// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}
//-------------MAIN---------------
thread 'MOP'
:MOP_11
wait 0
0A8D: 0@ = read_memory 9867535 size 4 virtual_protect 0
if and
0@ >= 1297043456
1297043711 >= 0@
else_jump @MOP_11
0A8C: write_memory 9867536 size 4 value 1297043456 virtual_protect 0
if and
Player.Defined($PLAYER_CHAR)
not Actor.Driving($PLAYER_ACTOR)
else_jump @MOP_11
03E5: show_text_box 'CHEAT1' // Cheat activated
0960: enable_player $PLAYER_CHAR stats_box 0
Model.Load(1247)
Model.Load(1582)
Model.Load(1559)
Model.Load(2712)
038B: load_requested_models
:MOP_137
wait 0
if and
Model.Available(1247)
Model.Available(1582)
Model.Available(1559)
Model.Available(2712)
else_jump @MOP_137
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -25.0
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 1, 1, 0)
if
02D8: actor $PLAYER_ACTOR current_weapon == 27
else_jump @MOP_358
0@ = Object.Create(#SHOTGSPA, 7@, 8@, 9@)
1@ = Object.Create(#SHOTGSPA, 7@, 8@, 9@)
069B: attach_object 0@ to_actor $PLAYER_ACTOR with_offset -0.1 0.35 0.2 rotation 7.5 95.0 -90.0
069B: attach_object 1@ to_actor $PLAYER_ACTOR with_offset -0.1 0.35 0.2 rotation 7.5 95.0 -90.0
0750: set_object 1@ visibility 0
jump @MOP_468
:MOP_358
0@ = Object.Create(2712, 7@, 8@, 9@)
1@ = Object.Create(2712, 7@, 8@, 9@)
069B: attach_object 0@ to_actor $PLAYER_ACTOR with_offset -0.1 0.5 0.15 rotation 5.0 -30.0 -90.0
069B: attach_object 1@ to_actor $PLAYER_ACTOR with_offset 0.175 0.425 0.175 rotation 2.0 152.5 -120.0
:MOP_468
08D2: object 0@ scale_model 1.5
08D2: object 1@ scale_model -1.5
Object.CollisionDetection(0@) = False
Object.CollisionDetection(1@) = False
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
0992: set_player $PLAYER_CHAR weapons_scrollable 0
2@ = Actor.Angle($PLAYER_ACTOR)
3@ = -52.5
10@ = 0.0
32@ = 0
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 10.0
0812: AS_actor $PLAYER_ACTOR perform_animation "CAR_SIT_PRO" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
:MOP_609
wait 0
005A: 21@ += 32@ // (int)
005A: 22@ += 32@ // (int)
005A: 23@ += 32@ // (int)
0812: AS_actor $PLAYER_ACTOR perform_animation "CAR_SIT_PRO" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
if and
00E1: player 0 pressed_key 18
88B7: not test 11@ bit 1
else_jump @MOP_1115
if
88B7: not test 11@ bit 0
else_jump @MOP_997
0A9F: 15@ = current_thread_pointer
15@ += 16
0A8D: 15@ = read_memory 15@ size 4 virtual_protect 0
15@ -= -8489
17@ = 0
:MOP_758
0A8D: 16@ = read_memory 15@ size 4 virtual_protect 0
if
03CA: object 16@ exists
else_jump @MOP_822
Object.Destroy(16@)
15@ += 4
0A8D: 16@ = read_memory 15@ size 4 virtual_protect 0
15@ += -4
Object.Destroy(16@)
:MOP_822
15@ += 12
17@ += 1
17@ > 15
else_jump @MOP_758
0A9F: 15@ = current_thread_pointer
15@ += 16
0A8D: 15@ = read_memory 15@ size 4 virtual_protect 0
15@ -= -8681
17@ = 0
:MOP_891
0A8D: 16@ = read_memory 15@ size 4 virtual_protect 0
if
03CA: object 16@ exists
else_jump @MOP_955
Object.Destroy(16@)
15@ += 4
0A8D: 16@ = read_memory 15@ size 4 virtual_protect 0
15@ += -4
Object.Destroy(16@)
:MOP_955
15@ += 8
17@ += 1
17@ > 95
else_jump @MOP_891
08BD: set 11@ bit 0
jump @MOP_1059
:MOP_997
if
88B7: not test 11@ bit 2
else_jump @MOP_1052
7@ = 0
:MOP_1022
06D6: disable_racing_checkpoint 18@(7@,6i)
7@ += 1
7@ > 1
else_jump @MOP_1022
:MOP_1052
08C3: clear 11@ bit 0
:MOP_1059
18@ = 0
19@ = 0
20@ = 0
21@ = 0
22@ = 0
08C3: clear 11@ bit 2
08C3: clear 11@ bit 3
08BD: set 11@ bit 1
:MOP_1115
if and
80E1: not player 0 pressed_key 18
08B7: test 11@ bit 1
else_jump @MOP_1146
08C3: clear 11@ bit 1
:MOP_1146
0494: get_joystick 0 direction_offset_to 7@ 8@ 9@ 9@
008D: 9@ = integer 32@ to_float
008D: 7@ = integer 7@ to_float
008D: 8@ = integer 8@ to_float
9@ /= 2560.0
7@ *= -1.0
006B: 7@ *= 9@ // (float)
006B: 8@ *= 9@ // (float)
005B: 2@ += 7@ // (float)
005B: 3@ += 8@ // (float)
9@ *= 64.0
if
00E1: player 0 pressed_key 16
else_jump @MOP_1273
005B: 10@ += 9@ // (float)
:MOP_1273
if
00E1: player 0 pressed_key 14
else_jump @MOP_1298
0063: 10@ -= 9@ // (float)
:MOP_1298
if
10@ > 50.0
else_jump @MOP_1329
10@ = 50.0
:MOP_1329
if
0.0 > 10@
else_jump @MOP_1360
10@ = 0.0
:MOP_1360
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 10.0 15.0
06A9: AS_actor $PLAYER_ACTOR look_at_point 7@ 8@ 9@ 999999 ms
Actor.Angle($PLAYER_ACTOR) = 2@
083E: set_actor $PLAYER_ACTOR rotation 3@ 0.0 2@ while_in_air
0086: 8@ = 10@ // (float)
0086: 9@ = 10@ // (float)
8@ *= 0.5
9@ *= 0.75
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 8@ 9@
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 7@ -= 4@ // (float)
0063: 8@ -= 5@ // (float)
0063: 9@ -= 6@ // (float)
0086: 5@ = 10@ // (float)
0086: 6@ = 10@ // (float)
5@ *= 0.02
6@ *= 0.03
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 5@ 6@
02CE: 5@ = ground_z_at 4@ 5@ 6@
0063: 5@ -= 6@ // (float)
5@ += 1.25
5@ *= 8.0
if
0025: 5@ > 9@ // (float)
else_jump @MOP_1676
0086: 9@ = 5@ // (float)
:MOP_1676
9@ += 0.8
083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ 4@ 5@ 6@
if and
4@ == 0.0
5@ == 0.0
6@ == 0.0
else_jump @MOP_1768
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 10.0
jump @MOP_1782
:MOP_1768
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 7@ 8@ 9@
:MOP_1782
if
23@ >= 200
else_jump @MOP_2114
0086: 4@ = 10@ // (float)
4@ += 25.0
4@ *= 0.25
0086: 6@ = 10@ // (float)
6@ += 25.0
6@ *= 0.01
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
02CE: 5@ = ground_z_at 7@ 8@ 9@
0063: 5@ -= 9@ // (float)
5@ += -1.5
5@ *= 0.05
5@ += 0.5
02CE: 9@ = ground_z_at 7@ 8@ 9@
9@ += 0.5
17@ = 0.0
if
5@ > 0.0
else_jump @MOP_2107
:MOP_1993
360.0 > 17@
else_jump @MOP_2107
02F6: 15@ = sine 17@ // (float)
02F7: 16@ = cosine 17@ // (float)
006B: 15@ *= 4@ // (float)
006B: 16@ *= 4@ // (float)
095C: create_smoke_at 7@ 8@ 9@ velocity 15@ 16@ 0.0 RGBA 1.0 1.0 1.0 5@ size 6@ last_factor 0.035
17@ += 30.0
jump @MOP_1993
:MOP_2107
23@ = 0
:MOP_2114
0086: 15@ = 10@ // (float)
15@ += -30.0
if
15@ > 10.0
else_jump @MOP_2163
15@ = 10.0
:MOP_2163
if
0.0 > 15@
else_jump @MOP_2194
15@ = 0.0
:MOP_2194
15@ *= 9.0
02F6: 12@ = sine 15@ // (float)
02F7: 13@ = cosine 15@ // (float)
0086: 8@ = 10@ // (float)
0086: 9@ = 10@ // (float)
8@ *= 0.02432521
9@ *= 0.03648782
13@ += 0.5
0086: 14@ = 13@ // (float)
13@ *= 0.4865043
14@ *= 0.7297564
005B: 13@ += 8@ // (float)
005B: 14@ += 9@ // (float)
if
88B7: not test 11@ bit 0
else_jump @MOP_5286
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 12@ 13@ 14@
04D5: create_corona_at 4@ 5@ 6@ radius 0.15 type 0 flare 0 RGB 128 255 128
12@ *= -1.0
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 12@ 13@ 14@
04D5: create_corona_at 4@ 5@ 6@ radius 0.15 type 0 flare 0 RGB 128 255 128
12@ *= -1.0
0A9F: 15@ = current_thread_pointer
15@ += 16
0A8D: 15@ = read_memory 15@ size 4 virtual_protect 0
15@ -= -8489
17@ = 0
:MOP_2493
0A8D: 16@ = read_memory 15@ size 4 virtual_protect 0
if
03CA: object 16@ exists
else_jump @MOP_3033
15@ += 8
0A8D: 9@ = read_memory 15@ size 4 virtual_protect 0
0093: 8@ = integer 32@ to_float
8@ /= 10.0
005B: 9@ += 8@ // (float)
0A8C: write_memory 15@ size 4 value 9@ virtual_protect 0
15@ += -8
0400: store_coords_to 7@ 8@ 9@ from_object 16@ with_offset 0.0 0.0 9@
0400: store_coords_to 4@ 5@ 6@ from_object 16@ with_offset 0.0 0.0 0.0
0063: 7@ -= 4@ // (float)
0063: 8@ -= 5@ // (float)
0063: 9@ -= 6@ // (float)
Object.Throw(16@, 7@, 8@, 9@)
if
04DA: has_object 16@ collided
else_jump @MOP_3033
0400: store_coords_to 7@ 8@ 9@ from_object 16@ with_offset 0.0 0.0 0.0
0400: store_coords_to 4@ 5@ 6@ from_object 16@ with_offset 1.0 0.0 1.0
06BC: create_M4_shoot_from 7@ 8@ 9@ target 4@ 5@ 6@ energy 1000
0400: store_coords_to 4@ 5@ 6@ from_object 16@ with_offset 0.0 1.0 1.0
06BC: create_M4_shoot_from 7@ 8@ 9@ target 4@ 5@ 6@ energy 1000
0400: store_coords_to 4@ 5@ 6@ from_object 16@ with_offset 0.0 0.0 3.5
06BC: create_M4_shoot_from 7@ 8@ 9@ target 4@ 5@ 6@ energy 1000
0400: store_coords_to 4@ 5@ 6@ from_object 16@ with_offset -1.0 0.0 1.0
06BC: create_M4_shoot_from 7@ 8@ 9@ target 4@ 5@ 6@ energy 1000
0400: store_coords_to 4@ 5@ 6@ from_object 16@ with_offset 0.0 -1.0 1.0
06BC: create_M4_shoot_from 7@ 8@ 9@ target 4@ 5@ 6@ energy 1000
Object.Destroy(16@)
15@ += 4
0A8D: 16@ = read_memory 15@ size 4 virtual_protect 0
15@ += -4
Object.Destroy(16@)
0565: create_soundless_explosion_at 7@ 8@ 9@ type 12
:MOP_3033
15@ += 12
17@ += 1
17@ > 15
else_jump @MOP_2493
if and
00E1: player 0 pressed_key 4
88B7: not test 11@ bit 2
else_jump @MOP_3092
08BD: set 11@ bit 2
:MOP_3092
if
08B7: test 11@ bit 2
else_jump @MOP_4000
if
21@ >= 250
else_jump @MOP_4000
0A9F: 15@ = current_thread_pointer
15@ += 16
0A8D: 15@ = read_memory 15@ size 4 virtual_protect 0
15@ -= -8489
005A: 15@ += 18@ // (int)
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
9@ -= 25.0
0A8D: 16@ = read_memory 15@ size 4 virtual_protect 0
if
03CA: object 16@ exists
else_jump @MOP_3274
15@ += 4
0A8D: 17@ = read_memory 15@ size 4 virtual_protect 0
15@ += -4
Object.Destroy(16@)
Object.Destroy(17@)
:MOP_3274
16@ = Object.Create(1582, 7@, 8@, 9@)
17@ = Object.Create(1559, 7@, 8@, 9@)
0750: set_object 16@ visibility 0
if
12@ > 0.5
else_jump @MOP_3375
069B: attach_object 16@ to_actor $PLAYER_ACTOR with_offset 12@ 13@ 14@ rotation -35.0 0.0 0.0
jump @MOP_3409
:MOP_3375
069B: attach_object 16@ to_actor $PLAYER_ACTOR with_offset 0.5 13@ 14@ rotation -35.0 0.0 0.0
:MOP_3409
0682: detach_object 16@ 0.0 0.0 0.0 collision_detection 0
069A: attach_object 17@ to_object 16@ with_offset 0.0 0.0 0.0 rotation 180.0 0.0 0.0
Object.CollisionDetection(16@) = True
04D9: object 16@ set_scripted_collision_check 1
Object.SetImmunities(16@, 1, 1, 1, 1, 1)
0908: set_object 16@ turn_mass_to 100000.0 // float
08D2: object 17@ scale_model 0.5
0A8C: write_memory 15@ size 4 value 16@ virtual_protect 0
15@ += 4
0A8C: write_memory 15@ size 4 value 17@ virtual_protect 0
15@ += 4
0A8C: write_memory 15@ size 4 value 10@ virtual_protect 0
12@ *= -1.0
15@ += 4
0A8D: 16@ = read_memory 15@ size 4 virtual_protect 0
if
03CA: object 16@ exists
else_jump @MOP_3649
15@ += 4
0A8D: 17@ = read_memory 15@ size 4 virtual_protect 0
15@ += -4
Object.Destroy(16@)
Object.Destroy(17@)
:MOP_3649
16@ = Object.Create(1582, 7@, 8@, 9@)
17@ = Object.Create(1559, 7@, 8@, 9@)
0750: set_object 16@ visibility 0
if
-0.5 > 12@
else_jump @MOP_3750
069B: attach_object 16@ to_actor $PLAYER_ACTOR with_offset 12@ 13@ 14@ rotation -35.0 0.0 0.0
jump @MOP_3784
:MOP_3750
069B: attach_object 16@ to_actor $PLAYER_ACTOR with_offset -0.5 13@ 14@ rotation -35.0 0.0 0.0
:MOP_3784
0682: detach_object 16@ 0.0 0.0 0.0 collision_detection 0
069A: attach_object 17@ to_object 16@ with_offset 0.0 0.0 0.0 rotation 180.0 0.0 0.0
Object.CollisionDetection(16@) = True
Object.CollisionDetection(17@) = False
04D9: object 16@ set_scripted_collision_check 1
Object.SetImmunities(16@, 1, 1, 1, 1, 1)
0908: set_object 16@ turn_mass_to 100000.0 // float
08D2: object 17@ scale_model 0.5
0A8C: write_memory 15@ size 4 value 16@ virtual_protect 0
15@ += 4
0A8C: write_memory 15@ size 4 value 17@ virtual_protect 0
15@ += 4
0A8C: write_memory 15@ size 4 value 10@ virtual_protect 0
12@ *= -1.0
18@ += 24
if
18@ == 192
else_jump @MOP_3993
18@ = 0
:MOP_3993
21@ = 0
:MOP_4000
if and
80E1: not player 0 pressed_key 4
08B7: test 11@ bit 2
else_jump @MOP_4031
08C3: clear 11@ bit 2
:MOP_4031
0A9F: 15@ = current_thread_pointer
15@ += 16
0A8D: 15@ = read_memory 15@ size 4 virtual_protect 0
15@ -= -8681
17@ = 0
:MOP_4072
0A8D: 16@ = read_memory 15@ size 4 virtual_protect 0
if
03CA: object 16@ exists
else_jump @MOP_4506
if
04DA: has_object 16@ collided
else_jump @MOP_4506
0400: store_coords_to 7@ 8@ 9@ from_object 16@ with_offset 0.0 0.0 0.0
0400: store_coords_to 4@ 5@ 6@ from_object 16@ with_offset 2.5 0.0 0.0
06BC: create_M4_shoot_from 7@ 8@ 9@ target 4@ 5@ 6@ energy 1000
0400: store_coords_to 4@ 5@ 6@ from_object 16@ with_offset 0.0 2.5 0.0
06BC: create_M4_shoot_from 7@ 8@ 9@ target 4@ 5@ 6@ energy 1000
0400: store_coords_to 4@ 5@ 6@ from_object 16@ with_offset 0.0 0.0 2.5
06BC: create_M4_shoot_from 7@ 8@ 9@ target 4@ 5@ 6@ energy 1000
0400: store_coords_to 4@ 5@ 6@ from_object 16@ with_offset -2.5 0.0 0.0
06BC: create_M4_shoot_from 7@ 8@ 9@ target 4@ 5@ 6@ energy 1000
0400: store_coords_to 4@ 5@ 6@ from_object 16@ with_offset 0.0 -2.5 0.0
06BC: create_M4_shoot_from 7@ 8@ 9@ target 4@ 5@ 6@ energy 1000
0400: store_coords_to 4@ 5@ 6@ from_object 16@ with_offset 0.0 0.0 -2.5
06BC: create_M4_shoot_from 7@ 8@ 9@ target 4@ 5@ 6@ energy 1000
Object.Destroy(16@)
15@ += 4
0A8D: 16@ = read_memory 15@ size 4 virtual_protect 0
15@ += -4
Object.Destroy(16@)
0565: create_soundless_explosion_at 7@ 8@ 9@ type 12
:MOP_4506
15@ += 8
17@ += 1
17@ > 95
else_jump @MOP_4072
if and
00E1: player 0 pressed_key 17
88B7: not test 11@ bit 3
else_jump @MOP_4565
08BD: set 11@ bit 3
:MOP_4565
if
08B7: test 11@ bit 3
else_jump @MOP_5248
if
22@ >= 35
else_jump @MOP_5248
0A9F: 15@ = current_thread_pointer
15@ += 16
0A8D: 15@ = read_memory 15@ size 4 virtual_protect 0
15@ -= -8681
005A: 15@ += 19@ // (int)
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
9@ -= 25.0
0A8D: 16@ = read_memory 15@ size 4 virtual_protect 0
if
03CA: object 16@ exists
else_jump @MOP_4746
15@ += 4
0A8D: 17@ = read_memory 15@ size 4 virtual_protect 0
15@ += -4
Object.Destroy(16@)
Object.Destroy(17@)
:MOP_4746
16@ = Object.Create(1582, 7@, 8@, 9@)
17@ = Object.Create(1247, 7@, 8@, 9@)
0750: set_object 16@ visibility 0
0208: 4@ = random_float_in_ranges -1.0 1.0
0208: 5@ = random_float_in_ranges -2.4 -0.4
0208: 6@ = random_float_in_ranges -3.6 -1.6
0208: 7@ = random_float_in_ranges -20.0 -50.0
0208: 8@ = random_float_in_ranges -15.0 15.0
069B: attach_object 16@ to_actor $PLAYER_ACTOR with_offset 4@ 5@ 6@ rotation 7@ 8@ 0.0
0682: detach_object 16@ 0.0 0.0 0.0 collision_detection 0
069A: attach_object 17@ to_object 16@ with_offset 0.0 0.0 0.0 rotation 90.0 0.0 0.0
Object.CollisionDetection(16@) = True
Object.CollisionDetection(17@) = False
04D9: object 16@ set_scripted_collision_check 1
Object.SetImmunities(16@, 1, 1, 1, 1, 1)
08D2: object 17@ scale_model 1.5
0086: 9@ = 10@ // (float)
9@ *= 0.5
9@ += -50.0
0400: store_coords_to 7@ 8@ 9@ from_object 16@ with_offset 0.0 0.0 9@
0400: store_coords_to 4@ 5@ 6@ from_object 16@ with_offset 0.0 0.0 0.0
0063: 7@ -= 4@ // (float)
0063: 8@ -= 5@ // (float)
0063: 9@ -= 6@ // (float)
Object.Throw(16@, 7@, 8@, 9@)
0208: 7@ = random_float_in_ranges -25.0 25.0
0208: 8@ = random_float_in_ranges -25.0 25.0
0208: 9@ = random_float_in_ranges -25.0 25.0
05A2: set_object 16@ rotation_velocity_about_an_axis 7@ 8@ 9@ through_center_of_mass
0A8C: write_memory 15@ size 4 value 16@ virtual_protect 0
15@ += 4
0A8C: write_memory 15@ size 4 value 17@ virtual_protect 0
19@ += 8
if
19@ == 768
else_jump @MOP_5241
19@ = 0
:MOP_5241
22@ = 0
:MOP_5248
if and
80E1: not player 0 pressed_key 17
08B7: test 11@ bit 3
else_jump @MOP_5279
08C3: clear 11@ bit 3
:MOP_5279
jump @MOP_7972
:MOP_5286
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 12@ 13@ 14@
04D5: create_corona_at 4@ 5@ 6@ radius 0.15 type 0 flare 0 RGB 128 128 255
12@ *= -1.0
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 12@ 13@ 14@
04D5: create_corona_at 4@ 5@ 6@ radius 0.15 type 0 flare 0 RGB 128 128 255
12@ *= -1.0
if and
00E1: player 0 pressed_key 4
88B7: not test 11@ bit 2
else_jump @MOP_5629
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
7@ = 0
:MOP_5470
06D5: 18@(7@,6i) = create_racing_checkpoint_at 4@ 5@ 6@ point_to 4@ 5@ 6@ type 3 radius 0.05
8@ = 13103452
:MOP_5514
0A8D: 9@ = read_memory 8@ size 4 virtual_protect 0
if
003B: 9@ == 18@(7@,6i) // (int)
else_jump @MOP_5577
8@ += 4
0A8C: write_memory 8@ size 4 value 1090502848 virtual_protect 0
8@ += -4
:MOP_5577
8@ += 56
8@ > 13105188
else_jump @MOP_5514
7@ += 1
7@ > 1
else_jump @MOP_5470
08BD: set 11@ bit 2
:MOP_5629
if
08B7: test 11@ bit 2
else_jump @MOP_7078
018C: play_sound 1002 at 0.0 0.0 0.0
0A8D: 15@ = read_memory 12045188 size 4 virtual_protect 0
0093: 15@ = integer 15@ to_float
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 50.0 70.0
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 4@ -= 7@ // (float)
0063: 5@ -= 8@ // (float)
0063: 6@ -= 9@ // (float)
0A8C: write_memory 13142088 size 4 value 31 virtual_protect 0
0A8C: write_memory 13142092 size 4 value 0 virtual_protect 0
0A8C: write_memory 13142096 size 4 value 15@ virtual_protect 0
0A8C: write_memory 13142100 size 1 value 1 virtual_protect 0
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 12@ 13@ 14@
0A8C: write_memory 13142104 size 4 value 7@ virtual_protect 0
0A8C: write_memory 13142108 size 4 value 8@ virtual_protect 0
0A8C: write_memory 13142112 size 4 value 9@ virtual_protect 0
0A8C: write_memory 13142116 size 4 value 4@ virtual_protect 0
0A8C: write_memory 13142120 size 4 value 5@ virtual_protect 0
0A8C: write_memory 13142124 size 4 value 6@ virtual_protect 0
0A8C: write_memory 13142128 size 2 value 50 virtual_protect 0
4@ *= 0.5
5@ *= 0.5
6@ *= 0.5
005B: 7@ += 4@ // (float)
005B: 8@ += 5@ // (float)
005B: 9@ += 6@ // (float)
0086: 16@ = 10@ // (float)
0086: 17@ = 10@ // (float)
008D: 15@ = integer 32@ to_float
16@ *= 0.0004865043
17@ *= 0.0007297564
006B: 16@ *= 15@ // (float)
006B: 17@ *= 15@ // (float)
04C4: store_coords_to 15@ 16@ 17@ from_actor $PLAYER_ACTOR with_offset 0.0 16@ 17@
005B: 7@ += 15@ // (float)
005B: 8@ += 16@ // (float)
005B: 9@ += 17@ // (float)
04C4: store_coords_to 15@ 16@ 17@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 7@ -= 15@ // (float)
0063: 8@ -= 16@ // (float)
0063: 9@ -= 17@ // (float)
16@ = 13103452
:MOP_6170
0A8D: 17@ = read_memory 16@ size 4 virtual_protect 0
if
003B: 17@ == 18@ // (int)
else_jump @MOP_6265
16@ += 12
0A8C: write_memory 16@ size 4 value 7@ virtual_protect 0
16@ += 4
0A8C: write_memory 16@ size 4 value 8@ virtual_protect 0
16@ += 4
0A8C: write_memory 16@ size 4 value 9@ virtual_protect 0
16@ += -20
:MOP_6265
16@ += 56
16@ > 13105188
else_jump @MOP_6170
4@ *= 2.0
5@ *= 2.0
6@ *= 2.0
12@ *= -1.0
0A8C: write_memory 13142132 size 4 value 31 virtual_protect 0
0A8C: write_memory 13142136 size 4 value 0 virtual_protect 0
0A8C: write_memory 13142140 size 4 value 15@ virtual_protect 0
0A8C: write_memory 13142144 size 1 value 1 virtual_protect 0
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 12@ 13@ 14@
0A8C: write_memory 13142148 size 4 value 7@ virtual_protect 0
0A8C: write_memory 13142152 size 4 value 8@ virtual_protect 0
0A8C: write_memory 13142156 size 4 value 9@ virtual_protect 0
0A8C: write_memory 13142160 size 4 value 4@ virtual_protect 0
0A8C: write_memory 13142164 size 4 value 5@ virtual_protect 0
0A8C: write_memory 13142168 size 4 value 6@ virtual_protect 0
0A8C: write_memory 13142172 size 2 value 50 virtual_protect 0
4@ *= 0.5
5@ *= 0.5
6@ *= 0.5
005B: 7@ += 4@ // (float)
005B: 8@ += 5@ // (float)
005B: 9@ += 6@ // (float)
0086: 16@ = 10@ // (float)
0086: 17@ = 10@ // (float)
008D: 15@ = integer 32@ to_float
16@ *= 0.0004865043
17@ *= 0.0007297564
006B: 16@ *= 15@ // (float)
006B: 17@ *= 15@ // (float)
04C4: store_coords_to 15@ 16@ 17@ from_actor $PLAYER_ACTOR with_offset 0.0 16@ 17@
005B: 7@ += 15@ // (float)
005B: 8@ += 16@ // (float)
005B: 9@ += 17@ // (float)
04C4: store_coords_to 15@ 16@ 17@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 7@ -= 15@ // (float)
0063: 8@ -= 16@ // (float)
0063: 9@ -= 17@ // (float)
16@ = 13103452
:MOP_6728
0A8D: 17@ = read_memory 16@ size 4 virtual_protect 0
if
003B: 17@ == 19@ // (int)
else_jump @MOP_6823
16@ += 12
0A8C: write_memory 16@ size 4 value 7@ virtual_protect 0
16@ += 4
0A8C: write_memory 16@ size 4 value 8@ virtual_protect 0
16@ += 4
0A8C: write_memory 16@ size 4 value 9@ virtual_protect 0
16@ += -20
:MOP_6823
16@ += 56
16@ > 13105188
else_jump @MOP_6728
4@ *= 2.0
5@ *= 2.0
6@ *= 2.0
12@ *= -1.0
4@ *= 117.5
5@ *= 117.5
6@ *= 117.5
7@ = 0
:MOP_6924
8@ = 13103452
:MOP_6934
0A8D: 9@ = read_memory 8@ size 4 virtual_protect 0
if
003B: 9@ == 18@(7@,6i) // (int)
else_jump @MOP_7033
8@ += 24
0A8C: write_memory 8@ size 4 value 4@ virtual_protect 0
8@ += 4
0A8C: write_memory 8@ size 4 value 5@ virtual_protect 0
8@ += 4
0A8C: write_memory 8@ size 4 value 6@ virtual_protect 0
8@ += -32
:MOP_7033
8@ += 56
8@ > 13105188
else_jump @MOP_6934
7@ += 1
7@ > 1
else_jump @MOP_6924
:MOP_7078
if and
80E1: not player 0 pressed_key 4
08B7: test 11@ bit 2
else_jump @MOP_7146
7@ = 0
:MOP_7109
06D6: disable_racing_checkpoint 18@(7@,6i)
7@ += 1
7@ > 1
else_jump @MOP_7109
08C3: clear 11@ bit 2
:MOP_7146
if and
00E1: player 0 pressed_key 17
88B7: not test 11@ bit 3
else_jump @MOP_7177
08BD: set 11@ bit 3
:MOP_7177
if
08B7: test 11@ bit 3
else_jump @MOP_7941
Camera.Shake(100)
4@ = -9449
5@ = 0.0
6@ = 0.0
15@ = 0.0
16@ = 1.0
17@ = 1.5
:MOP_7259
20.0 >= 16@
else_jump @MOP_7387
if
4.0 > 15@
else_jump @MOP_7327
5@ += 0.2
6@ += 0.3
15@ += 0.4
:MOP_7327
005B: 16@ += 5@ // (float)
005B: 17@ += 6@ // (float)
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 16@ 17@
gosub 4@
4@ += -29
jump @MOP_7259
:MOP_7387
if
22@ >= 200
else_jump @MOP_7941
if
20@ == 0
else_jump @MOP_7530
5@ = 4.8
6@ = 7.2
4@ = 0
:MOP_7451
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 5@ 6@
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
5@ += 4.0
6@ += 6.0
4@ += 1
4@ > 3
else_jump @MOP_7451
:MOP_7530
if
20@ == 1
else_jump @MOP_7654
5@ = 19.8
6@ = 29.7
4@ = 0
:MOP_7575
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 5@ 6@
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
5@ += 4.0
6@ += 6.0
4@ += 1
4@ > 3
else_jump @MOP_7575
:MOP_7654
if
20@ == 2
else_jump @MOP_7778
5@ = 6.8
6@ = 10.2
4@ = 0
:MOP_7699
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 5@ 6@
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
5@ += 4.0
6@ += 6.0
4@ += 1
4@ > 3
else_jump @MOP_7699
:MOP_7778
if
20@ == 3
else_jump @MOP_7902
5@ = 17.8
6@ = 27.7
4@ = 0
:MOP_7823
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 5@ 6@
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
5@ += 4.0
6@ += 6.0
4@ += 1
4@ > 3
else_jump @MOP_7823
:MOP_7902
2@ += 1
if
2@ == 4
else_jump @MOP_7934
2@ = 0
:MOP_7934
22@ = 0
:MOP_7941
if and
80E1: not player 0 pressed_key 17
08B7: test 11@ bit 3
else_jump @MOP_7972
08C3: clear 11@ bit 3
:MOP_7972
32@ = 0
if or
00E1: player 0 pressed_key 15
8184: not actor $PLAYER_ACTOR health >= 1
else_jump @MOP_609
if
88B7: not test 11@ bit 0
else_jump @MOP_8294
0A9F: 15@ = current_thread_pointer
15@ += 16
0A8D: 15@ = read_memory 15@ size 4 virtual_protect 0
15@ -= -8489
17@ = 0
:MOP_8062
0A8D: 16@ = read_memory 15@ size 4 virtual_protect 0
if
03CA: object 16@ exists
else_jump @MOP_8126
Object.Destroy(16@)
15@ += 4
0A8D: 16@ = read_memory 15@ size 4 virtual_protect 0
15@ += -4
Object.Destroy(16@)
:MOP_8126
15@ += 12
17@ += 1
17@ > 15
else_jump @MOP_8062
0A9F: 15@ = current_thread_pointer
15@ += 16
0A8D: 15@ = read_memory 15@ size 4 virtual_protect 0
15@ -= -8681
17@ = 0
:MOP_8195
0A8D: 16@ = read_memory 15@ size 4 virtual_protect 0
if
03CA: object 16@ exists
else_jump @MOP_8259
Object.Destroy(16@)
15@ += 4
0A8D: 16@ = read_memory 15@ size 4 virtual_protect 0
15@ += -4
Object.Destroy(16@)
:MOP_8259
15@ += 8
17@ += 1
17@ > 95
else_jump @MOP_8195
jump @MOP_8349
:MOP_8294
if
88B7: not test 11@ bit 2
else_jump @MOP_8349
7@ = 0
:MOP_8319
06D6: disable_racing_checkpoint 18@(7@,6i)
7@ += 1
7@ > 1
else_jump @MOP_8319
:MOP_8349
18@ = 0
19@ = 0
20@ = 0
21@ = 0
22@ = 0
08C3: clear 11@ bit 2
08C3: clear 11@ bit 3
Object.Destroy(0@)
Object.Destroy(1@)
Model.Destroy(1247)
Model.Destroy(1582)
Model.Destroy(1559)
Model.Destroy(2712)
0992: set_player $PLAYER_CHAR weapons_scrollable 1
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
0687: clear_actor $PLAYER_ACTOR task
083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 2@ while_in_air
0960: enable_player $PLAYER_CHAR stats_box 1
jump @MOP_11
end_thread
0000: NOP
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0000: NOP
0000: NOP
04D5: create_corona_at 7@ 8@ 9@ radius 15@ type 1 flare 0 RGB 192 192 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 15@ type 1 flare 0 RGB 192 192 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 15@ type 1 flare 0 RGB 192 192 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 15@ type 1 flare 0 RGB 192 192 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 15@ type 1 flare 0 RGB 192 192 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 15@ type 1 flare 0 RGB 192 192 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 15@ type 1 flare 0 RGB 192 192 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 15@ type 1 flare 0 RGB 192 192 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 15@ type 1 flare 0 RGB 192 192 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 15@ type 1 flare 0 RGB 192 192 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 15@ type 1 flare 0 RGB 192 192 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 15@ type 1 flare 0 RGB 192 192 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 15@ type 1 flare 0 RGB 192 192 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 15@ type 1 flare 0 RGB 192 192 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 15@ type 1 flare 0 RGB 192 192 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 15@ type 1 flare 0 RGB 192 192 255
return