (float)
- 0067: $TEMPVAR_FLOAT_2 -= 370@ // (float)
- 0087: 169@ = 369@ // (float)
- 0063: 169@ -= 378@ // (float)
- 0087: 170@ = 370@ // (float)
- 0063: 170@ -= 379@ // (float)
- 05A4: get_angle_between_vectors_origin_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_origin_to 169@ 170@ store_to 365@
- 0087: 42@ = 365@ // (float)
- 42@ /= 90.0
- 42@ *= 0.25
- 006D: $TEMPVAR_FLOAT_1 *= 42@ // (float)
- 006D: $TEMPVAR_FLOAT_2 *= 42@ // (float)
- 005D: 369@ += $TEMPVAR_FLOAT_1 // (float)
- 005D: 370@ += $TEMPVAR_FLOAT_2 // (float)
- 0509: 42@ = distance_between_XY 378@ 379@ and_XY 369@ 370@
- 0509: 43@ = distance_between_XY 372@ 373@ and_XY 369@ 370@
- 0087: 371@ = 42@ // (float)
- 005B: 371@ += 43@ // (float)
- 0208: 42@ = random_float_in_ranges 2.0 6.0
- 006B: 371@ *= 42@ // (float)
- jump @POOL2_46712
- :POOL2_42225
- if
- 129@ == 1
- else_jump @POOL2_42375
- 03A9: NOP
- 05B6: 47 // HIT AND HOPE
- :POOL2_42375
- 366@ = 1
- :POOL2_42382
- if
- 16 > 366@
- else_jump @POOL2_42981
- wait 0
- if
- Object.Exists(82@(366@,16i))
- else_jump @POOL2_42967
- if
- 66@(366@,16i) == 0
- else_jump @POOL2_42967
- if
- 366@ == 0
- else_jump @POOL2_42478
- 368@ = 3
- jump @POOL2_42549
- :POOL2_42478
- if
- 8 > 366@
- else_jump @POOL2_42510
- 368@ = 0
- jump @POOL2_42549
- :POOL2_42510
- if
- 366@ == 8
- else_jump @POOL2_42542
- 368@ = 2
- jump @POOL2_42549
- :POOL2_42542
- 368@ = 1
- :POOL2_42549
- if or
- 003B: 368@ == 231@ // (int)
- 231@ == -1
- else_jump @POOL2_42967
- if and
- 231@ == 0
- 368@ == 2
- else_jump @POOL2_42607
- jump @POOL2_42967
- :POOL2_42607
- 0085: 528@ = 82@ // (int)
- 0085: 529@ = 82@(366@,16i) // (int)
- gosub @POOL2_49095
- if
- not 530@ == 0
- else_jump @POOL2_42967
- if
- 530@ == 1
- else_jump @POOL2_42693
- 0087: 369@ = 539@ // (float)
- 0087: 370@ = 540@ // (float)
- jump @POOL2_42898
- :POOL2_42693
- if
- 530@ == 2
- else_jump @POOL2_42734
- 0087: 369@ = 541@ // (float)
- 0087: 370@ = 542@ // (float)
- jump @POOL2_42898
- :POOL2_42734
- 0088: $TEMPVAR_FLOAT_1 = 541@ // (float)
- 0067: $TEMPVAR_FLOAT_1 -= 539@ // (float)
- 0088: $TEMPVAR_FLOAT_2 = 542@ // (float)
- 0067: $TEMPVAR_FLOAT_2 -= 540@ // (float)
- 0509: 42@ = distance_between_XY 539@ 540@ and_XY 541@ 542@
- 0075: $TEMPVAR_FLOAT_1 /= 42@ // (float)
- 0075: $TEMPVAR_FLOAT_2 /= 42@ // (float)
- 0087: 42@ = 52@ // (float)
- 42@ *= 2.0
- 42@ *= 0.8
- 42@ *= 2.0
- 0208: 43@ = random_float_in_ranges 0.0 42@
- 006D: $TEMPVAR_FLOAT_1 *= 43@ // (float)
- 006D: $TEMPVAR_FLOAT_2 *= 43@ // (float)
- 0087: 369@ = 539@ // (float)
- 005D: 369@ += $TEMPVAR_FLOAT_1 // (float)
- 0087: 370@ = 540@ // (float)
- 005D: 370@ += $TEMPVAR_FLOAT_2 // (float)
- :POOL2_42898
- Object.StorePos(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- 0509: 42@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 369@ 370@
- 0208: 43@ = random_float_in_ranges 2.0 5.0
- 0087: 371@ = 42@ // (float)
- 006B: 371@ *= 43@ // (float)
- 366@ = 16
- :POOL2_42967
- 366@ += 1
- jump @POOL2_42382
- :POOL2_42981
- if and
- 369@ == 99999.9
- 370@ == 99999.9
- else_jump @POOL2_45009
- if
- 129@ == 1
- else_jump @POOL2_43162
- 03A9: NOP
- 05B6: 48 // BOUNCE OFF CUSHION
- :POOL2_43162
- 366@ = 1
- :POOL2_43169
- if
- 16 > 366@
- else_jump @POOL2_45009
- wait 0
- if
- Object.Exists(82@(366@,16i))
- else_jump @POOL2_44995
- if
- 66@(366@,16i) == 0
- else_jump @POOL2_44995
- if
- 366@ == 0
- else_jump @POOL2_43265
- 368@ = 3
- jump @POOL2_43336
- :POOL2_43265
- if
- 8 > 366@
- else_jump @POOL2_43297
- 368@ = 0
- jump @POOL2_43336
- :POOL2_43297
- if
- 366@ == 8
- else_jump @POOL2_43329
- 368@ = 2
- jump @POOL2_43336
- :POOL2_43329
- 368@ = 1
- :POOL2_43336
- if or
- 003B: 368@ == 231@ // (int)
- 231@ == -1
- else_jump @POOL2_44995
- if and
- 231@ == -1
- 368@ == 2
- else_jump @POOL2_43394
- jump @POOL2_44995
- :POOL2_43394
- Object.StorePos(82@, 372@, 373@, 374@)
- Object.StorePos(82@(366@,16i), 375@, 376@, 377@)
- if
- 129@ == 1
- else_jump @POOL2_43576
- 03A9: NOP
- 05B6: 49 // CUSHION 1 DATA =
- :POOL2_43576
- 0087: 378@ = 372@ // (float)
- 005B: 378@ += 375@ // (float)
- 378@ /= 2.0
- 0087: 379@ = 100@ // (float)
- 0087: 543@ = 378@ // (float)
- 0087: 544@ = 379@ // (float)
- gosub @POOL2_49698
- if
- 545@ == 0
- else_jump @POOL2_43808
- 0085: 549@ = 82@ // (int)
- 0085: 550@ = 82@(366@,16i) // (int)
- 0087: 551@ = 378@ // (float)
- 0087: 552@ = 379@ // (float)
- gosub @POOL2_49954
- if
- 553@ == 1
- else_jump @POOL2_43808
- 0087: 369@ = 378@ // (float)
- 0087: 370@ = 379@ // (float)
- 0509: 42@ = distance_between_XY 372@ 373@ and_XY 378@ 379@
- 0509: 43@ = distance_between_XY 375@ 376@ and_XY 378@ 379@
- 0087: 371@ = 42@ // (float)
- 005B: 371@ += 43@ // (float)
- 0208: 42@ = random_float_in_ranges 3.0 6.0
- 006B: 371@ *= 42@ // (float)
- 366@ = 16
- :POOL2_43808
- if and
- 369@ == 99999.9
- 370@ == 99999.9
- else_jump @POOL2_44195
- if
- 129@ == 1
- else_jump @POOL2_43989
- 03A9: NOP
- 05B6: 50 // CUSHION 2 DATA =
- :POOL2_43989
- 0087: 379@ = 101@ // (float)
- 0087: 543@ = 378@ // (float)
- 0087: 544@ = 379@ // (float)
- gosub @POOL2_49698
- if
- 545@ == 0
- else_jump @POOL2_44195
- 0085: 549@ = 82@ // (int)
- 0085: 550@ = 82@(366@,16i) // (int)
- 0087: 551@ = 378@ // (float)
- 0087: 552@ = 379@ // (float)
- gosub @POOL2_49954
- if
- 553@ == 1
- else_jump @POOL2_44195
- 0087: 369@ = 378@ // (float)
- 0087: 370@ = 379@ // (float)
- 0509: 42@ = distance_between_XY 372@ 373@ and_XY 378@ 379@
- 0509: 43@ = distance_between_XY 375@ 376@ and_XY 378@ 379@
- 0087: 371@ = 42@ // (float)
- 005B: 371@ += 43@ // (float)
- 0208: 42@ = random_float_in_ranges 3.0 6.0
- 006B: 371@ *= 42@ // (float)
- 366@ = 16
- :POOL2_44195
- if and
- 369@ == 99999.9
- 370@ == 99999.9
- else_jump @POOL2_44608
- if
- 129@ == 1
- else_jump @POOL2_44376
- 03A9: NOP
- 05B6: 51 // CUSHION 3 DATA =
- :POOL2_44376
- 0087: 379@ = 373@ // (float)
- 005B: 379@ += 376@ // (float)
- 379@ /= 2.0
- 0087: 378@ = 98@ // (float)
- 0087: 543@ = 378@ // (float)
- 0087: 544@ = 379@ // (float)
- gosub @POOL2_49698
- if
- 545@ == 0
- else_jump @POOL2_44608
- 0085: 549@ = 82@ // (int)
- 0085: 550@ = 82@(366@,16i) // (int)
- 0087: 551@ = 378@ // (float)
- 0087: 552@ = 379@ // (float)
- gosub @POOL2_49954
- if
- 553@ == 1
- else_jump @POOL2_44608
- 0087: 369@ = 378@ // (float)
- 0087: 370@ = 379@ // (float)
- 0509: 42@ = distance_between_XY 372@ 373@ and_XY 378@ 379@
- 0509: 43@ = distance_between_XY 375@ 376@ and_XY 378@ 379@
- 0087: 371@ = 42@ // (float)
- 005B: 371@ += 43@ // (float)
- 0208: 42@ = random_float_in_ranges 3.0 6.0
- 006B: 371@ *= 42@ // (float)
- 366@ = 16
- :POOL2_44608
- if and
- 369@ == 99999.9
- 370@ == 99999.9
- else_jump @POOL2_44995
- if
- 129@ == 1
- else_jump @POOL2_44789
- 03A9: NOP
- 05B6: 52 // CUSHION 4 DATA =
- :POOL2_44789
- 0087: 378@ = 99@ // (float)
- 0087: 543@ = 378@ // (float)
- 0087: 544@ = 379@ // (float)
- gosub @POOL2_49698
- if
- 545@ == 0
- else_jump @POOL2_44995
- 0085: 549@ = 82@ // (int)
- 0085: 550@ = 82@(366@,16i) // (int)
- 0087: 551@ = 378@ // (float)
- 0087: 552@ = 379@ // (float)
- gosub @POOL2_49954
- if
- 553@ == 1
- else_jump @POOL2_44995
- 0087: 369@ = 378@ // (float)
- 0087: 370@ = 379@ // (float)
- 0509: 42@ = distance_between_XY 372@ 373@ and_XY 378@ 379@
- 0509: 43@ = distance_between_XY 375@ 376@ and_XY 378@ 379@
- 0087: 371@ = 42@ // (float)
- 005B: 371@ += 43@ // (float)
- 0208: 42@ = random_float_in_ranges 3.0 6.0
- 006B: 371@ *= 42@ // (float)
- 366@ = 16
- :POOL2_44995
- 366@ += 1
- jump @POOL2_43169
- :POOL2_45009
- if and
- 369@ == 99999.9
- 370@ == 99999.9
- else_jump @POOL2_46481
- if
- 129@ == 1
- else_jump @POOL2_45190
- 03A9: NOP
- 05B6: 53 // SNOOKER - BOUNCE 2
- :POOL2_45190
- 366@ = 1
- :POOL2_45197
- if
- 16 > 366@
- else_jump @POOL2_46481
- wait 0
- if
- Object.Exists(82@(366@,16i))
- else_jump @POOL2_46467
- if
- 66@(366@,16i) == 0
- else_jump @POOL2_46467
- if
- 366@ == 0
- else_jump @POOL2_45293
- 368@ = 3
- jump @POOL2_45364
- :POOL2_45293
- if
- 8 > 366@
- else_jump @POOL2_45325
- 368@ = 0
- jump @POOL2_45364
- :POOL2_45325
- if
- 366@ == 8
- else_jump @POOL2_45357
- 368@ = 2
- jump @POOL2_45364
- :POOL2_45357
- 368@ = 1
- :POOL2_45364
- if or
- 003B: 368@ == 231@ // (int)
- 231@ == -1
- else_jump @POOL2_46467
- if and
- 231@ == -1
- 368@ == 2
- else_jump @POOL2_45422
- jump @POOL2_46467
- :POOL2_45422
- Object.StorePos(82@, 372@, 373@, 374@)
- Object.StorePos(82@(366@,16i), 375@, 376@, 377@)
- 0087: 378@ = 372@ // (float)
- 005B: 378@ += 375@ // (float)
- 378@ /= 2.0
- 0087: 379@ = 100@ // (float)
- 0087: 543@ = 378@ // (float)
- 0087: 544@ = 379@ // (float)
- gosub @POOL2_49698
- if
- 545@ == 0
- else_jump @POOL2_45697
- 0085: 554@ = 82@ // (int)
- 0087: 555@ = 378@ // (float)
- 0087: 556@ = 379@ // (float)
- gosub @POOL2_50474
- if
- 557@ == 1
- else_jump @POOL2_45697
- 0087: 369@ = 378@ // (float)
- 0208: 42@ = random_float_in_ranges -0.05 0.05
- 005B: 369@ += 42@ // (float)
- 0087: 370@ = 379@ // (float)
- 0509: 42@ = distance_between_XY 372@ 373@ and_XY 378@ 379@
- 0509: 43@ = distance_between_XY 375@ 376@ and_XY 378@ 379@
- 0087: 371@ = 42@ // (float)
- 005B: 371@ += 43@ // (float)
- 0208: 42@ = random_float_in_ranges 5.0 8.0
- 006B: 371@ *= 42@ // (float)
- 366@ = 16
- :POOL2_45697
- if and
- 369@ == 99999.9
- 370@ == 99999.9
- else_jump @POOL2_45945
- 0087: 379@ = 101@ // (float)
- 0087: 543@ = 378@ // (float)
- 0087: 544@ = 379@ // (float)
- gosub @POOL2_49698
- if
- 545@ == 0
- else_jump @POOL2_45945
- 0085: 554@ = 82@ // (int)
- 0087: 555@ = 378@ // (float)
- 0087: 556@ = 379@ // (float)
- gosub @POOL2_50474
- if
- 557@ == 1
- else_jump @POOL2_45945
- 0087: 369@ = 378@ // (float)
- 0208: 42@ = random_float_in_ranges -0.05 0.05
- 005B: 369@ += 42@ // (float)
- 0087: 370@ = 379@ // (float)
- 0509: 42@ = distance_between_XY 372@ 373@ and_XY 378@ 379@
- 0509: 43@ = distance_between_XY 375@ 376@ and_XY 378@ 379@
- 0087: 371@ = 42@ // (float)
- 005B: 371@ += 43@ // (float)
- 0208: 42@ = random_float_in_ranges 5.0 8.0
- 006B: 371@ *= 42@ // (float)
- 366@ = 16
- :POOL2_45945
- if and
- 369@ == 99999.9
- 370@ == 99999.9
- else_jump @POOL2_46219
- 0087: 379@ = 373@ // (float)
- 005B: 379@ += 376@ // (float)
- 379@ /= 2.0
- 0087: 378@ = 98@ // (float)
- 0087: 543@ = 378@ // (float)
- 0087: 544@ = 379@ // (float)
- gosub @POOL2_49698
- if
- 545@ == 0
- else_jump @POOL2_46219
- 0085: 554@ = 82@ // (int)
- 0087: 555@ = 378@ // (float)
- 0087: 556@ = 379@ // (float)
- gosub @POOL2_50474
- if
- 557@ == 1
- else_jump @POOL2_46219
- 0087: 369@ = 378@ // (float)
- 0087: 370@ = 379@ // (float)
- 0208: 42@ = random_float_in_ranges -0.05 0.05
- 005B: 370@ += 42@ // (float)
- 0509: 42@ = distance_between_XY 372@ 373@ and_XY 378@ 379@
- 0509: 43@ = distance_between_XY 375@ 376@ and_XY 378@ 379@
- 0087: 371@ = 42@ // (float)
- 005B: 371@ += 43@ // (float)
- 0208: 42@ = random_float_in_ranges 5.0 8.0
- 006B: 371@ *= 42@ // (float)
- 366@ = 16
- :POOL2_46219
- if and
- 369@ == 99999.9
- 370@ == 99999.9
- else_jump @POOL2_46467
- 0087: 378@ = 99@ // (float)
- 0087: 543@ = 378@ // (float)
- 0087: 544@ = 379@ // (float)
- gosub @POOL2_49698
- if
- 545@ == 0
- else_jump @POOL2_46467
- 0085: 554@ = 82@ // (int)
- 0087: 555@ = 378@ // (float)
- 0087: 556@ = 379@ // (float)
- gosub @POOL2_50474
- if
- 557@ == 1
- else_jump @POOL2_46467
- 0087: 369@ = 378@ // (float)
- 0087: 370@ = 379@ // (float)
- 0208: 42@ = random_float_in_ranges -0.05 0.05
- 005B: 370@ += 42@ // (float)
- 0509: 42@ = distance_between_XY 372@ 373@ and_XY 378@ 379@
- 0509: 43@ = distance_between_XY 375@ 376@ and_XY 378@ 379@
- 0087: 371@ = 42@ // (float)
- 005B: 371@ += 43@ // (float)
- 0208: 42@ = random_float_in_ranges 5.0 8.0
- 006B: 371@ *= 42@ // (float)
- 366@ = 16
- :POOL2_46467
- 366@ += 1
- jump @POOL2_45197
- :POOL2_46481
- if and
- 369@ == 99999.9
- 370@ == 99999.9
- else_jump @POOL2_46712
- if
- 129@ == 1
- else_jump @POOL2_46662
- 03A9: NOP
- 05B6: 54 // SNOOKER - LAST RESORT
- :POOL2_46662
- 0208: 363@ = random_float_in_ranges 0.0 360.0
- 0208: 364@ = random_float_in_ranges 4.0 8.0
- 369@ = 0.0
- 370@ = 0.0
- :POOL2_46712
- if and
- 363@ == 99999.9
- 364@ == 99999.9
- else_jump @POOL2_46875
- Object.StorePos(82@, 372@, 373@, 374@)
- 0087: 375@ = 369@ // (float)
- 0063: 375@ -= 372@ // (float)
- 0087: 376@ = 370@ // (float)
- 0063: 376@ -= 373@ // (float)
- 0604: get_Z_angle_for_point 375@ 376@ store_to 363@
- 0087: 364@ = 371@ // (float)
- 364@ *= 1.0
- if
- 90.0 > 365@
- else_jump @POOL2_46875
- 0087: 42@ = 365@ // (float)
- 42@ /= 90.0
- 42@ *= 2.0
- 005B: 364@ += 42@ // (float)
- :POOL2_46875
- if
- 0.7 > 364@
- else_jump @POOL2_46906
- 364@ = 0.7
- :POOL2_46906
- if
- 364@ > 4.0
- else_jump @POOL2_46937
- 364@ = 4.0
- :POOL2_46937
- return
- :POOL2_46939
- jump @POOL2_46990
- 481@ = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
- 482@ = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
- :POOL2_46990
- 485@ = 1
- 504@ = -1
- if
- Object.Exists(481@)
- else_jump @POOL2_47083
- Object.StorePos(481@, 487@, 488@, $TEMPVAR_FLOAT_3)
- 0087: 491@ = 483@ // (float)
- 0063: 491@ -= 487@ // (float)
- 0087: 492@ = 484@ // (float)
- 0063: 492@ -= 488@ // (float)
- 0509: 497@ = distance_between_XY 487@ 488@ and_XY 483@ 484@
- :POOL2_47083
- wait 0
- if or
- 231@ == -1
- 231@ == 2
- 231@ == 1
- else_jump @POOL2_47172
- 501@ = 1
- :POOL2_47126
- if
- 16 > 501@
- else_jump @POOL2_47165
- gosub @POOL2_47267
- 501@ += 1
- jump @POOL2_47126
- :POOL2_47165
- jump @POOL2_47258
- :POOL2_47172
- 503@ = 1
- :POOL2_47179
- if
- 16 > 503@
- else_jump @POOL2_47258
- 0085: 501@ = 503@ // (int)
- 501@ += 7
- if
- 501@ > 15
- else_jump @POOL2_47237
- 501@ += -15
- :POOL2_47237
- gosub @POOL2_47267
- 503@ += 1
- jump @POOL2_47179
- :POOL2_47258
- 482@ = 0
- return
- :POOL2_47267
- if
- Object.Exists(82@(501@,16i))
- else_jump @POOL2_48187
- if
- 66@(501@,16i) == 0
- else_jump @POOL2_48187
- if
- 803B: not 82@(501@,16i) == 481@ // (int)
- else_jump @POOL2_48187
- 502@ = 0
- if
- Object.Exists(482@)
- else_jump @POOL2_47385
- if
- 003B: 82@(501@,16i) == 482@ // (int)
- else_jump @POOL2_47385
- 502@ = 1
- :POOL2_47385
- if
- 502@ == 0
- else_jump @POOL2_48187
- Object.StorePos(82@(501@,16i), 489@, 490@, $TEMPVAR_FLOAT_3)
- 0087: 493@ = 489@ // (float)
- 0063: 493@ -= 487@ // (float)
- 0087: 494@ = 490@ // (float)
- 0063: 494@ -= 488@ // (float)
- 0509: 498@ = distance_between_XY 487@ 488@ and_XY 489@ 490@
- 05A4: get_angle_between_vectors_origin_to 491@ 492@ and_origin_to 493@ 494@ store_to 42@
- 0509: 499@ = distance_between_XY 489@ 490@ and_XY 483@ 484@
- if
- 0025: 53@ > 499@ // (float)
- else_jump @POOL2_47817
- if
- 501@ == 0
- else_jump @POOL2_47555
- 486@ = 3
- jump @POOL2_47626
- :POOL2_47555
- if
- 8 > 501@
- else_jump @POOL2_47587
- 486@ = 0
- jump @POOL2_47626
- :POOL2_47587
- if
- 501@ == 8
- else_jump @POOL2_47619
- 486@ = 2
- jump @POOL2_47626
- :POOL2_47619
- 486@ = 1
- :POOL2_47626
- if
- 129@ == 1
- else_jump @POOL2_47781
- 03A9: NOP
- 05B6: 55 // BALL OBSTRUCTING PATH (TOO CLOSE TO TARGET DESTINATION) =
- 03A7: NOP 501@
- :POOL2_47781
- 0085: 504@ = 501@ // (int)
- 485@ = 0
- 501@ = 16
- 503@ = 16
- jump @POOL2_48187
- :POOL2_47817
- if
- 90.0 >= 42@
- else_jump @POOL2_48187
- if
- 0025: 497@ > 498@ // (float)
- else_jump @POOL2_48187
- 02F6: 500@ = sine 42@ // (float)
- 0087: 42@ = 500@ // (float)
- 006B: 42@ *= 498@ // (float)
- if
- 0025: 53@ > 42@ // (float)
- else_jump @POOL2_48187
- if
- 501@ == 0
- else_jump @POOL2_47932
- 486@ = 3
- jump @POOL2_48003
- :POOL2_47932
- if
- 8 > 501@
- else_jump @POOL2_47964
- 486@ = 0
- jump @POOL2_48003
- :POOL2_47964
- if
- 501@ == 8
- else_jump @POOL2_47996
- 486@ = 2
- jump @POOL2_48003
- :POOL2_47996
- 486@ = 1
- :POOL2_48003
- if
- 129@ == 1
- else_jump @POOL2_48158
- 03A9: NOP
- 05B6: 56 // BALL OBSTRUCTING PATH (OVERLAPPING PATH) =
- 03A7: NOP 501@
- :POOL2_48158
- 0085: 504@ = 501@ // (int)
- 485@ = 0
- 501@ = 16
- 503@ = 16
- :POOL2_48187
- return
- :POOL2_48189
- 485@ = 1
- 504@ = -1
- 0087: 491@ = 483@ // (float)
- 0063: 491@ -= 487@ // (float)
- 0087: 492@ = 484@ // (float)
- 0063: 492@ -= 488@ // (float)
- if or
- 0025: 98@ > 483@ // (float)
- 0025: 483@ > 99@ // (float)
- 0025: 100@ > 484@ // (float)
- 0025: 484@ > 101@ // (float)
- else_jump @POOL2_48750
- 505@ = -99999.9
- 506@ = -99999.9
- 39@ = 0
- if and
- 05B0: unknown_calculate 487@ 488@ 483@ 484@ 98@ 100@ 98@ 101@ store_to 505@ 506@ // IF and SET
- not 515@ == 1
- else_jump @POOL2_48369
- 39@ = 1
- jump @POOL2_48554
- :POOL2_48369
- if and
- 05B0: unknown_calculate 487@ 488@ 483@ 484@ 99@ 100@ 99@ 101@ store_to 505@ 506@ // IF and SET
- not 515@ == 2
- else_jump @POOL2_48433
- 39@ = 2
- jump @POOL2_48554
- :POOL2_48433
- if and
- 05B0: unknown_calculate 487@ 488@ 483@ 484@ 98@ 100@ 99@ 100@ store_to 505@ 506@ // IF and SET
- not 515@ == 3
- else_jump @POOL2_48497
- 39@ = 3
- jump @POOL2_48554
- :POOL2_48497
- if and
- 05B0: unknown_calculate 487@ 488@ 483@ 484@ 98@ 101@ 99@ 101@ store_to 505@ 506@ // IF and SET
- not 515@ == 4
- else_jump @POOL2_48554
- 39@ = 4
- :POOL2_48554
- 0509: 42@ = distance_between_XY 483@ 484@ and_XY 487@ 488@
- if
- 42@ > 0.0
- else_jump @POOL2_48608
- 0073: 491@ /= 42@ // (float)
- 0073: 492@ /= 42@ // (float)
- :POOL2_48608
- if or
- 39@ == 1
- 39@ == 2
- else_jump @POOL2_48659
- 0087: 507@ = 491@ // (float)
- 507@ *= -1.0
- 0087: 508@ = 492@ // (float)
- :POOL2_48659
- if or
- 39@ == 3
- 39@ == 4
- else_jump @POOL2_48710
- 0087: 507@ = 491@ // (float)
- 0087: 508@ = 492@ // (float)
- 508@ *= -1.0
- :POOL2_48710
- if
- not 39@ == 0
- else_jump @POOL2_48736
- 0085: 515@ = 39@ // (int)
- :POOL2_48736
- 485@ = 0
- jump @POOL2_48773
- :POOL2_48750
- 0087: 505@ = 483@ // (float)
- 0087: 506@ = 484@ // (float)
- 485@ = 1
- :POOL2_48773
- return
- :POOL2_48775
- if
- Object.Exists(516@)
- else_jump @POOL2_48845
- Object.StorePos(516@, 526@, 527@, $TEMPVAR_FLOAT_3)
- 0087: 520@ = 54@(517@,6f) // (float)
- 0063: 520@ -= 526@ // (float)
- 0087: 521@ = 60@(517@,6f) // (float)
- 0063: 521@ -= 527@ // (float)
- :POOL2_48845
- 0509: 42@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 54@(517@,6f) 60@(517@,6f)
- 0087: 522@ = 520@ // (float)
- 0073: 522@ /= 42@ // (float)
- 0087: 523@ = 521@ // (float)
- 0073: 523@ /= 42@ // (float)
- 522@ *= -1.0
- 523@ *= -1.0
- 0087: 42@ = 52@ // (float)
- 42@ *= 2.0
- 006B: 522@ *= 42@ // (float)
- 006B: 523@ *= 42@ // (float)
- 005B: 526@ += 522@ // (float)
- 005B: 527@ += 523@ // (float)
- if
- Object.Exists(82@)
- else_jump @POOL2_49034
- Object.StorePos(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- 0087: 524@ = 526@ // (float)
- 0065: 524@ -= $TEMPVAR_FLOAT_1 // (float)
- 0087: 525@ = 527@ // (float)
- 0065: 525@ -= $TEMPVAR_FLOAT_2 // (float)
- :POOL2_49034
- 05A4: get_angle_between_vectors_origin_to 520@ 521@ and_origin_to 524@ 525@ store_to 519@
- if
- 90.0 > 519@
- else_jump @POOL2_49086
- 518@ = 1
- jump @POOL2_49093
- :POOL2_49086
- 518@ = 0
- :POOL2_49093
- return
- :POOL2_49095
- 530@ = 0
- 531@ = 0
- 532@ = 0
- if and
- Object.Exists(528@)
- Object.Exists(529@)
- else_jump @POOL2_49696
- Object.StorePos(528@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- Object.StorePos(529@, 537@, 538@, $TEMPVAR_FLOAT_3)
- 0087: 533@ = 537@ // (float)
- 0065: 533@ -= $TEMPVAR_FLOAT_1 // (float)
- 0087: 534@ = 538@ // (float)
- 0065: 534@ -= $TEMPVAR_FLOAT_2 // (float)
- 0509: 42@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 537@ 538@
- 0073: 533@ /= 42@ // (float)
- 0073: 534@ /= 42@ // (float)
- 0087: 535@ = 534@ // (float)
- 0087: 536@ = 533@ // (float)
- 536@ *= -1.0
- 0087: 42@ = 52@ // (float)
- 42@ *= 2.0
- 42@ *= 0.8
- 0087: 43@ = 535@ // (float)
- 006B: 43@ *= 42@ // (float)
- 0087: 539@ = 537@ // (float)
- 005B: 539@ += 43@ // (float)
- 0087: 43@ = 536@ // (float)
- 006B: 43@ *= 42@ // (float)
- 0087: 540@ = 538@ // (float)
- 005B: 540@ += 43@ // (float)
- 0085: 481@ = 528@ // (int)
- 0085: 482@ = 529@ // (int)
- 0087: 483@ = 539@ // (float)
- 0087: 484@ = 540@ // (float)
- gosub @POOL2_46939
- if
- 485@ == 1
- else_jump @POOL2_49412
- 531@ = 1
- :POOL2_49412
- 0087: 42@ = 52@ // (float)
- 42@ *= 2.0
- 42@ *= -0.8
- 0087: 43@ = 535@ // (float)
- 006B: 43@ *= 42@ // (float)
- 0087: 541@ = 537@ // (float)
- 005B: 541@ += 43@ // (float)
- 0087: 43@ = 536@ // (float)
- 006B: 43@ *= 42@ // (float)
- 0087: 542@ = 538@ // (float)
- 005B: 542@ += 43@ // (float)
- 0085: 481@ = 528@ // (int)
- 0085: 482@ = 529@ // (int)
- 0087: 483@ = 541@ // (float)
- 0087: 484@ = 542@ // (float)
- gosub @POOL2_46939
- if
- 485@ == 1
- else_jump @POOL2_49568
- 532@ = 1
- :POOL2_49568
- if and
- 531@ == 0
- 532@ == 0
- else_jump @POOL2_49600
- 530@ = 0
- :POOL2_49600
- if and
- 531@ == 1
- 532@ == 0
- else_jump @POOL2_49632
- 530@ = 1
- :POOL2_49632
- if and
- 531@ == 0
- 532@ == 1
- else_jump @POOL2_49664
- 530@ = 2
- :POOL2_49664
- if and
- 531@ == 1
- 532@ == 1
- else_jump @POOL2_49696
- 530@ = 3
- :POOL2_49696
- return
- :POOL2_49698
- 545@ = 0
- 547@ = 2.5
- 006B: 547@ *= 52@ // (float)
- 548@ = 0
- :POOL2_49730
- if
- 6 > 548@
- else_jump @POOL2_49952
- 0509: 546@ = distance_between_XY 543@ 544@ and_XY 54@(548@,6f) 60@(548@,6f)
- if
- 0025: 547@ > 546@ // (float)
- else_jump @POOL2_49938
- 03A9: NOP
- 05B6: 57 // POINT LIES ON POCKET
- 545@ = 1
- 548@ = 6
- :POOL2_49938
- 548@ += 1
- jump @POOL2_49730
- :POOL2_49952
- return
- :POOL2_49954
- 553@ = 0
- 03A9: NOP
- 05B6: 58 // BOUNCE_SHOT_PATH_CLEAR DATA =
- 0085: 481@ = 549@ // (int)
- 482@ = 0
- 0087: 483@ = 551@ // (float)
- 0087: 484@ = 552@ // (float)
- gosub @POOL2_46939
- if
- 485@ == 1
- else_jump @POOL2_50472
- 05B6: 59 // 1ST PATH CLEAR
- 0085: 481@ = 550@ // (int)
- 482@ = 0
- 0087: 483@ = 551@ // (float)
- 0087: 484@ = 552@ // (float)
- gosub @POOL2_46939
- if
- 485@ == 1
- else_jump @POOL2_50472
- 05B6: 60 // 2ND PATH CLEAR
- 553@ = 1
- :POOL2_50472
- return
- :POOL2_50474
- 557@ = 0
- 0085: 481@ = 549@ // (int)
- 482@ = 0
- 0087: 483@ = 551@ // (float)
- 0087: 484@ = 552@ // (float)
- gosub @POOL2_46939
- if
- 485@ == 1
- else_jump @POOL2_50544
- 557@ = 1
- :POOL2_50544
- return
- :POOL2_50546
- 0087: 565@ = 52@ // (float)
- 565@ *= 2.0
- 0087: 562@ = 52@ // (float)
- 562@ *= -1.0
- 0087: 566@ = 565@ // (float)
- 566@ *= -1.0
- 0087: 42@ = 565@ // (float)
- 006B: 42@ *= 565@ // (float)
- 0087: 43@ = 52@ // (float)
- 006B: 43@ *= 52@ // (float)
- 0087: 563@ = 42@ // (float)
- 0063: 563@ -= 43@ // (float)
- 01FB: 563@ = square_root 563@
- 0087: 564@ = 563@ // (float)
- 564@ *= -1.0
- 567@ = 1
- :POOL2_50681
- if
- 15 > 567@
- else_jump @POOL2_50724
- Object.KeepInMemory(82@(567@,16i)) = False
- 567@ += 1
- jump @POOL2_50681
- :POOL2_50724
- Object.PutAt(83@, 558@, 559@, 560@)
- Object.Angle(83@) = 561@
- 0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 83@ with_offset 562@ 564@ 0.0
- Object.PutAt(91@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- Object.Angle(91@) = 561@
- 0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 91@ with_offset 565@ 0.0 0.0
- Object.PutAt(85@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- Object.Angle(85@) = 561@
- 0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 91@ with_offset 562@ 564@ 0.0
- Object.PutAt(89@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- Object.Angle(89@) = 561@
- 0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 89@ with_offset 565@ 0.0 0.0
- Object.PutAt(90@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- Object.Angle(90@) = 561@
- 0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 90@ with_offset 565@ 0.0 0.0
- Object.PutAt(92@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- Object.Angle(92@) = 561@
- 0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 89@ with_offset 562@ 564@ 0.0
- Object.PutAt(93@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- Object.Angle(93@) = 561@
- 0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 93@ with_offset 565@ 0.0 0.0
- Object.PutAt(84@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- Object.Angle(84@) = 561@
- 0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 84@ with_offset 565@ 0.0 0.0
- Object.PutAt(97@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- Object.Angle(97@) = 561@
- 0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 97@ with_offset 565@ 0.0 0.0
- Object.PutAt(87@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- Object.Angle(87@) = 561@
- 0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 93@ with_offset 562@ 564@ 0.0
- Object.PutAt(88@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- Object.Angle(88@) = 561@
- 0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 88@ with_offset 565@ 0.0 0.0
- Object.PutAt(94@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- Object.Angle(94@) = 561@
- 0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 94@ with_offset 565@ 0.0 0.0
- Object.PutAt(95@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- Object.Angle(95@) = 561@
- 0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 95@ with_offset 565@ 0.0 0.0
- Object.PutAt(86@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- Object.Angle(86@) = 561@
- 0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 86@ with_offset 565@ 0.0 0.0
- Object.PutAt(96@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- Object.Angle(96@) = 561@
- return
- :POOL2_51426
- 602@ = -0.96
- 603@ = 0.49
- 604@ = 0.97
- 605@ = 0.49
- 606@ = 0.97
- 607@ = -0.49
- 608@ = -0.96
- 609@ = -0.49
- 0400: store_coords_to 571@ 572@ 573@ from_object 82@ with_offset 0.0 -5.0 0.0
- Object.StorePos(82@, 574@, 575@, 576@)
- 02CE: $TEMPVAR_FLOAT_3 = ground_z_at 574@ 575@ 576@
- 0400: store_coords_to 577@ 578@ 579@ from_object 163@ with_offset 602@ 603@ 0.0
- 0400: store_coords_to 580@ 581@ 582@ from_object 163@ with_offset 604@ 605@ 0.0
- if
- 05B0: unknown_calculate 571@ 572@ 574@ 575@ 577@ 578@ 580@ 581@ store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 // IF and SET
- else_jump @POOL2_51712
- 0089: 585@ = $TEMPVAR_FLOAT_1 // (float)
- 0089: 589@ = $TEMPVAR_FLOAT_2 // (float)
- 0089: 593@ = $TEMPVAR_FLOAT_3 // (float)
- 0087: 616@ = 604@ // (float)
- 0063: 616@ -= 602@ // (float)
- 0087: 617@ = 605@ // (float)
- 0063: 617@ -= 603@ // (float)
- :POOL2_51712
- 0400: store_coords_to 577@ 578@ 579@ from_object 163@ with_offset 606@ 607@ 0.0
- if
- 05B0: unknown_calculate 571@ 572@ 574@ 575@ 577@ 578@ 580@ 581@ store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 // IF and SET
- else_jump @POOL2_51836
- 0089: 585@ = $TEMPVAR_FLOAT_1 // (float)
- 0089: 589@ = $TEMPVAR_FLOAT_2 // (float)
- 0089: 593@ = $TEMPVAR_FLOAT_3 // (float)
- 0087: 616@ = 606@ // (float)
- 0063: 616@ -= 604@ // (float)
- 0087: 617@ = 607@ // (float)
- 0063: 617@ -= 605@ // (float)
- :POOL2_51836
- 0400: store_coords_to 580@ 581@ 582@ from_object 163@ with_offset 608@ 609@ 0.0
- if
- 05B0: unknown_calculate 571@ 572@ 574@ 575@ 577@ 578@ 580@ 581@ store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 // IF and SET
- else_jump @POOL2_51960
- 0089: 585@ = $TEMPVAR_FLOAT_1 // (float)
- 0089: 589@ = $TEMPVAR_FLOAT_2 // (float)
- 0089: 593@ = $TEMPVAR_FLOAT_3 // (float)
- 0087: 616@ = 608@ // (float)
- 0063: 616@ -= 606@ // (float)
- 0087: 617@ = 609@ // (float)
- 0063: 617@ -= 607@ // (float)
- :POOL2_51960
- 0400: store_coords_to 577@ 578@ 579@ from_object 163@ with_offset 602@ 603@ 0.0
- if
- 05B0: unknown_calculate 571@ 572@ 574@ 575@ 577@ 578@ 580@ 581@ store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 // IF and SET
- else_jump @POOL2_52084
- 0089: 585@ = $TEMPVAR_FLOAT_1 // (float)
- 0089: 589@ = $TEMPVAR_FLOAT_2 // (float)
- 0089: 593@ = $TEMPVAR_FLOAT_3 // (float)
- 0087: 616@ = 602@ // (float)
- 0063: 616@ -= 608@ // (float)
- 0087: 617@ = 603@ // (float)
- 0063: 617@ -= 609@ // (float)
- :POOL2_52084
- 0087: 614@ = 574@ // (float)
- 0063: 614@ -= 571@ // (float)
- 0087: 615@ = 575@ // (float)
- 0063: 615@ -= 572@ // (float)
- 05A4: get_angle_between_vectors_origin_to 614@ 615@ and_origin_to 616@ 617@ store_to 613@
- if
- 613@ > 90.0
- else_jump @POOL2_52174
- 613@ += -180.0
- 613@ *= -1.0
- :POOL2_52174
- 0087: 169@ = 574@ // (float)
- 0063: 169@ -= 585@ // (float)
- 0087: 170@ = 575@ // (float)
- 0063: 170@ -= 589@ // (float)
- 0087: 171@ = 576@ // (float)
- 0063: 171@ -= 593@ // (float)
- 0604: get_Z_angle_for_point 169@ 170@ store_to 597@
- 0087: 595@ = 597@ // (float)
- 0087: 596@ = 597@ // (float)
- 0087: 598@ = 597@ // (float)
- 0087: 594@ = 593@ // (float)
- 0087: 591@ = 593@ // (float)
- 0087: 592@ = 593@ // (float)
- 0509: 599@ = distance_between_XY 574@ 575@ and_XY 585@ 589@
- 0073: 169@ /= 599@ // (float)
- 0073: 170@ /= 599@ // (float)
- 0088: $TEMPVAR_FLOAT_1 = 169@ // (float)
- $TEMPVAR_FLOAT_1 *= 3.0
- 0088: $TEMPVAR_FLOAT_2 = 170@ // (float)
- $TEMPVAR_FLOAT_2 *= 3.0
- 0087: 583@ = 585@ // (float)
- 0065: 583@ -= $TEMPVAR_FLOAT_1 // (float)
- 0087: 587@ = 589@ // (float)
- 0065: 587@ -= $TEMPVAR_FLOAT_2 // (float)
- 0088: $TEMPVAR_FLOAT_1 = 169@ // (float)
- $TEMPVAR_FLOAT_1 *= 1.0
- 0088: $TEMPVAR_FLOAT_2 = 170@ // (float)
- $TEMPVAR_FLOAT_2 *= 1.0
- 0087: 610@ = 585@ // (float)
- 0065: 610@ -= $TEMPVAR_FLOAT_1 // (float)
- 0087: 611@ = 589@ // (float)
- 0065: 611@ -= $TEMPVAR_FLOAT_2 // (float)
- 0087: 612@ = 593@ // (float)
- if
- 0.25 > 599@
- else_jump @POOL2_52493
- 600@ = 1
- jump @POOL2_52570
- :POOL2_52493
- if
- 0.65 > 599@
- else_jump @POOL2_52528
- 600@ = 2
- jump @POOL2_52570
- :POOL2_52528
- if
- 1.1 > 599@
- else_jump @POOL2_52563
- 600@ = 3
- jump @POOL2_52570
- :POOL2_52563
- 600@ = 4
- :POOL2_52570
- if
- 613@ > 70.0
- else_jump @POOL2_52623
- 600@ += 1
- if
- 600@ > 4
- else_jump @POOL2_52623
- 600@ = 4
- :POOL2_52623
- if
- 600@ == 1
- else_jump @POOL2_52709
- 0088: $TEMPVAR_FLOAT_1 = 169@ // (float)
- $TEMPVAR_FLOAT_1 *= 0.615
- 0088: $TEMPVAR_FLOAT_2 = 170@ // (float)
- $TEMPVAR_FLOAT_2 *= 0.615
- 0087: 584@ = 574@ // (float)
- 0065: 584@ -= $TEMPVAR_FLOAT_1 // (float)
- 0087: 588@ = 575@ // (float)
- 0065: 588@ -= $TEMPVAR_FLOAT_2 // (float)
- :POOL2_52709
- if
- 600@ == 2
- else_jump @POOL2_52795
- 0088: $TEMPVAR_FLOAT_1 = 169@ // (float)
- $TEMPVAR_FLOAT_1 *= 1.0
- 0088: $TEMPVAR_FLOAT_2 = 170@ // (float)
- $TEMPVAR_FLOAT_2 *= 1.0
- 0087: 584@ = 574@ // (float)
- 0065: 584@ -= $TEMPVAR_FLOAT_1 // (float)
- 0087: 588@ = 575@ // (float)
- 0065: 588@ -= $TEMPVAR_FLOAT_2 // (float)
- :POOL2_52795
- if
- 600@ == 3
- else_jump @POOL2_52881
- 0088: $TEMPVAR_FLOAT_1 = 169@ // (float)
- $TEMPVAR_FLOAT_1 *= 1.6
- 0088: $TEMPVAR_FLOAT_2 = 170@ // (float)
- $TEMPVAR_FLOAT_2 *= 1.6
- 0087: 584@ = 574@ // (float)
- 0065: 584@ -= $TEMPVAR_FLOAT_1 // (float)
- 0087: 588@ = 575@ // (float)
- 0065: 588@ -= $TEMPVAR_FLOAT_2 // (float)
- :POOL2_52881
- if
- 600@ == 4
- else_jump @POOL2_52967
- 0088: $TEMPVAR_FLOAT_1 = 169@ // (float)
- $TEMPVAR_FLOAT_1 *= 2.1
- 0088: $TEMPVAR_FLOAT_2 = 170@ // (float)
- $TEMPVAR_FLOAT_2 *= 2.1
- 0087: 584@ = 574@ // (float)
- 0065: 584@ -= $TEMPVAR_FLOAT_1 // (float)
- 0087: 588@ = 575@ // (float)
- 0065: 588@ -= $TEMPVAR_FLOAT_2 // (float)
- :POOL2_52967
- 0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY 574@ 575@ and_XY 584@ 588@
- 0087: 42@ = 599@ // (float)
- 42@ += 0.3
- if
- 0027: 42@ > $DISTANCE_BETWEEN_POINTS // (float)
- else_jump @POOL2_53103
- 0087: 42@ = 599@ // (float)
- 42@ += 0.3
- 0088: $TEMPVAR_FLOAT_1 = 169@ // (float)
- 006D: $TEMPVAR_FLOAT_1 *= 42@ // (float)
- 0088: $TEMPVAR_FLOAT_2 = 170@ // (float)
- 006D: $TEMPVAR_FLOAT_2 *= 42@ // (float)
- 0087: 584@ = 574@ // (float)
- 0065: 584@ -= $TEMPVAR_FLOAT_1 // (float)
- 0087: 588@ = 575@ // (float)
- 0065: 588@ -= $TEMPVAR_FLOAT_2 // (float)
- :POOL2_53103
- if
- 600@ == 1
- else_jump @POOL2_53189
- 0088: $TEMPVAR_FLOAT_1 = 169@ // (float)
- $TEMPVAR_FLOAT_1 *= 0.655
- 0088: $TEMPVAR_FLOAT_2 = 170@ // (float)
- $TEMPVAR_FLOAT_2 *= 0.655
- 0087: 586@ = 574@ // (float)
- 0065: 586@ -= $TEMPVAR_FLOAT_1 // (float)
- 0087: 590@ = 575@ // (float)
- 0065: 590@ -= $TEMPVAR_FLOAT_2 // (float)
- :POOL2_53189
- if
- 600@ == 2
- else_jump @POOL2_53275
- 0088: $TEMPVAR_FLOAT_1 = 169@ // (float)
- $TEMPVAR_FLOAT_1 *= 1.0
- 0088: $TEMPVAR_FLOAT_2 = 170@ // (float)
- $TEMPVAR_FLOAT_2 *= 1.0
- 0087: 586@ = 574@ // (float)
- 0065: 586@ -= $TEMPVAR_FLOAT_1 // (float)
- 0087: 590@ = 575@ // (float)
- 0065: 590@ -= $TEMPVAR_FLOAT_2 // (float)
- :POOL2_53275
- if
- 600@ == 3
- else_jump @POOL2_53361
- 0088: $TEMPVAR_FLOAT_1 = 169@ // (float)
- $TEMPVAR_FLOAT_1 *= 1.6
- 0088: $TEMPVAR_FLOAT_2 = 170@ // (float)
- $TEMPVAR_FLOAT_2 *= 1.6
- 0087: 586@ = 574@ // (float)
- 0065: 586@ -= $TEMPVAR_FLOAT_1 // (float)
- 0087: 590@ = 575@ // (float)
- 0065: 590@ -= $TEMPVAR_FLOAT_2 // (float)
- :POOL2_53361
- if
- 600@ == 4
- else_jump @POOL2_53447
- 0088: $TEMPVAR_FLOAT_1 = 169@ // (float)
- $TEMPVAR_FLOAT_1 *= 2.1
- 0088: $TEMPVAR_FLOAT_2 = 170@ // (float)
- $TEMPVAR_FLOAT_2 *= 2.1
- 0087: 586@ = 574@ // (float)
- 0065: 586@ -= $TEMPVAR_FLOAT_1 // (float)
- 0087: 590@ = 575@ // (float)
- 0065: 590@ -= $TEMPVAR_FLOAT_2 // (float)
- :POOL2_53447
- return
- :POOL2_53449
- 038D: draw_texture 1 position 618@ 619@ size 620@ 621@ RGBA 128 128 128 255
- 038D: draw_texture 2 position 622@ 623@ size 624@ 625@ RGBA 128 128 128 255
- if or
- 00E1: player 180@ pressed_key 1
- 00E1: player 180@ pressed_key 0
- else_jump @POOL2_54000
- 0494: get_joystick 180@ data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y
- 008D: $TEMPVAR_FLOAT_1 = integer $MOVE_AXIS_X to_float
- 008D: $TEMPVAR_FLOAT_2 = integer $MOVE_AXIS_Y to_float
- $TEMPVAR_FLOAT_1 /= 128.0
- $TEMPVAR_FLOAT_2 /= 128.0
- $TEMPVAR_FLOAT_1 *= 5.0
- $TEMPVAR_FLOAT_2 *= 5.0
- 0087: 42@ = 622@ // (float)
- 005D: 42@ += $TEMPVAR_FLOAT_1 // (float)
- 0087: 44@ = 620@ // (float)
- 44@ /= 2.0
- 0087: 43@ = 618@ // (float)
- 005B: 43@ += 44@ // (float)
- if
- 0025: 43@ > 42@ // (float)
- else_jump @POOL2_53715
- 0087: 43@ = 618@ // (float)
- 0063: 43@ -= 44@ // (float)
- if
- 0025: 42@ > 43@ // (float)
- else_jump @POOL2_53715
- 0088: $TEMPVAR_FLOAT_1 = 42@ // (float)
- :POOL2_53715
- 0087: 42@ = 623@ // (float)
- 005D: 42@ += $TEMPVAR_FLOAT_2 // (float)
- 0087: 44@ = 621@ // (float)
- 44@ /= 2.0
- 0087: 43@ = 619@ // (float)
- 005B: 43@ += 44@ // (float)
- if
- 0025: 43@ > 42@ // (float)
- else_jump @POOL2_53827
- 0087: 43@ = 619@ // (float)
- 0063: 43@ -= 44@ // (float)
- if
- 0025: 42@ > 43@ // (float)
- else_jump @POOL2_53827
- 0088: $TEMPVAR_FLOAT_2 = 42@ // (float)
- :POOL2_53827
- 0509: 42@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 618@ 619@
- 0087: 43@ = 620@ // (float)
- 43@ /= 3.2
- if
- 0025: 42@ > 43@ // (float)
- else_jump @POOL2_53984
- 0089: 169@ = $TEMPVAR_FLOAT_1 // (float)
- 0063: 169@ -= 618@ // (float)
- 0089: 170@ = $TEMPVAR_FLOAT_2 // (float)
- 0063: 170@ -= 619@ // (float)
- 0073: 169@ /= 42@ // (float)
- 0073: 170@ /= 42@ // (float)
- 006B: 169@ *= 43@ // (float)
- 006B: 170@ *= 43@ // (float)
- 0087: 622@ = 618@ // (float)
- 005B: 622@ += 169@ // (float)
- 0087: 623@ = 619@ // (float)
- 005B: 623@ += 170@ // (float)
- jump @POOL2_54000
- :POOL2_53984
- 0089: 622@ = $TEMPVAR_FLOAT_1 // (float)
- 0089: 623@ = $TEMPVAR_FLOAT_2 // (float)
- :POOL2_54000
- return
- :POOL2_54002
- 0087: 631@ = 52@ // (float)
- 631@ *= 2.0
- 629@ = 1
- :POOL2_54027
- if
- 16 > 629@
- else_jump @POOL2_54229
- if
- Object.Exists(82@(629@,16i))
- else_jump @POOL2_54215
- Object.StorePos(82@(629@,16i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- 0509: 630@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 627@ 628@
- if
- 0025: 631@ > 630@ // (float)
- else_jump @POOL2_54215
- 0087: 632@ = 627@ // (float)
- 0065: 632@ -= $TEMPVAR_FLOAT_1 // (float)
- 0087: 633@ = 628@ // (float)
- 0065: 633@ -= $TEMPVAR_FLOAT_2 // (float)
- 0073: 632@ /= 630@ // (float)
- 0073: 633@ /= 630@ // (float)
- 006B: 632@ *= 631@ // (float)
- 006B: 633@ *= 631@ // (float)
- 0089: 627@ = $TEMPVAR_FLOAT_1 // (float)
- 005B: 627@ += 632@ // (float)
- 0089: 628@ = $TEMPVAR_FLOAT_2 // (float)
- 005B: 628@ += 633@ // (float)
- :POOL2_54215
- 629@ += 1
- jump @POOL2_54027
- :POOL2_54229
- 0087: 630@ = 98@ // (float)
- if
- 0025: 630@ > 627@ // (float)
- else_jump @POOL2_54264
- 0087: 627@ = 630@ // (float)
- :POOL2_54264
- 0087: 630@ = 99@ // (float)
- if
- 0025: 627@ > 630@ // (float)
- else_jump @POOL2_54299
- 0087: 627@ = 630@ // (float)
- :POOL2_54299
- 0087: 630@ = 100@ // (float)
- if
- 0025: 630@ > 628@ // (float)
- else_jump @POOL2_54334
- 0087: 628@ = 630@ // (float)
- :POOL2_54334
- 0087: 630@ = 101@ // (float)
- if
- 0025: 628@ > 630@ // (float)
- else_jump @POOL2_54369
- 0087: 628@ = 630@ // (float)
- :POOL2_54369
- return
- :POOL2_54371
- 0400: store_coords_to $6460 $6461 $6462 from_object 163@ with_offset 0.0 0.0 0.0
- 0400: store_coords_to $6463 $6464 $6465 from_object 163@ with_offset 0.0 -1.0 0.0
- 0086: $6466 = $6460 // (float)
- 0061: $6466 -= $6463 // (float)
- 0086: $6468 = $6461 // (float)
- 0061: $6468 -= $6464 // (float)
- 0509: $6470 = distance_between_XY $6460 $6461 and_XY $6463 $6464
- 0071: $6466 /= $6470 // (float)
- 0071: $6468 /= $6470 // (float)
- 0086: $6467 = $6468 // (float)
- 0086: $6469 = $6466 // (float)
- $6469 *= -1.0
- return
- :POOL2_54522
- 0937: text_draw_box_cornerA 29.0 220.0 cornerB 641@ 647@ GXT_reference 'BJ_TITL' style 2 // Wager
- gosub @POOL2_60436
- 0340: set_text_draw_RGBA 134 155 184 255
- 0343: set_text_draw_linewidth 640.0
- 033E: set_draw_text_position 36.0 240.0 GXT 'BJ_01' // Total Wager
- gosub @POOL2_60436
- 033F: set_text_draw_letter_size 0.6253 2.7876
- 045A: draw_text_1number 36.0 260.0 GXT 'DOLLAR' number 155@ // $~1~
- gosub @POOL2_60436
- 0340: set_text_draw_RGBA 134 155 184 255
- 0343: set_text_draw_linewidth 640.0
- 033E: set_draw_text_position 36.0 290.0 GXT 'BJ_02' // Min Wager
- gosub @POOL2_60436
- 033F: set_text_draw_letter_size 0.6253 2.7876
- 045A: draw_text_1number 36.0 310.0 GXT 'DOLLAR' number $9460 // $~1~
- gosub @POOL2_60436
- 0340: set_text_draw_RGBA 134 155 184 255
- 0343: set_text_draw_linewidth 640.0
- 033E: set_draw_text_position 36.0 340.0 GXT 'BJ_03' // Max Wager
- gosub @POOL2_60436
- 033F: set_text_draw_letter_size 0.6253 2.7876
- 045A: draw_text_1number 36.0 360.0 GXT 'DOLLAR' number $9461 // $~1~
- return
- :POOL2_54829
- if and
- 274@ == 0
- 271@ == 0
- else_jump @POOL2_54875
- 635@ = 1
- gosub @POOL2_57034
- jump @POOL2_56226
- :POOL2_54875
- 0937: text_draw_box_cornerA 29.0 220.0 cornerB 637@ 643@ GXT_reference 'SCORE' style 2 // Info
- gosub @POOL2_60436
- 0340: set_text_draw_RGBA 134 155 184 255
- 033E: set_draw_text_position 36.0 240.0 GXT 'PL_01' // Player 1
- gosub @POOL2_60436
- 033F: set_text_draw_letter_size 636@ 642@
- if
- 217@ == 0
- else_jump @POOL2_55000
- 033E: set_draw_text_position 36.0 260.0 GXT 'PL_12' // Solids
- :POOL2_55000
- if
- 217@ == 1
- else_jump @POOL2_55039
- 033E: set_draw_text_position 36.0 260.0 GXT 'PL_13' // Stripes
- :POOL2_55039
- if
- 217@ == -1
- else_jump @POOL2_55078
- 033E: set_draw_text_position 36.0 260.0 GXT 'PL_15' // Open Table
- :POOL2_55078
- if
- 217@ == 2
- else_jump @POOL2_55117
- 033E: set_draw_text_position 36.0 260.0 GXT 'PL_14' // Black
- :POOL2_55117
- gosub @POOL2_60436
- 0340: set_text_draw_RGBA 134 155 184 255
- if
- 178@ == 1
- else_jump @POOL2_55184
- 033E: set_draw_text_position 36.0 290.0 GXT 'PL_02' // Player 2
- jump @POOL2_55205
- :POOL2_55184
- 033E: set_draw_text_position 36.0 290.0 GXT 'PL_03' // CPU
- :POOL2_55205
- gosub @POOL2_60436
- 033F: set_text_draw_letter_size 636@ 642@
- if
- 218@ == 0
- else_jump @POOL2_55259
- 033E: set_draw_text_position 36.0 310.0 GXT 'PL_12' // Solids
- :POOL2_55259
- if
- 218@ == 1
- else_jump @POOL2_55298
- 033E: set_draw_text_position 36.0 310.0 GXT 'PL_13' // Stripes
- :POOL2_55298
- if
- 218@ == -1
- else_jump @POOL2_55337
- 033E: set_draw_text_position 36.0 310.0 GXT 'PL_15' // Open Table
- :POOL2_55337
- if
- 218@ == 2
- else_jump @POOL2_55376
- 033E: set_draw_text_position 36.0 310.0 GXT 'PL_14' // Black
- :POOL2_55376
- if
- 274@ > 0
- else_jump @POOL2_55696
- gosub @POOL2_60436
- 0340: set_text_draw_RGBA 134 155 184 255
- 033E: set_draw_text_position 36.0 340.0 GXT 'PL_04' // Foul!
- gosub @POOL2_60436
- 033F: set_text_draw_letter_size 636@ 642@
- 0871: init_jump_table 274@ total_jumps 7 default_jump 0 @POOL2_55689 jumps 0 @POOL2_55514 1 @POOL2_55521 2 @POOL2_55549 3 @POOL2_55577 4 @POOL2_55605 5 @POOL2_55633 6 @POOL2_55661
- :POOL2_55514
- jump @POOL2_55689
- :POOL2_55521
- 033E: set_draw_text_position 36.0 360.0 GXT 'FOUL1' // Missed all balls
- jump @POOL2_55689
- :POOL2_55549
- 033E: set_draw_text_position 36.0 360.0 GXT 'FOUL2' // Hit wrong ball first!
- jump @POOL2_55689
- :POOL2_55577
- 033E: set_draw_text_position 36.0 360.0 GXT 'FOUL3' // Pocketed white!
- jump @POOL2_55689
- :POOL2_55605
- 033E: set_draw_text_position 36.0 360.0 GXT 'FOUL4' // Pocketed wrong color!
- jump @POOL2_55689
- :POOL2_55633
- 033E: set_draw_text_position 36.0 360.0 GXT 'FOUL5' // Pocketed black out of turn!
- jump @POOL2_55689
- :POOL2_55661
- 033E: set_draw_text_position 36.0 360.0 GXT 'FOUL6' // No balls hit the rail!
- jump @POOL2_55689
- :POOL2_55689
- jump @POOL2_56226
- :POOL2_55696
- if
- 271@ > 0
- else_jump @POOL2_56226
- if
- 271@ == 1
- else_jump @POOL2_55888
- gosub @POOL2_60436
- 0340: set_text_draw_RGBA 134 155 184 255
- 033E: set_draw_text_position 36.0 340.0 GXT 'PL_05' // Pocketed Ball!
- 39@ = 1
- :POOL2_55781
- if
- 16 > 39@
- else_jump @POOL2_55881
- if
- not 255@(39@,16i) == 0
- else_jump @POOL2_55867
- gosub @POOL2_60436
- 033F: set_text_draw_letter_size 636@ 642@
- 045A: draw_text_1number 36.0 360.0 GXT 'NUM' number 39@ // ~1~
- 39@ = 16
- :POOL2_55867
- 39@ += 1
- jump @POOL2_55781
- :POOL2_55881
- jump @POOL2_56226
- :POOL2_55888
- gosub @POOL2_60436
- 0340: set_text_draw_RGBA 134 155 184 255
- 033E: set_draw_text_position 36.0 340.0 GXT 'PL_06' // Pocketed Balls!
- 39@ = 1
- 0085: 40@ = 271@ // (int)
- 42@ = 36.0
- :POOL2_55955
- if
- 40@ > 0
- else_jump @POOL2_56226
- :POOL2_55973
- if
- 16 > 39@
- else_jump @POOL2_56219
- if
- not 255@(39@,16i) == 0
- else_jump @POOL2_56180
- if
- 40@ > 1
- else_jump @POOL2_56122
- gosub @POOL2_60436
- 033F: set_text_draw_letter_size 636@ 642@
- 0A08: get_gxt_string_1number 'COMMA' number 39@ width_to 41@ // ~1~,
- 0093: 43@ = integer 41@ to_float
- 045A: draw_text_1number 42@ 360.0 GXT 'COMMA' number 39@ // ~1~,
- 005B: 42@ += 43@ // (float)
- 39@ += 1
- 40@ -= 1
- jump @POOL2_56173
- :POOL2_56122
- gosub @POOL2_60436
- 033F: set_text_draw_letter_size 636@ 642@
- 045A: draw_text_1number 42@ 360.0 GXT 'NUM' number 39@ // ~1~
- 40@ = -1
- 39@ = 16
- :POOL2_56173
- jump @POOL2_56187
- :POOL2_56180
- 39@ += 1
- :POOL2_56187
- if
- 39@ >= 16
- else_jump @POOL2_56212
- 40@ = -1
- :POOL2_56212
- jump @POOL2_55973
- :POOL2_56219
- jump @POOL2_55955
- :POOL2_56226
- return
- if or
- 0736: NOP_false 131
- 0736: NOP_false 87
- else_jump @POOL2_56258
- 621@ += 1.0
- :POOL2_56258
- if or
- 0736: NOP_false 130
- 0736: NOP_false 90
- else_jump @POOL2_56288
- 621@ += -1.0
- :POOL2_56288
- if or
- 0736: NOP_false 128
- 0736: NOP_false 68
- else_jump @POOL2_56318
- 620@ += 1.0
- :POOL2_56318
- if or
- 0736: NOP_false 129
- 0736: NOP_false 65
- else_jump @POOL2_56348
- 620@ += -1.0
- :POOL2_56348
- if or
- 0736: NOP_false 145
- 0736: NOP_false 87
- else_jump @POOL2_56378
- 624@ += 1.0
- :POOL2_56378
- if or
- 0736: NOP_false 139
- 0736: NOP_false 90
- else_jump @POOL2_56408
- 624@ += -1.0
- :POOL2_56408
- if or
- 0736: NOP_false 143
- 0736: NOP_false 68
- else_jump @POOL2_56438
- 625@ += 1.0
- :POOL2_56438
- if or
- 0736: NOP_false 141
- 0736: NOP_false 65
- else_jump @POOL2_56468
- 625@ += -1.0
- :POOL2_56468
- if
- 0736: NOP_false 137
- else_jump @POOL2_57032
- 03A9: NOP
- 05B6: 61 // BALL_SPRITE_HEIGHT =
- 03A8: NOP 621@
- 03A9: NOP
- 05B6: 62 // BALL_SPRITE_WIDTH =
- 03A8: NOP 620@
- 03A9: NOP
- 05B6: 63 // NIB_SPRITE_HEIGHT =
- 03A8: NOP 624@
- 03A9: NOP
- 05B6: 64 // NIB_SPRITE_WIDTH =
- 03A8: NOP 625@
- :POOL2_57032
- return
- :POOL2_57034
- if
- 635@ == 0
- else_jump @POOL2_57283
- 39@ = 0
- if
- 3000 > 205@
- else_jump @POOL2_57085
- 39@ = 1
- :POOL2_57085
- if
- 236@ == 1
- else_jump @POOL2_57142
- 205@ = 0
- 39@ = 1
- if
- 198@ > 1
- else_jump @POOL2_57142
- 198@ = 0
- :POOL2_57142
- if
- 198@ == 0
- else_jump @POOL2_57187
- 03E6: remove_text_box
- 0512: show_permanent_text_box 'PL_H3' // Use movement controls to aim the cue.~N~~k~~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~ to change view. ~N~~k~~PED_SPRINT~ Proceed to shooting.~N~~k~~VEHICLE_ENTER_EXIT~ Hold to quit.
- 205@ = 0
- 198@ += 1
- :POOL2_57187
- if
- 34@ == 5
- else_jump @POOL2_57269
- if
- 198@ == 1
- else_jump @POOL2_57262
- if
- 205@ > 3000
- else_jump @POOL2_57262
- 03E6: remove_text_box
- 0512: show_permanent_text_box 'PL_H7' // ~k~~PED_JUMPING~ Display information.
- 198@ += 1
- :POOL2_57262
- jump @POOL2_57276
- :POOL2_57269
- 39@ = 1
- :POOL2_57276
- jump @POOL2_57297
- :POOL2_57283
- 39@ = 1
- 635@ = 0
- :POOL2_57297
- if
- 39@ == 1
- else_jump @POOL2_57816
- 0937: text_draw_box_cornerA 29.0 270.0 cornerB 638@ 644@ GXT_reference 'SCORE' style 2 // Info
- gosub @POOL2_60436
- 0340: set_text_draw_RGBA 134 155 184 255
- 033E: set_draw_text_position 36.0 290.0 GXT 'PL_01' // Player 1
- gosub @POOL2_60436
- 033F: set_text_draw_letter_size 636@ 642@
- if
- 217@ == 0
- else_jump @POOL2_57440
- 033E: set_draw_text_position 36.0 310.0 GXT 'PL_12' // Solids
- :POOL2_57440
- if
- 217@ == 1
- else_jump @POOL2_57479
- 033E: set_draw_text_position 36.0 310.0 GXT 'PL_13' // Stripes
- :POOL2_57479
- if
- 217@ == -1
- else_jump @POOL2_57518
- 033E: set_draw_text_position 36.0 310.0 GXT 'PL_15' // Open Table
- :POOL2_57518
- if
- 217@ == 2
- else_jump @POOL2_57557
- 033E: set_draw_text_position 36.0 310.0 GXT 'PL_14' // Black
- :POOL2_57557
- gosub @POOL2_60436
- 0340: set_text_draw_RGBA 134 155 184 255
- if
- 178@ == 1
- else_jump @POOL2_57624
- 033E: set_draw_text_position 36.0 340.0 GXT 'PL_02' // Player 2
- jump @POOL2_57645
- :POOL2_57624
- 033E: set_draw_text_position 36.0 340.0 GXT 'PL_03' // CPU
- :POOL2_57645
- gosub @POOL2_60436
- 033F: set_text_draw_letter_size 636@ 642@
- if
- 218@ == 0
- else_jump @POOL2_57699
- 033E: set_draw_text_position 36.0 360.0 GXT 'PL_12' // Solids
- :POOL2_57699
- if
- 218@ == 1
- else_jump @POOL2_57738
- 033E: set_draw_text_position 36.0 360.0 GXT 'PL_13' // Stripes
- :POOL2_57738
- if
- 218@ == -1
- else_jump @POOL2_57777
- 033E: set_draw_text_position 36.0 360.0 GXT 'PL_15' // Open Table
- :POOL2_57777
- if
- 218@ == 2
- else_jump @POOL2_57816
- 033E: set_draw_text_position 36.0 360.0 GXT 'PL_14' // Black
- :POOL2_57816
- return
- :POOL2_57818
- 636@ = 0.4753
- 642@ = 2.3176
- 0871: init_jump_table $CURRENT_LANGUAGE total_jumps 4 default_jump 1 @POOL2_58009 jumps 1 @POOL2_57901 2 @POOL2_57955 3 @POOL2_57982 4 @POOL2_57928 -1 @POOL2_58036 -1 @POOL2_58036 -1 @POOL2_58036
- :POOL2_57901
- 637@ = 210.6556
- 643@ = 426.4957
- jump @POOL2_58036
- :POOL2_57928
- 637@ = 175.0805
- 643@ = 426.4957
- jump @POOL2_58036
- :POOL2_57955
- 637@ = 190.782
- 643@ = 409.0
- jump @POOL2_58036
- :POOL2_57982
- 637@ = 214.9799
- 643@ = 409.0
- jump @POOL2_58036
- :POOL2_58009
- 637@ = 174.4835
- 643@ = 409.0
- jump @POOL2_58036
- :POOL2_58036
- 0871: init_jump_table $CURRENT_LANGUAGE total_jumps 3 default_jump 1 @POOL2_58180 jumps 2 @POOL2_58126 3 @POOL2_58153 4 @POOL2_58099 -1 @POOL2_58207 -1 @POOL2_58207 -1 @POOL2_58207 -1 @POOL2_58207
- :POOL2_58099
- 638@ = 179.098
- 644@ = 396.8582
- jump @POOL2_58207
- :POOL2_58126
- 638@ = 166.0992
- 644@ = 396.8582
- jump @POOL2_58207
- :POOL2_58153
- 638@ = 205.4915
- 644@ = 396.8582
- jump @POOL2_58207
- :POOL2_58180
- 638@ = 157.0
- 644@ = 396.8582
- jump @POOL2_58207
- :POOL2_58207
- 0871: init_jump_table $CURRENT_LANGUAGE total_jumps 1 default_jump 1 @POOL2_58295 jumps 3 @POOL2_58270 -1 @POOL2_58322 -1 @POOL2_58322 -1 @POOL2_58322 -1 @POOL2_58322 -1 @POOL2_58322 -1 @POOL2_58322
- :POOL2_58270
- 0087: 639@ = 638@ // (float)
- 645@ = 394.4953
- jump @POOL2_58322
- :POOL2_58295
- 639@ = 168.1938
- 645@ = 394.4953
- jump @POOL2_58322
- :POOL2_58322
- 640@ = 0.4914
- 646@ = 2.3977
- 0871: init_jump_table $CURRENT_LANGUAGE total_jumps 1 default_jump 1 @POOL2_58432 jumps 3 @POOL2_58405 -1 @POOL2_58459 -1 @POOL2_58459 -1 @POOL2_58459 -1 @POOL2_58459 -1 @POOL2_58459 -1 @POOL2_58459
- :POOL2_58405
- 641@ = 178.0981
- 647@ = 409.0
- jump @POOL2_58459
- :POOL2_58432
- 641@ = 157.0
- 647@ = 409.0
- jump @POOL2_58459
- :POOL2_58459
- return
- if
- 0736: NOP_false 67
- else_jump @POOL2_58526
- 648@ += 1
- if
- 648@ > 5
- else_jump @POOL2_58508
- 648@ = 0
- :POOL2_58508
- 0663: NOP "SCREEN_EDIT" 648@
- :POOL2_58526
- if
- 0736: NOP_false 131
- else_jump @POOL2_58556
- 642@(648@,6f) += -0.1
- :POOL2_58556
- if
- 0736: NOP_false 130
- else_jump @POOL2_58586
- 642@(648@,6f) += 0.1
- :POOL2_58586
- if
- 0736: NOP_false 128
- else_jump @POOL2_58616
- 636@(648@,6f) += 0.1
- :POOL2_58616
- if
- 0736: NOP_false 129
- else_jump @POOL2_58646
- 636@(648@,6f) += -0.1
- :POOL2_58646
- if
- 0736: NOP_false 137
- else_jump @POOL2_59387
- 03A9: NOP
- 05B6: 65 // POOL - SCREEN_COORDS
- 03A9: NOP
- 39@ = 0
- :POOL2_58803
- if
- 6 > 39@
- else_jump @POOL2_59387
- 05B6: 66 // SCREEN_COORD_X[
- 03A7: NOP 39@
- 05B6: 67 // ] =
- 03A8: NOP 636@(39@,6f)
- 03A9: NOP
- 05B6: 68 // SCREEN_COORD_Y[
- 03A7: NOP 39@
- 05B6: 69 // ] =
- 03A8: NOP 642@(39@,6f)
- 03A9: NOP
- 39@ += 1
- jump @POOL2_58803
- :POOL2_59387
- return
- :POOL2_59389
- 39@ = 0
- if
- 3000 > 205@
- else_jump @POOL2_59422
- 39@ = 1
- :POOL2_59422
- if
- 198@ == 0
- else_jump @POOL2_59467
- 03E6: remove_text_box
- 0512: show_permanent_text_box 'PL_H6' // Use the movement controls to position the cue ball.~N~~k~~PED_SPRINT~ Continue.~N~~k~~VEHICLE_ENTER_EXIT~ Hold to QUIT.
- 205@ = 0
- 198@ += 1
- :POOL2_59467
- if
- 34@ == 4
- else_jump @POOL2_59542
- if
- 198@ == 1
- else_jump @POOL2_59542
- if
- 205@ > 3000
- else_jump @POOL2_59542
- 03E6: remove_text_box
- 0512: show_permanent_text_box 'PL_H7' // ~k~~PED_JUMPING~ Display information.
- 198@ += 1
- :POOL2_59542
- if
- 39@ == 1
- else_jump @POOL2_60139
- 0937: text_draw_box_cornerA 29.0 220.0 cornerB 639@ 645@ GXT_reference 'SCORE' style 2 // Info
- gosub @POOL2_60436
- 0340: set_text_draw_RGBA 134 155 184 255
- 033E: set_draw_text_position 36.0 240.0 GXT 'PL_01' // Player 1
- gosub @POOL2_60436
- 033F: set_text_draw_letter_size 636@ 642@
- if
- 217@ == 0
- else_jump @POOL2_59685
- 033E: set_draw_text_position 36.0 260.0 GXT 'PL_12' // Solids
- :POOL2_59685
- if
- 217@ == 1
- else_jump @POOL2_59724
- 033E: set_draw_text_position 36.0 260.0 GXT 'PL_13' // Stripes
- :POOL2_59724
- if
- 217@ == -1
- else_jump @POOL2_59763
- 033E: set_draw_text_position 36.0 260.0 GXT 'PL_15' // Open Table
- :POOL2_59763
- if
- 217@ == 2
- else_jump @POOL2_59802
- 033E: set_draw_text_position 36.0 260.0 GXT 'PL_14' // Black
- :POOL2_59802
- gosub @POOL2_60436
- 0340: set_text_draw_RGBA 134 155 184 255
- if
- 178@ == 1
- else_jump @POOL2_59869
- 033E: set_draw_text_position 36.0 290.0 GXT 'PL_02' // Player 2
- jump @POOL2_59890
- :POOL2_59869
- 033E: set_draw_text_position 36.0 290.0 GXT 'PL_03' // CPU
- :POOL2_59890
- gosub @POOL2_60436
- 033F: set_text_draw_letter_size 636@ 642@
- if
- 218@ == 0
- else_jump @POOL2_59944
- 033E: set_draw_text_position 36.0 310.0 GXT 'PL_12' // Solids
- :POOL2_59944
- if
- 218@ == 1
- else_jump @POOL2_59983
- 033E: set_draw_text_position 36.0 310.0 GXT 'PL_13' // Stripes
- :POOL2_59983
- if
- 218@ == -1
- else_jump @POOL2_60022
- 033E: set_draw_text_position 36.0 310.0 GXT 'PL_15' // Open Table
- :POOL2_60022
- if
- 218@ == 2
- else_jump @POOL2_60061
- 033E: set_draw_text_position 36.0 310.0 GXT 'PL_14' // Black
- :POOL2_60061
- gosub @POOL2_60436
- 0340: set_text_draw_RGBA 134 155 184 255
- 033E: set_draw_text_position 36.0 340.0 GXT 'PL_16' // Scratch
- gosub @POOL2_60436
- 033F: set_text_draw_letter_size 636@ 642@
- 033E: set_draw_text_position 36.0 360.0 GXT 'PL_17' // Ball in hand
- :POOL2_60139
- return
- 033F: set_text_draw_letter_size 0.4487 1.5974
- 0340: set_text_draw_RGBA 128 148 178 255
- 0341: unknown_text_draw_flag 1
- 0343: set_text_draw_linewidth 2000.0
- 0348: enable_text_draw_proportional 1
- return
- 033F: set_text_draw_letter_size 0.4487 1.5974
- 0340: set_text_draw_RGBA 128 148 178 255
- 03E4: enable_text_draw_align_right 1
- 0343: set_text_draw_linewidth 2000.0
- 0348: enable_text_draw_proportional 1
- return
- 033F: set_text_draw_letter_size 0.9 2.4
- 0340: set_text_draw_RGBA 128 148 178 255
- 0342: enable_text_draw_centered 1
- 0343: set_text_draw_linewidth 2000.0
- 0348: enable_text_draw_proportional 1
- return
- 033F: set_text_draw_letter_size 0.9 2.4
- 0340: set_text_draw_RGBA 81 25 29 255
- 0342: enable_text_draw_centered 1
- 0343: set_text_draw_linewidth 2000.0
- 0348: enable_text_draw_proportional 1
- return
- 033F: set_text_draw_letter_size 0.54 1.44
- 0340: set_text_draw_RGBA 128 148 178 255
- 0341: unknown_text_draw_flag 1
- 0343: set_text_draw_linewidth 2000.0
- 0348: enable_text_draw_proportional 1
- return
- 033F: set_text_draw_letter_size 0.405 1.08
- 0340: set_text_draw_RGBA 128 148 178 255
- 0341: unknown_text_draw_flag 1
- 0343: set_text_draw_linewidth 2000.0
- 0348: enable_text_draw_proportional 1
- return
- 033F: set_text_draw_letter_size 0.54 1.44
- 0340: set_text_draw_RGBA 81 25 29 255
- 0341: unknown_text_draw_flag 1
- 0343: set_text_draw_linewidth 2000.0
- 0348: enable_text_draw_proportional 1
- return
- :POOL2_60436
- 0340: set_text_draw_RGBA 180 180 180 255
- 033F: set_text_draw_letter_size 640@ 646@
- 03E4: enable_text_draw_align_right 0
- 0341: unknown_text_draw_flag 0
- 0342: enable_text_draw_centered 0
- 0087: 649@ = 637@ // (float)
- 649@ -= 20.0
- 0343: set_text_draw_linewidth 649@
- 0348: enable_text_draw_proportional 1
- 0345: enable_text_draw_background 0
- return
- if
- 0736: NOP_false 130
- else_jump @POOL2_60600
- 650@ += -0.0001
- 39@ = 0
- :POOL2_60536
- if
- 16 > 39@
- else_jump @POOL2_60600
- if
- Object.Exists(82@(39@,16i))
- else_jump @POOL2_60586
- 0908: set_object 82@(39@,16i) turn_mass_to 650@ // float
- :POOL2_60586
- 39@ += 1
- jump @POOL2_60536
- :POOL2_60600
- if
- 0736: NOP_false 137
- else_jump @POOL2_60680
- :POOL2_60616
- if
- 16 > 39@
- else_jump @POOL2_60680
- if
- Object.Exists(82@(39@,16i))
- else_jump @POOL2_60666
- 0908: set_object 82@(39@,16i) turn_mass_to 650@ // float
- :POOL2_60666
- 39@ += 1
- jump @POOL2_60616
- :POOL2_60680
- if
- 0736: NOP_false 145
- else_jump @POOL2_60696
- :POOL2_60696
- if
- 0736: NOP_false 139
- else_jump @POOL2_60722
- 203@ += -0.001
- :POOL2_60722
- if
- 0736: NOP_false 143
- else_jump @POOL2_60748
- 204@ += 0.001
- :POOL2_60748
- if
- 0736: NOP_false 141
- else_jump @POOL2_60774
- 204@ += -0.001
- :POOL2_60774
- return
- :POOL2_60776
- 00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1 // ~r~MISSION FAILED!
- return
- :POOL2_60794
- 01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1 // MISSION PASSED!~n~~w~$~1~
- Player.Money($PLAYER_CHAR) += 10000
- Player.ClearWantedLevel($PLAYER_CHAR)
- return
- :POOL2_60828
- 08F6: restore_player_group
- 09D8: NOP 0
- 0A3F: unknown_flag 0
- $1904 = 0
- 040D: unload_wav 4
- 39@ = 0
- :POOL2_60856
- if
- 10 > 39@
- else_jump @POOL2_60917
- if
- Object.Exists(347@(39@,10i))
- else_jump @POOL2_60903
- Object.Destroy(347@(39@,10i))
- :POOL2_60903
- 39@ += 1
- jump @POOL2_60856
- :POOL2_60917
- if
- not Actor.Dead($9458)
- else_jump @POOL2_60982
- 0647: unknown_actor $9458 look_task
- Actor.StorePos($9458, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- 02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3
- 0089: 223@ = $TEMPVAR_FLOAT_3 // (float)
- 0089: 227@ = $TEMPVAR_FLOAT_3 // (float)
- :POOL2_60982
- if
- not Actor.Dead($9458)
- else_jump @POOL2_61026
- Actor.StorePos($9458, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- Actor.PutAt($9458, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, 227@)
- :POOL2_61026
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @POOL2_61151
- Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
- Actor.PutAt($PLAYER_ACTOR, 221@, 222@, 223@)
- if
- not Actor.Dead($9458)
- else_jump @POOL2_61100
- Actor.StorePos($9458, 165@, 166@, 167@)
- :POOL2_61100
- 0087: 169@ = 165@ // (float)
- 0065: 169@ -= $TEMPVAR_FLOAT_1 // (float)
- 0087: 170@ = 166@ // (float)
- 0065: 170@ -= $TEMPVAR_FLOAT_2 // (float)
- 0604: get_Z_angle_for_point 169@ 170@ store_to $TEMPVAR_ANGLE
- Actor.Angle($PLAYER_ACTOR) = $TEMPVAR_ANGLE
- :POOL2_61151
- Model.Load(#POOLCUE)
- :POOL2_61156
- if
- not Model.Available(#POOLCUE)
- else_jump @POOL2_61183
- wait 0
- jump @POOL2_61156
- :POOL2_61183
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @POOL2_61223
- 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0
- 070B: set_actor $PLAYER_ACTOR onbone_attached_object_operation 0
- 01B2: give_actor $PLAYER_ACTOR weapon 7 ammo 9999 // Load the weapon model before using this
- :POOL2_61223
- if
- Object.Exists(106@)
- else_jump @POOL2_61244
- Object.Destroy(106@)
- :POOL2_61244
- if
- Object.Exists(107@)
- else_jump @POOL2_61265
- Object.Destroy(107@)
- :POOL2_61265
- if
- Object.Exists(238@)
- else_jump @POOL2_61286
- Object.Destroy(238@)
- :POOL2_61286
- if
- Object.Exists($9459)
- else_jump @POOL2_61307
- Object.Destroy($9459)
- :POOL2_61307
- Model.Destroy(#POOLCUE)
- Model.Destroy(#K_POOLQ)
- 04EF: release_animation "POOL"
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @POOL2_61352
- 0792: disembark_instantly_actor $PLAYER_ACTOR
- 0619: enable_actor $PLAYER_ACTOR collision_detection 1
- :POOL2_61352
- 03DE: set_pedestrians_density_multiplier_to 1.0
- 01EB: set_traffic_density_multiplier_to 1.0
- 00BE: text_clear_all
- 03E6: remove_text_box
- $ONMISSION = 0
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @POOL2_61458
- 0792: disembark_instantly_actor $PLAYER_ACTOR
- 0792: disembark_instantly_actor $PLAYER_ACTOR
- 0792: disembark_instantly_actor $PLAYER_ACTOR
- 0792: disembark_instantly_actor $PLAYER_ACTOR
- 0792: disembark_instantly_actor $PLAYER_ACTOR
- 0647: unknown_actor $PLAYER_ACTOR look_task
- 0615: define_AS_pack_begin 47@
- 05BA: AS_actor -1 move_mouth 1 ms
- 05B9: AS_actor -1 stay_idle 1 ms
- 0616: define_AS_pack_end 47@
- 0618: assign_actor $PLAYER_ACTOR to_AS_pack 47@
- 061B: remove_references_to_AS_pack 47@
- :POOL2_61458
- mission_cleanup
- return
- 0454: useless_store_debug_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3
- if
- Object.Exists(163@)
- else_jump @POOL2_61511
- Object.StorePos(163@, 165@, 166@, 167@)
- $TEMPVAR_ANGLE = Object.Angle(163@)
- :POOL2_61511
- $TEMPVAR_ANGLE *= -1.0
- 02F7: 42@ = cosine $TEMPVAR_ANGLE // (float)
- 02F6: 43@ = sine $TEMPVAR_ANGLE // (float)
- 0089: 169@ = $TEMPVAR_FLOAT_1 // (float)
- 0063: 169@ -= 165@ // (float)
- 0089: 170@ = $TEMPVAR_FLOAT_2 // (float)
- 0063: 170@ -= 166@ // (float)
- 0089: 171@ = $TEMPVAR_FLOAT_3 // (float)
- 0063: 171@ -= 167@ // (float)
- 0087: 172@ = 169@ // (float)
- 006B: 172@ *= 42@ // (float)
- 0087: 44@ = 170@ // (float)
- 006B: 44@ *= 43@ // (float)
- 0063: 172@ -= 44@ // (float)
- 0087: 173@ = 169@ // (float)
- 006B: 173@ *= 43@ // (float)
- 0087: 44@ = 170@ // (float)
- 006B: 44@ *= 42@ // (float)
- 005B: 173@ += 44@ // (float)
- 03A9: NOP
- 05B6: 70 // FIXED_CAMERA_POSITION - OFFSET FROM TABLE =
- 03A8: NOP 172@
- 03A8: NOP 173@
- 03A8: NOP 171@
- 0463: useless_store_debug_camera_target_point_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3
- 0089: 169@ = $TEMPVAR_FLOAT_1 // (float)
- 0063: 169@ -= 165@ // (float)
- 0089: 170@ = $TEMPVAR_FLOAT_2 // (float)
- 0063: 170@ -= 166@ // (float)
- 0089: 171@ = $TEMPVAR_FLOAT_3 // (float)
- 0063: 171@ -= 167@ // (float)
- 0087: 172@ = 169@ // (float)
- 006B: 172@ *= 42@ // (float)
- 0087: 44@ = 170@ // (float)
- 006B: 44@ *= 43@ // (float)
- 0063: 172@ -= 44@ // (float)
- 0087: 173@ = 169@ // (float)
- 006B: 173@ *= 43@ // (float)
- 0087: 44@ = 170@ // (float)
- 006B: 44@ *= 42@ // (float)
- 005B: 173@ += 44@ // (float)
- 03A9: NOP
- 05B6: 71 // CAMERA_POINT_AT - OFFSET FROM TABLE =
- 03A8: NOP 172@
- 03A8: NOP 173@
- 03A8: NOP 171@
- return
- 0454: useless_store_debug_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3
- if
- Actor.Defined(215@)
- else_jump @POOL2_62165
- if
- not Actor.Dead(215@)
- else_jump @POOL2_62165
- Actor.StorePos(215@, 165@, 166@, 167@)
- $TEMPVAR_ANGLE = Actor.Angle(215@)
- :POOL2_62165
- $TEMPVAR_ANGLE *= -1.0
- 02F7: 42@ = cosine $TEMPVAR_ANGLE // (float)
- 02F6: 43@ = sine $TEMPVAR_ANGLE // (float)
- 0089: 169@ = $TEMPVAR_FLOAT_1 // (float)
- 0063: 169@ -= 165@ // (float)
- 0089: 170@ = $TEMPVAR_FLOAT_2 // (float)
- 0063: 170@ -= 166@ // (float)
- 0089: 171@ = $TEMPVAR_FLOAT_3 // (float)
- 0063: 171@ -= 167@ // (float)
- 0087: 172@ = 169@ // (float)
- 006B: 172@ *= 42@ // (float)
- 0087: 44@ = 170@ // (float)
- 006B: 44@ *= 43@ // (float)
- 0063: 172@ -= 44@ // (float)
- 0087: 173@ = 169@ // (float)
- 006B: 173@ *= 43@ // (float)
- 0087: 44@ = 170@ // (float)
- 006B: 44@ *= 42@ // (float)
- 005B: 173@ += 44@ // (float)
- 03A9: NOP
- 05B6: 72 // FIXED_CAMERA_POSITION - OFFSET FROM CHAR =
- 03A8: NOP 172@
- 03A8: NOP 173@
- 03A8: NOP 171@
- 0463: useless_store_debug_camera_target_point_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3
- 0089: 169@ = $TEMPVAR_FLOAT_1 // (float)
- 0063: 169@ -= 165@ // (float)
- 0089: 170@ = $TEMPVAR_FLOAT_2 // (float)
- 0063: 170@ -= 166@ // (float)
- 0089: 171@ = $TEMPVAR_FLOAT_3 // (float)
- 0063: 171@ -= 167@ // (float)
- 0087: 172@ = 169@ // (float)
- 006B: 172@ *= 42@ // (float)
- 0087: 44@ = 170@ // (float)
- 006B: 44@ *= 43@ // (float)
- 0063: 172@ -= 44@ // (float)
- 0087: 173@ = 169@ // (float)
- 006B: 173@ *= 43@ // (float)
- 0087: 44@ = 170@ // (float)
- 006B: 44@ *= 42@ // (float)
- 005B: 173@ += 44@ // (float)
- 03A9: NOP
- 05B6: 73 // CAMERA_POINT_AT - OFFSET FROM CHAR =
- 03A8: NOP 172@
- 03A8: NOP 173@
- 03A8: NOP 171@
- return
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