// export def_amount_of_siberit , def_public_score ; export def_base_level , def_amount_of_people , def_skill_level , def_starting_resources , def_shipments_density , def_extra_oil_deposits , def_extra_sib_deposits , def_shared_vision , def_morale_flags , def_siberite_detection , def_people_respawning , def_amount_of_apemen , def_siberite_bomb , def_difficulty_level , def_builduptime ; export is_depot , number_of_breastworks , number_of_people , skill_level , starting_crates , starting_resources , shipments_density , morale_decreasing_time , amount_of_apemen , amount_of_siberit , respawning_time_min , difficultyC , respawning_time_max ; export Side_Teams , Teams ; export Side_Positions , Side_Nations , Team_Game ; export Position_Sides ; export depot_def , breastworks_def , start_def , normal_oil_deposits_locations , extra_oil_deposits_locations , normal_sib_deposits_locations , extra_sib_deposits_locations , battle_flags_id ; var commander ; var global_units , global_defined , soldiers_created ; var neng , nsci , nmech , nsol ; export def_Tech_Level , def_upgrade_tl , tech_level ; function read_multiplayer_and_game_parameters ; var i ; begin
   0: LD_INT 0
   2: PPUSH
   3: PPUSH
// if Multiplayer then
   4: LD_OWVAR 4
   8: IFFALSE 62
// begin Your_Side := mp_player_side ;
  10: LD_ADDR_OWVAR 2
  14: PUSH
  15: LD_OWVAR 7
  19: ST_TO_ADDR
// Side_Positions := mp_sides_positions ;
  20: LD_ADDR_EXP 33
  24: PUSH
  25: LD_OWVAR 17
  29: ST_TO_ADDR
// Side_Teams := mp_sides_teams ;
  30: LD_ADDR_EXP 31
  34: PUSH
  35: LD_OWVAR 15
  39: ST_TO_ADDR
// Side_Nations := mp_sides_nations ;
  40: LD_ADDR_EXP 34
  44: PUSH
  45: LD_OWVAR 16
  49: ST_TO_ADDR
// Teams := mp_teams ;
  50: LD_ADDR_EXP 32
  54: PUSH
  55: LD_OWVAR 12
  59: ST_TO_ADDR
// end else
  60: GO 233
// begin Your_Side := 1 ;
  62: LD_ADDR_OWVAR 2
  66: PUSH
  67: LD_INT 1
  69: ST_TO_ADDR
// Side_Positions := [ 1 , 2 , 3 , 4 , 5 , 6 , 0 , 0 ] ;
  70: LD_ADDR_EXP 33
  74: PUSH
  75: LD_INT 1
  77: PUSH
  78: LD_INT 2
  80: PUSH
  81: LD_INT 3
  83: PUSH
  84: LD_INT 4
  86: PUSH
  87: LD_INT 5
  89: PUSH
  90: LD_INT 6
  92: PUSH
  93: LD_INT 0
  95: PUSH
  96: LD_INT 0
  98: PUSH
  99: EMPTY
 100: LIST
 101: LIST
 102: LIST
 103: LIST
 104: LIST
 105: LIST
 106: LIST
 107: LIST
 108: ST_TO_ADDR
// Side_Teams := [ 1 , 2 , 1 , 4 , 5 , 6 , 0 , 0 ] ;
 109: LD_ADDR_EXP 31
 113: PUSH
 114: LD_INT 1
 116: PUSH
 117: LD_INT 2
 119: PUSH
 120: LD_INT 1
 122: PUSH
 123: LD_INT 4
 125: PUSH
 126: LD_INT 5
 128: PUSH
 129: LD_INT 6
 131: PUSH
 132: LD_INT 0
 134: PUSH
 135: LD_INT 0
 137: PUSH
 138: EMPTY
 139: LIST
 140: LIST
 141: LIST
 142: LIST
 143: LIST
 144: LIST
 145: LIST
 146: LIST
 147: ST_TO_ADDR
// Side_Nations := [ 3 , 2 , 3 , 1 , 2 , 3 , 0 , 0 ] ;
 148: LD_ADDR_EXP 34
 152: PUSH
 153: LD_INT 3
 155: PUSH
 156: LD_INT 2
 158: PUSH
 159: LD_INT 3
 161: PUSH
 162: LD_INT 1
 164: PUSH
 165: LD_INT 2
 167: PUSH
 168: LD_INT 3
 170: PUSH
 171: LD_INT 0
 173: PUSH
 174: LD_INT 0
 176: PUSH
 177: EMPTY
 178: LIST
 179: LIST
 180: LIST
 181: LIST
 182: LIST
 183: LIST
 184: LIST
 185: LIST
 186: ST_TO_ADDR
// Teams := [ [ 1 , 2 ] , [ 3 ] , [ 4 ] , [ 5 ] , [ 6 ] ] ;
 187: LD_ADDR_EXP 32
 191: PUSH
 192: LD_INT 1
 194: PUSH
 195: LD_INT 2
 197: PUSH
 198: EMPTY
 199: LIST
 200: LIST
 201: PUSH
 202: LD_INT 3
 204: PUSH
 205: EMPTY
 206: LIST
 207: PUSH
 208: LD_INT 4
 210: PUSH
 211: EMPTY
 212: LIST
 213: PUSH
 214: LD_INT 5
 216: PUSH
 217: EMPTY
 218: LIST
 219: PUSH
 220: LD_INT 6
 222: PUSH
 223: EMPTY
 224: LIST
 225: PUSH
 226: EMPTY
 227: LIST
 228: LIST
 229: LIST
 230: LIST
 231: LIST
 232: ST_TO_ADDR
// end ; for i := 1 to 8 do
 233: LD_ADDR_VAR 0 2
 237: PUSH
 238: DOUBLE
 239: LD_INT 1
 241: DEC
 242: ST_TO_ADDR
 243: LD_INT 8
 245: PUSH
 246: FOR_TO
 247: IFFALSE 285
// if Multiplayer_GetPlayerIsSpec ( i ) then
 249: LD_VAR 0 2
 253: PPUSH
 254: CALL_OW 530
 258: IFFALSE 283
// Side_Positions := Replace ( Side_Positions , i , 0 ) ;
 260: LD_ADDR_EXP 33
 264: PUSH
 265: LD_EXP 33
 269: PPUSH
 270: LD_VAR 0 2
 274: PPUSH
 275: LD_INT 0
 277: PPUSH
 278: CALL_OW 1
 282: ST_TO_ADDR
 283: GO 246
 285: POP
 286: POP
// Position_Sides := [ 0 , 0 , 0 , 0 , 0 , 0 ] ;
 287: LD_ADDR_EXP 36
 291: PUSH
 292: LD_INT 0
 294: PUSH
 295: LD_INT 0
 297: PUSH
 298: LD_INT 0
 300: PUSH
 301: LD_INT 0
 303: PUSH
 304: LD_INT 0
 306: PUSH
 307: LD_INT 0
 309: PUSH
 310: EMPTY
 311: LIST
 312: LIST
 313: LIST
 314: LIST
 315: LIST
 316: LIST
 317: ST_TO_ADDR
// for i := 1 to 8 do
 318: LD_ADDR_VAR 0 2
 322: PUSH
 323: DOUBLE
 324: LD_INT 1
 326: DEC
 327: ST_TO_ADDR
 328: LD_INT 8
 330: PUSH
 331: FOR_TO
 332: IFFALSE 379
// if Side_Positions [ i ] then
 334: LD_EXP 33
 338: PUSH
 339: LD_VAR 0 2
 343: ARRAY
 344: IFFALSE 377
// Position_Sides := Replace ( Position_Sides , Side_Positions [ i ] , i ) ;
 346: LD_ADDR_EXP 36
 350: PUSH
 351: LD_EXP 36
 355: PPUSH
 356: LD_EXP 33
 360: PUSH
 361: LD_VAR 0 2
 365: ARRAY
 366: PPUSH
 367: LD_VAR 0 2
 371: PPUSH
 372: CALL_OW 1
 376: ST_TO_ADDR
 377: GO 331
 379: POP
 380: POP
// Team_Game := Side_Teams [ your_side ] ;
 381: LD_ADDR_EXP 35
 385: PUSH
 386: LD_EXP 31
 390: PUSH
 391: LD_OWVAR 2
 395: ARRAY
 396: ST_TO_ADDR
// if Multiplayer then
 397: LD_OWVAR 4
 401: IFFALSE 483
// begin def_amount_of_people := GetMultiplayerSetting ( 0 ) ;
 403: LD_ADDR_EXP 4
 407: PUSH
 408: LD_INT 0
 410: PPUSH
 411: CALL_OW 426
 415: ST_TO_ADDR
// def_skill_level := GetMultiplayerSetting ( 1 ) ;
 416: LD_ADDR_EXP 5
 420: PUSH
 421: LD_INT 1
 423: PPUSH
 424: CALL_OW 426
 428: ST_TO_ADDR
// def_difficulty_level := GetMultiplayerSetting ( 2 ) ;
 429: LD_ADDR_EXP 16
 433: PUSH
 434: LD_INT 2
 436: PPUSH
 437: CALL_OW 426
 441: ST_TO_ADDR
// def_shipments_density := GetMultiplayerSetting ( 3 ) ;
 442: LD_ADDR_EXP 7
 446: PUSH
 447: LD_INT 3
 449: PPUSH
 450: CALL_OW 426
 454: ST_TO_ADDR
// def_people_respawning := GetMultiplayerSetting ( 4 ) ;
 455: LD_ADDR_EXP 13
 459: PUSH
 460: LD_INT 4
 462: PPUSH
 463: CALL_OW 426
 467: ST_TO_ADDR
// def_amount_of_apemen := GetMultiplayerSetting ( 5 ) ;
 468: LD_ADDR_EXP 14
 472: PUSH
 473: LD_INT 5
 475: PPUSH
 476: CALL_OW 426
 480: ST_TO_ADDR
// end else
 481: GO 535
// begin Randomize ;
 483: CALL_OW 10
// def_amount_of_people := 2 ;
 487: LD_ADDR_EXP 4
 491: PUSH
 492: LD_INT 2
 494: ST_TO_ADDR
// def_skill_level := 3 ;
 495: LD_ADDR_EXP 5
 499: PUSH
 500: LD_INT 3
 502: ST_TO_ADDR
// def_difficulty_level := 3 ;
 503: LD_ADDR_EXP 16
 507: PUSH
 508: LD_INT 3
 510: ST_TO_ADDR
// def_shipments_density := 2 ;
 511: LD_ADDR_EXP 7
 515: PUSH
 516: LD_INT 2
 518: ST_TO_ADDR
// def_people_respawning := 1 ;
 519: LD_ADDR_EXP 13
 523: PUSH
 524: LD_INT 1
 526: ST_TO_ADDR
// def_amount_of_apemen := 3 ;
 527: LD_ADDR_EXP 14
 531: PUSH
 532: LD_INT 3
 534: ST_TO_ADDR
// end ; is_depot := 0 ;
 535: LD_ADDR_EXP 18
 539: PUSH
 540: LD_INT 0
 542: ST_TO_ADDR
// def_shared_vision := 1 ;
 543: LD_ADDR_EXP 10
 547: PUSH
 548: LD_INT 1
 550: ST_TO_ADDR
// number_of_people := [ 9 , 12 , 15 , 24 ] [ def_amount_of_people + 1 ] ;
 551: LD_ADDR_EXP 20
 555: PUSH
 556: LD_INT 9
 558: PUSH
 559: LD_INT 12
 561: PUSH
 562: LD_INT 15
 564: PUSH
 565: LD_INT 24
 567: PUSH
 568: EMPTY
 569: LIST
 570: LIST
 571: LIST
 572: LIST
 573: PUSH
 574: LD_EXP 4
 578: PUSH
 579: LD_INT 1
 581: PLUS
 582: ARRAY
 583: ST_TO_ADDR
// skill_level := [ 3 , 5 , 6 , 7 ] [ def_skill_level + 1 ] ;
 584: LD_ADDR_EXP 21
 588: PUSH
 589: LD_INT 3
 591: PUSH
 592: LD_INT 5
 594: PUSH
 595: LD_INT 6
 597: PUSH
 598: LD_INT 7
 600: PUSH
 601: EMPTY
 602: LIST
 603: LIST
 604: LIST
 605: LIST
 606: PUSH
 607: LD_EXP 5
 611: PUSH
 612: LD_INT 1
 614: PLUS
 615: ARRAY
 616: ST_TO_ADDR
// difficultyC := [ 4 , 6 , 8 , 10 ] [ def_difficulty_level + 1 ] ;
 617: LD_ADDR_EXP 29
 621: PUSH
 622: LD_INT 4
 624: PUSH
 625: LD_INT 6
 627: PUSH
 628: LD_INT 8
 630: PUSH
 631: LD_INT 10
 633: PUSH
 634: EMPTY
 635: LIST
 636: LIST
 637: LIST
 638: LIST
 639: PUSH
 640: LD_EXP 16
 644: PUSH
 645: LD_INT 1
 647: PLUS
 648: ARRAY
 649: ST_TO_ADDR
// respawning_time_min := [ 0 0$0 , 5 5$00 , 3 3$0 ] [ def_people_respawning + 1 ] ;
 650: LD_ADDR_EXP 28
 654: PUSH
 655: LD_INT 0
 657: PUSH
 658: LD_INT 10500
 660: PUSH
 661: LD_INT 6300
 663: PUSH
 664: EMPTY
 665: LIST
 666: LIST
 667: LIST
 668: PUSH
 669: LD_EXP 13
 673: PUSH
 674: LD_INT 1
 676: PLUS
 677: ARRAY
 678: ST_TO_ADDR
// respawning_time_max := [ 0 0$0 , 15 15$00 , 5 5$0 ] [ def_people_respawning + 1 ] ;
 679: LD_ADDR_EXP 30
 683: PUSH
 684: LD_INT 0
 686: PUSH
 687: LD_INT 31500
 689: PUSH
 690: LD_INT 10500
 692: PUSH
 693: EMPTY
 694: LIST
 695: LIST
 696: LIST
 697: PUSH
 698: LD_EXP 13
 702: PUSH
 703: LD_INT 1
 705: PLUS
 706: ARRAY
 707: ST_TO_ADDR
// amount_of_apemen := [ 0 , 3 , 6 , 9 ] [ def_amount_of_apemen + 1 ] ;
 708: LD_ADDR_EXP 26
 712: PUSH
 713: LD_INT 0
 715: PUSH
 716: LD_INT 3
 718: PUSH
 719: LD_INT 6
 721: PUSH
 722: LD_INT 9
 724: PUSH
 725: EMPTY
 726: LIST
 727: LIST
 728: LIST
 729: LIST
 730: PUSH
 731: LD_EXP 14
 735: PUSH
 736: LD_INT 1
 738: PLUS
 739: ARRAY
 740: ST_TO_ADDR
// shipments_density := [ 150 , 125 , 100 , 50 ] [ def_shipments_density + 1 ] ;
 741: LD_ADDR_EXP 24
 745: PUSH
 746: LD_INT 150
 748: PUSH
 749: LD_INT 125
 751: PUSH
 752: LD_INT 100
 754: PUSH
 755: LD_INT 50
 757: PUSH
 758: EMPTY
 759: LIST
 760: LIST
 761: LIST
 762: LIST
 763: PUSH
 764: LD_EXP 7
 768: PUSH
 769: LD_INT 1
 771: PLUS
 772: ARRAY
 773: ST_TO_ADDR
// end ;
 774: LD_VAR 0 1
 778: RET
// function init_map ; var i , j ; begin
 779: LD_INT 0
 781: PPUSH
 782: PPUSH
 783: PPUSH
// depot_def := [ [ 75 , 130 , 5 ] , [ 146 , 128 , 0 ] ] ;
 784: LD_ADDR_EXP 37
 788: PUSH
 789: LD_INT 75
 791: PUSH
 792: LD_INT 130
 794: PUSH
 795: LD_INT 5
 797: PUSH
 798: EMPTY
 799: LIST
 800: LIST
 801: LIST
 802: PUSH
 803: LD_INT 146
 805: PUSH
 806: LD_INT 128
 808: PUSH
 809: LD_INT 0
 811: PUSH
 812: EMPTY
 813: LIST
 814: LIST
 815: LIST
 816: PUSH
 817: EMPTY
 818: LIST
 819: LIST
 820: ST_TO_ADDR
// for i in depot_def do
 821: LD_ADDR_VAR 0 2
 825: PUSH
 826: LD_EXP 37
 830: PUSH
 831: FOR_IN
 832: IFFALSE 906
// start_def := start_def ^ [ [ ShiftX ( i [ 1 ] , i [ 3 ] , 10 ) , ShiftY ( i [ 2 ] , i [ 3 ] , 10 ) ] ] ;
 834: LD_ADDR_EXP 39
 838: PUSH
 839: LD_EXP 39
 843: PUSH
 844: LD_VAR 0 2
 848: PUSH
 849: LD_INT 1
 851: ARRAY
 852: PPUSH
 853: LD_VAR 0 2
 857: PUSH
 858: LD_INT 3
 860: ARRAY
 861: PPUSH
 862: LD_INT 10
 864: PPUSH
 865: CALL_OW 272
 869: PUSH
 870: LD_VAR 0 2
 874: PUSH
 875: LD_INT 2
 877: ARRAY
 878: PPUSH
 879: LD_VAR 0 2
 883: PUSH
 884: LD_INT 3
 886: ARRAY
 887: PPUSH
 888: LD_INT 10
 890: PPUSH
 891: CALL_OW 273
 895: PUSH
 896: EMPTY
 897: LIST
 898: LIST
 899: PUSH
 900: EMPTY
 901: LIST
 902: ADD
 903: ST_TO_ADDR
 904: GO 831
 906: POP
 907: POP
// end ;
 908: LD_VAR 0 1
 912: RET
// function set_shared_visions_and_alliances ; var i , j ; begin
 913: LD_INT 0
 915: PPUSH
 916: PPUSH
 917: PPUSH
// if not Team_Game then
 918: LD_EXP 35
 922: NOT
 923: IFFALSE 1021
// begin for i = 1 to 8 do
 925: LD_ADDR_VAR 0 2
 929: PUSH
 930: DOUBLE
 931: LD_INT 1
 933: DEC
 934: ST_TO_ADDR
 935: LD_INT 8
 937: PUSH
 938: FOR_TO
 939: IFFALSE 1017
// for j = 1 to 8 do
 941: LD_ADDR_VAR 0 3
 945: PUSH
 946: DOUBLE
 947: LD_INT 1
 949: DEC
 950: ST_TO_ADDR
 951: LD_INT 8
 953: PUSH
 954: FOR_TO
 955: IFFALSE 1013
// if i <> j then
 957: LD_VAR 0 2
 961: PUSH
 962: LD_VAR 0 3
 966: NONEQUAL
 967: IFFALSE 991
// SetAttitude ( i , j , att_neutral , true ) else
 969: LD_VAR 0 2
 973: PPUSH
 974: LD_VAR 0 3
 978: PPUSH
 979: LD_INT 0
 981: PPUSH
 982: LD_INT 1
 984: PPUSH
 985: CALL_OW 80
 989: GO 1011
// SetAttitude ( i , j , att_friend , true ) ;
 991: LD_VAR 0 2
 995: PPUSH
 996: LD_VAR 0 3
1000: PPUSH
1001: LD_INT 1
1003: PPUSH
1004: LD_INT 1
1006: PPUSH
1007: CALL_OW 80
1011: GO 954
1013: POP
1014: POP
1015: GO 938
1017: POP
1018: POP
// end else
1019: GO 1196
// begin if def_shared_vision then
1021: LD_EXP 10
1025: IFFALSE 1090
// begin for i in Teams do
1027: LD_ADDR_VAR 0 2
1031: PUSH
1032: LD_EXP 32
1036: PUSH
1037: FOR_IN
1038: IFFALSE 1088
// for j = 2 to i do
1040: LD_ADDR_VAR 0 3
1044: PUSH
1045: DOUBLE
1046: LD_INT 2
1048: DEC
1049: ST_TO_ADDR
1050: LD_VAR 0 2
1054: PUSH
1055: FOR_TO
1056: IFFALSE 1084
// ChangeSideFog ( i [ j ] , i [ 1 ] ) ;
1058: LD_VAR 0 2
1062: PUSH
1063: LD_VAR 0 3
1067: ARRAY
1068: PPUSH
1069: LD_VAR 0 2
1073: PUSH
1074: LD_INT 1
1076: ARRAY
1077: PPUSH
1078: CALL_OW 343
1082: GO 1055
1084: POP
1085: POP
1086: GO 1037
1088: POP
1089: POP
// end ; for i = 1 to 8 do
1090: LD_ADDR_VAR 0 2
1094: PUSH
1095: DOUBLE
1096: LD_INT 1
1098: DEC
1099: ST_TO_ADDR
1100: LD_INT 8
1102: PUSH
1103: FOR_TO
1104: IFFALSE 1194
// for j = 1 to 8 do
1106: LD_ADDR_VAR 0 3
1110: PUSH
1111: DOUBLE
1112: LD_INT 1
1114: DEC
1115: ST_TO_ADDR
1116: LD_INT 8
1118: PUSH
1119: FOR_TO
1120: IFFALSE 1190
// if Side_Teams [ i ] = Side_Teams [ j ] then
1122: LD_EXP 31
1126: PUSH
1127: LD_VAR 0 2
1131: ARRAY
1132: PUSH
1133: LD_EXP 31
1137: PUSH
1138: LD_VAR 0 3
1142: ARRAY
1143: EQUAL
1144: IFFALSE 1168
// SetAttitude ( i , j , att_friend , true ) else
1146: LD_VAR 0 2
1150: PPUSH
1151: LD_VAR 0 3
1155: PPUSH
1156: LD_INT 1
1158: PPUSH
1159: LD_INT 1
1161: PPUSH
1162: CALL_OW 80
1166: GO 1188
// SetAttitude ( i , j , att_enemy , true ) ;
1168: LD_VAR 0 2
1172: PPUSH
1173: LD_VAR 0 3
1177: PPUSH
1178: LD_INT 2
1180: PPUSH
1181: LD_INT 1
1183: PPUSH
1184: CALL_OW 80
1188: GO 1119
1190: POP
1191: POP
1192: GO 1103
1194: POP
1195: POP
// end ; end ;
1196: LD_VAR 0 1
1200: RET
// function prepare_people ( count , cl , x , y , r ) ; var i , j , un ; begin
1201: LD_INT 0
1203: PPUSH
1204: PPUSH
1205: PPUSH
1206: PPUSH
// result := [ ] ;
1207: LD_ADDR_VAR 0 6
1211: PUSH
1212: EMPTY
1213: ST_TO_ADDR
// for i := 1 to count do
1214: LD_ADDR_VAR 0 7
1218: PUSH
1219: DOUBLE
1220: LD_INT 1
1222: DEC
1223: ST_TO_ADDR
1224: LD_VAR 0 1
1228: PUSH
1229: FOR_TO
1230: IFFALSE 1626
// begin uc_direction := Rand ( 0 , 5 ) ;
1232: LD_ADDR_OWVAR 24
1236: PUSH
1237: LD_INT 0
1239: PPUSH
1240: LD_INT 5
1242: PPUSH
1243: CALL_OW 12
1247: ST_TO_ADDR
// if commander then
1248: LD_LOC 1
1252: IFFALSE 1361
// begin hc_name := mp_sides_players_names [ uc_side ] ;
1254: LD_ADDR_OWVAR 26
1258: PUSH
1259: LD_OWVAR 19
1263: PUSH
1264: LD_OWVAR 20
1268: ARRAY
1269: ST_TO_ADDR
// PrepareHuman ( Rand ( 1 , 2 ) , cl , skill_level + 2 ) ;
1270: LD_INT 1
1272: PPUSH
1273: LD_INT 2
1275: PPUSH
1276: CALL_OW 12
1280: PPUSH
1281: LD_VAR 0 2
1285: PPUSH
1286: LD_EXP 21
1290: PUSH
1291: LD_INT 2
1293: PLUS
1294: PPUSH
1295: CALL_OW 380
// hc_importance := 105 ;
1299: LD_ADDR_OWVAR 32
1303: PUSH
1304: LD_INT 105
1306: ST_TO_ADDR
// commander := false ;
1307: LD_ADDR_LOC 1
1311: PUSH
1312: LD_INT 0
1314: ST_TO_ADDR
// if Multiplayer then
1315: LD_OWVAR 4
1319: IFFALSE 1359
// begin hc_gallery := MULTIAVATARS ;
1321: LD_ADDR_OWVAR 33
1325: PUSH
1326: LD_STRING MULTIAVATARS
1328: ST_TO_ADDR
// hc_face_number := Multiplayer_GetPlayerSideNum ( uc_side ) ;
1329: LD_ADDR_OWVAR 34
1333: PUSH
1334: LD_OWVAR 20
1338: PPUSH
1339: CALL_OW 525
1343: ST_TO_ADDR
// hc_sex := Multiplayer_GetPlayerSex ( uc_side ) ;
1344: LD_ADDR_OWVAR 27
1348: PUSH
1349: LD_OWVAR 20
1353: PPUSH
1354: CALL_OW 526
1358: ST_TO_ADDR
// end ; end else
1359: GO 1424
// begin hc_name :=  ;
1361: LD_ADDR_OWVAR 26
1365: PUSH
1366: LD_STRING 
1368: ST_TO_ADDR
// PrepareHuman ( rand ( 1 , 2 ) , cl , skill_level ) ;
1369: LD_INT 1
1371: PPUSH
1372: LD_INT 2
1374: PPUSH
1375: CALL_OW 12
1379: PPUSH
1380: LD_VAR 0 2
1384: PPUSH
1385: LD_EXP 21
1389: PPUSH
1390: CALL_OW 380
// hc_importance := 0 ;
1394: LD_ADDR_OWVAR 32
1398: PUSH
1399: LD_INT 0
1401: ST_TO_ADDR
// if Multiplayer then
1402: LD_OWVAR 4
1406: IFFALSE 1424
// begin hc_gallery :=  ;
1408: LD_ADDR_OWVAR 33
1412: PUSH
1413: LD_STRING 
1415: ST_TO_ADDR
// hc_face_number := 0 ;
1416: LD_ADDR_OWVAR 34
1420: PUSH
1421: LD_INT 0
1423: ST_TO_ADDR
// end ; end ; un := CreateHuman ;
1424: LD_ADDR_VAR 0 9
1428: PUSH
1429: CALL_OW 44
1433: ST_TO_ADDR
// if global_defined then
1434: LD_LOC 3
1438: IFFALSE 1578
// begin if ( cl = class_soldier ) then
1440: LD_VAR 0 2
1444: PUSH
1445: LD_INT 1
1447: EQUAL
1448: IFFALSE 1468
// j := i + soldiers_created else
1450: LD_ADDR_VAR 0 8
1454: PUSH
1455: LD_VAR 0 7
1459: PUSH
1460: LD_LOC 4
1464: PLUS
1465: ST_TO_ADDR
1466: GO 1478
// j := i ;
1468: LD_ADDR_VAR 0 8
1472: PUSH
1473: LD_VAR 0 7
1477: ST_TO_ADDR
// CopySkills ( global_units [ cl ] [ j ] , un ) ;
1478: LD_LOC 2
1482: PUSH
1483: LD_VAR 0 2
1487: ARRAY
1488: PUSH
1489: LD_VAR 0 8
1493: ARRAY
1494: PPUSH
1495: LD_VAR 0 9
1499: PPUSH
1500: CALL_OW 510
// SetAttr ( un , attr_speed , GetAttr ( global_units [ cl ] [ j ] , attr_speed ) ) ;
1504: LD_VAR 0 9
1508: PPUSH
1509: LD_INT 2
1511: PPUSH
1512: LD_LOC 2
1516: PUSH
1517: LD_VAR 0 2
1521: ARRAY
1522: PUSH
1523: LD_VAR 0 8
1527: ARRAY
1528: PPUSH
1529: LD_INT 2
1531: PPUSH
1532: CALL_OW 260
1536: PPUSH
1537: CALL_OW 239
// SetAttr ( un , attr_stamina , GetAttr ( global_units [ cl ] [ j ] , attr_stamina ) ) ;
1541: LD_VAR 0 9
1545: PPUSH
1546: LD_INT 1
1548: PPUSH
1549: LD_LOC 2
1553: PUSH
1554: LD_VAR 0 2
1558: ARRAY
1559: PUSH
1560: LD_VAR 0 8
1564: ARRAY
1565: PPUSH
1566: LD_INT 1
1568: PPUSH
1569: CALL_OW 260
1573: PPUSH
1574: CALL_OW 239
// end ; PlaceUnitXYR ( un , x , y , r , false ) ;
1578: LD_VAR 0 9
1582: PPUSH
1583: LD_VAR 0 3
1587: PPUSH
1588: LD_VAR 0 4
1592: PPUSH
1593: LD_VAR 0 5
1597: PPUSH
1598: LD_INT 0
1600: PPUSH
1601: CALL_OW 50
// result := result ^ [ un ] ;
1605: LD_ADDR_VAR 0 6
1609: PUSH
1610: LD_VAR 0 6
1614: PUSH
1615: LD_VAR 0 9
1619: PUSH
1620: EMPTY
1621: LIST
1622: ADD
1623: ST_TO_ADDR
// end ;
1624: GO 1229
1626: POP
1627: POP
// if not global_defined then
1628: LD_LOC 3
1632: NOT
1633: IFFALSE 1711
// if ( global_units >= cl ) then
1635: LD_LOC 2
1639: PUSH
1640: LD_VAR 0 2
1644: GREATEREQUAL
1645: IFFALSE 1686
// global_units := Replace ( global_units , cl , global_units [ cl ] ^ result ) else
1647: LD_ADDR_LOC 2
1651: PUSH
1652: LD_LOC 2
1656: PPUSH
1657: LD_VAR 0 2
1661: PPUSH
1662: LD_LOC 2
1666: PUSH
1667: LD_VAR 0 2
1671: ARRAY
1672: PUSH
1673: LD_VAR 0 6
1677: ADD
1678: PPUSH
1679: CALL_OW 1
1683: ST_TO_ADDR
1684: GO 1711
// global_units := Replace ( global_units , cl , result ) ;
1686: LD_ADDR_LOC 2
1690: PUSH
1691: LD_LOC 2
1695: PPUSH
1696: LD_VAR 0 2
1700: PPUSH
1701: LD_VAR 0 6
1705: PPUSH
1706: CALL_OW 1
1710: ST_TO_ADDR
// end ;
1711: LD_VAR 0 6
1715: RET
// function prepare_side ( side ) ; var pos , x , y , dir , i , r , sol , br , dep ; begin
1716: LD_INT 0
1718: PPUSH
1719: PPUSH
1720: PPUSH
1721: PPUSH
1722: PPUSH
1723: PPUSH
1724: PPUSH
1725: PPUSH
1726: PPUSH
1727: PPUSH
// pos := Side_Positions [ side ] ;
1728: LD_ADDR_VAR 0 3
1732: PUSH
1733: LD_EXP 33
1737: PUSH
1738: LD_VAR 0 1
1742: ARRAY
1743: ST_TO_ADDR
// uc_nation := Side_Nations [ side ] ;
1744: LD_ADDR_OWVAR 21
1748: PUSH
1749: LD_EXP 34
1753: PUSH
1754: LD_VAR 0 1
1758: ARRAY
1759: ST_TO_ADDR
// uc_side := side ;
1760: LD_ADDR_OWVAR 20
1764: PUSH
1765: LD_VAR 0 1
1769: ST_TO_ADDR
// x := depot_def [ pos ] [ 1 ] ;
1770: LD_ADDR_VAR 0 4
1774: PUSH
1775: LD_EXP 37
1779: PUSH
1780: LD_VAR 0 3
1784: ARRAY
1785: PUSH
1786: LD_INT 1
1788: ARRAY
1789: ST_TO_ADDR
// y := depot_def [ pos ] [ 2 ] ;
1790: LD_ADDR_VAR 0 5
1794: PUSH
1795: LD_EXP 37
1799: PUSH
1800: LD_VAR 0 3
1804: ARRAY
1805: PUSH
1806: LD_INT 2
1808: ARRAY
1809: ST_TO_ADDR
// dir := depot_def [ pos ] [ 3 ] ;
1810: LD_ADDR_VAR 0 6
1814: PUSH
1815: LD_EXP 37
1819: PUSH
1820: LD_VAR 0 3
1824: ARRAY
1825: PUSH
1826: LD_INT 3
1828: ARRAY
1829: ST_TO_ADDR
// if is_depot then
1830: LD_EXP 18
1834: IFFALSE 1967
// begin bc_type = b_depot ;
1836: LD_ADDR_OWVAR 42
1840: PUSH
1841: LD_INT 0
1843: ST_TO_ADDR
// dep := CreateAndPlaceBuildingXYD ( x , y , dir ) ;
1844: LD_ADDR_VAR 0 11
1848: PUSH
1849: LD_VAR 0 4
1853: PPUSH
1854: LD_VAR 0 5
1858: PPUSH
1859: LD_VAR 0 6
1863: PPUSH
1864: CALL_OW 47
1868: ST_TO_ADDR
// SetBName ( dep , @ & side ) ;
1869: LD_VAR 0 11
1873: PPUSH
1874: LD_STRING @
1876: PUSH
1877: LD_VAR 0 1
1881: STR
1882: PPUSH
1883: CALL_OW 500
// SetResourceType ( GetBase ( dep ) , mat_cans , starting_resources [ mat_cans ] ) ;
1887: LD_VAR 0 11
1891: PPUSH
1892: CALL_OW 274
1896: PPUSH
1897: LD_INT 1
1899: PPUSH
1900: LD_EXP 23
1904: PUSH
1905: LD_INT 1
1907: ARRAY
1908: PPUSH
1909: CALL_OW 277
// SetResourceType ( GetBase ( dep ) , mat_oil , starting_resources [ mat_oil ] ) ;
1913: LD_VAR 0 11
1917: PPUSH
1918: CALL_OW 274
1922: PPUSH
1923: LD_INT 2
1925: PPUSH
1926: LD_EXP 23
1930: PUSH
1931: LD_INT 2
1933: ARRAY
1934: PPUSH
1935: CALL_OW 277
// SetResourceType ( GetBase ( dep ) , mat_siberit , starting_resources [ mat_siberit ] ) ;
1939: LD_VAR 0 11
1943: PPUSH
1944: CALL_OW 274
1948: PPUSH
1949: LD_INT 3
1951: PPUSH
1952: LD_EXP 23
1956: PUSH
1957: LD_INT 3
1959: ARRAY
1960: PPUSH
1961: CALL_OW 277
// end else
1965: GO 2111
// begin for i := 1 to 3 do
1967: LD_ADDR_VAR 0 7
1971: PUSH
1972: DOUBLE
1973: LD_INT 1
1975: DEC
1976: ST_TO_ADDR
1977: LD_INT 3
1979: PUSH
1980: FOR_TO
1981: IFFALSE 2109
// begin r := starting_resources [ i ] ;
1983: LD_ADDR_VAR 0 8
1987: PUSH
1988: LD_EXP 23
1992: PUSH
1993: LD_VAR 0 7
1997: ARRAY
1998: ST_TO_ADDR
// while r >= 10 do
1999: LD_VAR 0 8
2003: PUSH
2004: LD_INT 10
2006: GREATEREQUAL
2007: IFFALSE 2107
// if r > 50 then
2009: LD_VAR 0 8
2013: PUSH
2014: LD_INT 50
2016: GREATER
2017: IFFALSE 2063
// begin CreateResourcesXYR ( i , 5 , x , y , 4 , false ) ;
2019: LD_VAR 0 7
2023: PPUSH
2024: LD_INT 5
2026: PPUSH
2027: LD_VAR 0 4
2031: PPUSH
2032: LD_VAR 0 5
2036: PPUSH
2037: LD_INT 4
2039: PPUSH
2040: LD_INT 0
2042: PPUSH
2043: CALL_OW 60
// r := r - 50 ;
2047: LD_ADDR_VAR 0 8
2051: PUSH
2052: LD_VAR 0 8
2056: PUSH
2057: LD_INT 50
2059: MINUS
2060: ST_TO_ADDR
// end else
2061: GO 2105
// begin CreateResourcesXYR ( i , r div 10 , x , y , 4 , false ) ;
2063: LD_VAR 0 7
2067: PPUSH
2068: LD_VAR 0 8
2072: PUSH
2073: LD_INT 10
2075: DIV
2076: PPUSH
2077: LD_VAR 0 4
2081: PPUSH
2082: LD_VAR 0 5
2086: PPUSH
2087: LD_INT 4
2089: PPUSH
2090: LD_INT 0
2092: PPUSH
2093: CALL_OW 60
// r := 0 ;
2097: LD_ADDR_VAR 0 8
2101: PUSH
2102: LD_INT 0
2104: ST_TO_ADDR
// end ;
2105: GO 1999
// end ;
2107: GO 1980
2109: POP
2110: POP
// end ; for r in starting_crates do
2111: LD_ADDR_VAR 0 8
2115: PUSH
2116: LD_EXP 22
2120: PUSH
2121: FOR_IN
2122: IFFALSE 2154
// CreateResourcesXYR ( mat_cans , 5 , x , y , r , false ) ;
2124: LD_INT 1
2126: PPUSH
2127: LD_INT 5
2129: PPUSH
2130: LD_VAR 0 4
2134: PPUSH
2135: LD_VAR 0 5
2139: PPUSH
2140: LD_VAR 0 8
2144: PPUSH
2145: LD_INT 0
2147: PPUSH
2148: CALL_OW 60
2152: GO 2121
2154: POP
2155: POP
// if def_morale_flags then
2156: LD_EXP 11
2160: IFFALSE 2299
// begin x := start_def [ pos ] [ 1 ] ;
2162: LD_ADDR_VAR 0 4
2166: PUSH
2167: LD_EXP 39
2171: PUSH
2172: LD_VAR 0 3
2176: ARRAY
2177: PUSH
2178: LD_INT 1
2180: ARRAY
2181: ST_TO_ADDR
// y := start_def [ pos ] [ 2 ] ;
2182: LD_ADDR_VAR 0 5
2186: PUSH
2187: LD_EXP 39
2191: PUSH
2192: LD_VAR 0 3
2196: ARRAY
2197: PUSH
2198: LD_INT 2
2200: ARRAY
2201: ST_TO_ADDR
// PlaceEnvironment ( x , y , 12 , 2 ) ;
2202: LD_VAR 0 4
2206: PPUSH
2207: LD_VAR 0 5
2211: PPUSH
2212: LD_INT 12
2214: PPUSH
2215: LD_INT 2
2217: PPUSH
2218: CALL_OW 349
// battle_flags_id := battle_flags_id ^ SetBattleFlag ( side , x , y , [ [ bfo_defend_bonus_human , 100 ] , [ bfo_defend_bonus_vehicle , 50 ] , [ bfo_defend_bonus_building , 20 ] , [ bfo_height , 100 ] ] ) ;
2222: LD_ADDR_EXP 44
2226: PUSH
2227: LD_EXP 44
2231: PUSH
2232: LD_VAR 0 1
2236: PPUSH
2237: LD_VAR 0 4
2241: PPUSH
2242: LD_VAR 0 5
2246: PPUSH
2247: LD_INT 1
2249: PUSH
2250: LD_INT 100
2252: PUSH
2253: EMPTY
2254: LIST
2255: LIST
2256: PUSH
2257: LD_INT 2
2259: PUSH
2260: LD_INT 50
2262: PUSH
2263: EMPTY
2264: LIST
2265: LIST
2266: PUSH
2267: LD_INT 3
2269: PUSH
2270: LD_INT 20
2272: PUSH
2273: EMPTY
2274: LIST
2275: LIST
2276: PUSH
2277: LD_INT 20
2279: PUSH
2280: LD_INT 100
2282: PUSH
2283: EMPTY
2284: LIST
2285: LIST
2286: PUSH
2287: EMPTY
2288: LIST
2289: LIST
2290: LIST
2291: LIST
2292: PPUSH
2293: CALL_OW 418
2297: ADD
2298: ST_TO_ADDR
// end ; commander := true ;
2299: LD_ADDR_LOC 1
2303: PUSH
2304: LD_INT 1
2306: ST_TO_ADDR
// soldiers_created := 0 ;
2307: LD_ADDR_LOC 4
2311: PUSH
2312: LD_INT 0
2314: ST_TO_ADDR
// for i := 1 to number_of_breastworks do
2315: LD_ADDR_VAR 0 7
2319: PUSH
2320: DOUBLE
2321: LD_INT 1
2323: DEC
2324: ST_TO_ADDR
2325: LD_EXP 19
2329: PUSH
2330: FOR_TO
2331: IFFALSE 2553
// begin x := breastworks_def [ pos ] [ i ] [ 1 ] ;
2333: LD_ADDR_VAR 0 4
2337: PUSH
2338: LD_EXP 38
2342: PUSH
2343: LD_VAR 0 3
2347: ARRAY
2348: PUSH
2349: LD_VAR 0 7
2353: ARRAY
2354: PUSH
2355: LD_INT 1
2357: ARRAY
2358: ST_TO_ADDR
// y := breastworks_def [ pos ] [ i ] [ 2 ] ;
2359: LD_ADDR_VAR 0 5
2363: PUSH
2364: LD_EXP 38
2368: PUSH
2369: LD_VAR 0 3
2373: ARRAY
2374: PUSH
2375: LD_VAR 0 7
2379: ARRAY
2380: PUSH
2381: LD_INT 2
2383: ARRAY
2384: ST_TO_ADDR
// dir := breastworks_def [ pos ] [ i ] [ 3 ] ;
2385: LD_ADDR_VAR 0 6
2389: PUSH
2390: LD_EXP 38
2394: PUSH
2395: LD_VAR 0 3
2399: ARRAY
2400: PUSH
2401: LD_VAR 0 7
2405: ARRAY
2406: PUSH
2407: LD_INT 3
2409: ARRAY
2410: ST_TO_ADDR
// bc_type := b_breastwork ;
2411: LD_ADDR_OWVAR 42
2415: PUSH
2416: LD_INT 31
2418: ST_TO_ADDR
// br := CreateAndPlaceBuildingXYD ( x , y , dir ) ;
2419: LD_ADDR_VAR 0 10
2423: PUSH
2424: LD_VAR 0 4
2428: PPUSH
2429: LD_VAR 0 5
2433: PPUSH
2434: LD_VAR 0 6
2438: PPUSH
2439: CALL_OW 47
2443: ST_TO_ADDR
// x := ShiftX ( x , dir , 2 ) ;
2444: LD_ADDR_VAR 0 4
2448: PUSH
2449: LD_VAR 0 4
2453: PPUSH
2454: LD_VAR 0 6
2458: PPUSH
2459: LD_INT 2
2461: PPUSH
2462: CALL_OW 272
2466: ST_TO_ADDR
// y := ShiftY ( y , dir , 2 ) ;
2467: LD_ADDR_VAR 0 5
2471: PUSH
2472: LD_VAR 0 5
2476: PPUSH
2477: LD_VAR 0 6
2481: PPUSH
2482: LD_INT 2
2484: PPUSH
2485: CALL_OW 273
2489: ST_TO_ADDR
// sol := prepare_people ( 1 , class_soldier , x , y , 0 ) [ 1 ] ;
2490: LD_ADDR_VAR 0 9
2494: PUSH
2495: LD_INT 1
2497: PPUSH
2498: LD_INT 1
2500: PPUSH
2501: LD_VAR 0 4
2505: PPUSH
2506: LD_VAR 0 5
2510: PPUSH
2511: LD_INT 0
2513: PPUSH
2514: CALL 1201 0 5
2518: PUSH
2519: LD_INT 1
2521: ARRAY
2522: ST_TO_ADDR
// soldiers_created := soldiers_created + 1 ;
2523: LD_ADDR_LOC 4
2527: PUSH
2528: LD_LOC 4
2532: PUSH
2533: LD_INT 1
2535: PLUS
2536: ST_TO_ADDR
// ComEnterUnit ( sol , br ) ;
2537: LD_VAR 0 9
2541: PPUSH
2542: LD_VAR 0 10
2546: PPUSH
2547: CALL_OW 120
// end ;
2551: GO 2330
2553: POP
2554: POP
// x := start_def [ pos ] [ 1 ] ;
2555: LD_ADDR_VAR 0 4
2559: PUSH
2560: LD_EXP 39
2564: PUSH
2565: LD_VAR 0 3
2569: ARRAY
2570: PUSH
2571: LD_INT 1
2573: ARRAY
2574: ST_TO_ADDR
// y := start_def [ pos ] [ 2 ] ;
2575: LD_ADDR_VAR 0 5
2579: PUSH
2580: LD_EXP 39
2584: PUSH
2585: LD_VAR 0 3
2589: ARRAY
2590: PUSH
2591: LD_INT 2
2593: ARRAY
2594: ST_TO_ADDR
// prepare_people ( nsol - number_of_breastworks , class_soldier , x , y , 5 ) ;
2595: LD_LOC 8
2599: PUSH
2600: LD_EXP 19
2604: MINUS
2605: PPUSH
2606: LD_INT 1
2608: PPUSH
2609: LD_VAR 0 4
2613: PPUSH
2614: LD_VAR 0 5
2618: PPUSH
2619: LD_INT 5
2621: PPUSH
2622: CALL 1201 0 5
// prepare_people ( neng , class_engineer , x , y , 5 ) ;
2626: LD_LOC 5
2630: PPUSH
2631: LD_INT 2
2633: PPUSH
2634: LD_VAR 0 4
2638: PPUSH
2639: LD_VAR 0 5
2643: PPUSH
2644: LD_INT 5
2646: PPUSH
2647: CALL 1201 0 5
// prepare_people ( nmech , class_mechanic , x , y , 5 ) ;
2651: LD_LOC 7
2655: PPUSH
2656: LD_INT 3
2658: PPUSH
2659: LD_VAR 0 4
2663: PPUSH
2664: LD_VAR 0 5
2668: PPUSH
2669: LD_INT 5
2671: PPUSH
2672: CALL 1201 0 5
// prepare_people ( nsci , class_scientistic , x , y , 5 ) ;
2676: LD_LOC 6
2680: PPUSH
2681: LD_INT 4
2683: PPUSH
2684: LD_VAR 0 4
2688: PPUSH
2689: LD_VAR 0 5
2693: PPUSH
2694: LD_INT 5
2696: PPUSH
2697: CALL 1201 0 5
// if def_siberite_detection and GetTech ( tech_sibdet , side ) = state_enabled then
2701: LD_EXP 12
2705: PUSH
2706: LD_INT 20
2708: PPUSH
2709: LD_VAR 0 1
2713: PPUSH
2714: CALL_OW 321
2718: PUSH
2719: LD_INT 1
2721: EQUAL
2722: AND
2723: IFFALSE 2740
// SetTech ( tech_SibDet , side , state_researched ) ;
2725: LD_INT 20
2727: PPUSH
2728: LD_VAR 0 1
2732: PPUSH
2733: LD_INT 2
2735: PPUSH
2736: CALL_OW 322
// if def_siberite_bomb <> 1 then
2740: LD_EXP 15
2744: PUSH
2745: LD_INT 1
2747: NONEQUAL
2748: IFFALSE 2765
// SetTech ( tech_SibFiss , side , state_disabled ) ;
2750: LD_INT 25
2752: PPUSH
2753: LD_VAR 0 1
2757: PPUSH
2758: LD_INT 0
2760: PPUSH
2761: CALL_OW 322
// SetTech ( tech_artifact , side , state_disabled ) ;
2765: LD_INT 24
2767: PPUSH
2768: LD_VAR 0 1
2772: PPUSH
2773: LD_INT 0
2775: PPUSH
2776: CALL_OW 322
// global_defined := true ;
2780: LD_ADDR_LOC 3
2784: PUSH
2785: LD_INT 1
2787: ST_TO_ADDR
// end ;
2788: LD_VAR 0 2
2792: RET
// function prepare_sides ; var i ; begin
2793: LD_INT 0
2795: PPUSH
2796: PPUSH
// global_units := [ ] ;
2797: LD_ADDR_LOC 2
2801: PUSH
2802: EMPTY
2803: ST_TO_ADDR
// global_defined := false ;
2804: LD_ADDR_LOC 3
2808: PUSH
2809: LD_INT 0
2811: ST_TO_ADDR
// CountClassMembers ;
2812: CALL 2862 0 0
// for i := 1 to 8 do
2816: LD_ADDR_VAR 0 2
2820: PUSH
2821: DOUBLE
2822: LD_INT 1
2824: DEC
2825: ST_TO_ADDR
2826: LD_INT 8
2828: PUSH
2829: FOR_TO
2830: IFFALSE 2855
// if Side_Positions [ i ] then
2832: LD_EXP 33
2836: PUSH
2837: LD_VAR 0 2
2841: ARRAY
2842: IFFALSE 2853
// prepare_side ( i ) ;
2844: LD_VAR 0 2
2848: PPUSH
2849: CALL 1716 0 1
2853: GO 2829
2855: POP
2856: POP
// end ;
2857: LD_VAR 0 1
2861: RET
// function CountClassMembers ; var Mode ; begin
2862: LD_INT 0
2864: PPUSH
2865: PPUSH
// Mode := 1 ;
2866: LD_ADDR_VAR 0 2
2870: PUSH
2871: LD_INT 1
2873: ST_TO_ADDR
// neng := number_of_people ;
2874: LD_ADDR_LOC 5
2878: PUSH
2879: LD_EXP 20
2883: ST_TO_ADDR
// nsol := neng div [ 4 , 3 ] [ Mode ] ;
2884: LD_ADDR_LOC 8
2888: PUSH
2889: LD_LOC 5
2893: PUSH
2894: LD_INT 4
2896: PUSH
2897: LD_INT 3
2899: PUSH
2900: EMPTY
2901: LIST
2902: LIST
2903: PUSH
2904: LD_VAR 0 2
2908: ARRAY
2909: DIV
2910: ST_TO_ADDR
// if ( nsol < number_of_breastworks ) then
2911: LD_LOC 8
2915: PUSH
2916: LD_EXP 19
2920: LESS
2921: IFFALSE 2933
// nsol := number_of_breastworks ;
2923: LD_ADDR_LOC 8
2927: PUSH
2928: LD_EXP 19
2932: ST_TO_ADDR
// neng := neng - nsol ;
2933: LD_ADDR_LOC 5
2937: PUSH
2938: LD_LOC 5
2942: PUSH
2943: LD_LOC 8
2947: MINUS
2948: ST_TO_ADDR
// nsci := neng div [ 3 , 2 ] [ Mode ] ;
2949: LD_ADDR_LOC 6
2953: PUSH
2954: LD_LOC 5
2958: PUSH
2959: LD_INT 3
2961: PUSH
2962: LD_INT 2
2964: PUSH
2965: EMPTY
2966: LIST
2967: LIST
2968: PUSH
2969: LD_VAR 0 2
2973: ARRAY
2974: DIV
2975: ST_TO_ADDR
// if ( nsci < 1 ) then
2976: LD_LOC 6
2980: PUSH
2981: LD_INT 1
2983: LESS
2984: IFFALSE 2994
// nsci := 1 ;
2986: LD_ADDR_LOC 6
2990: PUSH
2991: LD_INT 1
2993: ST_TO_ADDR
// neng := neng - nsci ;
2994: LD_ADDR_LOC 5
2998: PUSH
2999: LD_LOC 5
3003: PUSH
3004: LD_LOC 6
3008: MINUS
3009: ST_TO_ADDR
// nmech := [ neng div 2 , 0 ] [ Mode ] ;
3010: LD_ADDR_LOC 7
3014: PUSH
3015: LD_LOC 5
3019: PUSH
3020: LD_INT 2
3022: DIV
3023: PUSH
3024: LD_INT 0
3026: PUSH
3027: EMPTY
3028: LIST
3029: LIST
3030: PUSH
3031: LD_VAR 0 2
3035: ARRAY
3036: ST_TO_ADDR
// neng := neng - nmech ;
3037: LD_ADDR_LOC 5
3041: PUSH
3042: LD_LOC 5
3046: PUSH
3047: LD_LOC 7
3051: MINUS
3052: ST_TO_ADDR
// if ( neng < 1 ) then
3053: LD_LOC 5
3057: PUSH
3058: LD_INT 1
3060: LESS
3061: IFFALSE 3071
// neng := 1 ;
3063: LD_ADDR_LOC 5
3067: PUSH
3068: LD_INT 1
3070: ST_TO_ADDR
// end ;
3071: LD_VAR 0 1
3075: RET
// starting var i ; begin ResetFog ;
3076: CALL_OW 335
// RandomizeAll ;
3080: CALL_OW 11
// enable_human_prediction := true ;
3084: LD_ADDR_OWVAR 51
3088: PUSH
3089: LD_INT 1
3091: ST_TO_ADDR
// mp_selectmsg := true ;
3092: LD_ADDR_OWVAR 13
3096: PUSH
3097: LD_INT 1
3099: ST_TO_ADDR
// read_multiplayer_and_game_parameters ;
3100: CALL 0 0 0
// init_map ;
3104: CALL 779 0 0
// init_respawning ;
3108: CALL 3504 0 0
// set_shared_visions_and_alliances ;
3112: CALL 913 0 0
// prepare_sides ;
3116: CALL 2793 0 0
// MultiplayerColorCheck ;
3120: CALL 17360 0 0
// PrepareDifficulty ;
3124: CALL 8033 0 0
// fale = 0 ;
3128: LD_ADDR_EXP 49
3132: PUSH
3133: LD_INT 0
3135: ST_TO_ADDR
// end ; end_of_file
3136: END
// every 1 1$0 + 0 0$0.3 marked 10 do
3137: GO 3139
3139: DISABLE
// begin CreateCratesArea ( Rand ( 4 , 5 ) , SkrzynieP1 , true ) ;
3140: LD_INT 4
3142: PPUSH
3143: LD_INT 5
3145: PPUSH
3146: CALL_OW 12
3150: PPUSH
3151: LD_INT 4
3153: PPUSH
3154: LD_INT 1
3156: PPUSH
3157: CALL_OW 55
// CreateCratesArea ( Rand ( 4 , 5 ) , SkrzynieP2 , true ) ;
3161: LD_INT 4
3163: PPUSH
3164: LD_INT 5
3166: PPUSH
3167: CALL_OW 12
3171: PPUSH
3172: LD_INT 3
3174: PPUSH
3175: LD_INT 1
3177: PPUSH
3178: CALL_OW 55
// enable ;
3182: ENABLE
// end ;
3183: END
// every 0 0$20 + 0 0$0.9 marked 10 do var i , filter ;
3184: GO 3186
3186: DISABLE
3187: LD_INT 0
3189: PPUSH
3190: PPUSH
// begin if GetResourceArea ( MZBaseArea , mat_cans ) < ( ( 200 - shipments_density ) / 100 * 5 ) then
3191: LD_INT 9
3193: PPUSH
3194: LD_INT 1
3196: PPUSH
3197: CALL_OW 287
3201: PUSH
3202: LD_INT 200
3204: PUSH
3205: LD_EXP 24
3209: MINUS
3210: PUSH
3211: LD_INT 100
3213: DIVREAL
3214: PUSH
3215: LD_INT 5
3217: MUL
3218: LESS
3219: IFFALSE 3242
// CreateCratesArea ( Rand ( 3 , 5 ) , MZBaseArea , true ) ;
3221: LD_INT 3
3223: PPUSH
3224: LD_INT 5
3226: PPUSH
3227: CALL_OW 12
3231: PPUSH
3232: LD_INT 9
3234: PPUSH
3235: LD_INT 1
3237: PPUSH
3238: CALL_OW 55
// enable ;
3242: ENABLE
// end ; end_of_file
3243: PPOPN 2
3245: END
// function apeman_init ; begin
3246: LD_INT 0
3248: PPUSH
// uc_side := 0 ;
3249: LD_ADDR_OWVAR 20
3253: PUSH
3254: LD_INT 0
3256: ST_TO_ADDR
// uc_nation := nation_nature ;
3257: LD_ADDR_OWVAR 21
3261: PUSH
3262: LD_INT 0
3264: ST_TO_ADDR
// hc_class := class_apeman ;
3265: LD_ADDR_OWVAR 28
3269: PUSH
3270: LD_INT 12
3272: ST_TO_ADDR
// hc_basic_skills := [ 1 , 1 , 1 , 1 ] ;
3273: LD_ADDR_OWVAR 30
3277: PUSH
3278: LD_INT 1
3280: PUSH
3281: LD_INT 1
3283: PUSH
3284: LD_INT 1
3286: PUSH
3287: LD_INT 1
3289: PUSH
3290: EMPTY
3291: LIST
3292: LIST
3293: LIST
3294: LIST
3295: ST_TO_ADDR
// hc_skills := [ 1 , 1 , 1 , 1 ] ;
3296: LD_ADDR_OWVAR 31
3300: PUSH
3301: LD_INT 1
3303: PUSH
3304: LD_INT 1
3306: PUSH
3307: LD_INT 1
3309: PUSH
3310: LD_INT 1
3312: PUSH
3313: EMPTY
3314: LIST
3315: LIST
3316: LIST
3317: LIST
3318: ST_TO_ADDR
// hc_attr := [ 10 , 12 ] ;
3319: LD_ADDR_OWVAR 29
3323: PUSH
3324: LD_INT 10
3326: PUSH
3327: LD_INT 12
3329: PUSH
3330: EMPTY
3331: LIST
3332: LIST
3333: ST_TO_ADDR
// hc_sex := sex_male ;
3334: LD_ADDR_OWVAR 27
3338: PUSH
3339: LD_INT 1
3341: ST_TO_ADDR
// hc_importance := 0 ;
3342: LD_ADDR_OWVAR 32
3346: PUSH
3347: LD_INT 0
3349: ST_TO_ADDR
// hc_agressivity := Rand ( - 20 , 20 ) ;
3350: LD_ADDR_OWVAR 35
3354: PUSH
3355: LD_INT 20
3357: NEG
3358: PPUSH
3359: LD_INT 20
3361: PPUSH
3362: CALL_OW 12
3366: ST_TO_ADDR
// end ;
3367: LD_VAR 0 1
3371: RET
// function prepare_apemen ; var i , j , un , ape , first , d1 , d2 ; begin
3372: LD_INT 0
3374: PPUSH
3375: PPUSH
3376: PPUSH
3377: PPUSH
3378: PPUSH
3379: PPUSH
3380: PPUSH
3381: PPUSH
// if not amount_of_apemen then
3382: LD_EXP 26
3386: NOT
3387: IFFALSE 3391
// exit ;
3389: GO 3491
// ape := 0 ;
3391: LD_ADDR_VAR 0 5
3395: PUSH
3396: LD_INT 0
3398: ST_TO_ADDR
// repeat Wait ( ( ape + 1 ) * Rand ( 0 0$10 , 1 1$0 ) ) ;
3399: LD_VAR 0 5
3403: PUSH
3404: LD_INT 1
3406: PLUS
3407: PUSH
3408: LD_INT 350
3410: PPUSH
3411: LD_INT 2100
3413: PPUSH
3414: CALL_OW 12
3418: MUL
3419: PPUSH
3420: CALL_OW 67
// apeman_init ;
3424: CALL 3246 0 0
// PlaceUnitArea ( CreateHuman , Base1ApeArea , false ) ;
3428: CALL_OW 44
3432: PPUSH
3433: LD_INT 7
3435: PPUSH
3436: LD_INT 0
3438: PPUSH
3439: CALL_OW 49
// PlaceUnitArea ( CreateHuman , Base2ApeArea , false ) ;
3443: CALL_OW 44
3447: PPUSH
3448: LD_INT 8
3450: PPUSH
3451: LD_INT 0
3453: PPUSH
3454: CALL_OW 49
// Wait ( 3 ) ;
3458: LD_INT 3
3460: PPUSH
3461: CALL_OW 67
// ape := ape + 1 ;
3465: LD_ADDR_VAR 0 5
3469: PUSH
3470: LD_VAR 0 5
3474: PUSH
3475: LD_INT 1
3477: PLUS
3478: ST_TO_ADDR
// until ape >= amount_of_apemen ;
3479: LD_VAR 0 5
3483: PUSH
3484: LD_EXP 26
3488: GREATEREQUAL
3489: IFFALSE 3399
// end ;
3491: LD_VAR 0 1
3495: RET
// every 0 0$15 do
3496: GO 3498
3498: DISABLE
// begin prepare_apemen ;
3499: CALL 3372 0 0
// end ; end_of_file
3503: END
// var respawn , inqueue ; export function init_respawning ; begin
3504: LD_INT 0
3506: PPUSH
// respawn := Rand ( 1 , 8 ) ;
3507: LD_ADDR_LOC 9
3511: PUSH
3512: LD_INT 1
3514: PPUSH
3515: LD_INT 8
3517: PPUSH
3518: CALL_OW 12
3522: ST_TO_ADDR
// inqueue := [ 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ] ;
3523: LD_ADDR_LOC 10
3527: PUSH
3528: LD_INT 0
3530: PUSH
3531: LD_INT 0
3533: PUSH
3534: LD_INT 0
3536: PUSH
3537: LD_INT 0
3539: PUSH
3540: LD_INT 0
3542: PUSH
3543: LD_INT 0
3545: PUSH
3546: LD_INT 0
3548: PUSH
3549: LD_INT 0
3551: PUSH
3552: EMPTY
3553: LIST
3554: LIST
3555: LIST
3556: LIST
3557: LIST
3558: LIST
3559: LIST
3560: LIST
3561: ST_TO_ADDR
// end ;
3562: LD_VAR 0 1
3566: RET
// every 0 0$1 + 0 0$0.5 do var n , building_list , aktresp , b ;
3567: GO 3569
3569: DISABLE
3570: LD_INT 0
3572: PPUSH
3573: PPUSH
3574: PPUSH
3575: PPUSH
// begin if respawning_time_max = 0 then
3576: LD_EXP 30
3580: PUSH
3581: LD_INT 0
3583: EQUAL
3584: IFFALSE 3588
// exit ;
3586: GO 4091
// if respawn = 8 then
3588: LD_LOC 9
3592: PUSH
3593: LD_INT 8
3595: EQUAL
3596: IFFALSE 3608
// respawn := 1 else
3598: LD_ADDR_LOC 9
3602: PUSH
3603: LD_INT 1
3605: ST_TO_ADDR
3606: GO 3622
// respawn := respawn + 1 ;
3608: LD_ADDR_LOC 9
3612: PUSH
3613: LD_LOC 9
3617: PUSH
3618: LD_INT 1
3620: PLUS
3621: ST_TO_ADDR
// if Side_Positions [ respawn ] and not inqueue [ respawn ] then
3622: LD_EXP 33
3626: PUSH
3627: LD_LOC 9
3631: ARRAY
3632: PUSH
3633: LD_LOC 10
3637: PUSH
3638: LD_LOC 9
3642: ARRAY
3643: NOT
3644: AND
3645: IFFALSE 4090
// begin n := FilterAllUnits ( [ [ f_type , unit_human ] , [ f_side , respawn ] , f_not , [ f_nation , nation_nature ] ] ) ;
3647: LD_ADDR_VAR 0 1
3651: PUSH
3652: LD_INT 21
3654: PUSH
3655: LD_INT 1
3657: PUSH
3658: EMPTY
3659: LIST
3660: LIST
3661: PUSH
3662: LD_INT 22
3664: PUSH
3665: LD_LOC 9
3669: PUSH
3670: EMPTY
3671: LIST
3672: LIST
3673: PUSH
3674: LD_INT 3
3676: PUSH
3677: LD_INT 23
3679: PUSH
3680: LD_INT 0
3682: PUSH
3683: EMPTY
3684: LIST
3685: LIST
3686: PUSH
3687: EMPTY
3688: LIST
3689: LIST
3690: LIST
3691: LIST
3692: PPUSH
3693: CALL_OW 69
3697: ST_TO_ADDR
// if n < number_of_people then
3698: LD_VAR 0 1
3702: PUSH
3703: LD_EXP 20
3707: LESS
3708: IFFALSE 4087
// begin aktresp := respawn ;
3710: LD_ADDR_VAR 0 3
3714: PUSH
3715: LD_LOC 9
3719: ST_TO_ADDR
// inqueue := Replace ( inqueue , aktresp , true ) ;
3720: LD_ADDR_LOC 10
3724: PUSH
3725: LD_LOC 10
3729: PPUSH
3730: LD_VAR 0 3
3734: PPUSH
3735: LD_INT 1
3737: PPUSH
3738: CALL_OW 1
3742: ST_TO_ADDR
// enable ;
3743: ENABLE
// wait ( rand ( respawning_time_min , respawning_time_max ) ) ;
3744: LD_EXP 28
3748: PPUSH
3749: LD_EXP 30
3753: PPUSH
3754: CALL_OW 12
3758: PPUSH
3759: CALL_OW 67
// inqueue := Replace ( inqueue , aktresp , false ) ;
3763: LD_ADDR_LOC 10
3767: PUSH
3768: LD_LOC 10
3772: PPUSH
3773: LD_VAR 0 3
3777: PPUSH
3778: LD_INT 0
3780: PPUSH
3781: CALL_OW 1
3785: ST_TO_ADDR
// building_list = FilterAllUnits ( [ [ f_type , unit_building ] , [ f_or , [ f_btype , b_depot ] , [ f_btype , b_warehouse ] ] , [ f_ok ] , [ f_side , aktresp ] ] ) ;
3786: LD_ADDR_VAR 0 2
3790: PUSH
3791: LD_INT 21
3793: PUSH
3794: LD_INT 3
3796: PUSH
3797: EMPTY
3798: LIST
3799: LIST
3800: PUSH
3801: LD_INT 2
3803: PUSH
3804: LD_INT 30
3806: PUSH
3807: LD_INT 0
3809: PUSH
3810: EMPTY
3811: LIST
3812: LIST
3813: PUSH
3814: LD_INT 30
3816: PUSH
3817: LD_INT 1
3819: PUSH
3820: EMPTY
3821: LIST
3822: LIST
3823: PUSH
3824: EMPTY
3825: LIST
3826: LIST
3827: LIST
3828: PUSH
3829: LD_INT 50
3831: PUSH
3832: EMPTY
3833: LIST
3834: PUSH
3835: LD_INT 22
3837: PUSH
3838: LD_VAR 0 3
3842: PUSH
3843: EMPTY
3844: LIST
3845: LIST
3846: PUSH
3847: EMPTY
3848: LIST
3849: LIST
3850: LIST
3851: LIST
3852: PPUSH
3853: CALL_OW 69
3857: ST_TO_ADDR
// if building_list = 0 then
3858: LD_VAR 0 2
3862: PUSH
3863: LD_INT 0
3865: EQUAL
3866: IFFALSE 3911
// building_list = FilterAllUnits ( [ [ f_type , unit_building ] , [ f_ok ] , [ f_side , aktresp ] ] ) ;
3868: LD_ADDR_VAR 0 2
3872: PUSH
3873: LD_INT 21
3875: PUSH
3876: LD_INT 3
3878: PUSH
3879: EMPTY
3880: LIST
3881: LIST
3882: PUSH
3883: LD_INT 50
3885: PUSH
3886: EMPTY
3887: LIST
3888: PUSH
3889: LD_INT 22
3891: PUSH
3892: LD_VAR 0 3
3896: PUSH
3897: EMPTY
3898: LIST
3899: LIST
3900: PUSH
3901: EMPTY
3902: LIST
3903: LIST
3904: LIST
3905: PPUSH
3906: CALL_OW 69
3910: ST_TO_ADDR
// if building_list = 0 then
3911: LD_VAR 0 2
3915: PUSH
3916: LD_INT 0
3918: EQUAL
3919: IFFALSE 3923
// exit ;
3921: GO 4091
// hc_name :=  ;
3923: LD_ADDR_OWVAR 26
3927: PUSH
3928: LD_STRING 
3930: ST_TO_ADDR
// hc_importance := 0 ;
3931: LD_ADDR_OWVAR 32
3935: PUSH
3936: LD_INT 0
3938: ST_TO_ADDR
// PrepareHuman ( 0 , 0 , skill_level ) ;
3939: LD_INT 0
3941: PPUSH
3942: LD_INT 0
3944: PPUSH
3945: LD_EXP 21
3949: PPUSH
3950: CALL_OW 380
// uc_nation := Side_Nations [ aktresp ] ;
3954: LD_ADDR_OWVAR 21
3958: PUSH
3959: LD_EXP 34
3963: PUSH
3964: LD_VAR 0 3
3968: ARRAY
3969: ST_TO_ADDR
// uc_side := aktresp ;
3970: LD_ADDR_OWVAR 20
3974: PUSH
3975: LD_VAR 0 3
3979: ST_TO_ADDR
// b := building_list [ Rand ( 1 , building_list + 0 ) ] ;
3980: LD_ADDR_VAR 0 4
3984: PUSH
3985: LD_VAR 0 2
3989: PUSH
3990: LD_INT 1
3992: PPUSH
3993: LD_VAR 0 2
3997: PUSH
3998: LD_INT 0
4000: PLUS
4001: PPUSH
4002: CALL_OW 12
4006: ARRAY
4007: ST_TO_ADDR
// if GetBType ( b ) in [ b_depot , b_warehouse ] then
4008: LD_VAR 0 4
4012: PPUSH
4013: CALL_OW 266
4017: PUSH
4018: LD_INT 0
4020: PUSH
4021: LD_INT 1
4023: PUSH
4024: EMPTY
4025: LIST
4026: LIST
4027: IN
4028: IFFALSE 4040
// n = 25 else
4030: LD_ADDR_VAR 0 1
4034: PUSH
4035: LD_INT 25
4037: ST_TO_ADDR
4038: GO 4048
// n = 10 ;
4040: LD_ADDR_VAR 0 1
4044: PUSH
4045: LD_INT 10
4047: ST_TO_ADDR
// PlaceUnitXYR ( CreateHuman , GetX ( b ) , GetY ( b ) , n , true ) ;
4048: CALL_OW 44
4052: PPUSH
4053: LD_VAR 0 4
4057: PPUSH
4058: CALL_OW 250
4062: PPUSH
4063: LD_VAR 0 4
4067: PPUSH
4068: CALL_OW 251
4072: PPUSH
4073: LD_VAR 0 1
4077: PPUSH
4078: LD_INT 1
4080: PPUSH
4081: CALL_OW 50
// end else
4085: GO 4088
// enable ;
4087: ENABLE
// end else
4088: GO 4091
// enable ;
4090: ENABLE
// end ; end_of_file
4091: PPOPN 4
4093: END
// on BuildingStarted ( b , u ) do begin if GetBType ( b ) in [ b_depot , b_warehouse ] then
4094: LD_VAR 0 1
4098: PPUSH
4099: CALL_OW 266
4103: PUSH
4104: LD_INT 0
4106: PUSH
4107: LD_INT 1
4109: PUSH
4110: EMPTY
4111: LIST
4112: LIST
4113: IN
4114: IFFALSE 4139
// SetBName ( b , @ & GetSide ( b ) ) ;
4116: LD_VAR 0 1
4120: PPUSH
4121: LD_STRING @
4123: PUSH
4124: LD_VAR 0 1
4128: PPUSH
4129: CALL_OW 255
4133: STR
4134: PPUSH
4135: CALL_OW 500
// end ;
4139: PPOPN 2
4141: END
// on BuildingCaptured ( b , o , e ) do begin if GetBType ( b ) in [ b_depot , b_warehouse ] then
4142: LD_VAR 0 1
4146: PPUSH
4147: CALL_OW 266
4151: PUSH
4152: LD_INT 0
4154: PUSH
4155: LD_INT 1
4157: PUSH
4158: EMPTY
4159: LIST
4160: LIST
4161: IN
4162: IFFALSE 4187
// SetBName ( b , @ & GetSide ( b ) ) ;
4164: LD_VAR 0 1
4168: PPUSH
4169: LD_STRING @
4171: PUSH
4172: LD_VAR 0 1
4176: PPUSH
4177: CALL_OW 255
4181: STR
4182: PPUSH
4183: CALL_OW 500
// end ; end_of_file
4187: PPOPN 3
4189: END
// export ExtraStrings ; export function ShowTimer ; var AllStrings ; begin
4190: LD_INT 0
4192: PPUSH
4193: PPUSH
// AllStrings := [ #Multi1x1-Time , tick ] ;
4194: LD_ADDR_VAR 0 2
4198: PUSH
4199: LD_STRING #Multi1x1-Time
4201: PUSH
4202: LD_OWVAR 1
4206: PUSH
4207: EMPTY
4208: LIST
4209: LIST
4210: ST_TO_ADDR
// Display_Strings := AllStrings ;
4211: LD_ADDR_OWVAR 47
4215: PUSH
4216: LD_VAR 0 2
4220: ST_TO_ADDR
// end ;
4221: LD_VAR 0 1
4225: RET
// every 0 0$1 do
4226: GO 4228
4228: DISABLE
// begin ShowTimer ;
4229: CALL 4190 0 0
// enable ;
4233: ENABLE
// end ; end_of_file
4234: END
// every 0 0$1 trigger fale = 1 do
4235: LD_EXP 49
4239: PUSH
4240: LD_INT 1
4242: EQUAL
4243: IFFALSE 4518
4245: GO 4247
4247: DISABLE
// begin SetRestrict ( b_lab , Player1Side , true ) ;
4248: LD_INT 6
4250: PPUSH
4251: LD_EXP 51
4255: PPUSH
4256: LD_INT 1
4258: PPUSH
4259: CALL_OW 324
// SetRestrict ( b_lab_basic , Player1Side , true ) ;
4263: LD_INT 9
4265: PPUSH
4266: LD_EXP 51
4270: PPUSH
4271: LD_INT 1
4273: PPUSH
4274: CALL_OW 324
// SetRestrict ( 2 , Player1Side , true ) ;
4278: LD_INT 2
4280: PPUSH
4281: LD_EXP 51
4285: PPUSH
4286: LD_INT 1
4288: PPUSH
4289: CALL_OW 324
// SetRestrict ( 29 , Player1Side , true ) ;
4293: LD_INT 29
4295: PPUSH
4296: LD_EXP 51
4300: PPUSH
4301: LD_INT 1
4303: PPUSH
4304: CALL_OW 324
// SetRestrict ( 4 , Player1Side , true ) ;
4308: LD_INT 4
4310: PPUSH
4311: LD_EXP 51
4315: PPUSH
4316: LD_INT 1
4318: PPUSH
4319: CALL_OW 324
// SetRestrict ( 26 , Player1Side , true ) ;
4323: LD_INT 26
4325: PPUSH
4326: LD_EXP 51
4330: PPUSH
4331: LD_INT 1
4333: PPUSH
4334: CALL_OW 324
// SetRestrict ( 27 , Player1Side , true ) ;
4338: LD_INT 27
4340: PPUSH
4341: LD_EXP 51
4345: PPUSH
4346: LD_INT 1
4348: PPUSH
4349: CALL_OW 324
// SetTech ( tech_SolPow , Player1Side , state_enabled ) ;
4353: LD_INT 35
4355: PPUSH
4356: LD_EXP 51
4360: PPUSH
4361: LD_INT 1
4363: PPUSH
4364: CALL_OW 322
// SetTech ( tech_OilPow , Player1Side , state_enabled ) ;
4368: LD_INT 46
4370: PPUSH
4371: LD_EXP 51
4375: PPUSH
4376: LD_INT 1
4378: PPUSH
4379: CALL_OW 322
// SetRestrict ( b_lab , Player2Side , true ) ;
4383: LD_INT 6
4385: PPUSH
4386: LD_EXP 52
4390: PPUSH
4391: LD_INT 1
4393: PPUSH
4394: CALL_OW 324
// SetRestrict ( b_lab_basic , Player2Side , true ) ;
4398: LD_INT 9
4400: PPUSH
4401: LD_EXP 52
4405: PPUSH
4406: LD_INT 1
4408: PPUSH
4409: CALL_OW 324
// SetRestrict ( 2 , Player2Side , true ) ;
4413: LD_INT 2
4415: PPUSH
4416: LD_EXP 52
4420: PPUSH
4421: LD_INT 1
4423: PPUSH
4424: CALL_OW 324
// SetRestrict ( 29 , Player2Side , true ) ;
4428: LD_INT 29
4430: PPUSH
4431: LD_EXP 52
4435: PPUSH
4436: LD_INT 1
4438: PPUSH
4439: CALL_OW 324
// SetRestrict ( 4 , Player2Side , true ) ;
4443: LD_INT 4
4445: PPUSH
4446: LD_EXP 52
4450: PPUSH
4451: LD_INT 1
4453: PPUSH
4454: CALL_OW 324
// SetRestrict ( 26 , Player2Side , true ) ;
4458: LD_INT 26
4460: PPUSH
4461: LD_EXP 52
4465: PPUSH
4466: LD_INT 1
4468: PPUSH
4469: CALL_OW 324
// SetRestrict ( 27 , Player2Side , true ) ;
4473: LD_INT 27
4475: PPUSH
4476: LD_EXP 52
4480: PPUSH
4481: LD_INT 1
4483: PPUSH
4484: CALL_OW 324
// SetTech ( tech_SolPow , Player2Side , state_enabled ) ;
4488: LD_INT 35
4490: PPUSH
4491: LD_EXP 52
4495: PPUSH
4496: LD_INT 1
4498: PPUSH
4499: CALL_OW 322
// SetTech ( tech_OilPow , Player2Side , state_enabled ) ;
4503: LD_INT 46
4505: PPUSH
4506: LD_EXP 52
4510: PPUSH
4511: LD_INT 1
4513: PPUSH
4514: CALL_OW 322
// end ;
4518: END
// every 0 0$1 trigger fale = 2 do
4519: LD_EXP 49
4523: PUSH
4524: LD_INT 2
4526: EQUAL
4527: IFFALSE 4622
4529: GO 4531
4531: DISABLE
// begin SetTech ( tech_SolEng , Player1Side , state_enabled ) ;
4532: LD_INT 45
4534: PPUSH
4535: LD_EXP 51
4539: PPUSH
4540: LD_INT 1
4542: PPUSH
4543: CALL_OW 322
// SetTech ( tech_OilEng , Player1Side , state_enabled ) ;
4547: LD_INT 47
4549: PPUSH
4550: LD_EXP 51
4554: PPUSH
4555: LD_INT 1
4557: PPUSH
4558: CALL_OW 322
// SetTech ( tech_Tech1 , Player1Side , state_enabled ) ;
4562: LD_INT 48
4564: PPUSH
4565: LD_EXP 51
4569: PPUSH
4570: LD_INT 1
4572: PPUSH
4573: CALL_OW 322
// SetTech ( tech_SolEng , Player2Side , state_enabled ) ;
4577: LD_INT 45
4579: PPUSH
4580: LD_EXP 52
4584: PPUSH
4585: LD_INT 1
4587: PPUSH
4588: CALL_OW 322
// SetTech ( tech_OilEng , Player2Side , state_enabled ) ;
4592: LD_INT 47
4594: PPUSH
4595: LD_EXP 52
4599: PPUSH
4600: LD_INT 1
4602: PPUSH
4603: CALL_OW 322
// SetTech ( tech_Tech1 , Player2Side , state_enabled ) ;
4607: LD_INT 48
4609: PPUSH
4610: LD_EXP 52
4614: PPUSH
4615: LD_INT 1
4617: PPUSH
4618: CALL_OW 322
// end ;
4622: END
// every 0 0$1 trigger fale = 3 do
4623: LD_EXP 49
4627: PUSH
4628: LD_INT 3
4630: EQUAL
4631: IFFALSE 4906
4633: GO 4635
4635: DISABLE
// begin SetRestrict ( 7 , Player1Side , true ) ;
4636: LD_INT 7
4638: PPUSH
4639: LD_EXP 51
4643: PPUSH
4644: LD_INT 1
4646: PPUSH
4647: CALL_OW 324
// SetRestrict ( 3 , Player1Side , true ) ;
4651: LD_INT 3
4653: PPUSH
4654: LD_EXP 51
4658: PPUSH
4659: LD_INT 1
4661: PPUSH
4662: CALL_OW 324
// SetRestrict ( 10 , Player1Side , true ) ;
4666: LD_INT 10
4668: PPUSH
4669: LD_EXP 51
4673: PPUSH
4674: LD_INT 1
4676: PPUSH
4677: CALL_OW 324
// SetRestrict ( 19 , Player1Side , true ) ;
4681: LD_INT 19
4683: PPUSH
4684: LD_EXP 51
4688: PPUSH
4689: LD_INT 1
4691: PPUSH
4692: CALL_OW 324
// SetRestrict ( 32 , Player1Side , true ) ;
4696: LD_INT 32
4698: PPUSH
4699: LD_EXP 51
4703: PPUSH
4704: LD_INT 1
4706: PPUSH
4707: CALL_OW 324
// SetRestrict ( 23 , Player1Side , true ) ;
4711: LD_INT 23
4713: PPUSH
4714: LD_EXP 51
4718: PPUSH
4719: LD_INT 1
4721: PPUSH
4722: CALL_OW 324
// SetTech ( 1 , Player1Side , state_enabled ) ;
4726: LD_INT 1
4728: PPUSH
4729: LD_EXP 51
4733: PPUSH
4734: LD_INT 1
4736: PPUSH
4737: CALL_OW 322
// SetTech ( 69 , Player1Side , state_enabled ) ;
4741: LD_INT 69
4743: PPUSH
4744: LD_EXP 51
4748: PPUSH
4749: LD_INT 1
4751: PPUSH
4752: CALL_OW 322
// SetTech ( 70 , Player1Side , state_enabled ) ;
4756: LD_INT 70
4758: PPUSH
4759: LD_EXP 51
4763: PPUSH
4764: LD_INT 1
4766: PPUSH
4767: CALL_OW 322
// SetRestrict ( 7 , Player2Side , true ) ;
4771: LD_INT 7
4773: PPUSH
4774: LD_EXP 52
4778: PPUSH
4779: LD_INT 1
4781: PPUSH
4782: CALL_OW 324
// SetRestrict ( 3 , Player2Side , true ) ;
4786: LD_INT 3
4788: PPUSH
4789: LD_EXP 52
4793: PPUSH
4794: LD_INT 1
4796: PPUSH
4797: CALL_OW 324
// SetRestrict ( 10 , Player2Side , true ) ;
4801: LD_INT 10
4803: PPUSH
4804: LD_EXP 52
4808: PPUSH
4809: LD_INT 1
4811: PPUSH
4812: CALL_OW 324
// SetRestrict ( 19 , Player2Side , true ) ;
4816: LD_INT 19
4818: PPUSH
4819: LD_EXP 52
4823: PPUSH
4824: LD_INT 1
4826: PPUSH
4827: CALL_OW 324
// SetRestrict ( 32 , Player2Side , true ) ;
4831: LD_INT 32
4833: PPUSH
4834: LD_EXP 52
4838: PPUSH
4839: LD_INT 1
4841: PPUSH
4842: CALL_OW 324
// SetRestrict ( 23 , Player2Side , true ) ;
4846: LD_INT 23
4848: PPUSH
4849: LD_EXP 52
4853: PPUSH
4854: LD_INT 1
4856: PPUSH
4857: CALL_OW 324
// SetTech ( 1 , Player2Side , state_enabled ) ;
4861: LD_INT 1
4863: PPUSH
4864: LD_EXP 52
4868: PPUSH
4869: LD_INT 1
4871: PPUSH
4872: CALL_OW 322
// SetTech ( 69 , Player2Side , state_enabled ) ;
4876: LD_INT 69
4878: PPUSH
4879: LD_EXP 52
4883: PPUSH
4884: LD_INT 1
4886: PPUSH
4887: CALL_OW 322
// SetTech ( 70 , Player2Side , state_enabled ) ;
4891: LD_INT 70
4893: PPUSH
4894: LD_EXP 52
4898: PPUSH
4899: LD_INT 1
4901: PPUSH
4902: CALL_OW 322
// end ;
4906: END
// every 0 0$1 trigger fale = 4 do
4907: LD_EXP 49
4911: PUSH
4912: LD_INT 4
4914: EQUAL
4915: IFFALSE 5340
4917: GO 4919
4919: DISABLE
// begin SetRestrict ( 16 , Player1Side , true ) ;
4920: LD_INT 16
4922: PPUSH
4923: LD_EXP 51
4927: PPUSH
4928: LD_INT 1
4930: PPUSH
4931: CALL_OW 324
// SetRestrict ( 17 , Player1Side , true ) ;
4935: LD_INT 17
4937: PPUSH
4938: LD_EXP 51
4942: PPUSH
4943: LD_INT 1
4945: PPUSH
4946: CALL_OW 324
// SetTech ( 2 , Player1Side , state_enabled ) ;
4950: LD_INT 2
4952: PPUSH
4953: LD_EXP 51
4957: PPUSH
4958: LD_INT 1
4960: PPUSH
4961: CALL_OW 322
// SetTech ( 11 , Player1Side , state_enabled ) ;
4965: LD_INT 11
4967: PPUSH
4968: LD_EXP 51
4972: PPUSH
4973: LD_INT 1
4975: PPUSH
4976: CALL_OW 322
// SetTech ( 39 , Player1Side , state_enabled ) ;
4980: LD_INT 39
4982: PPUSH
4983: LD_EXP 51
4987: PPUSH
4988: LD_INT 1
4990: PPUSH
4991: CALL_OW 322
// SetTech ( 49 , Player1Side , state_enabled ) ;
4995: LD_INT 49
4997: PPUSH
4998: LD_EXP 51
5002: PPUSH
5003: LD_INT 1
5005: PPUSH
5006: CALL_OW 322
// SetTech ( 51 , Player1Side , state_enabled ) ;
5010: LD_INT 51
5012: PPUSH
5013: LD_EXP 51
5017: PPUSH
5018: LD_INT 1
5020: PPUSH
5021: CALL_OW 322
// SetRestrict ( 16 , Player2Side , true ) ;
5025: LD_INT 16
5027: PPUSH
5028: LD_EXP 52
5032: PPUSH
5033: LD_INT 1
5035: PPUSH
5036: CALL_OW 324
// SetRestrict ( 17 , Player2Side , true ) ;
5040: LD_INT 17
5042: PPUSH
5043: LD_EXP 52
5047: PPUSH
5048: LD_INT 1
5050: PPUSH
5051: CALL_OW 324
// SetTech ( 2 , Player2Side , state_enabled ) ;
5055: LD_INT 2
5057: PPUSH
5058: LD_EXP 52
5062: PPUSH
5063: LD_INT 1
5065: PPUSH
5066: CALL_OW 322
// SetTech ( 11 , Player2Side , state_enabled ) ;
5070: LD_INT 11
5072: PPUSH
5073: LD_EXP 52
5077: PPUSH
5078: LD_INT 1
5080: PPUSH
5081: CALL_OW 322
// SetTech ( 39 , Player2Side , state_enabled ) ;
5085: LD_INT 39
5087: PPUSH
5088: LD_EXP 52
5092: PPUSH
5093: LD_INT 1
5095: PPUSH
5096: CALL_OW 322
// SetTech ( 49 , Player2Side , state_enabled ) ;
5100: LD_INT 49
5102: PPUSH
5103: LD_EXP 52
5107: PPUSH
5108: LD_INT 1
5110: PPUSH
5111: CALL_OW 322
// SetTech ( 51 , Player2Side , state_enabled ) ;
5115: LD_INT 51
5117: PPUSH
5118: LD_EXP 52
5122: PPUSH
5123: LD_INT 1
5125: PPUSH
5126: CALL_OW 322
// SetRestrict ( 16 , Player2Side , true ) ;
5130: LD_INT 16
5132: PPUSH
5133: LD_EXP 52
5137: PPUSH
5138: LD_INT 1
5140: PPUSH
5141: CALL_OW 324
// SetRestrict ( 17 , Player2Side , true ) ;
5145: LD_INT 17
5147: PPUSH
5148: LD_EXP 52
5152: PPUSH
5153: LD_INT 1
5155: PPUSH
5156: CALL_OW 324
// SetTech ( 2 , Player2Side , state_enabled ) ;
5160: LD_INT 2
5162: PPUSH
5163: LD_EXP 52
5167: PPUSH
5168: LD_INT 1
5170: PPUSH
5171: CALL_OW 322
// SetTech ( 11 , Player2Side , state_enabled ) ;
5175: LD_INT 11
5177: PPUSH
5178: LD_EXP 52
5182: PPUSH
5183: LD_INT 1
5185: PPUSH
5186: CALL_OW 322
// SetTech ( 39 , Player2Side , state_enabled ) ;
5190: LD_INT 39
5192: PPUSH
5193: LD_EXP 52
5197: PPUSH
5198: LD_INT 1
5200: PPUSH
5201: CALL_OW 322
// SetTech ( 49 , Player2Side , state_enabled ) ;
5205: LD_INT 49
5207: PPUSH
5208: LD_EXP 52
5212: PPUSH
5213: LD_INT 1
5215: PPUSH
5216: CALL_OW 322
// SetTech ( 51 , Player2Side , state_enabled ) ;
5220: LD_INT 51
5222: PPUSH
5223: LD_EXP 52
5227: PPUSH
5228: LD_INT 1
5230: PPUSH
5231: CALL_OW 322
// SetRestrict ( 16 , Player2Side , true ) ;
5235: LD_INT 16
5237: PPUSH
5238: LD_EXP 52
5242: PPUSH
5243: LD_INT 1
5245: PPUSH
5246: CALL_OW 324
// SetRestrict ( 17 , Player2Side , true ) ;
5250: LD_INT 17
5252: PPUSH
5253: LD_EXP 52
5257: PPUSH
5258: LD_INT 1
5260: PPUSH
5261: CALL_OW 324
// SetTech ( 2 , Player2Side , state_enabled ) ;
5265: LD_INT 2
5267: PPUSH
5268: LD_EXP 52
5272: PPUSH
5273: LD_INT 1
5275: PPUSH
5276: CALL_OW 322
// SetTech ( 11 , Player2Side , state_enabled ) ;
5280: LD_INT 11
5282: PPUSH
5283: LD_EXP 52
5287: PPUSH
5288: LD_INT 1
5290: PPUSH
5291: CALL_OW 322
// SetTech ( 39 , Player2Side , state_enabled ) ;
5295: LD_INT 39
5297: PPUSH
5298: LD_EXP 52
5302: PPUSH
5303: LD_INT 1
5305: PPUSH
5306: CALL_OW 322
// SetTech ( 49 , Player2Side , state_enabled ) ;
5310: LD_INT 49
5312: PPUSH
5313: LD_EXP 52
5317: PPUSH
5318: LD_INT 1
5320: PPUSH
5321: CALL_OW 322
// SetTech ( 52 , Player2Side , state_enabled ) ;
5325: LD_INT 52
5327: PPUSH
5328: LD_EXP 52
5332: PPUSH
5333: LD_INT 1
5335: PPUSH
5336: CALL_OW 322
// end ;
5340: END
// every 0 0$1 trigger fale = 5 do
5341: LD_EXP 49
5345: PUSH
5346: LD_INT 5
5348: EQUAL
5349: IFFALSE 5714
5351: GO 5353
5353: DISABLE
// begin SetRestrict ( 5 , Player1Side , true ) ;
5354: LD_INT 5
5356: PPUSH
5357: LD_EXP 51
5361: PPUSH
5362: LD_INT 1
5364: PPUSH
5365: CALL_OW 324
// SetRestrict ( 30 , Player1Side , true ) ;
5369: LD_INT 30
5371: PPUSH
5372: LD_EXP 51
5376: PPUSH
5377: LD_INT 1
5379: PPUSH
5380: CALL_OW 324
// SetRestrict ( 15 , Player1Side , true ) ;
5384: LD_INT 15
5386: PPUSH
5387: LD_EXP 51
5391: PPUSH
5392: LD_INT 1
5394: PPUSH
5395: CALL_OW 324
// SetRestrict ( 20 , Player1Side , true ) ;
5399: LD_INT 20
5401: PPUSH
5402: LD_EXP 51
5406: PPUSH
5407: LD_INT 1
5409: PPUSH
5410: CALL_OW 324
// SetRestrict ( 12 , Player1Side , true ) ;
5414: LD_INT 12
5416: PPUSH
5417: LD_EXP 51
5421: PPUSH
5422: LD_INT 1
5424: PPUSH
5425: CALL_OW 324
// SetRestrict ( 8 , Player1Side , true ) ;
5429: LD_INT 8
5431: PPUSH
5432: LD_EXP 51
5436: PPUSH
5437: LD_INT 1
5439: PPUSH
5440: CALL_OW 324
// SetTech ( 20 , Player1Side , state_enabled ) ;
5444: LD_INT 20
5446: PPUSH
5447: LD_EXP 51
5451: PPUSH
5452: LD_INT 1
5454: PPUSH
5455: CALL_OW 322
// SetTech ( 12 , Player1Side , state_enabled ) ;
5459: LD_INT 12
5461: PPUSH
5462: LD_EXP 51
5466: PPUSH
5467: LD_INT 1
5469: PPUSH
5470: CALL_OW 322
// SetTech ( 6 , Player1Side , state_enabled ) ;
5474: LD_INT 6
5476: PPUSH
5477: LD_EXP 51
5481: PPUSH
5482: LD_INT 1
5484: PPUSH
5485: CALL_OW 322
// SetTech ( 44 , Player1Side , state_enabled ) ;
5489: LD_INT 44
5491: PPUSH
5492: LD_EXP 51
5496: PPUSH
5497: LD_INT 1
5499: PPUSH
5500: CALL_OW 322
// SetTech ( 9 , Player1Side , state_enabled ) ;
5504: LD_INT 9
5506: PPUSH
5507: LD_EXP 51
5511: PPUSH
5512: LD_INT 1
5514: PPUSH
5515: CALL_OW 322
// SetTech ( 41 , Player1Side , state_enabled ) ;
5519: LD_INT 41
5521: PPUSH
5522: LD_EXP 51
5526: PPUSH
5527: LD_INT 1
5529: PPUSH
5530: CALL_OW 322
// SetRestrict ( 5 , Player2Side , true ) ;
5534: LD_INT 5
5536: PPUSH
5537: LD_EXP 52
5541: PPUSH
5542: LD_INT 1
5544: PPUSH
5545: CALL_OW 324
// SetRestrict ( 30 , Player2Side , true ) ;
5549: LD_INT 30
5551: PPUSH
5552: LD_EXP 52
5556: PPUSH
5557: LD_INT 1
5559: PPUSH
5560: CALL_OW 324
// SetRestrict ( 15 , Player2Side , true ) ;
5564: LD_INT 15
5566: PPUSH
5567: LD_EXP 52
5571: PPUSH
5572: LD_INT 1
5574: PPUSH
5575: CALL_OW 324
// SetRestrict ( 20 , Player2Side , true ) ;
5579: LD_INT 20
5581: PPUSH
5582: LD_EXP 52
5586: PPUSH
5587: LD_INT 1
5589: PPUSH
5590: CALL_OW 324
// SetRestrict ( 12 , Player2Side , true ) ;
5594: LD_INT 12
5596: PPUSH
5597: LD_EXP 52
5601: PPUSH
5602: LD_INT 1
5604: PPUSH
5605: CALL_OW 324
// SetTech ( 20 , Player2Side , state_enabled ) ;
5609: LD_INT 20
5611: PPUSH
5612: LD_EXP 52
5616: PPUSH
5617: LD_INT 1
5619: PPUSH
5620: CALL_OW 322
// SetTech ( 12 , Player2Side , state_enabled ) ;
5624: LD_INT 12
5626: PPUSH
5627: LD_EXP 52
5631: PPUSH
5632: LD_INT 1
5634: PPUSH
5635: CALL_OW 322
// SetTech ( 6 , Player2Side , state_enabled ) ;
5639: LD_INT 6
5641: PPUSH
5642: LD_EXP 52
5646: PPUSH
5647: LD_INT 1
5649: PPUSH
5650: CALL_OW 322
// SetTech ( 44 , Player2Side , state_enabled ) ;
5654: LD_INT 44
5656: PPUSH
5657: LD_EXP 52
5661: PPUSH
5662: LD_INT 1
5664: PPUSH
5665: CALL_OW 322
// SetTech ( 9 , Player2Side , state_enabled ) ;
5669: LD_INT 9
5671: PPUSH
5672: LD_EXP 52
5676: PPUSH
5677: LD_INT 1
5679: PPUSH
5680: CALL_OW 322
// SetTech ( 41 , Player2Side , state_enabled ) ;
5684: LD_INT 41
5686: PPUSH
5687: LD_EXP 52
5691: PPUSH
5692: LD_INT 1
5694: PPUSH
5695: CALL_OW 322
// SetRestrict ( 8 , Player2Side , true ) ;
5699: LD_INT 8
5701: PPUSH
5702: LD_EXP 52
5706: PPUSH
5707: LD_INT 1
5709: PPUSH
5710: CALL_OW 324
// end ;
5714: END
// every 0 0$1 trigger fale = 6 do
5715: LD_EXP 49
5719: PUSH
5720: LD_INT 6
5722: EQUAL
5723: IFFALSE 6148
5725: GO 5727
5727: DISABLE
// begin SetRestrict ( 36 , Player1Side , true ) ;
5728: LD_INT 36
5730: PPUSH
5731: LD_EXP 51
5735: PPUSH
5736: LD_INT 1
5738: PPUSH
5739: CALL_OW 324
// SetRestrict ( 13 , Player1Side , true ) ;
5743: LD_INT 13
5745: PPUSH
5746: LD_EXP 51
5750: PPUSH
5751: LD_INT 1
5753: PPUSH
5754: CALL_OW 324
// SetRestrict ( 1 , Player1Side , true ) ;
5758: LD_INT 1
5760: PPUSH
5761: LD_EXP 51
5765: PPUSH
5766: LD_INT 1
5768: PPUSH
5769: CALL_OW 324
// SetRestrict ( 18 , Player1Side , true ) ;
5773: LD_INT 18
5775: PPUSH
5776: LD_EXP 51
5780: PPUSH
5781: LD_INT 1
5783: PPUSH
5784: CALL_OW 324
// SetRestrict ( 33 , Player1Side , true ) ;
5788: LD_INT 33
5790: PPUSH
5791: LD_EXP 51
5795: PPUSH
5796: LD_INT 1
5798: PPUSH
5799: CALL_OW 324
// SetTech ( 40 , Player1Side , state_enabled ) ;
5803: LD_INT 40
5805: PPUSH
5806: LD_EXP 51
5810: PPUSH
5811: LD_INT 1
5813: PPUSH
5814: CALL_OW 322
// SetTech ( 52 , Player1Side , state_enabled ) ;
5818: LD_INT 52
5820: PPUSH
5821: LD_EXP 51
5825: PPUSH
5826: LD_INT 1
5828: PPUSH
5829: CALL_OW 322
// SetTech ( 15 , Player1Side , state_enabled ) ;
5833: LD_INT 15
5835: PPUSH
5836: LD_EXP 51
5840: PPUSH
5841: LD_INT 1
5843: PPUSH
5844: CALL_OW 322
// SetTech ( 7 , Player1Side , state_enabled ) ;
5848: LD_INT 7
5850: PPUSH
5851: LD_EXP 51
5855: PPUSH
5856: LD_INT 1
5858: PPUSH
5859: CALL_OW 322
// SetTech ( 34 , Player1Side , state_enabled ) ;
5863: LD_INT 34
5865: PPUSH
5866: LD_EXP 51
5870: PPUSH
5871: LD_INT 1
5873: PPUSH
5874: CALL_OW 322
// SetTech ( 32 , Player1Side , state_enabled ) ;
5878: LD_INT 32
5880: PPUSH
5881: LD_EXP 51
5885: PPUSH
5886: LD_INT 1
5888: PPUSH
5889: CALL_OW 322
// SetTech ( 5 , Player1Side , state_enabled ) ;
5893: LD_INT 5
5895: PPUSH
5896: LD_EXP 51
5900: PPUSH
5901: LD_INT 1
5903: PPUSH
5904: CALL_OW 322
// SetTech ( 42 , Player1Side , state_enabled ) ;
5908: LD_INT 42
5910: PPUSH
5911: LD_EXP 51
5915: PPUSH
5916: LD_INT 1
5918: PPUSH
5919: CALL_OW 322
// SetTech ( 18 , Player1Side , state_enabled ) ;
5923: LD_INT 18
5925: PPUSH
5926: LD_EXP 51
5930: PPUSH
5931: LD_INT 1
5933: PPUSH
5934: CALL_OW 322
// SetRestrict ( 36 , Player2Side , true ) ;
5938: LD_INT 36
5940: PPUSH
5941: LD_EXP 52
5945: PPUSH
5946: LD_INT 1
5948: PPUSH
5949: CALL_OW 324
// SetRestrict ( 13 , Player2Side , true ) ;
5953: LD_INT 13
5955: PPUSH
5956: LD_EXP 52
5960: PPUSH
5961: LD_INT 1
5963: PPUSH
5964: CALL_OW 324
// SetRestrict ( 1 , Player2Side , true ) ;
5968: LD_INT 1
5970: PPUSH
5971: LD_EXP 52
5975: PPUSH
5976: LD_INT 1
5978: PPUSH
5979: CALL_OW 324
// SetRestrict ( 18 , Player2Side , true ) ;
5983: LD_INT 18
5985: PPUSH
5986: LD_EXP 52
5990: PPUSH
5991: LD_INT 1
5993: PPUSH
5994: CALL_OW 324
// SetRestrict ( 33 , Player2Side , true ) ;
5998: LD_INT 33
6000: PPUSH
6001: LD_EXP 52
6005: PPUSH
6006: LD_INT 1
6008: PPUSH
6009: CALL_OW 324
// SetTech ( 40 , Player2Side , state_enabled ) ;
6013: LD_INT 40
6015: PPUSH
6016: LD_EXP 52
6020: PPUSH
6021: LD_INT 1
6023: PPUSH
6024: CALL_OW 322
// SetTech ( 52 , Player2Side , state_enabled ) ;
6028: LD_INT 52
6030: PPUSH
6031: LD_EXP 52
6035: PPUSH
6036: LD_INT 1
6038: PPUSH
6039: CALL_OW 322
// SetTech ( 15 , Player2Side , state_enabled ) ;
6043: LD_INT 15
6045: PPUSH
6046: LD_EXP 52
6050: PPUSH
6051: LD_INT 1
6053: PPUSH
6054: CALL_OW 322
// SetTech ( 7 , Player2Side , state_enabled ) ;
6058: LD_INT 7
6060: PPUSH
6061: LD_EXP 52
6065: PPUSH
6066: LD_INT 1
6068: PPUSH
6069: CALL_OW 322
// SetTech ( 34 , Player2Side , state_enabled ) ;
6073: LD_INT 34
6075: PPUSH
6076: LD_EXP 52
6080: PPUSH
6081: LD_INT 1
6083: PPUSH
6084: CALL_OW 322
// SetTech ( 32 , Player2Side , state_enabled ) ;
6088: LD_INT 32
6090: PPUSH
6091: LD_EXP 52
6095: PPUSH
6096: LD_INT 1
6098: PPUSH
6099: CALL_OW 322
// SetTech ( 5 , Player2Side , state_enabled ) ;
6103: LD_INT 5
6105: PPUSH
6106: LD_EXP 52
6110: PPUSH
6111: LD_INT 1
6113: PPUSH
6114: CALL_OW 322
// SetTech ( 42 , Player2Side , state_enabled ) ;
6118: LD_INT 42
6120: PPUSH
6121: LD_EXP 52
6125: PPUSH
6126: LD_INT 1
6128: PPUSH
6129: CALL_OW 322
// SetTech ( 18 , Player2Side , state_enabled ) ;
6133: LD_INT 18
6135: PPUSH
6136: LD_EXP 52
6140: PPUSH
6141: LD_INT 1
6143: PPUSH
6144: CALL_OW 322
// end ;
6148: END
// every 0 0$1 trigger fale = 7 do
6149: LD_EXP 49
6153: PUSH
6154: LD_INT 7
6156: EQUAL
6157: IFFALSE 6432
6159: GO 6161
6161: DISABLE
// begin SetRestrict ( 11 , Player1Side , true ) ;
6162: LD_INT 11
6164: PPUSH
6165: LD_EXP 51
6169: PPUSH
6170: LD_INT 1
6172: PPUSH
6173: CALL_OW 324
// SetRestrict ( 21 , Player1Side , true ) ;
6177: LD_INT 21
6179: PPUSH
6180: LD_EXP 51
6184: PPUSH
6185: LD_INT 1
6187: PPUSH
6188: CALL_OW 324
// SetRestrict ( 28 , Player1Side , true ) ;
6192: LD_INT 28
6194: PPUSH
6195: LD_EXP 51
6199: PPUSH
6200: LD_INT 1
6202: PPUSH
6203: CALL_OW 324
// SetTech ( 21 , Player1Side , state_enabled ) ;
6207: LD_INT 21
6209: PPUSH
6210: LD_EXP 51
6214: PPUSH
6215: LD_INT 1
6217: PPUSH
6218: CALL_OW 322
// SetTech ( 22 , Player1Side , state_enabled ) ;
6222: LD_INT 22
6224: PPUSH
6225: LD_EXP 51
6229: PPUSH
6230: LD_INT 1
6232: PPUSH
6233: CALL_OW 322
// SetTech ( 19 , Player1Side , state_enabled ) ;
6237: LD_INT 19
6239: PPUSH
6240: LD_EXP 51
6244: PPUSH
6245: LD_INT 1
6247: PPUSH
6248: CALL_OW 322
// SetTech ( 60 , Player1Side , state_enabled ) ;
6252: LD_INT 60
6254: PPUSH
6255: LD_EXP 51
6259: PPUSH
6260: LD_INT 1
6262: PPUSH
6263: CALL_OW 322
// SetTech ( 26 , Player1Side , state_enabled ) ;
6267: LD_INT 26
6269: PPUSH
6270: LD_EXP 51
6274: PPUSH
6275: LD_INT 1
6277: PPUSH
6278: CALL_OW 322
// SetTech ( 30 , Player1Side , state_enabled ) ;
6282: LD_INT 30
6284: PPUSH
6285: LD_EXP 51
6289: PPUSH
6290: LD_INT 1
6292: PPUSH
6293: CALL_OW 322
// SetRestrict ( 11 , Player2Side , true ) ;
6297: LD_INT 11
6299: PPUSH
6300: LD_EXP 52
6304: PPUSH
6305: LD_INT 1
6307: PPUSH
6308: CALL_OW 324
// SetRestrict ( 21 , Player2Side , true ) ;
6312: LD_INT 21
6314: PPUSH
6315: LD_EXP 52
6319: PPUSH
6320: LD_INT 1
6322: PPUSH
6323: CALL_OW 324
// SetRestrict ( 28 , Player2Side , true ) ;
6327: LD_INT 28
6329: PPUSH
6330: LD_EXP 52
6334: PPUSH
6335: LD_INT 1
6337: PPUSH
6338: CALL_OW 324
// SetTech ( 21 , Player2Side , state_enabled ) ;
6342: LD_INT 21
6344: PPUSH
6345: LD_EXP 52
6349: PPUSH
6350: LD_INT 1
6352: PPUSH
6353: CALL_OW 322
// SetTech ( 22 , Player2Side , state_enabled ) ;
6357: LD_INT 22
6359: PPUSH
6360: LD_EXP 52
6364: PPUSH
6365: LD_INT 1
6367: PPUSH
6368: CALL_OW 322
// SetTech ( 19 , Player2Side , state_enabled ) ;
6372: LD_INT 19
6374: PPUSH
6375: LD_EXP 52
6379: PPUSH
6380: LD_INT 1
6382: PPUSH
6383: CALL_OW 322
// SetTech ( 60 , Player2Side , state_enabled ) ;
6387: LD_INT 60
6389: PPUSH
6390: LD_EXP 52
6394: PPUSH
6395: LD_INT 1
6397: PPUSH
6398: CALL_OW 322
// SetTech ( 26 , Player2Side , state_enabled ) ;
6402: LD_INT 26
6404: PPUSH
6405: LD_EXP 52
6409: PPUSH
6410: LD_INT 1
6412: PPUSH
6413: CALL_OW 322
// SetTech ( 30 , Player2Side , state_enabled ) ;
6417: LD_INT 30
6419: PPUSH
6420: LD_EXP 52
6424: PPUSH
6425: LD_INT 1
6427: PPUSH
6428: CALL_OW 322
// end ;
6432: END
// every 0 0$1 trigger fale = 8 do
6433: LD_EXP 49
6437: PUSH
6438: LD_INT 8
6440: EQUAL
6441: IFFALSE 6956
6443: GO 6445
6445: DISABLE
// begin SetRestrict ( 24 , Player1Side , true ) ;
6446: LD_INT 24
6448: PPUSH
6449: LD_EXP 51
6453: PPUSH
6454: LD_INT 1
6456: PPUSH
6457: CALL_OW 324
// SetRestrict ( 33 , Player1Side , true ) ;
6461: LD_INT 33
6463: PPUSH
6464: LD_EXP 51
6468: PPUSH
6469: LD_INT 1
6471: PPUSH
6472: CALL_OW 324
// SetRestrict ( 14 , Player1Side , true ) ;
6476: LD_INT 14
6478: PPUSH
6479: LD_EXP 51
6483: PPUSH
6484: LD_INT 1
6486: PPUSH
6487: CALL_OW 324
// SetRestrict ( 24 , Player1Side , true ) ;
6491: LD_INT 24
6493: PPUSH
6494: LD_EXP 51
6498: PPUSH
6499: LD_INT 1
6501: PPUSH
6502: CALL_OW 324
// SetTech ( 11 , Player1Side , state_enabled ) ;
6506: LD_INT 11
6508: PPUSH
6509: LD_EXP 51
6513: PPUSH
6514: LD_INT 1
6516: PPUSH
6517: CALL_OW 322
// SetTech ( 21 , Player1Side , state_enabled ) ;
6521: LD_INT 21
6523: PPUSH
6524: LD_EXP 51
6528: PPUSH
6529: LD_INT 1
6531: PPUSH
6532: CALL_OW 322
// SetTech ( 28 , Player1Side , state_enabled ) ;
6536: LD_INT 28
6538: PPUSH
6539: LD_EXP 51
6543: PPUSH
6544: LD_INT 1
6546: PPUSH
6547: CALL_OW 322
// SetTech ( 29 , Player1Side , state_enabled ) ;
6551: LD_INT 29
6553: PPUSH
6554: LD_EXP 51
6558: PPUSH
6559: LD_INT 1
6561: PPUSH
6562: CALL_OW 322
// SetTech ( 43 , Player1Side , state_enabled ) ;
6566: LD_INT 43
6568: PPUSH
6569: LD_EXP 51
6573: PPUSH
6574: LD_INT 1
6576: PPUSH
6577: CALL_OW 322
// SetTech ( 21 , Player1Side , state_enabled ) ;
6581: LD_INT 21
6583: PPUSH
6584: LD_EXP 51
6588: PPUSH
6589: LD_INT 1
6591: PPUSH
6592: CALL_OW 322
// SetTech ( 3 , Player1Side , state_enabled ) ;
6596: LD_INT 3
6598: PPUSH
6599: LD_EXP 51
6603: PPUSH
6604: LD_INT 1
6606: PPUSH
6607: CALL_OW 322
// SetTech ( 4 , Player1Side , state_enabled ) ;
6611: LD_INT 4
6613: PPUSH
6614: LD_EXP 51
6618: PPUSH
6619: LD_INT 1
6621: PPUSH
6622: CALL_OW 322
// SetTech ( 55 , Player1Side , state_enabled ) ;
6626: LD_INT 55
6628: PPUSH
6629: LD_EXP 51
6633: PPUSH
6634: LD_INT 1
6636: PPUSH
6637: CALL_OW 322
// SetTech ( 27 , Player1Side , state_enabled ) ;
6641: LD_INT 27
6643: PPUSH
6644: LD_EXP 51
6648: PPUSH
6649: LD_INT 1
6651: PPUSH
6652: CALL_OW 322
// SetTech ( 57 , Player1Side , state_enabled ) ;
6656: LD_INT 57
6658: PPUSH
6659: LD_EXP 51
6663: PPUSH
6664: LD_INT 1
6666: PPUSH
6667: CALL_OW 322
// SetTech ( 50 , Player1Side , state_enabled ) ;
6671: LD_INT 50
6673: PPUSH
6674: LD_EXP 51
6678: PPUSH
6679: LD_INT 1
6681: PPUSH
6682: CALL_OW 322
// SetTech ( 50 , Player1Side , state_enabled ) ;
6686: LD_INT 50
6688: PPUSH
6689: LD_EXP 51
6693: PPUSH
6694: LD_INT 1
6696: PPUSH
6697: CALL_OW 322
// SetRestrict ( 24 , Player2Side , true ) ;
6701: LD_INT 24
6703: PPUSH
6704: LD_EXP 52
6708: PPUSH
6709: LD_INT 1
6711: PPUSH
6712: CALL_OW 324
// SetRestrict ( 33 , Player2Side , true ) ;
6716: LD_INT 33
6718: PPUSH
6719: LD_EXP 52
6723: PPUSH
6724: LD_INT 1
6726: PPUSH
6727: CALL_OW 324
// SetRestrict ( 14 , Player2Side , true ) ;
6731: LD_INT 14
6733: PPUSH
6734: LD_EXP 52
6738: PPUSH
6739: LD_INT 1
6741: PPUSH
6742: CALL_OW 324
// SetRestrict ( 24 , Player2Side , true ) ;
6746: LD_INT 24
6748: PPUSH
6749: LD_EXP 52
6753: PPUSH
6754: LD_INT 1
6756: PPUSH
6757: CALL_OW 324
// SetTech ( 11 , Player2Side , state_enabled ) ;
6761: LD_INT 11
6763: PPUSH
6764: LD_EXP 52
6768: PPUSH
6769: LD_INT 1
6771: PPUSH
6772: CALL_OW 322
// SetTech ( 21 , Player2Side , state_enabled ) ;
6776: LD_INT 21
6778: PPUSH
6779: LD_EXP 52
6783: PPUSH
6784: LD_INT 1
6786: PPUSH
6787: CALL_OW 322
// SetTech ( 28 , Player2Side , state_enabled ) ;
6791: LD_INT 28
6793: PPUSH
6794: LD_EXP 52
6798: PPUSH
6799: LD_INT 1
6801: PPUSH
6802: CALL_OW 322
// SetTech ( 29 , Player2Side , state_enabled ) ;
6806: LD_INT 29
6808: PPUSH
6809: LD_EXP 52
6813: PPUSH
6814: LD_INT 1
6816: PPUSH
6817: CALL_OW 322
// SetTech ( 43 , Player2Side , state_enabled ) ;
6821: LD_INT 43
6823: PPUSH
6824: LD_EXP 52
6828: PPUSH
6829: LD_INT 1
6831: PPUSH
6832: CALL_OW 322
// SetTech ( 21 , Player2Side , state_enabled ) ;
6836: LD_INT 21
6838: PPUSH
6839: LD_EXP 52
6843: PPUSH
6844: LD_INT 1
6846: PPUSH
6847: CALL_OW 322
// SetTech ( 3 , Player2Side , state_enabled ) ;
6851: LD_INT 3
6853: PPUSH
6854: LD_EXP 52
6858: PPUSH
6859: LD_INT 1
6861: PPUSH
6862: CALL_OW 322
// SetTech ( 4 , Player2Side , state_enabled ) ;
6866: LD_INT 4
6868: PPUSH
6869: LD_EXP 52
6873: PPUSH
6874: LD_INT 1
6876: PPUSH
6877: CALL_OW 322
// SetTech ( 55 , Player2Side , state_enabled ) ;
6881: LD_INT 55
6883: PPUSH
6884: LD_EXP 52
6888: PPUSH
6889: LD_INT 1
6891: PPUSH
6892: CALL_OW 322
// SetTech ( 27 , Player2Side , state_enabled ) ;
6896: LD_INT 27
6898: PPUSH
6899: LD_EXP 52
6903: PPUSH
6904: LD_INT 1
6906: PPUSH
6907: CALL_OW 322
// SetTech ( 57 , Player2Side , state_enabled ) ;
6911: LD_INT 57
6913: PPUSH
6914: LD_EXP 52
6918: PPUSH
6919: LD_INT 1
6921: PPUSH
6922: CALL_OW 322
// SetTech ( 50 , Player2Side , state_enabled ) ;
6926: LD_INT 50
6928: PPUSH
6929: LD_EXP 52
6933: PPUSH
6934: LD_INT 1
6936: PPUSH
6937: CALL_OW 322
// SetTech ( 50 , Player2Side , state_enabled ) ;
6941: LD_INT 50
6943: PPUSH
6944: LD_EXP 52
6948: PPUSH
6949: LD_INT 1
6951: PPUSH
6952: CALL_OW 322
// end ;
6956: END
// every 0 0$1 trigger fale = 9 do
6957: LD_EXP 49
6961: PUSH
6962: LD_INT 9
6964: EQUAL
6965: IFFALSE 7540
6967: GO 6969
6969: DISABLE
// begin SetRestrict ( 25 , Player1Side , true ) ;
6970: LD_INT 25
6972: PPUSH
6973: LD_EXP 51
6977: PPUSH
6978: LD_INT 1
6980: PPUSH
6981: CALL_OW 324
// SetTech ( 53 , Player1Side , state_enabled ) ;
6985: LD_INT 53
6987: PPUSH
6988: LD_EXP 51
6992: PPUSH
6993: LD_INT 1
6995: PPUSH
6996: CALL_OW 322
// SetTech ( 54 , Player1Side , state_enabled ) ;
7000: LD_INT 54
7002: PPUSH
7003: LD_EXP 51
7007: PPUSH
7008: LD_INT 1
7010: PPUSH
7011: CALL_OW 322
// SetTech ( 16 , Player1Side , state_enabled ) ;
7015: LD_INT 16
7017: PPUSH
7018: LD_EXP 51
7022: PPUSH
7023: LD_INT 1
7025: PPUSH
7026: CALL_OW 322
// SetTech ( 57 , Player1Side , state_enabled ) ;
7030: LD_INT 57
7032: PPUSH
7033: LD_EXP 51
7037: PPUSH
7038: LD_INT 1
7040: PPUSH
7041: CALL_OW 322
// SetTech ( 37 , Player1Side , state_enabled ) ;
7045: LD_INT 37
7047: PPUSH
7048: LD_EXP 51
7052: PPUSH
7053: LD_INT 1
7055: PPUSH
7056: CALL_OW 322
// SetTech ( 71 , Player1Side , state_enabled ) ;
7060: LD_INT 71
7062: PPUSH
7063: LD_EXP 51
7067: PPUSH
7068: LD_INT 1
7070: PPUSH
7071: CALL_OW 322
// SetTech ( 30 , Player1Side , state_enabled ) ;
7075: LD_INT 30
7077: PPUSH
7078: LD_EXP 51
7082: PPUSH
7083: LD_INT 1
7085: PPUSH
7086: CALL_OW 322
// SetTech ( 63 , Player1Side , state_enabled ) ;
7090: LD_INT 63
7092: PPUSH
7093: LD_EXP 51
7097: PPUSH
7098: LD_INT 1
7100: PPUSH
7101: CALL_OW 322
// SetTech ( 57 , Player1Side , state_enabled ) ;
7105: LD_INT 57
7107: PPUSH
7108: LD_EXP 51
7112: PPUSH
7113: LD_INT 1
7115: PPUSH
7116: CALL_OW 322
// SetTech ( 61 , Player1Side , state_enabled ) ;
7120: LD_INT 61
7122: PPUSH
7123: LD_EXP 51
7127: PPUSH
7128: LD_INT 1
7130: PPUSH
7131: CALL_OW 322
// SetTech ( 67 , Player1Side , state_enabled ) ;
7135: LD_INT 67
7137: PPUSH
7138: LD_EXP 51
7142: PPUSH
7143: LD_INT 1
7145: PPUSH
7146: CALL_OW 322
// SetTech ( 17 , Player1Side , state_enabled ) ;
7150: LD_INT 17
7152: PPUSH
7153: LD_EXP 51
7157: PPUSH
7158: LD_INT 1
7160: PPUSH
7161: CALL_OW 322
// SetTech ( 43 , Player1Side , state_enabled ) ;
7165: LD_INT 43
7167: PPUSH
7168: LD_EXP 51
7172: PPUSH
7173: LD_INT 1
7175: PPUSH
7176: CALL_OW 322
// SetTech ( 13 , Player1Side , state_enabled ) ;
7180: LD_INT 13
7182: PPUSH
7183: LD_EXP 51
7187: PPUSH
7188: LD_INT 1
7190: PPUSH
7191: CALL_OW 322
// SetTech ( 8 , Player1Side , state_enabled ) ;
7195: LD_INT 8
7197: PPUSH
7198: LD_EXP 51
7202: PPUSH
7203: LD_INT 1
7205: PPUSH
7206: CALL_OW 322
// SetTech ( 10 , Player1Side , state_enabled ) ;
7210: LD_INT 10
7212: PPUSH
7213: LD_EXP 51
7217: PPUSH
7218: LD_INT 1
7220: PPUSH
7221: CALL_OW 322
// SetTech ( 36 , Player1Side , state_enabled ) ;
7225: LD_INT 36
7227: PPUSH
7228: LD_EXP 51
7232: PPUSH
7233: LD_INT 1
7235: PPUSH
7236: CALL_OW 322
// SetTech ( 31 , Player1Side , state_enabled ) ;
7240: LD_INT 31
7242: PPUSH
7243: LD_EXP 51
7247: PPUSH
7248: LD_INT 1
7250: PPUSH
7251: CALL_OW 322
// SetRestrict ( 25 , Player2Side , true ) ;
7255: LD_INT 25
7257: PPUSH
7258: LD_EXP 52
7262: PPUSH
7263: LD_INT 1
7265: PPUSH
7266: CALL_OW 324
// SetTech ( 53 , Player2Side , state_enabled ) ;
7270: LD_INT 53
7272: PPUSH
7273: LD_EXP 52
7277: PPUSH
7278: LD_INT 1
7280: PPUSH
7281: CALL_OW 322
// SetTech ( 54 , Player2Side , state_enabled ) ;
7285: LD_INT 54
7287: PPUSH
7288: LD_EXP 52
7292: PPUSH
7293: LD_INT 1
7295: PPUSH
7296: CALL_OW 322
// SetTech ( 16 , Player2Side , state_enabled ) ;
7300: LD_INT 16
7302: PPUSH
7303: LD_EXP 52
7307: PPUSH
7308: LD_INT 1
7310: PPUSH
7311: CALL_OW 322
// SetTech ( 57 , Player2Side , state_enabled ) ;
7315: LD_INT 57
7317: PPUSH
7318: LD_EXP 52
7322: PPUSH
7323: LD_INT 1
7325: PPUSH
7326: CALL_OW 322
// SetTech ( 37 , Player2Side , state_enabled ) ;
7330: LD_INT 37
7332: PPUSH
7333: LD_EXP 52
7337: PPUSH
7338: LD_INT 1
7340: PPUSH
7341: CALL_OW 322
// SetTech ( 71 , Player2Side , state_enabled ) ;
7345: LD_INT 71
7347: PPUSH
7348: LD_EXP 52
7352: PPUSH
7353: LD_INT 1
7355: PPUSH
7356: CALL_OW 322
// SetTech ( 30 , Player2Side , state_enabled ) ;
7360: LD_INT 30
7362: PPUSH
7363: LD_EXP 52
7367: PPUSH
7368: LD_INT 1
7370: PPUSH
7371: CALL_OW 322
// SetTech ( 63 , Player2Side , state_enabled ) ;
7375: LD_INT 63
7377: PPUSH
7378: LD_EXP 52
7382: PPUSH
7383: LD_INT 1
7385: PPUSH
7386: CALL_OW 322
// SetTech ( 57 , Player2Side , state_enabled ) ;
7390: LD_INT 57
7392: PPUSH
7393: LD_EXP 52
7397: PPUSH
7398: LD_INT 1
7400: PPUSH
7401: CALL_OW 322
// SetTech ( 61 , Player2Side , state_enabled ) ;
7405: LD_INT 61
7407: PPUSH
7408: LD_EXP 52
7412: PPUSH
7413: LD_INT 1
7415: PPUSH
7416: CALL_OW 322
// SetTech ( 67 , Player2Side , state_enabled ) ;
7420: LD_INT 67
7422: PPUSH
7423: LD_EXP 52
7427: PPUSH
7428: LD_INT 1
7430: PPUSH
7431: CALL_OW 322
// SetTech ( 17 , Player2Side , state_enabled ) ;
7435: LD_INT 17
7437: PPUSH
7438: LD_EXP 52
7442: PPUSH
7443: LD_INT 1
7445: PPUSH
7446: CALL_OW 322
// SetTech ( 43 , Player2Side , state_enabled ) ;
7450: LD_INT 43
7452: PPUSH
7453: LD_EXP 52
7457: PPUSH
7458: LD_INT 1
7460: PPUSH
7461: CALL_OW 322
// SetTech ( 13 , Player2Side , state_enabled ) ;
7465: LD_INT 13
7467: PPUSH
7468: LD_EXP 52
7472: PPUSH
7473: LD_INT 1
7475: PPUSH
7476: CALL_OW 322
// SetTech ( 8 , Player2Side , state_enabled ) ;
7480: LD_INT 8
7482: PPUSH
7483: LD_EXP 52
7487: PPUSH
7488: LD_INT 1
7490: PPUSH
7491: CALL_OW 322
// SetTech ( 10 , Player2Side , state_enabled ) ;
7495: LD_INT 10
7497: PPUSH
7498: LD_EXP 52
7502: PPUSH
7503: LD_INT 1
7505: PPUSH
7506: CALL_OW 322
// SetTech ( 36 , Player2Side , state_enabled ) ;
7510: LD_INT 36
7512: PPUSH
7513: LD_EXP 52
7517: PPUSH
7518: LD_INT 1
7520: PPUSH
7521: CALL_OW 322
// SetTech ( 31 , Player2Side , state_enabled ) ;
7525: LD_INT 31
7527: PPUSH
7528: LD_EXP 52
7532: PPUSH
7533: LD_INT 1
7535: PPUSH
7536: CALL_OW 322
// end ;
7540: END
// every 0 0$1 trigger fale = 10 do
7541: LD_EXP 49
7545: PUSH
7546: LD_INT 10
7548: EQUAL
7549: IFFALSE 7914
7551: GO 7553
7553: DISABLE
// begin SetRestrict ( 37 , Player1Side , true ) ;
7554: LD_INT 37
7556: PPUSH
7557: LD_EXP 51
7561: PPUSH
7562: LD_INT 1
7564: PPUSH
7565: CALL_OW 324
// SetRestrict ( 34 , Player1Side , true ) ;
7569: LD_INT 34
7571: PPUSH
7572: LD_EXP 51
7576: PPUSH
7577: LD_INT 1
7579: PPUSH
7580: CALL_OW 324
// SetTech ( 55 , Player1Side , state_enabled ) ;
7584: LD_INT 55
7586: PPUSH
7587: LD_EXP 51
7591: PPUSH
7592: LD_INT 1
7594: PPUSH
7595: CALL_OW 322
// SetTech ( 14 , Player1Side , state_enabled ) ;
7599: LD_INT 14
7601: PPUSH
7602: LD_EXP 51
7606: PPUSH
7607: LD_INT 1
7609: PPUSH
7610: CALL_OW 322
// SetTech ( 61 , Player1Side , state_enabled ) ;
7614: LD_INT 61
7616: PPUSH
7617: LD_EXP 51
7621: PPUSH
7622: LD_INT 1
7624: PPUSH
7625: CALL_OW 322
// SetTech ( 58 , Player1Side , state_enabled ) ;
7629: LD_INT 58
7631: PPUSH
7632: LD_EXP 51
7636: PPUSH
7637: LD_INT 1
7639: PPUSH
7640: CALL_OW 322
// SetTech ( 59 , Player1Side , state_enabled ) ;
7644: LD_INT 59
7646: PPUSH
7647: LD_EXP 51
7651: PPUSH
7652: LD_INT 1
7654: PPUSH
7655: CALL_OW 322
// SetTech ( 23 , Player1Side , state_enabled ) ;
7659: LD_INT 23
7661: PPUSH
7662: LD_EXP 51
7666: PPUSH
7667: LD_INT 1
7669: PPUSH
7670: CALL_OW 322
// SetTech ( 33 , Player1Side , state_enabled ) ;
7674: LD_INT 33
7676: PPUSH
7677: LD_EXP 51
7681: PPUSH
7682: LD_INT 1
7684: PPUSH
7685: CALL_OW 322
// SetTech ( 38 , Player1Side , state_enabled ) ;
7689: LD_INT 38
7691: PPUSH
7692: LD_EXP 51
7696: PPUSH
7697: LD_INT 1
7699: PPUSH
7700: CALL_OW 322
// SetTech ( 64 , Player1Side , state_enabled ) ;
7704: LD_INT 64
7706: PPUSH
7707: LD_EXP 51
7711: PPUSH
7712: LD_INT 1
7714: PPUSH
7715: CALL_OW 322
// SetTech ( 68 , Player1Side , state_enabled ) ;
7719: LD_INT 68
7721: PPUSH
7722: LD_EXP 51
7726: PPUSH
7727: LD_INT 1
7729: PPUSH
7730: CALL_OW 322
// SetRestrict ( 37 , Player2Side , true ) ;
7734: LD_INT 37
7736: PPUSH
7737: LD_EXP 52
7741: PPUSH
7742: LD_INT 1
7744: PPUSH
7745: CALL_OW 324
// SetRestrict ( 34 , Player2Side , true ) ;
7749: LD_INT 34
7751: PPUSH
7752: LD_EXP 52
7756: PPUSH
7757: LD_INT 1
7759: PPUSH
7760: CALL_OW 324
// SetTech ( 55 , Player2Side , state_enabled ) ;
7764: LD_INT 55
7766: PPUSH
7767: LD_EXP 52
7771: PPUSH
7772: LD_INT 1
7774: PPUSH
7775: CALL_OW 322
// SetTech ( 14 , Player2Side , state_enabled ) ;
7779: LD_INT 14
7781: PPUSH
7782: LD_EXP 52
7786: PPUSH
7787: LD_INT 1
7789: PPUSH
7790: CALL_OW 322
// SetTech ( 61 , Player2Side , state_enabled ) ;
7794: LD_INT 61
7796: PPUSH
7797: LD_EXP 52
7801: PPUSH
7802: LD_INT 1
7804: PPUSH
7805: CALL_OW 322
// SetTech ( 58 , Player2Side , state_enabled ) ;
7809: LD_INT 58
7811: PPUSH
7812: LD_EXP 52
7816: PPUSH
7817: LD_INT 1
7819: PPUSH
7820: CALL_OW 322
// SetTech ( 59 , Player2Side , state_enabled ) ;
7824: LD_INT 59
7826: PPUSH
7827: LD_EXP 52
7831: PPUSH
7832: LD_INT 1
7834: PPUSH
7835: CALL_OW 322
// SetTech ( 23 , Player2Side , state_enabled ) ;
7839: LD_INT 23
7841: PPUSH
7842: LD_EXP 52
7846: PPUSH
7847: LD_INT 1
7849: PPUSH
7850: CALL_OW 322
// SetTech ( 33 , Player2Side , state_enabled ) ;
7854: LD_INT 33
7856: PPUSH
7857: LD_EXP 52
7861: PPUSH
7862: LD_INT 1
7864: PPUSH
7865: CALL_OW 322
// SetTech ( 38 , Player2Side , state_enabled ) ;
7869: LD_INT 38
7871: PPUSH
7872: LD_EXP 52
7876: PPUSH
7877: LD_INT 1
7879: PPUSH
7880: CALL_OW 322
// SetTech ( 64 , Player2Side , state_enabled ) ;
7884: LD_INT 64
7886: PPUSH
7887: LD_EXP 52
7891: PPUSH
7892: LD_INT 1
7894: PPUSH
7895: CALL_OW 322
// SetTech ( 68 , Player2Side , state_enabled ) ;
7899: LD_INT 68
7901: PPUSH
7902: LD_EXP 52
7906: PPUSH
7907: LD_INT 1
7909: PPUSH
7910: CALL_OW 322
// end ;
7914: END
// every 0 0$1 trigger fale = 11 do
7915: LD_EXP 49
7919: PUSH
7920: LD_INT 11
7922: EQUAL
7923: IFFALSE 7988
7925: GO 7927
7927: DISABLE
// begin SetTech ( 65 , Player1Side , state_enabled ) ;
7928: LD_INT 65
7930: PPUSH
7931: LD_EXP 51
7935: PPUSH
7936: LD_INT 1
7938: PPUSH
7939: CALL_OW 322
// SetTech ( 56 , Player1Side , state_enabled ) ;
7943: LD_INT 56
7945: PPUSH
7946: LD_EXP 51
7950: PPUSH
7951: LD_INT 1
7953: PPUSH
7954: CALL_OW 322
// SetTech ( 65 , Player2Side , state_enabled ) ;
7958: LD_INT 65
7960: PPUSH
7961: LD_EXP 52
7965: PPUSH
7966: LD_INT 1
7968: PPUSH
7969: CALL_OW 322
// SetTech ( 56 , Player2Side , state_enabled ) ;
7973: LD_INT 56
7975: PPUSH
7976: LD_EXP 52
7980: PPUSH
7981: LD_INT 1
7983: PPUSH
7984: CALL_OW 322
// end ;
7988: END
// every 0 0$1 trigger fale = 12 do
7989: LD_EXP 49
7993: PUSH
7994: LD_INT 12
7996: EQUAL
7997: IFFALSE 8032
7999: GO 8001
8001: DISABLE
// begin SetTech ( 25 , Player1Side , state_enabled ) ;
8002: LD_INT 25
8004: PPUSH
8005: LD_EXP 51
8009: PPUSH
8010: LD_INT 1
8012: PPUSH
8013: CALL_OW 322
// SetTech ( 25 , Player2Side , state_enabled ) ;
8017: LD_INT 25
8019: PPUSH
8020: LD_EXP 52
8024: PPUSH
8025: LD_INT 1
8027: PPUSH
8028: CALL_OW 322
// end ; end_of_file
8032: END
// export function PrepareDifficulty ; begin
8033: LD_INT 0
8035: PPUSH
// SetTech ( 5 , randomedColors [ 1 ] , state_researched ) ;
8036: LD_INT 5
8038: PPUSH
8039: LD_EXP 50
8043: PUSH
8044: LD_INT 1
8046: ARRAY
8047: PPUSH
8048: LD_INT 2
8050: PPUSH
8051: CALL_OW 322
// SetTech ( 5 , randomedColors [ 2 ] , state_researched ) ;
8055: LD_INT 5
8057: PPUSH
8058: LD_EXP 50
8062: PUSH
8063: LD_INT 2
8065: ARRAY
8066: PPUSH
8067: LD_INT 2
8069: PPUSH
8070: CALL_OW 322
// if difficultyC > 4 then
8074: LD_EXP 29
8078: PUSH
8079: LD_INT 4
8081: GREATER
8082: IFFALSE 8350
// begin SetTech ( 48 , randomedColors [ 1 ] , state_researched ) ;
8084: LD_INT 48
8086: PPUSH
8087: LD_EXP 50
8091: PUSH
8092: LD_INT 1
8094: ARRAY
8095: PPUSH
8096: LD_INT 2
8098: PPUSH
8099: CALL_OW 322
// SetTech ( 51 , randomedColors [ 1 ] , state_researched ) ;
8103: LD_INT 51
8105: PPUSH
8106: LD_EXP 50
8110: PUSH
8111: LD_INT 1
8113: ARRAY
8114: PPUSH
8115: LD_INT 2
8117: PPUSH
8118: CALL_OW 322
// SetTech ( 54 , randomedColors [ 1 ] , state_researched ) ;
8122: LD_INT 54
8124: PPUSH
8125: LD_EXP 50
8129: PUSH
8130: LD_INT 1
8132: ARRAY
8133: PPUSH
8134: LD_INT 2
8136: PPUSH
8137: CALL_OW 322
// SetTech ( 57 , randomedColors [ 1 ] , state_researched ) ;
8141: LD_INT 57
8143: PPUSH
8144: LD_EXP 50
8148: PUSH
8149: LD_INT 1
8151: ARRAY
8152: PPUSH
8153: LD_INT 2
8155: PPUSH
8156: CALL_OW 322
// SetTech ( 60 , randomedColors [ 1 ] , state_researched ) ;
8160: LD_INT 60
8162: PPUSH
8163: LD_EXP 50
8167: PUSH
8168: LD_INT 1
8170: ARRAY
8171: PPUSH
8172: LD_INT 2
8174: PPUSH
8175: CALL_OW 322
// SetTech ( 63 , randomedColors [ 1 ] , state_researched ) ;
8179: LD_INT 63
8181: PPUSH
8182: LD_EXP 50
8186: PUSH
8187: LD_INT 1
8189: ARRAY
8190: PPUSH
8191: LD_INT 2
8193: PPUSH
8194: CALL_OW 322
// SetTech ( 66 , randomedColors [ 1 ] , state_researched ) ;
8198: LD_INT 66
8200: PPUSH
8201: LD_EXP 50
8205: PUSH
8206: LD_INT 1
8208: ARRAY
8209: PPUSH
8210: LD_INT 2
8212: PPUSH
8213: CALL_OW 322
// SetTech ( 48 , randomedColors [ 2 ] , state_researched ) ;
8217: LD_INT 48
8219: PPUSH
8220: LD_EXP 50
8224: PUSH
8225: LD_INT 2
8227: ARRAY
8228: PPUSH
8229: LD_INT 2
8231: PPUSH
8232: CALL_OW 322
// SetTech ( 51 , randomedColors [ 2 ] , state_researched ) ;
8236: LD_INT 51
8238: PPUSH
8239: LD_EXP 50
8243: PUSH
8244: LD_INT 2
8246: ARRAY
8247: PPUSH
8248: LD_INT 2
8250: PPUSH
8251: CALL_OW 322
// SetTech ( 54 , randomedColors [ 2 ] , state_researched ) ;
8255: LD_INT 54
8257: PPUSH
8258: LD_EXP 50
8262: PUSH
8263: LD_INT 2
8265: ARRAY
8266: PPUSH
8267: LD_INT 2
8269: PPUSH
8270: CALL_OW 322
// SetTech ( 57 , randomedColors [ 2 ] , state_researched ) ;
8274: LD_INT 57
8276: PPUSH
8277: LD_EXP 50
8281: PUSH
8282: LD_INT 2
8284: ARRAY
8285: PPUSH
8286: LD_INT 2
8288: PPUSH
8289: CALL_OW 322
// SetTech ( 60 , randomedColors [ 2 ] , state_researched ) ;
8293: LD_INT 60
8295: PPUSH
8296: LD_EXP 50
8300: PUSH
8301: LD_INT 2
8303: ARRAY
8304: PPUSH
8305: LD_INT 2
8307: PPUSH
8308: CALL_OW 322
// SetTech ( 63 , randomedColors [ 2 ] , state_researched ) ;
8312: LD_INT 63
8314: PPUSH
8315: LD_EXP 50
8319: PUSH
8320: LD_INT 2
8322: ARRAY
8323: PPUSH
8324: LD_INT 2
8326: PPUSH
8327: CALL_OW 322
// SetTech ( 66 , randomedColors [ 2 ] , state_researched ) ;
8331: LD_INT 66
8333: PPUSH
8334: LD_EXP 50
8338: PUSH
8339: LD_INT 2
8341: ARRAY
8342: PPUSH
8343: LD_INT 2
8345: PPUSH
8346: CALL_OW 322
// end ; if difficultyC > 6 then
8350: LD_EXP 29
8354: PUSH
8355: LD_INT 6
8357: GREATER
8358: IFFALSE 8626
// begin SetTech ( 49 , randomedColors [ 1 ] , state_researched ) ;
8360: LD_INT 49
8362: PPUSH
8363: LD_EXP 50
8367: PUSH
8368: LD_INT 1
8370: ARRAY
8371: PPUSH
8372: LD_INT 2
8374: PPUSH
8375: CALL_OW 322
// SetTech ( 52 , randomedColors [ 1 ] , state_researched ) ;
8379: LD_INT 52
8381: PPUSH
8382: LD_EXP 50
8386: PUSH
8387: LD_INT 1
8389: ARRAY
8390: PPUSH
8391: LD_INT 2
8393: PPUSH
8394: CALL_OW 322
// SetTech ( 55 , randomedColors [ 1 ] , state_researched ) ;
8398: LD_INT 55
8400: PPUSH
8401: LD_EXP 50
8405: PUSH
8406: LD_INT 1
8408: ARRAY
8409: PPUSH
8410: LD_INT 2
8412: PPUSH
8413: CALL_OW 322
// SetTech ( 58 , randomedColors [ 1 ] , state_researched ) ;
8417: LD_INT 58
8419: PPUSH
8420: LD_EXP 50
8424: PUSH
8425: LD_INT 1
8427: ARRAY
8428: PPUSH
8429: LD_INT 2
8431: PPUSH
8432: CALL_OW 322
// SetTech ( 61 , randomedColors [ 1 ] , state_researched ) ;
8436: LD_INT 61
8438: PPUSH
8439: LD_EXP 50
8443: PUSH
8444: LD_INT 1
8446: ARRAY
8447: PPUSH
8448: LD_INT 2
8450: PPUSH
8451: CALL_OW 322
// SetTech ( 64 , randomedColors [ 1 ] , state_researched ) ;
8455: LD_INT 64
8457: PPUSH
8458: LD_EXP 50
8462: PUSH
8463: LD_INT 1
8465: ARRAY
8466: PPUSH
8467: LD_INT 2
8469: PPUSH
8470: CALL_OW 322
// SetTech ( 67 , randomedColors [ 1 ] , state_researched ) ;
8474: LD_INT 67
8476: PPUSH
8477: LD_EXP 50
8481: PUSH
8482: LD_INT 1
8484: ARRAY
8485: PPUSH
8486: LD_INT 2
8488: PPUSH
8489: CALL_OW 322
// SetTech ( 49 , randomedColors [ 2 ] , state_researched ) ;
8493: LD_INT 49
8495: PPUSH
8496: LD_EXP 50
8500: PUSH
8501: LD_INT 2
8503: ARRAY
8504: PPUSH
8505: LD_INT 2
8507: PPUSH
8508: CALL_OW 322
// SetTech ( 52 , randomedColors [ 2 ] , state_researched ) ;
8512: LD_INT 52
8514: PPUSH
8515: LD_EXP 50
8519: PUSH
8520: LD_INT 2
8522: ARRAY
8523: PPUSH
8524: LD_INT 2
8526: PPUSH
8527: CALL_OW 322
// SetTech ( 55 , randomedColors [ 2 ] , state_researched ) ;
8531: LD_INT 55
8533: PPUSH
8534: LD_EXP 50
8538: PUSH
8539: LD_INT 2
8541: ARRAY
8542: PPUSH
8543: LD_INT 2
8545: PPUSH
8546: CALL_OW 322
// SetTech ( 58 , randomedColors [ 2 ] , state_researched ) ;
8550: LD_INT 58
8552: PPUSH
8553: LD_EXP 50
8557: PUSH
8558: LD_INT 2
8560: ARRAY
8561: PPUSH
8562: LD_INT 2
8564: PPUSH
8565: CALL_OW 322
// SetTech ( 61 , randomedColors [ 2 ] , state_researched ) ;
8569: LD_INT 61
8571: PPUSH
8572: LD_EXP 50
8576: PUSH
8577: LD_INT 2
8579: ARRAY
8580: PPUSH
8581: LD_INT 2
8583: PPUSH
8584: CALL_OW 322
// SetTech ( 64 , randomedColors [ 2 ] , state_researched ) ;
8588: LD_INT 64
8590: PPUSH
8591: LD_EXP 50
8595: PUSH
8596: LD_INT 2
8598: ARRAY
8599: PPUSH
8600: LD_INT 2
8602: PPUSH
8603: CALL_OW 322
// SetTech ( 67 , randomedColors [ 2 ] , state_researched ) ;
8607: LD_INT 67
8609: PPUSH
8610: LD_EXP 50
8614: PUSH
8615: LD_INT 2
8617: ARRAY
8618: PPUSH
8619: LD_INT 2
8621: PPUSH
8622: CALL_OW 322
// end ; if difficultyC > 8 then
8626: LD_EXP 29
8630: PUSH
8631: LD_INT 8
8633: GREATER
8634: IFFALSE 8902
// begin SetTech ( 50 , randomedColors [ 1 ] , state_researched ) ;
8636: LD_INT 50
8638: PPUSH
8639: LD_EXP 50
8643: PUSH
8644: LD_INT 1
8646: ARRAY
8647: PPUSH
8648: LD_INT 2
8650: PPUSH
8651: CALL_OW 322
// SetTech ( 53 , randomedColors [ 1 ] , state_researched ) ;
8655: LD_INT 53
8657: PPUSH
8658: LD_EXP 50
8662: PUSH
8663: LD_INT 1
8665: ARRAY
8666: PPUSH
8667: LD_INT 2
8669: PPUSH
8670: CALL_OW 322
// SetTech ( 56 , randomedColors [ 1 ] , state_researched ) ;
8674: LD_INT 56
8676: PPUSH
8677: LD_EXP 50
8681: PUSH
8682: LD_INT 1
8684: ARRAY
8685: PPUSH
8686: LD_INT 2
8688: PPUSH
8689: CALL_OW 322
// SetTech ( 59 , randomedColors [ 1 ] , state_researched ) ;
8693: LD_INT 59
8695: PPUSH
8696: LD_EXP 50
8700: PUSH
8701: LD_INT 1
8703: ARRAY
8704: PPUSH
8705: LD_INT 2
8707: PPUSH
8708: CALL_OW 322
// SetTech ( 62 , randomedColors [ 1 ] , state_researched ) ;
8712: LD_INT 62
8714: PPUSH
8715: LD_EXP 50
8719: PUSH
8720: LD_INT 1
8722: ARRAY
8723: PPUSH
8724: LD_INT 2
8726: PPUSH
8727: CALL_OW 322
// SetTech ( 65 , randomedColors [ 1 ] , state_researched ) ;
8731: LD_INT 65
8733: PPUSH
8734: LD_EXP 50
8738: PUSH
8739: LD_INT 1
8741: ARRAY
8742: PPUSH
8743: LD_INT 2
8745: PPUSH
8746: CALL_OW 322
// SetTech ( 68 , randomedColors [ 1 ] , state_researched ) ;
8750: LD_INT 68
8752: PPUSH
8753: LD_EXP 50
8757: PUSH
8758: LD_INT 1
8760: ARRAY
8761: PPUSH
8762: LD_INT 2
8764: PPUSH
8765: CALL_OW 322
// SetTech ( 50 , randomedColors [ 2 ] , state_researched ) ;
8769: LD_INT 50
8771: PPUSH
8772: LD_EXP 50
8776: PUSH
8777: LD_INT 2
8779: ARRAY
8780: PPUSH
8781: LD_INT 2
8783: PPUSH
8784: CALL_OW 322
// SetTech ( 53 , randomedColors [ 2 ] , state_researched ) ;
8788: LD_INT 53
8790: PPUSH
8791: LD_EXP 50
8795: PUSH
8796: LD_INT 2
8798: ARRAY
8799: PPUSH
8800: LD_INT 2
8802: PPUSH
8803: CALL_OW 322
// SetTech ( 56 , randomedColors [ 2 ] , state_researched ) ;
8807: LD_INT 56
8809: PPUSH
8810: LD_EXP 50
8814: PUSH
8815: LD_INT 2
8817: ARRAY
8818: PPUSH
8819: LD_INT 2
8821: PPUSH
8822: CALL_OW 322
// SetTech ( 59 , randomedColors [ 2 ] , state_researched ) ;
8826: LD_INT 59
8828: PPUSH
8829: LD_EXP 50
8833: PUSH
8834: LD_INT 2
8836: ARRAY
8837: PPUSH
8838: LD_INT 2
8840: PPUSH
8841: CALL_OW 322
// SetTech ( 62 , randomedColors [ 2 ] , state_researched ) ;
8845: LD_INT 62
8847: PPUSH
8848: LD_EXP 50
8852: PUSH
8853: LD_INT 2
8855: ARRAY
8856: PPUSH
8857: LD_INT 2
8859: PPUSH
8860: CALL_OW 322
// SetTech ( 65 , randomedColors [ 2 ] , state_researched ) ;
8864: LD_INT 65
8866: PPUSH
8867: LD_EXP 50
8871: PUSH
8872: LD_INT 2
8874: ARRAY
8875: PPUSH
8876: LD_INT 2
8878: PPUSH
8879: CALL_OW 322
// SetTech ( 68 , randomedColors [ 2 ] , state_researched ) ;
8883: LD_INT 68
8885: PPUSH
8886: LD_EXP 50
8890: PUSH
8891: LD_INT 2
8893: ARRAY
8894: PPUSH
8895: LD_INT 2
8897: PPUSH
8898: CALL_OW 322
// end ; end ;
8902: LD_VAR 0 1
8906: RET
// export function IntBazooka ( side , targetSide ) ; var ta , c , i , list , filter ; begin
8907: LD_INT 0
8909: PPUSH
8910: PPUSH
8911: PPUSH
8912: PPUSH
8913: PPUSH
8914: PPUSH
// list := FilterAllUnits ( [ [ f_side , side ] , [ f_class , class_bazooker ] ] ) ;
8915: LD_ADDR_VAR 0 7
8919: PUSH
8920: LD_INT 22
8922: PUSH
8923: LD_VAR 0 1
8927: PUSH
8928: EMPTY
8929: LIST
8930: LIST
8931: PUSH
8932: LD_INT 25
8934: PUSH
8935: LD_INT 9
8937: PUSH
8938: EMPTY
8939: LIST
8940: LIST
8941: PUSH
8942: EMPTY
8943: LIST
8944: LIST
8945: PPUSH
8946: CALL_OW 69
8950: ST_TO_ADDR
// filter := FilterAllUnits ( [ [ f_side , targetSide ] , [ f_not , [ f_type , unit_building ] ] ] ) ;
8951: LD_ADDR_VAR 0 8
8955: PUSH
8956: LD_INT 22
8958: PUSH
8959: LD_VAR 0 2
8963: PUSH
8964: EMPTY
8965: LIST
8966: LIST
8967: PUSH
8968: LD_INT 3
8970: PUSH
8971: LD_INT 21
8973: PUSH
8974: LD_INT 3
8976: PUSH
8977: EMPTY
8978: LIST
8979: LIST
8980: PUSH
8981: EMPTY
8982: LIST
8983: LIST
8984: PUSH
8985: EMPTY
8986: LIST
8987: LIST
8988: PPUSH
8989: CALL_OW 69
8993: ST_TO_ADDR
// c := Rand ( 1 , 3 ) ;
8994: LD_ADDR_VAR 0 5
8998: PUSH
8999: LD_INT 1
9001: PPUSH
9002: LD_INT 3
9004: PPUSH
9005: CALL_OW 12
9009: ST_TO_ADDR
// for i = 1 to list do
9010: LD_ADDR_VAR 0 6
9014: PUSH
9015: DOUBLE
9016: LD_INT 1
9018: DEC
9019: ST_TO_ADDR
9020: LD_VAR 0 7
9024: PUSH
9025: FOR_TO
9026: IFFALSE 9228
// for ta in filter do
9028: LD_ADDR_VAR 0 4
9032: PUSH
9033: LD_VAR 0 8
9037: PUSH
9038: FOR_IN
9039: IFFALSE 9224
// begin if GetDistUnits ( list [ i ] , ta ) <= 15 then
9041: LD_VAR 0 7
9045: PUSH
9046: LD_VAR 0 6
9050: ARRAY
9051: PPUSH
9052: LD_VAR 0 4
9056: PPUSH
9057: CALL_OW 296
9061: PUSH
9062: LD_INT 15
9064: LESSEQUAL
9065: IFFALSE 9222
// begin case c of 1 :
9067: LD_VAR 0 5
9071: PUSH
9072: LD_INT 1
9074: DOUBLE
9075: EQUAL
9076: IFTRUE 9080
9078: GO 9118
9080: POP
// ComTimeShift ( list [ i ] , GetX ( ta ) , GetY ( ta ) ) ; 2 :
9081: LD_VAR 0 7
9085: PUSH
9086: LD_VAR 0 6
9090: ARRAY
9091: PPUSH
9092: LD_VAR 0 4
9096: PPUSH
9097: CALL_OW 250
9101: PPUSH
9102: LD_VAR 0 4
9106: PPUSH
9107: CALL_OW 251
9111: PPUSH
9112: CALL_OW 154
9116: GO 9222
9118: LD_INT 2
9120: DOUBLE
9121: EQUAL
9122: IFTRUE 9126
9124: GO 9190
9126: POP
// ComSpaceShift ( list [ i ] , GetX ( ta ) + Rand ( - 1 , 1 ) , GetY ( ta ) + Rand ( - 1 , 1 ) ) ; 3 :
9127: LD_VAR 0 7
9131: PUSH
9132: LD_VAR 0 6
9136: ARRAY
9137: PPUSH
9138: LD_VAR 0 4
9142: PPUSH
9143: CALL_OW 250
9147: PUSH
9148: LD_INT 1
9150: NEG
9151: PPUSH
9152: LD_INT 1
9154: PPUSH
9155: CALL_OW 12
9159: PLUS
9160: PPUSH
9161: LD_VAR 0 4
9165: PPUSH
9166: CALL_OW 251
9170: PUSH
9171: LD_INT 1
9173: NEG
9174: PPUSH
9175: LD_INT 1
9177: PPUSH
9178: CALL_OW 12
9182: PLUS
9183: PPUSH
9184: CALL_OW 153
9188: GO 9222
9190: LD_INT 3
9192: DOUBLE
9193: EQUAL
9194: IFTRUE 9198
9196: GO 9221
9198: POP
// ComAttackUnit ( list [ i ] , ta ) ; end ;
9199: LD_VAR 0 7
9203: PUSH
9204: LD_VAR 0 6
9208: ARRAY
9209: PPUSH
9210: LD_VAR 0 4
9214: PPUSH
9215: CALL_OW 115
9219: GO 9222
9221: POP
// end ; end ;
9222: GO 9038
9224: POP
9225: POP
9226: GO 9025
9228: POP
9229: POP
// end ;
9230: LD_VAR 0 3
9234: RET
// export function SniperSpecialAttack ( side , targetSide ) ; var i , rnd , sniper_list , filter , target ; begin
9235: LD_INT 0
9237: PPUSH
9238: PPUSH
9239: PPUSH
9240: PPUSH
9241: PPUSH
9242: PPUSH
// sniper_list = FilterAllUnits ( [ [ f_side , side ] , [ f_class , 5 ] ] ) ;
9243: LD_ADDR_VAR 0 6
9247: PUSH
9248: LD_INT 22
9250: PUSH
9251: LD_VAR 0 1
9255: PUSH
9256: EMPTY
9257: LIST
9258: LIST
9259: PUSH
9260: LD_INT 25
9262: PUSH
9263: LD_INT 5
9265: PUSH
9266: EMPTY
9267: LIST
9268: LIST
9269: PUSH
9270: EMPTY
9271: LIST
9272: LIST
9273: PPUSH
9274: CALL_OW 69
9278: ST_TO_ADDR
// filter := FilterAllUnits ( [ [ f_side , targetSide ] , [ f_not , [ f_type , unit_building ] ] ] ) ;
9279: LD_ADDR_VAR 0 7
9283: PUSH
9284: LD_INT 22
9286: PUSH
9287: LD_VAR 0 2
9291: PUSH
9292: EMPTY
9293: LIST
9294: LIST
9295: PUSH
9296: LD_INT 3
9298: PUSH
9299: LD_INT 21
9301: PUSH
9302: LD_INT 3
9304: PUSH
9305: EMPTY
9306: LIST
9307: LIST
9308: PUSH
9309: EMPTY
9310: LIST
9311: LIST
9312: PUSH
9313: EMPTY
9314: LIST
9315: LIST
9316: PPUSH
9317: CALL_OW 69
9321: ST_TO_ADDR
// rnd := Rand ( 1 , 2 ) ;
9322: LD_ADDR_VAR 0 5
9326: PUSH
9327: LD_INT 1
9329: PPUSH
9330: LD_INT 2
9332: PPUSH
9333: CALL_OW 12
9337: ST_TO_ADDR
// for i = 1 to sniper_list do
9338: LD_ADDR_VAR 0 4
9342: PUSH
9343: DOUBLE
9344: LD_INT 1
9346: DEC
9347: ST_TO_ADDR
9348: LD_VAR 0 6
9352: PUSH
9353: FOR_TO
9354: IFFALSE 9469
// for target in filter do
9356: LD_ADDR_VAR 0 8
9360: PUSH
9361: LD_VAR 0 7
9365: PUSH
9366: FOR_IN
9367: IFFALSE 9465
// begin if GetDistUnits ( sniper_list [ i ] , target ) <= 15 then
9369: LD_VAR 0 6
9373: PUSH
9374: LD_VAR 0 4
9378: ARRAY
9379: PPUSH
9380: LD_VAR 0 8
9384: PPUSH
9385: CALL_OW 296
9389: PUSH
9390: LD_INT 15
9392: LESSEQUAL
9393: IFFALSE 9463
// begin case rnd of 1 :
9395: LD_VAR 0 5
9399: PUSH
9400: LD_INT 1
9402: DOUBLE
9403: EQUAL
9404: IFTRUE 9408
9406: GO 9431
9408: POP
// ComAttackSoporific ( sniper_list [ i ] , target ) ; 2 :
9409: LD_VAR 0 6
9413: PUSH
9414: LD_VAR 0 4
9418: ARRAY
9419: PPUSH
9420: LD_VAR 0 8
9424: PPUSH
9425: CALL_OW 166
9429: GO 9463
9431: LD_INT 2
9433: DOUBLE
9434: EQUAL
9435: IFTRUE 9439
9437: GO 9462
9439: POP
// ComAttackUnit ( sniper_list [ i ] , target ) ; end ;
9440: LD_VAR 0 6
9444: PUSH
9445: LD_VAR 0 4
9449: ARRAY
9450: PPUSH
9451: LD_VAR 0 8
9455: PPUSH
9456: CALL_OW 115
9460: GO 9463
9462: POP
// end ; end ;
9463: GO 9366
9465: POP
9466: POP
9467: GO 9353
9469: POP
9470: POP
// end ;
9471: LD_VAR 0 3
9475: RET
// export function RespawnAttackVehicle ( area , side , vehCount , mehskill , nation , vehEngine , vehControl , RUWeapons , ARWeapons , AMWeapon , targetSide ) ; var i , j , un , veh , ruChassisTab , arChassisTab , amChassisTab , vehicleOK_list , target1 , target2 ; begin
9476: LD_INT 0
9478: PPUSH
9479: PPUSH
9480: PPUSH
9481: PPUSH
9482: PPUSH
9483: PPUSH
9484: PPUSH
9485: PPUSH
9486: PPUSH
9487: PPUSH
9488: PPUSH
// amChassisTab = [ ] ;
9489: LD_ADDR_VAR 0 19
9493: PUSH
9494: EMPTY
9495: ST_TO_ADDR
// arChassisTab = [ ] ;
9496: LD_ADDR_VAR 0 18
9500: PUSH
9501: EMPTY
9502: ST_TO_ADDR
// ruChassisTab = [ ] ;
9503: LD_ADDR_VAR 0 17
9507: PUSH
9508: EMPTY
9509: ST_TO_ADDR
// repeat wait ( 0 0$01 ) ;
9510: LD_INT 35
9512: PPUSH
9513: CALL_OW 67
// if nation = 1 then
9517: LD_VAR 0 5
9521: PUSH
9522: LD_INT 1
9524: EQUAL
9525: IFFALSE 10019
// begin uc_side = side ;
9527: LD_ADDR_OWVAR 20
9531: PUSH
9532: LD_VAR 0 2
9536: ST_TO_ADDR
// uc_nation = nation ;
9537: LD_ADDR_OWVAR 21
9541: PUSH
9542: LD_VAR 0 5
9546: ST_TO_ADDR
// vc_engine = vehengine ;
9547: LD_ADDR_OWVAR 39
9551: PUSH
9552: LD_VAR 0 6
9556: ST_TO_ADDR
// vc_control = vehControl [ Rand ( 1 , vehControl ) ] ;
9557: LD_ADDR_OWVAR 38
9561: PUSH
9562: LD_VAR 0 7
9566: PUSH
9567: LD_INT 1
9569: PPUSH
9570: LD_VAR 0 7
9574: PPUSH
9575: CALL_OW 12
9579: ARRAY
9580: ST_TO_ADDR
// vc_weapon = AMWeapon [ Rand ( 1 , AMWeapon ) ] ;
9581: LD_ADDR_OWVAR 40
9585: PUSH
9586: LD_VAR 0 10
9590: PUSH
9591: LD_INT 1
9593: PPUSH
9594: LD_VAR 0 10
9598: PPUSH
9599: CALL_OW 12
9603: ARRAY
9604: ST_TO_ADDR
// if vc_weapon = 2 or vc_weapon = 3 then
9605: LD_OWVAR 40
9609: PUSH
9610: LD_INT 2
9612: EQUAL
9613: PUSH
9614: LD_OWVAR 40
9618: PUSH
9619: LD_INT 3
9621: EQUAL
9622: OR
9623: IFFALSE 9676
// begin amChassisTab = [ 1 , 2 , 3 , 4 , 5 ] ;
9625: LD_ADDR_VAR 0 19
9629: PUSH
9630: LD_INT 1
9632: PUSH
9633: LD_INT 2
9635: PUSH
9636: LD_INT 3
9638: PUSH
9639: LD_INT 4
9641: PUSH
9642: LD_INT 5
9644: PUSH
9645: EMPTY
9646: LIST
9647: LIST
9648: LIST
9649: LIST
9650: LIST
9651: ST_TO_ADDR
// vc_chassis = amChassisTab [ Rand ( 1 , amChassisTab ) ] ;
9652: LD_ADDR_OWVAR 37
9656: PUSH
9657: LD_VAR 0 19
9661: PUSH
9662: LD_INT 1
9664: PPUSH
9665: LD_VAR 0 19
9669: PPUSH
9670: CALL_OW 12
9674: ARRAY
9675: ST_TO_ADDR
// end ; if vc_weapon = 4 or vc_weapon = 5 or vc_weapon = 9 or vc_weapon = 11 or vc_weapon = 7 then
9676: LD_OWVAR 40
9680: PUSH
9681: LD_INT 4
9683: EQUAL
9684: PUSH
9685: LD_OWVAR 40
9689: PUSH
9690: LD_INT 5
9692: EQUAL
9693: OR
9694: PUSH
9695: LD_OWVAR 40
9699: PUSH
9700: LD_INT 9
9702: EQUAL
9703: OR
9704: PUSH
9705: LD_OWVAR 40
9709: PUSH
9710: LD_INT 11
9712: EQUAL
9713: OR
9714: PUSH
9715: LD_OWVAR 40
9719: PUSH
9720: LD_INT 7
9722: EQUAL
9723: OR
9724: IFFALSE 9773
// begin amChassisTab = [ 2 , 3 , 4 , 5 ] ;
9726: LD_ADDR_VAR 0 19
9730: PUSH
9731: LD_INT 2
9733: PUSH
9734: LD_INT 3
9736: PUSH
9737: LD_INT 4
9739: PUSH
9740: LD_INT 5
9742: PUSH
9743: EMPTY
9744: LIST
9745: LIST
9746: LIST
9747: LIST
9748: ST_TO_ADDR
// vc_chassis = amChassisTab [ Rand ( 1 , amChassisTab ) ] ;
9749: LD_ADDR_OWVAR 37
9753: PUSH
9754: LD_VAR 0 19
9758: PUSH
9759: LD_INT 1
9761: PPUSH
9762: LD_VAR 0 19
9766: PPUSH
9767: CALL_OW 12
9771: ARRAY
9772: ST_TO_ADDR
// end ; if vc_weapon = 8 or vc_weapon = 6 or vc_weapon = 10 then
9773: LD_OWVAR 40
9777: PUSH
9778: LD_INT 8
9780: EQUAL
9781: PUSH
9782: LD_OWVAR 40
9786: PUSH
9787: LD_INT 6
9789: EQUAL
9790: OR
9791: PUSH
9792: LD_OWVAR 40
9796: PUSH
9797: LD_INT 10
9799: EQUAL
9800: OR
9801: IFFALSE 9842
// begin amChassisTab = [ 4 , 5 ] ;
9803: LD_ADDR_VAR 0 19
9807: PUSH
9808: LD_INT 4
9810: PUSH
9811: LD_INT 5
9813: PUSH
9814: EMPTY
9815: LIST
9816: LIST
9817: ST_TO_ADDR
// vc_chassis = amChassisTab [ Rand ( 1 , amChassisTab ) ] ;
9818: LD_ADDR_OWVAR 37
9822: PUSH
9823: LD_VAR 0 19
9827: PUSH
9828: LD_INT 1
9830: PPUSH
9831: LD_VAR 0 19
9835: PPUSH
9836: CALL_OW 12
9840: ARRAY
9841: ST_TO_ADDR
// end ; veh = CreateVehicle ;
9842: LD_ADDR_VAR 0 16
9846: PUSH
9847: CALL_OW 45
9851: ST_TO_ADDR
// PlaceUnitArea ( veh , area , false ) ;
9852: LD_VAR 0 16
9856: PPUSH
9857: LD_VAR 0 1
9861: PPUSH
9862: LD_INT 0
9864: PPUSH
9865: CALL_OW 49
// if vc_control = 1 then
9869: LD_OWVAR 38
9873: PUSH
9874: LD_INT 1
9876: EQUAL
9877: IFFALSE 10005
// begin hc_gallery =  ;
9879: LD_ADDR_OWVAR 33
9883: PUSH
9884: LD_STRING 
9886: ST_TO_ADDR
// hc_name =  ;
9887: LD_ADDR_OWVAR 26
9891: PUSH
9892: LD_STRING 
9894: ST_TO_ADDR
// hc_attr = [ Rand ( 9 , 11 ) , Rand ( 10 , 12 ) ] ;
9895: LD_ADDR_OWVAR 29
9899: PUSH
9900: LD_INT 9
9902: PPUSH
9903: LD_INT 11
9905: PPUSH
9906: CALL_OW 12
9910: PUSH
9911: LD_INT 10
9913: PPUSH
9914: LD_INT 12
9916: PPUSH
9917: CALL_OW 12
9921: PUSH
9922: EMPTY
9923: LIST
9924: LIST
9925: ST_TO_ADDR
// hc_skills = [ difficultyC , difficultyC , difficultyC , difficultyC ] ;
9926: LD_ADDR_OWVAR 31
9930: PUSH
9931: LD_EXP 29
9935: PUSH
9936: LD_EXP 29
9940: PUSH
9941: LD_EXP 29
9945: PUSH
9946: LD_EXP 29
9950: PUSH
9951: EMPTY
9952: LIST
9953: LIST
9954: LIST
9955: LIST
9956: ST_TO_ADDR
// hc_sex = Rand ( sex_male , sex_female ) ;
9957: LD_ADDR_OWVAR 27
9961: PUSH
9962: LD_INT 1
9964: PPUSH
9965: LD_INT 2
9967: PPUSH
9968: CALL_OW 12
9972: ST_TO_ADDR
// hc_class = 3 ;
9973: LD_ADDR_OWVAR 28
9977: PUSH
9978: LD_INT 3
9980: ST_TO_ADDR
// un = CreateHuman ;
9981: LD_ADDR_VAR 0 15
9985: PUSH
9986: CALL_OW 44
9990: ST_TO_ADDR
// PlaceHumanInUnit ( un , veh ) ;
9991: LD_VAR 0 15
9995: PPUSH
9996: LD_VAR 0 16
10000: PPUSH
10001: CALL_OW 52
// end ; i = i + 1 ;
10005: LD_ADDR_VAR 0 13
10009: PUSH
10010: LD_VAR 0 13
10014: PUSH
10015: LD_INT 1
10017: PLUS
10018: ST_TO_ADDR
// end ; if nation = 2 then
10019: LD_VAR 0 5
10023: PUSH
10024: LD_INT 2
10026: EQUAL
10027: IFFALSE 10444
// begin uc_side = side ;
10029: LD_ADDR_OWVAR 20
10033: PUSH
10034: LD_VAR 0 2
10038: ST_TO_ADDR
// uc_nation = nation ;
10039: LD_ADDR_OWVAR 21
10043: PUSH
10044: LD_VAR 0 5
10048: ST_TO_ADDR
// vc_engine = vehengine ;
10049: LD_ADDR_OWVAR 39
10053: PUSH
10054: LD_VAR 0 6
10058: ST_TO_ADDR
// vc_control = vehControl [ Rand ( 1 , vehControl ) ] ;
10059: LD_ADDR_OWVAR 38
10063: PUSH
10064: LD_VAR 0 7
10068: PUSH
10069: LD_INT 1
10071: PPUSH
10072: LD_VAR 0 7
10076: PPUSH
10077: CALL_OW 12
10081: ARRAY
10082: ST_TO_ADDR
// vc_weapon = ARWeapons [ Rand ( 1 , ARWeapons ) ] ;
10083: LD_ADDR_OWVAR 40
10087: PUSH
10088: LD_VAR 0 9
10092: PUSH
10093: LD_INT 1
10095: PPUSH
10096: LD_VAR 0 9
10100: PPUSH
10101: CALL_OW 12
10105: ARRAY
10106: ST_TO_ADDR
// if vc_weapon = 24 or vc_weapon = 22 or vc_weapon = 23 or vc_weapon = 30 then
10107: LD_OWVAR 40
10111: PUSH
10112: LD_INT 24
10114: EQUAL
10115: PUSH
10116: LD_OWVAR 40
10120: PUSH
10121: LD_INT 22
10123: EQUAL
10124: OR
10125: PUSH
10126: LD_OWVAR 40
10130: PUSH
10131: LD_INT 23
10133: EQUAL
10134: OR
10135: PUSH
10136: LD_OWVAR 40
10140: PUSH
10141: LD_INT 30
10143: EQUAL
10144: OR
10145: IFFALSE 10182
// begin arChassisTab = [ 14 ] ;
10147: LD_ADDR_VAR 0 18
10151: PUSH
10152: LD_INT 14
10154: PUSH
10155: EMPTY
10156: LIST
10157: ST_TO_ADDR
// vc_chassis = arChassisTab [ Rand ( 1 , arChassisTab ) ] ;
10158: LD_ADDR_OWVAR 37
10162: PUSH
10163: LD_VAR 0 18
10167: PUSH
10168: LD_INT 1
10170: PPUSH
10171: LD_VAR 0 18
10175: PPUSH
10176: CALL_OW 12
10180: ARRAY
10181: ST_TO_ADDR
// end ; if vc_weapon = 29 or vc_weapon = 28 or vc_weapon = 27 or vc_weapon = 26 or vc_weapon = 25 then
10182: LD_OWVAR 40
10186: PUSH
10187: LD_INT 29
10189: EQUAL
10190: PUSH
10191: LD_OWVAR 40
10195: PUSH
10196: LD_INT 28
10198: EQUAL
10199: OR
10200: PUSH
10201: LD_OWVAR 40
10205: PUSH
10206: LD_INT 27
10208: EQUAL
10209: OR
10210: PUSH
10211: LD_OWVAR 40
10215: PUSH
10216: LD_INT 26
10218: EQUAL
10219: OR
10220: PUSH
10221: LD_OWVAR 40
10225: PUSH
10226: LD_INT 25
10228: EQUAL
10229: OR
10230: IFFALSE 10267
// begin arChassisTab = [ 14 ] ;
10232: LD_ADDR_VAR 0 18
10236: PUSH
10237: LD_INT 14
10239: PUSH
10240: EMPTY
10241: LIST
10242: ST_TO_ADDR
// vc_chassis = arChassisTab [ Rand ( 1 , arChassisTab ) ] ;
10243: LD_ADDR_OWVAR 37
10247: PUSH
10248: LD_VAR 0 18
10252: PUSH
10253: LD_INT 1
10255: PPUSH
10256: LD_VAR 0 18
10260: PPUSH
10261: CALL_OW 12
10265: ARRAY
10266: ST_TO_ADDR
// end ; veh = CreateVehicle ;
10267: LD_ADDR_VAR 0 16
10271: PUSH
10272: CALL_OW 45
10276: ST_TO_ADDR
// PlaceUnitArea ( veh , area , false ) ;
10277: LD_VAR 0 16
10281: PPUSH
10282: LD_VAR 0 1
10286: PPUSH
10287: LD_INT 0
10289: PPUSH
10290: CALL_OW 49
// if vc_control = 1 then
10294: LD_OWVAR 38
10298: PUSH
10299: LD_INT 1
10301: EQUAL
10302: IFFALSE 10430
// begin hc_gallery =  ;
10304: LD_ADDR_OWVAR 33
10308: PUSH
10309: LD_STRING 
10311: ST_TO_ADDR
// hc_name =  ;
10312: LD_ADDR_OWVAR 26
10316: PUSH
10317: LD_STRING 
10319: ST_TO_ADDR
// hc_attr = [ Rand ( 9 , 11 ) , Rand ( 10 , 12 ) ] ;
10320: LD_ADDR_OWVAR 29
10324: PUSH
10325: LD_INT 9
10327: PPUSH
10328: LD_INT 11
10330: PPUSH
10331: CALL_OW 12
10335: PUSH
10336: LD_INT 10
10338: PPUSH
10339: LD_INT 12
10341: PPUSH
10342: CALL_OW 12
10346: PUSH
10347: EMPTY
10348: LIST
10349: LIST
10350: ST_TO_ADDR
// hc_skills = [ difficultyC , difficultyC , difficultyC , difficultyC ] ;
10351: LD_ADDR_OWVAR 31
10355: PUSH
10356: LD_EXP 29
10360: PUSH
10361: LD_EXP 29
10365: PUSH
10366: LD_EXP 29
10370: PUSH
10371: LD_EXP 29
10375: PUSH
10376: EMPTY
10377: LIST
10378: LIST
10379: LIST
10380: LIST
10381: ST_TO_ADDR
// hc_sex = Rand ( sex_male , sex_female ) ;
10382: LD_ADDR_OWVAR 27
10386: PUSH
10387: LD_INT 1
10389: PPUSH
10390: LD_INT 2
10392: PPUSH
10393: CALL_OW 12
10397: ST_TO_ADDR
// hc_class = 3 ;
10398: LD_ADDR_OWVAR 28
10402: PUSH
10403: LD_INT 3
10405: ST_TO_ADDR
// un = CreateHuman ;
10406: LD_ADDR_VAR 0 15
10410: PUSH
10411: CALL_OW 44
10415: ST_TO_ADDR
// PlaceHumanInUnit ( un , veh ) ;
10416: LD_VAR 0 15
10420: PPUSH
10421: LD_VAR 0 16
10425: PPUSH
10426: CALL_OW 52
// end ; i = i + 1 ;
10430: LD_ADDR_VAR 0 13
10434: PUSH
10435: LD_VAR 0 13
10439: PUSH
10440: LD_INT 1
10442: PLUS
10443: ST_TO_ADDR
// end ; if nation = 3 then
10444: LD_VAR 0 5
10448: PUSH
10449: LD_INT 3
10451: EQUAL
10452: IFFALSE 10865
// begin uc_side = side ;
10454: LD_ADDR_OWVAR 20
10458: PUSH
10459: LD_VAR 0 2
10463: ST_TO_ADDR
// uc_nation = nation ;
10464: LD_ADDR_OWVAR 21
10468: PUSH
10469: LD_VAR 0 5
10473: ST_TO_ADDR
// vc_engine = vehengine ;
10474: LD_ADDR_OWVAR 39
10478: PUSH
10479: LD_VAR 0 6
10483: ST_TO_ADDR
// vc_control = vehControl [ Rand ( 1 , vehControl ) ] ;
10484: LD_ADDR_OWVAR 38
10488: PUSH
10489: LD_VAR 0 7
10493: PUSH
10494: LD_INT 1
10496: PPUSH
10497: LD_VAR 0 7
10501: PPUSH
10502: CALL_OW 12
10506: ARRAY
10507: ST_TO_ADDR
// vc_weapon = RUWeapons [ Rand ( 1 , RUWeapons ) ] ;
10508: LD_ADDR_OWVAR 40
10512: PUSH
10513: LD_VAR 0 8
10517: PUSH
10518: LD_INT 1
10520: PPUSH
10521: LD_VAR 0 8
10525: PPUSH
10526: CALL_OW 12
10530: ARRAY
10531: ST_TO_ADDR
// if vc_weapon = 42 or vc_weapon = 43 or vc_weapon = 44 or vc_weapon = 45 or vc_weapon = 49 then
10532: LD_OWVAR 40
10536: PUSH
10537: LD_INT 42
10539: EQUAL
10540: PUSH
10541: LD_OWVAR 40
10545: PUSH
10546: LD_INT 43
10548: EQUAL
10549: OR
10550: PUSH
10551: LD_OWVAR 40
10555: PUSH
10556: LD_INT 44
10558: EQUAL
10559: OR
10560: PUSH
10561: LD_OWVAR 40
10565: PUSH
10566: LD_INT 45
10568: EQUAL
10569: OR
10570: PUSH
10571: LD_OWVAR 40
10575: PUSH
10576: LD_INT 49
10578: EQUAL
10579: OR
10580: IFFALSE 10629
// begin ruChassisTab = [ 21 , 22 , 23 , 24 ] ;
10582: LD_ADDR_VAR 0 17
10586: PUSH
10587: LD_INT 21
10589: PUSH
10590: LD_INT 22
10592: PUSH
10593: LD_INT 23
10595: PUSH
10596: LD_INT 24
10598: PUSH
10599: EMPTY
10600: LIST
10601: LIST
10602: LIST
10603: LIST
10604: ST_TO_ADDR
// vc_chassis = ruChassisTab [ Rand ( 1 , ruChassisTab ) ] ;
10605: LD_ADDR_OWVAR 37
10609: PUSH
10610: LD_VAR 0 17
10614: PUSH
10615: LD_INT 1
10617: PPUSH
10618: LD_VAR 0 17
10622: PPUSH
10623: CALL_OW 12
10627: ARRAY
10628: ST_TO_ADDR
// end ; if vc_weapon = 46 or vc_weapon = 47 then
10629: LD_OWVAR 40
10633: PUSH
10634: LD_INT 46
10636: EQUAL
10637: PUSH
10638: LD_OWVAR 40
10642: PUSH
10643: LD_INT 47
10645: EQUAL
10646: OR
10647: IFFALSE 10688
// begin ruChassisTab = [ 23 , 24 ] ;
10649: LD_ADDR_VAR 0 17
10653: PUSH
10654: LD_INT 23
10656: PUSH
10657: LD_INT 24
10659: PUSH
10660: EMPTY
10661: LIST
10662: LIST
10663: ST_TO_ADDR
// vc_chassis = ruChassisTab [ Rand ( 1 , ruChassisTab ) ] ;
10664: LD_ADDR_OWVAR 37
10668: PUSH
10669: LD_VAR 0 17
10673: PUSH
10674: LD_INT 1
10676: PPUSH
10677: LD_VAR 0 17
10681: PPUSH
10682: CALL_OW 12
10686: ARRAY
10687: ST_TO_ADDR
// end ; veh = CreateVehicle ;
10688: LD_ADDR_VAR 0 16
10692: PUSH
10693: CALL_OW 45
10697: ST_TO_ADDR
// PlaceUnitArea ( veh , area , false ) ;
10698: LD_VAR 0 16
10702: PPUSH
10703: LD_VAR 0 1
10707: PPUSH
10708: LD_INT 0
10710: PPUSH
10711: CALL_OW 49
// if vc_control = 1 then
10715: LD_OWVAR 38
10719: PUSH
10720: LD_INT 1
10722: EQUAL
10723: IFFALSE 10851
// begin hc_gallery =  ;
10725: LD_ADDR_OWVAR 33
10729: PUSH
10730: LD_STRING 
10732: ST_TO_ADDR
// hc_name =  ;
10733: LD_ADDR_OWVAR 26
10737: PUSH
10738: LD_STRING 
10740: ST_TO_ADDR
// hc_attr = [ Rand ( 9 , 11 ) , Rand ( 10 , 12 ) ] ;
10741: LD_ADDR_OWVAR 29
10745: PUSH
10746: LD_INT 9
10748: PPUSH
10749: LD_INT 11
10751: PPUSH
10752: CALL_OW 12
10756: PUSH
10757: LD_INT 10
10759: PPUSH
10760: LD_INT 12
10762: PPUSH
10763: CALL_OW 12
10767: PUSH
10768: EMPTY
10769: LIST
10770: LIST
10771: ST_TO_ADDR
// hc_skills = [ difficultyC , difficultyC , difficultyC , difficultyC ] ;
10772: LD_ADDR_OWVAR 31
10776: PUSH
10777: LD_EXP 29
10781: PUSH
10782: LD_EXP 29
10786: PUSH
10787: LD_EXP 29
10791: PUSH
10792: LD_EXP 29
10796: PUSH
10797: EMPTY
10798: LIST
10799: LIST
10800: LIST
10801: LIST
10802: ST_TO_ADDR
// hc_sex = Rand ( sex_male , sex_female ) ;
10803: LD_ADDR_OWVAR 27
10807: PUSH
10808: LD_INT 1
10810: PPUSH
10811: LD_INT 2
10813: PPUSH
10814: CALL_OW 12
10818: ST_TO_ADDR
// hc_class = 3 ;
10819: LD_ADDR_OWVAR 28
10823: PUSH
10824: LD_INT 3
10826: ST_TO_ADDR
// un = CreateHuman ;
10827: LD_ADDR_VAR 0 15
10831: PUSH
10832: CALL_OW 44
10836: ST_TO_ADDR
// PlaceHumanInUnit ( un , veh ) ;
10837: LD_VAR 0 15
10841: PPUSH
10842: LD_VAR 0 16
10846: PPUSH
10847: CALL_OW 52
// end ; i = i + 1 ;
10851: LD_ADDR_VAR 0 13
10855: PUSH
10856: LD_VAR 0 13
10860: PUSH
10861: LD_INT 1
10863: PLUS
10864: ST_TO_ADDR
// end ; until i = vehCount ;
10865: LD_VAR 0 13
10869: PUSH
10870: LD_VAR 0 3
10874: EQUAL
10875: IFFALSE 9510
// repeat wait ( 0 0$3 ) ;
10877: LD_INT 105
10879: PPUSH
10880: CALL_OW 67
// vehicleOK_list = FilterAllUnits ( [ [ f_side , side ] , [ f_type , unit_vehicle ] , [ f_lives , 650 ] ] ) ;
10884: LD_ADDR_VAR 0 20
10888: PUSH
10889: LD_INT 22
10891: PUSH
10892: LD_VAR 0 2
10896: PUSH
10897: EMPTY
10898: LIST
10899: LIST
10900: PUSH
10901: LD_INT 21
10903: PUSH
10904: LD_INT 2
10906: PUSH
10907: EMPTY
10908: LIST
10909: LIST
10910: PUSH
10911: LD_INT 24
10913: PUSH
10914: LD_INT 650
10916: PUSH
10917: EMPTY
10918: LIST
10919: LIST
10920: PUSH
10921: EMPTY
10922: LIST
10923: LIST
10924: LIST
10925: PPUSH
10926: CALL_OW 69
10930: ST_TO_ADDR
// if vehicleOK_list > 0 then
10931: LD_VAR 0 20
10935: PUSH
10936: LD_INT 0
10938: GREATER
10939: IFFALSE 11130
// begin for i in vehicleOK_list do
10941: LD_ADDR_VAR 0 13
10945: PUSH
10946: LD_VAR 0 20
10950: PUSH
10951: FOR_IN
10952: IFFALSE 11128
// begin target1 := NearestUnitToUnit ( FilterAllUnits ( [ f_side , targetSide ] ) , i ) ;
10954: LD_ADDR_VAR 0 21
10958: PUSH
10959: LD_INT 22
10961: PUSH
10962: LD_VAR 0 11
10966: PUSH
10967: EMPTY
10968: LIST
10969: LIST
10970: PPUSH
10971: CALL_OW 69
10975: PPUSH
10976: LD_VAR 0 13
10980: PPUSH
10981: CALL_OW 74
10985: ST_TO_ADDR
// target2 := NearestUnitToUnit ( FilterAllUnits ( [ [ [ f_side , targetSide ] , [ f_or , [ f_occupied ] , [ f_type , unit_human ] , [ f_type , unit_vehicle ] ] ] ] ) , i ) ;
10986: LD_ADDR_VAR 0 22
10990: PUSH
10991: LD_INT 22
10993: PUSH
10994: LD_VAR 0 11
10998: PUSH
10999: EMPTY
11000: LIST
11001: LIST
11002: PUSH
11003: LD_INT 2
11005: PUSH
11006: LD_INT 59
11008: PUSH
11009: EMPTY
11010: LIST
11011: PUSH
11012: LD_INT 21
11014: PUSH
11015: LD_INT 1
11017: PUSH
11018: EMPTY
11019: LIST
11020: LIST
11021: PUSH
11022: LD_INT 21
11024: PUSH
11025: LD_INT 2
11027: PUSH
11028: EMPTY
11029: LIST
11030: LIST
11031: PUSH
11032: EMPTY
11033: LIST
11034: LIST
11035: LIST
11036: LIST
11037: PUSH
11038: EMPTY
11039: LIST
11040: LIST
11041: PUSH
11042: EMPTY
11043: LIST
11044: PPUSH
11045: CALL_OW 69
11049: PPUSH
11050: LD_VAR 0 13
11054: PPUSH
11055: CALL_OW 74
11059: ST_TO_ADDR
// if GetDistUnits ( i , target1 ) + 8 < GetDistUnits ( i , target2 ) then
11060: LD_VAR 0 13
11064: PPUSH
11065: LD_VAR 0 21
11069: PPUSH
11070: CALL_OW 296
11074: PUSH
11075: LD_INT 8
11077: PLUS
11078: PUSH
11079: LD_VAR 0 13
11083: PPUSH
11084: LD_VAR 0 22
11088: PPUSH
11089: CALL_OW 296
11093: LESS
11094: IFFALSE 11112
// begin ComAttackUnit ( i , target1 ) ;
11096: LD_VAR 0 13
11100: PPUSH
11101: LD_VAR 0 21
11105: PPUSH
11106: CALL_OW 115
// end else
11110: GO 11126
// begin ComAttackUnit ( i , target2 ) ;
11112: LD_VAR 0 13
11116: PPUSH
11117: LD_VAR 0 22
11121: PPUSH
11122: CALL_OW 115
// end ; end ;
11126: GO 10951
11128: POP
11129: POP
// end ; until ( FilterAllUnits ( [ [ f_side , side ] , [ f_type , unit_vehicle ] ] ) ) = 0 ;
11130: LD_INT 22
11132: PUSH
11133: LD_VAR 0 2
11137: PUSH
11138: EMPTY
11139: LIST
11140: LIST
11141: PUSH
11142: LD_INT 21
11144: PUSH
11145: LD_INT 2
11147: PUSH
11148: EMPTY
11149: LIST
11150: LIST
11151: PUSH
11152: EMPTY
11153: LIST
11154: LIST
11155: PPUSH
11156: CALL_OW 69
11160: PUSH
11161: LD_INT 0
11163: EQUAL
11164: IFFALSE 10877
// end ;
11166: LD_VAR 0 12
11170: RET
// export function RespawnAttackInfantry ( side , nation , soldierCount , sniperCount , bazookCount , mortalCount , medicCount , skil , spawnArea , healArea , targetSide ) ; var i , j , un , damageUnit_list , medic_list , soldiersOK_list , enemyUnits , und , target1 , target2 ; begin
11171: LD_INT 0
11173: PPUSH
11174: PPUSH
11175: PPUSH
11176: PPUSH
11177: PPUSH
11178: PPUSH
11179: PPUSH
11180: PPUSH
11181: PPUSH
11182: PPUSH
11183: PPUSH
// for i = 1 to soldierCount do
11184: LD_ADDR_VAR 0 13
11188: PUSH
11189: DOUBLE
11190: LD_INT 1
11192: DEC
11193: ST_TO_ADDR
11194: LD_VAR 0 3
11198: PUSH
11199: FOR_TO
11200: IFFALSE 11282
// begin uc_side = side ;
11202: LD_ADDR_OWVAR 20
11206: PUSH
11207: LD_VAR 0 1
11211: ST_TO_ADDR
// uc_nation = nation ;
11212: LD_ADDR_OWVAR 21
11216: PUSH
11217: LD_VAR 0 2
11221: ST_TO_ADDR
// hc_name =  ;
11222: LD_ADDR_OWVAR 26
11226: PUSH
11227: LD_STRING 
11229: ST_TO_ADDR
// hc_gallery =  ;
11230: LD_ADDR_OWVAR 33
11234: PUSH
11235: LD_STRING 
11237: ST_TO_ADDR
// PrepareHuman ( false , 1 , skil ) ;
11238: LD_INT 0
11240: PPUSH
11241: LD_INT 1
11243: PPUSH
11244: LD_VAR 0 8
11248: PPUSH
11249: CALL_OW 380
// un = CreateHuman ;
11253: LD_ADDR_VAR 0 15
11257: PUSH
11258: CALL_OW 44
11262: ST_TO_ADDR
// PlaceUnitArea ( un , spawnArea , false ) ;
11263: LD_VAR 0 15
11267: PPUSH
11268: LD_VAR 0 9
11272: PPUSH
11273: LD_INT 0
11275: PPUSH
11276: CALL_OW 49
// end ;
11280: GO 11199
11282: POP
11283: POP
// for i = 1 to sniperCount do
11284: LD_ADDR_VAR 0 13
11288: PUSH
11289: DOUBLE
11290: LD_INT 1
11292: DEC
11293: ST_TO_ADDR
11294: LD_VAR 0 4
11298: PUSH
11299: FOR_TO
11300: IFFALSE 11382
// begin uc_side = side ;
11302: LD_ADDR_OWVAR 20
11306: PUSH
11307: LD_VAR 0 1
11311: ST_TO_ADDR
// uc_nation = nation ;
11312: LD_ADDR_OWVAR 21
11316: PUSH
11317: LD_VAR 0 2
11321: ST_TO_ADDR
// hc_name =  ;
11322: LD_ADDR_OWVAR 26
11326: PUSH
11327: LD_STRING 
11329: ST_TO_ADDR
// hc_gallery =  ;
11330: LD_ADDR_OWVAR 33
11334: PUSH
11335: LD_STRING 
11337: ST_TO_ADDR
// PrepareHuman ( false , 5 , skil ) ;
11338: LD_INT 0
11340: PPUSH
11341: LD_INT 5
11343: PPUSH
11344: LD_VAR 0 8
11348: PPUSH
11349: CALL_OW 380
// un = CreateHuman ;
11353: LD_ADDR_VAR 0 15
11357: PUSH
11358: CALL_OW 44
11362: ST_TO_ADDR
// PlaceUnitArea ( un , spawnArea , false ) ;
11363: LD_VAR 0 15
11367: PPUSH
11368: LD_VAR 0 9
11372: PPUSH
11373: LD_INT 0
11375: PPUSH
11376: CALL_OW 49
// end ;
11380: GO 11299
11382: POP
11383: POP
// for i = 1 to bazookCount do
11384: LD_ADDR_VAR 0 13
11388: PUSH
11389: DOUBLE
11390: LD_INT 1
11392: DEC
11393: ST_TO_ADDR
11394: LD_VAR 0 5
11398: PUSH
11399: FOR_TO
11400: IFFALSE 11482
// begin uc_side = side ;
11402: LD_ADDR_OWVAR 20
11406: PUSH
11407: LD_VAR 0 1
11411: ST_TO_ADDR
// uc_nation = nation ;
11412: LD_ADDR_OWVAR 21
11416: PUSH
11417: LD_VAR 0 2
11421: ST_TO_ADDR
// hc_name =  ;
11422: LD_ADDR_OWVAR 26
11426: PUSH
11427: LD_STRING 
11429: ST_TO_ADDR
// hc_gallery =  ;
11430: LD_ADDR_OWVAR 33
11434: PUSH
11435: LD_STRING 
11437: ST_TO_ADDR
// PrepareHuman ( false , 9 , skil ) ;
11438: LD_INT 0
11440: PPUSH
11441: LD_INT 9
11443: PPUSH
11444: LD_VAR 0 8
11448: PPUSH
11449: CALL_OW 380
// un = CreateHuman ;
11453: LD_ADDR_VAR 0 15
11457: PUSH
11458: CALL_OW 44
11462: ST_TO_ADDR
// PlaceUnitArea ( un , spawnArea , false ) ;
11463: LD_VAR 0 15
11467: PPUSH
11468: LD_VAR 0 9
11472: PPUSH
11473: LD_INT 0
11475: PPUSH
11476: CALL_OW 49
// end ;
11480: GO 11399
11482: POP
11483: POP
// for i = 1 to mortalCount do
11484: LD_ADDR_VAR 0 13
11488: PUSH
11489: DOUBLE
11490: LD_INT 1
11492: DEC
11493: ST_TO_ADDR
11494: LD_VAR 0 6
11498: PUSH
11499: FOR_TO
11500: IFFALSE 11582
// begin uc_side = side ;
11502: LD_ADDR_OWVAR 20
11506: PUSH
11507: LD_VAR 0 1
11511: ST_TO_ADDR
// uc_nation = nation ;
11512: LD_ADDR_OWVAR 21
11516: PUSH
11517: LD_VAR 0 2
11521: ST_TO_ADDR
// hc_name =  ;
11522: LD_ADDR_OWVAR 26
11526: PUSH
11527: LD_STRING 
11529: ST_TO_ADDR
// hc_gallery =  ;
11530: LD_ADDR_OWVAR 33
11534: PUSH
11535: LD_STRING 
11537: ST_TO_ADDR
// PrepareHuman ( false , 8 , skil ) ;
11538: LD_INT 0
11540: PPUSH
11541: LD_INT 8
11543: PPUSH
11544: LD_VAR 0 8
11548: PPUSH
11549: CALL_OW 380
// un = CreateHuman ;
11553: LD_ADDR_VAR 0 15
11557: PUSH
11558: CALL_OW 44
11562: ST_TO_ADDR
// PlaceUnitArea ( un , spawnArea , false ) ;
11563: LD_VAR 0 15
11567: PPUSH
11568: LD_VAR 0 9
11572: PPUSH
11573: LD_INT 0
11575: PPUSH
11576: CALL_OW 49
// end ;
11580: GO 11499
11582: POP
11583: POP
// soldiersOK_list = FilterAllUnits ( [ [ f_side , side ] , [ f_or , [ f_class , 1 ] , [ f_class , 5 ] , [ f_class , 8 ] , [ f_class , 9 ] ] ] ) ;
11584: LD_ADDR_VAR 0 18
11588: PUSH
11589: LD_INT 22
11591: PUSH
11592: LD_VAR 0 1
11596: PUSH
11597: EMPTY
11598: LIST
11599: LIST
11600: PUSH
11601: LD_INT 2
11603: PUSH
11604: LD_INT 25
11606: PUSH
11607: LD_INT 1
11609: PUSH
11610: EMPTY
11611: LIST
11612: LIST
11613: PUSH
11614: LD_INT 25
11616: PUSH
11617: LD_INT 5
11619: PUSH
11620: EMPTY
11621: LIST
11622: LIST
11623: PUSH
11624: LD_INT 25
11626: PUSH
11627: LD_INT 8
11629: PUSH
11630: EMPTY
11631: LIST
11632: LIST
11633: PUSH
11634: LD_INT 25
11636: PUSH
11637: LD_INT 9
11639: PUSH
11640: EMPTY
11641: LIST
11642: LIST
11643: PUSH
11644: EMPTY
11645: LIST
11646: LIST
11647: LIST
11648: LIST
11649: LIST
11650: PUSH
11651: EMPTY
11652: LIST
11653: LIST
11654: PPUSH
11655: CALL_OW 69
11659: ST_TO_ADDR
// medic_list = FilterAllUnits ( [ [ f_side , side ] , [ f_class , 4 ] ] ) ;
11660: LD_ADDR_VAR 0 17
11664: PUSH
11665: LD_INT 22
11667: PUSH
11668: LD_VAR 0 1
11672: PUSH
11673: EMPTY
11674: LIST
11675: LIST
11676: PUSH
11677: LD_INT 25
11679: PUSH
11680: LD_INT 4
11682: PUSH
11683: EMPTY
11684: LIST
11685: LIST
11686: PUSH
11687: EMPTY
11688: LIST
11689: LIST
11690: PPUSH
11691: CALL_OW 69
11695: ST_TO_ADDR
// for i in medic_list do
11696: LD_ADDR_VAR 0 13
11700: PUSH
11701: LD_VAR 0 17
11705: PUSH
11706: FOR_IN
11707: IFFALSE 11725
// ComMoveToArea ( i , healArea ) ;
11709: LD_VAR 0 13
11713: PPUSH
11714: LD_VAR 0 10
11718: PPUSH
11719: CALL_OW 113
11723: GO 11706
11725: POP
11726: POP
// repeat wait ( 0 0$3 ) ;
11727: LD_INT 105
11729: PPUSH
11730: CALL_OW 67
// damageUnit_list = FilterAllUnits ( [ [ f_side , side ] , [ f_and , [ f_not , [ f_lives , 550 ] ] , [ f_lives , 250 ] ] ] ) ;
11734: LD_ADDR_VAR 0 16
11738: PUSH
11739: LD_INT 22
11741: PUSH
11742: LD_VAR 0 1
11746: PUSH
11747: EMPTY
11748: LIST
11749: LIST
11750: PUSH
11751: LD_INT 1
11753: PUSH
11754: LD_INT 3
11756: PUSH
11757: LD_INT 24
11759: PUSH
11760: LD_INT 550
11762: PUSH
11763: EMPTY
11764: LIST
11765: LIST
11766: PUSH
11767: EMPTY
11768: LIST
11769: LIST
11770: PUSH
11771: LD_INT 24
11773: PUSH
11774: LD_INT 250
11776: PUSH
11777: EMPTY
11778: LIST
11779: LIST
11780: PUSH
11781: EMPTY
11782: LIST
11783: LIST
11784: LIST
11785: PUSH
11786: EMPTY
11787: LIST
11788: LIST
11789: PPUSH
11790: CALL_OW 69
11794: ST_TO_ADDR
// soldiersOK_list = FilterAllUnits ( [ [ f_side , side ] , [ f_or , [ f_class , 1 ] , [ f_class , 5 ] , [ f_class , 8 ] , [ f_class , 9 ] ] , [ f_lives , 1000 ] ] ) ;
11795: LD_ADDR_VAR 0 18
11799: PUSH
11800: LD_INT 22
11802: PUSH
11803: LD_VAR 0 1
11807: PUSH
11808: EMPTY
11809: LIST
11810: LIST
11811: PUSH
11812: LD_INT 2
11814: PUSH
11815: LD_INT 25
11817: PUSH
11818: LD_INT 1
11820: PUSH
11821: EMPTY
11822: LIST
11823: LIST
11824: PUSH
11825: LD_INT 25
11827: PUSH
11828: LD_INT 5
11830: PUSH
11831: EMPTY
11832: LIST
11833: LIST
11834: PUSH
11835: LD_INT 25
11837: PUSH
11838: LD_INT 8
11840: PUSH
11841: EMPTY
11842: LIST
11843: LIST
11844: PUSH
11845: LD_INT 25
11847: PUSH
11848: LD_INT 9
11850: PUSH
11851: EMPTY
11852: LIST
11853: LIST
11854: PUSH
11855: EMPTY
11856: LIST
11857: LIST
11858: LIST
11859: LIST
11860: LIST
11861: PUSH
11862: LD_INT 24
11864: PUSH
11865: LD_INT 1000
11867: PUSH
11868: EMPTY
11869: LIST
11870: LIST
11871: PUSH
11872: EMPTY
11873: LIST
11874: LIST
11875: LIST
11876: PPUSH
11877: CALL_OW 69
11881: ST_TO_ADDR
// if medicCount > 0 then
11882: LD_VAR 0 7
11886: PUSH
11887: LD_INT 0
11889: GREATER
11890: IFFALSE 11964
// begin if damageUnit_list > 0 then
11892: LD_VAR 0 16
11896: PUSH
11897: LD_INT 0
11899: GREATER
11900: IFFALSE 11964
// begin for i in damageUnit_list do
11902: LD_ADDR_VAR 0 13
11906: PUSH
11907: LD_VAR 0 16
11911: PUSH
11912: FOR_IN
11913: IFFALSE 11962
// begin ComMoveToArea ( i , healArea ) ;
11915: LD_VAR 0 13
11919: PPUSH
11920: LD_VAR 0 10
11924: PPUSH
11925: CALL_OW 113
// for j in medic_list do
11929: LD_ADDR_VAR 0 14
11933: PUSH
11934: LD_VAR 0 17
11938: PUSH
11939: FOR_IN
11940: IFFALSE 11958
// AddComHeal ( j , i ) ;
11942: LD_VAR 0 14
11946: PPUSH
11947: LD_VAR 0 13
11951: PPUSH
11952: CALL_OW 188
11956: GO 11939
11958: POP
11959: POP
// end ;
11960: GO 11912
11962: POP
11963: POP
// end ; end ; for i in soldiersOK_list do
11964: LD_ADDR_VAR 0 13
11968: PUSH
11969: LD_VAR 0 18
11973: PUSH
11974: FOR_IN
11975: IFFALSE 12151
// begin target1 := NearestUnitToUnit ( FilterAllUnits ( [ f_side , targetSide ] ) , i ) ;
11977: LD_ADDR_VAR 0 21
11981: PUSH
11982: LD_INT 22
11984: PUSH
11985: LD_VAR 0 11
11989: PUSH
11990: EMPTY
11991: LIST
11992: LIST
11993: PPUSH
11994: CALL_OW 69
11998: PPUSH
11999: LD_VAR 0 13
12003: PPUSH
12004: CALL_OW 74
12008: ST_TO_ADDR
// target2 := NearestUnitToUnit ( FilterAllUnits ( [ [ [ f_side , targetSide ] , [ f_or , [ f_occupied ] , [ f_type , unit_human ] , [ f_type , unit_vehicle ] ] ] ] ) , i ) ;
12009: LD_ADDR_VAR 0 22
12013: PUSH
12014: LD_INT 22
12016: PUSH
12017: LD_VAR 0 11
12021: PUSH
12022: EMPTY
12023: LIST
12024: LIST
12025: PUSH
12026: LD_INT 2
12028: PUSH
12029: LD_INT 59
12031: PUSH
12032: EMPTY
12033: LIST
12034: PUSH
12035: LD_INT 21
12037: PUSH
12038: LD_INT 1
12040: PUSH
12041: EMPTY
12042: LIST
12043: LIST
12044: PUSH
12045: LD_INT 21
12047: PUSH
12048: LD_INT 2
12050: PUSH
12051: EMPTY
12052: LIST
12053: LIST
12054: PUSH
12055: EMPTY
12056: LIST
12057: LIST
12058: LIST
12059: LIST
12060: PUSH
12061: EMPTY
12062: LIST
12063: LIST
12064: PUSH
12065: EMPTY
12066: LIST
12067: PPUSH
12068: CALL_OW 69
12072: PPUSH
12073: LD_VAR 0 13
12077: PPUSH
12078: CALL_OW 74
12082: ST_TO_ADDR
// if GetDistUnits ( i , target1 ) + 8 < GetDistUnits ( i , target2 ) then
12083: LD_VAR 0 13
12087: PPUSH
12088: LD_VAR 0 21
12092: PPUSH
12093: CALL_OW 296
12097: PUSH
12098: LD_INT 8
12100: PLUS
12101: PUSH
12102: LD_VAR 0 13
12106: PPUSH
12107: LD_VAR 0 22
12111: PPUSH
12112: CALL_OW 296
12116: LESS
12117: IFFALSE 12135
// begin ComAttackUnit ( i , target1 ) ;
12119: LD_VAR 0 13
12123: PPUSH
12124: LD_VAR 0 21
12128: PPUSH
12129: CALL_OW 115
// end else
12133: GO 12149
// begin ComAttackUnit ( i , target2 ) ;
12135: LD_VAR 0 13
12139: PPUSH
12140: LD_VAR 0 22
12144: PPUSH
12145: CALL_OW 115
// end ; end ;
12149: GO 11974
12151: POP
12152: POP
// for i in soldiersOK_list do
12153: LD_ADDR_VAR 0 13
12157: PUSH
12158: LD_VAR 0 18
12162: PUSH
12163: FOR_IN
12164: IFFALSE 12340
// begin target1 := NearestUnitToUnit ( FilterAllUnits ( [ f_side , targetSide ] ) , i ) ;
12166: LD_ADDR_VAR 0 21
12170: PUSH
12171: LD_INT 22
12173: PUSH
12174: LD_VAR 0 11
12178: PUSH
12179: EMPTY
12180: LIST
12181: LIST
12182: PPUSH
12183: CALL_OW 69
12187: PPUSH
12188: LD_VAR 0 13
12192: PPUSH
12193: CALL_OW 74
12197: ST_TO_ADDR
// target2 := NearestUnitToUnit ( FilterAllUnits ( [ [ [ f_side , targetSide ] , [ f_or , [ f_occupied ] , [ f_type , unit_human ] , [ f_type , unit_vehicle ] ] ] ] ) , i ) ;
12198: LD_ADDR_VAR 0 22
12202: PUSH
12203: LD_INT 22
12205: PUSH
12206: LD_VAR 0 11
12210: PUSH
12211: EMPTY
12212: LIST
12213: LIST
12214: PUSH
12215: LD_INT 2
12217: PUSH
12218: LD_INT 59
12220: PUSH
12221: EMPTY
12222: LIST
12223: PUSH
12224: LD_INT 21
12226: PUSH
12227: LD_INT 1
12229: PUSH
12230: EMPTY
12231: LIST
12232: LIST
12233: PUSH
12234: LD_INT 21
12236: PUSH
12237: LD_INT 2
12239: PUSH
12240: EMPTY
12241: LIST
12242: LIST
12243: PUSH
12244: EMPTY
12245: LIST
12246: LIST
12247: LIST
12248: LIST
12249: PUSH
12250: EMPTY
12251: LIST
12252: LIST
12253: PUSH
12254: EMPTY
12255: LIST
12256: PPUSH
12257: CALL_OW 69
12261: PPUSH
12262: LD_VAR 0 13
12266: PPUSH
12267: CALL_OW 74
12271: ST_TO_ADDR
// if GetDistUnits ( i , target1 ) + 8 < GetDistUnits ( i , target2 ) then
12272: LD_VAR 0 13
12276: PPUSH
12277: LD_VAR 0 21
12281: PPUSH
12282: CALL_OW 296
12286: PUSH
12287: LD_INT 8
12289: PLUS
12290: PUSH
12291: LD_VAR 0 13
12295: PPUSH
12296: LD_VAR 0 22
12300: PPUSH
12301: CALL_OW 296
12305: LESS
12306: IFFALSE 12324
// begin ComAttackUnit ( i , target1 ) ;
12308: LD_VAR 0 13
12312: PPUSH
12313: LD_VAR 0 21
12317: PPUSH
12318: CALL_OW 115
// end else
12322: GO 12338
// begin ComAttackUnit ( i , target2 ) ;
12324: LD_VAR 0 13
12328: PPUSH
12329: LD_VAR 0 22
12333: PPUSH
12334: CALL_OW 115
// end ; end ;
12338: GO 12163
12340: POP
12341: POP
// until soldiersOK_list = [ ] ;
12342: LD_VAR 0 18
12346: PUSH
12347: EMPTY
12348: EQUAL
12349: IFFALSE 11727
// end ; end_of_file
12351: LD_VAR 0 12
12355: RET
// export fale ; every 2 2$0 trigger FilterAllUnits ( [ [ f_side , sideP1 ] , [ f_type , unit_human ] ] ) > 0 do
12356: LD_INT 22
12358: PUSH
12359: LD_EXP 53
12363: PUSH
12364: EMPTY
12365: LIST
12366: LIST
12367: PUSH
12368: LD_INT 21
12370: PUSH
12371: LD_INT 1
12373: PUSH
12374: EMPTY
12375: LIST
12376: LIST
12377: PUSH
12378: EMPTY
12379: LIST
12380: LIST
12381: PPUSH
12382: CALL_OW 69
12386: PUSH
12387: LD_INT 0
12389: GREATER
12390: IFFALSE 12450
12392: GO 12394
12394: DISABLE
// begin Fale = 1 ;
12395: LD_ADDR_EXP 49
12399: PUSH
12400: LD_INT 1
12402: ST_TO_ADDR
// RespawnAttackInfantry ( randomedColors [ 1 ] , 1 , 5 , 0 , 0 , 0 , 0 , difficultyC , AttackPlayer1 , AttackPlayer1 , Player1Side ) ;
12403: LD_EXP 50
12407: PUSH
12408: LD_INT 1
12410: ARRAY
12411: PPUSH
12412: LD_INT 1
12414: PPUSH
12415: LD_INT 5
12417: PPUSH
12418: LD_INT 0
12420: PPUSH
12421: LD_INT 0
12423: PPUSH
12424: LD_INT 0
12426: PPUSH
12427: LD_INT 0
12429: PPUSH
12430: LD_EXP 29
12434: PPUSH
12435: LD_INT 2
12437: PPUSH
12438: LD_INT 2
12440: PPUSH
12441: LD_EXP 51
12445: PPUSH
12446: CALL 11171 0 11
// end ;
12450: END
// every 2 2$0 trigger FilterAllUnits ( [ [ f_side , sideP2 ] , [ f_type , unit_human ] ] ) > 0 do
12451: LD_INT 22
12453: PUSH
12454: LD_EXP 54
12458: PUSH
12459: EMPTY
12460: LIST
12461: LIST
12462: PUSH
12463: LD_INT 21
12465: PUSH
12466: LD_INT 1
12468: PUSH
12469: EMPTY
12470: LIST
12471: LIST
12472: PUSH
12473: EMPTY
12474: LIST
12475: LIST
12476: PPUSH
12477: CALL_OW 69
12481: PUSH
12482: LD_INT 0
12484: GREATER
12485: IFFALSE 12545
12487: GO 12489
12489: DISABLE
// begin Fale = 1 ;
12490: LD_ADDR_EXP 49
12494: PUSH
12495: LD_INT 1
12497: ST_TO_ADDR
// RespawnAttackInfantry ( randomedColors [ 2 ] , 1 , 5 , 0 , 0 , 0 , 0 , difficultyC , AttackPlayer2 , AttackPlayer2 , Player2Side ) ;
12498: LD_EXP 50
12502: PUSH
12503: LD_INT 2
12505: ARRAY
12506: PPUSH
12507: LD_INT 1
12509: PPUSH
12510: LD_INT 5
12512: PPUSH
12513: LD_INT 0
12515: PPUSH
12516: LD_INT 0
12518: PPUSH
12519: LD_INT 0
12521: PPUSH
12522: LD_INT 0
12524: PPUSH
12525: LD_EXP 29
12529: PPUSH
12530: LD_INT 1
12532: PPUSH
12533: LD_INT 1
12535: PPUSH
12536: LD_EXP 52
12540: PPUSH
12541: CALL 11171 0 11
// end ;
12545: END
// every 3 3$0 trigger FilterAllUnits ( [ [ f_side , sideP1 ] , [ f_type , unit_human ] ] ) > 0 do
12546: LD_INT 22
12548: PUSH
12549: LD_EXP 53
12553: PUSH
12554: EMPTY
12555: LIST
12556: LIST
12557: PUSH
12558: LD_INT 21
12560: PUSH
12561: LD_INT 1
12563: PUSH
12564: EMPTY
12565: LIST
12566: LIST
12567: PUSH
12568: EMPTY
12569: LIST
12570: LIST
12571: PPUSH
12572: CALL_OW 69
12576: PUSH
12577: LD_INT 0
12579: GREATER
12580: IFFALSE 12640
12582: GO 12584
12584: DISABLE
// begin fale = 2 ;
12585: LD_ADDR_EXP 49
12589: PUSH
12590: LD_INT 2
12592: ST_TO_ADDR
// RespawnAttackInfantry ( randomedColors [ 1 ] , 2 , 10 , 0 , 0 , 0 , 0 , difficultyC , AttackPlayer1 , AttackPlayer1 , Player1Side ) ;
12593: LD_EXP 50
12597: PUSH
12598: LD_INT 1
12600: ARRAY
12601: PPUSH
12602: LD_INT 2
12604: PPUSH
12605: LD_INT 10
12607: PPUSH
12608: LD_INT 0
12610: PPUSH
12611: LD_INT 0
12613: PPUSH
12614: LD_INT 0
12616: PPUSH
12617: LD_INT 0
12619: PPUSH
12620: LD_EXP 29
12624: PPUSH
12625: LD_INT 2
12627: PPUSH
12628: LD_INT 2
12630: PPUSH
12631: LD_EXP 51
12635: PPUSH
12636: CALL 11171 0 11
// end ;
12640: END
// every 3 3$0 trigger FilterAllUnits ( [ [ f_side , sideP2 ] , [ f_type , unit_human ] ] ) > 0 do
12641: LD_INT 22
12643: PUSH
12644: LD_EXP 54
12648: PUSH
12649: EMPTY
12650: LIST
12651: LIST
12652: PUSH
12653: LD_INT 21
12655: PUSH
12656: LD_INT 1
12658: PUSH
12659: EMPTY
12660: LIST
12661: LIST
12662: PUSH
12663: EMPTY
12664: LIST
12665: LIST
12666: PPUSH
12667: CALL_OW 69
12671: PUSH
12672: LD_INT 0
12674: GREATER
12675: IFFALSE 12735
12677: GO 12679
12679: DISABLE
// begin fale = 2 ;
12680: LD_ADDR_EXP 49
12684: PUSH
12685: LD_INT 2
12687: ST_TO_ADDR
// RespawnAttackInfantry ( randomedColors [ 2 ] , 2 , 10 , 0 , 0 , 0 , 0 , difficultyC , AttackPlayer2 , AttackPlayer2 , Player2Side ) ;
12688: LD_EXP 50
12692: PUSH
12693: LD_INT 2
12695: ARRAY
12696: PPUSH
12697: LD_INT 2
12699: PPUSH
12700: LD_INT 10
12702: PPUSH
12703: LD_INT 0
12705: PPUSH
12706: LD_INT 0
12708: PPUSH
12709: LD_INT 0
12711: PPUSH
12712: LD_INT 0
12714: PPUSH
12715: LD_EXP 29
12719: PPUSH
12720: LD_INT 1
12722: PPUSH
12723: LD_INT 1
12725: PPUSH
12726: LD_EXP 52
12730: PPUSH
12731: CALL 11171 0 11
// end ;
12735: END
// every 4 4$0 trigger FilterAllUnits ( [ [ f_side , sideP1 ] , [ f_type , unit_human ] ] ) > 0 do
12736: LD_INT 22
12738: PUSH
12739: LD_EXP 53
12743: PUSH
12744: EMPTY
12745: LIST
12746: LIST
12747: PUSH
12748: LD_INT 21
12750: PUSH
12751: LD_INT 1
12753: PUSH
12754: EMPTY
12755: LIST
12756: LIST
12757: PUSH
12758: EMPTY
12759: LIST
12760: LIST
12761: PPUSH
12762: CALL_OW 69
12766: PUSH
12767: LD_INT 0
12769: GREATER
12770: IFFALSE 12830
12772: GO 12774
12774: DISABLE
// begin fale = 3 ;
12775: LD_ADDR_EXP 49
12779: PUSH
12780: LD_INT 3
12782: ST_TO_ADDR
// RespawnAttackInfantry ( randomedColors [ 1 ] , 2 , 10 , 0 , 0 , 0 , 0 , difficultyC , AttackPlayer1 , AttackPlayer1 , Player1Side ) ;
12783: LD_EXP 50
12787: PUSH
12788: LD_INT 1
12790: ARRAY
12791: PPUSH
12792: LD_INT 2
12794: PPUSH
12795: LD_INT 10
12797: PPUSH
12798: LD_INT 0
12800: PPUSH
12801: LD_INT 0
12803: PPUSH
12804: LD_INT 0
12806: PPUSH
12807: LD_INT 0
12809: PPUSH
12810: LD_EXP 29
12814: PPUSH
12815: LD_INT 2
12817: PPUSH
12818: LD_INT 2
12820: PPUSH
12821: LD_EXP 51
12825: PPUSH
12826: CALL 11171 0 11
// end ;
12830: END
// every 4 4$0 trigger FilterAllUnits ( [ [ f_side , sideP2 ] , [ f_type , unit_human ] ] ) > 0 do
12831: LD_INT 22
12833: PUSH
12834: LD_EXP 54
12838: PUSH
12839: EMPTY
12840: LIST
12841: LIST
12842: PUSH
12843: LD_INT 21
12845: PUSH
12846: LD_INT 1
12848: PUSH
12849: EMPTY
12850: LIST
12851: LIST
12852: PUSH
12853: EMPTY
12854: LIST
12855: LIST
12856: PPUSH
12857: CALL_OW 69
12861: PUSH
12862: LD_INT 0
12864: GREATER
12865: IFFALSE 12925
12867: GO 12869
12869: DISABLE
// begin fale = 3 ;
12870: LD_ADDR_EXP 49
12874: PUSH
12875: LD_INT 3
12877: ST_TO_ADDR
// RespawnAttackInfantry ( randomedColors [ 2 ] , 2 , 10 , 0 , 0 , 0 , 0 , difficultyC , AttackPlayer2 , AttackPlayer2 , Player2Side ) ;
12878: LD_EXP 50
12882: PUSH
12883: LD_INT 2
12885: ARRAY
12886: PPUSH
12887: LD_INT 2
12889: PPUSH
12890: LD_INT 10
12892: PPUSH
12893: LD_INT 0
12895: PPUSH
12896: LD_INT 0
12898: PPUSH
12899: LD_INT 0
12901: PPUSH
12902: LD_INT 0
12904: PPUSH
12905: LD_EXP 29
12909: PPUSH
12910: LD_INT 1
12912: PPUSH
12913: LD_INT 1
12915: PPUSH
12916: LD_EXP 52
12920: PPUSH
12921: CALL 11171 0 11
// end ;
12925: END
// every 5 5$0 trigger FilterAllUnits ( [ [ f_side , sideP1 ] , [ f_type , unit_human ] ] ) > 0 do
12926: LD_INT 22
12928: PUSH
12929: LD_EXP 53
12933: PUSH
12934: EMPTY
12935: LIST
12936: LIST
12937: PUSH
12938: LD_INT 21
12940: PUSH
12941: LD_INT 1
12943: PUSH
12944: EMPTY
12945: LIST
12946: LIST
12947: PUSH
12948: EMPTY
12949: LIST
12950: LIST
12951: PPUSH
12952: CALL_OW 69
12956: PUSH
12957: LD_INT 0
12959: GREATER
12960: IFFALSE 13025
12962: GO 12964
12964: DISABLE
// begin fale = 3 ;
12965: LD_ADDR_EXP 49
12969: PUSH
12970: LD_INT 3
12972: ST_TO_ADDR
// RespawnAttackVehicle ( AttackPlayer1 , randomedColors [ 1 ] , 2 , difficultyC , 2 , 1 , 1 , [ ] , [ 24 , 26 ] , [ ] , Player1Side ) ;
12973: LD_INT 2
12975: PPUSH
12976: LD_EXP 50
12980: PUSH
12981: LD_INT 1
12983: ARRAY
12984: PPUSH
12985: LD_INT 2
12987: PPUSH
12988: LD_EXP 29
12992: PPUSH
12993: LD_INT 2
12995: PPUSH
12996: LD_INT 1
12998: PPUSH
12999: LD_INT 1
13001: PPUSH
13002: EMPTY
13003: PPUSH
13004: LD_INT 24
13006: PUSH
13007: LD_INT 26
13009: PUSH
13010: EMPTY
13011: LIST
13012: LIST
13013: PPUSH
13014: EMPTY
13015: PPUSH
13016: LD_EXP 51
13020: PPUSH
13021: CALL 9476 0 11
// end ;
13025: END
// every 5 5$0 trigger FilterAllUnits ( [ [ f_side , sideP2 ] , [ f_type , unit_human ] ] ) > 0 do
13026: LD_INT 22
13028: PUSH
13029: LD_EXP 54
13033: PUSH
13034: EMPTY
13035: LIST
13036: LIST
13037: PUSH
13038: LD_INT 21
13040: PUSH
13041: LD_INT 1
13043: PUSH
13044: EMPTY
13045: LIST
13046: LIST
13047: PUSH
13048: EMPTY
13049: LIST
13050: LIST
13051: PPUSH
13052: CALL_OW 69
13056: PUSH
13057: LD_INT 0
13059: GREATER
13060: IFFALSE 13125
13062: GO 13064
13064: DISABLE
// begin fale = 3 ;
13065: LD_ADDR_EXP 49
13069: PUSH
13070: LD_INT 3
13072: ST_TO_ADDR
// RespawnAttackVehicle ( AttackPlayer2 , randomedColors [ 2 ] , 2 , difficultyC , 2 , 1 , 1 , [ ] , [ 24 , 26 ] , [ ] , Player2Side ) ;
13073: LD_INT 1
13075: PPUSH
13076: LD_EXP 50
13080: PUSH
13081: LD_INT 2
13083: ARRAY
13084: PPUSH
13085: LD_INT 2
13087: PPUSH
13088: LD_EXP 29
13092: PPUSH
13093: LD_INT 2
13095: PPUSH
13096: LD_INT 1
13098: PPUSH
13099: LD_INT 1
13101: PPUSH
13102: EMPTY
13103: PPUSH
13104: LD_INT 24
13106: PUSH
13107: LD_INT 26
13109: PUSH
13110: EMPTY
13111: LIST
13112: LIST
13113: PPUSH
13114: EMPTY
13115: PPUSH
13116: LD_EXP 52
13120: PPUSH
13121: CALL 9476 0 11
// end ;
13125: END
// every 7 7$0 trigger FilterAllUnits ( [ [ f_side , sideP1 ] , [ f_type , unit_human ] ] ) > 0 do
13126: LD_INT 22
13128: PUSH
13129: LD_EXP 53
13133: PUSH
13134: EMPTY
13135: LIST
13136: LIST
13137: PUSH
13138: LD_INT 21
13140: PUSH
13141: LD_INT 1
13143: PUSH
13144: EMPTY
13145: LIST
13146: LIST
13147: PUSH
13148: EMPTY
13149: LIST
13150: LIST
13151: PPUSH
13152: CALL_OW 69
13156: PUSH
13157: LD_INT 0
13159: GREATER
13160: IFFALSE 13220
13162: GO 13164
13164: DISABLE
// begin fale = 4 ;
13165: LD_ADDR_EXP 49
13169: PUSH
13170: LD_INT 4
13172: ST_TO_ADDR
// RespawnAttackInfantry ( randomedColors [ 1 ] , 3 , 15 , 0 , 0 , 0 , 0 , difficultyC , AttackPlayer1 , AttackPlayer1 , Player1Side ) ;
13173: LD_EXP 50
13177: PUSH
13178: LD_INT 1
13180: ARRAY
13181: PPUSH
13182: LD_INT 3
13184: PPUSH
13185: LD_INT 15
13187: PPUSH
13188: LD_INT 0
13190: PPUSH
13191: LD_INT 0
13193: PPUSH
13194: LD_INT 0
13196: PPUSH
13197: LD_INT 0
13199: PPUSH
13200: LD_EXP 29
13204: PPUSH
13205: LD_INT 2
13207: PPUSH
13208: LD_INT 2
13210: PPUSH
13211: LD_EXP 51
13215: PPUSH
13216: CALL 11171 0 11
// end ;
13220: END
// every 7 7$0 trigger FilterAllUnits ( [ [ f_side , sideP2 ] , [ f_type , unit_human ] ] ) > 0 do
13221: LD_INT 22
13223: PUSH
13224: LD_EXP 54
13228: PUSH
13229: EMPTY
13230: LIST
13231: LIST
13232: PUSH
13233: LD_INT 21
13235: PUSH
13236: LD_INT 1
13238: PUSH
13239: EMPTY
13240: LIST
13241: LIST
13242: PUSH
13243: EMPTY
13244: LIST
13245: LIST
13246: PPUSH
13247: CALL_OW 69
13251: PUSH
13252: LD_INT 0
13254: GREATER
13255: IFFALSE 13315
13257: GO 13259
13259: DISABLE
// begin fale = 4 ;
13260: LD_ADDR_EXP 49
13264: PUSH
13265: LD_INT 4
13267: ST_TO_ADDR
// RespawnAttackInfantry ( randomedColors [ 2 ] , 3 , 15 , 0 , 0 , 0 , 0 , difficultyC , AttackPlayer2 , AttackPlayer2 , Player2Side ) ;
13268: LD_EXP 50
13272: PUSH
13273: LD_INT 2
13275: ARRAY
13276: PPUSH
13277: LD_INT 3
13279: PPUSH
13280: LD_INT 15
13282: PPUSH
13283: LD_INT 0
13285: PPUSH
13286: LD_INT 0
13288: PPUSH
13289: LD_INT 0
13291: PPUSH
13292: LD_INT 0
13294: PPUSH
13295: LD_EXP 29
13299: PPUSH
13300: LD_INT 1
13302: PPUSH
13303: LD_INT 1
13305: PPUSH
13306: LD_EXP 52
13310: PPUSH
13311: CALL 11171 0 11
// end ;
13315: END
// every 7 7$0 trigger FilterAllUnits ( [ [ f_side , sideP1 ] , [ f_type , unit_human ] ] ) > 0 do
13316: LD_INT 22
13318: PUSH
13319: LD_EXP 53
13323: PUSH
13324: EMPTY
13325: LIST
13326: LIST
13327: PUSH
13328: LD_INT 21
13330: PUSH
13331: LD_INT 1
13333: PUSH
13334: EMPTY
13335: LIST
13336: LIST
13337: PUSH
13338: EMPTY
13339: LIST
13340: LIST
13341: PPUSH
13342: CALL_OW 69
13346: PUSH
13347: LD_INT 0
13349: GREATER
13350: IFFALSE 13427
13352: GO 13354
13354: DISABLE
// begin fale = 4 ;
13355: LD_ADDR_EXP 49
13359: PUSH
13360: LD_INT 4
13362: ST_TO_ADDR
// RespawnAttackVehicle ( AttackPlayer1 , randomedColors [ 1 ] , 2 , difficultyC , 3 , 1 , 1 , [ 42 , 43 , 44 ] , [ 24 , 26 ] , [ ] , Player1Side ) ;
13363: LD_INT 2
13365: PPUSH
13366: LD_EXP 50
13370: PUSH
13371: LD_INT 1
13373: ARRAY
13374: PPUSH
13375: LD_INT 2
13377: PPUSH
13378: LD_EXP 29
13382: PPUSH
13383: LD_INT 3
13385: PPUSH
13386: LD_INT 1
13388: PPUSH
13389: LD_INT 1
13391: PPUSH
13392: LD_INT 42
13394: PUSH
13395: LD_INT 43
13397: PUSH
13398: LD_INT 44
13400: PUSH
13401: EMPTY
13402: LIST
13403: LIST
13404: LIST
13405: PPUSH
13406: LD_INT 24
13408: PUSH
13409: LD_INT 26
13411: PUSH
13412: EMPTY
13413: LIST
13414: LIST
13415: PPUSH
13416: EMPTY
13417: PPUSH
13418: LD_EXP 51
13422: PPUSH
13423: CALL 9476 0 11
// end ;
13427: END
// every 7 7$0 trigger FilterAllUnits ( [ [ f_side , sideP2 ] , [ f_type , unit_human ] ] ) > 0 do
13428: LD_INT 22
13430: PUSH
13431: LD_EXP 54
13435: PUSH
13436: EMPTY
13437: LIST
13438: LIST
13439: PUSH
13440: LD_INT 21
13442: PUSH
13443: LD_INT 1
13445: PUSH
13446: EMPTY
13447: LIST
13448: LIST
13449: PUSH
13450: EMPTY
13451: LIST
13452: LIST
13453: PPUSH
13454: CALL_OW 69
13458: PUSH
13459: LD_INT 0
13461: GREATER
13462: IFFALSE 13539
13464: GO 13466
13466: DISABLE
// begin fale = 4 ;
13467: LD_ADDR_EXP 49
13471: PUSH
13472: LD_INT 4
13474: ST_TO_ADDR
// RespawnAttackVehicle ( AttackPlayer2 , randomedColors [ 2 ] , 2 , difficultyC , 3 , 1 , 1 , [ 42 , 43 , 44 ] , [ 24 , 26 ] , [ ] , Player2Side ) ;
13475: LD_INT 1
13477: PPUSH
13478: LD_EXP 50
13482: PUSH
13483: LD_INT 2
13485: ARRAY
13486: PPUSH
13487: LD_INT 2
13489: PPUSH
13490: LD_EXP 29
13494: PPUSH
13495: LD_INT 3
13497: PPUSH
13498: LD_INT 1
13500: PPUSH
13501: LD_INT 1
13503: PPUSH
13504: LD_INT 42
13506: PUSH
13507: LD_INT 43
13509: PUSH
13510: LD_INT 44
13512: PUSH
13513: EMPTY
13514: LIST
13515: LIST
13516: LIST
13517: PPUSH
13518: LD_INT 24
13520: PUSH
13521: LD_INT 26
13523: PUSH
13524: EMPTY
13525: LIST
13526: LIST
13527: PPUSH
13528: EMPTY
13529: PPUSH
13530: LD_EXP 52
13534: PPUSH
13535: CALL 9476 0 11
// end ;
13539: END
// every 10 10$0 trigger FilterAllUnits ( [ [ f_side , sideP1 ] , [ f_type , unit_human ] ] ) > 0 do
13540: LD_INT 22
13542: PUSH
13543: LD_EXP 53
13547: PUSH
13548: EMPTY
13549: LIST
13550: LIST
13551: PUSH
13552: LD_INT 21
13554: PUSH
13555: LD_INT 1
13557: PUSH
13558: EMPTY
13559: LIST
13560: LIST
13561: PUSH
13562: EMPTY
13563: LIST
13564: LIST
13565: PPUSH
13566: CALL_OW 69
13570: PUSH
13571: LD_INT 0
13573: GREATER
13574: IFFALSE 13634
13576: GO 13578
13578: DISABLE
// begin fale = 5 ;
13579: LD_ADDR_EXP 49
13583: PUSH
13584: LD_INT 5
13586: ST_TO_ADDR
// RespawnAttackInfantry ( randomedColors [ 1 ] , 1 , 5 , 2 , 0 , 0 , 0 , difficultyC , AttackPlayer1 , AttackPlayer1 , Player1Side ) ;
13587: LD_EXP 50
13591: PUSH
13592: LD_INT 1
13594: ARRAY
13595: PPUSH
13596: LD_INT 1
13598: PPUSH
13599: LD_INT 5
13601: PPUSH
13602: LD_INT 2
13604: PPUSH
13605: LD_INT 0
13607: PPUSH
13608: LD_INT 0
13610: PPUSH
13611: LD_INT 0
13613: PPUSH
13614: LD_EXP 29
13618: PPUSH
13619: LD_INT 2
13621: PPUSH
13622: LD_INT 2
13624: PPUSH
13625: LD_EXP 51
13629: PPUSH
13630: CALL 11171 0 11
// end ;
13634: END
// every 10 10$0 trigger FilterAllUnits ( [ [ f_side , sideP2 ] , [ f_type , unit_human ] ] ) > 0 do
13635: LD_INT 22
13637: PUSH
13638: LD_EXP 54
13642: PUSH
13643: EMPTY
13644: LIST
13645: LIST
13646: PUSH
13647: LD_INT 21
13649: PUSH
13650: LD_INT 1
13652: PUSH
13653: EMPTY
13654: LIST
13655: LIST
13656: PUSH
13657: EMPTY
13658: LIST
13659: LIST
13660: PPUSH
13661: CALL_OW 69
13665: PUSH
13666: LD_INT 0
13668: GREATER
13669: IFFALSE 13729
13671: GO 13673
13673: DISABLE
// begin fale = 5 ;
13674: LD_ADDR_EXP 49
13678: PUSH
13679: LD_INT 5
13681: ST_TO_ADDR
// RespawnAttackInfantry ( randomedColors [ 2 ] , 1 , 5 , 2 , 0 , 0 , 0 , difficultyC , AttackPlayer2 , AttackPlayer2 , Player2Side ) ;
13682: LD_EXP 50
13686: PUSH
13687: LD_INT 2
13689: ARRAY
13690: PPUSH
13691: LD_INT 1
13693: PPUSH
13694: LD_INT 5
13696: PPUSH
13697: LD_INT 2
13699: PPUSH
13700: LD_INT 0
13702: PPUSH
13703: LD_INT 0
13705: PPUSH
13706: LD_INT 0
13708: PPUSH
13709: LD_EXP 29
13713: PPUSH
13714: LD_INT 1
13716: PPUSH
13717: LD_INT 1
13719: PPUSH
13720: LD_EXP 52
13724: PPUSH
13725: CALL 11171 0 11
// end ;
13729: END
// every 10 10$0 trigger FilterAllUnits ( [ [ f_side , sideP1 ] , [ f_type , unit_human ] ] ) > 0 do
13730: LD_INT 22
13732: PUSH
13733: LD_EXP 53
13737: PUSH
13738: EMPTY
13739: LIST
13740: LIST
13741: PUSH
13742: LD_INT 21
13744: PUSH
13745: LD_INT 1
13747: PUSH
13748: EMPTY
13749: LIST
13750: LIST
13751: PUSH
13752: EMPTY
13753: LIST
13754: LIST
13755: PPUSH
13756: CALL_OW 69
13760: PUSH
13761: LD_INT 0
13763: GREATER
13764: IFFALSE 13857
13766: GO 13768
13768: DISABLE
// begin fale = 5 ;
13769: LD_ADDR_EXP 49
13773: PUSH
13774: LD_INT 5
13776: ST_TO_ADDR
// RespawnAttackVehicle ( AttackPlayer1 , randomedColors [ 1 ] , 4 , difficultyC , 1 , 1 , 1 , [ 42 , 43 , 44 ] , [ 24 , 26 ] , [ 4 , 5 , 6 , 9 ] , Player1Side ) ;
13777: LD_INT 2
13779: PPUSH
13780: LD_EXP 50
13784: PUSH
13785: LD_INT 1
13787: ARRAY
13788: PPUSH
13789: LD_INT 4
13791: PPUSH
13792: LD_EXP 29
13796: PPUSH
13797: LD_INT 1
13799: PPUSH
13800: LD_INT 1
13802: PPUSH
13803: LD_INT 1
13805: PPUSH
13806: LD_INT 42
13808: PUSH
13809: LD_INT 43
13811: PUSH
13812: LD_INT 44
13814: PUSH
13815: EMPTY
13816: LIST
13817: LIST
13818: LIST
13819: PPUSH
13820: LD_INT 24
13822: PUSH
13823: LD_INT 26
13825: PUSH
13826: EMPTY
13827: LIST
13828: LIST
13829: PPUSH
13830: LD_INT 4
13832: PUSH
13833: LD_INT 5
13835: PUSH
13836: LD_INT 6
13838: PUSH
13839: LD_INT 9
13841: PUSH
13842: EMPTY
13843: LIST
13844: LIST
13845: LIST
13846: LIST
13847: PPUSH
13848: LD_EXP 51
13852: PPUSH
13853: CALL 9476 0 11
// end ;
13857: END
// every 10 10$0 trigger FilterAllUnits ( [ [ f_side , sideP2 ] , [ f_type , unit_human ] ] ) > 0 do
13858: LD_INT 22
13860: PUSH
13861: LD_EXP 54
13865: PUSH
13866: EMPTY
13867: LIST
13868: LIST
13869: PUSH
13870: LD_INT 21
13872: PUSH
13873: LD_INT 1
13875: PUSH
13876: EMPTY
13877: LIST
13878: LIST
13879: PUSH
13880: EMPTY
13881: LIST
13882: LIST
13883: PPUSH
13884: CALL_OW 69
13888: PUSH
13889: LD_INT 0
13891: GREATER
13892: IFFALSE 13985
13894: GO 13896
13896: DISABLE
// begin fale = 5 ;
13897: LD_ADDR_EXP 49
13901: PUSH
13902: LD_INT 5
13904: ST_TO_ADDR
// RespawnAttackVehicle ( AttackPlayer2 , randomedColors [ 2 ] , 4 , difficultyC , 1 , 1 , 1 , [ 42 , 43 , 44 ] , [ 24 , 26 ] , [ 4 , 5 , 6 , 9 ] , Player2Side ) ;
13905: LD_INT 1
13907: PPUSH
13908: LD_EXP 50
13912: PUSH
13913: LD_INT 2
13915: ARRAY
13916: PPUSH
13917: LD_INT 4
13919: PPUSH
13920: LD_EXP 29
13924: PPUSH
13925: LD_INT 1
13927: PPUSH
13928: LD_INT 1
13930: PPUSH
13931: LD_INT 1
13933: PPUSH
13934: LD_INT 42
13936: PUSH
13937: LD_INT 43
13939: PUSH
13940: LD_INT 44
13942: PUSH
13943: EMPTY
13944: LIST
13945: LIST
13946: LIST
13947: PPUSH
13948: LD_INT 24
13950: PUSH
13951: LD_INT 26
13953: PUSH
13954: EMPTY
13955: LIST
13956: LIST
13957: PPUSH
13958: LD_INT 4
13960: PUSH
13961: LD_INT 5
13963: PUSH
13964: LD_INT 6
13966: PUSH
13967: LD_INT 9
13969: PUSH
13970: EMPTY
13971: LIST
13972: LIST
13973: LIST
13974: LIST
13975: PPUSH
13976: LD_EXP 52
13980: PPUSH
13981: CALL 9476 0 11
// end ;
13985: END
// every 13 13$0 trigger FilterAllUnits ( [ [ f_side , sideP1 ] , [ f_type , unit_human ] ] ) > 0 do
13986: LD_INT 22
13988: PUSH
13989: LD_EXP 53
13993: PUSH
13994: EMPTY
13995: LIST
13996: LIST
13997: PUSH
13998: LD_INT 21
14000: PUSH
14001: LD_INT 1
14003: PUSH
14004: EMPTY
14005: LIST
14006: LIST
14007: PUSH
14008: EMPTY
14009: LIST
14010: LIST
14011: PPUSH
14012: CALL_OW 69
14016: PUSH
14017: LD_INT 0
14019: GREATER
14020: IFFALSE 14080
14022: GO 14024
14024: DISABLE
// begin fale = 6 ;
14025: LD_ADDR_EXP 49
14029: PUSH
14030: LD_INT 6
14032: ST_TO_ADDR
// RespawnAttackInfantry ( randomedColors [ 1 ] , 2 , 5 , 0 , 0 , 3 , 0 , difficultyC , AttackPlayer1 , AttackPlayer1 , Player1Side ) ;
14033: LD_EXP 50
14037: PUSH
14038: LD_INT 1
14040: ARRAY
14041: PPUSH
14042: LD_INT 2
14044: PPUSH
14045: LD_INT 5
14047: PPUSH
14048: LD_INT 0
14050: PPUSH
14051: LD_INT 0
14053: PPUSH
14054: LD_INT 3
14056: PPUSH
14057: LD_INT 0
14059: PPUSH
14060: LD_EXP 29
14064: PPUSH
14065: LD_INT 2
14067: PPUSH
14068: LD_INT 2
14070: PPUSH
14071: LD_EXP 51
14075: PPUSH
14076: CALL 11171 0 11
// end ;
14080: END
// every 13 13$0 trigger FilterAllUnits ( [ [ f_side , sideP2 ] , [ f_type , unit_human ] ] ) > 0 do
14081: LD_INT 22
14083: PUSH
14084: LD_EXP 54
14088: PUSH
14089: EMPTY
14090: LIST
14091: LIST
14092: PUSH
14093: LD_INT 21
14095: PUSH
14096: LD_INT 1
14098: PUSH
14099: EMPTY
14100: LIST
14101: LIST
14102: PUSH
14103: EMPTY
14104: LIST
14105: LIST
14106: PPUSH
14107: CALL_OW 69
14111: PUSH
14112: LD_INT 0
14114: GREATER
14115: IFFALSE 14175
14117: GO 14119
14119: DISABLE
// begin fale = 6 ;
14120: LD_ADDR_EXP 49
14124: PUSH
14125: LD_INT 6
14127: ST_TO_ADDR
// RespawnAttackInfantry ( randomedColors [ 2 ] , 2 , 5 , 0 , 0 , 3 , 0 , difficultyC , AttackPlayer2 , AttackPlayer2 , Player2Side ) ;
14128: LD_EXP 50
14132: PUSH
14133: LD_INT 2
14135: ARRAY
14136: PPUSH
14137: LD_INT 2
14139: PPUSH
14140: LD_INT 5
14142: PPUSH
14143: LD_INT 0
14145: PPUSH
14146: LD_INT 0
14148: PPUSH
14149: LD_INT 3
14151: PPUSH
14152: LD_INT 0
14154: PPUSH
14155: LD_EXP 29
14159: PPUSH
14160: LD_INT 1
14162: PPUSH
14163: LD_INT 1
14165: PPUSH
14166: LD_EXP 52
14170: PPUSH
14171: CALL 11171 0 11
// end ;
14175: END
// every 13 13$0 trigger FilterAllUnits ( [ [ f_side , sideP1 ] , [ f_type , unit_human ] ] ) > 0 do
14176: LD_INT 22
14178: PUSH
14179: LD_EXP 53
14183: PUSH
14184: EMPTY
14185: LIST
14186: LIST
14187: PUSH
14188: LD_INT 21
14190: PUSH
14191: LD_INT 1
14193: PUSH
14194: EMPTY
14195: LIST
14196: LIST
14197: PUSH
14198: EMPTY
14199: LIST
14200: LIST
14201: PPUSH
14202: CALL_OW 69
14206: PUSH
14207: LD_INT 0
14209: GREATER
14210: IFFALSE 14307
14212: GO 14214
14214: DISABLE
// begin fale = 6 ;
14215: LD_ADDR_EXP 49
14219: PUSH
14220: LD_INT 6
14222: ST_TO_ADDR
// RespawnAttackVehicle ( AttackPlayer1 , randomedColors [ 1 ] , 4 , difficultyC , 2 , 1 , 1 , [ 42 , 43 , 44 ] , [ 27 , 25 , 26 ] , [ 4 , 5 , 6 , 9 ] , Player1Side ) ;
14223: LD_INT 2
14225: PPUSH
14226: LD_EXP 50
14230: PUSH
14231: LD_INT 1
14233: ARRAY
14234: PPUSH
14235: LD_INT 4
14237: PPUSH
14238: LD_EXP 29
14242: PPUSH
14243: LD_INT 2
14245: PPUSH
14246: LD_INT 1
14248: PPUSH
14249: LD_INT 1
14251: PPUSH
14252: LD_INT 42
14254: PUSH
14255: LD_INT 43
14257: PUSH
14258: LD_INT 44
14260: PUSH
14261: EMPTY
14262: LIST
14263: LIST
14264: LIST
14265: PPUSH
14266: LD_INT 27
14268: PUSH
14269: LD_INT 25
14271: PUSH
14272: LD_INT 26
14274: PUSH
14275: EMPTY
14276: LIST
14277: LIST
14278: LIST
14279: PPUSH
14280: LD_INT 4
14282: PUSH
14283: LD_INT 5
14285: PUSH
14286: LD_INT 6
14288: PUSH
14289: LD_INT 9
14291: PUSH
14292: EMPTY
14293: LIST
14294: LIST
14295: LIST
14296: LIST
14297: PPUSH
14298: LD_EXP 51
14302: PPUSH
14303: CALL 9476 0 11
// end ;
14307: END
// every 13 13$0 trigger FilterAllUnits ( [ [ f_side , sideP2 ] , [ f_type , unit_human ] ] ) > 0 do
14308: LD_INT 22
14310: PUSH
14311: LD_EXP 54
14315: PUSH
14316: EMPTY
14317: LIST
14318: LIST
14319: PUSH
14320: LD_INT 21
14322: PUSH
14323: LD_INT 1
14325: PUSH
14326: EMPTY
14327: LIST
14328: LIST
14329: PUSH
14330: EMPTY
14331: LIST
14332: LIST
14333: PPUSH
14334: CALL_OW 69
14338: PUSH
14339: LD_INT 0
14341: GREATER
14342: IFFALSE 14439
14344: GO 14346
14346: DISABLE
// begin fale = 6 ;
14347: LD_ADDR_EXP 49
14351: PUSH
14352: LD_INT 6
14354: ST_TO_ADDR
// RespawnAttackVehicle ( AttackPlayer2 , randomedColors [ 2 ] , 4 , difficultyC , 2 , 1 , 1 , [ 42 , 43 , 44 ] , [ 26 , 25 , 27 ] , [ 4 , 5 , 6 , 9 ] , Player2Side ) ;
14355: LD_INT 1
14357: PPUSH
14358: LD_EXP 50
14362: PUSH
14363: LD_INT 2
14365: ARRAY
14366: PPUSH
14367: LD_INT 4
14369: PPUSH
14370: LD_EXP 29
14374: PPUSH
14375: LD_INT 2
14377: PPUSH
14378: LD_INT 1
14380: PPUSH
14381: LD_INT 1
14383: PPUSH
14384: LD_INT 42
14386: PUSH
14387: LD_INT 43
14389: PUSH
14390: LD_INT 44
14392: PUSH
14393: EMPTY
14394: LIST
14395: LIST
14396: LIST
14397: PPUSH
14398: LD_INT 26
14400: PUSH
14401: LD_INT 25
14403: PUSH
14404: LD_INT 27
14406: PUSH
14407: EMPTY
14408: LIST
14409: LIST
14410: LIST
14411: PPUSH
14412: LD_INT 4
14414: PUSH
14415: LD_INT 5
14417: PUSH
14418: LD_INT 6
14420: PUSH
14421: LD_INT 9
14423: PUSH
14424: EMPTY
14425: LIST
14426: LIST
14427: LIST
14428: LIST
14429: PPUSH
14430: LD_EXP 52
14434: PPUSH
14435: CALL 9476 0 11
// end ;
14439: END
// every 18 18$0 trigger FilterAllUnits ( [ [ f_side , sideP1 ] , [ f_type , unit_human ] ] ) > 0 do
14440: LD_INT 22
14442: PUSH
14443: LD_EXP 53
14447: PUSH
14448: EMPTY
14449: LIST
14450: LIST
14451: PUSH
14452: LD_INT 21
14454: PUSH
14455: LD_INT 1
14457: PUSH
14458: EMPTY
14459: LIST
14460: LIST
14461: PUSH
14462: EMPTY
14463: LIST
14464: LIST
14465: PPUSH
14466: CALL_OW 69
14470: PUSH
14471: LD_INT 0
14473: GREATER
14474: IFFALSE 14534
14476: GO 14478
14478: DISABLE
// begin fale = 7 ;
14479: LD_ADDR_EXP 49
14483: PUSH
14484: LD_INT 7
14486: ST_TO_ADDR
// RespawnAttackInfantry ( randomedColors [ 1 ] , 3 , 8 , 0 , 3 , 0 , 0 , difficultyC , AttackPlayer1 , AttackPlayer1 , Player1Side ) ;
14487: LD_EXP 50
14491: PUSH
14492: LD_INT 1
14494: ARRAY
14495: PPUSH
14496: LD_INT 3
14498: PPUSH
14499: LD_INT 8
14501: PPUSH
14502: LD_INT 0
14504: PPUSH
14505: LD_INT 3
14507: PPUSH
14508: LD_INT 0
14510: PPUSH
14511: LD_INT 0
14513: PPUSH
14514: LD_EXP 29
14518: PPUSH
14519: LD_INT 2
14521: PPUSH
14522: LD_INT 2
14524: PPUSH
14525: LD_EXP 51
14529: PPUSH
14530: CALL 11171 0 11
// end ;
14534: END
// every 18 18$0 trigger FilterAllUnits ( [ [ f_side , sideP2 ] , [ f_type , unit_human ] ] ) > 0 do
14535: LD_INT 22
14537: PUSH
14538: LD_EXP 54
14542: PUSH
14543: EMPTY
14544: LIST
14545: LIST
14546: PUSH
14547: LD_INT 21
14549: PUSH
14550: LD_INT 1
14552: PUSH
14553: EMPTY
14554: LIST
14555: LIST
14556: PUSH
14557: EMPTY
14558: LIST
14559: LIST
14560: PPUSH
14561: CALL_OW 69
14565: PUSH
14566: LD_INT 0
14568: GREATER
14569: IFFALSE 14629
14571: GO 14573
14573: DISABLE
// begin fale = 7 ;
14574: LD_ADDR_EXP 49
14578: PUSH
14579: LD_INT 7
14581: ST_TO_ADDR
// RespawnAttackInfantry ( randomedColors [ 2 ] , 3 , 8 , 0 , 3 , 0 , 0 , difficultyC , AttackPlayer2 , AttackPlayer2 , Player2Side ) ;
14582: LD_EXP 50
14586: PUSH
14587: LD_INT 2
14589: ARRAY
14590: PPUSH
14591: LD_INT 3
14593: PPUSH
14594: LD_INT 8
14596: PPUSH
14597: LD_INT 0
14599: PPUSH
14600: LD_INT 3
14602: PPUSH
14603: LD_INT 0
14605: PPUSH
14606: LD_INT 0
14608: PPUSH
14609: LD_EXP 29
14613: PPUSH
14614: LD_INT 1
14616: PPUSH
14617: LD_INT 1
14619: PPUSH
14620: LD_EXP 52
14624: PPUSH
14625: CALL 11171 0 11
// end ;
14629: END
// every 18 18$0 trigger FilterAllUnits ( [ [ f_side , sideP1 ] , [ f_type , unit_human ] ] ) > 0 do
14630: LD_INT 22
14632: PUSH
14633: LD_EXP 53
14637: PUSH
14638: EMPTY
14639: LIST
14640: LIST
14641: PUSH
14642: LD_INT 21
14644: PUSH
14645: LD_INT 1
14647: PUSH
14648: EMPTY
14649: LIST
14650: LIST
14651: PUSH
14652: EMPTY
14653: LIST
14654: LIST
14655: PPUSH
14656: CALL_OW 69
14660: PUSH
14661: LD_INT 0
14663: GREATER
14664: IFFALSE 14769
14666: GO 14668
14668: DISABLE
// begin fale = 7 ;
14669: LD_ADDR_EXP 49
14673: PUSH
14674: LD_INT 7
14676: ST_TO_ADDR
// RespawnAttackVehicle ( AttackPlayer1 , randomedColors [ 1 ] , 5 , difficultyC , 3 , 1 , 3 , [ 42 , 43 , 44 , 46 , 45 ] , [ 27 , 25 , 26 ] , [ 4 , 5 , 6 , 9 ] , Player1Side ) ;
14677: LD_INT 2
14679: PPUSH
14680: LD_EXP 50
14684: PUSH
14685: LD_INT 1
14687: ARRAY
14688: PPUSH
14689: LD_INT 5
14691: PPUSH
14692: LD_EXP 29
14696: PPUSH
14697: LD_INT 3
14699: PPUSH
14700: LD_INT 1
14702: PPUSH
14703: LD_INT 3
14705: PPUSH
14706: LD_INT 42
14708: PUSH
14709: LD_INT 43
14711: PUSH
14712: LD_INT 44
14714: PUSH
14715: LD_INT 46
14717: PUSH
14718: LD_INT 45
14720: PUSH
14721: EMPTY
14722: LIST
14723: LIST
14724: LIST
14725: LIST
14726: LIST
14727: PPUSH
14728: LD_INT 27
14730: PUSH
14731: LD_INT 25
14733: PUSH
14734: LD_INT 26
14736: PUSH
14737: EMPTY
14738: LIST
14739: LIST
14740: LIST
14741: PPUSH
14742: LD_INT 4
14744: PUSH
14745: LD_INT 5
14747: PUSH
14748: LD_INT 6
14750: PUSH
14751: LD_INT 9
14753: PUSH
14754: EMPTY
14755: LIST
14756: LIST
14757: LIST
14758: LIST
14759: PPUSH
14760: LD_EXP 51
14764: PPUSH
14765: CALL 9476 0 11
// end ;
14769: END
// every 18 18$0 trigger FilterAllUnits ( [ [ f_side , sideP2 ] , [ f_type , unit_human ] ] ) > 0 do
14770: LD_INT 22
14772: PUSH
14773: LD_EXP 54
14777: PUSH
14778: EMPTY
14779: LIST
14780: LIST
14781: PUSH
14782: LD_INT 21
14784: PUSH
14785: LD_INT 1
14787: PUSH
14788: EMPTY
14789: LIST
14790: LIST
14791: PUSH
14792: EMPTY
14793: LIST
14794: LIST
14795: PPUSH
14796: CALL_OW 69
14800: PUSH
14801: LD_INT 0
14803: GREATER
14804: IFFALSE 14909
14806: GO 14808
14808: DISABLE
// begin fale = 7 ;
14809: LD_ADDR_EXP 49
14813: PUSH
14814: LD_INT 7
14816: ST_TO_ADDR
// RespawnAttackVehicle ( AttackPlayer2 , randomedColors [ 2 ] , 5 , difficultyC , 3 , 1 , 3 , [ 42 , 43 , 44 , 46 , 45 ] , [ 26 , 25 , 27 ] , [ 4 , 5 , 6 , 9 ] , Player2Side ) ;
14817: LD_INT 1
14819: PPUSH
14820: LD_EXP 50
14824: PUSH
14825: LD_INT 2
14827: ARRAY
14828: PPUSH
14829: LD_INT 5
14831: PPUSH
14832: LD_EXP 29
14836: PPUSH
14837: LD_INT 3
14839: PPUSH
14840: LD_INT 1
14842: PPUSH
14843: LD_INT 3
14845: PPUSH
14846: LD_INT 42
14848: PUSH
14849: LD_INT 43
14851: PUSH
14852: LD_INT 44
14854: PUSH
14855: LD_INT 46
14857: PUSH
14858: LD_INT 45
14860: PUSH
14861: EMPTY
14862: LIST
14863: LIST
14864: LIST
14865: LIST
14866: LIST
14867: PPUSH
14868: LD_INT 26
14870: PUSH
14871: LD_INT 25
14873: PUSH
14874: LD_INT 27
14876: PUSH
14877: EMPTY
14878: LIST
14879: LIST
14880: LIST
14881: PPUSH
14882: LD_INT 4
14884: PUSH
14885: LD_INT 5
14887: PUSH
14888: LD_INT 6
14890: PUSH
14891: LD_INT 9
14893: PUSH
14894: EMPTY
14895: LIST
14896: LIST
14897: LIST
14898: LIST
14899: PPUSH
14900: LD_EXP 52
14904: PPUSH
14905: CALL 9476 0 11
// end ;
14909: END
// every 22 22$0 trigger FilterAllUnits ( [ [ f_side , sideP1 ] , [ f_type , unit_human ] ] ) > 0 do
14910: LD_INT 22
14912: PUSH
14913: LD_EXP 53
14917: PUSH
14918: EMPTY
14919: LIST
14920: LIST
14921: PUSH
14922: LD_INT 21
14924: PUSH
14925: LD_INT 1
14927: PUSH
14928: EMPTY
14929: LIST
14930: LIST
14931: PUSH
14932: EMPTY
14933: LIST
14934: LIST
14935: PPUSH
14936: CALL_OW 69
14940: PUSH
14941: LD_INT 0
14943: GREATER
14944: IFFALSE 15004
14946: GO 14948
14948: DISABLE
// begin fale = 8 ;
14949: LD_ADDR_EXP 49
14953: PUSH
14954: LD_INT 8
14956: ST_TO_ADDR
// RespawnAttackInfantry ( randomedColors [ 1 ] , 1 , 8 , 1 , 1 , 1 , 0 , difficultyC , AttackPlayer1 , AttackPlayer1 , Player1Side ) ;
14957: LD_EXP 50
14961: PUSH
14962: LD_INT 1
14964: ARRAY
14965: PPUSH
14966: LD_INT 1
14968: PPUSH
14969: LD_INT 8
14971: PPUSH
14972: LD_INT 1
14974: PPUSH
14975: LD_INT 1
14977: PPUSH
14978: LD_INT 1
14980: PPUSH
14981: LD_INT 0
14983: PPUSH
14984: LD_EXP 29
14988: PPUSH
14989: LD_INT 2
14991: PPUSH
14992: LD_INT 2
14994: PPUSH
14995: LD_EXP 51
14999: PPUSH
15000: CALL 11171 0 11
// end ;
15004: END
// every 22 22$0 trigger FilterAllUnits ( [ [ f_side , sideP2 ] , [ f_type , unit_human ] ] ) > 0 do
15005: LD_INT 22
15007: PUSH
15008: LD_EXP 54
15012: PUSH
15013: EMPTY
15014: LIST
15015: LIST
15016: PUSH
15017: LD_INT 21
15019: PUSH
15020: LD_INT 1
15022: PUSH
15023: EMPTY
15024: LIST
15025: LIST
15026: PUSH
15027: EMPTY
15028: LIST
15029: LIST
15030: PPUSH
15031: CALL_OW 69
15035: PUSH
15036: LD_INT 0
15038: GREATER
15039: IFFALSE 15099
15041: GO 15043
15043: DISABLE
// begin fale = 8 ;
15044: LD_ADDR_EXP 49
15048: PUSH
15049: LD_INT 8
15051: ST_TO_ADDR
// RespawnAttackInfantry ( randomedColors [ 2 ] , 1 , 8 , 1 , 1 , 1 , 0 , difficultyC , AttackPlayer2 , AttackPlayer2 , Player2Side ) ;
15052: LD_EXP 50
15056: PUSH
15057: LD_INT 2
15059: ARRAY
15060: PPUSH
15061: LD_INT 1
15063: PPUSH
15064: LD_INT 8
15066: PPUSH
15067: LD_INT 1
15069: PPUSH
15070: LD_INT 1
15072: PPUSH
15073: LD_INT 1
15075: PPUSH
15076: LD_INT 0
15078: PPUSH
15079: LD_EXP 29
15083: PPUSH
15084: LD_INT 1
15086: PPUSH
15087: LD_INT 1
15089: PPUSH
15090: LD_EXP 52
15094: PPUSH
15095: CALL 11171 0 11
// end ;
15099: END
// every 22 22$0 trigger FilterAllUnits ( [ [ f_side , sideP1 ] , [ f_type , unit_human ] ] ) > 0 do
15100: LD_INT 22
15102: PUSH
15103: LD_EXP 53
15107: PUSH
15108: EMPTY
15109: LIST
15110: LIST
15111: PUSH
15112: LD_INT 21
15114: PUSH
15115: LD_INT 1
15117: PUSH
15118: EMPTY
15119: LIST
15120: LIST
15121: PUSH
15122: EMPTY
15123: LIST
15124: LIST
15125: PPUSH
15126: CALL_OW 69
15130: PUSH
15131: LD_INT 0
15133: GREATER
15134: IFFALSE 15243
15136: GO 15138
15138: DISABLE
// begin fale = 8 ;
15139: LD_ADDR_EXP 49
15143: PUSH
15144: LD_INT 8
15146: ST_TO_ADDR
// RespawnAttackVehicle ( AttackPlayer1 , randomedColors [ 1 ] , 5 , difficultyC , 1 , 1 , 3 , [ 42 , 43 , 44 , 46 , 45 ] , [ 27 , 25 , 26 ] , [ 4 , 5 , 6 , 9 , 7 ] , Player1Side ) ;
15147: LD_INT 2
15149: PPUSH
15150: LD_EXP 50
15154: PUSH
15155: LD_INT 1
15157: ARRAY
15158: PPUSH
15159: LD_INT 5
15161: PPUSH
15162: LD_EXP 29
15166: PPUSH
15167: LD_INT 1
15169: PPUSH
15170: LD_INT 1
15172: PPUSH
15173: LD_INT 3
15175: PPUSH
15176: LD_INT 42
15178: PUSH
15179: LD_INT 43
15181: PUSH
15182: LD_INT 44
15184: PUSH
15185: LD_INT 46
15187: PUSH
15188: LD_INT 45
15190: PUSH
15191: EMPTY
15192: LIST
15193: LIST
15194: LIST
15195: LIST
15196: LIST
15197: PPUSH
15198: LD_INT 27
15200: PUSH
15201: LD_INT 25
15203: PUSH
15204: LD_INT 26
15206: PUSH
15207: EMPTY
15208: LIST
15209: LIST
15210: LIST
15211: PPUSH
15212: LD_INT 4
15214: PUSH
15215: LD_INT 5
15217: PUSH
15218: LD_INT 6
15220: PUSH
15221: LD_INT 9
15223: PUSH
15224: LD_INT 7
15226: PUSH
15227: EMPTY
15228: LIST
15229: LIST
15230: LIST
15231: LIST
15232: LIST
15233: PPUSH
15234: LD_EXP 51
15238: PPUSH
15239: CALL 9476 0 11
// end ;
15243: END
// every 22 22$0 trigger FilterAllUnits ( [ [ f_side , sideP2 ] , [ f_type , unit_human ] ] ) > 0 do
15244: LD_INT 22
15246: PUSH
15247: LD_EXP 54
15251: PUSH
15252: EMPTY
15253: LIST
15254: LIST
15255: PUSH
15256: LD_INT 21
15258: PUSH
15259: LD_INT 1
15261: PUSH
15262: EMPTY
15263: LIST
15264: LIST
15265: PUSH
15266: EMPTY
15267: LIST
15268: LIST
15269: PPUSH
15270: CALL_OW 69
15274: PUSH
15275: LD_INT 0
15277: GREATER
15278: IFFALSE 15387
15280: GO 15282
15282: DISABLE
// begin fale = 8 ;
15283: LD_ADDR_EXP 49
15287: PUSH
15288: LD_INT 8
15290: ST_TO_ADDR
// RespawnAttackVehicle ( AttackPlayer2 , randomedColors [ 2 ] , 5 , difficultyC , 1 , 1 , 3 , [ 42 , 43 , 44 , 46 , 45 ] , [ 26 , 25 , 27 ] , [ 4 , 5 , 6 , 9 , 7 ] , Player2Side ) ;
15291: LD_INT 1
15293: PPUSH
15294: LD_EXP 50
15298: PUSH
15299: LD_INT 2
15301: ARRAY
15302: PPUSH
15303: LD_INT 5
15305: PPUSH
15306: LD_EXP 29
15310: PPUSH
15311: LD_INT 1
15313: PPUSH
15314: LD_INT 1
15316: PPUSH
15317: LD_INT 3
15319: PPUSH
15320: LD_INT 42
15322: PUSH
15323: LD_INT 43
15325: PUSH
15326: LD_INT 44
15328: PUSH
15329: LD_INT 46
15331: PUSH
15332: LD_INT 45
15334: PUSH
15335: EMPTY
15336: LIST
15337: LIST
15338: LIST
15339: LIST
15340: LIST
15341: PPUSH
15342: LD_INT 26
15344: PUSH
15345: LD_INT 25
15347: PUSH
15348: LD_INT 27
15350: PUSH
15351: EMPTY
15352: LIST
15353: LIST
15354: LIST
15355: PPUSH
15356: LD_INT 4
15358: PUSH
15359: LD_INT 5
15361: PUSH
15362: LD_INT 6
15364: PUSH
15365: LD_INT 9
15367: PUSH
15368: LD_INT 7
15370: PUSH
15371: EMPTY
15372: LIST
15373: LIST
15374: LIST
15375: LIST
15376: LIST
15377: PPUSH
15378: LD_EXP 52
15382: PPUSH
15383: CALL 9476 0 11
// end ;
15387: END
// every 26 26$0 trigger FilterAllUnits ( [ [ f_side , sideP1 ] , [ f_type , unit_human ] ] ) > 0 do
15388: LD_INT 22
15390: PUSH
15391: LD_EXP 53
15395: PUSH
15396: EMPTY
15397: LIST
15398: LIST
15399: PUSH
15400: LD_INT 21
15402: PUSH
15403: LD_INT 1
15405: PUSH
15406: EMPTY
15407: LIST
15408: LIST
15409: PUSH
15410: EMPTY
15411: LIST
15412: LIST
15413: PPUSH
15414: CALL_OW 69
15418: PUSH
15419: LD_INT 0
15421: GREATER
15422: IFFALSE 15482
15424: GO 15426
15426: DISABLE
// begin fale = 9 ;
15427: LD_ADDR_EXP 49
15431: PUSH
15432: LD_INT 9
15434: ST_TO_ADDR
// RespawnAttackInfantry ( randomedColors [ 1 ] , 2 , 8 , 2 , 2 , 2 , 0 , difficultyC , AttackPlayer1 , AttackPlayer1 , Player1Side ) ;
15435: LD_EXP 50
15439: PUSH
15440: LD_INT 1
15442: ARRAY
15443: PPUSH
15444: LD_INT 2
15446: PPUSH
15447: LD_INT 8
15449: PPUSH
15450: LD_INT 2
15452: PPUSH
15453: LD_INT 2
15455: PPUSH
15456: LD_INT 2
15458: PPUSH
15459: LD_INT 0
15461: PPUSH
15462: LD_EXP 29
15466: PPUSH
15467: LD_INT 2
15469: PPUSH
15470: LD_INT 2
15472: PPUSH
15473: LD_EXP 51
15477: PPUSH
15478: CALL 11171 0 11
// end ;
15482: END
// every 26 26$0 trigger FilterAllUnits ( [ [ f_side , sideP2 ] , [ f_type , unit_human ] ] ) > 0 do
15483: LD_INT 22
15485: PUSH
15486: LD_EXP 54
15490: PUSH
15491: EMPTY
15492: LIST
15493: LIST
15494: PUSH
15495: LD_INT 21
15497: PUSH
15498: LD_INT 1
15500: PUSH
15501: EMPTY
15502: LIST
15503: LIST
15504: PUSH
15505: EMPTY
15506: LIST
15507: LIST
15508: PPUSH
15509: CALL_OW 69
15513: PUSH
15514: LD_INT 0
15516: GREATER
15517: IFFALSE 15577
15519: GO 15521
15521: DISABLE
// begin fale = 9 ;
15522: LD_ADDR_EXP 49
15526: PUSH
15527: LD_INT 9
15529: ST_TO_ADDR
// RespawnAttackInfantry ( randomedColors [ 2 ] , 2 , 8 , 2 , 2 , 2 , 0 , difficultyC , AttackPlayer2 , AttackPlayer2 , Player2Side ) ;
15530: LD_EXP 50
15534: PUSH
15535: LD_INT 2
15537: ARRAY
15538: PPUSH
15539: LD_INT 2
15541: PPUSH
15542: LD_INT 8
15544: PPUSH
15545: LD_INT 2
15547: PPUSH
15548: LD_INT 2
15550: PPUSH
15551: LD_INT 2
15553: PPUSH
15554: LD_INT 0
15556: PPUSH
15557: LD_EXP 29
15561: PPUSH
15562: LD_INT 1
15564: PPUSH
15565: LD_INT 1
15567: PPUSH
15568: LD_EXP 52
15572: PPUSH
15573: CALL 11171 0 11
// end ;
15577: END
// every 26 26$0 trigger FilterAllUnits ( [ [ f_side , sideP1 ] , [ f_type , unit_human ] ] ) > 0 do
15578: LD_INT 22
15580: PUSH
15581: LD_EXP 53
15585: PUSH
15586: EMPTY
15587: LIST
15588: LIST
15589: PUSH
15590: LD_INT 21
15592: PUSH
15593: LD_INT 1
15595: PUSH
15596: EMPTY
15597: LIST
15598: LIST
15599: PUSH
15600: EMPTY
15601: LIST
15602: LIST
15603: PPUSH
15604: CALL_OW 69
15608: PUSH
15609: LD_INT 0
15611: GREATER
15612: IFFALSE 15725
15614: GO 15616
15616: DISABLE
// begin fale = 9 ;
15617: LD_ADDR_EXP 49
15621: PUSH
15622: LD_INT 9
15624: ST_TO_ADDR
// RespawnAttackVehicle ( AttackPlayer1 , randomedColors [ 1 ] , 7 , difficultyC , 2 , 1 , 5 , [ 42 , 43 , 44 , 46 , 45 ] , [ 27 , 25 , 26 , 28 ] , [ 4 , 5 , 6 , 9 , 7 ] , Player1Side ) ;
15625: LD_INT 2
15627: PPUSH
15628: LD_EXP 50
15632: PUSH
15633: LD_INT 1
15635: ARRAY
15636: PPUSH
15637: LD_INT 7
15639: PPUSH
15640: LD_EXP 29
15644: PPUSH
15645: LD_INT 2
15647: PPUSH
15648: LD_INT 1
15650: PPUSH
15651: LD_INT 5
15653: PPUSH
15654: LD_INT 42
15656: PUSH
15657: LD_INT 43
15659: PUSH
15660: LD_INT 44
15662: PUSH
15663: LD_INT 46
15665: PUSH
15666: LD_INT 45
15668: PUSH
15669: EMPTY
15670: LIST
15671: LIST
15672: LIST
15673: LIST
15674: LIST
15675: PPUSH
15676: LD_INT 27
15678: PUSH
15679: LD_INT 25
15681: PUSH
15682: LD_INT 26
15684: PUSH
15685: LD_INT 28
15687: PUSH
15688: EMPTY
15689: LIST
15690: LIST
15691: LIST
15692: LIST
15693: PPUSH
15694: LD_INT 4
15696: PUSH
15697: LD_INT 5
15699: PUSH
15700: LD_INT 6
15702: PUSH
15703: LD_INT 9
15705: PUSH
15706: LD_INT 7
15708: PUSH
15709: EMPTY
15710: LIST
15711: LIST
15712: LIST
15713: LIST
15714: LIST
15715: PPUSH
15716: LD_EXP 51
15720: PPUSH
15721: CALL 9476 0 11
// end ;
15725: END
// every 26 26$0 trigger FilterAllUnits ( [ [ f_side , sideP2 ] , [ f_type , unit_human ] ] ) > 0 do
15726: LD_INT 22
15728: PUSH
15729: LD_EXP 54
15733: PUSH
15734: EMPTY
15735: LIST
15736: LIST
15737: PUSH
15738: LD_INT 21
15740: PUSH
15741: LD_INT 1
15743: PUSH
15744: EMPTY
15745: LIST
15746: LIST
15747: PUSH
15748: EMPTY
15749: LIST
15750: LIST
15751: PPUSH
15752: CALL_OW 69
15756: PUSH
15757: LD_INT 0
15759: GREATER
15760: IFFALSE 15873
15762: GO 15764
15764: DISABLE
// begin fale = 9 ;
15765: LD_ADDR_EXP 49
15769: PUSH
15770: LD_INT 9
15772: ST_TO_ADDR
// RespawnAttackVehicle ( AttackPlayer2 , randomedColors [ 2 ] , 7 , difficultyC , 2 , 1 , 5 , [ 42 , 43 , 44 , 46 , 45 ] , [ 26 , 25 , 27 , 28 ] , [ 4 , 5 , 6 , 9 , 7 ] , Player2Side ) ;
15773: LD_INT 1
15775: PPUSH
15776: LD_EXP 50
15780: PUSH
15781: LD_INT 2
15783: ARRAY
15784: PPUSH
15785: LD_INT 7
15787: PPUSH
15788: LD_EXP 29
15792: PPUSH
15793: LD_INT 2
15795: PPUSH
15796: LD_INT 1
15798: PPUSH
15799: LD_INT 5
15801: PPUSH
15802: LD_INT 42
15804: PUSH
15805: LD_INT 43
15807: PUSH
15808: LD_INT 44
15810: PUSH
15811: LD_INT 46
15813: PUSH
15814: LD_INT 45
15816: PUSH
15817: EMPTY
15818: LIST
15819: LIST
15820: LIST
15821: LIST
15822: LIST
15823: PPUSH
15824: LD_INT 26
15826: PUSH
15827: LD_INT 25
15829: PUSH
15830: LD_INT 27
15832: PUSH
15833: LD_INT 28
15835: PUSH
15836: EMPTY
15837: LIST
15838: LIST
15839: LIST
15840: LIST
15841: PPUSH
15842: LD_INT 4
15844: PUSH
15845: LD_INT 5
15847: PUSH
15848: LD_INT 6
15850: PUSH
15851: LD_INT 9
15853: PUSH
15854: LD_INT 7
15856: PUSH
15857: EMPTY
15858: LIST
15859: LIST
15860: LIST
15861: LIST
15862: LIST
15863: PPUSH
15864: LD_EXP 52
15868: PPUSH
15869: CALL 9476 0 11
// end ;
15873: END
// every 29 29$0 trigger FilterAllUnits ( [ [ f_side , sideP1 ] , [ f_type , unit_human ] ] ) > 0 do
15874: LD_INT 22
15876: PUSH
15877: LD_EXP 53
15881: PUSH
15882: EMPTY
15883: LIST
15884: LIST
15885: PUSH
15886: LD_INT 21
15888: PUSH
15889: LD_INT 1
15891: PUSH
15892: EMPTY
15893: LIST
15894: LIST
15895: PUSH
15896: EMPTY
15897: LIST
15898: LIST
15899: PPUSH
15900: CALL_OW 69
15904: PUSH
15905: LD_INT 0
15907: GREATER
15908: IFFALSE 15968
15910: GO 15912
15912: DISABLE
// begin fale = 10 ;
15913: LD_ADDR_EXP 49
15917: PUSH
15918: LD_INT 10
15920: ST_TO_ADDR
// RespawnAttackInfantry ( randomedColors [ 1 ] , 3 , 10 , 3 , 3 , 3 , 0 , difficultyC , AttackPlayer1 , AttackPlayer1 , Player1Side ) ;
15921: LD_EXP 50
15925: PUSH
15926: LD_INT 1
15928: ARRAY
15929: PPUSH
15930: LD_INT 3
15932: PPUSH
15933: LD_INT 10
15935: PPUSH
15936: LD_INT 3
15938: PPUSH
15939: LD_INT 3
15941: PPUSH
15942: LD_INT 3
15944: PPUSH
15945: LD_INT 0
15947: PPUSH
15948: LD_EXP 29
15952: PPUSH
15953: LD_INT 2
15955: PPUSH
15956: LD_INT 2
15958: PPUSH
15959: LD_EXP 51
15963: PPUSH
15964: CALL 11171 0 11
// end ;
15968: END
// every 29 29$0 trigger FilterAllUnits ( [ [ f_side , sideP2 ] , [ f_type , unit_human ] ] ) > 0 do
15969: LD_INT 22
15971: PUSH
15972: LD_EXP 54
15976: PUSH
15977: EMPTY
15978: LIST
15979: LIST
15980: PUSH
15981: LD_INT 21
15983: PUSH
15984: LD_INT 1
15986: PUSH
15987: EMPTY
15988: LIST
15989: LIST
15990: PUSH
15991: EMPTY
15992: LIST
15993: LIST
15994: PPUSH
15995: CALL_OW 69
15999: PUSH
16000: LD_INT 0
16002: GREATER
16003: IFFALSE 16063
16005: GO 16007
16007: DISABLE
// begin fale = 10 ;
16008: LD_ADDR_EXP 49
16012: PUSH
16013: LD_INT 10
16015: ST_TO_ADDR
// RespawnAttackInfantry ( randomedColors [ 2 ] , 3 , 10 , 3 , 3 , 3 , 0 , difficultyC , AttackPlayer2 , AttackPlayer2 , Player2Side ) ;
16016: LD_EXP 50
16020: PUSH
16021: LD_INT 2
16023: ARRAY
16024: PPUSH
16025: LD_INT 3
16027: PPUSH
16028: LD_INT 10
16030: PPUSH
16031: LD_INT 3
16033: PPUSH
16034: LD_INT 3
16036: PPUSH
16037: LD_INT 3
16039: PPUSH
16040: LD_INT 0
16042: PPUSH
16043: LD_EXP 29
16047: PPUSH
16048: LD_INT 1
16050: PPUSH
16051: LD_INT 1
16053: PPUSH
16054: LD_EXP 52
16058: PPUSH
16059: CALL 11171 0 11
// end ;
16063: END
// every 29 29$0 trigger FilterAllUnits ( [ [ f_side , sideP1 ] , [ f_type , unit_human ] ] ) > 0 do
16064: LD_INT 22
16066: PUSH
16067: LD_EXP 53
16071: PUSH
16072: EMPTY
16073: LIST
16074: LIST
16075: PUSH
16076: LD_INT 21
16078: PUSH
16079: LD_INT 1
16081: PUSH
16082: EMPTY
16083: LIST
16084: LIST
16085: PUSH
16086: EMPTY
16087: LIST
16088: LIST
16089: PPUSH
16090: CALL_OW 69
16094: PUSH
16095: LD_INT 0
16097: GREATER
16098: IFFALSE 16215
16100: GO 16102
16102: DISABLE
// begin fale = 10 ;
16103: LD_ADDR_EXP 49
16107: PUSH
16108: LD_INT 10
16110: ST_TO_ADDR
// RespawnAttackVehicle ( AttackPlayer1 , randomedColors [ 1 ] , 8 , difficultyC , 3 , 1 , 3 , [ 42 , 43 , 44 , 46 , 45 , 47 ] , [ 27 , 25 , 26 , 28 ] , [ 4 , 5 , 6 , 9 , 7 ] , Player1Side ) ;
16111: LD_INT 2
16113: PPUSH
16114: LD_EXP 50
16118: PUSH
16119: LD_INT 1
16121: ARRAY
16122: PPUSH
16123: LD_INT 8
16125: PPUSH
16126: LD_EXP 29
16130: PPUSH
16131: LD_INT 3
16133: PPUSH
16134: LD_INT 1
16136: PPUSH
16137: LD_INT 3
16139: PPUSH
16140: LD_INT 42
16142: PUSH
16143: LD_INT 43
16145: PUSH
16146: LD_INT 44
16148: PUSH
16149: LD_INT 46
16151: PUSH
16152: LD_INT 45
16154: PUSH
16155: LD_INT 47
16157: PUSH
16158: EMPTY
16159: LIST
16160: LIST
16161: LIST
16162: LIST
16163: LIST
16164: LIST
16165: PPUSH
16166: LD_INT 27
16168: PUSH
16169: LD_INT 25
16171: PUSH
16172: LD_INT 26
16174: PUSH
16175: LD_INT 28
16177: PUSH
16178: EMPTY
16179: LIST
16180: LIST
16181: LIST
16182: LIST
16183: PPUSH
16184: LD_INT 4
16186: PUSH
16187: LD_INT 5
16189: PUSH
16190: LD_INT 6
16192: PUSH
16193: LD_INT 9
16195: PUSH
16196: LD_INT 7
16198: PUSH
16199: EMPTY
16200: LIST
16201: LIST
16202: LIST
16203: LIST
16204: LIST
16205: PPUSH
16206: LD_EXP 51
16210: PPUSH
16211: CALL 9476 0 11
// end ;
16215: END
// every 29 29$0 trigger FilterAllUnits ( [ [ f_side , sideP2 ] , [ f_type , unit_human ] ] ) > 0 do
16216: LD_INT 22
16218: PUSH
16219: LD_EXP 54
16223: PUSH
16224: EMPTY
16225: LIST
16226: LIST
16227: PUSH
16228: LD_INT 21
16230: PUSH
16231: LD_INT 1
16233: PUSH
16234: EMPTY
16235: LIST
16236: LIST
16237: PUSH
16238: EMPTY
16239: LIST
16240: LIST
16241: PPUSH
16242: CALL_OW 69
16246: PUSH
16247: LD_INT 0
16249: GREATER
16250: IFFALSE 16367
16252: GO 16254
16254: DISABLE
// begin fale = 10 ;
16255: LD_ADDR_EXP 49
16259: PUSH
16260: LD_INT 10
16262: ST_TO_ADDR
// RespawnAttackVehicle ( AttackPlayer2 , randomedColors [ 2 ] , 8 , difficultyC , 3 , 1 , 3 , [ 42 , 43 , 44 , 46 , 45 , 47 ] , [ 26 , 25 , 27 , 28 ] , [ 4 , 5 , 6 , 9 , 7 ] , Player2Side ) ;
16263: LD_INT 1
16265: PPUSH
16266: LD_EXP 50
16270: PUSH
16271: LD_INT 2
16273: ARRAY
16274: PPUSH
16275: LD_INT 8
16277: PPUSH
16278: LD_EXP 29
16282: PPUSH
16283: LD_INT 3
16285: PPUSH
16286: LD_INT 1
16288: PPUSH
16289: LD_INT 3
16291: PPUSH
16292: LD_INT 42
16294: PUSH
16295: LD_INT 43
16297: PUSH
16298: LD_INT 44
16300: PUSH
16301: LD_INT 46
16303: PUSH
16304: LD_INT 45
16306: PUSH
16307: LD_INT 47
16309: PUSH
16310: EMPTY
16311: LIST
16312: LIST
16313: LIST
16314: LIST
16315: LIST
16316: LIST
16317: PPUSH
16318: LD_INT 26
16320: PUSH
16321: LD_INT 25
16323: PUSH
16324: LD_INT 27
16326: PUSH
16327: LD_INT 28
16329: PUSH
16330: EMPTY
16331: LIST
16332: LIST
16333: LIST
16334: LIST
16335: PPUSH
16336: LD_INT 4
16338: PUSH
16339: LD_INT 5
16341: PUSH
16342: LD_INT 6
16344: PUSH
16345: LD_INT 9
16347: PUSH
16348: LD_INT 7
16350: PUSH
16351: EMPTY
16352: LIST
16353: LIST
16354: LIST
16355: LIST
16356: LIST
16357: PPUSH
16358: LD_EXP 52
16362: PPUSH
16363: CALL 9476 0 11
// end ;
16367: END
// every 33 33$0 trigger FilterAllUnits ( [ [ f_side , sideP1 ] , [ f_type , unit_human ] ] ) > 0 do
16368: LD_INT 22
16370: PUSH
16371: LD_EXP 53
16375: PUSH
16376: EMPTY
16377: LIST
16378: LIST
16379: PUSH
16380: LD_INT 21
16382: PUSH
16383: LD_INT 1
16385: PUSH
16386: EMPTY
16387: LIST
16388: LIST
16389: PUSH
16390: EMPTY
16391: LIST
16392: LIST
16393: PPUSH
16394: CALL_OW 69
16398: PUSH
16399: LD_INT 0
16401: GREATER
16402: IFFALSE 16462
16404: GO 16406
16406: DISABLE
// begin fale = 11 ;
16407: LD_ADDR_EXP 49
16411: PUSH
16412: LD_INT 11
16414: ST_TO_ADDR
// RespawnAttackInfantry ( randomedColors [ 1 ] , 1 , 10 , 4 , 4 , 4 , 0 , difficultyC , AttackPlayer1 , AttackPlayer1 , Player1Side ) ;
16415: LD_EXP 50
16419: PUSH
16420: LD_INT 1
16422: ARRAY
16423: PPUSH
16424: LD_INT 1
16426: PPUSH
16427: LD_INT 10
16429: PPUSH
16430: LD_INT 4
16432: PPUSH
16433: LD_INT 4
16435: PPUSH
16436: LD_INT 4
16438: PPUSH
16439: LD_INT 0
16441: PPUSH
16442: LD_EXP 29
16446: PPUSH
16447: LD_INT 2
16449: PPUSH
16450: LD_INT 2
16452: PPUSH
16453: LD_EXP 51
16457: PPUSH
16458: CALL 11171 0 11
// end ;
16462: END
// every 33 33$0 trigger FilterAllUnits ( [ [ f_side , sideP2 ] , [ f_type , unit_human ] ] ) > 0 do
16463: LD_INT 22
16465: PUSH
16466: LD_EXP 54
16470: PUSH
16471: EMPTY
16472: LIST
16473: LIST
16474: PUSH
16475: LD_INT 21
16477: PUSH
16478: LD_INT 1
16480: PUSH
16481: EMPTY
16482: LIST
16483: LIST
16484: PUSH
16485: EMPTY
16486: LIST
16487: LIST
16488: PPUSH
16489: CALL_OW 69
16493: PUSH
16494: LD_INT 0
16496: GREATER
16497: IFFALSE 16557
16499: GO 16501
16501: DISABLE
// begin fale = 11 ;
16502: LD_ADDR_EXP 49
16506: PUSH
16507: LD_INT 11
16509: ST_TO_ADDR
// RespawnAttackInfantry ( randomedColors [ 2 ] , 1 , 10 , 4 , 4 , 4 , 0 , difficultyC , AttackPlayer2 , AttackPlayer2 , Player2Side ) ;
16510: LD_EXP 50
16514: PUSH
16515: LD_INT 2
16517: ARRAY
16518: PPUSH
16519: LD_INT 1
16521: PPUSH
16522: LD_INT 10
16524: PPUSH
16525: LD_INT 4
16527: PPUSH
16528: LD_INT 4
16530: PPUSH
16531: LD_INT 4
16533: PPUSH
16534: LD_INT 0
16536: PPUSH
16537: LD_EXP 29
16541: PPUSH
16542: LD_INT 1
16544: PPUSH
16545: LD_INT 1
16547: PPUSH
16548: LD_EXP 52
16552: PPUSH
16553: CALL 11171 0 11
// end ;
16557: END
// every 33 33$0 trigger FilterAllUnits ( [ [ f_side , sideP1 ] , [ f_type , unit_human ] ] ) > 0 do
16558: LD_INT 22
16560: PUSH
16561: LD_EXP 53
16565: PUSH
16566: EMPTY
16567: LIST
16568: LIST
16569: PUSH
16570: LD_INT 21
16572: PUSH
16573: LD_INT 1
16575: PUSH
16576: EMPTY
16577: LIST
16578: LIST
16579: PUSH
16580: EMPTY
16581: LIST
16582: LIST
16583: PPUSH
16584: CALL_OW 69
16588: PUSH
16589: LD_INT 0
16591: GREATER
16592: IFFALSE 16713
16594: GO 16596
16596: DISABLE
// begin fale = 11 ;
16597: LD_ADDR_EXP 49
16601: PUSH
16602: LD_INT 11
16604: ST_TO_ADDR
// RespawnAttackVehicle ( AttackPlayer1 , randomedColors [ 1 ] , 10 , difficultyC , 1 , 1 , 3 , [ 42 , 43 , 44 , 46 , 45 , 47 ] , [ 27 , 25 , 26 , 28 ] , [ 4 , 5 , 6 , 9 , 7 , 10 ] , Player1Side ) ;
16605: LD_INT 2
16607: PPUSH
16608: LD_EXP 50
16612: PUSH
16613: LD_INT 1
16615: ARRAY
16616: PPUSH
16617: LD_INT 10
16619: PPUSH
16620: LD_EXP 29
16624: PPUSH
16625: LD_INT 1
16627: PPUSH
16628: LD_INT 1
16630: PPUSH
16631: LD_INT 3
16633: PPUSH
16634: LD_INT 42
16636: PUSH
16637: LD_INT 43
16639: PUSH
16640: LD_INT 44
16642: PUSH
16643: LD_INT 46
16645: PUSH
16646: LD_INT 45
16648: PUSH
16649: LD_INT 47
16651: PUSH
16652: EMPTY
16653: LIST
16654: LIST
16655: LIST
16656: LIST
16657: LIST
16658: LIST
16659: PPUSH
16660: LD_INT 27
16662: PUSH
16663: LD_INT 25
16665: PUSH
16666: LD_INT 26
16668: PUSH
16669: LD_INT 28
16671: PUSH
16672: EMPTY
16673: LIST
16674: LIST
16675: LIST
16676: LIST
16677: PPUSH
16678: LD_INT 4
16680: PUSH
16681: LD_INT 5
16683: PUSH
16684: LD_INT 6
16686: PUSH
16687: LD_INT 9
16689: PUSH
16690: LD_INT 7
16692: PUSH
16693: LD_INT 10
16695: PUSH
16696: EMPTY
16697: LIST
16698: LIST
16699: LIST
16700: LIST
16701: LIST
16702: LIST
16703: PPUSH
16704: LD_EXP 51
16708: PPUSH
16709: CALL 9476 0 11
// end ;
16713: END
// every 33 33$0 trigger FilterAllUnits ( [ [ f_side , sideP2 ] , [ f_type , unit_human ] ] ) > 0 do
16714: LD_INT 22
16716: PUSH
16717: LD_EXP 54
16721: PUSH
16722: EMPTY
16723: LIST
16724: LIST
16725: PUSH
16726: LD_INT 21
16728: PUSH
16729: LD_INT 1
16731: PUSH
16732: EMPTY
16733: LIST
16734: LIST
16735: PUSH
16736: EMPTY
16737: LIST
16738: LIST
16739: PPUSH
16740: CALL_OW 69
16744: PUSH
16745: LD_INT 0
16747: GREATER
16748: IFFALSE 16869
16750: GO 16752
16752: DISABLE
// begin fale = 11 ;
16753: LD_ADDR_EXP 49
16757: PUSH
16758: LD_INT 11
16760: ST_TO_ADDR
// RespawnAttackVehicle ( AttackPlayer2 , randomedColors [ 2 ] , 10 , difficultyC , 1 , 1 , 3 , [ 42 , 43 , 44 , 46 , 45 , 47 ] , [ 26 , 25 , 27 , 28 ] , [ 4 , 5 , 6 , 9 , 7 , 10 ] , Player2Side ) ;
16761: LD_INT 1
16763: PPUSH
16764: LD_EXP 50
16768: PUSH
16769: LD_INT 2
16771: ARRAY
16772: PPUSH
16773: LD_INT 10
16775: PPUSH
16776: LD_EXP 29
16780: PPUSH
16781: LD_INT 1
16783: PPUSH
16784: LD_INT 1
16786: PPUSH
16787: LD_INT 3
16789: PPUSH
16790: LD_INT 42
16792: PUSH
16793: LD_INT 43
16795: PUSH
16796: LD_INT 44
16798: PUSH
16799: LD_INT 46
16801: PUSH
16802: LD_INT 45
16804: PUSH
16805: LD_INT 47
16807: PUSH
16808: EMPTY
16809: LIST
16810: LIST
16811: LIST
16812: LIST
16813: LIST
16814: LIST
16815: PPUSH
16816: LD_INT 26
16818: PUSH
16819: LD_INT 25
16821: PUSH
16822: LD_INT 27
16824: PUSH
16825: LD_INT 28
16827: PUSH
16828: EMPTY
16829: LIST
16830: LIST
16831: LIST
16832: LIST
16833: PPUSH
16834: LD_INT 4
16836: PUSH
16837: LD_INT 5
16839: PUSH
16840: LD_INT 6
16842: PUSH
16843: LD_INT 9
16845: PUSH
16846: LD_INT 7
16848: PUSH
16849: LD_INT 10
16851: PUSH
16852: EMPTY
16853: LIST
16854: LIST
16855: LIST
16856: LIST
16857: LIST
16858: LIST
16859: PPUSH
16860: LD_EXP 52
16864: PPUSH
16865: CALL 9476 0 11
// end ;
16869: END
// every 38 38$0 trigger FilterAllUnits ( [ [ f_side , sideP1 ] , [ f_type , unit_human ] ] ) > 0 do
16870: LD_INT 22
16872: PUSH
16873: LD_EXP 53
16877: PUSH
16878: EMPTY
16879: LIST
16880: LIST
16881: PUSH
16882: LD_INT 21
16884: PUSH
16885: LD_INT 1
16887: PUSH
16888: EMPTY
16889: LIST
16890: LIST
16891: PUSH
16892: EMPTY
16893: LIST
16894: LIST
16895: PPUSH
16896: CALL_OW 69
16900: PUSH
16901: LD_INT 0
16903: GREATER
16904: IFFALSE 16956
16906: GO 16908
16908: DISABLE
// begin RespawnAttackInfantry ( randomedColors [ 1 ] , 1 , 15 , 6 , 6 , 6 , 0 , difficultyC , AttackPlayer1 , AttackPlayer1 , Player1Side ) ;
16909: LD_EXP 50
16913: PUSH
16914: LD_INT 1
16916: ARRAY
16917: PPUSH
16918: LD_INT 1
16920: PPUSH
16921: LD_INT 15
16923: PPUSH
16924: LD_INT 6
16926: PPUSH
16927: LD_INT 6
16929: PPUSH
16930: LD_INT 6
16932: PPUSH
16933: LD_INT 0
16935: PPUSH
16936: LD_EXP 29
16940: PPUSH
16941: LD_INT 2
16943: PPUSH
16944: LD_INT 2
16946: PPUSH
16947: LD_EXP 51
16951: PPUSH
16952: CALL 11171 0 11
// end ;
16956: END
// every 38 38$0 trigger FilterAllUnits ( [ [ f_side , sideP2 ] , [ f_type , unit_human ] ] ) > 0 do
16957: LD_INT 22
16959: PUSH
16960: LD_EXP 54
16964: PUSH
16965: EMPTY
16966: LIST
16967: LIST
16968: PUSH
16969: LD_INT 21
16971: PUSH
16972: LD_INT 1
16974: PUSH
16975: EMPTY
16976: LIST
16977: LIST
16978: PUSH
16979: EMPTY
16980: LIST
16981: LIST
16982: PPUSH
16983: CALL_OW 69
16987: PUSH
16988: LD_INT 0
16990: GREATER
16991: IFFALSE 17043
16993: GO 16995
16995: DISABLE
// begin RespawnAttackInfantry ( randomedColors [ 2 ] , 1 , 10 , 6 , 6 , 6 , 0 , difficultyC , AttackPlayer2 , AttackPlayer2 , Player2Side ) ;
16996: LD_EXP 50
17000: PUSH
17001: LD_INT 2
17003: ARRAY
17004: PPUSH
17005: LD_INT 1
17007: PPUSH
17008: LD_INT 10
17010: PPUSH
17011: LD_INT 6
17013: PPUSH
17014: LD_INT 6
17016: PPUSH
17017: LD_INT 6
17019: PPUSH
17020: LD_INT 0
17022: PPUSH
17023: LD_EXP 29
17027: PPUSH
17028: LD_INT 1
17030: PPUSH
17031: LD_INT 1
17033: PPUSH
17034: LD_EXP 52
17038: PPUSH
17039: CALL 11171 0 11
// end ;
17043: END
// every 38 38$0 trigger FilterAllUnits ( [ [ f_side , sideP1 ] , [ f_type , unit_human ] ] ) > 0 do
17044: LD_INT 22
17046: PUSH
17047: LD_EXP 53
17051: PUSH
17052: EMPTY
17053: LIST
17054: LIST
17055: PUSH
17056: LD_INT 21
17058: PUSH
17059: LD_INT 1
17061: PUSH
17062: EMPTY
17063: LIST
17064: LIST
17065: PUSH
17066: EMPTY
17067: LIST
17068: LIST
17069: PPUSH
17070: CALL_OW 69
17074: PUSH
17075: LD_INT 0
17077: GREATER
17078: IFFALSE 17195
17080: GO 17082
17082: DISABLE
// begin RespawnAttackVehicle ( AttackPlayer1 , randomedColors [ 1 ] , 12 , difficultyC , 2 , 1 , 5 , [ 42 , 43 , 44 , 46 , 45 , 47 ] , [ 27 , 25 , 26 , 28 , 29 ] , [ 4 , 5 , 6 , 9 , 7 , 10 ] , Player1Side ) ;
17083: LD_INT 2
17085: PPUSH
17086: LD_EXP 50
17090: PUSH
17091: LD_INT 1
17093: ARRAY
17094: PPUSH
17095: LD_INT 12
17097: PPUSH
17098: LD_EXP 29
17102: PPUSH
17103: LD_INT 2
17105: PPUSH
17106: LD_INT 1
17108: PPUSH
17109: LD_INT 5
17111: PPUSH
17112: LD_INT 42
17114: PUSH
17115: LD_INT 43
17117: PUSH
17118: LD_INT 44
17120: PUSH
17121: LD_INT 46
17123: PUSH
17124: LD_INT 45
17126: PUSH
17127: LD_INT 47
17129: PUSH
17130: EMPTY
17131: LIST
17132: LIST
17133: LIST
17134: LIST
17135: LIST
17136: LIST
17137: PPUSH
17138: LD_INT 27
17140: PUSH
17141: LD_INT 25
17143: PUSH
17144: LD_INT 26
17146: PUSH
17147: LD_INT 28
17149: PUSH
17150: LD_INT 29
17152: PUSH
17153: EMPTY
17154: LIST
17155: LIST
17156: LIST
17157: LIST
17158: LIST
17159: PPUSH
17160: LD_INT 4
17162: PUSH
17163: LD_INT 5
17165: PUSH
17166: LD_INT 6
17168: PUSH
17169: LD_INT 9
17171: PUSH
17172: LD_INT 7
17174: PUSH
17175: LD_INT 10
17177: PUSH
17178: EMPTY
17179: LIST
17180: LIST
17181: LIST
17182: LIST
17183: LIST
17184: LIST
17185: PPUSH
17186: LD_EXP 51
17190: PPUSH
17191: CALL 9476 0 11
// end ;
17195: END
// every 38 38$0 trigger FilterAllUnits ( [ [ f_side , sideP2 ] , [ f_type , unit_human ] ] ) > 0 do
17196: LD_INT 22
17198: PUSH
17199: LD_EXP 54
17203: PUSH
17204: EMPTY
17205: LIST
17206: LIST
17207: PUSH
17208: LD_INT 21
17210: PUSH
17211: LD_INT 1
17213: PUSH
17214: EMPTY
17215: LIST
17216: LIST
17217: PUSH
17218: EMPTY
17219: LIST
17220: LIST
17221: PPUSH
17222: CALL_OW 69
17226: PUSH
17227: LD_INT 0
17229: GREATER
17230: IFFALSE 17347
17232: GO 17234
17234: DISABLE
// begin RespawnAttackVehicle ( AttackPlayer2 , randomedColors [ 2 ] , 12 , difficultyC , 2 , 1 , 5 , [ 42 , 43 , 44 , 46 , 45 , 47 ] , [ 26 , 25 , 27 , 28 , 29 ] , [ 4 , 5 , 6 , 9 , 7 , 10 ] , Player2Side ) ;
17235: LD_INT 1
17237: PPUSH
17238: LD_EXP 50
17242: PUSH
17243: LD_INT 2
17245: ARRAY
17246: PPUSH
17247: LD_INT 12
17249: PPUSH
17250: LD_EXP 29
17254: PPUSH
17255: LD_INT 2
17257: PPUSH
17258: LD_INT 1
17260: PPUSH
17261: LD_INT 5
17263: PPUSH
17264: LD_INT 42
17266: PUSH
17267: LD_INT 43
17269: PUSH
17270: LD_INT 44
17272: PUSH
17273: LD_INT 46
17275: PUSH
17276: LD_INT 45
17278: PUSH
17279: LD_INT 47
17281: PUSH
17282: EMPTY
17283: LIST
17284: LIST
17285: LIST
17286: LIST
17287: LIST
17288: LIST
17289: PPUSH
17290: LD_INT 26
17292: PUSH
17293: LD_INT 25
17295: PUSH
17296: LD_INT 27
17298: PUSH
17299: LD_INT 28
17301: PUSH
17302: LD_INT 29
17304: PUSH
17305: EMPTY
17306: LIST
17307: LIST
17308: LIST
17309: LIST
17310: LIST
17311: PPUSH
17312: LD_INT 4
17314: PUSH
17315: LD_INT 5
17317: PUSH
17318: LD_INT 6
17320: PUSH
17321: LD_INT 9
17323: PUSH
17324: LD_INT 7
17326: PUSH
17327: LD_INT 10
17329: PUSH
17330: EMPTY
17331: LIST
17332: LIST
17333: LIST
17334: LIST
17335: LIST
17336: LIST
17337: PPUSH
17338: LD_EXP 52
17342: PPUSH
17343: CALL 9476 0 11
// end ;
17347: END
// every 38 38$15 do
17348: GO 17350
17350: DISABLE
// fale = 12 ; end_of_file
17351: LD_ADDR_EXP 49
17355: PUSH
17356: LD_INT 12
17358: ST_TO_ADDR
17359: END
// export randomedColors ; export Player1Side , Player2Side ; export sideP1 , sideP2 ; export function MultiplayerColorCheck ; var i , j , z , tempSide , un , deleteColors , lastIndex , side_list ; begin
17360: LD_INT 0
17362: PPUSH
17363: PPUSH
17364: PPUSH
17365: PPUSH
17366: PPUSH
17367: PPUSH
17368: PPUSH
17369: PPUSH
17370: PPUSH
// randomedColors = [ ] ;
17371: LD_ADDR_EXP 50
17375: PUSH
17376: EMPTY
17377: ST_TO_ADDR
// sideP1 = GetSide ( FilterUnitsInArea ( Player1Area , [ f_type , unit_human ] ) [ 1 ] ) ;
17378: LD_ADDR_EXP 53
17382: PUSH
17383: LD_INT 5
17385: PPUSH
17386: LD_INT 21
17388: PUSH
17389: LD_INT 1
17391: PUSH
17392: EMPTY
17393: LIST
17394: LIST
17395: PPUSH
17396: CALL_OW 70
17400: PUSH
17401: LD_INT 1
17403: ARRAY
17404: PPUSH
17405: CALL_OW 255
17409: ST_TO_ADDR
// sideP2 = GetSide ( FilterUnitsInArea ( Player2Area , [ f_type , unit_human ] ) [ 1 ] ) ;
17410: LD_ADDR_EXP 54
17414: PUSH
17415: LD_INT 6
17417: PPUSH
17418: LD_INT 21
17420: PUSH
17421: LD_INT 1
17423: PUSH
17424: EMPTY
17425: LIST
17426: LIST
17427: PPUSH
17428: CALL_OW 70
17432: PUSH
17433: LD_INT 1
17435: ARRAY
17436: PPUSH
17437: CALL_OW 255
17441: ST_TO_ADDR
// Player1Side = sideP1 ;
17442: LD_ADDR_EXP 51
17446: PUSH
17447: LD_EXP 53
17451: ST_TO_ADDR
// Player2Side = sideP2 ;
17452: LD_ADDR_EXP 52
17456: PUSH
17457: LD_EXP 54
17461: ST_TO_ADDR
// side_list = [ 1 , 2 , 3 , 4 , 5 , 6 , 7 , 8 ] diff sideP1 ^ sideP2 ;
17462: LD_ADDR_VAR 0 9
17466: PUSH
17467: LD_INT 1
17469: PUSH
17470: LD_INT 2
17472: PUSH
17473: LD_INT 3
17475: PUSH
17476: LD_INT 4
17478: PUSH
17479: LD_INT 5
17481: PUSH
17482: LD_INT 6
17484: PUSH
17485: LD_INT 7
17487: PUSH
17488: LD_INT 8
17490: PUSH
17491: EMPTY
17492: LIST
17493: LIST
17494: LIST
17495: LIST
17496: LIST
17497: LIST
17498: LIST
17499: LIST
17500: PUSH
17501: LD_EXP 53
17505: PUSH
17506: LD_EXP 54
17510: ADD
17511: DIFF
17512: ST_TO_ADDR
// for j = 1 to 5 do
17513: LD_ADDR_VAR 0 3
17517: PUSH
17518: DOUBLE
17519: LD_INT 1
17521: DEC
17522: ST_TO_ADDR
17523: LD_INT 5
17525: PUSH
17526: FOR_TO
17527: IFFALSE 17672
// begin tempSide = side_list [ Rand ( 1 , side_list ) ] ;
17529: LD_ADDR_VAR 0 5
17533: PUSH
17534: LD_VAR 0 9
17538: PUSH
17539: LD_INT 1
17541: PPUSH
17542: LD_VAR 0 9
17546: PPUSH
17547: CALL_OW 12
17551: ARRAY
17552: ST_TO_ADDR
// deleteColors = [ ] ;
17553: LD_ADDR_VAR 0 7
17557: PUSH
17558: EMPTY
17559: ST_TO_ADDR
// for z = 1 to side_list do
17560: LD_ADDR_VAR 0 4
17564: PUSH
17565: DOUBLE
17566: LD_INT 1
17568: DEC
17569: ST_TO_ADDR
17570: LD_VAR 0 9
17574: PUSH
17575: FOR_TO
17576: IFFALSE 17668
// begin if side_list [ z ] = tempSide then
17578: LD_VAR 0 9
17582: PUSH
17583: LD_VAR 0 4
17587: ARRAY
17588: PUSH
17589: LD_VAR 0 5
17593: EQUAL
17594: IFFALSE 17666
// begin randomedColors = randomedColors ^ side_list [ z ] ;
17596: LD_ADDR_EXP 50
17600: PUSH
17601: LD_EXP 50
17605: PUSH
17606: LD_VAR 0 9
17610: PUSH
17611: LD_VAR 0 4
17615: ARRAY
17616: ADD
17617: ST_TO_ADDR
// deleteColors = deleteColors ^ side_list [ z ] ;
17618: LD_ADDR_VAR 0 7
17622: PUSH
17623: LD_VAR 0 7
17627: PUSH
17628: LD_VAR 0 9
17632: PUSH
17633: LD_VAR 0 4
17637: ARRAY
17638: ADD
17639: ST_TO_ADDR
// side_list = side_list diff deleteColors ;
17640: LD_ADDR_VAR 0 9
17644: PUSH
17645: LD_VAR 0 9
17649: PUSH
17650: LD_VAR 0 7
17654: DIFF
17655: ST_TO_ADDR
// lastIndex = side_list ;
17656: LD_ADDR_VAR 0 8
17660: PUSH
17661: LD_VAR 0 9
17665: ST_TO_ADDR
// end ; end ;
17666: GO 17575
17668: POP
17669: POP
// end ;
17670: GO 17526
17672: POP
17673: POP
// end ; end_of_file
17674: LD_VAR 0 1
17678: RET
// export function LoserNumberToSelectBonus ( max ) ; var temp ; begin
17679: LD_INT 0
17681: PPUSH
17682: PPUSH
// temp = rand ( 1 , max ) ;
17683: LD_ADDR_VAR 0 3
17687: PUSH
17688: LD_INT 1
17690: PPUSH
17691: LD_VAR 0 1
17695: PPUSH
17696: CALL_OW 12
17700: ST_TO_ADDR
// result = temp ;
17701: LD_ADDR_VAR 0 2
17705: PUSH
17706: LD_VAR 0 3
17710: ST_TO_ADDR
// end ;
17711: LD_VAR 0 2
17715: RET
// export function Bonus ( max ) ; var i , temp , veh1 , veh2 , randNation , eng1 , eng2 , nationTab1 , P1nation , P2Nation ; begin
17716: LD_INT 0
17718: PPUSH
17719: PPUSH
17720: PPUSH
17721: PPUSH
17722: PPUSH
17723: PPUSH
17724: PPUSH
17725: PPUSH
17726: PPUSH
17727: PPUSH
17728: PPUSH
// temp = rand ( 1 , max ) ;
17729: LD_ADDR_VAR 0 4
17733: PUSH
17734: LD_INT 1
17736: PPUSH
17737: LD_VAR 0 1
17741: PPUSH
17742: CALL_OW 12
17746: ST_TO_ADDR
// result = temp ;
17747: LD_ADDR_VAR 0 2
17751: PUSH
17752: LD_VAR 0 4
17756: ST_TO_ADDR
// if temp = 1 then
17757: LD_VAR 0 4
17761: PUSH
17762: LD_INT 1
17764: EQUAL
17765: IFFALSE 17907
// begin uc_nation = 1 ;
17767: LD_ADDR_OWVAR 21
17771: PUSH
17772: LD_INT 1
17774: ST_TO_ADDR
// uc_side = sideP1 ;
17775: LD_ADDR_OWVAR 20
17779: PUSH
17780: LD_EXP 53
17784: ST_TO_ADDR
// vc_engine = 1 ;
17785: LD_ADDR_OWVAR 39
17789: PUSH
17790: LD_INT 1
17792: ST_TO_ADDR
// vc_control = 3 ;
17793: LD_ADDR_OWVAR 38
17797: PUSH
17798: LD_INT 3
17800: ST_TO_ADDR
// vc_weapon = 12 ;
17801: LD_ADDR_OWVAR 40
17805: PUSH
17806: LD_INT 12
17808: ST_TO_ADDR
// vc_chassis = 5 ;
17809: LD_ADDR_OWVAR 37
17813: PUSH
17814: LD_INT 5
17816: ST_TO_ADDR
// veh1 = CreateVehicle ;
17817: LD_ADDR_VAR 0 5
17821: PUSH
17822: CALL_OW 45
17826: ST_TO_ADDR
// AddCargo ( veh1 , 1 , 100 ) ;
17827: LD_VAR 0 5
17831: PPUSH
17832: LD_INT 1
17834: PPUSH
17835: LD_INT 100
17837: PPUSH
17838: CALL_OW 291
// uc_side = sideP2 ;
17842: LD_ADDR_OWVAR 20
17846: PUSH
17847: LD_EXP 54
17851: ST_TO_ADDR
// veh2 = CreateVehicle ;
17852: LD_ADDR_VAR 0 6
17856: PUSH
17857: CALL_OW 45
17861: ST_TO_ADDR
// AddCargo ( veh2 , 1 , 100 ) ;
17862: LD_VAR 0 6
17866: PPUSH
17867: LD_INT 1
17869: PPUSH
17870: LD_INT 100
17872: PPUSH
17873: CALL_OW 291
// PlaceUnitArea ( veh1 , Player1BonusSpawn , true ) ;
17877: LD_VAR 0 5
17881: PPUSH
17882: LD_INT 10
17884: PPUSH
17885: LD_INT 1
17887: PPUSH
17888: CALL_OW 49
// PlaceUnitArea ( veh2 , Player2BonusSpawn , true ) ;
17892: LD_VAR 0 6
17896: PPUSH
17897: LD_INT 11
17899: PPUSH
17900: LD_INT 1
17902: PPUSH
17903: CALL_OW 49
// end ; if temp = 2 then
17907: LD_VAR 0 4
17911: PUSH
17912: LD_INT 2
17914: EQUAL
17915: IFFALSE 18306
// begin nationTab1 = [ 1 , 2 , 3 ] ;
17917: LD_ADDR_VAR 0 10
17921: PUSH
17922: LD_INT 1
17924: PUSH
17925: LD_INT 2
17927: PUSH
17928: LD_INT 3
17930: PUSH
17931: EMPTY
17932: LIST
17933: LIST
17934: LIST
17935: ST_TO_ADDR
// P1Nation = GetNation ( FilterAllUnits ( [ f_side , SideP1 ] ) [ 1 ] ) ;
17936: LD_ADDR_VAR 0 11
17940: PUSH
17941: LD_INT 22
17943: PUSH
17944: LD_EXP 53
17948: PUSH
17949: EMPTY
17950: LIST
17951: LIST
17952: PPUSH
17953: CALL_OW 69
17957: PUSH
17958: LD_INT 1
17960: ARRAY
17961: PPUSH
17962: CALL_OW 248
17966: ST_TO_ADDR
// for i = 1 to nationTab1 do
17967: LD_ADDR_VAR 0 3
17971: PUSH
17972: DOUBLE
17973: LD_INT 1
17975: DEC
17976: ST_TO_ADDR
17977: LD_VAR 0 10
17981: PUSH
17982: FOR_TO
17983: IFFALSE 18027
// if nationTab1 [ i ] = P1Nation then
17985: LD_VAR 0 10
17989: PUSH
17990: LD_VAR 0 3
17994: ARRAY
17995: PUSH
17996: LD_VAR 0 11
18000: EQUAL
18001: IFFALSE 18025
// nationTab1 = nationTab1 diff nationTab1 [ i ] ;
18003: LD_ADDR_VAR 0 10
18007: PUSH
18008: LD_VAR 0 10
18012: PUSH
18013: LD_VAR 0 10
18017: PUSH
18018: LD_VAR 0 3
18022: ARRAY
18023: DIFF
18024: ST_TO_ADDR
18025: GO 17982
18027: POP
18028: POP
// uc_side = sideP1 ;
18029: LD_ADDR_OWVAR 20
18033: PUSH
18034: LD_EXP 53
18038: ST_TO_ADDR
// uc_nation = nationTab1 [ Rand ( 1 , nationTab1 ) ] ;
18039: LD_ADDR_OWVAR 21
18043: PUSH
18044: LD_VAR 0 10
18048: PUSH
18049: LD_INT 1
18051: PPUSH
18052: LD_VAR 0 10
18056: PPUSH
18057: CALL_OW 12
18061: ARRAY
18062: ST_TO_ADDR
// hc_skills = [ 3 , 6 , 2 , 1 ] ;
18063: LD_ADDR_OWVAR 31
18067: PUSH
18068: LD_INT 3
18070: PUSH
18071: LD_INT 6
18073: PUSH
18074: LD_INT 2
18076: PUSH
18077: LD_INT 1
18079: PUSH
18080: EMPTY
18081: LIST
18082: LIST
18083: LIST
18084: LIST
18085: ST_TO_ADDR
// hc_class = 2 ;
18086: LD_ADDR_OWVAR 28
18090: PUSH
18091: LD_INT 2
18093: ST_TO_ADDR
// hc_name =  ;
18094: LD_ADDR_OWVAR 26
18098: PUSH
18099: LD_STRING 
18101: ST_TO_ADDR
// hc_gallery =  ;
18102: LD_ADDR_OWVAR 33
18106: PUSH
18107: LD_STRING 
18109: ST_TO_ADDR
// eng1 = CreateHuman ;
18110: LD_ADDR_VAR 0 8
18114: PUSH
18115: CALL_OW 44
18119: ST_TO_ADDR
// nationTab1 = [ 1 , 2 , 3 ] ;
18120: LD_ADDR_VAR 0 10
18124: PUSH
18125: LD_INT 1
18127: PUSH
18128: LD_INT 2
18130: PUSH
18131: LD_INT 3
18133: PUSH
18134: EMPTY
18135: LIST
18136: LIST
18137: LIST
18138: ST_TO_ADDR
// P2Nation = GetNation ( FilterAllUnits ( [ f_side , SideP2 ] ) [ 1 ] ) ;
18139: LD_ADDR_VAR 0 12
18143: PUSH
18144: LD_INT 22
18146: PUSH
18147: LD_EXP 54
18151: PUSH
18152: EMPTY
18153: LIST
18154: LIST
18155: PPUSH
18156: CALL_OW 69
18160: PUSH
18161: LD_INT 1
18163: ARRAY
18164: PPUSH
18165: CALL_OW 248
18169: ST_TO_ADDR
// for i = 1 to nationTab1 do
18170: LD_ADDR_VAR 0 3
18174: PUSH
18175: DOUBLE
18176: LD_INT 1
18178: DEC
18179: ST_TO_ADDR
18180: LD_VAR 0 10
18184: PUSH
18185: FOR_TO
18186: IFFALSE 18230
// if nationTab1 [ i ] = P2Nation then
18188: LD_VAR 0 10
18192: PUSH
18193: LD_VAR 0 3
18197: ARRAY
18198: PUSH
18199: LD_VAR 0 12
18203: EQUAL
18204: IFFALSE 18228
// nationTab1 = nationTab1 diff nationTab1 [ i ] ;
18206: LD_ADDR_VAR 0 10
18210: PUSH
18211: LD_VAR 0 10
18215: PUSH
18216: LD_VAR 0 10
18220: PUSH
18221: LD_VAR 0 3
18225: ARRAY
18226: DIFF
18227: ST_TO_ADDR
18228: GO 18185
18230: POP
18231: POP
// uc_side = sideP2 ;
18232: LD_ADDR_OWVAR 20
18236: PUSH
18237: LD_EXP 54
18241: ST_TO_ADDR
// uc_nation = nationTab1 [ Rand ( 1 , nationTab1 ) ] ;
18242: LD_ADDR_OWVAR 21
18246: PUSH
18247: LD_VAR 0 10
18251: PUSH
18252: LD_INT 1
18254: PPUSH
18255: LD_VAR 0 10
18259: PPUSH
18260: CALL_OW 12
18264: ARRAY
18265: ST_TO_ADDR
// eng2 = CreateHuman ;
18266: LD_ADDR_VAR 0 9
18270: PUSH
18271: CALL_OW 44
18275: ST_TO_ADDR
// PlaceUnitArea ( eng1 , Player1BonusSpawn , true ) ;
18276: LD_VAR 0 8
18280: PPUSH
18281: LD_INT 10
18283: PPUSH
18284: LD_INT 1
18286: PPUSH
18287: CALL_OW 49
// PlaceUnitArea ( eng2 , Player2BonusSpawn , true ) ;
18291: LD_VAR 0 9
18295: PPUSH
18296: LD_INT 11
18298: PPUSH
18299: LD_INT 1
18301: PPUSH
18302: CALL_OW 49
// end ; end ;
18306: LD_VAR 0 2
18310: RET
// every 0 0$1 trigger Fale = 3 and [ FilterAllUnits ( [ [ f_side , randomedColors [ 2 ] ] ] ) = 0 or FilterAllUnits ( [ [ f_side , randomedColors [ 3 ] ] ] ) = 0 ] do
18311: LD_EXP 49
18315: PUSH
18316: LD_INT 3
18318: EQUAL
18319: PUSH
18320: LD_INT 22
18322: PUSH
18323: LD_EXP 50
18327: PUSH
18328: LD_INT 2
18330: ARRAY
18331: PUSH
18332: EMPTY
18333: LIST
18334: LIST
18335: PUSH
18336: EMPTY
18337: LIST
18338: PPUSH
18339: CALL_OW 69
18343: PUSH
18344: LD_INT 0
18346: EQUAL
18347: PUSH
18348: LD_INT 22
18350: PUSH
18351: LD_EXP 50
18355: PUSH
18356: LD_INT 3
18358: ARRAY
18359: PUSH
18360: EMPTY
18361: LIST
18362: LIST
18363: PUSH
18364: EMPTY
18365: LIST
18366: PPUSH
18367: CALL_OW 69
18371: PUSH
18372: LD_INT 0
18374: EQUAL
18375: OR
18376: PUSH
18377: EMPTY
18378: LIST
18379: AND
18380: IFFALSE 18392
18382: GO 18384
18384: DISABLE
// begin Bonus ( 2 ) ;
18385: LD_INT 2
18387: PPUSH
18388: CALL 17716 0 1
// end ;
18392: END
// every 0 0$1 trigger Fale = 6 and [ FilterAllUnits ( [ [ f_side , randomedColors [ 2 ] ] ] ) = 0 or FilterAllUnits ( [ [ f_side , randomedColors [ 3 ] ] ] ) = 0 ] do
18393: LD_EXP 49
18397: PUSH
18398: LD_INT 6
18400: EQUAL
18401: PUSH
18402: LD_INT 22
18404: PUSH
18405: LD_EXP 50
18409: PUSH
18410: LD_INT 2
18412: ARRAY
18413: PUSH
18414: EMPTY
18415: LIST
18416: LIST
18417: PUSH
18418: EMPTY
18419: LIST
18420: PPUSH
18421: CALL_OW 69
18425: PUSH
18426: LD_INT 0
18428: EQUAL
18429: PUSH
18430: LD_INT 22
18432: PUSH
18433: LD_EXP 50
18437: PUSH
18438: LD_INT 3
18440: ARRAY
18441: PUSH
18442: EMPTY
18443: LIST
18444: LIST
18445: PUSH
18446: EMPTY
18447: LIST
18448: PPUSH
18449: CALL_OW 69
18453: PUSH
18454: LD_INT 0
18456: EQUAL
18457: OR
18458: PUSH
18459: EMPTY
18460: LIST
18461: AND
18462: IFFALSE 18474
18464: GO 18466
18466: DISABLE
// begin Bonus ( 2 ) ;
18467: LD_INT 2
18469: PPUSH
18470: CALL 17716 0 1
// end ;
18474: END
// every 0 0$1 trigger Fale = 8 and [ FilterAllUnits ( [ [ f_side , randomedColors [ 2 ] ] ] ) = 0 or FilterAllUnits ( [ [ f_side , randomedColors [ 3 ] ] ] ) = 0 ] do
18475: LD_EXP 49
18479: PUSH
18480: LD_INT 8
18482: EQUAL
18483: PUSH
18484: LD_INT 22
18486: PUSH
18487: LD_EXP 50
18491: PUSH
18492: LD_INT 2
18494: ARRAY
18495: PUSH
18496: EMPTY
18497: LIST
18498: LIST
18499: PUSH
18500: EMPTY
18501: LIST
18502: PPUSH
18503: CALL_OW 69
18507: PUSH
18508: LD_INT 0
18510: EQUAL
18511: PUSH
18512: LD_INT 22
18514: PUSH
18515: LD_EXP 50
18519: PUSH
18520: LD_INT 3
18522: ARRAY
18523: PUSH
18524: EMPTY
18525: LIST
18526: LIST
18527: PUSH
18528: EMPTY
18529: LIST
18530: PPUSH
18531: CALL_OW 69
18535: PUSH
18536: LD_INT 0
18538: EQUAL
18539: OR
18540: PUSH
18541: EMPTY
18542: LIST
18543: AND
18544: IFFALSE 18556
18546: GO 18548
18548: DISABLE
// begin Bonus ( 2 ) ;
18549: LD_INT 2
18551: PPUSH
18552: CALL 17716 0 1
// end ;
18556: END
// every 0 0$1 trigger Fale = 10 and [ FilterAllUnits ( [ [ f_side , randomedColors [ 2 ] ] ] ) = 0 or FilterAllUnits ( [ [ f_side , randomedColors [ 3 ] ] ] ) = 0 ] do
18557: LD_EXP 49
18561: PUSH
18562: LD_INT 10
18564: EQUAL
18565: PUSH
18566: LD_INT 22
18568: PUSH
18569: LD_EXP 50
18573: PUSH
18574: LD_INT 2
18576: ARRAY
18577: PUSH
18578: EMPTY
18579: LIST
18580: LIST
18581: PUSH
18582: EMPTY
18583: LIST
18584: PPUSH
18585: CALL_OW 69
18589: PUSH
18590: LD_INT 0
18592: EQUAL
18593: PUSH
18594: LD_INT 22
18596: PUSH
18597: LD_EXP 50
18601: PUSH
18602: LD_INT 3
18604: ARRAY
18605: PUSH
18606: EMPTY
18607: LIST
18608: LIST
18609: PUSH
18610: EMPTY
18611: LIST
18612: PPUSH
18613: CALL_OW 69
18617: PUSH
18618: LD_INT 0
18620: EQUAL
18621: OR
18622: PUSH
18623: EMPTY
18624: LIST
18625: AND
18626: IFFALSE 18638
18628: GO 18630
18630: DISABLE
// begin Bonus ( 2 ) ;
18631: LD_INT 2
18633: PPUSH
18634: CALL 17716 0 1
// end ; end_of_file
18638: END
// every 0 0$15 trigger Fale = 12 do
18639: LD_EXP 49
18643: PUSH
18644: LD_INT 12
18646: EQUAL
18647: IFFALSE 18737
18649: GO 18651
18651: DISABLE
// begin enable ;
18652: ENABLE
// if FilterAllUnits ( [ [ f_side , randomedColors [ 1 ] ] , [ f_type , unit_human ] ] ) = 0 or FilterAllUnits ( [ [ f_side , randomedColors [ 2 ] ] , [ f_type , unit_human ] ] ) = 0 then
18653: LD_INT 22
18655: PUSH
18656: LD_EXP 50
18660: PUSH
18661: LD_INT 1
18663: ARRAY
18664: PUSH
18665: EMPTY
18666: LIST
18667: LIST
18668: PUSH
18669: LD_INT 21
18671: PUSH
18672: LD_INT 1
18674: PUSH
18675: EMPTY
18676: LIST
18677: LIST
18678: PUSH
18679: EMPTY
18680: LIST
18681: LIST
18682: PPUSH
18683: CALL_OW 69
18687: PUSH
18688: LD_INT 0
18690: EQUAL
18691: PUSH
18692: LD_INT 22
18694: PUSH
18695: LD_EXP 50
18699: PUSH
18700: LD_INT 2
18702: ARRAY
18703: PUSH
18704: EMPTY
18705: LIST
18706: LIST
18707: PUSH
18708: LD_INT 21
18710: PUSH
18711: LD_INT 1
18713: PUSH
18714: EMPTY
18715: LIST
18716: LIST
18717: PUSH
18718: EMPTY
18719: LIST
18720: LIST
18721: PPUSH
18722: CALL_OW 69
18726: PUSH
18727: LD_INT 0
18729: EQUAL
18730: OR
18731: IFFALSE 18737
// YouWinInMultiplayer ;
18733: CALL_OW 106
// end ; end_of_file
18737: END
// every 0 0$1 trigger FilterAllUnits ( [ [ f_side , randomedColors [ 1 ] ] , [ f_class , class_bazooker ] ] ) do
18738: LD_INT 22
18740: PUSH
18741: LD_EXP 50
18745: PUSH
18746: LD_INT 1
18748: ARRAY
18749: PUSH
18750: EMPTY
18751: LIST
18752: LIST
18753: PUSH
18754: LD_INT 25
18756: PUSH
18757: LD_INT 9
18759: PUSH
18760: EMPTY
18761: LIST
18762: LIST
18763: PUSH
18764: EMPTY
18765: LIST
18766: LIST
18767: PPUSH
18768: CALL_OW 69
18772: IFFALSE 18796
18774: GO 18776
18776: DISABLE
// begin IntBazooka ( randomedColors [ 1 ] , Player1Side ) ;
18777: LD_EXP 50
18781: PUSH
18782: LD_INT 1
18784: ARRAY
18785: PPUSH
18786: LD_EXP 51
18790: PPUSH
18791: CALL 8907 0 2
// enable ;
18795: ENABLE
// end ;
18796: END
// every 0 0$1 trigger FilterAllUnits ( [ [ f_side , randomedColors [ 1 ] ] , [ f_class , class_sniper ] ] ) do
18797: LD_INT 22
18799: PUSH
18800: LD_EXP 50
18804: PUSH
18805: LD_INT 1
18807: ARRAY
18808: PUSH
18809: EMPTY
18810: LIST
18811: LIST
18812: PUSH
18813: LD_INT 25
18815: PUSH
18816: LD_INT 5
18818: PUSH
18819: EMPTY
18820: LIST
18821: LIST
18822: PUSH
18823: EMPTY
18824: LIST
18825: LIST
18826: PPUSH
18827: CALL_OW 69
18831: IFFALSE 18855
18833: GO 18835
18835: DISABLE
// begin SniperSpecialAttack ( randomedColors [ 1 ] , Player1Side ) ;
18836: LD_EXP 50
18840: PUSH
18841: LD_INT 1
18843: ARRAY
18844: PPUSH
18845: LD_EXP 51
18849: PPUSH
18850: CALL 9235 0 2
// enable ;
18854: ENABLE
// end ;
18855: END
// every 0 0$1 trigger FilterAllUnits ( [ [ f_side , randomedColors [ 2 ] ] , [ f_class , class_bazooker ] ] ) do
18856: LD_INT 22
18858: PUSH
18859: LD_EXP 50
18863: PUSH
18864: LD_INT 2
18866: ARRAY
18867: PUSH
18868: EMPTY
18869: LIST
18870: LIST
18871: PUSH
18872: LD_INT 25
18874: PUSH
18875: LD_INT 9
18877: PUSH
18878: EMPTY
18879: LIST
18880: LIST
18881: PUSH
18882: EMPTY
18883: LIST
18884: LIST
18885: PPUSH
18886: CALL_OW 69
18890: IFFALSE 18914
18892: GO 18894
18894: DISABLE
// begin IntBazooka ( randomedColors [ 2 ] , Player2Side ) ;
18895: LD_EXP 50
18899: PUSH
18900: LD_INT 2
18902: ARRAY
18903: PPUSH
18904: LD_EXP 52
18908: PPUSH
18909: CALL 8907 0 2
// enable ;
18913: ENABLE
// end ;
18914: END
// every 0 0$1 trigger FilterAllUnits ( [ [ f_side , randomedColors [ 2 ] ] , [ f_class , class_sniper ] ] ) do
18915: LD_INT 22
18917: PUSH
18918: LD_EXP 50
18922: PUSH
18923: LD_INT 2
18925: ARRAY
18926: PUSH
18927: EMPTY
18928: LIST
18929: LIST
18930: PUSH
18931: LD_INT 25
18933: PUSH
18934: LD_INT 5
18936: PUSH
18937: EMPTY
18938: LIST
18939: LIST
18940: PUSH
18941: EMPTY
18942: LIST
18943: LIST
18944: PPUSH
18945: CALL_OW 69
18949: IFFALSE 18973
18951: GO 18953
18953: DISABLE
// begin SniperSpecialAttack ( randomedColors [ 2 ] , Player2Side ) ;
18954: LD_EXP 50
18958: PUSH
18959: LD_INT 2
18961: ARRAY
18962: PPUSH
18963: LD_EXP 52
18967: PPUSH
18968: CALL 9235 0 2
// enable ;
18972: ENABLE
// end ; end_of_file
18973: END
// every 0 0$1 trigger FilterAllUnits ( [ [ f_side , sideP1 ] ] ) = 0 do var i ;
18974: LD_INT 22
18976: PUSH
18977: LD_EXP 53
18981: PUSH
18982: EMPTY
18983: LIST
18984: LIST
18985: PUSH
18986: EMPTY
18987: LIST
18988: PPUSH
18989: CALL_OW 69
18993: PUSH
18994: LD_INT 0
18996: EQUAL
18997: IFFALSE 19050
18999: GO 19001
19001: DISABLE
19002: LD_INT 0
19004: PPUSH
// begin for i in FilterUnitsInArea ( LeftPlayerArea , [ f_side , randomedColors [ 1 ] ] ) do
19005: LD_ADDR_VAR 0 1
19009: PUSH
19010: LD_INT 12
19012: PPUSH
19013: LD_INT 22
19015: PUSH
19016: LD_EXP 50
19020: PUSH
19021: LD_INT 1
19023: ARRAY
19024: PUSH
19025: EMPTY
19026: LIST
19027: LIST
19028: PPUSH
19029: CALL_OW 70
19033: PUSH
19034: FOR_IN
19035: IFFALSE 19048
// RemoveUnit ( i ) ;
19037: LD_VAR 0 1
19041: PPUSH
19042: CALL_OW 64
19046: GO 19034
19048: POP
19049: POP
// end ;
19050: PPOPN 1
19052: END
// every 0 0$1 trigger FilterAllUnits ( [ [ f_side , sideP2 ] ] ) = 0 do var i ;
19053: LD_INT 22
19055: PUSH
19056: LD_EXP 54
19060: PUSH
19061: EMPTY
19062: LIST
19063: LIST
19064: PUSH
19065: EMPTY
19066: LIST
19067: PPUSH
19068: CALL_OW 69
19072: PUSH
19073: LD_INT 0
19075: EQUAL
19076: IFFALSE 19129
19078: GO 19080
19080: DISABLE
19081: LD_INT 0
19083: PPUSH
// begin for i in FilterUnitsInArea ( RightPlayerArea , [ f_side , randomedColors [ 2 ] ] ) do
19084: LD_ADDR_VAR 0 1
19088: PUSH
19089: LD_INT 13
19091: PPUSH
19092: LD_INT 22
19094: PUSH
19095: LD_EXP 50
19099: PUSH
19100: LD_INT 2
19102: ARRAY
19103: PUSH
19104: EMPTY
19105: LIST
19106: LIST
19107: PPUSH
19108: CALL_OW 70
19112: PUSH
19113: FOR_IN
19114: IFFALSE 19127
// RemoveUnit ( i ) ;
19116: LD_VAR 0 1
19120: PPUSH
19121: CALL_OW 64
19125: GO 19113
19127: POP
19128: POP
// end ;
19129: PPOPN 1
19131: END
