// export Alex , Hayes , Eddings ; export TeamGamma , AmOthers , AmDep , TeamAlex ; export GammaBuildings ; export function PrepareOurs ; var i , b , h ; var labs , facs , bns ; var a ; begin
   0: LD_INT 0
   2: PPUSH
   3: PPUSH
   4: PPUSH
   5: PPUSH
   6: PPUSH
   7: PPUSH
   8: PPUSH
   9: PPUSH
// uc_side = 1 ;
  10: LD_ADDR_OWVAR 20
  14: PUSH
  15: LD_INT 1
  17: ST_TO_ADDR
// uc_nation = 1 ;
  18: LD_ADDR_OWVAR 21
  22: PUSH
  23: LD_INT 1
  25: ST_TO_ADDR
// GammaBuildings = LoadVariable ( GammaBuildings , [ ] ) ;
  26: LD_ADDR_EXP 8
  30: PUSH
  31: LD_STRING GammaBuildings
  33: PPUSH
  34: EMPTY
  35: PPUSH
  36: CALL_OW 30
  40: ST_TO_ADDR
// for i in GammaBuildings do
  41: LD_ADDR_VAR 0 2
  45: PUSH
  46: LD_EXP 8
  50: PUSH
  51: FOR_IN
  52: IFFALSE 331
// begin bc_type = i [ 4 ] ;
  54: LD_ADDR_OWVAR 42
  58: PUSH
  59: LD_VAR 0 2
  63: PUSH
  64: LD_INT 4
  66: ARRAY
  67: ST_TO_ADDR
// bc_level = i [ 5 ] ;
  68: LD_ADDR_OWVAR 43
  72: PUSH
  73: LD_VAR 0 2
  77: PUSH
  78: LD_INT 5
  80: ARRAY
  81: ST_TO_ADDR
// case bc_type of b_lab , b_lab_half , b_lab_full :
  82: LD_OWVAR 42
  86: PUSH
  87: LD_INT 6
  89: DOUBLE
  90: EQUAL
  91: IFTRUE 107
  93: LD_INT 7
  95: DOUBLE
  96: EQUAL
  97: IFTRUE 107
  99: LD_INT 8
 101: DOUBLE
 102: EQUAL
 103: IFTRUE 107
 105: GO 138
 107: POP
// begin bc_kind1 = i [ 6 ] ;
 108: LD_ADDR_OWVAR 44
 112: PUSH
 113: LD_VAR 0 2
 117: PUSH
 118: LD_INT 6
 120: ARRAY
 121: ST_TO_ADDR
// bc_kind2 = i [ 7 ] ;
 122: LD_ADDR_OWVAR 45
 126: PUSH
 127: LD_VAR 0 2
 131: PUSH
 132: LD_INT 7
 134: ARRAY
 135: ST_TO_ADDR
// end ; end ;
 136: GO 139
 138: POP
// b = CreateAndPlaceBuildingXYD ( i [ 1 ] , i [ 2 ] , i [ 3 ] ) ;
 139: LD_ADDR_VAR 0 3
 143: PUSH
 144: LD_VAR 0 2
 148: PUSH
 149: LD_INT 1
 151: ARRAY
 152: PPUSH
 153: LD_VAR 0 2
 157: PUSH
 158: LD_INT 2
 160: ARRAY
 161: PPUSH
 162: LD_VAR 0 2
 166: PUSH
 167: LD_INT 3
 169: ARRAY
 170: PPUSH
 171: CALL_OW 47
 175: ST_TO_ADDR
// if GetBType ( b ) = b_bunker or GetBType ( b ) = b_turret then
 176: LD_VAR 0 3
 180: PPUSH
 181: CALL_OW 266
 185: PUSH
 186: LD_INT 32
 188: EQUAL
 189: PUSH
 190: LD_VAR 0 3
 194: PPUSH
 195: CALL_OW 266
 199: PUSH
 200: LD_INT 33
 202: EQUAL
 203: OR
 204: IFFALSE 256
// if i [ 6 ] then
 206: LD_VAR 0 2
 210: PUSH
 211: LD_INT 6
 213: ARRAY
 214: IFFALSE 236
// PlaceWeaponTurret ( b , i [ 6 ] ) else
 216: LD_VAR 0 3
 220: PPUSH
 221: LD_VAR 0 2
 225: PUSH
 226: LD_INT 6
 228: ARRAY
 229: PPUSH
 230: CALL_OW 431
 234: GO 256
// PlaceWeaponTurret ( b , Rand ( 3 , 5 ) ) ;
 236: LD_VAR 0 3
 240: PPUSH
 241: LD_INT 3
 243: PPUSH
 244: LD_INT 5
 246: PPUSH
 247: CALL_OW 12
 251: PPUSH
 252: CALL_OW 431
// if GetBType ( b ) = b_depot or GetBType ( b ) = b_warehouse then
 256: LD_VAR 0 3
 260: PPUSH
 261: CALL_OW 266
 265: PUSH
 266: LD_INT 0
 268: EQUAL
 269: PUSH
 270: LD_VAR 0 3
 274: PPUSH
 275: CALL_OW 266
 279: PUSH
 280: LD_INT 1
 282: EQUAL
 283: OR
 284: IFFALSE 329
// if IsInArea ( b , MainGamma ) and not AmDep then
 286: LD_VAR 0 3
 290: PPUSH
 291: LD_INT 1
 293: PPUSH
 294: CALL_OW 308
 298: PUSH
 299: LD_EXP 6
 303: NOT
 304: AND
 305: IFFALSE 329
// begin SetBName ( b , gamma ) ;
 307: LD_VAR 0 3
 311: PPUSH
 312: LD_STRING gamma
 314: PPUSH
 315: CALL_OW 500
// AmDep = b ;
 319: LD_ADDR_EXP 6
 323: PUSH
 324: LD_VAR 0 3
 328: ST_TO_ADDR
// end ; end ;
 329: GO 51
 331: POP
 332: POP
// Alex = LoadCharacter ( Alex , 0 , 0 ) ;
 333: LD_ADDR_EXP 1
 337: PUSH
 338: LD_STRING Alex
 340: PPUSH
 341: LD_INT 0
 343: PPUSH
 344: LD_INT 0
 346: PPUSH
 347: CALL_OW 527
 351: ST_TO_ADDR
// PlaceUnitXYR ( Alex , ShiftX ( GetX ( AmDep ) , GetDir ( AmDep ) , 8 ) , ShiftY ( GetY ( AmDep ) , GetDir ( AmDep ) , 8 ) , 2 , false ) ;
 352: LD_EXP 1
 356: PPUSH
 357: LD_EXP 6
 361: PPUSH
 362: CALL_OW 250
 366: PPUSH
 367: LD_EXP 6
 371: PPUSH
 372: CALL_OW 254
 376: PPUSH
 377: LD_INT 8
 379: PPUSH
 380: CALL_OW 272
 384: PPUSH
 385: LD_EXP 6
 389: PPUSH
 390: CALL_OW 251
 394: PPUSH
 395: LD_EXP 6
 399: PPUSH
 400: CALL_OW 254
 404: PPUSH
 405: LD_INT 8
 407: PPUSH
 408: CALL_OW 273
 412: PPUSH
 413: LD_INT 2
 415: PPUSH
 416: LD_INT 0
 418: PPUSH
 419: CALL_OW 50
// InitHc ;
 423: CALL_OW 19
// TeamGamma = LoadCharacter ( TeamGamma , 0 , 0 ) ;
 427: LD_ADDR_EXP 4
 431: PUSH
 432: LD_STRING TeamGamma
 434: PPUSH
 435: LD_INT 0
 437: PPUSH
 438: LD_INT 0
 440: PPUSH
 441: CALL_OW 527
 445: ST_TO_ADDR
// if TeamGamma < 4 then
 446: LD_EXP 4
 450: PUSH
 451: LD_INT 4
 453: LESS
 454: IFFALSE 511
// repeat begin PrepareHuman ( false , Rand ( 1 , 4 ) , Rand ( 2 , 4 ) ) ;
 456: LD_INT 0
 458: PPUSH
 459: LD_INT 1
 461: PPUSH
 462: LD_INT 4
 464: PPUSH
 465: CALL_OW 12
 469: PPUSH
 470: LD_INT 2
 472: PPUSH
 473: LD_INT 4
 475: PPUSH
 476: CALL_OW 12
 480: PPUSH
 481: CALL_OW 380
// TeamGamma = TeamGamma ^ CreateHuman ;
 485: LD_ADDR_EXP 4
 489: PUSH
 490: LD_EXP 4
 494: PUSH
 495: CALL_OW 44
 499: ADD
 500: ST_TO_ADDR
// end until TeamGamma = 5 ;
 501: LD_EXP 4
 505: PUSH
 506: LD_INT 5
 508: EQUAL
 509: IFFALSE 456
// labs = FilterAllUnits ( [ f_or , [ f_btype , b_lab ] , [ f_btype , b_lab_half ] , [ f_btype , b_lab_full ] ] ) ;
 511: LD_ADDR_VAR 0 5
 515: PUSH
 516: LD_INT 2
 518: PUSH
 519: LD_INT 30
 521: PUSH
 522: LD_INT 6
 524: PUSH
 525: EMPTY
 526: LIST
 527: LIST
 528: PUSH
 529: LD_INT 30
 531: PUSH
 532: LD_INT 7
 534: PUSH
 535: EMPTY
 536: LIST
 537: LIST
 538: PUSH
 539: LD_INT 30
 541: PUSH
 542: LD_INT 8
 544: PUSH
 545: EMPTY
 546: LIST
 547: LIST
 548: PUSH
 549: EMPTY
 550: LIST
 551: LIST
 552: LIST
 553: LIST
 554: PPUSH
 555: CALL_OW 69
 559: ST_TO_ADDR
// facs = FilterAllUnits ( [ f_or , [ f_btype , b_workshop ] , [ f_btype , b_factory ] ] ) ;
 560: LD_ADDR_VAR 0 6
 564: PUSH
 565: LD_INT 2
 567: PUSH
 568: LD_INT 30
 570: PUSH
 571: LD_INT 2
 573: PUSH
 574: EMPTY
 575: LIST
 576: LIST
 577: PUSH
 578: LD_INT 30
 580: PUSH
 581: LD_INT 3
 583: PUSH
 584: EMPTY
 585: LIST
 586: LIST
 587: PUSH
 588: EMPTY
 589: LIST
 590: LIST
 591: LIST
 592: PPUSH
 593: CALL_OW 69
 597: ST_TO_ADDR
// bns = FilterAllUnits ( [ f_or , [ f_btype , b_breastwork ] , [ f_btype , b_bunker ] , [ f_btype , b_armoury ] , [ f_btype , b_barracks ] ] ) ;
 598: LD_ADDR_VAR 0 7
 602: PUSH
 603: LD_INT 2
 605: PUSH
 606: LD_INT 30
 608: PUSH
 609: LD_INT 31
 611: PUSH
 612: EMPTY
 613: LIST
 614: LIST
 615: PUSH
 616: LD_INT 30
 618: PUSH
 619: LD_INT 32
 621: PUSH
 622: EMPTY
 623: LIST
 624: LIST
 625: PUSH
 626: LD_INT 30
 628: PUSH
 629: LD_INT 4
 631: PUSH
 632: EMPTY
 633: LIST
 634: LIST
 635: PUSH
 636: LD_INT 30
 638: PUSH
 639: LD_INT 5
 641: PUSH
 642: EMPTY
 643: LIST
 644: LIST
 645: PUSH
 646: EMPTY
 647: LIST
 648: LIST
 649: LIST
 650: LIST
 651: LIST
 652: PPUSH
 653: CALL_OW 69
 657: ST_TO_ADDR
// for i in TeamGamma do
 658: LD_ADDR_VAR 0 2
 662: PUSH
 663: LD_EXP 4
 667: PUSH
 668: FOR_IN
 669: IFFALSE 958
// begin case GetClass ( i ) of class_scientistic :
 671: LD_VAR 0 2
 675: PPUSH
 676: CALL_OW 257
 680: PUSH
 681: LD_INT 4
 683: DOUBLE
 684: EQUAL
 685: IFTRUE 689
 687: GO 710
 689: POP
// PlaceHumanInUnit ( i , labs [ 1 ] ) ; class_mechanic :
 690: LD_VAR 0 2
 694: PPUSH
 695: LD_VAR 0 5
 699: PUSH
 700: LD_INT 1
 702: ARRAY
 703: PPUSH
 704: CALL_OW 52
 708: GO 956
 710: LD_INT 3
 712: DOUBLE
 713: EQUAL
 714: IFTRUE 718
 716: GO 739
 718: POP
// PlaceHumanInUnit ( i , facs [ 1 ] ) ; class_engineer :
 719: LD_VAR 0 2
 723: PPUSH
 724: LD_VAR 0 6
 728: PUSH
 729: LD_INT 1
 731: ARRAY
 732: PPUSH
 733: CALL_OW 52
 737: GO 956
 739: LD_INT 2
 741: DOUBLE
 742: EQUAL
 743: IFTRUE 747
 745: GO 821
 747: POP
// PlaceUnitXYR ( i , ShiftX ( GetX ( AmDep ) , GetDir ( AmDep ) , 8 ) , ShiftY ( GetY ( AmDep ) , GetDir ( AmDep ) , 8 ) , 15 , false ) ; class_soldier , class_sniper :
 748: LD_VAR 0 2
 752: PPUSH
 753: LD_EXP 6
 757: PPUSH
 758: CALL_OW 250
 762: PPUSH
 763: LD_EXP 6
 767: PPUSH
 768: CALL_OW 254
 772: PPUSH
 773: LD_INT 8
 775: PPUSH
 776: CALL_OW 272
 780: PPUSH
 781: LD_EXP 6
 785: PPUSH
 786: CALL_OW 251
 790: PPUSH
 791: LD_EXP 6
 795: PPUSH
 796: CALL_OW 254
 800: PPUSH
 801: LD_INT 8
 803: PPUSH
 804: CALL_OW 273
 808: PPUSH
 809: LD_INT 15
 811: PPUSH
 812: LD_INT 0
 814: PPUSH
 815: CALL_OW 50
 819: GO 956
 821: LD_INT 1
 823: DOUBLE
 824: EQUAL
 825: IFTRUE 835
 827: LD_INT 5
 829: DOUBLE
 830: EQUAL
 831: IFTRUE 835
 833: GO 955
 835: POP
// begin if bns then
 836: LD_VAR 0 7
 840: IFFALSE 882
// begin PlaceHumanInUnit ( i , bns [ 1 ] ) ;
 842: LD_VAR 0 2
 846: PPUSH
 847: LD_VAR 0 7
 851: PUSH
 852: LD_INT 1
 854: ARRAY
 855: PPUSH
 856: CALL_OW 52
// bns = bns diff bns [ 1 ] ;
 860: LD_ADDR_VAR 0 7
 864: PUSH
 865: LD_VAR 0 7
 869: PUSH
 870: LD_VAR 0 7
 874: PUSH
 875: LD_INT 1
 877: ARRAY
 878: DIFF
 879: ST_TO_ADDR
// end else
 880: GO 953
// PlaceUnitXYR ( i , ShiftX ( GetX ( AmDep ) , GetDir ( AmDep ) , 8 ) , ShiftY ( GetY ( AmDep ) , GetDir ( AmDep ) , 8 ) , 15 , false ) ;
 882: LD_VAR 0 2
 886: PPUSH
 887: LD_EXP 6
 891: PPUSH
 892: CALL_OW 250
 896: PPUSH
 897: LD_EXP 6
 901: PPUSH
 902: CALL_OW 254
 906: PPUSH
 907: LD_INT 8
 909: PPUSH
 910: CALL_OW 272
 914: PPUSH
 915: LD_EXP 6
 919: PPUSH
 920: CALL_OW 251
 924: PPUSH
 925: LD_EXP 6
 929: PPUSH
 930: CALL_OW 254
 934: PPUSH
 935: LD_INT 8
 937: PPUSH
 938: CALL_OW 273
 942: PPUSH
 943: LD_INT 15
 945: PPUSH
 946: LD_INT 0
 948: PPUSH
 949: CALL_OW 50
// end ; end ;
 953: GO 956
 955: POP
// end ;
 956: GO 668
 958: POP
 959: POP
// if CheckCharacterSet ( Eddings ) then
 960: LD_STRING Eddings
 962: PPUSH
 963: CALL_OW 29
 967: IFFALSE 1059
// begin Eddings = LoadCharacter ( Eddings , 4 , 0 ) ;
 969: LD_ADDR_EXP 3
 973: PUSH
 974: LD_STRING Eddings
 976: PPUSH
 977: LD_INT 4
 979: PPUSH
 980: LD_INT 0
 982: PPUSH
 983: CALL_OW 527
 987: ST_TO_ADDR
// PlaceUnitXYR ( Eddings , ShiftX ( GetX ( AmDep ) , GetDir ( AmDep ) , 8 ) , ShiftY ( GetY ( AmDep ) , GetDir ( AmDep ) , 8 ) , 5 , false ) ;
 988: LD_EXP 3
 992: PPUSH
 993: LD_EXP 6
 997: PPUSH
 998: CALL_OW 250
1002: PPUSH
1003: LD_EXP 6
1007: PPUSH
1008: CALL_OW 254
1012: PPUSH
1013: LD_INT 8
1015: PPUSH
1016: CALL_OW 272
1020: PPUSH
1021: LD_EXP 6
1025: PPUSH
1026: CALL_OW 251
1030: PPUSH
1031: LD_EXP 6
1035: PPUSH
1036: CALL_OW 254
1040: PPUSH
1041: LD_INT 8
1043: PPUSH
1044: CALL_OW 273
1048: PPUSH
1049: LD_INT 5
1051: PPUSH
1052: LD_INT 0
1054: PPUSH
1055: CALL_OW 50
// end ; Hayes = NewCharacter ( Hayes ) ;
1059: LD_ADDR_EXP 2
1063: PUSH
1064: LD_STRING Hayes
1066: PPUSH
1067: CALL_OW 25
1071: ST_TO_ADDR
// end ;
1072: LD_VAR 0 1
1076: RET
// starting begin PrepareOurs ;
1077: CALL 0 0 0
// RevealFogArea ( 1 , RevealArea ) ;
1081: LD_INT 1
1083: PPUSH
1084: LD_INT 2
1086: PPUSH
1087: CALL_OW 332
// InGameOn ;
1091: CALL_OW 8
// CenterNowOnUnits ( Alex ) ;
1095: LD_EXP 1
1099: PPUSH
1100: CALL_OW 87
// Wait ( 0 0$1 ) ;
1104: LD_INT 35
1106: PPUSH
1107: CALL_OW 67
// SayRadio ( Hayes , dx-h-1 ) ;
1111: LD_EXP 2
1115: PPUSH
1116: LD_STRING dx-h-1
1118: PPUSH
1119: CALL_OW 94
// Say ( Alex , dx-a-1 ) ;
1123: LD_EXP 1
1127: PPUSH
1128: LD_STRING dx-a-1
1130: PPUSH
1131: CALL_OW 88
// SayRadio ( Hayes , dx-h-2 ) ;
1135: LD_EXP 2
1139: PPUSH
1140: LD_STRING dx-h-2
1142: PPUSH
1143: CALL_OW 94
// SayRadio ( Hayes , dx-h-3 ) ;
1147: LD_EXP 2
1151: PPUSH
1152: LD_STRING dx-h-3
1154: PPUSH
1155: CALL_OW 94
// Say ( Alex , dx-a-2 ) ;
1159: LD_EXP 1
1163: PPUSH
1164: LD_STRING dx-a-2
1166: PPUSH
1167: CALL_OW 88
// if CheckCharacterSet ( Anne ) then
1171: LD_STRING Anne
1173: PPUSH
1174: CALL_OW 29
1178: IFFALSE 1194
// SayRadio ( Hayes , dx-h-4 ) else
1180: LD_EXP 2
1184: PPUSH
1185: LD_STRING dx-h-4
1187: PPUSH
1188: CALL_OW 94
1192: GO 1206
// SayRadio ( Hayes , dx-h-4a ) ;
1194: LD_EXP 2
1198: PPUSH
1199: LD_STRING dx-h-4a
1201: PPUSH
1202: CALL_OW 94
// Say ( Alex , dx-a-3 ) ;
1206: LD_EXP 1
1210: PPUSH
1211: LD_STRING dx-a-3
1213: PPUSH
1214: CALL_OW 88
// Wait ( 0 0$1 ) ;
1218: LD_INT 35
1220: PPUSH
1221: CALL_OW 67
// if LoadVariable ( ArabEquipmentCaptured , 0 ) >= [ 3 , 6 , 8 ] [ difficulty ] then
1225: LD_STRING ArabEquipmentCaptured
1227: PPUSH
1228: LD_INT 0
1230: PPUSH
1231: CALL_OW 30
1235: PUSH
1236: LD_INT 3
1238: PUSH
1239: LD_INT 6
1241: PUSH
1242: LD_INT 8
1244: PUSH
1245: EMPTY
1246: LIST
1247: LIST
1248: LIST
1249: PUSH
1250: LD_OWVAR 67
1254: ARRAY
1255: GREATEREQUAL
1256: IFFALSE 1267
// Query ( QInfoA ) else
1258: LD_STRING QInfoA
1260: PPUSH
1261: CALL_OW 97
1265: GO 1274
// Query ( QInfoB ) ;
1267: LD_STRING QInfoB
1269: PPUSH
1270: CALL_OW 97
// InGameOff ;
1274: CALL_OW 9
// TeamAlex = CharacterSelection ( S8 , 3 , 3 , [ sel_hired , sel_change_class , Alex , sel_not_hired , sel_changeable ] ^ TeamGamma ^ Eddings , [ class_soldier , [ class_engineer , 1 ] , class_mechanic , class_scientistic , class_sniper ] ) ;
1278: LD_ADDR_EXP 7
1282: PUSH
1283: LD_STRING S8
1285: PPUSH
1286: LD_INT 3
1288: PPUSH
1289: LD_INT 3
1291: PPUSH
1292: LD_INT -1
1294: PUSH
1295: LD_INT -5
1297: PUSH
1298: LD_EXP 1
1302: PUSH
1303: LD_INT -2
1305: PUSH
1306: LD_INT -3
1308: PUSH
1309: EMPTY
1310: LIST
1311: LIST
1312: LIST
1313: LIST
1314: LIST
1315: PUSH
1316: LD_EXP 4
1320: ADD
1321: PUSH
1322: LD_EXP 3
1326: ADD
1327: PPUSH
1328: LD_INT 1
1330: PUSH
1331: LD_INT 2
1333: PUSH
1334: LD_INT 1
1336: PUSH
1337: EMPTY
1338: LIST
1339: LIST
1340: PUSH
1341: LD_INT 3
1343: PUSH
1344: LD_INT 4
1346: PUSH
1347: LD_INT 5
1349: PUSH
1350: EMPTY
1351: LIST
1352: LIST
1353: LIST
1354: LIST
1355: LIST
1356: PPUSH
1357: CALL_OW 42
1361: ST_TO_ADDR
// SaveCharacters ( Alex , Alex ) ;
1362: LD_EXP 1
1366: PPUSH
1367: LD_STRING Alex
1369: PPUSH
1370: CALL_OW 38
// if Eddings then
1374: LD_EXP 3
1378: IFFALSE 1392
// SaveCharacters ( Eddings , Eddings ) ;
1380: LD_EXP 3
1384: PPUSH
1385: LD_STRING Eddings
1387: PPUSH
1388: CALL_OW 38
// if Eddings in TeamAlex then
1392: LD_EXP 3
1396: PUSH
1397: LD_EXP 7
1401: IN
1402: IFFALSE 1414
// SaveVariable ( 1 , EddingsTaken ) ;
1404: LD_INT 1
1406: PPUSH
1407: LD_STRING EddingsTaken
1409: PPUSH
1410: CALL_OW 39
// TeamAlex = TeamAlex diff [ Alex , Eddings ] ;
1414: LD_ADDR_EXP 7
1418: PUSH
1419: LD_EXP 7
1423: PUSH
1424: LD_EXP 1
1428: PUSH
1429: LD_EXP 3
1433: PUSH
1434: EMPTY
1435: LIST
1436: LIST
1437: DIFF
1438: ST_TO_ADDR
// SaveCharacters ( TeamAlex , TeamAlex ) ;
1439: LD_EXP 7
1443: PPUSH
1444: LD_STRING TeamAlex
1446: PPUSH
1447: CALL_OW 38
// TeamGamma = TeamGamma diff TeamAlex ;
1451: LD_ADDR_EXP 4
1455: PUSH
1456: LD_EXP 4
1460: PUSH
1461: LD_EXP 7
1465: DIFF
1466: ST_TO_ADDR
// SaveCharacters ( TeamGamma , TeamGamma ) ;
1467: LD_EXP 4
1471: PPUSH
1472: LD_STRING TeamGamma
1474: PPUSH
1475: CALL_OW 38
// ChangeMap ( 8 , %_cont ) ;
1479: LD_INT 8
1481: PPUSH
1482: LD_STRING %_cont
1484: PPUSH
1485: CALL_OW 340
// end ;
1489: END
