// export zadanko , raport ; starting begin disable ( 001 ) ;
   0: LD_INT 1
   2: DISABLE_MARKED
// disable ( 004 ) ;
   3: LD_INT 4
   5: DISABLE_MARKED
// disable ( 002 ) ;
   6: LD_INT 2
   8: DISABLE_MARKED
// disable ( 003 ) ;
   9: LD_INT 3
  11: DISABLE_MARKED
// disable ( 005 ) ;
  12: LD_INT 5
  14: DISABLE_MARKED
// disable ( 006 ) ;
  15: LD_INT 6
  17: DISABLE_MARKED
// zadanko = true ;
  18: LD_ADDR_EXP 1
  22: PUSH
  23: LD_INT 1
  25: ST_TO_ADDR
// raport = false ;
  26: LD_ADDR_EXP 2
  30: PUSH
  31: LD_INT 0
  33: ST_TO_ADDR
// resetfog ;
  34: CALL_OW 335
// end ;
  38: END
// every 0 0$0.1 do
  39: GO 41
  41: DISABLE
// begin ComEnterUnit ( S1 , bar1 ) ;
  42: LD_INT 10
  44: PPUSH
  45: LD_INT 3
  47: PPUSH
  48: CALL_OW 120
// ComEnterUnit ( S2 , bar1 ) ;
  52: LD_INT 11
  54: PPUSH
  55: LD_INT 3
  57: PPUSH
  58: CALL_OW 120
// ComEnterUnit ( S3 , bar1 ) ;
  62: LD_INT 12
  64: PPUSH
  65: LD_INT 3
  67: PPUSH
  68: CALL_OW 120
// ComEnterUnit ( S4 , bar2 ) ;
  72: LD_INT 13
  74: PPUSH
  75: LD_INT 8
  77: PPUSH
  78: CALL_OW 120
// ComEnterUnit ( S5 , bar2 ) ;
  82: LD_INT 14
  84: PPUSH
  85: LD_INT 8
  87: PPUSH
  88: CALL_OW 120
// ComEnterUnit ( S6 , bar2 ) ;
  92: LD_INT 15
  94: PPUSH
  95: LD_INT 8
  97: PPUSH
  98: CALL_OW 120
// ComEnterUnit ( M1 , T1 ) ;
 102: LD_INT 23
 104: PPUSH
 105: LD_INT 22
 107: PPUSH
 108: CALL_OW 120
// ComEnterUnit ( M2 , fac1 ) ;
 112: LD_INT 27
 114: PPUSH
 115: LD_INT 17
 117: PPUSH
 118: CALL_OW 120
// ComEnterUnit ( N2 , lab1 ) ;
 122: LD_INT 37
 124: PPUSH
 125: LD_INT 7
 127: PPUSH
 128: CALL_OW 120
// ComEnterUnit ( N1 , lab1 ) ;
 132: LD_INT 36
 134: PPUSH
 135: LD_INT 7
 137: PPUSH
 138: CALL_OW 120
// ComEnterUnit ( S7 , B1 ) ;
 142: LD_INT 16
 144: PPUSH
 145: LD_INT 4
 147: PPUSH
 148: CALL_OW 120
// ComEnterUnit ( S11 , B2 ) ;
 152: LD_INT 35
 154: PPUSH
 155: LD_INT 5
 157: PPUSH
 158: CALL_OW 120
// ComEnterUnit ( S10 , B3 ) ;
 162: LD_INT 34
 164: PPUSH
 165: LD_INT 6
 167: PPUSH
 168: CALL_OW 120
// ComEnterUnit ( S9 , B4 ) ;
 172: LD_INT 33
 174: PPUSH
 175: LD_INT 9
 177: PPUSH
 178: CALL_OW 120
// ComEnterUnit ( S8 , B6 ) ;
 182: LD_INT 30
 184: PPUSH
 185: LD_INT 38
 187: PPUSH
 188: CALL_OW 120
// ComEnterUnit ( baz1 , rub ) ;
 192: LD_INT 45
 194: PPUSH
 195: LD_INT 44
 197: PPUSH
 198: CALL_OW 120
// ComEnterUnit ( bazz2 , rub ) ;
 202: LD_INT 46
 204: PPUSH
 205: LD_INT 44
 207: PPUSH
 208: CALL_OW 120
// ComEnterUnit ( bazz3 , rub ) ;
 212: LD_INT 47
 214: PPUSH
 215: LD_INT 44
 217: PPUSH
 218: CALL_OW 120
// ComEnterUnit ( bazz4 , rub ) ;
 222: LD_INT 48
 224: PPUSH
 225: LD_INT 44
 227: PPUSH
 228: CALL_OW 120
// ComEnterUnit ( bazz5 , rub ) ;
 232: LD_INT 49
 234: PPUSH
 235: LD_INT 44
 237: PPUSH
 238: CALL_OW 120
// ComEnterUnit ( rum1 , rufac1 ) ;
 242: LD_INT 84
 244: PPUSH
 245: LD_INT 74
 247: PPUSH
 248: CALL_OW 120
// ComEnterUnit ( rum2 , rufac1 ) ;
 252: LD_INT 85
 254: PPUSH
 255: LD_INT 74
 257: PPUSH
 258: CALL_OW 120
// ComEnterUnit ( rum3 , rufac2 ) ;
 262: LD_INT 86
 264: PPUSH
 265: LD_INT 80
 267: PPUSH
 268: CALL_OW 120
// ComEnterUnit ( rum4 , rufac2 ) ;
 272: LD_INT 87
 274: PPUSH
 275: LD_INT 80
 277: PPUSH
 278: CALL_OW 120
// end ;
 282: END
// every 0 0$1 do
 283: GO 285
 285: DISABLE
// begin InGameOn ;
 286: CALL_OW 8
// CenterOnUnits ( michail ) ;
 290: LD_INT 40
 292: PPUSH
 293: CALL_OW 85
// AddComAgressiveMove ( michail , 191 , 87 ) ;
 297: LD_INT 40
 299: PPUSH
 300: LD_INT 191
 302: PPUSH
 303: LD_INT 87
 305: PPUSH
 306: CALL_OW 174
// end ;
 310: END
// every 0 0$1 trigger IsInArea ( michail , start ) do
 311: LD_INT 40
 313: PPUSH
 314: LD_INT 5
 316: PPUSH
 317: CALL_OW 308
 321: IFFALSE 600
 323: GO 325
 325: DISABLE
// begin CenterOnUnits ( michail ) ;
 326: LD_INT 40
 328: PPUSH
 329: CALL_OW 85
// AddComExitBuilding ( [ [ S1 ] , [ bar1 ] ] ) ;
 333: LD_INT 10
 335: PUSH
 336: EMPTY
 337: LIST
 338: PUSH
 339: LD_INT 3
 341: PUSH
 342: EMPTY
 343: LIST
 344: PUSH
 345: EMPTY
 346: LIST
 347: LIST
 348: PPUSH
 349: CALL_OW 182
// AddComAgressiveMove ( S1 , 191 , 90 ) ;
 353: LD_INT 10
 355: PPUSH
 356: LD_INT 191
 358: PPUSH
 359: LD_INT 90
 361: PPUSH
 362: CALL_OW 174
// AddComTurnUnit ( michail , S1 ) ;
 366: LD_INT 40
 368: PPUSH
 369: LD_INT 10
 371: PPUSH
 372: CALL_OW 179
// AddComTurnUnit ( S1 , michail ) ;
 376: LD_INT 10
 378: PPUSH
 379: LD_INT 40
 381: PPUSH
 382: CALL_OW 179
// Say ( S1 , S1-1 ) ;
 386: LD_INT 10
 388: PPUSH
 389: LD_STRING S1-1
 391: PPUSH
 392: CALL_OW 88
// Say ( michail , M1-1 ) ;
 396: LD_INT 40
 398: PPUSH
 399: LD_STRING M1-1
 401: PPUSH
 402: CALL_OW 88
// Say ( S1 , S1-2 ) ;
 406: LD_INT 10
 408: PPUSH
 409: LD_STRING S1-2
 411: PPUSH
 412: CALL_OW 88
// Say ( michail , M1-2 ) ;
 416: LD_INT 40
 418: PPUSH
 419: LD_STRING M1-2
 421: PPUSH
 422: CALL_OW 88
// Say ( michail , M1-3 ) ;
 426: LD_INT 40
 428: PPUSH
 429: LD_STRING M1-3
 431: PPUSH
 432: CALL_OW 88
// Say ( S1 , S1-3 ) ;
 436: LD_INT 10
 438: PPUSH
 439: LD_STRING S1-3
 441: PPUSH
 442: CALL_OW 88
// Say ( michail , M1-4 ) ;
 446: LD_INT 40
 448: PPUSH
 449: LD_STRING M1-4
 451: PPUSH
 452: CALL_OW 88
// Say ( S1 , S1-4 ) ;
 456: LD_INT 10
 458: PPUSH
 459: LD_STRING S1-4
 461: PPUSH
 462: CALL_OW 88
// Say ( michail , M1-5 ) ;
 466: LD_INT 40
 468: PPUSH
 469: LD_STRING M1-5
 471: PPUSH
 472: CALL_OW 88
// Say ( S1 , S1-5 ) ;
 476: LD_INT 10
 478: PPUSH
 479: LD_STRING S1-5
 481: PPUSH
 482: CALL_OW 88
// Say ( michail , M1-6 ) ;
 486: LD_INT 40
 488: PPUSH
 489: LD_STRING M1-6
 491: PPUSH
 492: CALL_OW 88
// Say ( S1 , S1-6 ) ;
 496: LD_INT 10
 498: PPUSH
 499: LD_STRING S1-6
 501: PPUSH
 502: CALL_OW 88
// Say ( michail , M1-7 ) ;
 506: LD_INT 40
 508: PPUSH
 509: LD_STRING M1-7
 511: PPUSH
 512: CALL_OW 88
// Say ( S1 , S1-7 ) ;
 516: LD_INT 10
 518: PPUSH
 519: LD_STRING S1-7
 521: PPUSH
 522: CALL_OW 88
// Say ( michail , M1-8 ) ;
 526: LD_INT 40
 528: PPUSH
 529: LD_STRING M1-8
 531: PPUSH
 532: CALL_OW 88
// Say ( S1 , S1-8 ) ;
 536: LD_INT 10
 538: PPUSH
 539: LD_STRING S1-8
 541: PPUSH
 542: CALL_OW 88
// Say ( michail , M1-9 ) ;
 546: LD_INT 40
 548: PPUSH
 549: LD_STRING M1-9
 551: PPUSH
 552: CALL_OW 88
// ChangeMissionObjectives ( CEL1 ) ;
 556: LD_STRING CEL1
 558: PPUSH
 559: CALL_OW 337
// ChangeMissionObjectives ( CEL1S ) ;
 563: LD_STRING CEL1S
 565: PPUSH
 566: CALL_OW 337
// SetSide ( FilterAllUnits ( [ f_side , 4 ] ) , 8 ) ;
 570: LD_INT 22
 572: PUSH
 573: LD_INT 4
 575: PUSH
 576: EMPTY
 577: LIST
 578: LIST
 579: PPUSH
 580: CALL_OW 69
 584: PPUSH
 585: LD_INT 8
 587: PPUSH
 588: CALL_OW 235
// InGameOff ;
 592: CALL_OW 9
// SaveForQuickRestart ;
 596: CALL_OW 22
// end ;
 600: END
// every 0 0$1 trigger IsInArea ( michail , Z ) do
 601: LD_INT 40
 603: PPUSH
 604: LD_INT 1
 606: PPUSH
 607: CALL_OW 308
 611: IFFALSE 809
 613: GO 615
 615: DISABLE
// begin InGameOn ;
 616: CALL_OW 8
// CenterOnUnits ( michail ) ;
 620: LD_INT 40
 622: PPUSH
 623: CALL_OW 85
// Say ( michail , M1-10 ) ;
 627: LD_INT 40
 629: PPUSH
 630: LD_STRING M1-10
 632: PPUSH
 633: CALL_OW 88
// Say ( zbychu , Z1-1 ) ;
 637: LD_INT 88
 639: PPUSH
 640: LD_STRING Z1-1
 642: PPUSH
 643: CALL_OW 88
// Say ( zbyszki1 , Z2-1 ) ;
 647: LD_INT 96
 649: PPUSH
 650: LD_STRING Z2-1
 652: PPUSH
 653: CALL_OW 88
// Say ( michail , M1-11 ) ;
 657: LD_INT 40
 659: PPUSH
 660: LD_STRING M1-11
 662: PPUSH
 663: CALL_OW 88
// Say ( zbychu , Z1-2 ) ;
 667: LD_INT 88
 669: PPUSH
 670: LD_STRING Z1-2
 672: PPUSH
 673: CALL_OW 88
// Say ( michail , M1-12 ) ;
 677: LD_INT 40
 679: PPUSH
 680: LD_STRING M1-12
 682: PPUSH
 683: CALL_OW 88
// Say ( zbychu , Z1-3 ) ;
 687: LD_INT 88
 689: PPUSH
 690: LD_STRING Z1-3
 692: PPUSH
 693: CALL_OW 88
// Say ( michail , M1-13 ) ;
 697: LD_INT 40
 699: PPUSH
 700: LD_STRING M1-13
 702: PPUSH
 703: CALL_OW 88
// Say ( zbychu , Z1-4 ) ;
 707: LD_INT 88
 709: PPUSH
 710: LD_STRING Z1-4
 712: PPUSH
 713: CALL_OW 88
// Say ( michail , M1-14 ) ;
 717: LD_INT 40
 719: PPUSH
 720: LD_STRING M1-14
 722: PPUSH
 723: CALL_OW 88
// Say ( zbychu , Z1-5 ) ;
 727: LD_INT 88
 729: PPUSH
 730: LD_STRING Z1-5
 732: PPUSH
 733: CALL_OW 88
// Say ( michail , M1-15 ) ;
 737: LD_INT 40
 739: PPUSH
 740: LD_STRING M1-15
 742: PPUSH
 743: CALL_OW 88
// Say ( zbychu , Z1-6 ) ;
 747: LD_INT 88
 749: PPUSH
 750: LD_STRING Z1-6
 752: PPUSH
 753: CALL_OW 88
// Say ( michail , M1-16 ) ;
 757: LD_INT 40
 759: PPUSH
 760: LD_STRING M1-16
 762: PPUSH
 763: CALL_OW 88
// Say ( zbychu , Z1-7 ) ;
 767: LD_INT 88
 769: PPUSH
 770: LD_STRING Z1-7
 772: PPUSH
 773: CALL_OW 88
// Say ( michail , M1-17 ) ;
 777: LD_INT 40
 779: PPUSH
 780: LD_STRING M1-17
 782: PPUSH
 783: CALL_OW 88
// ChangeMissionObjectives ( CEL2S ) ;
 787: LD_STRING CEL2S
 789: PPUSH
 790: CALL_OW 337
// zadanko = false ;
 794: LD_ADDR_EXP 1
 798: PUSH
 799: LD_INT 0
 801: ST_TO_ADDR
// InGameOff ;
 802: CALL_OW 9
// enable ( 001 ) ;
 806: LD_INT 1
 808: ENABLE_MARKED
// end ;
 809: END
// every 0 0$1 trigger IsDead ( mine1 ) and IsDead ( mine2 ) and IsDead ( mine4 ) marked 001 do
 810: LD_INT 134
 812: PPUSH
 813: CALL_OW 301
 817: PUSH
 818: LD_INT 135
 820: PPUSH
 821: CALL_OW 301
 825: AND
 826: PUSH
 827: LD_INT 169
 829: PPUSH
 830: CALL_OW 301
 834: AND
 835: IFFALSE 857
 837: GO 839
 839: DISABLE
// begin InGameOn ;
 840: CALL_OW 8
// AddComAgressiveMove ( szejk , 100 , 35 ) ;
 844: LD_INT 178
 846: PPUSH
 847: LD_INT 100
 849: PPUSH
 850: LD_INT 35
 852: PPUSH
 853: CALL_OW 174
// end ;
 857: END
// every 0 0$1 trigger IsInArea ( szejk , trip ) do
 858: LD_INT 178
 860: PPUSH
 861: LD_INT 6
 863: PPUSH
 864: CALL_OW 308
 868: IFFALSE 967
 870: GO 872
 872: DISABLE
// begin CenterOnUnits ( szejk ) ;
 873: LD_INT 178
 875: PPUSH
 876: CALL_OW 85
// Say ( szejk , ZS-1 ) ;
 880: LD_INT 178
 882: PPUSH
 883: LD_STRING ZS-1
 885: PPUSH
 886: CALL_OW 88
// Wait ( 0 0$1 ) ;
 890: LD_INT 35
 892: PPUSH
 893: CALL_OW 67
// Say ( szejk , ZS-2 ) ;
 897: LD_INT 178
 899: PPUSH
 900: LD_STRING ZS-2
 902: PPUSH
 903: CALL_OW 88
// Wait ( 0 0$1 ) ;
 907: LD_INT 35
 909: PPUSH
 910: CALL_OW 67
// Say ( szejk , ZS-3 ) ;
 914: LD_INT 178
 916: PPUSH
 917: LD_STRING ZS-3
 919: PPUSH
 920: CALL_OW 88
// Wait ( 0 0$2 ) ;
 924: LD_INT 70
 926: PPUSH
 927: CALL_OW 67
// SetLives ( szejk , 1 ) ;
 931: LD_INT 178
 933: PPUSH
 934: LD_INT 1
 936: PPUSH
 937: CALL_OW 234
// SetLives ( FilterAllUnits ( [ f_side , 5 ] ) , 1 ) ;
 941: LD_INT 22
 943: PUSH
 944: LD_INT 5
 946: PUSH
 947: EMPTY
 948: LIST
 949: LIST
 950: PPUSH
 951: CALL_OW 69
 955: PPUSH
 956: LD_INT 1
 958: PPUSH
 959: CALL_OW 234
// InGameOff ;
 963: CALL_OW 9
// end ;
 967: END
// every 0 0$1 trigger IsDead ( szejk ) do
 968: LD_INT 178
 970: PPUSH
 971: CALL_OW 301
 975: IFFALSE 1059
 977: GO 979
 979: DISABLE
// begin Say ( michail , M1-18 ) ;
 980: LD_INT 40
 982: PPUSH
 983: LD_STRING M1-18
 985: PPUSH
 986: CALL_OW 88
// SayRadio ( zbychu , Z1-8 ) ;
 990: LD_INT 88
 992: PPUSH
 993: LD_STRING Z1-8
 995: PPUSH
 996: CALL_OW 94
// SetSide ( [ komo , sib2 ] , 8 ) ;
1000: LD_INT 168
1002: PUSH
1003: LD_INT 113
1005: PUSH
1006: EMPTY
1007: LIST
1008: LIST
1009: PPUSH
1010: LD_INT 8
1012: PPUSH
1013: CALL_OW 235
// ComAgressiveMove ( komo , 173 , 101 ) ;
1017: LD_INT 168
1019: PPUSH
1020: LD_INT 173
1022: PPUSH
1023: LD_INT 101
1025: PPUSH
1026: CALL_OW 114
// InGameOff ;
1030: CALL_OW 9
// ChangeMissionObjectives ( CEL1SW ) ;
1034: LD_STRING CEL1SW
1036: PPUSH
1037: CALL_OW 337
// ChangeMissionObjectives ( CEL2SW ) ;
1041: LD_STRING CEL2SW
1043: PPUSH
1044: CALL_OW 337
// raport = true ;
1048: LD_ADDR_EXP 2
1052: PUSH
1053: LD_INT 1
1055: ST_TO_ADDR
// enable ( 001 ) ;
1056: LD_INT 1
1058: ENABLE_MARKED
// end ;
1059: END
// every 0 0$0.1 trigger IsDead ( michail ) do
1060: LD_INT 40
1062: PPUSH
1063: CALL_OW 301
1067: IFFALSE 1079
1069: GO 1071
1071: DISABLE
// begin YouLost ( michaildead ) ;
1072: LD_STRING michaildead
1074: PPUSH
1075: CALL_OW 104
// end ;
1079: END
// on Contact ( side1 , side2 ) do begin if side1 = 8 and side2 = 7 then
1080: LD_VAR 0 1
1084: PUSH
1085: LD_INT 8
1087: EQUAL
1088: PUSH
1089: LD_VAR 0 2
1093: PUSH
1094: LD_INT 7
1096: EQUAL
1097: AND
1098: IFFALSE 1107
// begin YouLost ( sojusznik ) ;
1100: LD_STRING sojusznik
1102: PPUSH
1103: CALL_OW 104
// end ; end ;
1107: PPOPN 2
1109: END
// every 0 0$1 trigger IsInArea ( veh , poludnie ) or IsInArea ( veh2 , poludnie ) or IsInArea ( veh3 , poludnie ) or IsInArea ( veh4 , poludnie ) or IsInArea ( veh5 , poludnie ) or IsInArea ( veh6 , poludnie ) do
1110: LD_EXP 3
1114: PPUSH
1115: LD_INT 4
1117: PPUSH
1118: CALL_OW 308
1122: PUSH
1123: LD_EXP 4
1127: PPUSH
1128: LD_INT 4
1130: PPUSH
1131: CALL_OW 308
1135: OR
1136: PUSH
1137: LD_EXP 5
1141: PPUSH
1142: LD_INT 4
1144: PPUSH
1145: CALL_OW 308
1149: OR
1150: PUSH
1151: LD_EXP 6
1155: PPUSH
1156: LD_INT 4
1158: PPUSH
1159: CALL_OW 308
1163: OR
1164: PUSH
1165: LD_EXP 7
1169: PPUSH
1170: LD_INT 4
1172: PPUSH
1173: CALL_OW 308
1177: OR
1178: PUSH
1179: LD_EXP 8
1183: PPUSH
1184: LD_INT 4
1186: PPUSH
1187: CALL_OW 308
1191: OR
1192: IFFALSE 1204
1194: GO 1196
1196: DISABLE
// begin YouLost ( ucieczka ) ;
1197: LD_STRING ucieczka
1199: PPUSH
1200: CALL_OW 104
// end ;
1204: END
// every 4 4$30 do
1205: GO 1207
1207: DISABLE
// begin CreateCratesArea ( Rand ( 1 , 5 ) , skrzynki , true ) ;
1208: LD_INT 1
1210: PPUSH
1211: LD_INT 5
1213: PPUSH
1214: CALL_OW 12
1218: PPUSH
1219: LD_INT 7
1221: PPUSH
1222: LD_INT 1
1224: PPUSH
1225: CALL_OW 55
// enable ;
1229: ENABLE
// end ;
1230: END
// every 5 5$30 do
1231: GO 1233
1233: DISABLE
// begin CreateCratesArea ( Rand ( 1 , 5 ) , skrzynki2 , true ) ;
1234: LD_INT 1
1236: PPUSH
1237: LD_INT 5
1239: PPUSH
1240: CALL_OW 12
1244: PPUSH
1245: LD_INT 8
1247: PPUSH
1248: LD_INT 1
1250: PPUSH
1251: CALL_OW 55
// enable ;
1255: ENABLE
// end ;
1256: END
// every 0 0$1 trigger IsInArea ( michail , koniec ) do
1257: LD_INT 40
1259: PPUSH
1260: LD_INT 9
1262: PPUSH
1263: CALL_OW 308
1267: IFFALSE 1364
1269: GO 1271
1271: DISABLE
// begin InGameOn ;
1272: CALL_OW 8
// DialogueOn ;
1276: CALL_OW 6
// Say ( demon , B1-1 ) ;
1280: LD_INT 180
1282: PPUSH
1283: LD_STRING B1-1
1285: PPUSH
1286: CALL_OW 88
// Say ( michail , M1-19 ) ;
1290: LD_INT 40
1292: PPUSH
1293: LD_STRING M1-19
1295: PPUSH
1296: CALL_OW 88
// Say ( demon , B1-2 ) ;
1300: LD_INT 180
1302: PPUSH
1303: LD_STRING B1-2
1305: PPUSH
1306: CALL_OW 88
// Say ( michail , M1-20 ) ;
1310: LD_INT 40
1312: PPUSH
1313: LD_STRING M1-20
1315: PPUSH
1316: CALL_OW 88
// Say ( demon , B1-3 ) ;
1320: LD_INT 180
1322: PPUSH
1323: LD_STRING B1-3
1325: PPUSH
1326: CALL_OW 88
// Say ( michail , M1-21 ) ;
1330: LD_INT 40
1332: PPUSH
1333: LD_STRING M1-21
1335: PPUSH
1336: CALL_OW 88
// Say ( demon , B1-4 ) ;
1340: LD_INT 180
1342: PPUSH
1343: LD_STRING B1-4
1345: PPUSH
1346: CALL_OW 88
// DialogueOff ;
1350: CALL_OW 7
// InGameOff ;
1354: CALL_OW 9
// enable ( 002 ) ;
1358: LD_INT 2
1360: ENABLE_MARKED
// enable ( 006 ) ;
1361: LD_INT 6
1363: ENABLE_MARKED
// end ; end_of_file
1364: END
// every 0 0$1 marked 002 do
1365: GO 1367
1367: DISABLE
// begin AddMedal ( Pieko , 1 ) ;
1368: LD_STRING Pieko
1370: PPUSH
1371: LD_INT 1
1373: PPUSH
1374: CALL_OW 101
// end ;
1378: END
// every 0 0$1 marked 001 do
1379: GO 1381
1381: DISABLE
// begin AddMedal ( Raporcik , 1 ) ;
1382: LD_STRING Raporcik
1384: PPUSH
1385: LD_INT 1
1387: PPUSH
1388: CALL_OW 101
// end ;
1392: END
// every 0 0$1 marked 001 do
1393: GO 1395
1395: DISABLE
// begin if raport then
1396: LD_EXP 2
1400: IFFALSE 1413
// begin AddMedal ( Raporcik1 , - 1 ) ;
1402: LD_STRING Raporcik1
1404: PPUSH
1405: LD_INT 1
1407: NEG
1408: PPUSH
1409: CALL_OW 101
// end ; end ;
1413: END
// every 0 0$1 trigger GetLives ( [ mine1 , mine2 , mine4 ] > 250 ) do
1414: LD_INT 134
1416: PUSH
1417: LD_INT 135
1419: PUSH
1420: LD_INT 169
1422: PUSH
1423: EMPTY
1424: LIST
1425: LIST
1426: LIST
1427: PUSH
1428: LD_INT 250
1430: GREATER
1431: PPUSH
1432: CALL_OW 256
1436: IFFALSE 1483
1438: GO 1440
1440: DISABLE
// begin AddMedal ( Syberyt1 , - 1 ) ;
1441: LD_STRING Syberyt1
1443: PPUSH
1444: LD_INT 1
1446: NEG
1447: PPUSH
1448: CALL_OW 101
// if IsDead ( [ mine1 , mine2 , mine4 ] ) then
1452: LD_INT 134
1454: PUSH
1455: LD_INT 135
1457: PUSH
1458: LD_INT 169
1460: PUSH
1461: EMPTY
1462: LIST
1463: LIST
1464: LIST
1465: PPUSH
1466: CALL_OW 301
1470: IFFALSE 1483
// begin AddMedal ( Syberyt , 1 ) ;
1472: LD_STRING Syberyt
1474: PPUSH
1475: LD_INT 1
1477: PPUSH
1478: CALL_OW 101
// enable ;
1482: ENABLE
// end ; end ;
1483: END
// every 0 0$1 marked 005 do
1484: GO 1486
1486: DISABLE
// begin if zadanko = true then
1487: LD_EXP 1
1491: PUSH
1492: LD_INT 1
1494: EQUAL
1495: IFFALSE 1508
// begin AddMedal ( Syberyt2 , - 1 ) ;
1497: LD_STRING Syberyt2
1499: PPUSH
1500: LD_INT 1
1502: NEG
1503: PPUSH
1504: CALL_OW 101
// end ; end ;
1508: END
// every 0 0$1 marked 005 do
1509: GO 1511
1511: DISABLE
// begin if zadanko = false then
1512: LD_EXP 1
1516: PUSH
1517: LD_INT 0
1519: EQUAL
1520: IFFALSE 1533
// begin AddMedal ( Syberyt1 , - 1 ) ;
1522: LD_STRING Syberyt1
1524: PPUSH
1525: LD_INT 1
1527: NEG
1528: PPUSH
1529: CALL_OW 101
// end ; end ;
1533: END
// every 0 0$1 marked 006 do
1534: GO 1536
1536: DISABLE
// begin GiveMedals ( MAIN ) ;
1537: LD_STRING MAIN
1539: PPUSH
1540: CALL_OW 102
// YouWin ;
1544: CALL_OW 103
// end ; end_of_file
1548: END
// export veh , veh2 , veh3 , veh4 , veh5 , veh6 ; var a , b , c , d ; every 4 4$30 do
1549: GO 1551
1551: DISABLE
// for a = 1 to 2 do
1552: LD_ADDR_LOC 1
1556: PUSH
1557: DOUBLE
1558: LD_INT 1
1560: DEC
1561: ST_TO_ADDR
1562: LD_INT 2
1564: PUSH
1565: FOR_TO
1566: IFFALSE 1747
// begin uc_side = 3 ;
1568: LD_ADDR_OWVAR 20
1572: PUSH
1573: LD_INT 3
1575: ST_TO_ADDR
// vc_chassis = ru_heavy_tracked ;
1576: LD_ADDR_OWVAR 37
1580: PUSH
1581: LD_INT 24
1583: ST_TO_ADDR
// vc_weapon = ru_gatling_gun ;
1584: LD_ADDR_OWVAR 40
1588: PUSH
1589: LD_INT 43
1591: ST_TO_ADDR
// vc_engine = engine_siberite ;
1592: LD_ADDR_OWVAR 39
1596: PUSH
1597: LD_INT 3
1599: ST_TO_ADDR
// vc_control = control_computer ;
1600: LD_ADDR_OWVAR 38
1604: PUSH
1605: LD_INT 3
1607: ST_TO_ADDR
// veh = CreateVehicle ;
1608: LD_ADDR_EXP 3
1612: PUSH
1613: CALL_OW 45
1617: ST_TO_ADDR
// PlaceUnitArea ( veh , Spawn2 , false ) ;
1618: LD_EXP 3
1622: PPUSH
1623: LD_INT 3
1625: PPUSH
1626: LD_INT 0
1628: PPUSH
1629: CALL_OW 49
// ComMoveToArea ( [ veh ] , poludnie ) ;
1633: LD_EXP 3
1637: PUSH
1638: EMPTY
1639: LIST
1640: PPUSH
1641: LD_INT 4
1643: PPUSH
1644: CALL_OW 113
// vc_weapon = ru_gun ;
1648: LD_ADDR_OWVAR 40
1652: PUSH
1653: LD_INT 44
1655: ST_TO_ADDR
// veh2 = CreateVehicle ;
1656: LD_ADDR_EXP 4
1660: PUSH
1661: CALL_OW 45
1665: ST_TO_ADDR
// PlaceUnitArea ( veh2 , Spawn2 , false ) ;
1666: LD_EXP 4
1670: PPUSH
1671: LD_INT 3
1673: PPUSH
1674: LD_INT 0
1676: PPUSH
1677: CALL_OW 49
// ComMoveToArea ( [ veh2 ] , poludnie ) ;
1681: LD_EXP 4
1685: PUSH
1686: EMPTY
1687: LIST
1688: PPUSH
1689: LD_INT 4
1691: PPUSH
1692: CALL_OW 113
// vc_weapon = ru_cargo_bay ;
1696: LD_ADDR_OWVAR 40
1700: PUSH
1701: LD_INT 51
1703: ST_TO_ADDR
// veh3 = CreateVehicle ;
1704: LD_ADDR_EXP 5
1708: PUSH
1709: CALL_OW 45
1713: ST_TO_ADDR
// PlaceUnitArea ( veh3 , Spawn2 , false ) ;
1714: LD_EXP 5
1718: PPUSH
1719: LD_INT 3
1721: PPUSH
1722: LD_INT 0
1724: PPUSH
1725: CALL_OW 49
// ComMoveToArea ( [ veh3 ] , poludnie ) ;
1729: LD_EXP 5
1733: PUSH
1734: EMPTY
1735: LIST
1736: PPUSH
1737: LD_INT 4
1739: PPUSH
1740: CALL_OW 113
// enable ;
1744: ENABLE
// end ;
1745: GO 1565
1747: POP
1748: POP
1749: END
// every 8 8$30 do
1750: GO 1752
1752: DISABLE
// for b = 1 to 2 do
1753: LD_ADDR_LOC 2
1757: PUSH
1758: DOUBLE
1759: LD_INT 1
1761: DEC
1762: ST_TO_ADDR
1763: LD_INT 2
1765: PUSH
1766: FOR_TO
1767: IFFALSE 1948
// begin uc_side = 3 ;
1769: LD_ADDR_OWVAR 20
1773: PUSH
1774: LD_INT 3
1776: ST_TO_ADDR
// vc_chassis = ru_heavy_tracked ;
1777: LD_ADDR_OWVAR 37
1781: PUSH
1782: LD_INT 24
1784: ST_TO_ADDR
// vc_weapon = ru_gatling_gun ;
1785: LD_ADDR_OWVAR 40
1789: PUSH
1790: LD_INT 43
1792: ST_TO_ADDR
// vc_engine = engine_siberite ;
1793: LD_ADDR_OWVAR 39
1797: PUSH
1798: LD_INT 3
1800: ST_TO_ADDR
// vc_control = control_computer ;
1801: LD_ADDR_OWVAR 38
1805: PUSH
1806: LD_INT 3
1808: ST_TO_ADDR
// veh = CreateVehicle ;
1809: LD_ADDR_EXP 3
1813: PUSH
1814: CALL_OW 45
1818: ST_TO_ADDR
// PlaceUnitArea ( veh , Spawn1 , false ) ;
1819: LD_EXP 3
1823: PPUSH
1824: LD_INT 2
1826: PPUSH
1827: LD_INT 0
1829: PPUSH
1830: CALL_OW 49
// ComMoveToArea ( [ veh ] , poludnie ) ;
1834: LD_EXP 3
1838: PUSH
1839: EMPTY
1840: LIST
1841: PPUSH
1842: LD_INT 4
1844: PPUSH
1845: CALL_OW 113
// vc_weapon = ru_gun ;
1849: LD_ADDR_OWVAR 40
1853: PUSH
1854: LD_INT 44
1856: ST_TO_ADDR
// veh2 = CreateVehicle ;
1857: LD_ADDR_EXP 4
1861: PUSH
1862: CALL_OW 45
1866: ST_TO_ADDR
// PlaceUnitArea ( veh2 , Spawn1 , false ) ;
1867: LD_EXP 4
1871: PPUSH
1872: LD_INT 2
1874: PPUSH
1875: LD_INT 0
1877: PPUSH
1878: CALL_OW 49
// ComMoveToArea ( [ veh2 ] , poludnie ) ;
1882: LD_EXP 4
1886: PUSH
1887: EMPTY
1888: LIST
1889: PPUSH
1890: LD_INT 4
1892: PPUSH
1893: CALL_OW 113
// vc_weapon = ru_cargo_bay ;
1897: LD_ADDR_OWVAR 40
1901: PUSH
1902: LD_INT 51
1904: ST_TO_ADDR
// veh3 = CreateVehicle ;
1905: LD_ADDR_EXP 5
1909: PUSH
1910: CALL_OW 45
1914: ST_TO_ADDR
// PlaceUnitArea ( veh3 , Spawn1 , false ) ;
1915: LD_EXP 5
1919: PPUSH
1920: LD_INT 2
1922: PPUSH
1923: LD_INT 0
1925: PPUSH
1926: CALL_OW 49
// ComMoveToArea ( [ veh3 ] , poludnie ) ;
1930: LD_EXP 5
1934: PUSH
1935: EMPTY
1936: LIST
1937: PPUSH
1938: LD_INT 4
1940: PPUSH
1941: CALL_OW 113
// enable ;
1945: ENABLE
// end ;
1946: GO 1766
1948: POP
1949: POP
1950: END
// every 10 10$30 do
1951: GO 1953
1953: DISABLE
// for c = 1 to 2 do
1954: LD_ADDR_LOC 3
1958: PUSH
1959: DOUBLE
1960: LD_INT 1
1962: DEC
1963: ST_TO_ADDR
1964: LD_INT 2
1966: PUSH
1967: FOR_TO
1968: IFFALSE 2125
// begin uc_side = 3 ;
1970: LD_ADDR_OWVAR 20
1974: PUSH
1975: LD_INT 3
1977: ST_TO_ADDR
// vc_weapon = ru_heavy_gun ;
1978: LD_ADDR_OWVAR 40
1982: PUSH
1983: LD_INT 46
1985: ST_TO_ADDR
// veh4 = CreateVehicle ;
1986: LD_ADDR_EXP 6
1990: PUSH
1991: CALL_OW 45
1995: ST_TO_ADDR
// PlaceUnitArea ( veh4 , Spawn2 , false ) ;
1996: LD_EXP 6
2000: PPUSH
2001: LD_INT 3
2003: PPUSH
2004: LD_INT 0
2006: PPUSH
2007: CALL_OW 49
// ComMoveToArea ( [ veh4 ] , poludnie ) ;
2011: LD_EXP 6
2015: PUSH
2016: EMPTY
2017: LIST
2018: PPUSH
2019: LD_INT 4
2021: PPUSH
2022: CALL_OW 113
// vc_weapon = ru_rocket ;
2026: LD_ADDR_OWVAR 40
2030: PUSH
2031: LD_INT 47
2033: ST_TO_ADDR
// veh5 = CreateVehicle ;
2034: LD_ADDR_EXP 7
2038: PUSH
2039: CALL_OW 45
2043: ST_TO_ADDR
// PlaceUnitArea ( veh5 , Spawn2 , false ) ;
2044: LD_EXP 7
2048: PPUSH
2049: LD_INT 3
2051: PPUSH
2052: LD_INT 0
2054: PPUSH
2055: CALL_OW 49
// ComMoveToArea ( [ veh5 ] , poludnie ) ;
2059: LD_EXP 7
2063: PUSH
2064: EMPTY
2065: LIST
2066: PPUSH
2067: LD_INT 4
2069: PPUSH
2070: CALL_OW 113
// vc_weapon = ru_cargo_bay ;
2074: LD_ADDR_OWVAR 40
2078: PUSH
2079: LD_INT 51
2081: ST_TO_ADDR
// veh3 = CreateVehicle ;
2082: LD_ADDR_EXP 5
2086: PUSH
2087: CALL_OW 45
2091: ST_TO_ADDR
// PlaceUnitArea ( veh3 , Spawn2 , false ) ;
2092: LD_EXP 5
2096: PPUSH
2097: LD_INT 3
2099: PPUSH
2100: LD_INT 0
2102: PPUSH
2103: CALL_OW 49
// ComMoveToArea ( [ veh3 ] , poludnie ) ;
2107: LD_EXP 5
2111: PUSH
2112: EMPTY
2113: LIST
2114: PPUSH
2115: LD_INT 4
2117: PPUSH
2118: CALL_OW 113
// enable ;
2122: ENABLE
// end ;
2123: GO 1967
2125: POP
2126: POP
2127: END
// every 15 15$30 do
2128: GO 2130
2130: DISABLE
// for c = 1 to 2 do
2131: LD_ADDR_LOC 3
2135: PUSH
2136: DOUBLE
2137: LD_INT 1
2139: DEC
2140: ST_TO_ADDR
2141: LD_INT 2
2143: PUSH
2144: FOR_TO
2145: IFFALSE 2302
// begin uc_side = 3 ;
2147: LD_ADDR_OWVAR 20
2151: PUSH
2152: LD_INT 3
2154: ST_TO_ADDR
// vc_weapon = ru_heavy_gun ;
2155: LD_ADDR_OWVAR 40
2159: PUSH
2160: LD_INT 46
2162: ST_TO_ADDR
// veh4 = CreateVehicle ;
2163: LD_ADDR_EXP 6
2167: PUSH
2168: CALL_OW 45
2172: ST_TO_ADDR
// PlaceUnitArea ( veh4 , Spawn1 , false ) ;
2173: LD_EXP 6
2177: PPUSH
2178: LD_INT 2
2180: PPUSH
2181: LD_INT 0
2183: PPUSH
2184: CALL_OW 49
// ComMoveToArea ( [ veh4 ] , poludnie ) ;
2188: LD_EXP 6
2192: PUSH
2193: EMPTY
2194: LIST
2195: PPUSH
2196: LD_INT 4
2198: PPUSH
2199: CALL_OW 113
// vc_weapon = ru_rocket ;
2203: LD_ADDR_OWVAR 40
2207: PUSH
2208: LD_INT 47
2210: ST_TO_ADDR
// veh5 = CreateVehicle ;
2211: LD_ADDR_EXP 7
2215: PUSH
2216: CALL_OW 45
2220: ST_TO_ADDR
// PlaceUnitArea ( veh5 , Spawn1 , false ) ;
2221: LD_EXP 7
2225: PPUSH
2226: LD_INT 2
2228: PPUSH
2229: LD_INT 0
2231: PPUSH
2232: CALL_OW 49
// ComMoveToArea ( [ veh5 ] , poludnie ) ;
2236: LD_EXP 7
2240: PUSH
2241: EMPTY
2242: LIST
2243: PPUSH
2244: LD_INT 4
2246: PPUSH
2247: CALL_OW 113
// vc_weapon = ru_cargo_bay ;
2251: LD_ADDR_OWVAR 40
2255: PUSH
2256: LD_INT 51
2258: ST_TO_ADDR
// veh3 = CreateVehicle ;
2259: LD_ADDR_EXP 5
2263: PUSH
2264: CALL_OW 45
2268: ST_TO_ADDR
// PlaceUnitArea ( veh3 , Spawn1 , false ) ;
2269: LD_EXP 5
2273: PPUSH
2274: LD_INT 2
2276: PPUSH
2277: LD_INT 0
2279: PPUSH
2280: CALL_OW 49
// ComMoveToArea ( [ veh3 ] , poludnie ) ;
2284: LD_EXP 5
2288: PUSH
2289: EMPTY
2290: LIST
2291: PPUSH
2292: LD_INT 4
2294: PPUSH
2295: CALL_OW 113
// enable ;
2299: ENABLE
// end ;
2300: GO 2144
2302: POP
2303: POP
2304: END
