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heliarm.cs

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  1. // This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007
  2.  
  3. {$VERSION 3.1.0027}
  4. {$CLEO .cs}
  5.  
  6. //-------------MAIN---------------
  7. thread 'HELIARM'
  8. 0A95: enable_thread_saving
  9.  
  10. :HELIARM_13
  11. wait 0
  12. if and
  13. Player.Defined($PLAYER_CHAR)
  14. 00E1: player 0 pressed_key 11
  15. else_jump @HELIARM_13
  16. if or
  17. 04A9: actor $PLAYER_ACTOR driving_heli
  18. Actor.DrivingVehicleType($PLAYER_ACTOR, #HYDRA)
  19. Actor.DrivingVehicleType($PLAYER_ACTOR, #RUSTLER)
  20. else_jump @HELIARM_13
  21. Model.Load(#MISSILE)
  22. Model.Load(#HEATSEEK)
  23. Model.Load(#MINIGUN)
  24. Model.Load(2893)
  25. Model.Load(1582)
  26. 038B: load_requested_models
  27.  
  28. :HELIARM_98
  29. wait 0
  30. if and
  31. Model.Available(#MISSILE)
  32. Model.Available(#HEATSEEK)
  33. Model.Available(#MINIGUN)
  34. Model.Available(2893)
  35. Model.Available(1582)
  36. 80E1: not player 0 pressed_key 11
  37. else_jump @HELIARM_98
  38. 03C0: 0@ = actor $PLAYER_ACTOR car
  39. 17@ = Object.Create(1582, 0.0, 0.0, 0.0)
  40. Object.KeepInMemory(17@) = True
  41. 0750: set_object 17@ visibility 0
  42. Object.CollisionDetection(17@) = False
  43. if and
  44. 04A9: actor $PLAYER_ACTOR driving_heli
  45. not Actor.DrivingVehicleType($PLAYER_ACTOR, #HUNTER)
  46. else_jump @HELIARM_940
  47. 7@ = 0.0
  48.  
  49. :HELIARM_230
  50. 5.0 > 7@
  51. else_jump @HELIARM_366
  52. 7@ += 0.1
  53. 0407: store_coords_to 22@ 23@ 24@ from_car 0@ with_offset 7@ 5.0 0.0
  54. 0407: store_coords_to 25@ 26@ 27@ from_car 0@ with_offset 7@ 0.0 0.0
  55. if
  56. 06BD: no_obstacles_between 22@ 23@ 24@ and 25@ 26@ 27@ solid 0 car 1 actor 0 object 0 particle 0
  57. else_jump @HELIARM_359
  58. jump @HELIARM_366
  59.  
  60. :HELIARM_359
  61. jump @HELIARM_230
  62.  
  63. :HELIARM_366
  64. 7@ += 1.6
  65. 1@ = Object.Create(2893, 0.0, 0.0, 0.0)
  66. 08D2: object 1@ scale_model 0.75
  67. 0681: attach_object 1@ to_car 0@ with_offset 7@ 0.0 0.1 rotation -16.5 0.0 -90.0
  68. Object.CollisionDetection(1@) = False
  69. 7@ *= -1.0
  70. 2@ = Object.Create(2893, 0.0, 0.0, 0.0)
  71. 08D2: object 2@ scale_model 0.75
  72. 0681: attach_object 2@ to_car 0@ with_offset 7@ 0.0 0.1 rotation -16.5 0.0 90.0
  73. Object.CollisionDetection(2@) = False
  74. 7@ *= -1.0
  75. 7@ -= 0.2
  76. 0087: 16@ = 7@ // (float)
  77. 3@ = Object.Create(#MINIGUN, 0.0, 0.0, 0.0)
  78. 08D2: object 3@ scale_model 1.5
  79. 0681: attach_object 3@ to_car 0@ with_offset 7@ -0.25 0.0 rotation 0.0 30.0 95.0
  80. Object.CollisionDetection(3@) = False
  81. 7@ *= -1.0
  82. 7@ += 0.3
  83. 4@ = Object.Create(#MINIGUN, 0.0, 0.0, 0.0)
  84. 08D2: object 4@ scale_model 1.5
  85. 0681: attach_object 4@ to_car 0@ with_offset 7@ -0.25 0.0 rotation 0.0 30.0 95.0
  86. Object.CollisionDetection(4@) = False
  87. 7@ *= -1.0
  88. 7@ -= 0.5
  89. 5@ = Object.Create(#HEATSEEK, 0.0, 0.0, 0.0)
  90. 08D2: object 5@ scale_model 2.0
  91. 0681: attach_object 5@ to_car 0@ with_offset 7@ 0.0 -0.1 rotation 0.0 180.0 270.0
  92. Object.CollisionDetection(5@) = False
  93. 7@ *= -1.0
  94. 7@ -= 0.1
  95. 6@ = Object.Create(#HEATSEEK, 0.0, 0.0, 0.0)
  96. 08D2: object 6@ scale_model 2.0
  97. 0681: attach_object 6@ to_car 0@ with_offset 7@ 0.0 -0.1 rotation 0.0 180.0 270.0
  98. Object.CollisionDetection(6@) = False
  99. 7@ -= 0.05
  100.  
  101. :HELIARM_940
  102. if
  103. Actor.DrivingVehicleType($PLAYER_ACTOR, #HUNTER)
  104. else_jump @HELIARM_1037
  105. 3@ = Object.Create(#MINIGUN, 0.0, 0.0, 0.0)
  106. 08D2: object 3@ scale_model 1.5
  107. 0681: attach_object 3@ to_car 0@ with_offset 0.0 3.2 -1.0 rotation 0.0 30.0 95.0
  108. Object.CollisionDetection(3@) = False
  109.  
  110. :HELIARM_1037
  111. if
  112. Actor.DrivingVehicleType($PLAYER_ACTOR, #RUSTLER)
  113. else_jump @HELIARM_1066
  114. 7@ = 2.2
  115.  
  116. :HELIARM_1066
  117. 8@ = 0
  118. 15@ = 13141824
  119. 28@ = 0
  120. 29@ = 40
  121. 30@ = 0
  122. 32@ = 0
  123.  
  124. :HELIARM_1111
  125. 005A: 29@ += 33@ // (int)
  126. 005A: 30@ += 33@ // (int)
  127. 0A9F: 14@ = current_thread_pointer
  128. 14@ += 16
  129. 0A8D: 14@ = read_memory 14@ size 4 virtual_protect 0
  130. 14@ -= -13202
  131. 13@ = 0
  132.  
  133. :HELIARM_1168
  134. 0A8D: 9@ = read_memory 14@ size 4 virtual_protect 0
  135. 14@ += 4
  136. 0A8D: 10@ = read_memory 14@ size 4 virtual_protect 0
  137. 14@ += 4
  138. 0A8D: 11@ = read_memory 14@ size 4 virtual_protect 0
  139. 14@ += 4
  140. if or
  141. not Object.Exists(9@)
  142. not Object.Exists(10@)
  143. else_jump @HELIARM_1253
  144. jump @HELIARM_2019
  145.  
  146. :HELIARM_1253
  147. 05A1: set_object 9@ rotation_velocity_about_an_axis 0.0 0.0 0.0 through_center_of_body
  148. 05A2: set_object 9@ rotation_velocity_about_an_axis 0.0 0.0 0.0 through_center_of_mass
  149. 0400: store_coords_to 22@ 23@ 24@ from_object 9@ with_offset 0.0 150.0 0.0
  150. 0400: store_coords_to 25@ 26@ 27@ from_object 9@ with_offset 0.0 0.0 0.0
  151. 09E5: create_flash_light_at 25@ 26@ 27@ RGB_mask 255 192 128 radius 25.0
  152. 0063: 22@ -= 25@ // (float)
  153. 0063: 23@ -= 26@ // (float)
  154. 0063: 24@ -= 27@ // (float)
  155. 059F: get_object 9@ velocity_in_direction 25@ 26@ 27@
  156. 0093: 12@ = integer 33@ to_float
  157. 12@ *= 0.025
  158. 005B: 27@ += 12@ // (float)
  159. 0093: 12@ = integer 33@ to_float
  160. 12@ /= 250.0
  161. if
  162. 12@ > 1.0
  163. else_jump @HELIARM_1489
  164. 12@ = 1.0
  165.  
  166. :HELIARM_1489
  167. 006B: 22@ *= 12@ // (float)
  168. 006B: 23@ *= 12@ // (float)
  169. 006B: 24@ *= 12@ // (float)
  170. 12@ *= -1.0
  171. 12@ += 1.0
  172. 006B: 25@ *= 12@ // (float)
  173. 006B: 26@ *= 12@ // (float)
  174. 006B: 27@ *= 12@ // (float)
  175. 005B: 22@ += 25@ // (float)
  176. 005B: 23@ += 26@ // (float)
  177. 005B: 24@ += 27@ // (float)
  178. Object.Throw(9@, 22@, 23@, 24@)
  179. 26@ = 0
  180.  
  181. :HELIARM_1602
  182. 001D: 33@ > 26@ // (int)
  183. else_jump @HELIARM_1872
  184. 0093: 27@ = integer 26@ to_float
  185. 27@ *= -0.1875
  186. 0400: store_coords_to 22@ 23@ 24@ from_object 9@ with_offset 0.0 27@ 0.0
  187. 0407: store_coords_to 25@ 26@ 27@ from_car 0@ with_offset 0.0 0.0 0.0
  188. 050A: 25@ = distance_between_XYZ 22@ 23@ 24@ and_XYZ 25@ 26@ 27@
  189. 25@ -= 15.0
  190. if
  191. 25@ > 0.0
  192. else_jump @HELIARM_1755
  193. 25@ = 0.0
  194.  
  195. :HELIARM_1755
  196. 0087: 26@ = 25@ // (float)
  197. 25@ *= 1.5
  198. 26@ *= -0.02
  199. 26@ += 0.2
  200. 0208: 27@ = random_float_in_ranges 0.05 0.075
  201. 095C: create_smoke_at 22@ 23@ 24@ velocity 0.0 0.0 25@ RGBA 0.8 0.8 0.8 1.0 size 26@ last_factor 27@
  202. 26@ += 25
  203. jump @HELIARM_1602
  204.  
  205. :HELIARM_1872
  206. if or
  207. 04DA: has_object 9@ collided
  208. 04E7: object 9@ in_water
  209. else_jump @HELIARM_1977
  210. 0400: store_coords_to 22@ 23@ 24@ from_object 9@ with_offset 0.0 0.0 0.0
  211. if
  212. 8897: not car 0@ collided_with_object 9@
  213. else_jump @HELIARM_1967
  214. 020C: create_explosion_with_radius 8 at 22@ 23@ 24@
  215. 0565: create_soundless_explosion_at 22@ 23@ 24@ type 2
  216.  
  217. :HELIARM_1967
  218. Object.Destroy(9@)
  219. Object.Destroy(10@)
  220.  
  221. :HELIARM_1977
  222. 0062: 11@ -= 32@ // (int)
  223. if and
  224. Object.Exists(9@)
  225. -2500 > 11@
  226. else_jump @HELIARM_2019
  227. Object.Destroy(9@)
  228. Object.Destroy(10@)
  229.  
  230. :HELIARM_2019
  231. 13@ += 1
  232. 13@ > 31
  233. else_jump @HELIARM_1168
  234. 0093: 33@ = integer 33@ to_float
  235. 33@ *= -0.004
  236. 13@ = 13141824
  237. 14@ = 13093032
  238.  
  239. :HELIARM_2078
  240. 13093384 > 14@
  241. else_jump @HELIARM_2674
  242. 0A8D: 9@ = read_memory 13@ size 4 virtual_protect 0
  243. if
  244. not 9@ == 38
  245. else_jump @HELIARM_2146
  246. 13@ += 44
  247. 14@ += 44
  248. jump @HELIARM_2667
  249.  
  250. :HELIARM_2146
  251. 13@ += 12
  252. 0A8D: 9@ = read_memory 13@ size 1 virtual_protect 0
  253. if
  254. 9@ == 0
  255. else_jump @HELIARM_2204
  256. 13@ += 32
  257. 14@ += 44
  258. jump @HELIARM_2667
  259.  
  260. :HELIARM_2204
  261. 13@ += 4
  262. 0A8D: 9@ = read_memory 13@ size 4 virtual_protect 0
  263. 13@ += 4
  264. 0A8D: 10@ = read_memory 13@ size 4 virtual_protect 0
  265. 13@ += 4
  266. 0A8D: 11@ = read_memory 13@ size 4 virtual_protect 0
  267. 13@ += 4
  268. 0A8C: write_memory 14@ size 4 value 9@ virtual_protect 0
  269. 14@ += 4
  270. 0A8C: write_memory 14@ size 4 value 10@ virtual_protect 0
  271. 14@ += 4
  272. 0A8C: write_memory 14@ size 4 value 11@ virtual_protect 0
  273. 14@ += 4
  274. 0A8D: 22@ = read_memory 13@ size 4 virtual_protect 0
  275. 13@ += 4
  276. 0A8D: 23@ = read_memory 13@ size 4 virtual_protect 0
  277. 13@ += 4
  278. 0A8D: 24@ = read_memory 13@ size 4 virtual_protect 0
  279. 005B: 24@ += 33@ // (float)
  280. 0A8C: write_memory 13@ size 4 value 24@ virtual_protect 0
  281. 13@ += 8
  282. 22@ *= 0.5
  283. 23@ *= 0.5
  284. 24@ *= 0.5
  285. 005B: 9@ += 22@ // (float)
  286. 005B: 10@ += 23@ // (float)
  287. 005B: 11@ += 24@ // (float)
  288. 0A8C: write_memory 14@ size 4 value 9@ virtual_protect 0
  289. 14@ += 4
  290. 0A8C: write_memory 14@ size 4 value 10@ virtual_protect 0
  291. 14@ += 4
  292. 0A8C: write_memory 14@ size 4 value 11@ virtual_protect 0
  293. 14@ += 4
  294. 0A8C: write_memory 14@ size 1 value 1 virtual_protect 0
  295. 14@ += 4
  296. 0A8D: 9@ = read_memory 12045188 size 4 virtual_protect 0
  297. 0A8C: write_memory 14@ size 4 value 9@ virtual_protect 0
  298. 14@ += 4
  299. 0A8C: write_memory 14@ size 4 value 80 virtual_protect 0
  300. 14@ += 4
  301. if and
  302. 04A9: actor $PLAYER_ACTOR driving_heli
  303. not Actor.DrivingVehicleType($PLAYER_ACTOR, #HUNTER)
  304. else_jump @HELIARM_2627
  305. 0A8C: write_memory 14@ size 4 value 0.05 virtual_protect 0
  306. jump @HELIARM_2641
  307.  
  308. :HELIARM_2627
  309. 0A8C: write_memory 14@ size 4 value 0.075 virtual_protect 0
  310.  
  311. :HELIARM_2641
  312. 14@ += 4
  313. 0A8C: write_memory 14@ size 1 value 255 virtual_protect 0
  314. 14@ += 4
  315.  
  316. :HELIARM_2667
  317. jump @HELIARM_2078
  318.  
  319. :HELIARM_2674
  320. if and
  321. 00E1: player 0 pressed_key 17
  322. 04A9: actor $PLAYER_ACTOR driving_heli
  323. not Actor.DrivingVehicleType($PLAYER_ACTOR, #HUNTER)
  324. 30@ > 125
  325. else_jump @HELIARM_3544
  326. 0A9F: 14@ = current_thread_pointer
  327. 14@ += 16
  328. 0A8D: 14@ = read_memory 14@ size 4 virtual_protect 0
  329. 14@ -= -13202
  330. 0085: 13@ = 28@ // (int)
  331. 13@ *= 12
  332. 005A: 14@ += 13@ // (int)
  333. 0A8D: 9@ = read_memory 14@ size 4 virtual_protect 0
  334. 14@ += 4
  335. 0A8D: 10@ = read_memory 14@ size 4 virtual_protect 0
  336. 14@ += -4
  337. if
  338. Object.Exists(9@)
  339. else_jump @HELIARM_2832
  340. Object.Destroy(9@)
  341. Object.Destroy(10@)
  342.  
  343. :HELIARM_2832
  344. if
  345. 08B7: test 28@ bit 0
  346. else_jump @HELIARM_2926
  347. 25@ = 0.0
  348. 005B: 25@ += 7@ // (float)
  349. 066E: create_particle "tank_fire" attached_to_object 6@ with_offset -1.26 0.07 0.29 rotation -1.0 0.0 0.0 flag 1 handle_as 13@
  350. jump @HELIARM_2995
  351.  
  352. :HELIARM_2926
  353. 25@ = 0.0
  354. 0063: 25@ -= 7@ // (float)
  355. 066E: create_particle "tank_fire" attached_to_object 5@ with_offset -1.26 0.07 0.29 rotation -1.0 0.0 0.0 flag 1 handle_as 13@
  356.  
  357. :HELIARM_2995
  358. 064C: make_particle 13@ visible
  359. 064F: remove_references_to_particle 13@
  360. 0407: store_coords_to 22@ 23@ 24@ from_car 0@ with_offset 25@ 1.0 -0.1
  361. 9@ = Object.Create(1582, 22@, 23@, 24@)
  362. 10@ = Object.Create(#MISSILE, 22@, 23@, 24@)
  363. 0681: attach_object 9@ to_car 0@ with_offset 25@ -1.0 -0.1 rotation 0.0 0.0 0.0
  364. 0682: detach_object 9@ 0.0 0.0 0.0 collision_detection 1
  365. 069A: attach_object 10@ to_object 9@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0
  366. 04D9: object 9@ set_scripted_collision_check 1
  367. 0906: set_object 9@ mass_to 7.5 // float
  368. 0908: set_object 9@ turn_mass_to 750.0 // float
  369. 08D2: object 9@ scale_model 0.1
  370. Object.ToggleInMovingList(9@) = True
  371. 0750: set_object 9@ visibility 0
  372. Object.SetImmunities(9@, 1, 1, 1, 1, 1)
  373. 08D2: object 10@ scale_model 1.0
  374. Object.CollisionDetection(10@) = False
  375. Object.SetImmunities(10@, 1, 1, 1, 1, 1)
  376. 05A1: set_object 9@ rotation_velocity_about_an_axis 0.0 0.0 0.0 through_center_of_body
  377. 05A2: set_object 9@ rotation_velocity_about_an_axis 0.0 0.0 0.0 through_center_of_mass
  378. 0400: store_coords_to 22@ 23@ 24@ from_object 9@ with_offset 0.0 50.0 0.0
  379. 0400: store_coords_to 25@ 26@ 27@ from_object 9@ with_offset 0.0 0.0 0.0
  380. 0063: 22@ -= 25@ // (float)
  381. 0063: 23@ -= 26@ // (float)
  382. 0063: 24@ -= 27@ // (float)
  383. 06A2: get_car 0@ velocity_in_direction_XYZ 25@ 26@ 27@
  384. 005B: 22@ += 25@ // (float)
  385. 005B: 23@ += 26@ // (float)
  386. 005B: 24@ += 27@ // (float)
  387. Object.Throw(9@, 22@, 23@, 24@)
  388. 28@ += 1
  389. 0A8C: write_memory 14@ size 4 value 9@ virtual_protect 0
  390. 14@ += 4
  391. 0A8C: write_memory 14@ size 4 value 10@ virtual_protect 0
  392. 14@ += 4
  393. 0A8C: write_memory 14@ size 4 value 32@ virtual_protect 0
  394. if
  395. 28@ > 31
  396. else_jump @HELIARM_3516
  397. 28@ = 0
  398.  
  399. :HELIARM_3516
  400. 30@ > 125
  401. else_jump @HELIARM_3544
  402. 30@ += -125
  403. jump @HELIARM_3516
  404.  
  405. :HELIARM_3544
  406. 33@ = 0
  407. wait 0
  408. 0A97: 14@ = car 0@ struct
  409. 14@ += 1236
  410. 0A8D: 13@ = read_memory 12045188 size 4 virtual_protect 0
  411. 0A8C: write_memory 14@ size 4 value 13@ virtual_protect 0
  412. 9@ = Car.Angle(0@)
  413. 0407: store_coords_to 22@ 23@ 24@ from_car 0@ with_offset 0.0 0.0 0.0
  414. 0407: store_coords_to 25@ 26@ 27@ from_car 0@ with_offset 0.0 0.0 1.0
  415. 0063: 25@ -= 22@ // (float)
  416. 0063: 26@ -= 23@ // (float)
  417. 0063: 27@ -= 24@ // (float)
  418. 0087: 24@ = 9@ // (float)
  419. 24@ += -90.0
  420. 0087: 22@ = 25@ // (float)
  421. 0087: 23@ = 26@ // (float)
  422. 02F6: 10@ = sine 24@ // (float)
  423. 02F7: 11@ = cosine 24@ // (float)
  424. 006B: 22@ *= 11@ // (float)
  425. 006B: 23@ *= 11@ // (float)
  426. 006B: 25@ *= 10@ // (float)
  427. 006B: 26@ *= 10@ // (float)
  428. 23@ *= -1.0
  429. 005B: 25@ += 23@ // (float)
  430. 005B: 26@ += 22@ // (float)
  431. 0087: 24@ = 9@ // (float)
  432. 0087: 10@ = 26@ // (float)
  433. 0087: 11@ = 27@ // (float)
  434. gosub @HELIARM_12945
  435. 0087: 22@ = 9@ // (float)
  436. 22@ *= -1.0
  437. 22@ += 360.0
  438. 0087: 10@ = 25@ // (float)
  439. 0509: 11@ = distance_between_XY 26@ 27@ and_XY 0.0 0.0
  440. gosub @HELIARM_12945
  441. 0087: 23@ = 9@ // (float)
  442. 0453: set_object 17@ XY_rotation 22@ 24@ angle 23@
  443. if and
  444. 00E1: player 0 pressed_key 6
  445. 04A9: actor $PLAYER_ACTOR driving_heli
  446. else_jump @HELIARM_5030
  447. 068D: get_camera_position_to 25@ 26@ 27@
  448. 068E: get_camera_target_point_to 22@ 23@ 24@
  449. 0063: 22@ -= 25@ // (float)
  450. 0063: 23@ -= 26@ // (float)
  451. 0063: 24@ -= 27@ // (float)
  452. 22@ *= -1.0
  453. 23@ *= -1.0
  454. 24@ *= -1.0
  455. 0087: 10@ = 22@ // (float)
  456. 0087: 11@ = 23@ // (float)
  457. gosub @HELIARM_12945
  458. 0087: 10@ = 24@ // (float)
  459. 0087: 24@ = 9@ // (float)
  460. 0509: 11@ = distance_between_XY 22@ 23@ and_XY 0.0 0.0
  461. gosub @HELIARM_12945
  462. 0087: 22@ = 9@ // (float)
  463. 22@ += 10.0
  464. 02F6: 9@ = sine 24@ // (float)
  465. 02F7: 10@ = cosine 24@ // (float)
  466. 02F7: 11@ = cosine 22@ // (float)
  467. 006B: 9@ *= 11@ // (float)
  468. 006B: 10@ *= 11@ // (float)
  469. 02F6: 11@ = sine 22@ // (float)
  470. 9@ *= 10.0
  471. 10@ *= -10.0
  472. 11@ *= 10.0
  473. 005B: 25@ += 9@ // (float)
  474. 005B: 26@ += 10@ // (float)
  475. 005B: 27@ += 11@ // (float)
  476. 06A2: get_car 0@ velocity_in_direction_XYZ 22@ 23@ 24@
  477. 0093: 14@ = integer 33@ to_float
  478. 14@ *= 0.001
  479. 006B: 22@ *= 14@ // (float)
  480. 006B: 23@ *= 14@ // (float)
  481. 006B: 24@ *= 14@ // (float)
  482. 005B: 25@ += 22@ // (float)
  483. 005B: 26@ += 23@ // (float)
  484. 005B: 27@ += 24@ // (float)
  485. 04D5: create_corona_at 25@ 26@ 27@ radius 0.1 type 9 flare 0 RGB 0 255 0
  486. 068D: get_camera_position_to 25@ 26@ 27@
  487. Car.StorePos(0@, 22@, 23@, 24@)
  488. 050A: 14@ = distance_between_XYZ 25@ 26@ 27@ and_XYZ 22@ 23@ 24@
  489. 9@ *= 0.1
  490. 10@ *= 0.1
  491. 11@ *= 0.1
  492. 0087: 22@ = 9@ // (float)
  493. 0087: 23@ = 10@ // (float)
  494. 0087: 24@ = 11@ // (float)
  495. 006B: 22@ *= 14@ // (float)
  496. 006B: 23@ *= 14@ // (float)
  497. 006B: 24@ *= 14@ // (float)
  498. 005B: 25@ += 22@ // (float)
  499. 005B: 26@ += 23@ // (float)
  500. 005B: 27@ += 24@ // (float)
  501. 0087: 22@ = 25@ // (float)
  502. 0087: 23@ = 26@ // (float)
  503. 0087: 24@ = 27@ // (float)
  504. 005B: 22@ += 9@ // (float)
  505. 005B: 23@ += 10@ // (float)
  506. 005B: 24@ += 11@ // (float)
  507. 14@ = 0
  508.  
  509. :HELIARM_4509
  510. 005B: 22@ += 9@ // (float)
  511. 005B: 23@ += 10@ // (float)
  512. 005B: 24@ += 11@ // (float)
  513. 005B: 25@ += 9@ // (float)
  514. 005B: 26@ += 10@ // (float)
  515. 005B: 27@ += 11@ // (float)
  516. if
  517. 06BD: no_obstacles_between 22@ 23@ 24@ and 25@ 26@ 27@ solid 0 car 1 actor 0 object 0 particle 0
  518. else_jump @HELIARM_4605
  519. jump @HELIARM_4626
  520.  
  521. :HELIARM_4605
  522. 14@ += 1
  523. 14@ > 10
  524. else_jump @HELIARM_4509
  525.  
  526. :HELIARM_4626
  527. 9@ *= 10.0
  528. 10@ *= 10.0
  529. 11@ *= 10.0
  530. 0087: 22@ = 25@ // (float)
  531. 0087: 23@ = 26@ // (float)
  532. 0087: 24@ = 27@ // (float)
  533. 14@ = 0
  534.  
  535. :HELIARM_4687
  536. 005B: 22@ += 9@ // (float)
  537. 005B: 23@ += 10@ // (float)
  538. 005B: 24@ += 11@ // (float)
  539. if
  540. 86BD: not no_obstacles_between 22@ 23@ 24@ and 25@ 26@ 27@ solid 1 car 1 actor 1 object 0 particle 0
  541. else_jump @HELIARM_4937
  542. 0063: 22@ -= 9@ // (float)
  543. 0063: 23@ -= 10@ // (float)
  544. 0063: 24@ -= 11@ // (float)
  545. 9@ *= 0.05
  546. 10@ *= 0.05
  547. 11@ *= 0.05
  548. 14@ = 0
  549.  
  550. :HELIARM_4813
  551. 005B: 22@ += 9@ // (float)
  552. 005B: 23@ += 10@ // (float)
  553. 005B: 24@ += 11@ // (float)
  554. if
  555. 86BD: not no_obstacles_between 22@ 23@ 24@ and 25@ 26@ 27@ solid 1 car 1 actor 1 object 0 particle 0
  556. else_jump @HELIARM_4909
  557. 0063: 22@ -= 9@ // (float)
  558. 0063: 23@ -= 10@ // (float)
  559. 0063: 24@ -= 11@ // (float)
  560. jump @HELIARM_4930
  561.  
  562. :HELIARM_4909
  563. 14@ += 1
  564. 14@ > 20
  565. else_jump @HELIARM_4813
  566.  
  567. :HELIARM_4930
  568. jump @HELIARM_4958
  569.  
  570. :HELIARM_4937
  571. 14@ += 1
  572. 14@ > 50
  573. else_jump @HELIARM_4687
  574.  
  575. :HELIARM_4958
  576. if
  577. 14@ == 50
  578. else_jump @HELIARM_5030
  579. 9@ *= 50.0
  580. 10@ *= 50.0
  581. 11@ *= 50.0
  582. 005B: 22@ += 9@ // (float)
  583. 005B: 23@ += 10@ // (float)
  584. 005B: 24@ += 11@ // (float)
  585.  
  586. :HELIARM_5030
  587. if and
  588. 80E1: not player 0 pressed_key 6
  589. 04A9: actor $PLAYER_ACTOR driving_heli
  590. not Actor.DrivingVehicleType($PLAYER_ACTOR, #HUNTER)
  591. else_jump @HELIARM_6251
  592. 13@ = 0.0
  593. 0407: store_coords_to 22@ 23@ 24@ from_car 0@ with_offset 0.0 1000.0 0.0
  594. 0A8D: 27@ = read_memory 12010640 size 4 virtual_protect 0
  595. 27@ += 4
  596. 0A8D: 27@ = read_memory 27@ size 4 virtual_protect 0
  597. 25@ = 0
  598.  
  599. :HELIARM_5139
  600. 0A8D: 26@ = read_memory 27@ size 1 virtual_protect 0
  601. 27@ += 1
  602. if and
  603. 26@ >= 0
  604. 128 > 26@
  605. else_jump @HELIARM_5651
  606. 005A: 26@ += 25@ // (int)
  607. if or
  608. 003C: $PLAYER_ACTOR == 26@ // (int)
  609. Actor.Dead(26@)
  610. else_jump @HELIARM_5223
  611. jump @HELIARM_5651
  612.  
  613. :HELIARM_5223
  614. Car.StorePos(0@, 18@, 19@, 20@)
  615. Actor.StorePos(26@, 9@, 10@, 11@)
  616. if
  617. 86BD: not no_obstacles_between 9@ 10@ 11@ and 18@ 19@ 20@ solid 1 car 0 actor 0 object 0 particle 0
  618. else_jump @HELIARM_5299
  619. jump @HELIARM_5651
  620.  
  621. :HELIARM_5299
  622. 0063: 9@ -= 18@ // (float)
  623. 0063: 10@ -= 19@ // (float)
  624. 0063: 11@ -= 20@ // (float)
  625. 050A: 21@ = distance_between_XYZ 9@ 10@ 11@ and_XYZ 0.0 0.0 0.0
  626. 0073: 9@ /= 21@ // (float)
  627. 0073: 10@ /= 21@ // (float)
  628. 0073: 11@ /= 21@ // (float)
  629. 005B: 9@ += 18@ // (float)
  630. 005B: 10@ += 19@ // (float)
  631. 005B: 11@ += 20@ // (float)
  632. 0407: store_coords_to 18@ 19@ 20@ from_car 0@ with_offset 0.0 0.97 -0.26
  633. 050A: 14@ = distance_between_XYZ 9@ 10@ 11@ and_XYZ 18@ 19@ 20@
  634. 14@ -= 0.4
  635. 14@ *= -1.0
  636. Car.StorePos(0@, 18@, 19@, 20@)
  637. Actor.StorePos(26@, 9@, 10@, 11@)
  638. 050A: 21@ = distance_between_XYZ 9@ 10@ 11@ and_XYZ 18@ 19@ 20@
  639. 0073: 14@ /= 21@ // (float)
  640. if
  641. 0025: 13@ > 14@ // (float)
  642. else_jump @HELIARM_5557
  643. jump @HELIARM_5651
  644.  
  645. :HELIARM_5557
  646. 0087: 13@ = 14@ // (float)
  647. Actor.StorePos(26@, 22@, 23@, 24@)
  648. 083D: get_actor 26@ velocity_in_direction_XYZ 18@ 19@ 20@
  649. 21@ *= 0.00025
  650. 006B: 18@ *= 21@ // (float)
  651. 006B: 19@ *= 21@ // (float)
  652. 006B: 20@ *= 21@ // (float)
  653. 005B: 22@ += 18@ // (float)
  654. 005B: 23@ += 19@ // (float)
  655. 005B: 24@ += 20@ // (float)
  656.  
  657. :HELIARM_5651
  658. 25@ += 256
  659. 25@ > 35584
  660. else_jump @HELIARM_5139
  661. 0A8D: 27@ = read_memory 12010644 size 4 virtual_protect 0
  662. 27@ += 4
  663. 0A8D: 27@ = read_memory 27@ size 4 virtual_protect 0
  664. 25@ = 0
  665.  
  666. :HELIARM_5716
  667. 0A8D: 26@ = read_memory 27@ size 1 virtual_protect 0
  668. 27@ += 1
  669. if and
  670. 26@ >= 0
  671. 128 > 26@
  672. else_jump @HELIARM_6228
  673. 005A: 26@ += 25@ // (int)
  674. if or
  675. 003B: 0@ == 26@ // (int)
  676. Car.Wrecked(26@)
  677. else_jump @HELIARM_5800
  678. jump @HELIARM_6228
  679.  
  680. :HELIARM_5800
  681. Car.StorePos(0@, 18@, 19@, 20@)
  682. Car.StorePos(26@, 9@, 10@, 11@)
  683. if
  684. 86BD: not no_obstacles_between 9@ 10@ 11@ and 18@ 19@ 20@ solid 1 car 0 actor 0 object 0 particle 0
  685. else_jump @HELIARM_5876
  686. jump @HELIARM_6228
  687.  
  688. :HELIARM_5876
  689. 0063: 9@ -= 18@ // (float)
  690. 0063: 10@ -= 19@ // (float)
  691. 0063: 11@ -= 20@ // (float)
  692. 050A: 21@ = distance_between_XYZ 9@ 10@ 11@ and_XYZ 0.0 0.0 0.0
  693. 0073: 9@ /= 21@ // (float)
  694. 0073: 10@ /= 21@ // (float)
  695. 0073: 11@ /= 21@ // (float)
  696. 005B: 9@ += 18@ // (float)
  697. 005B: 10@ += 19@ // (float)
  698. 005B: 11@ += 20@ // (float)
  699. 0407: store_coords_to 18@ 19@ 20@ from_car 0@ with_offset 0.0 0.97 -0.26
  700. 050A: 14@ = distance_between_XYZ 9@ 10@ 11@ and_XYZ 18@ 19@ 20@
  701. 14@ -= 0.4
  702. 14@ *= -1.0
  703. Car.StorePos(0@, 18@, 19@, 20@)
  704. Car.StorePos(26@, 9@, 10@, 11@)
  705. 050A: 21@ = distance_between_XYZ 9@ 10@ 11@ and_XYZ 18@ 19@ 20@
  706. 0073: 14@ /= 21@ // (float)
  707. if
  708. 0025: 13@ > 14@ // (float)
  709. else_jump @HELIARM_6134
  710. jump @HELIARM_6228
  711.  
  712. :HELIARM_6134
  713. 0087: 13@ = 14@ // (float)
  714. Car.StorePos(26@, 22@, 23@, 24@)
  715. 06A2: get_car 26@ velocity_in_direction_XYZ 18@ 19@ 20@
  716. 21@ *= 0.00025
  717. 006B: 18@ *= 21@ // (float)
  718. 006B: 19@ *= 21@ // (float)
  719. 006B: 20@ *= 21@ // (float)
  720. 005B: 22@ += 18@ // (float)
  721. 005B: 23@ += 19@ // (float)
  722. 005B: 24@ += 20@ // (float)
  723.  
  724. :HELIARM_6228
  725. 25@ += 256
  726. 25@ > 27904
  727. else_jump @HELIARM_5716
  728.  
  729. :HELIARM_6251
  730. if and
  731. 80E1: not player 0 pressed_key 6
  732. Actor.DrivingVehicleType($PLAYER_ACTOR, #HUNTER)
  733. else_jump @HELIARM_7467
  734. 13@ = 0.0
  735. 0407: store_coords_to 22@ 23@ 24@ from_car 0@ with_offset 0.0 1003.3 -1.1
  736. 0A8D: 27@ = read_memory 12010640 size 4 virtual_protect 0
  737. 27@ += 4
  738. 0A8D: 27@ = read_memory 27@ size 4 virtual_protect 0
  739. 25@ = 0
  740.  
  741. :HELIARM_6355
  742. 0A8D: 26@ = read_memory 27@ size 1 virtual_protect 0
  743. 27@ += 1
  744. if and
  745. 26@ >= 0
  746. 128 > 26@
  747. else_jump @HELIARM_6867
  748. 005A: 26@ += 25@ // (int)
  749. if or
  750. 003C: $PLAYER_ACTOR == 26@ // (int)
  751. Actor.Dead(26@)
  752. else_jump @HELIARM_6439
  753. jump @HELIARM_6867
  754.  
  755. :HELIARM_6439
  756. Car.StorePos(0@, 18@, 19@, 20@)
  757. Actor.StorePos(26@, 9@, 10@, 11@)
  758. if
  759. 86BD: not no_obstacles_between 9@ 10@ 11@ and 18@ 19@ 20@ solid 1 car 0 actor 0 object 0 particle 0
  760. else_jump @HELIARM_6515
  761. jump @HELIARM_6867
  762.  
  763. :HELIARM_6515
  764. 0063: 9@ -= 18@ // (float)
  765. 0063: 10@ -= 19@ // (float)
  766. 0063: 11@ -= 20@ // (float)
  767. 050A: 21@ = distance_between_XYZ 9@ 10@ 11@ and_XYZ 0.0 0.0 0.0
  768. 0073: 9@ /= 21@ // (float)
  769. 0073: 10@ /= 21@ // (float)
  770. 0073: 11@ /= 21@ // (float)
  771. 005B: 9@ += 18@ // (float)
  772. 005B: 10@ += 19@ // (float)
  773. 005B: 11@ += 20@ // (float)
  774. 0407: store_coords_to 18@ 19@ 20@ from_car 0@ with_offset 0.0 0.97 -0.26
  775. 050A: 14@ = distance_between_XYZ 9@ 10@ 11@ and_XYZ 18@ 19@ 20@
  776. 14@ -= 0.8
  777. 14@ *= -1.0
  778. Car.StorePos(0@, 18@, 19@, 20@)
  779. Actor.StorePos(26@, 9@, 10@, 11@)
  780. 050A: 21@ = distance_between_XYZ 9@ 10@ 11@ and_XYZ 18@ 19@ 20@
  781. 0073: 14@ /= 21@ // (float)
  782. if
  783. 0025: 13@ > 14@ // (float)
  784. else_jump @HELIARM_6773
  785. jump @HELIARM_6867
  786.  
  787. :HELIARM_6773
  788. 0087: 13@ = 14@ // (float)
  789. Actor.StorePos(26@, 22@, 23@, 24@)
  790. 083D: get_actor 26@ velocity_in_direction_XYZ 18@ 19@ 20@
  791. 21@ *= 0.00025
  792. 006B: 18@ *= 21@ // (float)
  793. 006B: 19@ *= 21@ // (float)
  794. 006B: 20@ *= 21@ // (float)
  795. 005B: 22@ += 18@ // (float)
  796. 005B: 23@ += 19@ // (float)
  797. 005B: 24@ += 20@ // (float)
  798.  
  799. :HELIARM_6867
  800. 25@ += 256
  801. 25@ > 35584
  802. else_jump @HELIARM_6355
  803. 0A8D: 27@ = read_memory 12010644 size 4 virtual_protect 0
  804. 27@ += 4
  805. 0A8D: 27@ = read_memory 27@ size 4 virtual_protect 0
  806. 25@ = 0
  807.  
  808. :HELIARM_6932
  809. 0A8D: 26@ = read_memory 27@ size 1 virtual_protect 0
  810. 27@ += 1
  811. if and
  812. 26@ >= 0
  813. 128 > 26@
  814. else_jump @HELIARM_7444
  815. 005A: 26@ += 25@ // (int)
  816. if or
  817. 003B: 0@ == 26@ // (int)
  818. Car.Wrecked(26@)
  819. else_jump @HELIARM_7016
  820. jump @HELIARM_7444
  821.  
  822. :HELIARM_7016
  823. Car.StorePos(0@, 18@, 19@, 20@)
  824. Car.StorePos(26@, 9@, 10@, 11@)
  825. if
  826. 86BD: not no_obstacles_between 9@ 10@ 11@ and 18@ 19@ 20@ solid 1 car 0 actor 0 object 0 particle 0
  827. else_jump @HELIARM_7092
  828. jump @HELIARM_7444
  829.  
  830. :HELIARM_7092
  831. 0063: 9@ -= 18@ // (float)
  832. 0063: 10@ -= 19@ // (float)
  833. 0063: 11@ -= 20@ // (float)
  834. 050A: 21@ = distance_between_XYZ 9@ 10@ 11@ and_XYZ 0.0 0.0 0.0
  835. 0073: 9@ /= 21@ // (float)
  836. 0073: 10@ /= 21@ // (float)
  837. 0073: 11@ /= 21@ // (float)
  838. 005B: 9@ += 18@ // (float)
  839. 005B: 10@ += 19@ // (float)
  840. 005B: 11@ += 20@ // (float)
  841. 0407: store_coords_to 18@ 19@ 20@ from_car 0@ with_offset 0.0 0.97 -0.26
  842. 050A: 14@ = distance_between_XYZ 9@ 10@ 11@ and_XYZ 18@ 19@ 20@
  843. 14@ -= 0.8
  844. 14@ *= -1.0
  845. Car.StorePos(0@, 18@, 19@, 20@)
  846. Car.StorePos(26@, 9@, 10@, 11@)
  847. 050A: 21@ = distance_between_XYZ 9@ 10@ 11@ and_XYZ 18@ 19@ 20@
  848. 0073: 14@ /= 21@ // (float)
  849. if
  850. 0025: 13@ > 14@ // (float)
  851. else_jump @HELIARM_7350
  852. jump @HELIARM_7444
  853.  
  854. :HELIARM_7350
  855. 0087: 13@ = 14@ // (float)
  856. Car.StorePos(26@, 22@, 23@, 24@)
  857. 06A2: get_car 26@ velocity_in_direction_XYZ 18@ 19@ 20@
  858. 21@ *= 0.00025
  859. 006B: 18@ *= 21@ // (float)
  860. 006B: 19@ *= 21@ // (float)
  861. 006B: 20@ *= 21@ // (float)
  862. 005B: 22@ += 18@ // (float)
  863. 005B: 23@ += 19@ // (float)
  864. 005B: 24@ += 20@ // (float)
  865.  
  866. :HELIARM_7444
  867. 25@ += 256
  868. 25@ > 27904
  869. else_jump @HELIARM_6932
  870.  
  871. :HELIARM_7467
  872. if and
  873. 04A9: actor $PLAYER_ACTOR driving_heli
  874. not Actor.DrivingVehicleType($PLAYER_ACTOR, #HUNTER)
  875. else_jump @HELIARM_8325
  876. 0400: store_coords_to 25@ 26@ 27@ from_object 3@ with_offset 0.0 0.0 0.0
  877. 0063: 25@ -= 22@ // (float)
  878. 0063: 26@ -= 23@ // (float)
  879. 0063: 27@ -= 24@ // (float)
  880. 0400: store_coords_to 25@ 27@ 26@ from_object 17@ with_offset 25@ 27@ 26@
  881. 25@ *= -1.0
  882. 26@ *= -1.0
  883. 27@ *= -1.0
  884. 0087: 10@ = 25@ // (float)
  885. 0087: 11@ = 26@ // (float)
  886. gosub @HELIARM_12945
  887. 0087: 10@ = 27@ // (float)
  888. 0087: 27@ = 9@ // (float)
  889. 0509: 11@ = distance_between_XY 25@ 26@ and_XY 0.0 0.0
  890. gosub @HELIARM_12945
  891. 0087: 26@ = 9@ // (float)
  892. if and
  893. 27@ > 30.0
  894. 180.0 > 27@
  895. else_jump @HELIARM_7713
  896. 27@ = 30.0
  897.  
  898. :HELIARM_7713
  899. if and
  900. 27@ > 180.0
  901. 315.0 > 27@
  902. else_jump @HELIARM_7754
  903. 27@ = 315.0
  904.  
  905. :HELIARM_7754
  906. if and
  907. 26@ > 45.0
  908. 180.0 > 26@
  909. else_jump @HELIARM_7795
  910. 26@ = 45.0
  911.  
  912. :HELIARM_7795
  913. if and
  914. 26@ > 180.0
  915. 330.0 > 26@
  916. else_jump @HELIARM_7836
  917. 26@ = 330.0
  918.  
  919. :HELIARM_7836
  920. 26@ += 30.0
  921. 27@ += 95.0
  922. 0681: attach_object 3@ to_car 0@ with_offset 16@ -0.25 0.0 rotation 0.0 26@ 27@
  923. 0400: store_coords_to 25@ 26@ 27@ from_object 4@ with_offset 0.0 0.0 0.0
  924. 0063: 25@ -= 22@ // (float)
  925. 0063: 26@ -= 23@ // (float)
  926. 0063: 27@ -= 24@ // (float)
  927. 0400: store_coords_to 25@ 27@ 26@ from_object 17@ with_offset 25@ 27@ 26@
  928. 25@ *= -1.0
  929. 26@ *= -1.0
  930. 27@ *= -1.0
  931. 0087: 10@ = 25@ // (float)
  932. 0087: 11@ = 26@ // (float)
  933. gosub @HELIARM_12945
  934. 0087: 10@ = 27@ // (float)
  935. 0087: 27@ = 9@ // (float)
  936. 0509: 11@ = distance_between_XY 25@ 26@ and_XY 0.0 0.0
  937. gosub @HELIARM_12945
  938. 0087: 26@ = 9@ // (float)
  939. if and
  940. 27@ > 45.0
  941. 180.0 > 27@
  942. else_jump @HELIARM_8110
  943. 27@ = 45.0
  944.  
  945. :HELIARM_8110
  946. if and
  947. 27@ > 180.0
  948. 330.0 > 27@
  949. else_jump @HELIARM_8151
  950. 27@ = 330.0
  951.  
  952. :HELIARM_8151
  953. if and
  954. 26@ > 45.0
  955. 180.0 > 26@
  956. else_jump @HELIARM_8192
  957. 26@ = 45.0
  958.  
  959. :HELIARM_8192
  960. if and
  961. 26@ > 180.0
  962. 330.0 > 26@
  963. else_jump @HELIARM_8233
  964. 26@ = 330.0
  965.  
  966. :HELIARM_8233
  967. 26@ += 30.0
  968. 27@ += 95.0
  969. 16@ *= -1.0
  970. 16@ += 0.3
  971. 0681: attach_object 4@ to_car 0@ with_offset 16@ -0.25 0.0 rotation 0.0 26@ 27@
  972. 16@ *= -1.0
  973. 16@ += 0.3
  974.  
  975. :HELIARM_8325
  976. if
  977. Actor.DrivingVehicleType($PLAYER_ACTOR, #HUNTER)
  978. else_jump @HELIARM_8743
  979. 0400: store_coords_to 25@ 26@ 27@ from_object 3@ with_offset 0.0 0.0 0.0
  980. 0063: 25@ -= 22@ // (float)
  981. 0063: 26@ -= 23@ // (float)
  982. 0063: 27@ -= 24@ // (float)
  983. 0400: store_coords_to 25@ 27@ 26@ from_object 17@ with_offset 25@ 27@ 26@
  984. 25@ *= -1.0
  985. 26@ *= -1.0
  986. 27@ *= -1.0
  987. 0087: 10@ = 25@ // (float)
  988. 0087: 11@ = 26@ // (float)
  989. gosub @HELIARM_12945
  990. 0087: 10@ = 27@ // (float)
  991. 0087: 27@ = 9@ // (float)
  992. 0509: 11@ = distance_between_XY 25@ 26@ and_XY 0.0 0.0
  993. gosub @HELIARM_12945
  994. 0087: 26@ = 9@ // (float)
  995. if and
  996. 27@ > 60.0
  997. 180.0 > 27@
  998. else_jump @HELIARM_8566
  999. 27@ = 60.0
  1000.  
  1001. :HELIARM_8566
  1002. if and
  1003. 27@ > 180.0
  1004. 300.0 > 27@
  1005. else_jump @HELIARM_8607
  1006. 27@ = 300.0
  1007.  
  1008. :HELIARM_8607
  1009. if and
  1010. 26@ > 30.0
  1011. 180.0 > 26@
  1012. else_jump @HELIARM_8648
  1013. 26@ = 30.0
  1014.  
  1015. :HELIARM_8648
  1016. if and
  1017. 26@ > 180.0
  1018. 300.0 > 26@
  1019. else_jump @HELIARM_8689
  1020. 26@ = 300.0
  1021.  
  1022. :HELIARM_8689
  1023. 26@ += 30.0
  1024. 27@ += 95.0
  1025. 0681: attach_object 3@ to_car 0@ with_offset 0.0 3.2 -1.0 rotation 0.0 26@ 27@
  1026.  
  1027. :HELIARM_8743
  1028. if and
  1029. 80E1: not player 0 pressed_key 4
  1030. 04A9: actor $PLAYER_ACTOR driving_heli
  1031. not Actor.DrivingVehicleType($PLAYER_ACTOR, #HUNTER)
  1032. else_jump @HELIARM_8780
  1033. 29@ = 50
  1034.  
  1035. :HELIARM_8780
  1036. if and
  1037. 80E1: not player 0 pressed_key 4
  1038. 04A9: actor $PLAYER_ACTOR driving_heli
  1039. Actor.DrivingVehicleType($PLAYER_ACTOR, #HUNTER)
  1040. else_jump @HELIARM_8817
  1041. 29@ = 25
  1042.  
  1043. :HELIARM_8817
  1044. if and
  1045. 80E1: not player 0 pressed_key 17
  1046. Actor.DrivingVehicleType($PLAYER_ACTOR, #HYDRA)
  1047. else_jump @HELIARM_8849
  1048. 29@ = 20
  1049.  
  1050. :HELIARM_8849
  1051. if and
  1052. 80E1: not player 0 pressed_key 4
  1053. Actor.DrivingVehicleType($PLAYER_ACTOR, #RUSTLER)
  1054. else_jump @HELIARM_8881
  1055. 29@ = 40
  1056.  
  1057. :HELIARM_8881
  1058. if and
  1059. 00E1: player 0 pressed_key 4
  1060. 04A9: actor $PLAYER_ACTOR driving_heli
  1061. not Actor.DrivingVehicleType($PLAYER_ACTOR, #HUNTER)
  1062. 29@ >= 50
  1063. else_jump @HELIARM_9836
  1064.  
  1065. :HELIARM_8918
  1066. 29@ >= 50
  1067. else_jump @HELIARM_9836
  1068. 29@ -= 50
  1069. 14@ = 0
  1070.  
  1071. :HELIARM_8946
  1072. 066E: create_particle "gunflash" attached_to_object 3@(14@,1i) with_offset 1.725 0.025 0.675 rotation 43.0 -4.0 25.0 flag 1 handle_as 13@
  1073. 064C: make_particle 13@ visible
  1074. 064F: remove_references_to_particle 13@
  1075. 8@ += 1
  1076. 0A8C: write_memory 15@ size 4 value 38 virtual_protect 0
  1077. 15@ += 4
  1078. 0A97: 9@ = car 0@ struct
  1079. 0A8C: write_memory 15@ size 4 value 9@ virtual_protect 0
  1080. 15@ += 4
  1081. 0A8D: 9@ = read_memory 12045188 size 4 virtual_protect 0
  1082. 9@ += 1000
  1083. 0093: 9@ = integer 9@ to_float
  1084. 0A8C: write_memory 15@ size 4 value 9@ virtual_protect 0
  1085. 15@ += 4
  1086. 0A8C: write_memory 15@ size 1 value 1 virtual_protect 0
  1087. 15@ += 4
  1088. 06A2: get_car 0@ velocity_in_direction_XYZ 9@ 10@ 11@
  1089. 9@ /= 25.0
  1090. 10@ /= 25.0
  1091. 11@ /= 25.0
  1092. 0400: store_coords_to 22@ 23@ 24@ from_object 3@(14@,1i) with_offset 69.0 -7.5 40.0
  1093. 0400: store_coords_to 25@ 26@ 27@ from_object 3@(14@,1i) with_offset 0.0 0.0 0.0
  1094. 0063: 22@ -= 25@ // (float)
  1095. 0063: 23@ -= 26@ // (float)
  1096. 0063: 24@ -= 27@ // (float)
  1097. 005B: 9@ += 22@ // (float)
  1098. 005B: 10@ += 23@ // (float)
  1099. 005B: 11@ += 24@ // (float)
  1100. 9@ /= 40.0
  1101. 10@ /= 40.0
  1102. 11@ /= 40.0
  1103. 0093: 13@ = integer 29@ to_float
  1104. 006B: 9@ *= 13@ // (float)
  1105. 006B: 10@ *= 13@ // (float)
  1106. 006B: 11@ *= 13@ // (float)
  1107. 0400: store_coords_to 22@ 23@ 24@ from_object 3@(14@,1i) with_offset 1.725 0.025 0.675
  1108. 09E5: create_flash_light_at 22@ 23@ 24@ RGB_mask 255 192 128 radius 50.0
  1109. 097B: play_audio_at_object 3@(14@,1i) event 1157
  1110. 005B: 9@ += 22@ // (float)
  1111. 005B: 10@ += 23@ // (float)
  1112. 005B: 11@ += 24@ // (float)
  1113. 0A8C: write_memory 15@ size 4 value 9@ virtual_protect 0
  1114. 15@ += 4
  1115. 0A8C: write_memory 15@ size 4 value 10@ virtual_protect 0
  1116. 15@ += 4
  1117. 0A8C: write_memory 15@ size 4 value 11@ virtual_protect 0
  1118. 15@ += 4
  1119. 06A2: get_car 0@ velocity_in_direction_XYZ 9@ 10@ 11@
  1120. 9@ /= 25.0
  1121. 10@ /= 25.0
  1122. 11@ /= 25.0
  1123. 0208: 22@ = random_float_in_ranges 68.25 69.75
  1124. 0208: 23@ = random_float_in_ranges -8.25 -6.75
  1125. 0208: 24@ = random_float_in_ranges 39.25 40.75
  1126. 0400: store_coords_to 22@ 23@ 24@ from_object 3@(14@,1i) with_offset 22@ 23@ 24@
  1127. 0400: store_coords_to 25@ 26@ 27@ from_object 3@(14@,1i) with_offset 0.0 0.0 0.0
  1128. 0063: 22@ -= 25@ // (float)
  1129. 0063: 23@ -= 26@ // (float)
  1130. 0063: 24@ -= 27@ // (float)
  1131. 005B: 9@ += 22@ // (float)
  1132. 005B: 10@ += 23@ // (float)
  1133. 005B: 11@ += 24@ // (float)
  1134. 0A8C: write_memory 15@ size 4 value 9@ virtual_protect 0
  1135. 15@ += 4
  1136. 0A8C: write_memory 15@ size 4 value 10@ virtual_protect 0
  1137. 15@ += 4
  1138. 0A8C: write_memory 15@ size 4 value 11@ virtual_protect 0
  1139. 15@ += 4
  1140. 0A8C: write_memory 15@ size 2 value 200 virtual_protect 0
  1141. 15@ += 4
  1142. 14@ += 1
  1143. 14@ > 1
  1144. else_jump @HELIARM_8946
  1145. if
  1146. 8@ == 8
  1147. else_jump @HELIARM_9829
  1148. 8@ = 0
  1149. 15@ = 13141824
  1150.  
  1151. :HELIARM_9829
  1152. jump @HELIARM_8918
  1153.  
  1154. :HELIARM_9836
  1155. if and
  1156. 00E1: player 0 pressed_key 4
  1157. Actor.DrivingVehicleType($PLAYER_ACTOR, #HUNTER)
  1158. 29@ >= 25
  1159. else_jump @HELIARM_10730
  1160.  
  1161. :HELIARM_9868
  1162. 29@ >= 25
  1163. else_jump @HELIARM_10730
  1164. 29@ -= 25
  1165. 066E: create_particle "gunflash" attached_to_object 3@ with_offset 1.725 0.025 0.675 rotation 43.0 -4.0 25.0 flag 1 handle_as 13@
  1166. 064C: make_particle 13@ visible
  1167. 064F: remove_references_to_particle 13@
  1168. 8@ += 1
  1169. 0A8C: write_memory 15@ size 4 value 38 virtual_protect 0
  1170. 15@ += 4
  1171. 0A97: 9@ = car 0@ struct
  1172. 0A8C: write_memory 15@ size 4 value 9@ virtual_protect 0
  1173. 15@ += 4
  1174. 0A8D: 9@ = read_memory 12045188 size 4 virtual_protect 0
  1175. 9@ += 1000
  1176. 0093: 9@ = integer 9@ to_float
  1177. 0A8C: write_memory 15@ size 4 value 9@ virtual_protect 0
  1178. 15@ += 4
  1179. 0A8C: write_memory 15@ size 1 value 1 virtual_protect 0
  1180. 15@ += 4
  1181. 06A2: get_car 0@ velocity_in_direction_XYZ 9@ 10@ 11@
  1182. 9@ /= 25.0
  1183. 10@ /= 25.0
  1184. 11@ /= 25.0
  1185. 0400: store_coords_to 22@ 23@ 24@ from_object 3@ with_offset 69.0 -7.5 40.0
  1186. 0400: store_coords_to 25@ 26@ 27@ from_object 3@ with_offset 0.0 0.0 0.0
  1187. 0063: 22@ -= 25@ // (float)
  1188. 0063: 23@ -= 26@ // (float)
  1189. 0063: 24@ -= 27@ // (float)
  1190. 005B: 9@ += 22@ // (float)
  1191. 005B: 10@ += 23@ // (float)
  1192. 005B: 11@ += 24@ // (float)
  1193. 9@ /= 40.0
  1194. 10@ /= 40.0
  1195. 11@ /= 40.0
  1196. 0093: 13@ = integer 29@ to_float
  1197. 006B: 9@ *= 13@ // (float)
  1198. 006B: 10@ *= 13@ // (float)
  1199. 006B: 11@ *= 13@ // (float)
  1200. 0400: store_coords_to 22@ 23@ 24@ from_object 3@ with_offset 1.725 0.025 0.675
  1201. 09E5: create_flash_light_at 22@ 23@ 24@ RGB_mask 255 192 128 radius 50.0
  1202. 097B: play_audio_at_object 3@ event 1157
  1203. 005B: 9@ += 22@ // (float)
  1204. 005B: 10@ += 23@ // (float)
  1205. 005B: 11@ += 24@ // (float)
  1206. 0A8C: write_memory 15@ size 4 value 9@ virtual_protect 0
  1207. 15@ += 4
  1208. 0A8C: write_memory 15@ size 4 value 10@ virtual_protect 0
  1209. 15@ += 4
  1210. 0A8C: write_memory 15@ size 4 value 11@ virtual_protect 0
  1211. 15@ += 4
  1212. 06A2: get_car 0@ velocity_in_direction_XYZ 9@ 10@ 11@
  1213. 9@ /= 25.0
  1214. 10@ /= 25.0
  1215. 11@ /= 25.0
  1216. 0208: 22@ = random_float_in_ranges 67.0 71.0
  1217. 0208: 23@ = random_float_in_ranges -9.5 -5.5
  1218. 0208: 24@ = random_float_in_ranges 38.0 42.0
  1219. 0400: store_coords_to 22@ 23@ 24@ from_object 3@ with_offset 22@ 23@ 24@
  1220. 0400: store_coords_to 25@ 26@ 27@ from_object 3@ with_offset 0.0 0.0 0.0
  1221. 0063: 22@ -= 25@ // (float)
  1222. 0063: 23@ -= 26@ // (float)
  1223. 0063: 24@ -= 27@ // (float)
  1224. 005B: 9@ += 22@ // (float)
  1225. 005B: 10@ += 23@ // (float)
  1226. 005B: 11@ += 24@ // (float)
  1227. 0A8C: write_memory 15@ size 4 value 9@ virtual_protect 0
  1228. 15@ += 4
  1229. 0A8C: write_memory 15@ size 4 value 10@ virtual_protect 0
  1230. 15@ += 4
  1231. 0A8C: write_memory 15@ size 4 value 11@ virtual_protect 0
  1232. 15@ += 4
  1233. 0A8C: write_memory 15@ size 2 value 400 virtual_protect 0
  1234. 15@ += 4
  1235. if
  1236. 8@ == 8
  1237. else_jump @HELIARM_10723
  1238. 8@ = 0
  1239. 15@ = 13141824
  1240.  
  1241. :HELIARM_10723
  1242. jump @HELIARM_9868
  1243.  
  1244. :HELIARM_10730
  1245. if and
  1246. 00E1: player 0 pressed_key 17
  1247. Actor.DrivingVehicleType($PLAYER_ACTOR, #HYDRA)
  1248. 29@ >= 20
  1249. else_jump @HELIARM_11624
  1250.  
  1251. :HELIARM_10762
  1252. 29@ >= 20
  1253. else_jump @HELIARM_11624
  1254. 29@ -= 20
  1255. 066C: 13@ = attach_particle "gunflash" to_car 0@ with_offset -0.5 1.0 -0.9 rotation 0.0 1.0 0.0 flag 1
  1256. 064C: make_particle 13@ visible
  1257. 064F: remove_references_to_particle 13@
  1258. 8@ += 1
  1259. 0A8C: write_memory 15@ size 4 value 38 virtual_protect 0
  1260. 15@ += 4
  1261. 0A97: 9@ = car 0@ struct
  1262. 0A8C: write_memory 15@ size 4 value 9@ virtual_protect 0
  1263. 15@ += 4
  1264. 0A8D: 9@ = read_memory 12045188 size 4 virtual_protect 0
  1265. 9@ += 1000
  1266. 0093: 9@ = integer 9@ to_float
  1267. 0A8C: write_memory 15@ size 4 value 9@ virtual_protect 0
  1268. 15@ += 4
  1269. 0A8C: write_memory 15@ size 1 value 1 virtual_protect 0
  1270. 15@ += 4
  1271. 06A2: get_car 0@ velocity_in_direction_XYZ 9@ 10@ 11@
  1272. 9@ /= 25.0
  1273. 10@ /= 25.0
  1274. 11@ /= 25.0
  1275. 0407: store_coords_to 22@ 23@ 24@ from_car 0@ with_offset 0.0 100.0 0.0
  1276. 0407: store_coords_to 25@ 26@ 27@ from_car 0@ with_offset 0.0 0.0 0.0
  1277. 0063: 22@ -= 25@ // (float)
  1278. 0063: 23@ -= 26@ // (float)
  1279. 0063: 24@ -= 27@ // (float)
  1280. 005B: 9@ += 22@ // (float)
  1281. 005B: 10@ += 23@ // (float)
  1282. 005B: 11@ += 24@ // (float)
  1283. 9@ /= 40.0
  1284. 10@ /= 40.0
  1285. 11@ /= 40.0
  1286. 0093: 13@ = integer 29@ to_float
  1287. 006B: 9@ *= 13@ // (float)
  1288. 006B: 10@ *= 13@ // (float)
  1289. 006B: 11@ *= 13@ // (float)
  1290. 0407: store_coords_to 22@ 23@ 24@ from_car 0@ with_offset -0.5 1.0 -0.9
  1291. 09E5: create_flash_light_at 22@ 23@ 24@ RGB_mask 255 192 128 radius 50.0
  1292. 09F7: play_audio_at_car 0@ event 1157
  1293. 005B: 9@ += 22@ // (float)
  1294. 005B: 10@ += 23@ // (float)
  1295. 005B: 11@ += 24@ // (float)
  1296. 0A8C: write_memory 15@ size 4 value 9@ virtual_protect 0
  1297. 15@ += 4
  1298. 0A8C: write_memory 15@ size 4 value 10@ virtual_protect 0
  1299. 15@ += 4
  1300. 0A8C: write_memory 15@ size 4 value 11@ virtual_protect 0
  1301. 15@ += 4
  1302. 06A2: get_car 0@ velocity_in_direction_XYZ 9@ 10@ 11@
  1303. 9@ /= 25.0
  1304. 10@ /= 25.0
  1305. 11@ /= 25.0
  1306. 0208: 22@ = random_float_in_ranges -0.5 0.5
  1307. 0208: 23@ = random_float_in_ranges 99.5 100.5
  1308. 0208: 24@ = random_float_in_ranges -0.5 0.5
  1309. 0407: store_coords_to 22@ 23@ 24@ from_car 0@ with_offset 22@ 23@ 24@
  1310. 0407: store_coords_to 25@ 26@ 27@ from_car 0@ with_offset 0.0 0.0 0.0
  1311. 0063: 22@ -= 25@ // (float)
  1312. 0063: 23@ -= 26@ // (float)
  1313. 0063: 24@ -= 27@ // (float)
  1314. 005B: 9@ += 22@ // (float)
  1315. 005B: 10@ += 23@ // (float)
  1316. 005B: 11@ += 24@ // (float)
  1317. 0A8C: write_memory 15@ size 4 value 9@ virtual_protect 0
  1318. 15@ += 4
  1319. 0A8C: write_memory 15@ size 4 value 10@ virtual_protect 0
  1320. 15@ += 4
  1321. 0A8C: write_memory 15@ size 4 value 11@ virtual_protect 0
  1322. 15@ += 4
  1323. 0A8C: write_memory 15@ size 2 value 400 virtual_protect 0
  1324. 15@ += 4
  1325. if
  1326. 8@ == 8
  1327. else_jump @HELIARM_11617
  1328. 8@ = 0
  1329. 15@ = 13141824
  1330.  
  1331. :HELIARM_11617
  1332. jump @HELIARM_10762
  1333.  
  1334. :HELIARM_11624
  1335. if and
  1336. 00E1: player 0 pressed_key 4
  1337. Actor.DrivingVehicleType($PLAYER_ACTOR, #RUSTLER)
  1338. 29@ >= 40
  1339. else_jump @HELIARM_12593
  1340.  
  1341. :HELIARM_11656
  1342. 29@ >= 40
  1343. else_jump @HELIARM_12593
  1344. 29@ -= 40
  1345. 14@ = 0
  1346.  
  1347. :HELIARM_11684
  1348. 066C: 13@ = attach_particle "gunflash" to_car 0@ with_offset 7@ 1.5 -0.6 rotation 0.0 1.0 0.0 flag 1
  1349. 064C: make_particle 13@ visible
  1350. 064F: remove_references_to_particle 13@
  1351. 8@ += 1
  1352. 0A8C: write_memory 15@ size 4 value 38 virtual_protect 0
  1353. 15@ += 4
  1354. 0A97: 9@ = car 0@ struct
  1355. 0A8C: write_memory 15@ size 4 value 9@ virtual_protect 0
  1356. 15@ += 4
  1357. 0A8D: 9@ = read_memory 12045188 size 4 virtual_protect 0
  1358. 9@ += 1000
  1359. 0093: 9@ = integer 9@ to_float
  1360. 0A8C: write_memory 15@ size 4 value 9@ virtual_protect 0
  1361. 15@ += 4
  1362. 0A8C: write_memory 15@ size 1 value 1 virtual_protect 0
  1363. 15@ += 4
  1364. 06A2: get_car 0@ velocity_in_direction_XYZ 9@ 10@ 11@
  1365. 9@ /= 25.0
  1366. 10@ /= 25.0
  1367. 11@ /= 25.0
  1368. 0407: store_coords_to 22@ 23@ 24@ from_car 0@ with_offset 0.0 100.0 0.0
  1369. 0407: store_coords_to 25@ 26@ 27@ from_car 0@ with_offset 0.0 0.0 0.0
  1370. 0063: 22@ -= 25@ // (float)
  1371. 0063: 23@ -= 26@ // (float)
  1372. 0063: 24@ -= 27@ // (float)
  1373. 005B: 9@ += 22@ // (float)
  1374. 005B: 10@ += 23@ // (float)
  1375. 005B: 11@ += 24@ // (float)
  1376. 9@ /= 40.0
  1377. 10@ /= 40.0
  1378. 11@ /= 40.0
  1379. 0093: 13@ = integer 29@ to_float
  1380. 006B: 9@ *= 13@ // (float)
  1381. 006B: 10@ *= 13@ // (float)
  1382. 006B: 11@ *= 13@ // (float)
  1383. 0407: store_coords_to 22@ 23@ 24@ from_car 0@ with_offset 7@ 1.5 -0.6
  1384. 09E5: create_flash_light_at 22@ 23@ 24@ RGB_mask 255 192 128 radius 50.0
  1385. 09F7: play_audio_at_car 0@ event 1157
  1386. 005B: 9@ += 22@ // (float)
  1387. 005B: 10@ += 23@ // (float)
  1388. 005B: 11@ += 24@ // (float)
  1389. 0A8C: write_memory 15@ size 4 value 9@ virtual_protect 0
  1390. 15@ += 4
  1391. 0A8C: write_memory 15@ size 4 value 10@ virtual_protect 0
  1392. 15@ += 4
  1393. 0A8C: write_memory 15@ size 4 value 11@ virtual_protect 0
  1394. 15@ += 4
  1395. 06A2: get_car 0@ velocity_in_direction_XYZ 9@ 10@ 11@
  1396. 9@ /= 25.0
  1397. 10@ /= 25.0
  1398. 11@ /= 25.0
  1399. 0208: 22@ = random_float_in_ranges -0.5 0.5
  1400. 0208: 23@ = random_float_in_ranges 99.5 100.5
  1401. 0208: 24@ = random_float_in_ranges -0.5 0.5
  1402. 0407: store_coords_to 22@ 23@ 24@ from_car 0@ with_offset 22@ 23@ 24@
  1403. 0407: store_coords_to 25@ 26@ 27@ from_car 0@ with_offset 0.0 0.0 0.0
  1404. 0063: 22@ -= 25@ // (float)
  1405. 0063: 23@ -= 26@ // (float)
  1406. 0063: 24@ -= 27@ // (float)
  1407. 005B: 9@ += 22@ // (float)
  1408. 005B: 10@ += 23@ // (float)
  1409. 005B: 11@ += 24@ // (float)
  1410. 0A8C: write_memory 15@ size 4 value 9@ virtual_protect 0
  1411. 15@ += 4
  1412. 0A8C: write_memory 15@ size 4 value 10@ virtual_protect 0
  1413. 15@ += 4
  1414. 0A8C: write_memory 15@ size 4 value 11@ virtual_protect 0
  1415. 15@ += 4
  1416. 0A8C: write_memory 15@ size 2 value 400 virtual_protect 0
  1417. 15@ += 4
  1418. 7@ *= -1.0
  1419. 14@ += 1
  1420. 14@ > 1
  1421. else_jump @HELIARM_11684
  1422. 7@ += 0.25
  1423. if
  1424. 7@ > 2.7
  1425. else_jump @HELIARM_12551
  1426. 7@ = 2.2
  1427.  
  1428. :HELIARM_12551
  1429. if
  1430. 8@ == 8
  1431. else_jump @HELIARM_12586
  1432. 8@ = 0
  1433. 15@ = 13141824
  1434.  
  1435. :HELIARM_12586
  1436. jump @HELIARM_11656
  1437.  
  1438. :HELIARM_12593
  1439. if or
  1440. not Player.Defined($PLAYER_CHAR)
  1441. 00E1: player 0 pressed_key 11
  1442. 84A9: not actor $PLAYER_ACTOR driving_heli
  1443. else_jump @HELIARM_1111
  1444. if or
  1445. not Player.Defined($PLAYER_CHAR)
  1446. 00E1: player 0 pressed_key 11
  1447. not Actor.DrivingVehicleType($PLAYER_ACTOR, #HYDRA)
  1448. else_jump @HELIARM_1111
  1449. if or
  1450. not Player.Defined($PLAYER_CHAR)
  1451. 00E1: player 0 pressed_key 11
  1452. not Actor.DrivingVehicleType($PLAYER_ACTOR, #RUSTLER)
  1453. else_jump @HELIARM_1111
  1454. Car.RemoveReferences(0@)
  1455. 31@ = 1
  1456.  
  1457. :HELIARM_12692
  1458. if
  1459. Object.Exists(0@(31@,1i))
  1460. else_jump @HELIARM_12721
  1461. Object.Destroy(0@(31@,1i))
  1462.  
  1463. :HELIARM_12721
  1464. 31@ += 1
  1465. 31@ > 6
  1466. else_jump @HELIARM_12692
  1467. 0A9F: 14@ = current_thread_pointer
  1468. 14@ += 16
  1469. 0A8D: 14@ = read_memory 14@ size 4 virtual_protect 0
  1470. 14@ -= -13202
  1471. 13@ = 0
  1472.  
  1473. :HELIARM_12783
  1474. 0A8D: 9@ = read_memory 14@ size 4 virtual_protect 0
  1475. 14@ += 4
  1476. 0A8D: 10@ = read_memory 14@ size 4 virtual_protect 0
  1477. 14@ += 4
  1478. 14@ += 4
  1479. if or
  1480. not Object.Exists(9@)
  1481. not Object.Exists(10@)
  1482. else_jump @HELIARM_12856
  1483. jump @HELIARM_12866
  1484.  
  1485. :HELIARM_12856
  1486. Object.Destroy(9@)
  1487. Object.Destroy(10@)
  1488.  
  1489. :HELIARM_12866
  1490. 13@ += 1
  1491. 13@ > 31
  1492. else_jump @HELIARM_12783
  1493. Object.Destroy(17@)
  1494. Model.Destroy(#MISSILE)
  1495. Model.Destroy(#HEATSEEK)
  1496. Model.Destroy(#MINIGUN)
  1497. Model.Destroy(2893)
  1498. Model.Destroy(1582)
  1499.  
  1500. :HELIARM_12917
  1501. wait 0
  1502. if
  1503. 80E1: not player 0 pressed_key 11
  1504. else_jump @HELIARM_12917
  1505. jump @HELIARM_13
  1506.  
  1507. :HELIARM_12945
  1508. 0509: 9@ = distance_between_XY 10@ 11@ and_XY 0.0 0.0
  1509. 0073: 10@ /= 9@ // (float)
  1510. 0073: 11@ /= 9@ // (float)
  1511. 0509: 9@ = distance_between_XY 10@ 11@ and_XY 0.0 1.0
  1512. 14@ = 0
  1513.  
  1514. :HELIARM_13010
  1515. 9@ /= 2.0
  1516. 006B: 9@ *= 9@ // (float)
  1517. 0087: 11@ = 9@ // (float)
  1518. 9@ *= -1.0
  1519. 9@ += 1.0
  1520. 01FB: 9@ = square_root 9@
  1521. 9@ *= -1.0
  1522. 9@ += 1.0
  1523. 006B: 9@ *= 9@ // (float)
  1524. 005B: 9@ += 11@ // (float)
  1525. 01FB: 9@ = square_root 9@
  1526. 14@ += 1
  1527. 14@ > 15
  1528. else_jump @HELIARM_13010
  1529. 9@ *= 65536.0
  1530. 9@ /= 3.141529
  1531. 9@ *= 180.0
  1532. if
  1533. 10@ > 0.0
  1534. else_jump @HELIARM_13200
  1535. 9@ *= -1.0
  1536. 9@ += 360.0
  1537.  
  1538. :HELIARM_13200
  1539. return
  1540. 0000: NOP
  1541. 0000: NOP
  1542. 0000: NOP
  1543. 0000: NOP
  1544. 0000: NOP
  1545. 0000: NOP
  1546. 0000: NOP
  1547. 0000: NOP
  1548. 0000: NOP
  1549. 0000: NOP
  1550. 0000: NOP
  1551. 0000: NOP
  1552. 0000: NOP
  1553. 0000: NOP
  1554. 0000: NOP
  1555. 0000: NOP
  1556. 0000: NOP
  1557. 0000: NOP
  1558. 0000: NOP
  1559. 0000: NOP
  1560. 0000: NOP
  1561. 0000: NOP
  1562. 0000: NOP
  1563. 0000: NOP
  1564. 0000: NOP
  1565. 0000: NOP
  1566. 0000: NOP
  1567. 0000: NOP
  1568. 0000: NOP
  1569. 0000: NOP
  1570. 0000: NOP
  1571. 0000: NOP
  1572. 0000: NOP
  1573. 0000: NOP
  1574. 0000: NOP
  1575. 0000: NOP
  1576. 0000: NOP
  1577. 0000: NOP
  1578. 0000: NOP
  1579. 0000: NOP
  1580. 0000: NOP
  1581. 0000: NOP
  1582. 0000: NOP
  1583. 0000: NOP
  1584. 0000: NOP
  1585. 0000: NOP
  1586. 0000: NOP
  1587. 0000: NOP
  1588. 0000: NOP
  1589. 0000: NOP
  1590. 0000: NOP
  1591. 0000: NOP
  1592. 0000: NOP
  1593. 0000: NOP
  1594. 0000: NOP
  1595. 0000: NOP
  1596. 0000: NOP
  1597. 0000: NOP
  1598. 0000: NOP
  1599. 0000: NOP
  1600. 0000: NOP
  1601. 0000: NOP
  1602. 0000: NOP
  1603. 0000: NOP
  1604. 0000: NOP
  1605. 0000: NOP
  1606. 0000: NOP
  1607. 0000: NOP
  1608. 0000: NOP
  1609. 0000: NOP
  1610. 0000: NOP
  1611. 0000: NOP
  1612. 0000: NOP
  1613. 0000: NOP
  1614. 0000: NOP
  1615. 0000: NOP
  1616. 0000: NOP
  1617. 0000: NOP
  1618. 0000: NOP
  1619. 0000: NOP
  1620. 0000: NOP
  1621. 0000: NOP
  1622. 0000: NOP
  1623. 0000: NOP
  1624. 0000: NOP
  1625. 0000: NOP
  1626. 0000: NOP
  1627. 0000: NOP
  1628. 0000: NOP
  1629. 0000: NOP
  1630. 0000: NOP
  1631. 0000: NOP
  1632. 0000: NOP
  1633. 0000: NOP
  1634. 0000: NOP
  1635. 0000: NOP
  1636. 0000: NOP
  1637. 0000: NOP
  1638. 0000: NOP
  1639. 0000: NOP
  1640. 0000: NOP
  1641. 0000: NOP
  1642. 0000: NOP
  1643. 0000: NOP
  1644. 0000: NOP
  1645. 0000: NOP
  1646. 0000: NOP
  1647. 0000: NOP
  1648. 0000: NOP
  1649. 0000: NOP
  1650. 0000: NOP
  1651. 0000: NOP
  1652. 0000: NOP
  1653. 0000: NOP
  1654. 0000: NOP
  1655. 0000: NOP
  1656. 0000: NOP
  1657. 0000: NOP
  1658. 0000: NOP
  1659. 0000: NOP
  1660. 0000: NOP
  1661. 0000: NOP
  1662. 0000: NOP
  1663. 0000: NOP
  1664. 0000: NOP
  1665. 0000: NOP
  1666. 0000: NOP
  1667. 0000: NOP
  1668. 0000: NOP
  1669. 0000: NOP
  1670. 0000: NOP
  1671. 0000: NOP
  1672. 0000: NOP
  1673. 0000: NOP
  1674. 0000: NOP
  1675. 0000: NOP
  1676. 0000: NOP
  1677. 0000: NOP
  1678. 0000: NOP
  1679. 0000: NOP
  1680. 0000: NOP
  1681. 0000: NOP
  1682. 0000: NOP
  1683. 0000: NOP
  1684. 0000: NOP
  1685. 0000: NOP
  1686. 0000: NOP
  1687. 0000: NOP
  1688. 0000: NOP
  1689. 0000: NOP
  1690. 0000: NOP
  1691. 0000: NOP
  1692. 0000: NOP
  1693. 0000: NOP
  1694. 0000: NOP
  1695. 0000: NOP
  1696. 0000: NOP
  1697. 0000: NOP
  1698. 0000: NOP
  1699. 0000: NOP
  1700. 0000: NOP
  1701. 0000: NOP
  1702. 0000: NOP
  1703. 0000: NOP
  1704. 0000: NOP
  1705. 0000: NOP
  1706. 0000: NOP
  1707. 0000: NOP
  1708. 0000: NOP
  1709. 0000: NOP
  1710. 0000: NOP
  1711. 0000: NOP
  1712. 0000: NOP
  1713. 0000: NOP
  1714. 0000: NOP
  1715. 0000: NOP
  1716. 0000: NOP
  1717. 0000: NOP
  1718. 0000: NOP
  1719. 0000: NOP
  1720. 0000: NOP
  1721. 0000: NOP
  1722. 0000: NOP
  1723. 0000: NOP
  1724. 0000: NOP
  1725. 0000: NOP
  1726. 0000: NOP
  1727. 0000: NOP
  1728. 0000: NOP
  1729. 0000: NOP
  1730. 0000: NOP
  1731. 0000: NOP
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