// starting begin save ;
   0: CALL 335 0 0
// SaveForQuickRestart ;
   4: CALL_OW 22
// ComEnterUnit ( n4 , b1 ) ;
   8: LD_INT 153
  10: PPUSH
  11: LD_INT 54
  13: PPUSH
  14: CALL_OW 120
// ComEnterUnit ( n5 , b1 ) ;
  18: LD_INT 154
  20: PPUSH
  21: LD_INT 54
  23: PPUSH
  24: CALL_OW 120
// ComEnterUnit ( z1 , b2 ) ;
  28: LD_INT 161
  30: PPUSH
  31: LD_INT 60
  33: PPUSH
  34: CALL_OW 120
// ComEnterUnit ( z2 , b2 ) ;
  38: LD_INT 164
  40: PPUSH
  41: LD_INT 60
  43: PPUSH
  44: CALL_OW 120
// ComEnterUnit ( s5 , b3 ) ;
  48: LD_INT 134
  50: PPUSH
  51: LD_INT 43
  53: PPUSH
  54: CALL_OW 120
// ComEnterUnit ( s6 , b4 ) ;
  58: LD_INT 136
  60: PPUSH
  61: LD_INT 41
  63: PPUSH
  64: CALL_OW 120
// ComEnterUnit ( n3 , b5 ) ;
  68: LD_INT 151
  70: PPUSH
  71: LD_INT 96
  73: PPUSH
  74: CALL_OW 120
// ComEnterUnit ( n2 , b6 ) ;
  78: LD_INT 144
  80: PPUSH
  81: LD_INT 102
  83: PPUSH
  84: CALL_OW 120
// ComEnterUnit ( n1 , b7 ) ;
  88: LD_INT 142
  90: PPUSH
  91: LD_INT 103
  93: PPUSH
  94: CALL_OW 120
// ComEnterUnit ( s1 , b8 ) ;
  98: LD_INT 118
 100: PPUSH
 101: LD_INT 105
 103: PPUSH
 104: CALL_OW 120
// ComEnterUnit ( s4 , b8 ) ;
 108: LD_INT 124
 110: PPUSH
 111: LD_INT 105
 113: PPUSH
 114: CALL_OW 120
// ComEnterUnit ( s2 , b9 ) ;
 118: LD_INT 120
 120: PPUSH
 121: LD_INT 109
 123: PPUSH
 124: CALL_OW 120
// ComEnterUnit ( s3 , b9 ) ;
 128: LD_INT 122
 130: PPUSH
 131: LD_INT 109
 133: PPUSH
 134: CALL_OW 120
// IngameOn ;
 138: CALL_OW 8
// CenteronUnits ( D1 ) ;
 142: LD_EXP 1
 146: PPUSH
 147: CALL_OW 85
// Dialogueon ;
 151: CALL_OW 6
// Say ( A1 , D1-AS-5 ) ;
 155: LD_INT 72
 157: PPUSH
 158: LD_STRING D1-AS-5
 160: PPUSH
 161: CALL_OW 88
// Say ( A1 , D1-AS-6 ) ;
 165: LD_INT 72
 167: PPUSH
 168: LD_STRING D1-AS-6
 170: PPUSH
 171: CALL_OW 88
// wait ( 0 0$1 ) ;
 175: LD_INT 35
 177: PPUSH
 178: CALL_OW 67
// Say ( A1 , D1-AS-7 ) ;
 182: LD_INT 72
 184: PPUSH
 185: LD_STRING D1-AS-7
 187: PPUSH
 188: CALL_OW 88
// wait ( 0 0$1 ) ;
 192: LD_INT 35
 194: PPUSH
 195: CALL_OW 67
// Say ( A1 , D1-AS-8 ) ;
 199: LD_INT 72
 201: PPUSH
 202: LD_STRING D1-AS-8
 204: PPUSH
 205: CALL_OW 88
// Say ( J1 , D1-JY-1 ) ;
 209: LD_INT 169
 211: PPUSH
 212: LD_STRING D1-JY-1
 214: PPUSH
 215: CALL_OW 88
// Say ( A1 , D1-AS-9 ) ;
 219: LD_INT 72
 221: PPUSH
 222: LD_STRING D1-AS-9
 224: PPUSH
 225: CALL_OW 88
// Say ( D1 , D1-DG-4 ) ;
 229: LD_EXP 1
 233: PPUSH
 234: LD_STRING D1-DG-4
 236: PPUSH
 237: CALL_OW 88
// DialogueOff ;
 241: CALL_OW 7
// ingameoff ;
 245: CALL_OW 9
// ChangeMissionObjectives ( CEL4 ) ;
 249: LD_STRING CEL4
 251: PPUSH
 252: CALL_OW 337
// comagressivemove ( [ J1 ] , 106 , 22 ) ;
 256: LD_INT 169
 258: PUSH
 259: EMPTY
 260: LIST
 261: PPUSH
 262: LD_INT 106
 264: PPUSH
 265: LD_INT 22
 267: PPUSH
 268: CALL_OW 114
// wait ( 0 0$10 ) ;
 272: LD_INT 350
 274: PPUSH
 275: CALL_OW 67
// RemoveUnit ( J1 ) ;
 279: LD_INT 169
 281: PPUSH
 282: CALL_OW 64
// end ;
 286: END
// every 0 0$01 do var i ;
 287: GO 289
 289: DISABLE
 290: LD_INT 0
 292: PPUSH
// begin enable ;
 293: ENABLE
// if GetLives ( D1 ) < 1000 then
 294: LD_EXP 1
 298: PPUSH
 299: CALL_OW 256
 303: PUSH
 304: LD_INT 1000
 306: LESS
 307: IFFALSE 332
// SetLives ( D1 , GetLives ( D1 ) + 2 ) ;
 309: LD_EXP 1
 313: PPUSH
 314: LD_EXP 1
 318: PPUSH
 319: CALL_OW 256
 323: PUSH
 324: LD_INT 2
 326: PLUS
 327: PPUSH
 328: CALL_OW 234
// end ;
 332: PPOPN 1
 334: END
// export D1 ; export function save ; begin
 335: LD_INT 0
 337: PPUSH
// uc_side = 3 ;
 338: LD_ADDR_OWVAR 20
 342: PUSH
 343: LD_INT 3
 345: ST_TO_ADDR
// uc_nation = 3 ;
 346: LD_ADDR_OWVAR 21
 350: PUSH
 351: LD_INT 3
 353: ST_TO_ADDR
// D1 := CreateCharacter ( D1 ) ;
 354: LD_ADDR_EXP 1
 358: PUSH
 359: LD_STRING D1
 361: PPUSH
 362: CALL_OW 34
 366: ST_TO_ADDR
// PlaceUnitArea ( D1 , Area25 , false ) ;
 367: LD_EXP 1
 371: PPUSH
 372: LD_INT 1
 374: PPUSH
 375: LD_INT 0
 377: PPUSH
 378: CALL_OW 49
// end ; end_of_file
 382: LD_VAR 0 1
 386: RET
// on Contact ( side1 , side2 ) do begin if side1 = 3 and side2 = 6 then
 387: LD_VAR 0 1
 391: PUSH
 392: LD_INT 3
 394: EQUAL
 395: PUSH
 396: LD_VAR 0 2
 400: PUSH
 401: LD_INT 6
 403: EQUAL
 404: AND
 405: IFFALSE 414
// begin YouLost ( zaatakowales_sojusznika ) ;
 407: LD_STRING zaatakowales_sojusznika
 409: PPUSH
 410: CALL_OW 104
// end ; end ;
 414: PPOPN 2
 416: END
// every 0 0$1 trigger IsDead ( F1 ) do
 417: LD_INT 180
 419: PPUSH
 420: CALL_OW 301
 424: IFFALSE 512
 426: GO 428
 428: DISABLE
// begin Dialogueon ;
 429: CALL_OW 6
// Say ( D1 , D1-DG-6 ) ;
 433: LD_EXP 1
 437: PPUSH
 438: LD_STRING D1-DG-6
 440: PPUSH
 441: CALL_OW 88
// Say ( A1 , D1-AS-10 ) ;
 445: LD_INT 72
 447: PPUSH
 448: LD_STRING D1-AS-10
 450: PPUSH
 451: CALL_OW 88
// Dialogueoff ;
 455: CALL_OW 7
// SaveCharacters ( D1 , D1 ) ;
 459: LD_EXP 1
 463: PPUSH
 464: LD_STRING D1
 466: PPUSH
 467: CALL_OW 38
// AddMedal ( medal1 , 1 ) ;
 471: LD_STRING medal1
 473: PPUSH
 474: LD_INT 1
 476: PPUSH
 477: CALL_OW 101
// AddMedal ( medal2 , 1 ) ;
 481: LD_STRING medal2
 483: PPUSH
 484: LD_INT 1
 486: PPUSH
 487: CALL_OW 101
// AddMedal ( medal3 , 1 ) ;
 491: LD_STRING medal3
 493: PPUSH
 494: LD_INT 1
 496: PPUSH
 497: CALL_OW 101
// GiveMedals ( Main ) ;
 501: LD_STRING Main
 503: PPUSH
 504: CALL_OW 102
// YouWin ;
 508: CALL_OW 103
// end ;
 512: END
// every 0 0$0.1 trigger IsDead ( D1 ) do
 513: LD_EXP 1
 517: PPUSH
 518: CALL_OW 301
 522: IFFALSE 541
 524: GO 526
 526: DISABLE
// begin wait ( 0 0$1 ) ;
 527: LD_INT 35
 529: PPUSH
 530: CALL_OW 67
// YouLost ( Dimitrij_nie_zyje ) ;
 534: LD_STRING Dimitrij_nie_zyje
 536: PPUSH
 537: CALL_OW 104
// end ;
 541: END
// every 0 0$0.1 trigger IsDead ( J1 ) do
 542: LD_INT 169
 544: PPUSH
 545: CALL_OW 301
 549: IFFALSE 568
 551: GO 553
 553: DISABLE
// begin wait ( 0 0$1 ) ;
 554: LD_INT 35
 556: PPUSH
 557: CALL_OW 67
// YouLost ( Jurij_nie_zyje ) ;
 561: LD_STRING Jurij_nie_zyje
 563: PPUSH
 564: CALL_OW 104
// end ;
 568: END
