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Opcode 01D8 and actor destroy object


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Hi, I'm trying to register an AI for a bot that will shoot at targets in a shooting range. Please help me do this.

The bot's goal is to destroy a target that consists of 5 parts. If part 1 is destroyed, then the next part of the target is destroyed until the entire target is destroyed.
 

My bot so far only destroys 4 parts and I have not yet noticed that the bot hits the very top part of the target - the target’s head. Therefore, the bot cannot destroy the next target.
 

I give the bot 100% accuracy because while the bot shoots slowly and often miss parts of the target.

To simplify the bot’s task, I set it to shoot at the closest target.

Someday there will be a separate counter for the bot that also exists for the player, but this is still a long way off.

Bot and him shoot:

Spoiler
:RANGE_6105
01D8: actor $TIRGUNNER1 destroy_object $TIRTARGET1_PART1
    if
    0366: object $TIRTARGET1_PART1 damaged
    then
    01D8: actor $TIRGUNNER1 destroy_object $TIRTARGET1_PART2
        if
        0366: object $TIRTARGET1_PART2 damaged
        then
        01D8: actor $TIRGUNNER1 destroy_object $TIRTARGET1_PART3
        end
        
        if
        0366: object $TIRTARGET1_PART3 damaged
        then
        01D8: actor $TIRGUNNER1 destroy_object $TIRTARGET1_PART4
        end
        
        if
        0366: object $TIRTARGET1_PART4 damaged
        then
        01D8: actor $TIRGUNNER1 destroy_object $TIRTARGET3_PART5
        end
        
        if
        0366: object $TIRTARGET1_PART5 damaged
        then
        01D8: actor $TIRGUNNER1 destroy_object $TIRTARGET3_PART1
        end
        
        jump @RANGE_6105
    end 

 


Full script for main.scm:
 

Spoiler
:RANGE
03A4: script_name 'RANGE' 
0050: gosub @RANGE_67 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @RANGE_37 
0050: gosub @RANGE_19996 

:RANGE_37
0050: gosub @RANGE_20082 
004E: terminate_this_script 
0004: $TIRFLAG_TIME_OUT_ROUND1 = 0 // $ = int 
0004: $TIRFLAG_TIME_OUT_ROUND2 = 0 // $ = int 
0004: $TIRFLAG_TIME_OUT_ROUND3 = 0 // $ = int 

:RANGE_67
0317: increment_mission_attempts 
0004: $FLAG_PLAYER_ON_MISSION = 1 // $ = int 
0004: $TIRTIMER_ROUND1 = 121000 // $ = int 
0004: $TIRCOUNTER_HITS_SCORED_ROUND1 = 0 // $ = int 
0004: $TIRFLAG_ROUND1_FINISHED = 0 // $ = int 
0004: $TIRAMMO_ROUND1 = 0 // $ = int 
0004: $TIRBITS_HIT = 0 // $ = int 
0004: $TIRSCORE_ROUND2 = 0 // $ = int 
0004: $TIRSCORE_ROUND3 = 0 // $ = int 
0004: $TIRTOTAL_HITS = 0 // $ = int 
0004: $TIRFINAL_HITS = 0 // $ = int 
0004: $TIRTARGET_1_DEAD = 0 // $ = int 
0004: $TIRTARGET1_PART1_DEAD = 0 // $ = int 
0004: $TIRTARGET1_PART2_DEAD = 0 // $ = int 
0004: $TIRTARGET1_PART3_DEAD = 0 // $ = int 
0004: $TIRTARGET1_PART4_DEAD = 0 // $ = int 
0004: $TIRTARGET1_PART5_DEAD = 0 // $ = int 
0005: $TIRSLOT1_X = 0.0 // $ = float 
0005: $TIRSLOT1_Y = 0.0 // $ = float 
0005: $TIRSLOT1_Z = 0.0 // $ = float 
0004: $TIRSLOT1_FILLED_ROUND1 = 0 // $ = int 
0004: $TIRDELETE_TARG1_ROUND2_TIME = 0 // $ = int 
0004: $TIRTIME_TARG1_ROUND2_IN_POSIT = 0 // $ = int 
0005: $TIRSLOT1_X = -27.96 // $ = float 
0005: $TIRSLOT1_Y = -756.3 // $ = float 
0005: $TIRSLOT1_Z = 17.12 // $ = float 
0004: $TIRTARGET_2_DEAD = 0 // $ = int 
0004: $TIRTARGET2_PART1_DEAD = 0 // $ = int 
0004: $TIRTARGET2_PART2_DEAD = 0 // $ = int 
0004: $TIRTARGET2_PART3_DEAD = 0 // $ = int 
0004: $TIRTARGET2_PART4_DEAD = 0 // $ = int 
0004: $TIRTARGET2_PART5_DEAD = 0 // $ = int 
0005: $TIRSLOT2_X = 0.0 // $ = float 
0005: $TIRSLOT2_Y = 0.0 // $ = float 
0005: $TIRSLOT2_Z = 0.0 // $ = float 
0004: $TIRSLOT2_FILLED_ROUND1 = 0 // $ = int 
0005: $TIRTARG2_X = 0.0 // $ = float 
0005: $TIRTARG2_Y = 0.0 // $ = float 
0005: $TIRTARG2_Z = 0.0 // $ = float 
0004: $TIRTARGET2_TRAVEL = 0 // $ = int 
0005: $TIRSLOT2_X = -30.78 // $ = float 
0005: $TIRSLOT2_Y = -768.87 // $ = float 
0005: $TIRSLOT2_Z = 17.12 // $ = float 
0004: $TIRTARGET_3_DEAD = 0 // $ = int 
0004: $TIRTARGET3_PART1_DEAD = 0 // $ = int 
0004: $TIRTARGET3_PART2_DEAD = 0 // $ = int 
0004: $TIRTARGET3_PART3_DEAD = 0 // $ = int 
0004: $TIRTARGET3_PART4_DEAD = 0 // $ = int 
0004: $TIRTARGET3_PART5_DEAD = 0 // $ = int 
0005: $TIRSLOT3_X = 0.0 // $ = float 
0005: $TIRSLOT3_Y = 0.0 // $ = float 
0005: $TIRSLOT3_Z = 0.0 // $ = float 
0004: $TIRSLOT3_FILLED_ROUND1 = 0 // $ = int 
0005: $TIRTARG3_X = 0.0 // $ = float 
0005: $TIRTARG3_Y = 0.0 // $ = float 
0005: $TIRTARG3_Z = 0.0 // $ = float 
0004: $TIRTARGET3_TRAVEL = 0 // $ = int 
0005: $TIRSLOT3_X = -33.6 // $ = float 
0005: $TIRSLOT3_Y = -756.3 // $ = float 
0005: $TIRSLOT3_Z = 17.12 // $ = float 
0004: $TIRCOUNTER_HITS_SCORED_ROUND2 = 0 // $ = int 
0004: $TIRROUND2_FINISHED = 0 // $ = int 
0004: $TIRROUND3_FINISHED = 0 // $ = int 
0004: $TIRGAME_TIME_ROUND2 = 0 // $ = int 
0005: $TIRSLOT1_X_ROUND2 = 0.0 // $ = float 
0005: $TIRSLOT1_Y_ROUND2 = 0.0 // $ = float 
0005: $TIRSLOT1_Z_ROUND2 = 0.0 // $ = float 
0005: $TIRSLOT1_HEADING_ROUND2 = 0.0 // $ = float 
0004: $TIRFLAG_TARGET1_DEAD_ROUND2 = 0 // $ = int 
0004: $TIRTARGET1_ROUND2_REMOVED = 0 // $ = int 
0005: $TIRTARG1_ROUND2_X = 0.0 // $ = float 
0005: $TIRTARG1_ROUND2_Y = 0.0 // $ = float 
0005: $TIRTARG1_ROUND2_Z = 0.0 // $ = float 
0004: $TIRTIMER_START_TARG1_ROUND2 = 0 // $ = int 
0004: $TIRFLAG_SLOT1_ROUND2_FILLED = 0 // $ = int 
0005: $TIRSLOT2_X_ROUND2 = 0.0 // $ = float 
0005: $TIRSLOT2_Y_ROUND2 = 0.0 // $ = float 
0005: $TIRSLOT2_Z_ROUND2 = 0.0 // $ = float 
0005: $TIRSLOT2_HEADING_ROUND2 = 0.0 // $ = float 
0004: $TIRFLAG_TARGET2_DEAD_ROUND2 = 0 // $ = int 
0004: $TIRTARGET2_ROUND2_REMOVED = 0 // $ = int 
0005: $TIRTARG2_ROUND2_X = 0.0 // $ = float 
0005: $TIRTARG2_ROUND2_Y = 0.0 // $ = float 
0005: $TIRTARG2_ROUND2_Z = 0.0 // $ = float 
0004: $TIRTIMER_START_TARG2_ROUND2 = 0 // $ = int 
0004: $TIRFLAG_SLOT2_ROUND2_FILLED = 0 // $ = int 
0005: $TIRSLOT3_X_ROUND2 = 0.0 // $ = float 
0005: $TIRSLOT3_Y_ROUND2 = 0.0 // $ = float 
0005: $TIRSLOT3_Z_ROUND2 = 0.0 // $ = float 
0005: $TIRSLOT3_HEADING_ROUND2 = 0.0 // $ = float 
0004: $TIRFLAG_TARGET3_DEAD_ROUND2 = 0 // $ = int 
0004: $TIRTARGET3_ROUND2_REMOVED = 0 // $ = int 
0005: $TIRTARG3_ROUND2_X = 0.0 // $ = float 
0005: $TIRTARG3_ROUND2_Y = 0.0 // $ = float 
0005: $TIRTARG3_ROUND2_Z = 0.0 // $ = float 
0004: $TIRTIMER_START_TARG3_ROUND2 = 0 // $ = int 
0004: $TIRFLAG_SLOT3_ROUND2_FILLED = 0 // $ = int 
0005: $TIRSLOT4_X_ROUND2 = 0.0 // $ = float 
0005: $TIRSLOT4_Y_ROUND2 = 0.0 // $ = float 
0005: $TIRSLOT4_Z_ROUND2 = 0.0 // $ = float 
0005: $TIRSLOT4_HEADING_ROUND2 = 0.0 // $ = float 
0004: $TIRFLAG_TARGET4_DEAD_ROUND2 = 0 // $ = int 
0004: $TIRTARGET4_ROUND2_REMOVED = 0 // $ = int 
0005: $TIRTARG4_ROUND2_X = 0.0 // $ = float 
0005: $TIRTARG4_ROUND2_Y = 0.0 // $ = float 
0005: $TIRTARG4_ROUND2_Z = 0.0 // $ = float 
0004: $TIRTIMER_START_TARG4_ROUND2 = 0 // $ = int 
0004: $TIRFLAG_SLOT4_ROUND2_FILLED = 0 // $ = int 
0005: $TIRSLOT5_X_ROUND2 = 0.0 // $ = float 
0005: $TIRSLOT5_Y_ROUND2 = 0.0 // $ = float 
0005: $TIRSLOT5_Z_ROUND2 = 0.0 // $ = float 
0005: $TIRSLOT5_HEADING_ROUND2 = 0.0 // $ = float 
0004: $TIRFLAG_TARGET5_DEAD_ROUND2 = 0 // $ = int 
0004: $TIRTARGET5_ROUND2_REMOVED = 0 // $ = int 
0005: $TIRTARG5_ROUND2_X = 0.0 // $ = float 
0005: $TIRTARG5_ROUND2_Y = 0.0 // $ = float 
0005: $TIRTARG5_ROUND2_Z = 0.0 // $ = float 
0004: $TIRTIMER_START_TARG5_ROUND2 = 0 // $ = int 
0004: $TIRFLAG_SLOT5_ROUND2_FILLED = 0 // $ = int 
0005: $TIRSLOT6_X_ROUND2 = 0.0 // $ = float 
0005: $TIRSLOT6_Y_ROUND2 = 0.0 // $ = float 
0005: $TIRSLOT6_Z_ROUND2 = 0.0 // $ = float 
0005: $TIRSLOT6_HEADING_ROUND2 = 0.0 // $ = float 
0004: $TIRFLAG_TARGET6_DEAD_ROUND2 = 0 // $ = int 
0004: $TIRTARGET6_ROUND2_REMOVED = 0 // $ = int 
0005: $TIRTARG6_ROUND2_X = 0.0 // $ = float 
0005: $TIRTARG6_ROUND2_Y = 0.0 // $ = float 
0005: $TIRTARG6_ROUND2_Z = 0.0 // $ = float 
0004: $TIRTIMER_START_TARG6_ROUND2 = 0 // $ = int 
0004: $TIRFLAG_SLOT6_ROUND2_FILLED = 0 // $ = int 
0004: $TIRCOUNTER_HITS_SCORED_ROUND3 = 0 // $ = int 
0004: $TIRSLOT7_FILLED_ROUND3 = 0 // $ = int 
0004: $TIRTARGET7_ROUND3_DEAD = 0 // $ = int 
0005: $TIRSLOT7_ROUND3_X = -33.64 // $ = float 
0005: $TIRSLOT7_ROUND3_Y = -707.24 // $ = float 
0005: $TIRSLOT7_ROUND3_Z = 15.86 // $ = float 
0005: $TIRTARG7_ROUND3_X = 0.0 // $ = float 
0005: $TIRTARG7_ROUND3_Y = 0.0 // $ = float 
0005: $TIRTARG7_ROUND3_Z = 0.0 // $ = float 
0004: $TIRTARGET7_ROUND3_TRAVEL = 0 // $ = int 
0004: $TIRSLOT8_FILLED_ROUND3 = 0 // $ = int 
0004: $TIRTARGET8_ROUND3_DEAD = 0 // $ = int 
0005: $TIRSLOT8_ROUND3_X = -32.8 // $ = float 
0005: $TIRSLOT8_ROUND3_Y = -716.16 // $ = float 
0005: $TIRSLOT8_ROUND3_Z = 15.86 // $ = float 
0005: $TIRTARG8_ROUND3_X = 0.0 // $ = float 
0005: $TIRTARG8_ROUND3_Y = 0.0 // $ = float 
0005: $TIRTARG8_ROUND3_Z = 0.0 // $ = float 
0004: $TIRTARGET8_ROUND3_TRAVEL = 0 // $ = int 
0004: $TIRSLOT9_FILLED_ROUND3 = 0 // $ = int 
0004: $TIRTARGET9_ROUND3_DEAD = 0 // $ = int 
0005: $TIRSLOT9_ROUND3_X = -42.33 // $ = float 
0005: $TIRSLOT9_ROUND3_Y = -714.36 // $ = float 
0005: $TIRSLOT9_ROUND3_Z = 15.86 // $ = float 
0005: $TIRTARG9_ROUND3_X = 0.0 // $ = float 
0005: $TIRTARG9_ROUND3_Y = 0.0 // $ = float 
0005: $TIRTARG9_ROUND3_Z = 0.0 // $ = float 
0004: $TIRTARGET9_ROUND3_TRAVEL = 0 // $ = int 
0004: $TIRSLOT10_FILLED_ROUND3 = 0 // $ = int 
0004: $TIRTARGET10_ROUND3_DEAD = 0 // $ = int 
0005: $TIRSLOT10_ROUND3_X = -42.64 // $ = float 
0005: $TIRSLOT10_ROUND3_Y = -706.12 // $ = float 
0005: $TIRSLOT10_ROUND3_Z = 15.86 // $ = float 
0005: $TIRTARG10_ROUND3_X = 0.0 // $ = float 
0005: $TIRTARG10_ROUND3_Y = 0.0 // $ = float 
0005: $TIRTARG10_ROUND3_Z = 0.0 // $ = float 
0004: $TIRTARGET10_ROUND3_TRAVEL = 0 // $ = int 
0004: $TIRSLOT11_FILLED_ROUND3 = 0 // $ = int 
0004: $TIRTARGET11_ROUND3_DEAD = 0 // $ = int 
0005: $TIRSLOT11_ROUND3_X = -37.23 // $ = float 
0005: $TIRSLOT11_ROUND3_Y = -702.85 // $ = float 
0005: $TIRSLOT11_ROUND3_Z = 15.86 // $ = float 
0005: $TIRTARG11_ROUND3_X = 0.0 // $ = float 
0005: $TIRTARG11_ROUND3_Y = 0.0 // $ = float 
0005: $TIRTARG11_ROUND3_Z = 0.0 // $ = float 
0004: $TIRTARGET11_ROUND3_TRAVEL = 0 // $ = int 
0004: $TIRSLOT12_FILLED_ROUND3 = 0 // $ = int 
0004: $TIRTARGET12_ROUND3_DEAD = 0 // $ = int 
0005: $TIRSLOT12_ROUND3_X = -41.32 // $ = float 
0005: $TIRSLOT12_ROUND3_Y = -715.72 // $ = float 
0005: $TIRSLOT12_ROUND3_Z = 18.8 // $ = float 
0005: $TIRTARG12_ROUND3_X = 0.0 // $ = float 
0005: $TIRTARG12_ROUND3_Y = 0.0 // $ = float 
0005: $TIRTARG12_ROUND3_Z = 0.0 // $ = float 
0004: $TIRTARGET12_ROUND3_TRAVEL = 0 // $ = int 
0004: $TIRSLOT13_FILLED_ROUND3 = 0 // $ = int 
0004: $TIRTARGET13_ROUND3_DEAD = 0 // $ = int 
0005: $TIRSLOT13_ROUND3_X = -32.2 // $ = float 
0005: $TIRSLOT13_ROUND3_Y = -717.9 // $ = float 
0005: $TIRSLOT13_ROUND3_Z = 18.8 // $ = float 
0005: $TIRTARG13_ROUND3_X = 0.0 // $ = float 
0005: $TIRTARG13_ROUND3_Y = 0.0 // $ = float 
0005: $TIRTARG13_ROUND3_Z = 0.0 // $ = float 
0004: $TIRTARGET13_ROUND3_TRAVEL = 0 // $ = int 
0004: $TIRTARGET1_TRAVEL = 0 // $ = int 
0005: $TIRSLOT1_X_ROUND2 = -42.3 // $ = float 
0005: $TIRSLOT1_Y_ROUND2 = -723.1 // $ = float 
0005: $TIRSLOT1_Z_ROUND2 = 15.86 // $ = float 
0005: $TIRSLOT1_HEADING_ROUND2 = 90.0 // $ = float 
0005: $TIRSLOT2_X_ROUND2 = -42.3 // $ = float 
0005: $TIRSLOT2_Y_ROUND2 = -720.6 // $ = float 
0005: $TIRSLOT2_Z_ROUND2 = 15.86 // $ = float 
0005: $TIRSLOT2_HEADING_ROUND2 = 90.0 // $ = float 
0005: $TIRSLOT3_X_ROUND2 = -42.1 // $ = float 
0005: $TIRSLOT3_Y_ROUND2 = -717.1 // $ = float 
0005: $TIRSLOT3_Z_ROUND2 = 15.86 // $ = float 
0005: $TIRSLOT3_HEADING_ROUND2 = 90.0 // $ = float 
0005: $TIRSLOT4_X_ROUND2 = -42.3 // $ = float 
0005: $TIRSLOT4_Y_ROUND2 = -717.1 // $ = float 
0005: $TIRSLOT4_Z_ROUND2 = 18.3 // $ = float 
0005: $TIRSLOT4_HEADING_ROUND2 = 90.0 // $ = float 
0005: $TIRSLOT5_X_ROUND2 = -42.3 // $ = float 
0005: $TIRSLOT5_Y_ROUND2 = -720.6 // $ = float 
0005: $TIRSLOT5_Z_ROUND2 = 18.3 // $ = float 
0005: $TIRSLOT5_HEADING_ROUND2 = 90.0 // $ = float 
0005: $TIRSLOT6_X_ROUND2 = -42.3 // $ = float 
0005: $TIRSLOT6_Y_ROUND2 = -723.1 // $ = float 
0005: $TIRSLOT6_Z_ROUND2 = 18.3 // $ = float 
0005: $TIRSLOT6_HEADING_ROUND2 = 90.0 // $ = float 
0004: $TIRAMMO_GIVEN_ROUND1 = 0 // $ = int 
0004: $TIRAMMO_USED_ROUND1 = 0 // $ = int 
0004: $TIRAMMO_GIVEN_ROUND2 = 0 // $ = int 
0004: $TIRAMMO_USED_ROUND2 = 0 // $ = int 
0004: $TIRAMMO_GIVEN_ROUND3 = 0 // $ = int 
0004: $TIRAMMO_USED_ROUND3 = 0 // $ = int 
0004: $TIRTOTAL_AMMO_USED = 0 // $ = int 
0004: $TIRTIMER_ROUND2 = 61000 // $ = int 
0004: $TIRTIMER_ROUND3 = 61000 // $ = int 
0004: $TIRCREATE_TIMER_TARG1_ROUND2 = 0 // $ = int 
0004: $TIRTIMER_CREATE_TARG1_ROUND2 = 0 // $ = int 
0004: $TIRTARG1_ROUND2_MOVETIME = 0 // $ = int 
0004: $TIRCREATE_TIMER_TARG2_ROUND2 = 0 // $ = int 
0004: $TIRTIMER_CREATE_TARG2_ROUND2 = 0 // $ = int 
0004: $TIRTARG2_ROUND2_MOVETIME = 0 // $ = int 
0004: $TIRCREATE_TIMER_TARG3_ROUND2 = 0 // $ = int 
0004: $TIRTIMER_CREATE_TARG3_ROUND2 = 0 // $ = int 
0004: $TIRTARG3_ROUND2_MOVETIME = 0 // $ = int 
0004: $TIRCREATE_TIMER_TARG4_ROUND2 = 0 // $ = int 
0004: $TIRTIMER_CREATE_TARG4_ROUND2 = 0 // $ = int 
0004: $TIRTARG4_ROUND2_MOVETIME = 0 // $ = int 
0004: $TIRCREATE_TIMER_TARG5_ROUND2 = 0 // $ = int 
0004: $TIRTIMER_CREATE_TARG5_ROUND2 = 0 // $ = int 
0004: $TIRTARG5_ROUND2_MOVETIME = 0 // $ = int 
0004: $TIRCREATE_TIMER_TARG6_ROUND2 = 0 // $ = int 
0004: $TIRTIMER_CREATE_TARG6_ROUND2 = 0 // $ = int 
0004: $TIRTARG6_ROUND2_MOVETIME = 0 // $ = int 
0004: $TIRSLOT4_WEAPON_TYPE = 0 // $ = int 
0004: $TIRSLOT4_AMMO = 0 // $ = int 
0004: $TIRSLOT4_MODEL = 0 // $ = int 
0004: $TIRDOING_WELL_AUDIO_LOADED = 0 // $ = int 
0004: $TIRDOING_BAD_AUDIO_LOADED = 0 // $ = int 
0004: $TIRROUND_CLEAR_AUDIO_LOADED = 0 // $ = int 
0004: $TIRFLAG_ROUND1_DONE_RIGHT = 0 // $ = int 
0004: $TIRFLAG_ROUND2_DONE_RIGHT = 0 // $ = int 
0004: $TIRFLAG_ROUND3_DONE_RIGHT = 0 // $ = int 
0004: $TIRTARGET1_TO_MOVE_THIS_TIME = 0 // $ = int 
0004: $TIRTARGET2_TO_MOVE_THIS_TIME = 0 // $ = int 
0004: $TIRTARGET3_TO_MOVE_THIS_TIME = 0 // $ = int 
0004: $TIRTARG_TO_MOVE1 = 0 // $ = int 
0004: $TIRTARG_TO_MOVE2 = 0 // $ = int 
0004: $TIRTARG_TO_MOVE3 = 0 // $ = int 
0004: $TIRFLAG_CHOOSE_SLOTS = 0 // $ = int 
0004: $TIRCOUNTER_SLOT_FREE = 0 // $ = int 
0004: $TIRTARGET7_ROUND3_DELETE = 0 // $ = int 
0004: $TIRTARGET8_ROUND3_DELETE = 0 // $ = int 
0004: $TIRTARGET9_ROUND3_DELETE = 0 // $ = int 
0004: $TIRTARGET10_ROUND3_DELETE = 0 // $ = int 
0004: $TIRTARGET11_ROUND3_DELETE = 0 // $ = int 
0004: $TIRTARGET12_ROUND3_DELETE = 0 // $ = int 
0004: $TIRTARGET13_ROUND3_DELETE = 0 // $ = int 
0004: $TIRTARGET9_ROUND3_BEEN_LEFT = 0 // $ = int 
0004: $TIRTARGET10_ROUND3_BEEN_LEFT = 0 // $ = int 
0004: $TIRTARGET11_ROUND3_BEEN_LEFT = 0 // $ = int 
0004: $TIRTARGET12_ROUND3_BEEN_LEFT = 0 // $ = int 
0004: $TIRTARGET13_ROUND3_BEEN_LEFT = 0 // $ = int 
0004: $TIRCREATE_TIMER_TARG1_ROUND1 = 0 // $ = int 
0004: $TIRTIMER_CREATE_TARG1_ROUND1 = 0 // $ = int 
0004: $TIRTARG1_ROUND1_MOVETIME = 0 // $ = int 
0004: $TIRCREATE_TIMER_TARG2_ROUND1 = 0 // $ = int 
0004: $TIRTIMER_CREATE_TARG2_ROUND1 = 0 // $ = int 
0004: $TIRTARG2_ROUND1_MOVETIME = 0 // $ = int 
0004: $TIRCREATE_TIMER_TARG3_ROUND1 = 0 // $ = int 
0004: $TIRTIMER_CREATE_TARG3_ROUND1 = 0 // $ = int 
0004: $TIRTARG3_ROUND1_MOVETIME = 0 // $ = int 
0004: $TIRSCORE_TO_BEAT = 60 // $ = int 
0004: $TIRTARGETS_REALLY_HIT_ROUND1 = 0 // $ = int 
0004: $TIRPLAYER_SCORE = 0 // $ = int 
0004: $TIRFINAL_AMMO_USED = 0 // $ = int 
0001: wait 0 ms 
054C: use_GXT_table 'BANKJ2' 
04E3: set_player $PLAYER_CHAR mood 0 duration 60000 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 
0247: request_model #MALE01 
0247: request_model #TAR_GUN1 
0247: request_model #TAR_GUN2 
0247: request_model #COLT45 
0247: request_model #TAR_FRAME 
0247: request_model #TAR_DOWNLEFT 
0247: request_model #TAR_DOWNRIGHT 
0247: request_model #TAR_TOP 
0247: request_model #TAR_UPLEFT 
0247: request_model #TAR_UPRIGHT 
0247: request_model #FAKETARGET 
03CF: load_wav 'BNK2_1' as 1 
03CF: load_wav 'BNK2_2' as 2 

:RANGE_2585
00D6: if or
8248:   not model #MALE01 available 
8248:   not model #COLT45 available 
8248:   not model #TAR_GUN1 available 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @RANGE_2628 
0001: wait 0 ms 
0002: jump @RANGE_2585 

:RANGE_2628
00D6: if or
8248:   not model #TAR_FRAME available 
8248:   not model #TAR_DOWNLEFT available 
8248:   not model #TAR_DOWNRIGHT available 
8248:   not model #TAR_TOP available 
8248:   not model #TAR_UPLEFT available 
8248:   not model #TAR_UPRIGHT available 
004D: jump_if_false @RANGE_2674 
0001: wait 0 ms 
0002: jump @RANGE_2628 

:RANGE_2674
00D6: if or
8248:   not model #FAKETARGET available 
8248:   not model #TAR_GUN2 available 
004D: jump_if_false @RANGE_2704 
0001: wait 0 ms 
0002: jump @RANGE_2674 

:RANGE_2704
009A: $TIRGUNNER1 = create_actor_pedtype 4 model #MALE01 at -20.63 -765.85 16.62 
01ED: clear_actor $TIRGUNNER1 threat_search 
01B2: give_actor $TIRGUNNER1 weapon 17 ammo 9999 // Load the weapon model before using this 
01B9: set_actor $TIRGUNNER1 armed_weapon_to 17
0173: set_actor $TIRGUNNER1 z_angle_to 90.0
02E2: set_actor $TIRGUNNER1 weapon_accuracy_to 90 
029B: $TIRINVISIBLE1TARGET = init_object #FAKETARGET at -23.32 -763.67 15.62 
01C7: remove_object_from_mission_cleanup_list $TIRINVISIBLE1TARGET 
0177: set_object $TIRINVISIBLE1TARGET z_angle_to 90.0 
029B: $TIRINVISIBLE2TARGET = init_object #FAKETARGET at -22.98 -725.52 15.86 
01C7: remove_object_from_mission_cleanup_list $TIRINVISIBLE2TARGET 
0177: set_object $TIRINVISIBLE2TARGET z_angle_to 90.0 
029B: $TIRINVISIBLE3TARGET = init_object #FAKETARGET at -37.55 -723.73 15.86 
01C7: remove_object_from_mission_cleanup_list $TIRINVISIBLE3TARGET 
0177: set_object $TIRINVISIBLE3TARGET z_angle_to 0.0 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 4 weapon $TIRSLOT4_WEAPON_TYPE ammo $TIRSLOT4_AMMO model $TIRSLOT4_MODEL 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $TIRINVISIBLE1TARGET at_object_offset 0.0 -2.0 1.0 position 0 shooting_angle 60.0 with_weapon 17 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 17 
017A: set_player $PLAYER_CHAR weapon 17 ammo_to 100 
0004: $TIRAMMO_GIVEN_ROUND1 = 100 // $ = int 
0169: set_fade_color 0 0 0 
0001: wait 500 ms 
016A: fade 1 2000 ms 

:RANGE_2961
00D6: if 
016B:   fading 
004D: jump_if_false @RANGE_3093 
0001: wait 0 ms 
00D6: if 
0118:   actor $TIRGUNNER1 dead 
004D: jump_if_false @RANGE_3016 
00BC: text_highpriority 'BJM2_12' time 5000 1  // ~r~One of the shooters is dead!
0002: jump @RANGE_19996 

:RANGE_3016
00D6: if 
00F5:   player $PLAYER_CHAR 0 11.3 -720.85 32.43 radius 3.0 3.0 3.0 
004D: jump_if_false @RANGE_3086 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
0002: jump @RANGE_19996 

:RANGE_3086
0002: jump @RANGE_2961 

:RANGE_3093
00BC: text_highpriority 'BJM2_19' time 8000 1  // ~g~Hit as many targets as you can in the time limit!
00D6: if 
0038:   $TIRFLAG_PLAYED_TIR_BEFORE == 0 // $ == int 
004D: jump_if_false @RANGE_3156 
00D6: if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
004D: jump_if_false @RANGE_3156 
0002: jump @RANGE_4604 

:RANGE_3156
0006: TIMERA = 0 // @ = int 

:RANGE_3163
00D6: if 
001B:   5000 > TIMERA // int > @ 
004D: jump_if_false @RANGE_3349 
0001: wait 0 ms 
00D6: if 
0038:   $TIRFLAG_PLAYED_TIR_BEFORE == 0 // $ == int 
004D: jump_if_false @RANGE_3234 
00D6: if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
004D: jump_if_false @RANGE_3234 
0002: jump @RANGE_4604 

:RANGE_3234
00D6: if 
0118:   actor $TIRGUNNER1 dead 
004D: jump_if_false @RANGE_3272 
00BC: text_highpriority 'BJM2_12' time 5000 1  // ~r~One of the shooters is dead!
0002: jump @RANGE_19996 

:RANGE_3272
00D6: if 
00F5:   player $PLAYER_CHAR 0 11.3 -720.85 32.43 radius 3.0 3.0 3.0 
004D: jump_if_false @RANGE_3342 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
0002: jump @RANGE_19996 

:RANGE_3342
0002: jump @RANGE_3163 

:RANGE_3349
00BC: text_highpriority 'BJM2_20' time 8000 1  // ~g~When you run out of ~w~time ~g~or ~w~ammunition ~g~the round is over!
0006: TIMERA = 0 // @ = int 

:RANGE_3371
00D6: if 
001B:   5000 > TIMERA // int > @ 
004D: jump_if_false @RANGE_3557 
0001: wait 0 ms 
00D6: if 
0038:   $TIRFLAG_PLAYED_TIR_BEFORE == 0 // $ == int 
004D: jump_if_false @RANGE_3442 
00D6: if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
004D: jump_if_false @RANGE_3442 
0002: jump @RANGE_4604 

:RANGE_3442
00D6: if 
0118:   actor $TIRGUNNER1 dead 
004D: jump_if_false @RANGE_3480 
00BC: text_highpriority 'BJM2_12' time 5000 1  // ~r~One of the shooters is dead!
0002: jump @RANGE_19996 

:RANGE_3480
00D6: if 
00F5:   player $PLAYER_CHAR 0 11.3 -720.85 32.43 radius 3.0 3.0 3.0 
004D: jump_if_false @RANGE_3550 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
0002: jump @RANGE_19996 

:RANGE_3550
0002: jump @RANGE_3371 

:RANGE_3557
00BC: text_highpriority 'BJM2_24' time 8000 1  // ~g~The closest target is worth one point.
0006: TIMERA = 0 // @ = int 

:RANGE_3579
00D6: if 
001B:   5000 > TIMERA // int > @ 
004D: jump_if_false @RANGE_3765 
0001: wait 0 ms 
00D6: if 
0038:   $TIRFLAG_PLAYED_TIR_BEFORE == 0 // $ == int 
004D: jump_if_false @RANGE_3650 
00D6: if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
004D: jump_if_false @RANGE_3650 
0002: jump @RANGE_4604 

:RANGE_3650
00D6: if 
0118:   actor $TIRGUNNER1 dead 
004D: jump_if_false @RANGE_3688 
00BC: text_highpriority 'BJM2_12' time 5000 1  // ~r~One of the shooters is dead!
0002: jump @RANGE_19996 

:RANGE_3688
00D6: if 
00F5:   player $PLAYER_CHAR 0 11.3 -720.85 32.43 radius 3.0 3.0 3.0 
004D: jump_if_false @RANGE_3758 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
0002: jump @RANGE_19996 

:RANGE_3758
0002: jump @RANGE_3579 

:RANGE_3765
00BC: text_highpriority 'BJM2_25' time 8000 1  // ~g~The middle target is worth two points.
0006: TIMERA = 0 // @ = int 

:RANGE_3787
00D6: if 
001B:   5000 > TIMERA // int > @ 
004D: jump_if_false @RANGE_3973 
0001: wait 0 ms 
00D6: if 
0038:   $TIRFLAG_PLAYED_TIR_BEFORE == 0 // $ == int 
004D: jump_if_false @RANGE_3858 
00D6: if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
004D: jump_if_false @RANGE_3858 
0002: jump @RANGE_4604 

:RANGE_3858
00D6: if 
0118:   actor $TIRGUNNER1 dead 
004D: jump_if_false @RANGE_3896 
00BC: text_highpriority 'BJM2_12' time 5000 1  // ~r~One of the shooters is dead!
0002: jump @RANGE_19996 

:RANGE_3896
00D6: if 
00F5:   player $PLAYER_CHAR 0 11.3 -720.85 32.43 radius 3.0 3.0 3.0 
004D: jump_if_false @RANGE_3966 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
0002: jump @RANGE_19996 

:RANGE_3966
0002: jump @RANGE_3787 

:RANGE_3973
00BC: text_highpriority 'BJM2_26' time 8000 1  // ~g~The far target is worth three points.
0006: TIMERA = 0 // @ = int 

:RANGE_3995
00D6: if 
001B:   5000 > TIMERA // int > @ 
004D: jump_if_false @RANGE_4181 
0001: wait 0 ms 
00D6: if 
0038:   $TIRFLAG_PLAYED_TIR_BEFORE == 0 // $ == int 
004D: jump_if_false @RANGE_4066 
00D6: if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
004D: jump_if_false @RANGE_4066 
0002: jump @RANGE_4604 

:RANGE_4066
00D6: if 
0118:   actor $TIRGUNNER1 dead 
004D: jump_if_false @RANGE_4104 
00BC: text_highpriority 'BJM2_12' time 5000 1  // ~r~One of the shooters is dead!
0002: jump @RANGE_19996 

:RANGE_4104
00D6: if 
00F5:   player $PLAYER_CHAR 0 11.3 -720.85 32.43 radius 3.0 3.0 3.0 
004D: jump_if_false @RANGE_4174 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
0002: jump @RANGE_19996 

:RANGE_4174
0002: jump @RANGE_3995 

:RANGE_4181
00BC: text_highpriority 'BJM2_2' time 8000 1  // ~g~To exit the round press the ~h~~k~~PED_JUMPING~ ~g~button.
0006: TIMERA = 0 // @ = int 

:RANGE_4203
00D6: if 
001B:   5000 > TIMERA // int > @ 
004D: jump_if_false @RANGE_4389 
0001: wait 0 ms 
00D6: if 
0038:   $TIRFLAG_PLAYED_TIR_BEFORE == 0 // $ == int 
004D: jump_if_false @RANGE_4274 
00D6: if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
004D: jump_if_false @RANGE_4274 
0002: jump @RANGE_4604 

:RANGE_4274
00D6: if 
0118:   actor $TIRGUNNER1 dead 
004D: jump_if_false @RANGE_4312 
00BC: text_highpriority 'BJM2_12' time 5000 1  // ~r~One of the shooters is dead!
0002: jump @RANGE_19996 

:RANGE_4312
00D6: if 
00F5:   player $PLAYER_CHAR 0 11.3 -720.85 32.43 radius 3.0 3.0 3.0 
004D: jump_if_false @RANGE_4382 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
0002: jump @RANGE_19996 

:RANGE_4382
0002: jump @RANGE_4203 

:RANGE_4389
00BC: text_highpriority 'BJM2_23' time 8000 1  // ~g~If you leave the shooting range during the competition, you will fail the mission.
0006: TIMERA = 0 // @ = int 

:RANGE_4411
00D6: if 
001B:   5000 > TIMERA // int > @ 
004D: jump_if_false @RANGE_4597 
0001: wait 0 ms 
00D6: if 
0038:   $TIRFLAG_PLAYED_TIR_BEFORE == 0 // $ == int 
004D: jump_if_false @RANGE_4482 
00D6: if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
004D: jump_if_false @RANGE_4482 
0002: jump @RANGE_4604 

:RANGE_4482
00D6: if 
0118:   actor $TIRGUNNER1 dead 
004D: jump_if_false @RANGE_4520 
00BC: text_highpriority 'BJM2_12' time 5000 1  // ~r~One of the shooters is dead!
0002: jump @RANGE_19996 

:RANGE_4520
00D6: if 
00F5:   player $PLAYER_CHAR 0 11.3 -720.85 32.43 radius 3.0 3.0 3.0 
004D: jump_if_false @RANGE_4590 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
0002: jump @RANGE_19996 

:RANGE_4590
0002: jump @RANGE_4411 

:RANGE_4597
0004: $TIRFLAG_PLAYED_TIR_BEFORE = 0 // $ = int 

:RANGE_4604
01B4: set_player $PLAYER_CHAR can_move 1 
00BC: text_highpriority 'BNK2_1' time 5000 1  // LIVE AMMUNITION
03D1: play_wav 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0004: $TIRBLOB_FLAG = 1 // $ = int 

:RANGE_4651
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @RANGE_4785 
0001: wait 0 ms 
00D6: if 
0118:   actor $TIRGUNNER1 dead 
004D: jump_if_false @RANGE_4708 
00BC: text_highpriority 'BJM2_12' time 5000 1  // ~r~One of the shooters is dead!
0002: jump @RANGE_19996 

:RANGE_4708
00D6: if 
00F5:   player $PLAYER_CHAR 0 11.3 -720.85 32.43 radius 3.0 3.0 3.0 
004D: jump_if_false @RANGE_4778 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
0002: jump @RANGE_19996 

:RANGE_4778
0002: jump @RANGE_4651 

:RANGE_4785
03D5: remove_text 'BNK2_1'  // LIVE AMMUNITION
03CF: load_wav 'BNK2_5' as 1 
03D1: play_wav 2 
00BC: text_highpriority 'BNK2_2' time 5000 1  // AIM 3-2-1 FIRE!

:RANGE_4826
00D6: if or
83D2:   not wav 2 ended 
83D0:   not wav 1 loaded 
004D: jump_if_false @RANGE_4964 
0001: wait 0 ms 
00D6: if 
0118:   actor $TIRGUNNER1 dead 
004D: jump_if_false @RANGE_4887 
00BC: text_highpriority 'BJM2_12' time 5000 1  // ~r~One of the shooters is dead!
0002: jump @RANGE_19996 

:RANGE_4887
00D6: if 
00F5:   player $PLAYER_CHAR 0 11.3 -720.85 32.43 radius 3.0 3.0 3.0 
004D: jump_if_false @RANGE_4957 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
0002: jump @RANGE_19996 

:RANGE_4957
0002: jump @RANGE_4826 

:RANGE_4964
03D5: remove_text 'BNK2_2'  // AIM 3-2-1 FIRE!
03CF: load_wav 'BNK2_4' as 2 
0004: $TIRDOING_WELL_AUDIO_LOADED = 0 // $ = int 
0004: $TIRDOING_BAD_AUDIO_LOADED = 1 // $ = int 
014E: start_timer_at $TIRTIMER_ROUND1 count_in_direction 1 
04F7: status_text $TIRSCORE_TO_BEAT 0 line 2 'BJM2_18'  // SCORE TO BEAT:
04F7: status_text $TIRPLAYER_SCORE 0 line 1 'BJM2_15'  // SCORE:
0006: TIMERA = 0 // @ = int 
018D: $TIRTARGET_MOVING_SOUND = create_sound 11 at -33.83 -762.64 16.62 

:RANGE_5070
00D6: if 
0038:   $TIRFLAG_ROUND1_FINISHED == 0 // $ == int 
004D: jump_if_false @RANGE_9174 
0001: wait 0 ms 
00D6: if 
00F5:   player $PLAYER_CHAR 0 11.3 -720.85 32.43 radius 3.0 3.0 3.0 
004D: jump_if_false @RANGE_5162 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
0002: jump @RANGE_19996 

:RANGE_5162
00D6: if 
00E1:   player 0 pressed_button 14 
004D: jump_if_false @RANGE_5186 
0004: $TIRFLAG_ROUND1_FINISHED = 1 // $ = int 

:RANGE_5186
00D6: if 
0038:   $TIRDOING_WELL_AUDIO_LOADED == 0 // $ == int 
004D: jump_if_false @RANGE_5226 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @RANGE_5226 
0004: $TIRDOING_WELL_AUDIO_LOADED = 1 // $ = int 

:RANGE_5226
00D6: if 
0038:   $TIRDOING_WELL_AUDIO_LOADED == 1 // $ == int 
004D: jump_if_false @RANGE_5360 
00D6: if 
0038:   $TIRDOING_BAD_AUDIO_LOADED == 1 // $ == int 
004D: jump_if_false @RANGE_5360 
00D6: if 
0029:   TIMERA >= 60000 // @ >= int 
004D: jump_if_false @RANGE_5360 
00D6: if 
0028:   $TIRCOUNTER_HITS_SCORED_ROUND1 >= 20 // $ >= int 
004D: jump_if_false @RANGE_5334 
03D1: play_wav 2 
00BC: text_highpriority 'BNK2_4' time 5000 1  // Hoooeee!
0004: $TIRDOING_WELL_AUDIO_LOADED = 2 // $ = int 
0002: jump @RANGE_5360 

:RANGE_5334
03D1: play_wav 1 
00BC: text_highpriority 'BNK2_5' time 5000 1  // Couldn't hit a barn door!
0004: $TIRDOING_BAD_AUDIO_LOADED = 2 // $ = int 

:RANGE_5360
00D6: if 
0038:   $TIRDOING_WELL_AUDIO_LOADED == 2 // $ == int 
004D: jump_if_false @RANGE_5418 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @RANGE_5418 
03D5: remove_text 'BNK2_4'  // Hoooeee!
040D: unload_wav 1 
040D: unload_wav 2 
0004: $TIRDOING_WELL_AUDIO_LOADED = 3 // $ = int 

:RANGE_5418
00D6: if 
0038:   $TIRDOING_BAD_AUDIO_LOADED == 2 // $ == int 
004D: jump_if_false @RANGE_5476 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @RANGE_5476 
03D5: remove_text 'BNK2_5'  // Couldn't hit a barn door!
040D: unload_wav 1 
040D: unload_wav 2 
0004: $TIRDOING_BAD_AUDIO_LOADED = 3 // $ = int 

:RANGE_5476
00D6: if or
0038:   $TIRDOING_WELL_AUDIO_LOADED == 3 // $ == int 
0038:   $TIRDOING_BAD_AUDIO_LOADED == 3 // $ == int 
004D: jump_if_false @RANGE_5550 
00D6: if 
0038:   $TIRROUND_CLEAR_AUDIO_LOADED == 0 // $ == int 
004D: jump_if_false @RANGE_5550 
03CF: load_wav 'BNK2_3' as 1 
03CF: load_wav 'BNK2_2' as 2 
0004: $TIRROUND_CLEAR_AUDIO_LOADED = 1 // $ = int 

:RANGE_5550
00D6: if 
0038:   $TIRROUND_CLEAR_AUDIO_LOADED == 1 // $ == int 
004D: jump_if_false @RANGE_5594 
00D6: if and
03D0:   wav 1 loaded 
03D0:   wav 2 loaded 
004D: jump_if_false @RANGE_5594 
0004: $TIRROUND_CLEAR_AUDIO_LOADED = 2 // $ = int 

:RANGE_5594
00D6: if 
0118:   actor $TIRGUNNER1 dead 
004D: jump_if_false @RANGE_5632 
00BC: text_highpriority 'BJM2_12' time 5000 1  // ~r~One of the shooters is dead!
0002: jump @RANGE_19996 

:RANGE_5632
0110: clear_player $PLAYER_CHAR wanted_level 
0419: $TIRAMMO_ROUND1 = player $PLAYER_CHAR weapon 17 ammo 
00D6: if or
0038:   $TIRTIMER_ROUND1 == 0 // $ == int 
0038:   $TIRAMMO_ROUND1 == 0 // $ == int 
004D: jump_if_false @RANGE_5781 
00D6: if 
0038:   $TIRFLAG_TIME_OUT_ROUND1 == 0 // $ == int 
004D: jump_if_false @RANGE_5711 
0006: TIMERA = 0 // @ = int 
0004: $TIRFLAG_TIME_OUT_ROUND1 = 1 // $ = int 
0002: jump @RANGE_5781 

:RANGE_5711
00D6: if 
0019:   TIMERA > 200 // @ > int 
004D: jump_if_false @RANGE_5781 
00D6: if 
0038:   $TIRROUND_CLEAR_AUDIO_LOADED == 2 // $ == int 
004D: jump_if_false @RANGE_5774 
03D1: play_wav 1 
00BC: text_highpriority 'BNK2_3' time 5000 1  // AREA CLEAR!
0004: $TIRFLAG_ROUND1_DONE_RIGHT = 1 // $ = int 

:RANGE_5774
0004: $TIRFLAG_ROUND1_FINISHED = 1 // $ = int 

:RANGE_5781
01BD: $TIRGAME_TIME_ROUND1 = current_time_in_ms 
00D6: if 
0038:   $TIRCREATE_TIMER_TARG1_ROUND1 == 0 // $ == int 
004D: jump_if_false @RANGE_5824 
01BD: $TIRGAME_TIME_ROUND1 = current_time_in_ms 
0084: $TIRTIMER_CREATE_TARG1_ROUND1 = $TIRGAME_TIME_ROUND1 // $ = $ int 
0004: $TIRCREATE_TIMER_TARG1_ROUND1 = 1 // $ = int 

:RANGE_5824
00D6: if 
0038:   $TIRCREATE_TIMER_TARG1_ROUND1 == 1 // $ == int 
004D: jump_if_false @RANGE_5858 
0084: $TIRTARG1_ROUND1_MOVETIME = $TIRGAME_TIME_ROUND1 // $ = $ int 
0060: $TIRTARG1_ROUND1_MOVETIME -= $TIRTIMER_CREATE_TARG1_ROUND1 // $ -= $ int 

:RANGE_5858
00D6: if 
0028:   $TIRTARG1_ROUND1_MOVETIME >= 2000 // $ >= int 
004D: jump_if_false @RANGE_6107 
00D6: if 
0038:   $TIRSLOT1_FILLED_ROUND1 == 0 // $ == int 
004D: jump_if_false @RANGE_6105 
0107: $TIRTARGET1_FRAME = create_object #TAR_FRAME at $TIRSLOT1_X $TIRSLOT1_Y $TIRSLOT1_Z 
0177: set_object $TIRTARGET1_FRAME z_angle_to 90.0 
0107: $TIRTARGET1_PART1 = create_object #TAR_DOWNLEFT at $TIRSLOT1_X $TIRSLOT1_Y $TIRSLOT1_Z 
0177: set_object $TIRTARGET1_PART1 z_angle_to 90.0 
0107: $TIRTARGET1_PART2 = create_object #TAR_DOWNRIGHT at $TIRSLOT1_X $TIRSLOT1_Y $TIRSLOT1_Z 
0177: set_object $TIRTARGET1_PART2 z_angle_to 90.0 
0107: $TIRTARGET1_PART3 = create_object #TAR_TOP at $TIRSLOT1_X $TIRSLOT1_Y $TIRSLOT1_Z 
0177: set_object $TIRTARGET1_PART3 z_angle_to 90.0 
0107: $TIRTARGET1_PART4 = create_object #TAR_UPLEFT at $TIRSLOT1_X $TIRSLOT1_Y $TIRSLOT1_Z 
0177: set_object $TIRTARGET1_PART4 z_angle_to 90.0 
0107: $TIRTARGET1_PART5 = create_object #TAR_UPRIGHT at $TIRSLOT1_X $TIRSLOT1_Y $TIRSLOT1_Z 
0177: set_object $TIRTARGET1_PART5 z_angle_to 90.0     
0004: $TIRTARGET_1_DEAD = 0 // $ = int 
0004: $TIRTARGET1_PART1_DEAD = 0 // $ = int 
0004: $TIRTARGET1_PART2_DEAD = 0 // $ = int 
0004: $TIRTARGET1_PART3_DEAD = 0 // $ = int 
0004: $TIRTARGET1_PART4_DEAD = 0 // $ = int 
0004: $TIRTARGET1_PART5_DEAD = 0 // $ = int 
0004: $TIRTARGET1_TRAVEL = 0 // $ = int 
0004: $TIRSLOT1_FILLED_ROUND1 = 1 // $ = int

:RANGE_6105
01D8: actor $TIRGUNNER1 destroy_object $TIRTARGET1_PART1
    if
    0366: object $TIRTARGET1_PART1 damaged
    then
    01D8: actor $TIRGUNNER1 destroy_object $TIRTARGET1_PART2
        if
        0366: object $TIRTARGET1_PART2 damaged
        then
        01D8: actor $TIRGUNNER1 destroy_object $TIRTARGET1_PART3
        end
        
        if
        0366: object $TIRTARGET1_PART3 damaged
        then
        01D8: actor $TIRGUNNER1 destroy_object $TIRTARGET1_PART4
        end
        
        if
        0366: object $TIRTARGET1_PART4 damaged
        then
        01D8: actor $TIRGUNNER1 destroy_object $TIRTARGET3_PART5
        end
        
        if
        0366: object $TIRTARGET1_PART5 damaged
        then
        01D8: actor $TIRGUNNER1 destroy_object $TIRTARGET3_PART1
        end
        
        jump @RANGE_6105
    end 
 
:RANGE_6107 
00D6: if 
0038:   $TIRSLOT1_FILLED_ROUND1 == 1 // $ == int 
004D: jump_if_false @RANGE_6398 
00D6: if 
0038:   $TIRTARGET_1_DEAD == 0 // $ == int 
004D: jump_if_false @RANGE_6295 
00D6: if 
8366:   not object $TIRTARGET1_FRAME damaged 
004D: jump_if_false @RANGE_6173 
01BB: store_object $TIRTARGET1_FRAME position_to $TIRTARG1_X $TIRTARG1_Y $TIRTARG1_Z 

:RANGE_6173
00D6: if 
0038:   $TIRTARGET1_TRAVEL == 0 // $ == int 
004D: jump_if_false @RANGE_6243 
00D6: if 
0032:   -767.2 >= $TIRTARG1_Y // float >= $ 
004D: jump_if_false @RANGE_6226 
0004: $TIRTARGET1_TRAVEL = 1 // $ = int 
0002: jump @RANGE_6236 

:RANGE_6226
007E: $TIRTARG1_Y -= frame_delta_time * 0.06 // float 

:RANGE_6236
0002: jump @RANGE_6288 

:RANGE_6243
00D6: if 
0030:   $TIRTARG1_Y >= -758.3 // $ >= float 
004D: jump_if_false @RANGE_6278 
0004: $TIRTARGET1_TRAVEL = 0 // $ = int 
0002: jump @RANGE_6288 

:RANGE_6278
0078: $TIRTARG1_Y += frame_delta_time * 0.06 // float 

:RANGE_6288
0002: jump @RANGE_6398 

:RANGE_6295
00D6: if 
8366:   not object $TIRTARGET1_FRAME damaged 
004D: jump_if_false @RANGE_6398 
01BB: store_object $TIRTARGET1_FRAME position_to $TIRTARG1_X $TIRTARG1_Y $TIRTARG1_Z 
00D6: if 
0030:   $TIRTARG1_Y >= -760.8 // $ >= float 
004D: jump_if_false @RANGE_6388 
00D6: if 
8366:   not object $TIRTARGET1_FRAME damaged 
004D: jump_if_false @RANGE_6367 
0108: destroy_object $TIRTARGET1_FRAME 

:RANGE_6367
0004: $TIRSLOT1_FILLED_ROUND1 = 0 // $ = int 
0004: $TIRCREATE_TIMER_TARG1_ROUND1 = 0 // $ = int 
0002: jump @RANGE_6398 

:RANGE_6388
0078: $TIRTARG1_Y += frame_delta_time * 0.06 // float 

:RANGE_6398
00D6: if 
0038:   $TIRSLOT1_FILLED_ROUND1 == 1 // $ == int 
004D: jump_if_false @RANGE_6899 
01BC: put_object $TIRTARGET1_FRAME at $TIRTARG1_X $TIRTARG1_Y $TIRTARG1_Z
00D6: if 
0038:   $TIRTARGET_1_DEAD == 0 // $ == int 
004D: jump_if_false @RANGE_6899 
00D6: if and
0038:   $TIRTARGET1_PART1_DEAD == 1 // $ == int 
0038:   $TIRTARGET1_PART2_DEAD == 1 // $ == int 
0038:   $TIRTARGET1_PART3_DEAD == 1 // $ == int 
0038:   $TIRTARGET1_PART4_DEAD == 1 // $ == int 
0038:   $TIRTARGET1_PART5_DEAD == 1 // $ == int 
004D: jump_if_false @RANGE_6529
0008: $TIRTARGETS_REALLY_HIT_ROUND1 += 1 // $ += int 
0008: $TIRCOUNTER_HITS_SCORED_ROUND1 += 1 // $ += int 
0008: $TIRPLAYER_SCORE += 1 // $ += int 
0004: $TIRCREATE_TIMER_TARG1_ROUND1 = 0 // $ = int 
0004: $TIRTARGET_1_DEAD = 1 // $ = int 

:RANGE_6529
00D6: if 
0038:   $TIRTARGET1_PART1_DEAD == 0 // $ == int 
004D: jump_if_false @RANGE_6603 
00D6: if 
0366:   object $TIRTARGET1_PART1 damaged 
004D: jump_if_false @RANGE_6589 
0108: destroy_object $TIRTARGET1_PART1 
0008: $TIRBITS_HIT += 1 // $ += int 
0004: $TIRTARGET1_PART1_DEAD = 1 // $ = int 
0002: jump @RANGE_6603 

:RANGE_6589
01BC: put_object $TIRTARGET1_PART1 at $TIRTARG1_X $TIRTARG1_Y $TIRTARG1_Z 

:RANGE_6603
00D6: if 
0038:   $TIRTARGET1_PART2_DEAD == 0 // $ == int 
004D: jump_if_false @RANGE_6677 
00D6: if 
0366:   object $TIRTARGET1_PART2 damaged 
004D: jump_if_false @RANGE_6663 
0108: destroy_object $TIRTARGET1_PART2 
0008: $TIRBITS_HIT += 1 // $ += int 
0004: $TIRTARGET1_PART2_DEAD = 1 // $ = int 
0002: jump @RANGE_6677 

:RANGE_6663
01BC: put_object $TIRTARGET1_PART2 at $TIRTARG1_X $TIRTARG1_Y $TIRTARG1_Z 

:RANGE_6677
00D6: if 
0038:   $TIRTARGET1_PART3_DEAD == 0 // $ == int 
004D: jump_if_false @RANGE_6751 
00D6: if 
0366:   object $TIRTARGET1_PART3 damaged 
004D: jump_if_false @RANGE_6737 
0108: destroy_object $TIRTARGET1_PART3 
0008: $TIRBITS_HIT += 1 // $ += int 
0004: $TIRTARGET1_PART3_DEAD = 1 // $ = int 
0002: jump @RANGE_6751 

:RANGE_6737
01BC: put_object $TIRTARGET1_PART3 at $TIRTARG1_X $TIRTARG1_Y $TIRTARG1_Z 

:RANGE_6751
00D6: if 
0038:   $TIRTARGET1_PART4_DEAD == 0 // $ == int 
004D: jump_if_false @RANGE_6825 
00D6: if 
0366:   object $TIRTARGET1_PART4 damaged 
004D: jump_if_false @RANGE_6811 
0108: destroy_object $TIRTARGET1_PART4 
0008: $TIRBITS_HIT += 1 // $ += int 
0004: $TIRTARGET1_PART4_DEAD = 1 // $ = int 
0002: jump @RANGE_6825 

:RANGE_6811
01BC: put_object $TIRTARGET1_PART4 at $TIRTARG1_X $TIRTARG1_Y $TIRTARG1_Z 

:RANGE_6825
00D6: if 
0038:   $TIRTARGET1_PART5_DEAD == 0 // $ == int 
004D: jump_if_false @RANGE_6899 
00D6: if 
0366:   object $TIRTARGET1_PART5 damaged 
004D: jump_if_false @RANGE_6885 
0108: destroy_object $TIRTARGET1_PART5 
0008: $TIRBITS_HIT += 1 // $ += int 
0004: $TIRTARGET1_PART5_DEAD = 1 // $ = int 
0002: jump @RANGE_6899 

:RANGE_6885
01BC: put_object $TIRTARGET1_PART5 at $TIRTARG1_X $TIRTARG1_Y $TIRTARG1_Z 

:RANGE_6899
00D6: if 
0038:   $TIRCREATE_TIMER_TARG2_ROUND1 == 0 // $ == int 
004D: jump_if_false @RANGE_6937 
01BD: $TIRGAME_TIME_ROUND1 = current_time_in_ms 
0084: $TIRTIMER_CREATE_TARG2_ROUND1 = $TIRGAME_TIME_ROUND1 // $ = $ int 
0004: $TIRCREATE_TIMER_TARG2_ROUND1 = 1 // $ = int 

:RANGE_6937
00D6: if 
0038:   $TIRCREATE_TIMER_TARG2_ROUND1 == 1 // $ == int 
004D: jump_if_false @RANGE_6971 
0084: $TIRTARG2_ROUND1_MOVETIME = $TIRGAME_TIME_ROUND1 // $ = $ int 
0060: $TIRTARG2_ROUND1_MOVETIME -= $TIRTIMER_CREATE_TARG2_ROUND1 // $ -= $ int 

:RANGE_6971
00D6: if 
0028:   $TIRTARG2_ROUND1_MOVETIME >= 2000 // $ >= int 
004D: jump_if_false @RANGE_7220 
00D6: if 
0038:   $TIRSLOT2_FILLED_ROUND1 == 0 // $ == int 
004D: jump_if_false @RANGE_7220 
0107: $TIRTARGET2_FRAME = create_object #TAR_FRAME at $TIRSLOT2_X $TIRSLOT2_Y $TIRSLOT2_Z 
0177: set_object $TIRTARGET2_FRAME z_angle_to 90.0 
0107: $TIRTARGET2_PART1 = create_object #TAR_DOWNLEFT at $TIRSLOT2_X $TIRSLOT2_Y $TIRSLOT2_Z 
0177: set_object $TIRTARGET2_PART1 z_angle_to 90.0 
0107: $TIRTARGET2_PART2 = create_object #TAR_DOWNRIGHT at $TIRSLOT2_X $TIRSLOT2_Y $TIRSLOT2_Z 
0177: set_object $TIRTARGET2_PART2 z_angle_to 90.0 
0107: $TIRTARGET2_PART3 = create_object #TAR_TOP at $TIRSLOT2_X $TIRSLOT2_Y $TIRSLOT2_Z 
0177: set_object $TIRTARGET2_PART3 z_angle_to 90.0 
0107: $TIRTARGET2_PART4 = create_object #TAR_UPLEFT at $TIRSLOT2_X $TIRSLOT2_Y $TIRSLOT2_Z 
0177: set_object $TIRTARGET2_PART4 z_angle_to 90.0 
0107: $TIRTARGET2_PART5 = create_object #TAR_UPRIGHT at $TIRSLOT2_X $TIRSLOT2_Y $TIRSLOT2_Z 
0177: set_object $TIRTARGET2_PART5 z_angle_to 90.0 
0004: $TIRTARGET_2_DEAD = 0 // $ = int 
0004: $TIRTARGET2_PART1_DEAD = 0 // $ = int 
0004: $TIRTARGET2_PART2_DEAD = 0 // $ = int 
0004: $TIRTARGET2_PART3_DEAD = 0 // $ = int 
0004: $TIRTARGET2_PART4_DEAD = 0 // $ = int 
0004: $TIRTARGET2_PART5_DEAD = 0 // $ = int 
0004: $TIRTARGET2_TRAVEL = 1 // $ = int 
0004: $TIRSLOT2_FILLED_ROUND1 = 1 // $ = int 

:RANGE_7220
00D6: if 
0038:   $TIRSLOT2_FILLED_ROUND1 == 1 // $ == int 
004D: jump_if_false @RANGE_7511 
00D6: if 
0038:   $TIRTARGET_2_DEAD == 0 // $ == int 
004D: jump_if_false @RANGE_7408 
00D6: if 
8366:   not object $TIRTARGET2_FRAME damaged 
004D: jump_if_false @RANGE_7286 
01BB: store_object $TIRTARGET2_FRAME position_to $TIRTARG2_X $TIRTARG2_Y $TIRTARG2_Z 

:RANGE_7286
00D6: if 
0038:   $TIRTARGET2_TRAVEL == 0 // $ == int 
004D: jump_if_false @RANGE_7356 
00D6: if 
0032:   -767.2 >= $TIRTARG2_Y // float >= $ 
004D: jump_if_false @RANGE_7339 
0004: $TIRTARGET2_TRAVEL = 1 // $ = int 
0002: jump @RANGE_7349 

:RANGE_7339
007E: $TIRTARG2_Y -= frame_delta_time * 0.04 // float 

:RANGE_7349
0002: jump @RANGE_7401 

:RANGE_7356
00D6: if 
0030:   $TIRTARG2_Y >= -758.3 // $ >= float 
004D: jump_if_false @RANGE_7391 
0004: $TIRTARGET2_TRAVEL = 0 // $ = int 
0002: jump @RANGE_7401 

:RANGE_7391
0078: $TIRTARG2_Y += frame_delta_time * 0.04 // float 

:RANGE_7401
0002: jump @RANGE_7511 

:RANGE_7408
00D6: if 
8366:   not object $TIRTARGET2_FRAME damaged 
004D: jump_if_false @RANGE_7511 
01BB: store_object $TIRTARGET2_FRAME position_to $TIRTARG2_X $TIRTARG2_Y $TIRTARG2_Z 
00D6: if 
0032:   -768.9 >= $TIRTARG2_Y // float >= $ 
004D: jump_if_false @RANGE_7501 
00D6: if 
8366:   not object $TIRTARGET2_FRAME damaged 
004D: jump_if_false @RANGE_7480 
0108: destroy_object $TIRTARGET2_FRAME 

:RANGE_7480
0004: $TIRSLOT2_FILLED_ROUND1 = 0 // $ = int 
0004: $TIRCREATE_TIMER_TARG2_ROUND1 = 0 // $ = int 
0002: jump @RANGE_7511 

:RANGE_7501
007E: $TIRTARG2_Y -= frame_delta_time * 0.06 // float 

:RANGE_7511
00D6: if 
0038:   $TIRSLOT2_FILLED_ROUND1 == 1 // $ == int 
004D: jump_if_false @RANGE_8026 
01BC: put_object $TIRTARGET2_FRAME at $TIRTARG2_X $TIRTARG2_Y $TIRTARG2_Z 
00D6: if 
0038:   $TIRTARGET_2_DEAD == 0 // $ == int 
004D: jump_if_false @RANGE_8026 
00D6: if and
0038:   $TIRTARGET2_PART1_DEAD == 1 // $ == int 
0038:   $TIRTARGET2_PART2_DEAD == 1 // $ == int 
0038:   $TIRTARGET2_PART3_DEAD == 1 // $ == int 
0038:   $TIRTARGET2_PART4_DEAD == 1 // $ == int 
0038:   $TIRTARGET2_PART5_DEAD == 1 // $ == int 
004D: jump_if_false @RANGE_7656 
0008: $TIRTARGETS_REALLY_HIT_ROUND1 += 1 // $ += int 
0008: $TIRCOUNTER_HITS_SCORED_ROUND1 += 1 // $ += int 
0008: $TIRCOUNTER_HITS_SCORED_ROUND1 += 1 // $ += int 
0008: $TIRPLAYER_SCORE += 1 // $ += int 
0008: $TIRPLAYER_SCORE += 1 // $ += int 
0004: $TIRCREATE_TIMER_TARG2_ROUND1 = 0 // $ = int 
0004: $TIRTARGET_2_DEAD = 1 // $ = int 

:RANGE_7656
00D6: if 
0038:   $TIRTARGET2_PART1_DEAD == 0 // $ == int 
004D: jump_if_false @RANGE_7730 
00D6: if 
0366:   object $TIRTARGET2_PART1 damaged 
004D: jump_if_false @RANGE_7716 
0108: destroy_object $TIRTARGET2_PART1 
0008: $TIRBITS_HIT += 1 // $ += int 
0004: $TIRTARGET2_PART1_DEAD = 1 // $ = int 
0002: jump @RANGE_7730 

:RANGE_7716
01BC: put_object $TIRTARGET2_PART1 at $TIRTARG2_X $TIRTARG2_Y $TIRTARG2_Z 

:RANGE_7730
00D6: if 
0038:   $TIRTARGET2_PART2_DEAD == 0 // $ == int 
004D: jump_if_false @RANGE_7804 
00D6: if 
0366:   object $TIRTARGET2_PART2 damaged 
004D: jump_if_false @RANGE_7790 
0108: destroy_object $TIRTARGET2_PART2 
0008: $TIRBITS_HIT += 1 // $ += int 
0004: $TIRTARGET2_PART2_DEAD = 1 // $ = int 
0002: jump @RANGE_7804 

:RANGE_7790
01BC: put_object $TIRTARGET2_PART2 at $TIRTARG2_X $TIRTARG2_Y $TIRTARG2_Z 

:RANGE_7804
00D6: if 
0038:   $TIRTARGET2_PART3_DEAD == 0 // $ == int 
004D: jump_if_false @RANGE_7878 
00D6: if 
0366:   object $TIRTARGET2_PART3 damaged 
004D: jump_if_false @RANGE_7864 
0108: destroy_object $TIRTARGET2_PART3 
0008: $TIRBITS_HIT += 1 // $ += int 
0004: $TIRTARGET2_PART3_DEAD = 1 // $ = int 
0002: jump @RANGE_7878 

:RANGE_7864
01BC: put_object $TIRTARGET2_PART3 at $TIRTARG2_X $TIRTARG2_Y $TIRTARG2_Z 

:RANGE_7878
00D6: if 
0038:   $TIRTARGET2_PART4_DEAD == 0 // $ == int 
004D: jump_if_false @RANGE_7952 
00D6: if 
0366:   object $TIRTARGET2_PART4 damaged 
004D: jump_if_false @RANGE_7938 
0108: destroy_object $TIRTARGET2_PART4 
0008: $TIRBITS_HIT += 1 // $ += int 
0004: $TIRTARGET2_PART4_DEAD = 1 // $ = int 
0002: jump @RANGE_7952 

:RANGE_7938
01BC: put_object $TIRTARGET2_PART4 at $TIRTARG2_X $TIRTARG2_Y $TIRTARG2_Z 

:RANGE_7952
00D6: if 
0038:   $TIRTARGET2_PART5_DEAD == 0 // $ == int 
004D: jump_if_false @RANGE_8026 
00D6: if 
0366:   object $TIRTARGET2_PART5 damaged 
004D: jump_if_false @RANGE_8012 
0108: destroy_object $TIRTARGET2_PART5 
0008: $TIRBITS_HIT += 1 // $ += int 
0004: $TIRTARGET2_PART5_DEAD = 1 // $ = int 
0002: jump @RANGE_8026 

:RANGE_8012
01BC: put_object $TIRTARGET2_PART5 at $TIRTARG2_X $TIRTARG2_Y $TIRTARG2_Z 

:RANGE_8026
00D6: if 
0038:   $TIRCREATE_TIMER_TARG3_ROUND1 == 0 // $ == int 
004D: jump_if_false @RANGE_8064 
01BD: $TIRGAME_TIME_ROUND1 = current_time_in_ms 
0084: $TIRTIMER_CREATE_TARG3_ROUND1 = $TIRGAME_TIME_ROUND1 // $ = $ int 
0004: $TIRCREATE_TIMER_TARG3_ROUND1 = 1 // $ = int 

:RANGE_8064
00D6: if 
0038:   $TIRCREATE_TIMER_TARG3_ROUND1 == 1 // $ == int 
004D: jump_if_false @RANGE_8098 
0084: $TIRTARG3_ROUND1_MOVETIME = $TIRGAME_TIME_ROUND1 // $ = $ int 
0060: $TIRTARG3_ROUND1_MOVETIME -= $TIRTIMER_CREATE_TARG3_ROUND1 // $ -= $ int 

:RANGE_8098
00D6: if 
0028:   $TIRTARG3_ROUND1_MOVETIME >= 2000 // $ >= int 
004D: jump_if_false @RANGE_8347 
00D6: if 
0038:   $TIRSLOT3_FILLED_ROUND1 == 0 // $ == int 
004D: jump_if_false @RANGE_8347 
0107: $TIRTARGET3_FRAME = create_object #TAR_FRAME at $TIRSLOT3_X $TIRSLOT3_Y $TIRSLOT3_Z 
0177: set_object $TIRTARGET3_FRAME z_angle_to 90.0 
0107: $TIRTARGET3_PART1 = create_object #TAR_DOWNLEFT at $TIRSLOT3_X $TIRSLOT3_Y $TIRSLOT3_Z 
0177: set_object $TIRTARGET3_PART1 z_angle_to 90.0 
0107: $TIRTARGET3_PART2 = create_object #TAR_DOWNRIGHT at $TIRSLOT3_X $TIRSLOT3_Y $TIRSLOT3_Z 
0177: set_object $TIRTARGET3_PART2 z_angle_to 90.0 
0107: $TIRTARGET3_PART3 = create_object #TAR_TOP at $TIRSLOT3_X $TIRSLOT3_Y $TIRSLOT3_Z 
0177: set_object $TIRTARGET3_PART3 z_angle_to 90.0 
0107: $TIRTARGET3_PART4 = create_object #TAR_UPLEFT at $TIRSLOT3_X $TIRSLOT3_Y $TIRSLOT3_Z 
0177: set_object $TIRTARGET3_PART4 z_angle_to 90.0 
0107: $TIRTARGET3_PART5 = create_object #TAR_UPRIGHT at $TIRSLOT3_X $TIRSLOT3_Y $TIRSLOT3_Z 
0177: set_object $TIRTARGET3_PART5 z_angle_to 90.0 
0004: $TIRTARGET_3_DEAD = 0 // $ = int 
0004: $TIRTARGET3_PART1_DEAD = 0 // $ = int 
0004: $TIRTARGET3_PART2_DEAD = 0 // $ = int 
0004: $TIRTARGET3_PART3_DEAD = 0 // $ = int 
0004: $TIRTARGET3_PART4_DEAD = 0 // $ = int 
0004: $TIRTARGET3_PART5_DEAD = 0 // $ = int 
0004: $TIRTARGET3_TRAVEL = 0 // $ = int 
0004: $TIRSLOT3_FILLED_ROUND1 = 1 // $ = int 

:RANGE_8347
00D6: if 
0038:   $TIRSLOT3_FILLED_ROUND1 == 1 // $ == int 
004D: jump_if_false @RANGE_8638 
00D6: if 
0038:   $TIRTARGET_3_DEAD == 0 // $ == int 
004D: jump_if_false @RANGE_8535 
00D6: if 
8366:   not object $TIRTARGET3_FRAME damaged 
004D: jump_if_false @RANGE_8413 
01BB: store_object $TIRTARGET3_FRAME position_to $TIRTARG3_X $TIRTARG3_Y $TIRTARG3_Z 

:RANGE_8413
00D6: if 
0038:   $TIRTARGET3_TRAVEL == 0 // $ == int 
004D: jump_if_false @RANGE_8483 
00D6: if 
0032:   -767.2 >= $TIRTARG3_Y // float >= $ 
004D: jump_if_false @RANGE_8466 
0004: $TIRTARGET3_TRAVEL = 1 // $ = int 
0002: jump @RANGE_8476 

:RANGE_8466
007E: $TIRTARG3_Y -= frame_delta_time * 0.02 // float 

:RANGE_8476
0002: jump @RANGE_8528 

:RANGE_8483
00D6: if 
0030:   $TIRTARG3_Y >= -756.3 // $ >= float 
004D: jump_if_false @RANGE_8518 
0004: $TIRTARGET3_TRAVEL = 0 // $ = int 
0002: jump @RANGE_8528 

:RANGE_8518
0078: $TIRTARG3_Y += frame_delta_time * 0.02 // float 

:RANGE_8528
0002: jump @RANGE_8638 

:RANGE_8535
00D6: if 
8366:   not object $TIRTARGET3_FRAME damaged 
004D: jump_if_false @RANGE_8638 
01BB: store_object $TIRTARGET3_FRAME position_to $TIRTARG3_X $TIRTARG3_Y $TIRTARG3_Z 
00D6: if 
0030:   $TIRTARG3_Y >= -758.8 // $ >= float 
004D: jump_if_false @RANGE_8628 
00D6: if 
8366:   not object $TIRTARGET3_FRAME damaged 
004D: jump_if_false @RANGE_8607 
0108: destroy_object $TIRTARGET3_FRAME 

:RANGE_8607
0004: $TIRSLOT3_FILLED_ROUND1 = 0 // $ = int 
0004: $TIRTARG3_ROUND1_MOVETIME = 0 // $ = int 
0002: jump @RANGE_8638 

:RANGE_8628
0078: $TIRTARG3_Y += frame_delta_time * 0.06 // float 

:RANGE_8638
00D6: if 
0038:   $TIRSLOT3_FILLED_ROUND1 == 1 // $ == int 
004D: jump_if_false @RANGE_9167 
01BC: put_object $TIRTARGET3_FRAME at $TIRTARG3_X $TIRTARG3_Y $TIRTARG3_Z 
00D6: if 
0038:   $TIRTARGET_3_DEAD == 0 // $ == int 
004D: jump_if_false @RANGE_9167 
00D6: if and
0038:   $TIRTARGET3_PART1_DEAD == 1 // $ == int 
0038:   $TIRTARGET3_PART2_DEAD == 1 // $ == int 
0038:   $TIRTARGET3_PART3_DEAD == 1 // $ == int 
0038:   $TIRTARGET3_PART4_DEAD == 1 // $ == int 
0038:   $TIRTARGET3_PART5_DEAD == 1 // $ == int 
004D: jump_if_false @RANGE_8797 
0008: $TIRTARGETS_REALLY_HIT_ROUND1 += 1 // $ += int 
0008: $TIRCOUNTER_HITS_SCORED_ROUND1 += 1 // $ += int 
0008: $TIRCOUNTER_HITS_SCORED_ROUND1 += 1 // $ += int 
0008: $TIRCOUNTER_HITS_SCORED_ROUND1 += 1 // $ += int 
0008: $TIRPLAYER_SCORE += 1 // $ += int 
0008: $TIRPLAYER_SCORE += 1 // $ += int 
0008: $TIRPLAYER_SCORE += 1 // $ += int 
0004: $TIRTARG3_ROUND1_MOVETIME = 0 // $ = int 
0004: $TIRTARGET_3_DEAD = 1 // $ = int 

:RANGE_8797
00D6: if 
0038:   $TIRTARGET3_PART1_DEAD == 0 // $ == int 
004D: jump_if_false @RANGE_8871 
00D6: if 
0366:   object $TIRTARGET3_PART1 damaged 
004D: jump_if_false @RANGE_8857 
0108: destroy_object $TIRTARGET3_PART1 
0008: $TIRBITS_HIT += 1 // $ += int 
0004: $TIRTARGET3_PART1_DEAD = 1 // $ = int 
0002: jump @RANGE_8871 

:RANGE_8857
01BC: put_object $TIRTARGET3_PART1 at $TIRTARG3_X $TIRTARG3_Y $TIRTARG3_Z 

:RANGE_8871
00D6: if 
0038:   $TIRTARGET3_PART2_DEAD == 0 // $ == int 
004D: jump_if_false @RANGE_8945 
00D6: if 
0366:   object $TIRTARGET3_PART2 damaged 
004D: jump_if_false @RANGE_8931 
0108: destroy_object $TIRTARGET3_PART2 
0008: $TIRBITS_HIT += 1 // $ += int 
0004: $TIRTARGET3_PART2_DEAD = 1 // $ = int 
0002: jump @RANGE_8945 

:RANGE_8931
01BC: put_object $TIRTARGET3_PART2 at $TIRTARG3_X $TIRTARG3_Y $TIRTARG3_Z 

:RANGE_8945
00D6: if 
0038:   $TIRTARGET3_PART3_DEAD == 0 // $ == int 
004D: jump_if_false @RANGE_9019 
00D6: if 
0366:   object $TIRTARGET3_PART3 damaged 
004D: jump_if_false @RANGE_9005 
0108: destroy_object $TIRTARGET3_PART3 
0008: $TIRBITS_HIT += 1 // $ += int 
0004: $TIRTARGET3_PART3_DEAD = 1 // $ = int 
0002: jump @RANGE_9019 

:RANGE_9005
01BC: put_object $TIRTARGET3_PART3 at $TIRTARG3_X $TIRTARG3_Y $TIRTARG3_Z 

:RANGE_9019
00D6: if 
0038:   $TIRTARGET3_PART4_DEAD == 0 // $ == int 
004D: jump_if_false @RANGE_9093 
00D6: if 
0366:   object $TIRTARGET3_PART4 damaged 
004D: jump_if_false @RANGE_9079 
0108: destroy_object $TIRTARGET3_PART4 
0008: $TIRBITS_HIT += 1 // $ += int 
0004: $TIRTARGET3_PART4_DEAD = 1 // $ = int 
0002: jump @RANGE_9093 

:RANGE_9079
01BC: put_object $TIRTARGET3_PART4 at $TIRTARG3_X $TIRTARG3_Y $TIRTARG3_Z 

:RANGE_9093
00D6: if 
0038:   $TIRTARGET3_PART5_DEAD == 0 // $ == int 
004D: jump_if_false @RANGE_9167 
00D6: if 
0366:   object $TIRTARGET3_PART5 damaged 
004D: jump_if_false @RANGE_9153 
0108: destroy_object $TIRTARGET3_PART5 
0008: $TIRBITS_HIT += 1 // $ += int 
0004: $TIRTARGET3_PART5_DEAD = 1 // $ = int 
0002: jump @RANGE_9167 

:RANGE_9153
01BC: put_object $TIRTARGET3_PART5 at $TIRTARG3_X $TIRTARG3_Y $TIRTARG3_Z 

:RANGE_9167
0002: jump @RANGE_5070 

:RANGE_9174
018E: stop_sound $TIRTARGET_MOVING_SOUND 
00D6: if 
0038:   $TIRFLAG_ROUND1_DONE_RIGHT == 1 // $ == int 
004D: jump_if_false @RANGE_9331 

:RANGE_9197
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @RANGE_9331 
0001: wait 0 ms 
00D6: if 
0118:   actor $TIRGUNNER1 dead 
004D: jump_if_false @RANGE_9254 
00BC: text_highpriority 'BJM2_12' time 5000 1  // ~r~One of the shooters is dead!
0002: jump @RANGE_19996 

:RANGE_9254
00D6: if 
00F5:   player $PLAYER_CHAR 0 11.3 -720.85 32.43 radius 3.0 3.0 3.0 
004D: jump_if_false @RANGE_9324 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
0002: jump @RANGE_19996 

:RANGE_9324
0002: jump @RANGE_9197 

:RANGE_9331
03D5: remove_text 'BJM2_19'  // ~g~Hit as many targets as you can in the time limit!
03D5: remove_text 'BJM2_20'  // ~g~When you run out of ~w~time ~g~or ~w~ammunition ~g~the round is over!
03D5: remove_text 'BJM2_2'  // ~g~To exit the round press the ~h~~k~~PED_JUMPING~ ~g~button.
03D5: remove_text 'BNK2_3'  // AREA CLEAR!
0084: $TIRAMMO_USED_ROUND1 = $TIRAMMO_GIVEN_ROUND1 // $ = $ int 
0060: $TIRAMMO_USED_ROUND1 -= $TIRAMMO_ROUND1 // $ -= $ int 
01B8: set_player $PLAYER_CHAR armed_weapon_to 0 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0108: destroy_object $TIRINVISIBLE1TARGET 
014F: stop_timer $TIRTIMER_ROUND1 
01E3: text_1number_styled 'BJM2_4' number $TIRCOUNTER_HITS_SCORED_ROUND1 time 3000 style 1  // SCORE ROUND ONE: ~1~
00BC: text_highpriority 'BJM2_9' time 2000 1  // ~g~Get to round two's starting point.
0004: $TIRBLOB_FLAG = 1 // $ = int 

:RANGE_9449
00D6: if 
80F6:   not player $PLAYER_CHAR $TIRBLOB_FLAG -22.98 -725.52 16.36 radius 2.0 2.0 2.0 
004D: jump_if_false @RANGE_9617 
0001: wait 0 ms 
00D6: if 
0118:   actor $TIRGUNNER1 dead 
004D: jump_if_false @RANGE_9540 
00BC: text_highpriority 'BJM2_12' time 5000 1  // ~r~One of the shooters is dead!
0002: jump @RANGE_19996 

:RANGE_9540
00D6: if 
00F5:   player $PLAYER_CHAR 0 11.3 -720.85 32.43 radius 3.0 3.0 3.0 
004D: jump_if_false @RANGE_9610 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
0002: jump @RANGE_19996 

:RANGE_9610
0002: jump @RANGE_9449 

:RANGE_9617
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
8118:   not actor $TIRGUNNER1 dead 
004D: jump_if_false @RANGE_9645 
01C2: mark_actor_as_no_longer_needed $TIRGUNNER1 

:RANGE_9645
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0001: wait 500 ms 
00D6: if 
00F5:   player $PLAYER_CHAR 0 11.3 -720.85 32.43 radius 3.0 3.0 3.0 
004D: jump_if_false @RANGE_9734 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
0002: jump @RANGE_19996 

:RANGE_9734
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $TIRINVISIBLE2TARGET at_object_offset 0.0 0.0 1.0 position 0 shooting_angle 60.0 with_weapon 17 
017A: set_player $PLAYER_CHAR weapon 17 ammo_to 50 
0004: $TIRAMMO_GIVEN_ROUND2 = 50 // $ = int 
0108: destroy_object $TIRTARGET1_FRAME 
0108: destroy_object $TIRTARGET1_PART1 
0108: destroy_object $TIRTARGET1_PART2 
0108: destroy_object $TIRTARGET1_PART3 
0108: destroy_object $TIRTARGET1_PART4 
0108: destroy_object $TIRTARGET1_PART5 
0108: destroy_object $TIRTARGET2_FRAME 
0108: destroy_object $TIRTARGET2_PART1 
0108: destroy_object $TIRTARGET2_PART2 
0108: destroy_object $TIRTARGET2_PART3 
0108: destroy_object $TIRTARGET2_PART4 
0108: destroy_object $TIRTARGET2_PART5 
0108: destroy_object $TIRTARGET3_FRAME 
0108: destroy_object $TIRTARGET3_PART1 
0108: destroy_object $TIRTARGET3_PART2 
0108: destroy_object $TIRTARGET3_PART3 
0108: destroy_object $TIRTARGET3_PART4 
0108: destroy_object $TIRTARGET3_PART5 
00BC: text_highpriority 'BJM2_19' time 8000 1  // ~g~Hit as many targets as you can in the time limit!
0006: TIMERA = 0 // @ = int 

:RANGE_9894
00D6: if 
001B:   5000 > TIMERA // int > @ 
004D: jump_if_false @RANGE_10042 
0001: wait 0 ms 
00D6: if 
0038:   $TIRFLAG_PLAYED_TIR_BEFORE == 0 // $ == int 
004D: jump_if_false @RANGE_9965 
00D6: if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
004D: jump_if_false @RANGE_9965 
0002: jump @RANGE_10382 

:RANGE_9965
00D6: if 
00F5:   player $PLAYER_CHAR 0 11.3 -720.85 32.43 radius 3.0 3.0 3.0 
004D: jump_if_false @RANGE_10035 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
0002: jump @RANGE_19996 

:RANGE_10035
0002: jump @RANGE_9894 

:RANGE_10042
00BC: text_highpriority 'BJM2_20' time 8000 1  // ~g~When you run out of ~w~time ~g~or ~w~ammunition ~g~the round is over!
0006: TIMERA = 0 // @ = int 

:RANGE_10064
00D6: if 
001B:   5000 > TIMERA // int > @ 
004D: jump_if_false @RANGE_10212 
0001: wait 0 ms 
00D6: if 
0038:   $TIRFLAG_PLAYED_TIR_BEFORE == 0 // $ == int 
004D: jump_if_false @RANGE_10135 
00D6: if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
004D: jump_if_false @RANGE_10135 
0002: jump @RANGE_10382 

:RANGE_10135
00D6: if 
00F5:   player $PLAYER_CHAR 0 11.3 -720.85 32.43 radius 3.0 3.0 3.0 
004D: jump_if_false @RANGE_10205 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
0002: jump @RANGE_19996 

:RANGE_10205
0002: jump @RANGE_10064 

:RANGE_10212
00BC: text_highpriority 'BJM2_27' time 8000 1  // ~g~All targets this round are worth one point.
0006: TIMERA = 0 // @ = int 

:RANGE_10234
00D6: if 
001B:   5000 > TIMERA // int > @ 
004D: jump_if_false @RANGE_10382 
0001: wait 0 ms 
00D6: if 
0038:   $TIRFLAG_PLAYED_TIR_BEFORE == 0 // $ == int 
004D: jump_if_false @RANGE_10305 
00D6: if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
004D: jump_if_false @RANGE_10305 
0002: jump @RANGE_10382 

:RANGE_10305
00D6: if 
00F5:   player $PLAYER_CHAR 0 11.3 -720.85 32.43 radius 3.0 3.0 3.0 
004D: jump_if_false @RANGE_10375 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
0002: jump @RANGE_19996 

:RANGE_10375
0002: jump @RANGE_10234 

:RANGE_10382
03CF: load_wav 'BNK2_2' as 2 
03CF: load_wav 'BNK2_3' as 1 

:RANGE_10406
00D6: if or
83D0:   not wav 2 loaded 
83D0:   not wav 1 loaded 
004D: jump_if_false @RANGE_10506 
0001: wait 0 ms 
00D6: if 
00F5:   player $PLAYER_CHAR 0 11.3 -720.85 32.43 radius 3.0 3.0 3.0 
004D: jump_if_false @RANGE_10499 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
0002: jump @RANGE_19996 

:RANGE_10499
0002: jump @RANGE_10406 

:RANGE_10506
01B4: set_player $PLAYER_CHAR can_move 1 
03D1: play_wav 2 
00BC: text_highpriority 'BNK2_2' time 4000 1  // AIM 3-2-1 FIRE!

:RANGE_10532
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @RANGE_10628 
0001: wait 0 ms 
00D6: if 
00F5:   player $PLAYER_CHAR 0 11.3 -720.85 32.43 radius 3.0 3.0 3.0 
004D: jump_if_false @RANGE_10621 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
0002: jump @RANGE_19996 

:RANGE_10621
0002: jump @RANGE_10532 

:RANGE_10628
03D5: remove_text 'BNK2_2'  // AIM 3-2-1 FIRE!
014E: start_timer_at $TIRTIMER_ROUND2 count_in_direction 1 
018D: $TIRTARGET_MOVING_SOUND = create_sound 11 at -33.02 -723.7 16.36 

:RANGE_10667
00D6: if 
0038:   $TIRROUND2_FINISHED == 0 // $ == int 
004D: jump_if_false @RANGE_14316 
0001: wait 0 ms 
00D6: if 
00F5:   player $PLAYER_CHAR 0 11.3 -720.85 32.43 radius 3.0 3.0 3.0 
004D: jump_if_false @RANGE_10759 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
0002: jump @RANGE_19996 

:RANGE_10759
00D6: if 
00E1:   player 0 pressed_button 14 
004D: jump_if_false @RANGE_10783 
0004: $TIRROUND2_FINISHED = 1 // $ = int 

:RANGE_10783
01BD: $TIRGAME_TIME_ROUND2 = current_time_in_ms 
00D6: if 
0038:   $TIRCREATE_TIMER_TARG1_ROUND2 == 0 // $ == int 
004D: jump_if_false @RANGE_10826 
01BD: $TIRGAME_TIME_ROUND2 = current_time_in_ms 
0084: $TIRTIMER_CREATE_TARG1_ROUND2 = $TIRGAME_TIME_ROUND2 // $ = $ int 
0004: $TIRCREATE_TIMER_TARG1_ROUND2 = 1 // $ = int 

:RANGE_10826
00D6: if 
0038:   $TIRCREATE_TIMER_TARG1_ROUND2 == 1 // $ == int 
004D: jump_if_false @RANGE_10860 
0084: $TIRTARG1_ROUND2_MOVETIME = $TIRGAME_TIME_ROUND2 // $ = $ int 
0060: $TIRTARG1_ROUND2_MOVETIME -= $TIRTIMER_CREATE_TARG1_ROUND2 // $ -= $ int 

:RANGE_10860
00D6: if 
0028:   $TIRTARG1_ROUND2_MOVETIME >= 500 // $ >= int 
004D: jump_if_false @RANGE_11353 
00D6: if 
0038:   $TIRFLAG_SLOT1_ROUND2_FILLED == 0 // $ == int 
004D: jump_if_false @RANGE_10949 
029B: $TIRTARGET1_ROUND2 = init_object #TAR_GUN1 at $TIRSLOT1_X_ROUND2 $TIRSLOT1_Y_ROUND2 $TIRSLOT1_Z_ROUND2 
0177: set_object $TIRTARGET1_ROUND2 z_angle_to $TIRSLOT1_HEADING_ROUND2 
0004: $TIRFLAG_TARGET1_DEAD_ROUND2 = 0 // $ = int 
0004: $TIRTARGET1_ROUND2_REMOVED = 0 // $ = int 
0004: $TIRTIMER_START_TARG1_ROUND2 = 0 // $ = int 
0004: $TIRFLAG_SLOT1_ROUND2_FILLED = 1 // $ = int 

:RANGE_10949
00D6: if 
0038:   $TIRFLAG_SLOT1_ROUND2_FILLED == 1 // $ == int 
004D: jump_if_false @RANGE_11353 
00D6: if and
0038:   $TIRFLAG_TARGET1_DEAD_ROUND2 == 0 // $ == int 
0038:   $TIRTARGET1_ROUND2_REMOVED == 0 // $ == int 
004D: jump_if_false @RANGE_11353 
00D6: if 
8366:   not object $TIRTARGET1_ROUND2 damaged 
004D: jump_if_false @RANGE_11279 
01BB: store_object $TIRTARGET1_ROUND2 position_to $TIRTARG1_ROUND2_X $TIRTARG1_ROUND2_Y $TIRTARG1_ROUND2_Z 
00D6: if 
0038:   $TIRTIMER_START_TARG1_ROUND2 == 0 // $ == int 
004D: jump_if_false @RANGE_11116 
00D6: if 
0022:   -725.52 > $TIRTARG1_ROUND2_Y // float > $ 
004D: jump_if_false @RANGE_11078 
0078: $TIRTARG1_ROUND2_Y += frame_delta_time * 0.02 // float 
0002: jump @RANGE_11116 

:RANGE_11078
00D6: if 
0038:   $TIRTIMER_START_TARG1_ROUND2 == 0 // $ == int 
004D: jump_if_false @RANGE_11116 
01BD: $TIRGAME_TIME_ROUND2 = current_time_in_ms 
0084: $TIRTIME_TARG1_ROUND2_IN_POSIT = $TIRGAME_TIME_ROUND2 // $ = $ int 
0004: $TIRTIMER_START_TARG1_ROUND2 = 1 // $ = int 

:RANGE_11116
00D6: if 
0038:   $TIRTIMER_START_TARG1_ROUND2 == 1 // $ == int 
004D: jump_if_false @RANGE_11233 
0084: $TIRDELETE_TARG1_ROUND2_TIME = $TIRGAME_TIME_ROUND2 // $ = $ int 
0060: $TIRDELETE_TARG1_ROUND2_TIME -= $TIRTIME_TARG1_ROUND2_IN_POSIT // $ -= $ int 
00D6: if 
0028:   $TIRDELETE_TARG1_ROUND2_TIME >= 800 // $ >= int 
004D: jump_if_false @RANGE_11233 
00D6: if 
0020:   $TIRTARG1_ROUND2_Y > -728.14 // $ > float 
004D: jump_if_false @RANGE_11207 
007E: $TIRTARG1_ROUND2_Y -= frame_delta_time * 0.02 // float 
0002: jump @RANGE_11233 

:RANGE_11207
0108: destroy_object $TIRTARGET1_ROUND2 
0004: $TIRFLAG_SLOT1_ROUND2_FILLED = 0 // $ = int 
0004: $TIRCREATE_TIMER_TARG1_ROUND2 = 0 // $ = int 
0004: $TIRTARGET1_ROUND2_REMOVED = 1 // $ = int 

:RANGE_11233
00D6: if and
0038:   $TIRTARGET1_ROUND2_REMOVED == 0 // $ == int 
0038:   $TIRFLAG_TARGET1_DEAD_ROUND2 == 0 // $ == int 
004D: jump_if_false @RANGE_11272 
01BC: put_object $TIRTARGET1_ROUND2 at $TIRTARG1_ROUND2_X $TIRTARG1_ROUND2_Y $TIRTARG1_ROUND2_Z 

:RANGE_11272
0002: jump @RANGE_11353 

:RANGE_11279
00D6: if 
0038:   $TIRTARGET1_ROUND2_REMOVED == 0 // $ == int 
004D: jump_if_false @RANGE_11353 
00D6: if 
0366:   object $TIRTARGET1_ROUND2 damaged 
004D: jump_if_false @RANGE_11353 
0008: $TIRCOUNTER_HITS_SCORED_ROUND2 += 1 // $ += int 
0008: $TIRPLAYER_SCORE += 1 // $ += int 
0108: destroy_object $TIRTARGET1_ROUND2 
0004: $TIRCREATE_TIMER_TARG1_ROUND2 = 0 // $ = int 
0004: $TIRFLAG_SLOT1_ROUND2_FILLED = 0 // $ = int 
0004: $TIRFLAG_TARGET1_DEAD_ROUND2 = 1 // $ = int 

:RANGE_11353
00D6: if 
0038:   $TIRCREATE_TIMER_TARG2_ROUND2 == 0 // $ == int 
004D: jump_if_false @RANGE_11391 
01BD: $TIRGAME_TIME_ROUND2 = current_time_in_ms 
0084: $TIRTIMER_CREATE_TARG2_ROUND2 = $TIRGAME_TIME_ROUND2 // $ = $ int 
0004: $TIRCREATE_TIMER_TARG2_ROUND2 = 1 // $ = int 

:RANGE_11391
00D6: if 
0038:   $TIRCREATE_TIMER_TARG2_ROUND2 == 1 // $ == int 
004D: jump_if_false @RANGE_11425 
0084: $TIRTARG2_ROUND2_MOVETIME = $TIRGAME_TIME_ROUND2 // $ = $ int 
0060: $TIRTARG2_ROUND2_MOVETIME -= $TIRTIMER_CREATE_TARG2_ROUND2 // $ -= $ int 

:RANGE_11425
00D6: if 
0028:   $TIRTARG2_ROUND2_MOVETIME >= 4000 // $ >= int 
004D: jump_if_false @RANGE_11514 
00D6: if 
0038:   $TIRFLAG_SLOT2_ROUND2_FILLED == 0 // $ == int 
004D: jump_if_false @RANGE_11514 
029B: $TIRTARGET2_ROUND2 = init_object #TAR_GUN2 at $TIRSLOT2_X_ROUND2 $TIRSLOT2_Y_ROUND2 $TIRSLOT2_Z_ROUND2 
0177: set_object $TIRTARGET2_ROUND2 z_angle_to $TIRSLOT2_HEADING_ROUND2 
0004: $TIRFLAG_TARGET2_DEAD_ROUND2 = 0 // $ = int 
0004: $TIRTARGET2_ROUND2_REMOVED = 0 // $ = int 
0004: $TIRTIMER_START_TARG2_ROUND2 = 0 // $ = int 
0004: $TIRFLAG_SLOT2_ROUND2_FILLED = 1 // $ = int 

:RANGE_11514
00D6: if 
0038:   $TIRFLAG_SLOT2_ROUND2_FILLED == 1 // $ == int 
004D: jump_if_false @RANGE_11918 
00D6: if and
0038:   $TIRFLAG_TARGET2_DEAD_ROUND2 == 0 // $ == int 
0038:   $TIRTARGET2_ROUND2_REMOVED == 0 // $ == int 
004D: jump_if_false @RANGE_11918 
00D6: if 
8366:   not object $TIRTARGET2_ROUND2 damaged 
004D: jump_if_false @RANGE_11844 
01BB: store_object $TIRTARGET2_ROUND2 position_to $TIRTARG2_ROUND2_X $TIRTARG2_ROUND2_Y $TIRTARG2_ROUND2_Z 
00D6: if 
0038:   $TIRTIMER_START_TARG2_ROUND2 == 0 // $ == int 
004D: jump_if_false @RANGE_11681 
00D6: if 
0022:   -720.14 > $TIRTARG2_ROUND2_Y // float > $ 
004D: jump_if_false @RANGE_11643 
0078: $TIRTARG2_ROUND2_Y += frame_delta_time * 0.02 // float 
0002: jump @RANGE_11681 

:RANGE_11643
00D6: if 
0038:   $TIRTIMER_START_TARG2_ROUND2 == 0 // $ == int 
004D: jump_if_false @RANGE_11681 
01BD: $TIRGAME_TIME_ROUND2 = current_time_in_ms 
0084: $TIRTIME_TARG2_ROUND2_IN_POSIT = $TIRGAME_TIME_ROUND2 // $ = $ int 
0004: $TIRTIMER_START_TARG2_ROUND2 = 1 // $ = int 

:RANGE_11681
00D6: if 
0038:   $TIRTIMER_START_TARG2_ROUND2 == 1 // $ == int 
004D: jump_if_false @RANGE_11798 
0084: $TIRDELETE_TARG2_ROUND2_TIME = $TIRGAME_TIME_ROUND2 // $ = $ int 
0060: $TIRDELETE_TARG2_ROUND2_TIME -= $TIRTIME_TARG2_ROUND2_IN_POSIT // $ -= $ int 
00D6: if 
0028:   $TIRDELETE_TARG2_ROUND2_TIME >= 1000 // $ >= int 
004D: jump_if_false @RANGE_11798 
00D6: if 
0020:   $TIRTARG2_ROUND2_Y > -723.02 // $ > float 
004D: jump_if_false @RANGE_11772 
007E: $TIRTARG2_ROUND2_Y -= frame_delta_time * 0.02 // float 
0002: jump @RANGE_11798 

:RANGE_11772
0108: destroy_object $TIRTARGET2_ROUND2 
0004: $TIRCREATE_TIMER_TARG2_ROUND2 = 0 // $ = int 
0004: $TIRFLAG_SLOT2_ROUND2_FILLED = 0 // $ = int 
0004: $TIRTARGET2_ROUND2_REMOVED = 1 // $ = int 

:RANGE_11798
00D6: if and
0038:   $TIRTARGET2_ROUND2_REMOVED == 0 // $ == int 
0038:   $TIRFLAG_TARGET2_DEAD_ROUND2 == 0 // $ == int 
004D: jump_if_false @RANGE_11837 
01BC: put_object $TIRTARGET2_ROUND2 at $TIRTARG2_ROUND2_X $TIRTARG2_ROUND2_Y $TIRTARG2_ROUND2_Z 

:RANGE_11837
0002: jump @RANGE_11918 

:RANGE_11844
00D6: if 
0038:   $TIRTARGET2_ROUND2_REMOVED == 0 // $ == int 
004D: jump_if_false @RANGE_11918 
00D6: if 
0366:   object $TIRTARGET2_ROUND2 damaged 
004D: jump_if_false @RANGE_11918 
0008: $TIRCOUNTER_HITS_SCORED_ROUND2 += 1 // $ += int 
0008: $TIRPLAYER_SCORE += 1 // $ += int 
0108: destroy_object $TIRTARGET2_ROUND2 
0004: $TIRCREATE_TIMER_TARG2_ROUND2 = 0 // $ = int 
0004: $TIRFLAG_SLOT2_ROUND2_FILLED = 0 // $ = int 
0004: $TIRFLAG_TARGET2_DEAD_ROUND2 = 1 // $ = int 

:RANGE_11918
00D6: if 
0038:   $TIRCREATE_TIMER_TARG3_ROUND2 == 0 // $ == int 
004D: jump_if_false @RANGE_11956 
01BD: $TIRGAME_TIME_ROUND2 = current_time_in_ms 
0084: $TIRTIMER_CREATE_TARG3_ROUND2 = $TIRGAME_TIME_ROUND2 // $ = $ int 
0004: $TIRCREATE_TIMER_TARG3_ROUND2 = 1 // $ = int 

:RANGE_11956
00D6: if 
0038:   $TIRCREATE_TIMER_TARG3_ROUND2 == 1 // $ == int 
004D: jump_if_false @RANGE_11990 
0084: $TIRTARG3_ROUND2_MOVETIME = $TIRGAME_TIME_ROUND2 // $ = $ int 
0060: $TIRTARG3_ROUND2_MOVETIME -= $TIRTIMER_CREATE_TARG3_ROUND2 // $ -= $ int 

:RANGE_11990
00D6: if 
0028:   $TIRTARG3_ROUND2_MOVETIME >= 1300 // $ >= int 
004D: jump_if_false @RANGE_12079 
00D6: if 
0038:   $TIRFLAG_SLOT3_ROUND2_FILLED == 0 // $ == int 
004D: jump_if_false @RANGE_12079 
029B: $TIRTARGET3_ROUND2 = init_object #TAR_GUN1 at $TIRSLOT3_X_ROUND2 $TIRSLOT3_Y_ROUND2 $TIRSLOT3_Z_ROUND2 
0177: set_object $TIRTARGET3_ROUND2 z_angle_to $TIRSLOT3_HEADING_ROUND2 
0004: $TIRFLAG_TARGET3_DEAD_ROUND2 = 0 // $ = int 
0004: $TIRTARGET3_ROUND2_REMOVED = 0 // $ = int 
0004: $TIRTIMER_START_TARG3_ROUND2 = 0 // $ = int 
0004: $TIRFLAG_SLOT3_ROUND2_FILLED = 1 // $ = int 

:RANGE_12079
00D6: if 
0038:   $TIRFLAG_SLOT3_ROUND2_FILLED == 1 // $ == int 
004D: jump_if_false @RANGE_12483 
00D6: if and
0038:   $TIRFLAG_TARGET3_DEAD_ROUND2 == 0 // $ == int 
0038:   $TIRTARGET3_ROUND2_REMOVED == 0 // $ == int 
004D: jump_if_false @RANGE_12483 
00D6: if 
8366:   not object $TIRTARGET3_ROUND2 damaged 
004D: jump_if_false @RANGE_12409 
01BB: store_object $TIRTARGET3_ROUND2 position_to $TIRTARG3_ROUND2_X $TIRTARG3_ROUND2_Y $TIRTARG3_ROUND2_Z 
00D6: if 
0038:   $TIRTIMER_START_TARG3_ROUND2 == 0 // $ == int 
004D: jump_if_false @RANGE_12246 
00D6: if 
0022:   -717.33 > $TIRTARG3_ROUND2_Y // float > $ 
004D: jump_if_false @RANGE_12208 
0078: $TIRTARG3_ROUND2_Y += frame_delta_time * 0.02 // float 
0002: jump @RANGE_12246 

:RANGE_12208
00D6: if 
0038:   $TIRTIMER_START_TARG3_ROUND2 == 0 // $ == int 
004D: jump_if_false @RANGE_12246 
01BD: $TIRGAME_TIME_ROUND2 = current_time_in_ms 
0084: $TIRTIME_TARG3_ROUND2_IN_POSIT = $TIRGAME_TIME_ROUND2 // $ = $ int 
0004: $TIRTIMER_START_TARG3_ROUND2 = 1 // $ = int 

:RANGE_12246
00D6: if 
0038:   $TIRTIMER_START_TARG3_ROUND2 == 1 // $ == int 
004D: jump_if_false @RANGE_12363 
0084: $TIRDELETE_TARG3_ROUND2_TIME = $TIRGAME_TIME_ROUND2 // $ = $ int 
0060: $TIRDELETE_TARG3_ROUND2_TIME -= $TIRTIME_TARG3_ROUND2_IN_POSIT // $ -= $ int 
00D6: if 
0028:   $TIRDELETE_TARG3_ROUND2_TIME >= 1500 // $ >= int 
004D: jump_if_false @RANGE_12363 
00D6: if 
0020:   $TIRTARG3_ROUND2_Y > -720.13 // $ > float 
004D: jump_if_false @RANGE_12337 
007E: $TIRTARG3_ROUND2_Y -= frame_delta_time * 0.02 // float 
0002: jump @RANGE_12363 

:RANGE_12337
0108: destroy_object $TIRTARGET3_ROUND2 
0004: $TIRCREATE_TIMER_TARG3_ROUND2 = 0 // $ = int 
0004: $TIRFLAG_SLOT3_ROUND2_FILLED = 0 // $ = int 
0004: $TIRTARGET3_ROUND2_REMOVED = 1 // $ = int 

:RANGE_12363
00D6: if and
0038:   $TIRTARGET3_ROUND2_REMOVED == 0 // $ == int 
0038:   $TIRFLAG_TARGET3_DEAD_ROUND2 == 0 // $ == int 
004D: jump_if_false @RANGE_12402 
01BC: put_object $TIRTARGET3_ROUND2 at $TIRTARG3_ROUND2_X $TIRTARG3_ROUND2_Y $TIRTARG3_ROUND2_Z 

:RANGE_12402
0002: jump @RANGE_12483 

:RANGE_12409
00D6: if 
0038:   $TIRTARGET3_ROUND2_REMOVED == 0 // $ == int 
004D: jump_if_false @RANGE_12483 
00D6: if 
0366:   object $TIRTARGET3_ROUND2 damaged 
004D: jump_if_false @RANGE_12483 
0008: $TIRCOUNTER_HITS_SCORED_ROUND2 += 1 // $ += int 
0008: $TIRPLAYER_SCORE += 1 // $ += int 
0108: destroy_object $TIRTARGET3_ROUND2 
0004: $TIRCREATE_TIMER_TARG3_ROUND2 = 0 // $ = int 
0004: $TIRFLAG_SLOT3_ROUND2_FILLED = 0 // $ = int 
0004: $TIRFLAG_TARGET3_DEAD_ROUND2 = 1 // $ = int 

:RANGE_12483
00D6: if 
0038:   $TIRCREATE_TIMER_TARG4_ROUND2 == 0 // $ == int 
004D: jump_if_false @RANGE_12521 
01BD: $TIRGAME_TIME_ROUND2 = current_time_in_ms 
0084: $TIRTIMER_CREATE_TARG4_ROUND2 = $TIRGAME_TIME_ROUND2 // $ = $ int 
0004: $TIRCREATE_TIMER_TARG4_ROUND2 = 1 // $ = int 

:RANGE_12521
00D6: if 
0038:   $TIRCREATE_TIMER_TARG4_ROUND2 == 1 // $ == int 
004D: jump_if_false @RANGE_12555 
0084: $TIRTARG4_ROUND2_MOVETIME = $TIRGAME_TIME_ROUND2 // $ = $ int 
0060: $TIRTARG4_ROUND2_MOVETIME -= $TIRTIMER_CREATE_TARG4_ROUND2 // $ -= $ int 

:RANGE_12555
00D6: if 
0028:   $TIRTARG4_ROUND2_MOVETIME >= 2800 // $ >= int 
004D: jump_if_false @RANGE_12644 
00D6: if 
0038:   $TIRFLAG_SLOT4_ROUND2_FILLED == 0 // $ == int 
004D: jump_if_false @RANGE_12644 
029B: $TIRTARGET4_ROUND2 = init_object #TAR_GUN2 at $TIRSLOT4_X_ROUND2 $TIRSLOT4_Y_ROUND2 $TIRSLOT4_Z_ROUND2 
0177: set_object $TIRTARGET4_ROUND2 z_angle_to $TIRSLOT4_HEADING_ROUND2 
0004: $TIRFLAG_TARGET4_DEAD_ROUND2 = 0 // $ = int 
0004: $TIRTARGET4_ROUND2_REMOVED = 0 // $ = int 
0004: $TIRTIMER_START_TARG4_ROUND2 = 0 // $ = int 
0004: $TIRFLAG_SLOT4_ROUND2_FILLED = 1 // $ = int 

:RANGE_12644
00D6: if 
0038:   $TIRFLAG_SLOT4_ROUND2_FILLED == 1 // $ == int 
004D: jump_if_false @RANGE_13048 
00D6: if and
0038:   $TIRFLAG_TARGET4_DEAD_ROUND2 == 0 // $ == int 
0038:   $TIRTARGET4_ROUND2_REMOVED == 0 // $ == int 
004D: jump_if_false @RANGE_13048 
00D6: if 
8366:   not object $TIRTARGET4_ROUND2 damaged 
004D: jump_if_false @RANGE_12974 
01BB: store_object $TIRTARGET4_ROUND2 position_to $TIRTARG4_ROUND2_X $TIRTARG4_ROUND2_Y $TIRTARG4_ROUND2_Z 
00D6: if 
0038:   $TIRTIMER_START_TARG4_ROUND2 == 0 // $ == int 
004D: jump_if_false @RANGE_12811 
00D6: if 
0020:   $TIRTARG4_ROUND2_Y > -720.13 // $ > float 
004D: jump_if_false @RANGE_12773 
007E: $TIRTARG4_ROUND2_Y -= frame_delta_time * 0.02 // float 
0002: jump @RANGE_12811 

:RANGE_12773
00D6: if 
0038:   $TIRTIMER_START_TARG4_ROUND2 == 0 // $ == int 
004D: jump_if_false @RANGE_12811 
01BD: $TIRGAME_TIME_ROUND2 = current_time_in_ms 
0084: $TIRTIME_TARG4_ROUND2_IN_POSIT = $TIRGAME_TIME_ROUND2 // $ = $ int 
0004: $TIRTIMER_START_TARG4_ROUND2 = 1 // $ = int 

:RANGE_12811
00D6: if 
0038:   $TIRTIMER_START_TARG4_ROUND2 == 1 // $ == int 
004D: jump_if_false @RANGE_12928 
0084: $TIRDELETE_TARG4_ROUND2_TIME = $TIRGAME_TIME_ROUND2 // $ = $ int 
0060: $TIRDELETE_TARG4_ROUND2_TIME -= $TIRTIME_TARG4_ROUND2_IN_POSIT // $ -= $ int 
00D6: if 
0028:   $TIRDELETE_TARG4_ROUND2_TIME >= 1250 // $ >= int 
004D: jump_if_false @RANGE_12928 
00D6: if 
0022:   -717.33 > $TIRTARG4_ROUND2_Y // float > $ 
004D: jump_if_false @RANGE_12902 
0078: $TIRTARG4_ROUND2_Y += frame_delta_time * 0.02 // float 
0002: jump @RANGE_12928 

:RANGE_12902
0108: destroy_object $TIRTARGET4_ROUND2 
0004: $TIRCREATE_TIMER_TARG4_ROUND2 = 0 // $ = int 
0004: $TIRFLAG_SLOT4_ROUND2_FILLED = 0 // $ = int 
0004: $TIRTARGET4_ROUND2_REMOVED = 1 // $ = int 

:RANGE_12928
00D6: if and
0038:   $TIRTARGET4_ROUND2_REMOVED == 0 // $ == int 
0038:   $TIRFLAG_TARGET4_DEAD_ROUND2 == 0 // $ == int 
004D: jump_if_false @RANGE_12967 
01BC: put_object $TIRTARGET4_ROUND2 at $TIRTARG4_ROUND2_X $TIRTARG4_ROUND2_Y $TIRTARG4_ROUND2_Z 

:RANGE_12967
0002: jump @RANGE_13048 

:RANGE_12974
00D6: if 
0038:   $TIRTARGET4_ROUND2_REMOVED == 0 // $ == int 
004D: jump_if_false @RANGE_13048 
00D6: if 
0366:   object $TIRTARGET4_ROUND2 damaged 
004D: jump_if_false @RANGE_13048 
0008: $TIRCOUNTER_HITS_SCORED_ROUND2 += 1 // $ += int 
0008: $TIRPLAYER_SCORE += 1 // $ += int 
0108: destroy_object $TIRTARGET4_ROUND2 
0004: $TIRCREATE_TIMER_TARG4_ROUND2 = 0 // $ = int 
0004: $TIRFLAG_SLOT4_ROUND2_FILLED = 0 // $ = int 
0004: $TIRFLAG_TARGET4_DEAD_ROUND2 = 1 // $ = int 

:RANGE_13048
00D6: if 
0038:   $TIRCREATE_TIMER_TARG5_ROUND2 == 0 // $ == int 
004D: jump_if_false @RANGE_13086 
01BD: $TIRGAME_TIME_ROUND2 = current_time_in_ms 
0084: $TIRTIMER_CREATE_TARG5_ROUND2 = $TIRGAME_TIME_ROUND2 // $ = $ int 
0004: $TIRCREATE_TIMER_TARG5_ROUND2 = 1 // $ = int 

:RANGE_13086
00D6: if 
0038:   $TIRCREATE_TIMER_TARG5_ROUND2 == 1 // $ == int 
004D: jump_if_false @RANGE_13120 
0084: $TIRTARG5_ROUND2_MOVETIME = $TIRGAME_TIME_ROUND2 // $ = $ int 
0060: $TIRTARG5_ROUND2_MOVETIME -= $TIRTIMER_CREATE_TARG5_ROUND2 // $ -= $ int 

:RANGE_13120
00D6: if 
0028:   $TIRTARG5_ROUND2_MOVETIME >= 600 // $ >= int 
004D: jump_if_false @RANGE_13209 
00D6: if 
0038:   $TIRFLAG_SLOT5_ROUND2_FILLED == 0 // $ == int 
004D: jump_if_false @RANGE_13209 
029B: $TIRTARGET5_ROUND2 = init_object #TAR_GUN1 at $TIRSLOT5_X_ROUND2 $TIRSLOT5_Y_ROUND2 $TIRSLOT5_Z_ROUND2 
0177: set_object $TIRTARGET5_ROUND2 z_angle_to $TIRSLOT5_HEADING_ROUND2 
0004: $TIRFLAG_TARGET5_DEAD_ROUND2 = 0 // $ = int 
0004: $TIRTARGET5_ROUND2_REMOVED = 0 // $ = int 
0004: $TIRTIMER_START_TARG5_ROUND2 = 0 // $ = int 
0004: $TIRFLAG_SLOT5_ROUND2_FILLED = 1 // $ = int 

:RANGE_13209
00D6: if 
0038:   $TIRFLAG_SLOT5_ROUND2_FILLED == 1 // $ == int 
004D: jump_if_false @RANGE_13613 
00D6: if and
0038:   $TIRFLAG_TARGET5_DEAD_ROUND2 == 0 // $ == int 
0038:   $TIRTARGET5_ROUND2_REMOVED == 0 // $ == int 
004D: jump_if_false @RANGE_13613 
00D6: if 
8366:   not object $TIRTARGET5_ROUND2 damaged 
004D: jump_if_false @RANGE_13539 
01BB: store_object $TIRTARGET5_ROUND2 position_to $TIRTARG5_ROUND2_X $TIRTARG5_ROUND2_Y $TIRTARG5_ROUND2_Z 
00D6: if 
0038:   $TIRTIMER_START_TARG5_ROUND2 == 0 // $ == int 
004D: jump_if_false @RANGE_13376 
00D6: if 
0020:   $TIRTARG5_ROUND2_Y > -723.02 // $ > float 
004D: jump_if_false @RANGE_13338 
007E: $TIRTARG5_ROUND2_Y -= frame_delta_time * 0.02 // float 
0002: jump @RANGE_13376 

:RANGE_13338
00D6: if 
0038:   $TIRTIMER_START_TARG5_ROUND2 == 0 // $ == int 
004D: jump_if_false @RANGE_13376 
01BD: $TIRGAME_TIME_ROUND2 = current_time_in_ms 
0084: $TIRTIME_TARG5_ROUND2_IN_POSIT = $TIRGAME_TIME_ROUND2 // $ = $ int 
0004: $TIRTIMER_START_TARG5_ROUND2 = 1 // $ = int 

:RANGE_13376
00D6: if 
0038:   $TIRTIMER_START_TARG5_ROUND2 == 1 // $ == int 
004D: jump_if_false @RANGE_13493 
0084: $TIRDELETE_TARG5_ROUND2_TIME = $TIRGAME_TIME_ROUND2 // $ = $ int 
0060: $TIRDELETE_TARG5_ROUND2_TIME -= $TIRTIME_TARG5_ROUND2_IN_POSIT // $ -= $ int 
00D6: if 
0028:   $TIRDELETE_TARG5_ROUND2_TIME >= 1500 // $ >= int 
004D: jump_if_false @RANGE_13493 
00D6: if 
0022:   -720.14 > $TIRTARG5_ROUND2_Y // float > $ 
004D: jump_if_false @RANGE_13467 
0078: $TIRTARG5_ROUND2_Y += frame_delta_time * 0.02 // float 
0002: jump @RANGE_13493 

:RANGE_13467
0108: destroy_object $TIRTARGET5_ROUND2 
0004: $TIRCREATE_TIMER_TARG5_ROUND2 = 0 // $ = int 
0004: $TIRFLAG_SLOT5_ROUND2_FILLED = 0 // $ = int 
0004: $TIRTARGET5_ROUND2_REMOVED = 1 // $ = int 

:RANGE_13493
00D6: if and
0038:   $TIRTARGET5_ROUND2_REMOVED == 0 // $ == int 
0038:   $TIRFLAG_TARGET5_DEAD_ROUND2 == 0 // $ == int 
004D: jump_if_false @RANGE_13532 
01BC: put_object $TIRTARGET5_ROUND2 at $TIRTARG5_ROUND2_X $TIRTARG5_ROUND2_Y $TIRTARG5_ROUND2_Z 

:RANGE_13532
0002: jump @RANGE_13613 

:RANGE_13539
00D6: if 
0038:   $TIRTARGET5_ROUND2_REMOVED == 0 // $ == int 
004D: jump_if_false @RANGE_13613 
00D6: if 
0366:   object $TIRTARGET5_ROUND2 damaged 
004D: jump_if_false @RANGE_13613 
0008: $TIRCOUNTER_HITS_SCORED_ROUND2 += 1 // $ += int 
0008: $TIRPLAYER_SCORE += 1 // $ += int 
0108: destroy_object $TIRTARGET5_ROUND2 
0004: $TIRCREATE_TIMER_TARG5_ROUND2 = 0 // $ = int 
0004: $TIRFLAG_SLOT5_ROUND2_FILLED = 0 // $ = int 
0004: $TIRFLAG_TARGET5_DEAD_ROUND2 = 1 // $ = int 

:RANGE_13613
00D6: if 
0038:   $TIRCREATE_TIMER_TARG6_ROUND2 == 0 // $ == int 
004D: jump_if_false @RANGE_13651 
01BD: $TIRGAME_TIME_ROUND2 = current_time_in_ms 
0084: $TIRTIMER_CREATE_TARG6_ROUND2 = $TIRGAME_TIME_ROUND2 // $ = $ int 
0004: $TIRCREATE_TIMER_TARG6_ROUND2 = 1 // $ = int 

:RANGE_13651
00D6: if 
0038:   $TIRCREATE_TIMER_TARG6_ROUND2 == 1 // $ == int 
004D: jump_if_false @RANGE_13685 
0084: $TIRTARG6_ROUND2_MOVETIME = $TIRGAME_TIME_ROUND2 // $ = $ int 
0060: $TIRTARG6_ROUND2_MOVETIME -= $TIRTIMER_CREATE_TARG6_ROUND2 // $ -= $ int 

:RANGE_13685
00D6: if 
0028:   $TIRTARG6_ROUND2_MOVETIME >= 2000 // $ >= int 
004D: jump_if_false @RANGE_13774 
00D6: if 
0038:   $TIRFLAG_SLOT6_ROUND2_FILLED == 0 // $ == int 
004D: jump_if_false @RANGE_13774 
029B: $TIRTARGET6_ROUND2 = init_object #TAR_GUN1 at $TIRSLOT6_X_ROUND2 $TIRSLOT6_Y_ROUND2 $TIRSLOT6_Z_ROUND2 
0177: set_object $TIRTARGET6_ROUND2 z_angle_to $TIRSLOT6_HEADING_ROUND2 
0004: $TIRFLAG_TARGET6_DEAD_ROUND2 = 0 // $ = int 
0004: $TIRTARGET6_ROUND2_REMOVED = 0 // $ = int 
0004: $TIRTIMER_START_TARG6_ROUND2 = 0 // $ = int 
0004: $TIRFLAG_SLOT6_ROUND2_FILLED = 1 // $ = int 

:RANGE_13774
00D6: if 
0038:   $TIRFLAG_SLOT6_ROUND2_FILLED == 1 // $ == int 
004D: jump_if_false @RANGE_14178 
00D6: if and
0038:   $TIRFLAG_TARGET6_DEAD_ROUND2 == 0 // $ == int 
0038:   $TIRTARGET6_ROUND2_REMOVED == 0 // $ == int 
004D: jump_if_false @RANGE_14178 
00D6: if 
8366:   not object $TIRTARGET6_ROUND2 damaged 
004D: jump_if_false @RANGE_14104 
01BB: store_object $TIRTARGET6_ROUND2 position_to $TIRTARG6_ROUND2_X $TIRTARG6_ROUND2_Y $TIRTARG6_ROUND2_Z 
00D6: if 
0038:   $TIRTIMER_START_TARG6_ROUND2 == 0 // $ == int 
004D: jump_if_false @RANGE_13941 
00D6: if 
0020:   $TIRTARG6_ROUND2_Y > -725.52 // $ > float 
004D: jump_if_false @RANGE_13903 
007E: $TIRTARG6_ROUND2_Y -= frame_delta_time * 0.02 // float 
0002: jump @RANGE_13941 

:RANGE_13903
00D6: if 
0038:   $TIRTIMER_START_TARG6_ROUND2 == 0 // $ == int 
004D: jump_if_false @RANGE_13941 
01BD: $TIRGAME_TIME_ROUND2 = current_time_in_ms 
0084: $TIRTIME_TARG6_ROUND2_IN_POSIT = $TIRGAME_TIME_ROUND2 // $ = $ int 
0004: $TIRTIMER_START_TARG6_ROUND2 = 1 // $ = int 

:RANGE_13941
00D6: if 
0038:   $TIRTIMER_START_TARG6_ROUND2 == 1 // $ == int 
004D: jump_if_false @RANGE_14058 
0084: $TIRDELETE_TARG6_ROUND2_TIME = $TIRGAME_TIME_ROUND2 // $ = $ int 
0060: $TIRDELETE_TARG6_ROUND2_TIME -= $TIRTIME_TARG6_ROUND2_IN_POSIT // $ -= $ int 
00D6: if 
0028:   $TIRDELETE_TARG6_ROUND2_TIME >= 500 // $ >= int 
004D: jump_if_false @RANGE_14058 
00D6: if 
0022:   -728.14 > $TIRTARG6_ROUND2_Y // float > $ 
004D: jump_if_false @RANGE_14032 
0078: $TIRTARG6_ROUND2_Y += frame_delta_time * 0.02 // float 
0002: jump @RANGE_14058 

:RANGE_14032
0108: destroy_object $TIRTARGET6_ROUND2 
0004: $TIRCREATE_TIMER_TARG6_ROUND2 = 0 // $ = int 
0004: $TIRFLAG_SLOT6_ROUND2_FILLED = 0 // $ = int 
0004: $TIRTARGET6_ROUND2_REMOVED = 1 // $ = int 

:RANGE_14058
00D6: if and
0038:   $TIRTARGET6_ROUND2_REMOVED == 0 // $ == int 
0038:   $TIRFLAG_TARGET6_DEAD_ROUND2 == 0 // $ == int 
004D: jump_if_false @RANGE_14097 
01BC: put_object $TIRTARGET6_ROUND2 at $TIRTARG6_ROUND2_X $TIRTARG6_ROUND2_Y $TIRTARG6_ROUND2_Z 

:RANGE_14097
0002: jump @RANGE_14178 

:RANGE_14104
00D6: if 
0038:   $TIRTARGET6_ROUND2_REMOVED == 0 // $ == int 
004D: jump_if_false @RANGE_14178 
00D6: if 
0366:   object $TIRTARGET6_ROUND2 damaged 
004D: jump_if_false @RANGE_14178 
0008: $TIRCOUNTER_HITS_SCORED_ROUND2 += 1 // $ += int 
0008: $TIRPLAYER_SCORE += 1 // $ += int 
0108: destroy_object $TIRTARGET6_ROUND2 
0004: $TIRCREATE_TIMER_TARG6_ROUND2 = 0 // $ = int 
0004: $TIRFLAG_SLOT6_ROUND2_FILLED = 0 // $ = int 
0004: $TIRFLAG_TARGET6_DEAD_ROUND2 = 1 // $ = int 

:RANGE_14178
0110: clear_player $PLAYER_CHAR wanted_level 
0419: $TIRAMMO_ROUND2 = player $PLAYER_CHAR weapon 17 ammo 
00D6: if or
0038:   $TIRTIMER_ROUND2 == 0 // $ == int 
0038:   $TIRAMMO_ROUND2 == 0 // $ == int 
004D: jump_if_false @RANGE_14309 
00D6: if 
0038:   $TIRFLAG_TIME_OUT_ROUND2 == 0 // $ == int 
004D: jump_if_false @RANGE_14257 
0006: TIMERA = 0 // @ = int 
0004: $TIRFLAG_TIME_OUT_ROUND2 = 1 // $ = int 
0002: jump @RANGE_14309 

:RANGE_14257
00D6: if 
0019:   TIMERA > 200 // @ > int 
004D: jump_if_false @RANGE_14309 
03D1: play_wav 1 
00BC: text_highpriority 'BNK2_3' time 5000 1  // AREA CLEAR!
0004: $TIRFLAG_ROUND2_DONE_RIGHT = 1 // $ = int 
0004: $TIRROUND2_FINISHED = 1 // $ = int 

:RANGE_14309
0002: jump @RANGE_10667 

:RANGE_14316
018E: stop_sound $TIRTARGET_MOVING_SOUND 
00D6: if 
0038:   $TIRFLAG_ROUND2_DONE_RIGHT == 1 // $ == int 
004D: jump_if_false @RANGE_14435 

:RANGE_14339
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @RANGE_14435 
0001: wait 0 ms 
00D6: if 
00F5:   player $PLAYER_CHAR 0 11.3 -720.85 32.43 radius 3.0 3.0 3.0 
004D: jump_if_false @RANGE_14428 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
0002: jump @RANGE_19996 

:RANGE_14428
0002: jump @RANGE_14339 

:RANGE_14435
01E3: text_1number_styled 'BJM2_6' number $TIRCOUNTER_HITS_SCORED_ROUND2 time 5000 style 1  // SCORE ROUND TWO: ~1~
0084: $TIRSCORE_ROUND2 = $TIRCOUNTER_HITS_SCORED_ROUND2 // $ = $ int 
03D5: remove_text 'BNK2_3'  // AREA CLEAR!
0084: $TIRAMMO_USED_ROUND2 = $TIRAMMO_GIVEN_ROUND2 // $ = $ int 
0060: $TIRAMMO_USED_ROUND2 -= $TIRAMMO_ROUND2 // $ -= $ int 
01B8: set_player $PLAYER_CHAR armed_weapon_to 0 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0108: destroy_object $TIRINVISIBLE2TARGET 
00A1: put_actor $PLAYER_ACTOR at -22.8 -724.8 16.36 
014F: stop_timer $TIRTIMER_ROUND2 
00BC: text_highpriority 'BJM2_14' time 5000 1  // ~g~Move on to the next area!
03CF: load_wav 'BNK2_3' as 1 
03CF: load_wav 'BNK2_2' as 2 
0004: $TIRBLOB_FLAG = 1 // $ = int 

:RANGE_14575
00D6: if or
80F6:   not player $PLAYER_CHAR $TIRBLOB_FLAG -37.7 -724.16 16.36 radius 2.0 2.0 2.0 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @RANGE_14713 
0001: wait 0 ms 
00D6: if 
00F5:   player $PLAYER_CHAR 0 11.3 -720.85 32.43 radius 3.0 3.0 3.0 
004D: jump_if_false @RANGE_14706 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
0002: jump @RANGE_19996 

:RANGE_14706
0002: jump @RANGE_14575 

:RANGE_14713
01B4: set_player $PLAYER_CHAR can_move 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0001: wait 500 ms 
00D6: if 
00F5:   player $PLAYER_CHAR 0 11.3 -720.85 32.43 radius 3.0 3.0 3.0 
004D: jump_if_false @RANGE_14809 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
0002: jump @RANGE_19996 

:RANGE_14809
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $TIRINVISIBLE3TARGET at_object_offset 0.0 0.0 1.0 position 0 shooting_angle 50.0 with_weapon 17 
017A: set_player $PLAYER_CHAR weapon 17 ammo_to 30 
0004: $TIRAMMO_GIVEN_ROUND3 = 30 // $ = int 
03D6: remove_styled_text 'BJM2_6'  // SCORE ROUND TWO: ~1~
0108: destroy_object $TIRTARGET1_ROUND2 
0108: destroy_object $TIRTARGET2_ROUND2 
0108: destroy_object $TIRTARGET3_ROUND2 
0108: destroy_object $TIRTARGET4_ROUND2 
0108: destroy_object $TIRTARGET5_ROUND2 
0108: destroy_object $TIRTARGET6_ROUND2 
00BC: text_highpriority 'BJM2_19' time 8000 1  // ~g~Hit as many targets as you can in the time limit!
0006: TIMERA = 0 // @ = int 

:RANGE_14919
00D6: if 
001B:   5000 > TIMERA // int > @ 
004D: jump_if_false @RANGE_15067 
0001: wait 0 ms 
00D6: if 
0038:   $TIRFLAG_PLAYED_TIR_BEFORE == 0 // $ == int 
004D: jump_if_false @RANGE_14990 
00D6: if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
004D: jump_if_false @RANGE_14990 
0002: jump @RANGE_15407 

:RANGE_14990
00D6: if 
00F5:   player $PLAYER_CHAR 0 11.3 -720.85 32.43 radius 3.0 3.0 3.0 
004D: jump_if_false @RANGE_15060 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
0002: jump @RANGE_19996 

:RANGE_15060
0002: jump @RANGE_14919 

:RANGE_15067
00BC: text_highpriority 'BJM2_20' time 8000 1  // ~g~When you run out of ~w~time ~g~or ~w~ammunition ~g~the round is over!
0006: TIMERA = 0 // @ = int 

:RANGE_15089
00D6: if 
001B:   5000 > TIMERA // int > @ 
004D: jump_if_false @RANGE_15237 
0001: wait 0 ms 
00D6: if 
0038:   $TIRFLAG_PLAYED_TIR_BEFORE == 0 // $ == int 
004D: jump_if_false @RANGE_15160 
00D6: if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
004D: jump_if_false @RANGE_15160 
0002: jump @RANGE_15407 

:RANGE_15160
00D6: if 
00F5:   player $PLAYER_CHAR 0 11.3 -720.85 32.43 radius 3.0 3.0 3.0 
004D: jump_if_false @RANGE_15230 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
0002: jump @RANGE_19996 

:RANGE_15230
0002: jump @RANGE_15089 

:RANGE_15237
00BC: text_highpriority 'BJM2_27' time 8000 1  // ~g~All targets this round are worth one point.
0006: TIMERA = 0 // @ = int 

:RANGE_15259
00D6: if 
001B:   5000 > TIMERA // int > @ 
004D: jump_if_false @RANGE_15407 
0001: wait 0 ms 
00D6: if 
0038:   $TIRFLAG_PLAYED_TIR_BEFORE == 0 // $ == int 
004D: jump_if_false @RANGE_15330 
00D6: if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
004D: jump_if_false @RANGE_15330 
0002: jump @RANGE_15407 

:RANGE_15330
00D6: if 
00F5:   player $PLAYER_CHAR 0 11.3 -720.85 32.43 radius 3.0 3.0 3.0 
004D: jump_if_false @RANGE_15400 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
0002: jump @RANGE_19996 

:RANGE_15400
0002: jump @RANGE_15259 

:RANGE_15407
01B4: set_player $PLAYER_CHAR can_move 1 
03D1: play_wav 2 
00BC: text_highpriority 'BNK2_2' time 4000 1  // AIM 3-2-1 FIRE!

:RANGE_15433
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @RANGE_15529 
0001: wait 0 ms 
00D6: if 
00F5:   player $PLAYER_CHAR 0 11.3 -720.85 32.43 radius 3.0 3.0 3.0 
004D: jump_if_false @RANGE_15522 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
0002: jump @RANGE_19996 

:RANGE_15522
0002: jump @RANGE_15433 

:RANGE_15529
03D5: remove_text 'BNK2_2'  // AIM 3-2-1 FIRE!
0006: TIMERB = 0 // @ = int 
014E: start_timer_at $TIRTIMER_ROUND3 count_in_direction 1 
018D: $TIRTARGET_MOVING_SOUND = create_sound 11 at -37.8 -713.72 16.36 

:RANGE_15575
00D6: if 
0038:   $TIRROUND3_FINISHED == 0 // $ == int 
004D: jump_if_false @RANGE_19265 
0001: wait 0 ms 
00D6: if 
00F5:   player $PLAYER_CHAR 0 11.3 -720.85 32.43 radius 3.0 3.0 3.0 
004D: jump_if_false @RANGE_15667 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
0002: jump @RANGE_19996 

:RANGE_15667
00D6: if 
0038:   $TIRFLAG_CHOOSE_SLOTS == 0 // $ == int 
004D: jump_if_false @RANGE_15942 
00D6: if 
0038:   $TIRTARGET1_TO_MOVE_THIS_TIME == 0 // $ == int 
004D: jump_if_false @RANGE_15734 
0004: $TIRTARGET_NUMBER = 0 // $ = int 
0209: $TIRTARGET_NUMBER = random_int_in_ranges 1 8 
0084: $TIRTARG_TO_MOVE1 = $TIRTARGET_NUMBER // $ = $ int 
0004: $TIRTARGET1_TO_MOVE_THIS_TIME = 1 // $ = int 

:RANGE_15734
00D6: if 
0038:   $TIRTARGET1_TO_MOVE_THIS_TIME == 1 // $ == int 
004D: jump_if_false @RANGE_15834 
00D6: if 
0038:   $TIRTARGET2_TO_MOVE_THIS_TIME == 0 // $ == int 
004D: jump_if_false @RANGE_15834 
0004: $TIRTARGET_NUMBER = 0 // $ = int 
0209: $TIRTARGET_NUMBER = random_int_in_ranges 1 8 
00D6: if 
803A:   not  $TIRTARGET_NUMBER == $TIRTARG_TO_MOVE1 // $ == $ int 
004D: jump_if_false @RANGE_15827 
0084: $TIRTARG_TO_MOVE2 = $TIRTARGET_NUMBER // $ = $ int 
0004: $TIRTARGET2_TO_MOVE_THIS_TIME = 1 // $ = int 
0002: jump @RANGE_15834 

:RANGE_15827
0004: $TIRTARGET2_TO_MOVE_THIS_TIME = 0 // $ = int 

:RANGE_15834
00D6: if 
0038:   $TIRTARGET2_TO_MOVE_THIS_TIME == 1 // $ == int 
004D: jump_if_false @RANGE_15942 
00D6: if 
0038:   $TIRTARGET3_TO_MOVE_THIS_TIME == 0 // $ == int 
004D: jump_if_false @RANGE_15942 
0004: $TIRTARGET_NUMBER = 0 // $ = int 
0209: $TIRTARGET_NUMBER = random_int_in_ranges 1 8 
00D6: if and
803A:   not  $TIRTARGET_NUMBER == $TIRTARG_TO_MOVE1 // $ == $ int 
803A:   not  $TIRTARGET_NUMBER == $TIRTARG_TO_MOVE2 // $ == $ int 
004D: jump_if_false @RANGE_15935 
0084: $TIRTARG_TO_MOVE3 = $TIRTARGET_NUMBER // $ = $ int 
0004: $TIRTARGET3_TO_MOVE_THIS_TIME = 1 // $ = int 
0002: jump @RANGE_15942 

:RANGE_15935
0004: $TIRTARGET3_TO_MOVE_THIS_TIME = 0 // $ = int 

:RANGE_15942
00D6: if and
0038:   $TIRTARGET1_TO_MOVE_THIS_TIME == 1 // $ == int 
0038:   $TIRTARGET2_TO_MOVE_THIS_TIME == 1 // $ == int 
0038:   $TIRTARGET3_TO_MOVE_THIS_TIME == 1 // $ == int 
004D: jump_if_false @RANGE_15981 
0004: $TIRFLAG_CHOOSE_SLOTS = 1 // $ = int 

:RANGE_15981
00D6: if 
0038:   $TIRCOUNTER_SLOT_FREE == 3 // $ == int 
004D: jump_if_false @RANGE_16118 
0004: $TIRSLOT7_FILLED_ROUND3 = 0 // $ = int 
0004: $TIRSLOT8_FILLED_ROUND3 = 0 // $ = int 
0004: $TIRSLOT9_FILLED_ROUND3 = 0 // $ = int 
0004: $TIRSLOT10_FILLED_ROUND3 = 0 // $ = int 
0004: $TIRSLOT11_FILLED_ROUND3 = 0 // $ = int 
0004: $TIRSLOT12_FILLED_ROUND3 = 0 // $ = int 
0004: $TIRSLOT13_FILLED_ROUND3 = 0 // $ = int 
0004: $TIRTARGET9_ROUND3_BEEN_LEFT = 0 // $ = int 
0004: $TIRTARGET10_ROUND3_BEEN_LEFT = 0 // $ = int 
0004: $TIRTARGET11_ROUND3_BEEN_LEFT = 0 // $ = int 
0004: $TIRTARGET12_ROUND3_BEEN_LEFT = 0 // $ = int 
0004: $TIRTARGET13_ROUND3_BEEN_LEFT = 0 // $ = int 
0004: $TIRTARGET1_TO_MOVE_THIS_TIME = 0 // $ = int 
0004: $TIRTARGET2_TO_MOVE_THIS_TIME = 0 // $ = int 
0004: $TIRTARGET3_TO_MOVE_THIS_TIME = 0 // $ = int 
0004: $TIRFLAG_CHOOSE_SLOTS = 0 // $ = int 
0004: $TIRCOUNTER_SLOT_FREE = 0 // $ = int 

:RANGE_16118
00D6: if 
00E1:   player 0 pressed_button 14 
004D: jump_if_false @RANGE_16142 
0004: $TIRROUND3_FINISHED = 1 // $ = int 

:RANGE_16142
00D6: if 
0038:   $TIRFLAG_CHOOSE_SLOTS == 1 // $ == int 
004D: jump_if_false @RANGE_19127 
00D6: if or
0038:   $TIRTARG_TO_MOVE1 == 1 // $ == int 
0038:   $TIRTARG_TO_MOVE2 == 1 // $ == int 
0038:   $TIRTARG_TO_MOVE3 == 1 // $ == int 
004D: jump_if_false @RANGE_16264 
00D6: if 
0038:   $TIRSLOT7_FILLED_ROUND3 == 0 // $ == int 
004D: jump_if_false @RANGE_16264 
029B: $TIRTARGET7_ROUND3 = init_object #TAR_GUN2 at $TIRSLOT7_ROUND3_X $TIRSLOT7_ROUND3_Y $TIRSLOT7_ROUND3_Z 
0177: set_object $TIRTARGET7_ROUND3 z_angle_to 0.0 
0004: $TIRTARGET7_ROUND3_DELETE = 0 // $ = int 
0004: $TIRTARGET7_ROUND3_DEAD = 0 // $ = int 
0004: $TIRTARGET7_ROUND3_TRAVEL = 0 // $ = int 
0004: $TIRSLOT7_FILLED_ROUND3 = 1 // $ = int 

:RANGE_16264
00D6: if 
0038:   $TIRSLOT7_FILLED_ROUND3 == 1 // $ == int 
004D: jump_if_false @RANGE_16566 
00D6: if 
0038:   $TIRTARGET7_ROUND3_DEAD == 0 // $ == int 
004D: jump_if_false @RANGE_16566 
00D6: if 
8366:   not object $TIRTARGET7_ROUND3 damaged 
004D: jump_if_false @RANGE_16517 
01BB: store_object $TIRTARGET7_ROUND3 position_to $TIRTARG7_ROUND3_X $TIRTARG7_ROUND3_Y $TIRTARG7_ROUND3_Z 
00D6: if 
0038:   $TIRTARGET7_ROUND3_TRAVEL == 0 // $ == int 
004D: jump_if_false @RANGE_16400 
00D6: if 
0032:   -35.54 >= $TIRTARG7_ROUND3_X // float >= $ 
004D: jump_if_false @RANGE_16383 
0004: $TIRTARGET7_ROUND3_TRAVEL = 1 // $ = int 
0002: jump @RANGE_16393 

:RANGE_16383
007E: $TIRTARG7_ROUND3_X -= frame_delta_time * 0.03 // float 

:RANGE_16393
0002: jump @RANGE_16452 

:RANGE_16400
00D6: if 
0030:   $TIRTARG7_ROUND3_X >= -33.17 // $ >= float 
004D: jump_if_false @RANGE_16442 
0004: $TIRTARGET7_ROUND3_DELETE = 1 // $ = int 
0004: $TIRTARGET7_ROUND3_TRAVEL = 0 // $ = int 
0002: jump @RANGE_16452 

:RANGE_16442
0078: $TIRTARG7_ROUND3_X += frame_delta_time * 0.03 // float 

:RANGE_16452
00D6: if 
0038:   $TIRTARGET7_ROUND3_DELETE == 1 // $ == int 
004D: jump_if_false @RANGE_16496 
0108: destroy_object $TIRTARGET7_ROUND3 
0008: $TIRCOUNTER_SLOT_FREE += 1 // $ += int 
0004: $TIRTARGET7_ROUND3_DEAD = 1 // $ = int 
0002: jump @RANGE_16510 

:RANGE_16496
01BC: put_object $TIRTARGET7_ROUND3 at $TIRTARG7_ROUND3_X $TIRTARG7_ROUND3_Y $TIRTARG7_ROUND3_Z 

:RANGE_16510
0002: jump @RANGE_16566 

:RANGE_16517
00D6: if 
0366:   object $TIRTARGET7_ROUND3 damaged 
004D: jump_if_false @RANGE_16566 
0108: destroy_object $TIRTARGET7_ROUND3 
0008: $TIRCOUNTER_HITS_SCORED_ROUND3 += 1 // $ += int 
0008: $TIRPLAYER_SCORE += 1 // $ += int 
0008: $TIRCOUNTER_SLOT_FREE += 1 // $ += int 
0004: $TIRTARGET7_ROUND3_DEAD = 1 // $ = int 

:RANGE_16566
00D6: if or
0038:   $TIRTARG_TO_MOVE1 == 2 // $ == int 
0038:   $TIRTARG_TO_MOVE2 == 2 // $ == int 
0038:   $TIRTARG_TO_MOVE3 == 2 // $ == int 
004D: jump_if_false @RANGE_16670 
00D6: if 
0038:   $TIRSLOT8_FILLED_ROUND3 == 0 // $ == int 
004D: jump_if_false @RANGE_16670 
029B: $TIRTARGET8_ROUND3 = init_object #TAR_GUN1 at $TIRSLOT8_ROUND3_X $TIRSLOT8_ROUND3_Y $TIRSLOT8_ROUND3_Z 
0177: set_object $TIRTARGET8_ROUND3 z_angle_to 0.0 
0004: $TIRTARGET8_ROUND3_DELETE = 0 // $ = int 
0004: $TIRTARGET8_ROUND3_DEAD = 0 // $ = int 
0004: $TIRTARGET8_ROUND3_TRAVEL = 0 // $ = int 
0004: $TIRSLOT8_FILLED_ROUND3 = 1 // $ = int 

:RANGE_16670
00D6: if 
0038:   $TIRSLOT8_FILLED_ROUND3 == 1 // $ == int 
004D: jump_if_false @RANGE_16972 
00D6: if 
0038:   $TIRTARGET8_ROUND3_DEAD == 0 // $ == int 
004D: jump_if_false @RANGE_16972 
00D6: if 
8366:   not object $TIRTARGET8_ROUND3 damaged 
004D: jump_if_false @RANGE_16923 
01BB: store_object $TIRTARGET8_ROUND3 position_to $TIRTARG8_ROUND3_X $TIRTARG8_ROUND3_Y $TIRTARG8_ROUND3_Z 
00D6: if 
0038:   $TIRTARGET8_ROUND3_TRAVEL == 0 // $ == int 
004D: jump_if_false @RANGE_16806 
00D6: if 
0032:   -36.96 >= $TIRTARG8_ROUND3_X // float >= $ 
004D: jump_if_false @RANGE_16789 
0004: $TIRTARGET8_ROUND3_TRAVEL = 1 // $ = int 
0002: jump @RANGE_16799 

:RANGE_16789
007E: $TIRTARG8_ROUND3_X -= frame_delta_time * 0.04 // float 

:RANGE_16799
0002: jump @RANGE_16858 

:RANGE_16806
00D6: if 
0030:   $TIRTARG8_ROUND3_X >= -32.47 // $ >= float 
004D: jump_if_false @RANGE_16848 
0004: $TIRTARGET8_ROUND3_DELETE = 1 // $ = int 
0004: $TIRTARGET8_ROUND3_TRAVEL = 0 // $ = int 
0002: jump @RANGE_16858 

:RANGE_16848
0078: $TIRTARG8_ROUND3_X += frame_delta_time * 0.04 // float 

:RANGE_16858
00D6: if 
0038:   $TIRTARGET8_ROUND3_DELETE == 1 // $ == int 
004D: jump_if_false @RANGE_16902 
0108: destroy_object $TIRTARGET8_ROUND3 
0008: $TIRCOUNTER_SLOT_FREE += 1 // $ += int 
0004: $TIRTARGET8_ROUND3_DEAD = 1 // $ = int 
0002: jump @RANGE_16916 

:RANGE_16902
01BC: put_object $TIRTARGET8_ROUND3 at $TIRTARG8_ROUND3_X $TIRTARG8_ROUND3_Y $TIRTARG8_ROUND3_Z 

:RANGE_16916
0002: jump @RANGE_16972 

:RANGE_16923
00D6: if 
0366:   object $TIRTARGET8_ROUND3 damaged 
004D: jump_if_false @RANGE_16972 
0108: destroy_object $TIRTARGET8_ROUND3 
0008: $TIRCOUNTER_HITS_SCORED_ROUND3 += 1 // $ += int 
0008: $TIRPLAYER_SCORE += 1 // $ += int 
0008: $TIRCOUNTER_SLOT_FREE += 1 // $ += int 
0004: $TIRTARGET8_ROUND3_DEAD = 1 // $ = int 

:RANGE_16972
00D6: if or
0038:   $TIRTARG_TO_MOVE1 == 3 // $ == int 
0038:   $TIRTARG_TO_MOVE2 == 3 // $ == int 
0038:   $TIRTARG_TO_MOVE3 == 3 // $ == int 
004D: jump_if_false @RANGE_17076 
00D6: if 
0038:   $TIRSLOT9_FILLED_ROUND3 == 0 // $ == int 
004D: jump_if_false @RANGE_17076 
029B: $TIRTARGET9_ROUND3 = init_object #TAR_GUN1 at $TIRSLOT9_ROUND3_X $TIRSLOT9_ROUND3_Y $TIRSLOT9_ROUND3_Z 
0177: set_object $TIRTARGET9_ROUND3 z_angle_to 0.0 
0004: $TIRTARGET9_ROUND3_DELETE = 0 // $ = int 
0004: $TIRTARGET9_ROUND3_DEAD = 0 // $ = int 
0004: $TIRTARGET9_ROUND3_TRAVEL = 0 // $ = int 
0004: $TIRSLOT9_FILLED_ROUND3 = 1 // $ = int 

:RANGE_17076
00D6: if 
0038:   $TIRSLOT9_FILLED_ROUND3 == 1 // $ == int 
004D: jump_if_false @RANGE_17403 
00D6: if 
0038:   $TIRTARGET9_ROUND3_DEAD == 0 // $ == int 
004D: jump_if_false @RANGE_17403 
00D6: if 
8366:   not object $TIRTARGET9_ROUND3 damaged 
004D: jump_if_false @RANGE_17354 
01BB: store_object $TIRTARGET9_ROUND3 position_to $TIRTARG9_ROUND3_X $TIRTARG9_ROUND3_Y $TIRTARG9_ROUND3_Z 
00D6: if 
0038:   $TIRTARGET9_ROUND3_TRAVEL == 0 // $ == int 
004D: jump_if_false @RANGE_17237 
00D6: if 
0032:   -42.25 >= $TIRTARG9_ROUND3_X // float >= $ 
004D: jump_if_false @RANGE_17220 
00D6: if 
0038:   $TIRTARGET9_ROUND3_BEEN_LEFT == 1 // $ == int 
004D: jump_if_false @RANGE_17206 
0004: $TIRTARGET9_ROUND3_DELETE = 1 // $ = int 

:RANGE_17206
0004: $TIRTARGET9_ROUND3_TRAVEL = 1 // $ = int 
0002: jump @RANGE_17230 

:RANGE_17220
007E: $TIRTARG9_ROUND3_X -= frame_delta_time * 0.06 // float 

:RANGE_17230
0002: jump @RANGE_17289 

:RANGE_17237
00D6: if 
0030:   $TIRTARG9_ROUND3_X >= -39.5 // $ >= float 
004D: jump_if_false @RANGE_17279 
0004: $TIRTARGET9_ROUND3_TRAVEL = 0 // $ = int 
0004: $TIRTARGET9_ROUND3_BEEN_LEFT = 1 // $ = int 
0002: jump @RANGE_17289 

:RANGE_17279
0078: $TIRTARG9_ROUND3_X += frame_delta_time * 0.06 // float 

:RANGE_17289
00D6: if 
0038:   $TIRTARGET9_ROUND3_DELETE == 1 // $ == int 
004D: jump_if_false @RANGE_17333 
0108: destroy_object $TIRTARGET9_ROUND3 
0008: $TIRCOUNTER_SLOT_FREE += 1 // $ += int 
0004: $TIRTARGET9_ROUND3_DEAD = 1 // $ = int 
0002: jump @RANGE_17347 

:RANGE_17333
01BC: put_object $TIRTARGET9_ROUND3 at $TIRTARG9_ROUND3_X $TIRTARG9_ROUND3_Y $TIRTARG9_ROUND3_Z 

:RANGE_17347
0002: jump @RANGE_17403 

:RANGE_17354
00D6: if 
0366:   object $TIRTARGET9_ROUND3 damaged 
004D: jump_if_false @RANGE_17403 
0108: destroy_object $TIRTARGET9_ROUND3 
0008: $TIRCOUNTER_HITS_SCORED_ROUND3 += 1 // $ += int 
0008: $TIRPLAYER_SCORE += 1 // $ += int 
0008: $TIRCOUNTER_SLOT_FREE += 1 // $ += int 
0004: $TIRTARGET9_ROUND3_DEAD = 1 // $ = int 

:RANGE_17403
00D6: if or
0038:   $TIRTARG_TO_MOVE1 == 4 // $ == int 
0038:   $TIRTARG_TO_MOVE2 == 4 // $ == int 
0038:   $TIRTARG_TO_MOVE3 == 4 // $ == int 
004D: jump_if_false @RANGE_17507 
00D6: if 
0038:   $TIRSLOT10_FILLED_ROUND3 == 0 // $ == int 
004D: jump_if_false @RANGE_17507 
029B: $TIRTARGET10_ROUND3 = init_object #TAR_GUN2 at $TIRSLOT10_ROUND3_X $TIRSLOT10_ROUND3_Y $TIRSLOT10_ROUND3_Z 
0177: set_object $TIRTARGET10_ROUND3 z_angle_to 0.0 
0004: $TIRTARGET10_ROUND3_DELETE = 0 // $ = int 
0004: $TIRTARGET10_ROUND3_DEAD = 0 // $ = int 
0004: $TIRTARGET10_ROUND3_TRAVEL = 0 // $ = int 
0004: $TIRSLOT10_FILLED_ROUND3 = 1 // $ = int 

:RANGE_17507
00D6: if 
0038:   $TIRSLOT10_FILLED_ROUND3 == 1 // $ == int 
004D: jump_if_false @RANGE_17834 
00D6: if 
0038:   $TIRTARGET10_ROUND3_DEAD == 0 // $ == int 
004D: jump_if_false @RANGE_17834 
00D6: if 
8366:   not object $TIRTARGET10_ROUND3 damaged 
004D: jump_if_false @RANGE_17785 
01BB: store_object $TIRTARGET10_ROUND3 position_to $TIRTARG10_ROUND3_X $TIRTARG10_ROUND3_Y $TIRTARG10_ROUND3_Z 
00D6: if 
0038:   $TIRTARGET10_ROUND3_TRAVEL == 0 // $ == int 
004D: jump_if_false @RANGE_17668 
00D6: if 
0032:   -42.74 >= $TIRTARG10_ROUND3_X // float >= $ 
004D: jump_if_false @RANGE_17651 
00D6: if 
0038:   $TIRTARGET10_ROUND3_BEEN_LEFT == 1 // $ == int 
004D: jump_if_false @RANGE_17637 
0004: $TIRTARGET10_ROUND3_DELETE = 1 // $ = int 

:RANGE_17637
0004: $TIRTARGET10_ROUND3_TRAVEL = 1 // $ = int 
0002: jump @RANGE_17661 

:RANGE_17651
007E: $TIRTARG10_ROUND3_X -= frame_delta_time * 0.05 // float 

:RANGE_17661
0002: jump @RANGE_17720 

:RANGE_17668
00D6: if 
0030:   $TIRTARG10_ROUND3_X >= -40.6 // $ >= float 
004D: jump_if_false @RANGE_17710 
0004: $TIRTARGET10_ROUND3_TRAVEL = 0 // $ = int 
0004: $TIRTARGET10_ROUND3_BEEN_LEFT = 1 // $ = int 
0002: jump @RANGE_17720 

:RANGE_17710
0078: $TIRTARG10_ROUND3_X += frame_delta_time * 0.05 // float 

:RANGE_17720
00D6: if 
0038:   $TIRTARGET10_ROUND3_DELETE == 1 // $ == int 
004D: jump_if_false @RANGE_17764 
0108: destroy_object $TIRTARGET10_ROUND3 
0008: $TIRCOUNTER_SLOT_FREE += 1 // $ += int 
0004: $TIRTARGET10_ROUND3_DEAD = 1 // $ = int 
0002: jump @RANGE_17778 

:RANGE_17764
01BC: put_object $TIRTARGET10_ROUND3 at $TIRTARG10_ROUND3_X $TIRTARG10_ROUND3_Y $TIRTARG10_ROUND3_Z 

:RANGE_17778
0002: jump @RANGE_17834 

:RANGE_17785
00D6: if 
0366:   object $TIRTARGET10_ROUND3 damaged 
004D: jump_if_false @RANGE_17834 
0108: destroy_object $TIRTARGET10_ROUND3 
0008: $TIRCOUNTER_HITS_SCORED_ROUND3 += 1 // $ += int 
0008: $TIRPLAYER_SCORE += 1 // $ += int 
0008: $TIRCOUNTER_SLOT_FREE += 1 // $ += int 
0004: $TIRTARGET10_ROUND3_DEAD = 1 // $ = int 

:RANGE_17834
00D6: if or
0038:   $TIRTARG_TO_MOVE1 == 5 // $ == int 
0038:   $TIRTARG_TO_MOVE2 == 5 // $ == int 
0038:   $TIRTARG_TO_MOVE3 == 5 // $ == int 
004D: jump_if_false @RANGE_17938 
00D6: if 
0038:   $TIRSLOT11_FILLED_ROUND3 == 0 // $ == int 
004D: jump_if_false @RANGE_17938 
029B: $TIRTARGET11_ROUND3 = init_object #TAR_GUN1 at $TIRSLOT11_ROUND3_X $TIRSLOT11_ROUND3_Y $TIRSLOT11_ROUND3_Z 
0177: set_object $TIRTARGET11_ROUND3 z_angle_to 0.0 
0004: $TIRTARGET11_ROUND3_DELETE = 0 // $ = int 
0004: $TIRTARGET11_ROUND3_DEAD = 0 // $ = int 
0004: $TIRTARGET11_ROUND3_TRAVEL = 0 // $ = int 
0004: $TIRSLOT11_FILLED_ROUND3 = 1 // $ = int 

:RANGE_17938
00D6: if 
0038:   $TIRSLOT11_FILLED_ROUND3 == 1 // $ == int 
004D: jump_if_false @RANGE_18265 
00D6: if 
0038:   $TIRTARGET11_ROUND3_DEAD == 0 // $ == int 
004D: jump_if_false @RANGE_18265 
00D6: if 
8366:   not object $TIRTARGET11_ROUND3 damaged 
004D: jump_if_false @RANGE_18216 
01BB: store_object $TIRTARGET11_ROUND3 position_to $TIRTARG11_ROUND3_X $TIRTARG11_ROUND3_Y $TIRTARG11_ROUND3_Z 
00D6: if 
0038:   $TIRTARGET11_ROUND3_TRAVEL == 0 // $ == int 
004D: jump_if_false @RANGE_18099 
00D6: if 
0032:   8.0 >= $TIRTARG11_ROUND3_Z // float >= $ 
004D: jump_if_false @RANGE_18082 
00D6: if 
0038:   $TIRTARGET11_ROUND3_BEEN_LEFT == 1 // $ == int 
004D: jump_if_false @RANGE_18068 
0004: $TIRTARGET11_ROUND3_DELETE = 1 // $ = int 

:RANGE_18068
0004: $TIRTARGET11_ROUND3_TRAVEL = 1 // $ = int 
0002: jump @RANGE_18092 

:RANGE_18082
007E: $TIRTARG11_ROUND3_Z -= frame_delta_time * 0.06 // float 

:RANGE_18092
0002: jump @RANGE_18151 

:RANGE_18099
00D6: if 
0030:   $TIRTARG11_ROUND3_Z >= 15.0 // $ >= float 
004D: jump_if_false @RANGE_18141 
0004: $TIRTARGET11_ROUND3_TRAVEL = 0 // $ = int 
0004: $TIRTARGET11_ROUND3_BEEN_LEFT = 1 // $ = int 
0002: jump @RANGE_18151 

:RANGE_18141
0078: $TIRTARG11_ROUND3_Z += frame_delta_time * 0.06 // float 

:RANGE_18151
00D6: if 
0038:   $TIRTARGET11_ROUND3_DELETE == 1 // $ == int 
004D: jump_if_false @RANGE_18195 
0108: destroy_object $TIRTARGET11_ROUND3 
0008: $TIRCOUNTER_SLOT_FREE += 1 // $ += int 
0004: $TIRTARGET11_ROUND3_DEAD = 1 // $ = int 
0002: jump @RANGE_18209 

:RANGE_18195
01BC: put_object $TIRTARGET11_ROUND3 at $TIRTARG11_ROUND3_X $TIRTARG11_ROUND3_Y $TIRTARG11_ROUND3_Z 

:RANGE_18209
0002: jump @RANGE_18265 

:RANGE_18216
00D6: if 
0366:   object $TIRTARGET11_ROUND3 damaged 
004D: jump_if_false @RANGE_18265 
0108: destroy_object $TIRTARGET11_ROUND3 
0008: $TIRCOUNTER_HITS_SCORED_ROUND3 += 1 // $ += int 
0008: $TIRPLAYER_SCORE += 1 // $ += int 
0008: $TIRCOUNTER_SLOT_FREE += 1 // $ += int 
0004: $TIRTARGET11_ROUND3_DEAD = 1 // $ = int 

:RANGE_18265
00D6: if or
0038:   $TIRTARG_TO_MOVE1 == 6 // $ == int 
0038:   $TIRTARG_TO_MOVE2 == 6 // $ == int 
0038:   $TIRTARG_TO_MOVE3 == 6 // $ == int 
004D: jump_if_false @RANGE_18369 
00D6: if 
0038:   $TIRSLOT12_FILLED_ROUND3 == 0 // $ == int 
004D: jump_if_false @RANGE_18369 
029B: $TIRTARGET12_ROUND3 = init_object #TAR_GUN2 at $TIRSLOT12_ROUND3_X $TIRSLOT12_ROUND3_Y $TIRSLOT12_ROUND3_Z 
0177: set_object $TIRTARGET12_ROUND3 z_angle_to 90.0 
0004: $TIRTARGET12_ROUND3_DELETE = 0 // $ = int 
0004: $TIRTARGET12_ROUND3_DEAD = 0 // $ = int 
0004: $TIRTARGET12_ROUND3_TRAVEL = 0 // $ = int 
0004: $TIRSLOT12_FILLED_ROUND3 = 1 // $ = int 

:RANGE_18369
00D6: if 
0038:   $TIRSLOT12_FILLED_ROUND3 == 1 // $ == int 
004D: jump_if_false @RANGE_18696 
00D6: if 
0038:   $TIRTARGET12_ROUND3_DEAD == 0 // $ == int 
004D: jump_if_false @RANGE_18696 
00D6: if 
8366:   not object $TIRTARGET12_ROUND3 damaged 
004D: jump_if_false @RANGE_18647 
01BB: store_object $TIRTARGET12_ROUND3 position_to $TIRTARG12_ROUND3_X $TIRTARG12_ROUND3_Y $TIRTARG12_ROUND3_Z 
00D6: if 
0038:   $TIRTARGET12_ROUND3_TRAVEL == 0 // $ == int 
004D: jump_if_false @RANGE_18530 
00D6: if 
0032:   -715.72 >= $TIRTARG12_ROUND3_Y // float >= $ 
004D: jump_if_false @RANGE_18513 
00D6: if 
0038:   $TIRTARGET12_ROUND3_BEEN_LEFT == 1 // $ == int 
004D: jump_if_false @RANGE_18499 
0004: $TIRTARGET12_ROUND3_DELETE = 1 // $ = int 

:RANGE_18499
0004: $TIRTARGET12_ROUND3_TRAVEL = 1 // $ = int 
0002: jump @RANGE_18523 

:RANGE_18513
007E: $TIRTARG12_ROUND3_Y -= frame_delta_time * 0.05 // float 

:RANGE_18523
0002: jump @RANGE_18582 

:RANGE_18530
00D6: if 
0030:   $TIRTARG12_ROUND3_Y >= -720.0 // $ >= float 
004D: jump_if_false @RANGE_18572 
0004: $TIRTARGET12_ROUND3_TRAVEL = 0 // $ = int 
0004: $TIRTARGET12_ROUND3_BEEN_LEFT = 1 // $ = int 
0002: jump @RANGE_18582 

:RANGE_18572
0078: $TIRTARG12_ROUND3_Y += frame_delta_time * 0.05 // float 

:RANGE_18582
00D6: if 
0038:   $TIRTARGET12_ROUND3_DELETE == 1 // $ == int 
004D: jump_if_false @RANGE_18626 
0108: destroy_object $TIRTARGET12_ROUND3 
0008: $TIRCOUNTER_SLOT_FREE += 1 // $ += int 
0004: $TIRTARGET12_ROUND3_DEAD = 1 // $ = int 
0002: jump @RANGE_18640 

:RANGE_18626
01BC: put_object $TIRTARGET12_ROUND3 at $TIRTARG12_ROUND3_X $TIRTARG12_ROUND3_Y $TIRTARG12_ROUND3_Z 

:RANGE_18640
0002: jump @RANGE_18696 

:RANGE_18647
00D6: if 
0366:   object $TIRTARGET12_ROUND3 damaged 
004D: jump_if_false @RANGE_18696 
0108: destroy_object $TIRTARGET12_ROUND3 
0008: $TIRCOUNTER_HITS_SCORED_ROUND3 += 1 // $ += int 
0008: $TIRPLAYER_SCORE += 1 // $ += int 
0008: $TIRCOUNTER_SLOT_FREE += 1 // $ += int 
0004: $TIRTARGET12_ROUND3_DEAD = 1 // $ = int 

:RANGE_18696
00D6: if or
0038:   $TIRTARG_TO_MOVE1 == 7 // $ == int 
0038:   $TIRTARG_TO_MOVE2 == 7 // $ == int 
0038:   $TIRTARG_TO_MOVE3 == 7 // $ == int 
004D: jump_if_false @RANGE_18800 
00D6: if 
0038:   $TIRSLOT13_FILLED_ROUND3 == 0 // $ == int 
004D: jump_if_false @RANGE_18800 
029B: $TIRTARGET13_ROUND3 = init_object #TAR_GUN1 at $TIRSLOT13_ROUND3_X $TIRSLOT13_ROUND3_Y $TIRSLOT13_ROUND3_Z 
0177: set_object $TIRTARGET13_ROUND3 z_angle_to 90.0 
0004: $TIRTARGET13_ROUND3_DELETE = 0 // $ = int 
0004: $TIRTARGET13_ROUND3_DEAD = 0 // $ = int 
0004: $TIRTARGET13_ROUND3_TRAVEL = 0 // $ = int 
0004: $TIRSLOT13_FILLED_ROUND3 = 1 // $ = int 

:RANGE_18800
00D6: if 
0038:   $TIRSLOT13_FILLED_ROUND3 == 1 // $ == int 
004D: jump_if_false @RANGE_19127 
00D6: if 
0038:   $TIRTARGET13_ROUND3_DEAD == 0 // $ == int 
004D: jump_if_false @RANGE_19127 
00D6: if 
8366:   not object $TIRTARGET13_ROUND3 damaged 
004D: jump_if_false @RANGE_19078 
01BB: store_object $TIRTARGET13_ROUND3 position_to $TIRTARG13_ROUND3_X $TIRTARG13_ROUND3_Y $TIRTARG13_ROUND3_Z 
00D6: if 
0038:   $TIRTARGET13_ROUND3_TRAVEL == 0 // $ == int 
004D: jump_if_false @RANGE_18961 
00D6: if 
0032:   -714.1 >= $TIRTARG13_ROUND3_Y // float >= $ 
004D: jump_if_false @RANGE_18944 
00D6: if 
0038:   $TIRTARGET13_ROUND3_BEEN_LEFT == 1 // $ == int 
004D: jump_if_false @RANGE_18930 
0004: $TIRTARGET13_ROUND3_DELETE = 1 // $ = int 

:RANGE_18930
0004: $TIRTARGET13_ROUND3_TRAVEL = 1 // $ = int 
0002: jump @RANGE_18954 

:RANGE_18944
007E: $TIRTARG13_ROUND3_Y -= frame_delta_time * 0.04 // float 

:RANGE_18954
0002: jump @RANGE_19013 

:RANGE_18961
00D6: if 
0030:   $TIRTARG13_ROUND3_Y >= -709.39 // $ >= float 
004D: jump_if_false @RANGE_19003 
0004: $TIRTARGET13_ROUND3_TRAVEL = 0 // $ = int 
0004: $TIRTARGET13_ROUND3_BEEN_LEFT = 1 // $ = int 
0002: jump @RANGE_19013 

:RANGE_19003
0078: $TIRTARG13_ROUND3_Y += frame_delta_time * 0.04 // float 

:RANGE_19013
00D6: if 
0038:   $TIRTARGET13_ROUND3_DELETE == 1 // $ == int 
004D: jump_if_false @RANGE_19057 
0108: destroy_object $TIRTARGET13_ROUND3 
0008: $TIRCOUNTER_SLOT_FREE += 1 // $ += int 
0004: $TIRTARGET13_ROUND3_DEAD = 1 // $ = int 
0002: jump @RANGE_19071 

:RANGE_19057
01BC: put_object $TIRTARGET13_ROUND3 at $TIRTARG13_ROUND3_X $TIRTARG13_ROUND3_Y $TIRTARG13_ROUND3_Z 

:RANGE_19071
0002: jump @RANGE_19127 

:RANGE_19078
00D6: if 
0366:   object $TIRTARGET13_ROUND3 damaged 
004D: jump_if_false @RANGE_19127 
0108: destroy_object $TIRTARGET13_ROUND3 
0008: $TIRCOUNTER_HITS_SCORED_ROUND3 += 1 // $ += int 
0008: $TIRPLAYER_SCORE += 1 // $ += int 
0008: $TIRCOUNTER_SLOT_FREE += 1 // $ += int 
0004: $TIRTARGET13_ROUND3_DEAD = 1 // $ = int 

:RANGE_19127
0110: clear_player $PLAYER_CHAR wanted_level 
0419: $TIRAMMO_ROUND3 = player $PLAYER_CHAR weapon 17 ammo 
00D6: if or
0038:   $TIRTIMER_ROUND3 == 0 // $ == int 
0038:   $TIRAMMO_ROUND3 == 0 // $ == int 
004D: jump_if_false @RANGE_19258 
00D6: if 
0038:   $TIRFLAG_TIME_OUT_ROUND3 == 0 // $ == int 
004D: jump_if_false @RANGE_19206 
0006: TIMERA = 0 // @ = int 
0004: $TIRFLAG_TIME_OUT_ROUND3 = 1 // $ = int 
0002: jump @RANGE_19258 

:RANGE_19206
00D6: if 
0019:   TIMERA > 200 // @ > int 
004D: jump_if_false @RANGE_19258 
03D1: play_wav 1 
00BC: text_highpriority 'BNK2_3' time 5000 1  // AREA CLEAR!
0004: $TIRFLAG_ROUND3_DONE_RIGHT = 1 // $ = int 
0004: $TIRROUND3_FINISHED = 1 // $ = int 

:RANGE_19258
0002: jump @RANGE_15575 

:RANGE_19265
018E: stop_sound $TIRTARGET_MOVING_SOUND 
00D6: if 
0038:   $TIRFLAG_ROUND3_DONE_RIGHT == 1 // $ == int 
004D: jump_if_false @RANGE_19384 

:RANGE_19288
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @RANGE_19384 
0001: wait 0 ms 
00D6: if 
00F5:   player $PLAYER_CHAR 0 11.3 -720.85 32.43 radius 3.0 3.0 3.0 
004D: jump_if_false @RANGE_19377 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
0002: jump @RANGE_19996 

:RANGE_19377
0002: jump @RANGE_19288 

:RANGE_19384
014F: stop_timer $TIRTIMER_ROUND3 
03D5: remove_text 'BNK2_3'  // AREA CLEAR!
0084: $TIRAMMO_USED_ROUND3 = $TIRAMMO_GIVEN_ROUND3 // $ = $ int 
0060: $TIRAMMO_USED_ROUND3 -= $TIRAMMO_ROUND3 // $ -= $ int 
01B8: set_player $PLAYER_CHAR armed_weapon_to 0 
03C8: set_camera_directly_before_player 
01E3: text_1number_styled 'BJM2_28' number $TIRCOUNTER_HITS_SCORED_ROUND3 time 4000 style 1  // SCORE ROUND THREE: ~1~
0084: $TIRSCORE_ROUND3 = $TIRCOUNTER_HITS_SCORED_ROUND3 // $ = $ int 
0151: remove_status_text $TIRPLAYER_SCORE 
0151: remove_status_text $TIRSCORE_TO_BEAT 
0001: wait 4000 ms 
00D6: if 
00F5:   player $PLAYER_CHAR 0 11.3 -720.85 32.43 radius 3.0 3.0 3.0 
004D: jump_if_false @RANGE_19535 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
0002: jump @RANGE_19996 

:RANGE_19535
03D6: remove_styled_text 'BJM2_6'  // SCORE ROUND TWO: ~1~
01E3: text_1number_styled 'BJM2_7' number $TIRPLAYER_SCORE time 4000 style 1  // TOTAL SCORE FOR SHOOT: ~1~
0001: wait 4000 ms 
00D6: if 
00F5:   player $PLAYER_CHAR 0 11.3 -720.85 32.43 radius 3.0 3.0 3.0 
004D: jump_if_false @RANGE_19638 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
0002: jump @RANGE_19996 

:RANGE_19638
03D6: remove_styled_text 'BJM2_7'  // TOTAL SCORE FOR SHOOT: ~1~
0084: $TIRTOTAL_AMMO_USED = $TIRAMMO_USED_ROUND1 // $ = $ int 
0058: $TIRTOTAL_AMMO_USED += $TIRAMMO_USED_ROUND2 // $ += $ int 
0084: $TIRFINAL_AMMO_USED = $TIRTOTAL_AMMO_USED // $ = $ int 
0058: $TIRFINAL_AMMO_USED += $TIRAMMO_USED_ROUND3 // $ += $ int 
0084: $TIRTOTAL_HITS = $TIRBITS_HIT // $ = $ int 
0058: $TIRTOTAL_HITS += $TIRSCORE_ROUND2 // $ += $ int 
0084: $TIRFINAL_HITS = $TIRTOTAL_HITS // $ = $ int 
0058: $TIRFINAL_HITS += $TIRSCORE_ROUND3 // $ += $ int 
0084: $TIRPERCENTAGE_HITS = $TIRFINAL_HITS // $ = $ int 
0010: $TIRPERCENTAGE_HITS *= 100 // $ *= int 
00D6: if 
0018:   $TIRTOTAL_AMMO_USED > 0 // $ > int 
004D: jump_if_false @RANGE_19760 
0070: $TIRPERCENTAGE_HITS /= $TIRFINAL_AMMO_USED // $ /= $ int 
0002: jump @RANGE_19767 

:RANGE_19760
0004: $TIRPERCENTAGE_HITS = 0 // $ = int 

:RANGE_19767
01E3: text_1number_styled 'BJM2_3' number $TIRPERCENTAGE_HITS time 4000 style 1  // HIT RATE: ~1~%
0001: wait 4000 ms 
00D6: if 
00F5:   player $PLAYER_CHAR 0 11.3 -720.85 32.43 radius 3.0 3.0 3.0 
004D: jump_if_false @RANGE_19860 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
0002: jump @RANGE_19996 

:RANGE_19860
03D6: remove_styled_text 'BJM2_3'  // HIT RATE: ~1~%
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0108: destroy_object $TIRINVISIBLE3TARGET 
00A1: put_actor $PLAYER_ACTOR at -37.3 -723.96 15.86 
0108: destroy_object $TIRTARGET7_ROUND3 
0108: destroy_object $TIRTARGET8_ROUND3 
0108: destroy_object $TIRTARGET9_ROUND3 
0108: destroy_object $TIRTARGET10_ROUND3 
0108: destroy_object $TIRTARGET11_ROUND3 
0108: destroy_object $TIRTARGET12_ROUND3 
0108: destroy_object $TIRTARGET13_ROUND3 
01B4: set_player $PLAYER_CHAR can_move 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
00D6: if 
001C:   $TIRPLAYER_SCORE > $TIRSCORE_TO_BEAT // $ > $ int 
004D: jump_if_false @RANGE_19989 
0002: jump @RANGE_20013 
0002: jump @RANGE_19996 

:RANGE_19989
0002: jump @RANGE_19996 

:RANGE_19996
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:RANGE_20013
0004: $TIRFLAG_TIR_PASSED = 1 // $ = int 
01EB: set_traffic_density_multiplier_to 1.0 
030C: progress_made += 1 
01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1  // MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 2000 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
042F: register_highest_int_stat 0 to $TIRPLAYER_SCORE 
042F: register_highest_int_stat 1 to $TIRPERCENTAGE_HITS 
0051: return 

:RANGE_20082
018E: stop_sound $TIRTARGET_MOVING_SOUND 
0108: destroy_object $TIRTARGET1_FRAME 
0108: destroy_object $TIRTARGET1_PART1 
0108: destroy_object $TIRTARGET1_PART2 
0108: destroy_object $TIRTARGET1_PART3 
0108: destroy_object $TIRTARGET1_PART4 
0108: destroy_object $TIRTARGET1_PART5 
0108: destroy_object $TIRTARGET2_FRAME 
0108: destroy_object $TIRTARGET2_PART1 
0108: destroy_object $TIRTARGET2_PART2 
0108: destroy_object $TIRTARGET2_PART3 
0108: destroy_object $TIRTARGET2_PART4 
0108: destroy_object $TIRTARGET2_PART5 
0108: destroy_object $TIRTARGET3_FRAME 
0108: destroy_object $TIRTARGET3_PART1 
0108: destroy_object $TIRTARGET3_PART2 
0108: destroy_object $TIRTARGET3_PART3 
0108: destroy_object $TIRTARGET3_PART4 
0108: destroy_object $TIRTARGET3_PART5 
0108: destroy_object $TIRTARGET1_ROUND2 
0108: destroy_object $TIRTARGET2_ROUND2 
0108: destroy_object $TIRTARGET3_ROUND2 
0108: destroy_object $TIRTARGET4_ROUND2 
0108: destroy_object $TIRTARGET5_ROUND2 
0108: destroy_object $TIRTARGET6_ROUND2 
0108: destroy_object $TIRTARGET7_ROUND3 
0108: destroy_object $TIRTARGET8_ROUND3 
0108: destroy_object $TIRTARGET9_ROUND3 
0108: destroy_object $TIRTARGET10_ROUND3 
0108: destroy_object $TIRTARGET11_ROUND3 
0108: destroy_object $TIRTARGET12_ROUND3 
0108: destroy_object $TIRTARGET13_ROUND3 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
00D6: if 
0018:   $TIRSLOT4_AMMO > 0 // $ > int 
004D: jump_if_false @RANGE_20270 
0247: request_model $TIRSLOT4_MODEL 

:RANGE_20270
038B: load_requested_models 
0249: release_model $TIRSLOT4_MODEL 
0004: $FLAG_PLAYER_ON_MISSION = 0 // $ = int 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 
03BD: destroy_sphere $295 
0108: destroy_object $TIRINVISIBLE1TARGET 
0108: destroy_object $TIRINVISIBLE2TARGET 
0108: destroy_object $TIRINVISIBLE3TARGET 
0151: remove_status_text $TIRPLAYER_SCORE 
0151: remove_status_text $TIRSCORE_TO_BEAT 
014F: stop_timer $TIRTIMER_ROUND1 
014F: stop_timer $TIRTIMER_ROUND2 
014F: stop_timer $TIRTIMER_ROUND3 
0249: release_model #MALE01 
0249: release_model #COLT45 
0249: release_model #TAR_GUN1 
0249: release_model #TAR_GUN2 
0249: release_model #TAR_FRAME 
0249: release_model #TAR_DOWNLEFT 
0249: release_model #TAR_DOWNRIGHT 
0249: release_model #TAR_TOP 
0249: release_model #TAR_UPLEFT 
0249: release_model #TAR_UPRIGHT 
0249: release_model #FAKETARGET 
00D8: mission_cleanup 
0051: return 

 

 

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