// export SoldLevel , EngLevel , MechLevel , SciLevel ; starting begin resetfog ;
   0: CALL_OW 335
// InGameOn ;
   4: CALL_OW 8
// WSPARCIE3 ;
   8: CALL 818 0 0
// BAD ;
  12: CALL 1847 0 0
// wait ( 0 0$3 ) ;
  16: LD_INT 105
  18: PPUSH
  19: CALL_OW 67
// WSPARCIE_2 ;
  23: CALL 1458 0 0
// wait ( 0 0$01 ) ;
  27: LD_INT 35
  29: PPUSH
  30: CALL_OW 67
// Center = 1 ;
  34: LD_ADDR_EXP 18
  38: PUSH
  39: LD_INT 1
  41: ST_TO_ADDR
// AddComMoveToArea ( [ F1 , F2 , F3 , Nefarem , Szef ] , STOP_LUDZIE ) ;
  42: LD_EXP 11
  46: PUSH
  47: LD_EXP 12
  51: PUSH
  52: LD_EXP 13
  56: PUSH
  57: LD_EXP 14
  61: PUSH
  62: LD_EXP 15
  66: PUSH
  67: EMPTY
  68: LIST
  69: LIST
  70: LIST
  71: LIST
  72: LIST
  73: PPUSH
  74: LD_INT 6
  76: PPUSH
  77: CALL_OW 173
// ComExitVehicle ( E2 ) ;
  81: LD_EXP 10
  85: PPUSH
  86: CALL_OW 121
// Say ( Nefarem , o1 ) ;
  90: LD_EXP 14
  94: PPUSH
  95: LD_STRING o1
  97: PPUSH
  98: CALL_OW 88
// CenterNowOnUnits ( E2 ) ;
 102: LD_EXP 10
 106: PPUSH
 107: CALL_OW 87
// Say ( Szef , o2 ) ;
 111: LD_EXP 15
 115: PPUSH
 116: LD_STRING o2
 118: PPUSH
 119: CALL_OW 88
// Say ( Szef , o3 ) ;
 123: LD_EXP 15
 127: PPUSH
 128: LD_STRING o3
 130: PPUSH
 131: CALL_OW 88
// Say ( Szef , o4 ) ;
 135: LD_EXP 15
 139: PPUSH
 140: LD_STRING o4
 142: PPUSH
 143: CALL_OW 88
// Say ( Nefarem , o5 ) ;
 147: LD_EXP 14
 151: PPUSH
 152: LD_STRING o5
 154: PPUSH
 155: CALL_OW 88
// Say ( Szef , o6 ) ;
 159: LD_EXP 15
 163: PPUSH
 164: LD_STRING o6
 166: PPUSH
 167: CALL_OW 88
// ComEnterUnit ( Szef , E1 ) ;
 171: LD_EXP 15
 175: PPUSH
 176: LD_EXP 9
 180: PPUSH
 181: CALL_OW 120
// wait ( 0 0$03 ) ;
 185: LD_INT 105
 187: PPUSH
 188: CALL_OW 67
// AddComMoveToArea ( Rc , WYJAZD ) ;
 192: LD_EXP 6
 196: PPUSH
 197: LD_INT 7
 199: PPUSH
 200: CALL_OW 173
// AddComMoveToArea ( Q2 , WYJAZD ) ;
 204: LD_EXP 8
 208: PPUSH
 209: LD_INT 7
 211: PPUSH
 212: CALL_OW 173
// AddComMoveToArea ( Szef , WYJAZD ) ;
 216: LD_EXP 15
 220: PPUSH
 221: LD_INT 7
 223: PPUSH
 224: CALL_OW 173
// Center = 0 ;
 228: LD_ADDR_EXP 18
 232: PUSH
 233: LD_INT 0
 235: ST_TO_ADDR
// SetAreaMapShow ( FINAL , 1 ) ;
 236: LD_INT 9
 238: PPUSH
 239: LD_INT 1
 241: PPUSH
 242: CALL_OW 424
// Setside ( [ F1 , F2 , F3 , E2 ] , 4 ) ;
 246: LD_EXP 11
 250: PUSH
 251: LD_EXP 12
 255: PUSH
 256: LD_EXP 13
 260: PUSH
 261: LD_EXP 10
 265: PUSH
 266: EMPTY
 267: LIST
 268: LIST
 269: LIST
 270: LIST
 271: PPUSH
 272: LD_INT 4
 274: PPUSH
 275: CALL_OW 235
// end ;
 279: END
// every 0 0$0.1 trigger IsInArea ( Rv , WYJAZD ) or IsInArea ( Rc , WYJAZD ) do
 280: LD_EXP 5
 284: PPUSH
 285: LD_INT 7
 287: PPUSH
 288: CALL_OW 308
 292: PUSH
 293: LD_EXP 6
 297: PPUSH
 298: LD_INT 7
 300: PPUSH
 301: CALL_OW 308
 305: OR
 306: IFFALSE 341
 308: GO 310
 310: DISABLE
// begin SaveCharacters ( Rc , Rc ) ;
 311: LD_EXP 6
 315: PPUSH
 316: LD_STRING Rc
 318: PPUSH
 319: CALL_OW 38
// RemoveUnit ( Rc ) ;
 323: LD_EXP 6
 327: PPUSH
 328: CALL_OW 64
// RemoveUnit ( Rv ) ;
 332: LD_EXP 5
 336: PPUSH
 337: CALL_OW 64
// end ;
 341: END
// every 0 0$0.1 trigger IsInArea ( Q1 , WYJAZD ) or IsInArea ( Q2 , WYJAZD ) do
 342: LD_EXP 7
 346: PPUSH
 347: LD_INT 7
 349: PPUSH
 350: CALL_OW 308
 354: PUSH
 355: LD_EXP 8
 359: PPUSH
 360: LD_INT 7
 362: PPUSH
 363: CALL_OW 308
 367: OR
 368: IFFALSE 430
 370: GO 372
 372: DISABLE
// begin InGameOff ;
 373: CALL_OW 9
// ChangeMissionObjectives ( M2 ) ;
 377: LD_STRING M2
 379: PPUSH
 380: CALL_OW 337
// SaveForQuickRestart ;
 384: CALL_OW 22
// SaveCharacters ( Q2 , Q2 ) ;
 388: LD_EXP 8
 392: PPUSH
 393: LD_STRING Q2
 395: PPUSH
 396: CALL_OW 38
// RemoveUnit ( Q2 ) ;
 400: LD_EXP 8
 404: PPUSH
 405: CALL_OW 64
// RemoveUnit ( Q1 ) ;
 409: LD_EXP 7
 413: PPUSH
 414: CALL_OW 64
// SaveCharacters ( Q2 , Q2 ) ;
 418: LD_EXP 8
 422: PPUSH
 423: LD_STRING Q2
 425: PPUSH
 426: CALL_OW 38
// end ;
 430: END
// every 0 0$0.1 trigger IsInArea ( Szef , WYJAZD ) or IsInArea ( E1 , WYJAZD ) do
 431: LD_EXP 15
 435: PPUSH
 436: LD_INT 7
 438: PPUSH
 439: CALL_OW 308
 443: PUSH
 444: LD_EXP 9
 448: PPUSH
 449: LD_INT 7
 451: PPUSH
 452: CALL_OW 308
 456: OR
 457: IFFALSE 504
 459: GO 461
 461: DISABLE
// begin SaveCharacters ( Szef , Szef ) ;
 462: LD_EXP 15
 466: PPUSH
 467: LD_STRING Szef
 469: PPUSH
 470: CALL_OW 38
// RemoveUnit ( Szef ) ;
 474: LD_EXP 15
 478: PPUSH
 479: CALL_OW 64
// RemoveUnit ( E1 ) ;
 483: LD_EXP 9
 487: PPUSH
 488: CALL_OW 64
// SaveCharacters ( Szef , Szef ) ;
 492: LD_EXP 15
 496: PPUSH
 497: LD_STRING Szef
 499: PPUSH
 500: CALL_OW 38
// end ;
 504: END
// every 0 0$0.1 trigger IsInArea ( F1 , Area43 ) or IsInArea ( F2 , Area43 ) or IsInArea ( F3 , Area43 ) or IsInArea ( E2 , Area43 ) or IsInArea ( Nefarem , Area43 ) do
 505: LD_EXP 11
 509: PPUSH
 510: LD_INT 11
 512: PPUSH
 513: CALL_OW 308
 517: PUSH
 518: LD_EXP 12
 522: PPUSH
 523: LD_INT 11
 525: PPUSH
 526: CALL_OW 308
 530: OR
 531: PUSH
 532: LD_EXP 13
 536: PPUSH
 537: LD_INT 11
 539: PPUSH
 540: CALL_OW 308
 544: OR
 545: PUSH
 546: LD_EXP 10
 550: PPUSH
 551: LD_INT 11
 553: PPUSH
 554: CALL_OW 308
 558: OR
 559: PUSH
 560: LD_EXP 14
 564: PPUSH
 565: LD_INT 11
 567: PPUSH
 568: CALL_OW 308
 572: OR
 573: IFFALSE 659
 575: GO 577
 577: DISABLE
// begin InGameOn ;
 578: CALL_OW 8
// DialogueOn ;
 582: CALL_OW 6
// AddComMoveXY ( [ F1 , F2 , F3 , E2 , Nefarem ] , 45 , 21 ) ;
 586: LD_EXP 11
 590: PUSH
 591: LD_EXP 12
 595: PUSH
 596: LD_EXP 13
 600: PUSH
 601: LD_EXP 10
 605: PUSH
 606: LD_EXP 14
 610: PUSH
 611: EMPTY
 612: LIST
 613: LIST
 614: LIST
 615: LIST
 616: LIST
 617: PPUSH
 618: LD_INT 45
 620: PPUSH
 621: LD_INT 21
 623: PPUSH
 624: CALL_OW 171
// Say ( Nefarem , o7 ) ;
 628: LD_EXP 14
 632: PPUSH
 633: LD_STRING o7
 635: PPUSH
 636: CALL_OW 88
// DialogueOff ;
 640: CALL_OW 7
// InGameOff ;
 644: CALL_OW 9
// SaveForQuickRestart ;
 648: CALL_OW 22
// ChangeMissionObjectives ( M3 ) ;
 652: LD_STRING M3
 654: PPUSH
 655: CALL_OW 337
// end ;
 659: END
// every 0 0$0.1 trigger IsInArea ( Nefarem , FINAL ) or IsInArea ( F1 , FINAL ) or IsInArea ( F2 , FINAL ) or IsInArea ( F3 , FINAL ) or IsInArea ( E2 , FINAL ) do
 660: LD_EXP 14
 664: PPUSH
 665: LD_INT 9
 667: PPUSH
 668: CALL_OW 308
 672: PUSH
 673: LD_EXP 11
 677: PPUSH
 678: LD_INT 9
 680: PPUSH
 681: CALL_OW 308
 685: OR
 686: PUSH
 687: LD_EXP 12
 691: PPUSH
 692: LD_INT 9
 694: PPUSH
 695: CALL_OW 308
 699: OR
 700: PUSH
 701: LD_EXP 13
 705: PPUSH
 706: LD_INT 9
 708: PPUSH
 709: CALL_OW 308
 713: OR
 714: PUSH
 715: LD_EXP 10
 719: PPUSH
 720: LD_INT 9
 722: PPUSH
 723: CALL_OW 308
 727: OR
 728: IFFALSE 817
 730: GO 732
 732: DISABLE
// begin RewardPeople ( Nefarem ) ;
 733: LD_EXP 14
 737: PPUSH
 738: CALL_OW 43
// SaveCharacters ( Nefarem , Nefarem ) ;
 742: LD_EXP 14
 746: PPUSH
 747: LD_STRING Nefarem
 749: PPUSH
 750: CALL_OW 38
// SaveCharacters ( F2 , F2 ) ;
 754: LD_EXP 12
 758: PPUSH
 759: LD_STRING F2
 761: PPUSH
 762: CALL_OW 38
// SaveCharacters ( F1 , F1 ) ;
 766: LD_EXP 11
 770: PPUSH
 771: LD_STRING F1
 773: PPUSH
 774: CALL_OW 38
// SaveCharacters ( F3 , F3 ) ;
 778: LD_EXP 13
 782: PPUSH
 783: LD_STRING F3
 785: PPUSH
 786: CALL_OW 38
// SaveCharacters ( E2 , E2 ) ;
 790: LD_EXP 10
 794: PPUSH
 795: LD_STRING E2
 797: PPUSH
 798: CALL_OW 38
// wait ( 0 0$01 ) ;
 802: LD_INT 35
 804: PPUSH
 805: CALL_OW 67
// medale ;
 809: CALL 2151 0 0
// Youwin ;
 813: CALL_OW 103
// end ; end_of_file
 817: END
// export Rv , Rc , Q1 , Q2 , E1 , E2 ; export function WSPARCIE3 ; begin
 818: LD_INT 0
 820: PPUSH
// ; vc_chassis = 2 ;
 821: LD_ADDR_OWVAR 37
 825: PUSH
 826: LD_INT 2
 828: ST_TO_ADDR
// vc_engine = engine_combustion ;
 829: LD_ADDR_OWVAR 39
 833: PUSH
 834: LD_INT 1
 836: ST_TO_ADDR
// vc_control = control_manual ;
 837: LD_ADDR_OWVAR 38
 841: PUSH
 842: LD_INT 1
 844: ST_TO_ADDR
// vc_weapon = 4 ;
 845: LD_ADDR_OWVAR 40
 849: PUSH
 850: LD_INT 4
 852: ST_TO_ADDR
// uc_side = 1 ;
 853: LD_ADDR_OWVAR 20
 857: PUSH
 858: LD_INT 1
 860: ST_TO_ADDR
// Rv = CreateVehicle ;
 861: LD_ADDR_EXP 5
 865: PUSH
 866: CALL_OW 45
 870: ST_TO_ADDR
// hc_class = 3 ;
 871: LD_ADDR_OWVAR 28
 875: PUSH
 876: LD_INT 3
 878: ST_TO_ADDR
// hc_name =  ;
 879: LD_ADDR_OWVAR 26
 883: PUSH
 884: LD_STRING 
 886: ST_TO_ADDR
// uc_side = 1 ;
 887: LD_ADDR_OWVAR 20
 891: PUSH
 892: LD_INT 1
 894: ST_TO_ADDR
// uc_nation = 1 ;
 895: LD_ADDR_OWVAR 21
 899: PUSH
 900: LD_INT 1
 902: ST_TO_ADDR
// hc_gallery =  ;
 903: LD_ADDR_OWVAR 33
 907: PUSH
 908: LD_STRING 
 910: ST_TO_ADDR
// hc_sex = sex_male ;
 911: LD_ADDR_OWVAR 27
 915: PUSH
 916: LD_INT 1
 918: ST_TO_ADDR
// hc_skills = [ Rand ( 0 , 1 ) , Rand ( 0 , 1 ) , 4 , Rand ( 0 , 1 ) ] ;
 919: LD_ADDR_OWVAR 31
 923: PUSH
 924: LD_INT 0
 926: PPUSH
 927: LD_INT 1
 929: PPUSH
 930: CALL_OW 12
 934: PUSH
 935: LD_INT 0
 937: PPUSH
 938: LD_INT 1
 940: PPUSH
 941: CALL_OW 12
 945: PUSH
 946: LD_INT 4
 948: PUSH
 949: LD_INT 0
 951: PPUSH
 952: LD_INT 1
 954: PPUSH
 955: CALL_OW 12
 959: PUSH
 960: EMPTY
 961: LIST
 962: LIST
 963: LIST
 964: LIST
 965: ST_TO_ADDR
// Rc = CreateHuman ;
 966: LD_ADDR_EXP 6
 970: PUSH
 971: CALL_OW 44
 975: ST_TO_ADDR
// PlaceHumanInUnit ( Rc , Rv ) ;
 976: LD_EXP 6
 980: PPUSH
 981: LD_EXP 5
 985: PPUSH
 986: CALL_OW 52
// PlaceUnitArea ( Rv , START , false ) ;
 990: LD_EXP 5
 994: PPUSH
 995: LD_INT 2
 997: PPUSH
 998: LD_INT 0
1000: PPUSH
1001: CALL_OW 49
// wait ( 0 0$01 ) ;
1005: LD_INT 35
1007: PPUSH
1008: CALL_OW 67
// ComMoveXY ( Rc , 27 , 45 ) ;
1012: LD_EXP 6
1016: PPUSH
1017: LD_INT 27
1019: PPUSH
1020: LD_INT 45
1022: PPUSH
1023: CALL_OW 111
// wait ( 0 0$02 ) ;
1027: LD_INT 70
1029: PPUSH
1030: CALL_OW 67
// vc_chassis = 2 ;
1034: LD_ADDR_OWVAR 37
1038: PUSH
1039: LD_INT 2
1041: ST_TO_ADDR
// vc_engine = engine_combustion ;
1042: LD_ADDR_OWVAR 39
1046: PUSH
1047: LD_INT 1
1049: ST_TO_ADDR
// vc_control = control_manual ;
1050: LD_ADDR_OWVAR 38
1054: PUSH
1055: LD_INT 1
1057: ST_TO_ADDR
// vc_weapon = 2 ;
1058: LD_ADDR_OWVAR 40
1062: PUSH
1063: LD_INT 2
1065: ST_TO_ADDR
// uc_side = 1 ;
1066: LD_ADDR_OWVAR 20
1070: PUSH
1071: LD_INT 1
1073: ST_TO_ADDR
// Q1 = CreateVehicle ;
1074: LD_ADDR_EXP 7
1078: PUSH
1079: CALL_OW 45
1083: ST_TO_ADDR
// hc_class = 3 ;
1084: LD_ADDR_OWVAR 28
1088: PUSH
1089: LD_INT 3
1091: ST_TO_ADDR
// hc_name =  ;
1092: LD_ADDR_OWVAR 26
1096: PUSH
1097: LD_STRING 
1099: ST_TO_ADDR
// uc_side = 1 ;
1100: LD_ADDR_OWVAR 20
1104: PUSH
1105: LD_INT 1
1107: ST_TO_ADDR
// uc_nation = 1 ;
1108: LD_ADDR_OWVAR 21
1112: PUSH
1113: LD_INT 1
1115: ST_TO_ADDR
// hc_gallery =  ;
1116: LD_ADDR_OWVAR 33
1120: PUSH
1121: LD_STRING 
1123: ST_TO_ADDR
// hc_sex = sex_male ;
1124: LD_ADDR_OWVAR 27
1128: PUSH
1129: LD_INT 1
1131: ST_TO_ADDR
// hc_skills = [ Rand ( 0 , 1 ) , Rand ( 0 , 1 ) , 4 , Rand ( 0 , 1 ) ] ;
1132: LD_ADDR_OWVAR 31
1136: PUSH
1137: LD_INT 0
1139: PPUSH
1140: LD_INT 1
1142: PPUSH
1143: CALL_OW 12
1147: PUSH
1148: LD_INT 0
1150: PPUSH
1151: LD_INT 1
1153: PPUSH
1154: CALL_OW 12
1158: PUSH
1159: LD_INT 4
1161: PUSH
1162: LD_INT 0
1164: PPUSH
1165: LD_INT 1
1167: PPUSH
1168: CALL_OW 12
1172: PUSH
1173: EMPTY
1174: LIST
1175: LIST
1176: LIST
1177: LIST
1178: ST_TO_ADDR
// Q2 = CreateHuman ;
1179: LD_ADDR_EXP 8
1183: PUSH
1184: CALL_OW 44
1188: ST_TO_ADDR
// PlaceHumanInUnit ( Q2 , Q1 ) ;
1189: LD_EXP 8
1193: PPUSH
1194: LD_EXP 7
1198: PPUSH
1199: CALL_OW 52
// PlaceUnitArea ( Q1 , START , false ) ;
1203: LD_EXP 7
1207: PPUSH
1208: LD_INT 2
1210: PPUSH
1211: LD_INT 0
1213: PPUSH
1214: CALL_OW 49
// wait ( 0 0$01 ) ;
1218: LD_INT 35
1220: PPUSH
1221: CALL_OW 67
// ComMoveXY ( Q2 , 30 , 48 ) ;
1225: LD_EXP 8
1229: PPUSH
1230: LD_INT 30
1232: PPUSH
1233: LD_INT 48
1235: PPUSH
1236: CALL_OW 111
// wait ( 0 0$02 ) ;
1240: LD_INT 70
1242: PPUSH
1243: CALL_OW 67
// vc_chassis = 2 ;
1247: LD_ADDR_OWVAR 37
1251: PUSH
1252: LD_INT 2
1254: ST_TO_ADDR
// vc_engine = engine_combustion ;
1255: LD_ADDR_OWVAR 39
1259: PUSH
1260: LD_INT 1
1262: ST_TO_ADDR
// vc_control = control_manual ;
1263: LD_ADDR_OWVAR 38
1267: PUSH
1268: LD_INT 1
1270: ST_TO_ADDR
// vc_weapon = 4 ;
1271: LD_ADDR_OWVAR 40
1275: PUSH
1276: LD_INT 4
1278: ST_TO_ADDR
// uc_side = 1 ;
1279: LD_ADDR_OWVAR 20
1283: PUSH
1284: LD_INT 1
1286: ST_TO_ADDR
// E1 = CreateVehicle ;
1287: LD_ADDR_EXP 9
1291: PUSH
1292: CALL_OW 45
1296: ST_TO_ADDR
// hc_class = 1 ;
1297: LD_ADDR_OWVAR 28
1301: PUSH
1302: LD_INT 1
1304: ST_TO_ADDR
// hc_name =  ;
1305: LD_ADDR_OWVAR 26
1309: PUSH
1310: LD_STRING 
1312: ST_TO_ADDR
// uc_side = 1 ;
1313: LD_ADDR_OWVAR 20
1317: PUSH
1318: LD_INT 1
1320: ST_TO_ADDR
// uc_nation = 1 ;
1321: LD_ADDR_OWVAR 21
1325: PUSH
1326: LD_INT 1
1328: ST_TO_ADDR
// hc_gallery =  ;
1329: LD_ADDR_OWVAR 33
1333: PUSH
1334: LD_STRING 
1336: ST_TO_ADDR
// hc_sex = sex_male ;
1337: LD_ADDR_OWVAR 27
1341: PUSH
1342: LD_INT 1
1344: ST_TO_ADDR
// hc_skills = [ 2 , Rand ( 0 , 1 ) , Rand ( 0 , 1 ) , Rand ( 0 , 1 ) ] ;
1345: LD_ADDR_OWVAR 31
1349: PUSH
1350: LD_INT 2
1352: PUSH
1353: LD_INT 0
1355: PPUSH
1356: LD_INT 1
1358: PPUSH
1359: CALL_OW 12
1363: PUSH
1364: LD_INT 0
1366: PPUSH
1367: LD_INT 1
1369: PPUSH
1370: CALL_OW 12
1374: PUSH
1375: LD_INT 0
1377: PPUSH
1378: LD_INT 1
1380: PPUSH
1381: CALL_OW 12
1385: PUSH
1386: EMPTY
1387: LIST
1388: LIST
1389: LIST
1390: LIST
1391: ST_TO_ADDR
// E2 = CreateHuman ;
1392: LD_ADDR_EXP 10
1396: PUSH
1397: CALL_OW 44
1401: ST_TO_ADDR
// PlaceHumanInUnit ( E2 , E1 ) ;
1402: LD_EXP 10
1406: PPUSH
1407: LD_EXP 9
1411: PPUSH
1412: CALL_OW 52
// PlaceUnitArea ( E1 , START , false ) ;
1416: LD_EXP 9
1420: PPUSH
1421: LD_INT 2
1423: PPUSH
1424: LD_INT 0
1426: PPUSH
1427: CALL_OW 49
// wait ( 0 0$01 ) ;
1431: LD_INT 35
1433: PPUSH
1434: CALL_OW 67
// ComMoveXY ( E2 , 34 , 53 ) ;
1438: LD_EXP 10
1442: PPUSH
1443: LD_INT 34
1445: PPUSH
1446: LD_INT 53
1448: PPUSH
1449: CALL_OW 111
// end ; end_of_file
1453: LD_VAR 0 1
1457: RET
// export F1 , F2 , F3 , Nefarem , Szef ; export function WSPARCIE_2 ; begin
1458: LD_INT 0
1460: PPUSH
// hc_name =  ;
1461: LD_ADDR_OWVAR 26
1465: PUSH
1466: LD_STRING 
1468: ST_TO_ADDR
// uc_nation = 1 ;
1469: LD_ADDR_OWVAR 21
1473: PUSH
1474: LD_INT 1
1476: ST_TO_ADDR
// hc_class = 1 ;
1477: LD_ADDR_OWVAR 28
1481: PUSH
1482: LD_INT 1
1484: ST_TO_ADDR
// uc_side = 1 ;
1485: LD_ADDR_OWVAR 20
1489: PUSH
1490: LD_INT 1
1492: ST_TO_ADDR
// hc_gallery =  ;
1493: LD_ADDR_OWVAR 33
1497: PUSH
1498: LD_STRING 
1500: ST_TO_ADDR
// hc_attr = [ 10 , 10 ] ;
1501: LD_ADDR_OWVAR 29
1505: PUSH
1506: LD_INT 10
1508: PUSH
1509: LD_INT 10
1511: PUSH
1512: EMPTY
1513: LIST
1514: LIST
1515: ST_TO_ADDR
// hc_skills = [ 2 , Rand ( 0 , 2 ) , Rand ( 0 , 2 ) , Rand ( 0 , 2 ) ] ;
1516: LD_ADDR_OWVAR 31
1520: PUSH
1521: LD_INT 2
1523: PUSH
1524: LD_INT 0
1526: PPUSH
1527: LD_INT 2
1529: PPUSH
1530: CALL_OW 12
1534: PUSH
1535: LD_INT 0
1537: PPUSH
1538: LD_INT 2
1540: PPUSH
1541: CALL_OW 12
1545: PUSH
1546: LD_INT 0
1548: PPUSH
1549: LD_INT 2
1551: PPUSH
1552: CALL_OW 12
1556: PUSH
1557: EMPTY
1558: LIST
1559: LIST
1560: LIST
1561: LIST
1562: ST_TO_ADDR
// hc_importance = 10 ;
1563: LD_ADDR_OWVAR 32
1567: PUSH
1568: LD_INT 10
1570: ST_TO_ADDR
// F1 = CreateHuman ;
1571: LD_ADDR_EXP 11
1575: PUSH
1576: CALL_OW 44
1580: ST_TO_ADDR
// hc_skills = [ 2 , Rand ( 0 , 2 ) , Rand ( 0 , 2 ) , Rand ( 0 , 2 ) ] ;
1581: LD_ADDR_OWVAR 31
1585: PUSH
1586: LD_INT 2
1588: PUSH
1589: LD_INT 0
1591: PPUSH
1592: LD_INT 2
1594: PPUSH
1595: CALL_OW 12
1599: PUSH
1600: LD_INT 0
1602: PPUSH
1603: LD_INT 2
1605: PPUSH
1606: CALL_OW 12
1610: PUSH
1611: LD_INT 0
1613: PPUSH
1614: LD_INT 2
1616: PPUSH
1617: CALL_OW 12
1621: PUSH
1622: EMPTY
1623: LIST
1624: LIST
1625: LIST
1626: LIST
1627: ST_TO_ADDR
// F2 = CreateHuman ;
1628: LD_ADDR_EXP 12
1632: PUSH
1633: CALL_OW 44
1637: ST_TO_ADDR
// hc_skills = [ 2 , Rand ( 0 , 2 ) , Rand ( 0 , 2 ) , Rand ( 0 , 2 ) ] ;
1638: LD_ADDR_OWVAR 31
1642: PUSH
1643: LD_INT 2
1645: PUSH
1646: LD_INT 0
1648: PPUSH
1649: LD_INT 2
1651: PPUSH
1652: CALL_OW 12
1656: PUSH
1657: LD_INT 0
1659: PPUSH
1660: LD_INT 2
1662: PPUSH
1663: CALL_OW 12
1667: PUSH
1668: LD_INT 0
1670: PPUSH
1671: LD_INT 2
1673: PPUSH
1674: CALL_OW 12
1678: PUSH
1679: EMPTY
1680: LIST
1681: LIST
1682: LIST
1683: LIST
1684: ST_TO_ADDR
// F3 = CreateHuman ;
1685: LD_ADDR_EXP 13
1689: PUSH
1690: CALL_OW 44
1694: ST_TO_ADDR
// PlaceUnitArea ( F1 , START , false ) ;
1695: LD_EXP 11
1699: PPUSH
1700: LD_INT 2
1702: PPUSH
1703: LD_INT 0
1705: PPUSH
1706: CALL_OW 49
// PlaceUnitArea ( F2 , START , false ) ;
1710: LD_EXP 12
1714: PPUSH
1715: LD_INT 2
1717: PPUSH
1718: LD_INT 0
1720: PPUSH
1721: CALL_OW 49
// PlaceUnitArea ( F3 , START , false ) ;
1725: LD_EXP 13
1729: PPUSH
1730: LD_INT 2
1732: PPUSH
1733: LD_INT 0
1735: PPUSH
1736: CALL_OW 49
// wait ( 0 0$01 ) ;
1740: LD_INT 35
1742: PPUSH
1743: CALL_OW 67
// uc_side = 4 ;
1747: LD_ADDR_OWVAR 20
1751: PUSH
1752: LD_INT 4
1754: ST_TO_ADDR
// uc_nation = 2 ;
1755: LD_ADDR_OWVAR 21
1759: PUSH
1760: LD_INT 2
1762: ST_TO_ADDR
// Nefarem := CreateCharacter ( Nefarem ) ;
1763: LD_ADDR_EXP 14
1767: PUSH
1768: LD_STRING Nefarem
1770: PPUSH
1771: CALL_OW 34
1775: ST_TO_ADDR
// PlaceUnitArea ( Nefarem , START2 , false ) ;
1776: LD_EXP 14
1780: PPUSH
1781: LD_INT 10
1783: PPUSH
1784: LD_INT 0
1786: PPUSH
1787: CALL_OW 49
// uc_side = 1 ;
1791: LD_ADDR_OWVAR 20
1795: PUSH
1796: LD_INT 1
1798: ST_TO_ADDR
// uc_nation = 1 ;
1799: LD_ADDR_OWVAR 21
1803: PUSH
1804: LD_INT 1
1806: ST_TO_ADDR
// Szef := CreateCharacter ( Szef ) ;
1807: LD_ADDR_EXP 15
1811: PUSH
1812: LD_STRING Szef
1814: PPUSH
1815: CALL_OW 34
1819: ST_TO_ADDR
// PlaceUnitArea ( Szef , START2 , false ) ;
1820: LD_EXP 15
1824: PPUSH
1825: LD_INT 10
1827: PPUSH
1828: LD_INT 0
1830: PPUSH
1831: CALL_OW 49
// wait ( 0 0$01 ) ;
1835: LD_INT 35
1837: PPUSH
1838: CALL_OW 67
// end ; end_of_file
1842: LD_VAR 0 1
1846: RET
// export B1 , B2 ; export function BAD ; begin
1847: LD_INT 0
1849: PPUSH
// SoldLevel = [ 1 , 2 , 3 ] [ Difficulty ] ;
1850: LD_ADDR_EXP 1
1854: PUSH
1855: LD_INT 1
1857: PUSH
1858: LD_INT 2
1860: PUSH
1861: LD_INT 3
1863: PUSH
1864: EMPTY
1865: LIST
1866: LIST
1867: LIST
1868: PUSH
1869: LD_OWVAR 67
1873: ARRAY
1874: ST_TO_ADDR
// EngLevel = [ 0 , 0 , 1 ] [ Difficulty ] ;
1875: LD_ADDR_EXP 2
1879: PUSH
1880: LD_INT 0
1882: PUSH
1883: LD_INT 0
1885: PUSH
1886: LD_INT 1
1888: PUSH
1889: EMPTY
1890: LIST
1891: LIST
1892: LIST
1893: PUSH
1894: LD_OWVAR 67
1898: ARRAY
1899: ST_TO_ADDR
// MechLevel = [ 0 , 1 , 1 ] [ Difficulty ] ;
1900: LD_ADDR_EXP 3
1904: PUSH
1905: LD_INT 0
1907: PUSH
1908: LD_INT 1
1910: PUSH
1911: LD_INT 1
1913: PUSH
1914: EMPTY
1915: LIST
1916: LIST
1917: LIST
1918: PUSH
1919: LD_OWVAR 67
1923: ARRAY
1924: ST_TO_ADDR
// SciLevel = [ 0 , 0 , 1 ] [ Difficulty ] ;
1925: LD_ADDR_EXP 4
1929: PUSH
1930: LD_INT 0
1932: PUSH
1933: LD_INT 0
1935: PUSH
1936: LD_INT 1
1938: PUSH
1939: EMPTY
1940: LIST
1941: LIST
1942: LIST
1943: PUSH
1944: LD_OWVAR 67
1948: ARRAY
1949: ST_TO_ADDR
// hc_name =  ;
1950: LD_ADDR_OWVAR 26
1954: PUSH
1955: LD_STRING 
1957: ST_TO_ADDR
// uc_nation = 3 ;
1958: LD_ADDR_OWVAR 21
1962: PUSH
1963: LD_INT 3
1965: ST_TO_ADDR
// hc_class = 1 ;
1966: LD_ADDR_OWVAR 28
1970: PUSH
1971: LD_INT 1
1973: ST_TO_ADDR
// uc_side = 3 ;
1974: LD_ADDR_OWVAR 20
1978: PUSH
1979: LD_INT 3
1981: ST_TO_ADDR
// hc_gallery =  ;
1982: LD_ADDR_OWVAR 33
1986: PUSH
1987: LD_STRING 
1989: ST_TO_ADDR
// hc_attr = [ 10 , 10 ] ;
1990: LD_ADDR_OWVAR 29
1994: PUSH
1995: LD_INT 10
1997: PUSH
1998: LD_INT 10
2000: PUSH
2001: EMPTY
2002: LIST
2003: LIST
2004: ST_TO_ADDR
// hc_skills = [ SoldLevel , EngLevel , MechLevel , Scilevel ] ;
2005: LD_ADDR_OWVAR 31
2009: PUSH
2010: LD_EXP 1
2014: PUSH
2015: LD_EXP 2
2019: PUSH
2020: LD_EXP 3
2024: PUSH
2025: LD_EXP 4
2029: PUSH
2030: EMPTY
2031: LIST
2032: LIST
2033: LIST
2034: LIST
2035: ST_TO_ADDR
// hc_importance = 10 ;
2036: LD_ADDR_OWVAR 32
2040: PUSH
2041: LD_INT 10
2043: ST_TO_ADDR
// B1 = CreateHuman ;
2044: LD_ADDR_EXP 16
2048: PUSH
2049: CALL_OW 44
2053: ST_TO_ADDR
// B2 = CreateHuman ;
2054: LD_ADDR_EXP 17
2058: PUSH
2059: CALL_OW 44
2063: ST_TO_ADDR
// PlaceUnitArea ( B1 , WROG , false ) ;
2064: LD_EXP 16
2068: PPUSH
2069: LD_INT 8
2071: PPUSH
2072: LD_INT 0
2074: PPUSH
2075: CALL_OW 49
// PlaceUnitArea ( B2 , WROG , false ) ;
2079: LD_EXP 17
2083: PPUSH
2084: LD_INT 8
2086: PPUSH
2087: LD_INT 0
2089: PPUSH
2090: CALL_OW 49
// wait ( 0 0$01 ) ;
2094: LD_INT 35
2096: PPUSH
2097: CALL_OW 67
// ComEnterUnit ( [ B1 , B2 ] , KOSZARY1 ) ;
2101: LD_EXP 16
2105: PUSH
2106: LD_EXP 17
2110: PUSH
2111: EMPTY
2112: LIST
2113: LIST
2114: PPUSH
2115: LD_INT 36
2117: PPUSH
2118: CALL_OW 120
// end ; end_of_file
2122: LD_VAR 0 1
2126: RET
// export Center ; every 0 0$1 trigger Center = 1 do
2127: LD_EXP 18
2131: PUSH
2132: LD_INT 1
2134: EQUAL
2135: IFFALSE 2150
2137: GO 2139
2139: DISABLE
// begin ; CenterNowOnUnits ( Nefarem ) ;
2140: LD_EXP 14
2144: PPUSH
2145: CALL_OW 87
// enable ;
2149: ENABLE
// end ; end_of_file
2150: END
// export function medale ; begin
2151: LD_INT 0
2153: PPUSH
// if IsDead ( KOSZARY1 ) and IsDead ( B1 ) and IsDead ( B2 ) then
2154: LD_INT 36
2156: PPUSH
2157: CALL_OW 301
2161: PUSH
2162: LD_EXP 16
2166: PPUSH
2167: CALL_OW 301
2171: AND
2172: PUSH
2173: LD_EXP 17
2177: PPUSH
2178: CALL_OW 301
2182: AND
2183: IFFALSE 2197
// begin AddMedal ( med2 , 1 ) ;
2185: LD_STRING med2
2187: PPUSH
2188: LD_INT 1
2190: PPUSH
2191: CALL_OW 101
// end else
2195: GO 2208
// begin AddMedal ( med2 , - 1 ) ;
2197: LD_STRING med2
2199: PPUSH
2200: LD_INT 1
2202: NEG
2203: PPUSH
2204: CALL_OW 101
// end ; if IsDying ( F1 ) or IsDying ( F2 ) or IsDying ( F3 ) or IsDying ( E2 ) then
2208: LD_EXP 11
2212: PPUSH
2213: CALL_OW 303
2217: PUSH
2218: LD_EXP 12
2222: PPUSH
2223: CALL_OW 303
2227: OR
2228: PUSH
2229: LD_EXP 13
2233: PPUSH
2234: CALL_OW 303
2238: OR
2239: PUSH
2240: LD_EXP 10
2244: PPUSH
2245: CALL_OW 303
2249: OR
2250: IFFALSE 2265
// begin AddMedal ( med1 , - 1 ) ;
2252: LD_STRING med1
2254: PPUSH
2255: LD_INT 1
2257: NEG
2258: PPUSH
2259: CALL_OW 101
// end else
2263: GO 2275
// begin AddMedal ( med1 , 1 ) ;
2265: LD_STRING med1
2267: PPUSH
2268: LD_INT 1
2270: PPUSH
2271: CALL_OW 101
// end ; AddMedal ( med3 , 1 ) ;
2275: LD_STRING med3
2277: PPUSH
2278: LD_INT 1
2280: PPUSH
2281: CALL_OW 101
// GiveMedals ( MAIN ) ;
2285: LD_STRING MAIN
2287: PPUSH
2288: CALL_OW 102
// end ; end_of_file
2292: LD_VAR 0 1
2296: RET
// every 0 0$1 trigger IsDead ( Nefarem ) do
2297: LD_EXP 14
2301: PPUSH
2302: CALL_OW 301
2306: IFFALSE 2318
2308: GO 2310
2310: DISABLE
// begin YouLost ( BOHATER ) ;
2311: LD_STRING BOHATER
2313: PPUSH
2314: CALL_OW 104
// end ;
2318: END
// on Contact ( side1 , side2 ) do begin if side1 = 1 and side2 = 4 then
2319: LD_VAR 0 1
2323: PUSH
2324: LD_INT 1
2326: EQUAL
2327: PUSH
2328: LD_VAR 0 2
2332: PUSH
2333: LD_INT 4
2335: EQUAL
2336: AND
2337: IFFALSE 2346
// begin YouLost ( STRZELANIE ) ;
2339: LD_STRING STRZELANIE
2341: PPUSH
2342: CALL_OW 104
// end ; end ;
2346: PPOPN 2
2348: END
