// starting begin save ;
   0: CALL 444 0 0
// RemoveUnit ( A1 ) ;
   4: LD_INT 202
   6: PPUSH
   7: CALL_OW 64
// Resetfog ;
  11: CALL_OW 335
// SaveForQuickRestart ;
  15: CALL_OW 22
// IngameOn ;
  19: CALL_OW 8
// CenteronUnits ( D1 ) ;
  23: LD_EXP 1
  27: PPUSH
  28: CALL_OW 85
// Dialogueon ;
  32: CALL_OW 6
// Say ( D1 , D1-DG-1 ) ;
  36: LD_EXP 1
  40: PPUSH
  41: LD_STRING D1-DG-1
  43: PPUSH
  44: CALL_OW 88
// Say ( A1 , D1-AS6 ) ;
  48: LD_INT 202
  50: PPUSH
  51: LD_STRING D1-AS6
  53: PPUSH
  54: CALL_OW 88
// Say ( D1 , D1-DG-2 ) ;
  58: LD_EXP 1
  62: PPUSH
  63: LD_STRING D1-DG-2
  65: PPUSH
  66: CALL_OW 88
// DialogueOff ;
  70: CALL_OW 7
// ingameoff ;
  74: CALL_OW 9
// ChangeMissionObjectives ( CEL1 ) ;
  78: LD_STRING CEL1
  80: PPUSH
  81: CALL_OW 337
// ComEnterUnit ( n1 , lab ) ;
  85: LD_INT 196
  87: PPUSH
  88: LD_INT 105
  90: PPUSH
  91: CALL_OW 120
// ComEnterUnit ( n2 , lab ) ;
  95: LD_INT 197
  97: PPUSH
  98: LD_INT 105
 100: PPUSH
 101: CALL_OW 120
// ComEnterUnit ( n3 , lab1 ) ;
 105: LD_INT 198
 107: PPUSH
 108: LD_INT 108
 110: PPUSH
 111: CALL_OW 120
// ComEnterUnit ( n4 , lab1 ) ;
 115: LD_INT 199
 117: PPUSH
 118: LD_INT 108
 120: PPUSH
 121: CALL_OW 120
// ComEnterUnit ( m1 , fac ) ;
 125: LD_INT 194
 127: PPUSH
 128: LD_INT 145
 130: PPUSH
 131: CALL_OW 120
// ComEnterUnit ( m2 , fac ) ;
 135: LD_INT 195
 137: PPUSH
 138: LD_INT 145
 140: PPUSH
 141: CALL_OW 120
// ComEnterUnit ( m3 , fac1 ) ;
 145: LD_INT 253
 147: PPUSH
 148: LD_INT 244
 150: PPUSH
 151: CALL_OW 120
// ComEnterUnit ( m4 , fac1 ) ;
 155: LD_INT 254
 157: PPUSH
 158: LD_INT 244
 160: PPUSH
 161: CALL_OW 120
// ComEnterUnit ( m6 , fac3 ) ;
 165: LD_INT 192
 167: PPUSH
 168: LD_INT 122
 170: PPUSH
 171: CALL_OW 120
// ComEnterUnit ( m5 , fac3 ) ;
 175: LD_INT 193
 177: PPUSH
 178: LD_INT 122
 180: PPUSH
 181: CALL_OW 120
// ComEnterUnit ( sol6 , zbroj1 ) ;
 185: LD_INT 182
 187: PPUSH
 188: LD_INT 160
 190: PPUSH
 191: CALL_OW 120
// ComEnterUnit ( sol5 , zbroj1 ) ;
 195: LD_INT 183
 197: PPUSH
 198: LD_INT 160
 200: PPUSH
 201: CALL_OW 120
// ComEnterUnit ( sol3 , zbroj ) ;
 205: LD_INT 185
 207: PPUSH
 208: LD_INT 149
 210: PPUSH
 211: CALL_OW 120
// ComEnterUnit ( sol4 , zbroj ) ;
 215: LD_INT 184
 217: PPUSH
 218: LD_INT 149
 220: PPUSH
 221: CALL_OW 120
// ComEnterUnit ( sol14 , zbroj2 ) ;
 225: LD_INT 175
 227: PPUSH
 228: LD_INT 162
 230: PPUSH
 231: CALL_OW 120
// ComEnterUnit ( sol15 , zbroj2 ) ;
 235: LD_INT 176
 237: PPUSH
 238: LD_INT 162
 240: PPUSH
 241: CALL_OW 120
// ComEnterUnit ( sol12 , zbroj3 ) ;
 245: LD_INT 172
 247: PPUSH
 248: LD_INT 119
 250: PPUSH
 251: CALL_OW 120
// ComEnterUnit ( sol13 , zbroj3 ) ;
 255: LD_INT 173
 257: PPUSH
 258: LD_INT 119
 260: PPUSH
 261: CALL_OW 120
// ComEnterUnit ( sol , bunkier ) ;
 265: LD_INT 187
 267: PPUSH
 268: LD_INT 139
 270: PPUSH
 271: CALL_OW 120
// ComEnterUnit ( sol2 , bunkier1 ) ;
 275: LD_INT 270
 277: PPUSH
 278: LD_INT 86
 280: PPUSH
 281: CALL_OW 120
// ComEnterUnit ( sol17 , bunkier2 ) ;
 285: LD_INT 170
 287: PPUSH
 288: LD_INT 128
 290: PPUSH
 291: CALL_OW 120
// ComEnterUnit ( sol16 , bunkier3 ) ;
 295: LD_INT 169
 297: PPUSH
 298: LD_INT 116
 300: PPUSH
 301: CALL_OW 120
// ComEnterUnit ( sol11 , bunkier4 ) ;
 305: LD_INT 171
 307: PPUSH
 308: LD_INT 228
 310: PPUSH
 311: CALL_OW 120
// ComEnterUnit ( sol10 , bunkier5 ) ;
 315: LD_INT 177
 317: PPUSH
 318: LD_INT 114
 320: PPUSH
 321: CALL_OW 120
// ComEnterUnit ( sol9 , bunkier6 ) ;
 325: LD_INT 178
 327: PPUSH
 328: LD_INT 115
 330: PPUSH
 331: CALL_OW 120
// ComEnterUnit ( sol8 , bunkier7 ) ;
 335: LD_INT 179
 337: PPUSH
 338: LD_INT 134
 340: PPUSH
 341: CALL_OW 120
// ComEnterUnit ( sold , bunkier8 ) ;
 345: LD_INT 327
 347: PPUSH
 348: LD_INT 81
 350: PPUSH
 351: CALL_OW 120
// ComEnterUnit ( sol7 , bunkier9 ) ;
 355: LD_INT 180
 357: PPUSH
 358: LD_INT 84
 360: PPUSH
 361: CALL_OW 120
// ComEnterUnit ( Z1 , sklad4 ) ;
 365: LD_INT 350
 367: PPUSH
 368: LD_INT 72
 370: PPUSH
 371: CALL_OW 120
// ComEnterUnit ( Z , sklad4 ) ;
 375: LD_INT 351
 377: PPUSH
 378: LD_INT 72
 380: PPUSH
 381: CALL_OW 120
// ComEnterUnit ( Z3 , sklad4 ) ;
 385: LD_INT 352
 387: PPUSH
 388: LD_INT 72
 390: PPUSH
 391: CALL_OW 120
// end ;
 395: END
// every 0 0$01 do var i ;
 396: GO 398
 398: DISABLE
 399: LD_INT 0
 401: PPUSH
// begin enable ;
 402: ENABLE
// if GetLives ( D1 ) < 1000 then
 403: LD_EXP 1
 407: PPUSH
 408: CALL_OW 256
 412: PUSH
 413: LD_INT 1000
 415: LESS
 416: IFFALSE 441
// SetLives ( D1 , GetLives ( D1 ) + 2 ) ;
 418: LD_EXP 1
 422: PPUSH
 423: LD_EXP 1
 427: PPUSH
 428: CALL_OW 256
 432: PUSH
 433: LD_INT 2
 435: PLUS
 436: PPUSH
 437: CALL_OW 234
// end ;
 441: PPOPN 1
 443: END
// export D1 ; export function save ; begin
 444: LD_INT 0
 446: PPUSH
// uc_side = 3 ;
 447: LD_ADDR_OWVAR 20
 451: PUSH
 452: LD_INT 3
 454: ST_TO_ADDR
// uc_nation = 3 ;
 455: LD_ADDR_OWVAR 21
 459: PUSH
 460: LD_INT 3
 462: ST_TO_ADDR
// D1 := CreateCharacter ( D1 ) ;
 463: LD_ADDR_EXP 1
 467: PUSH
 468: LD_STRING D1
 470: PPUSH
 471: CALL_OW 34
 475: ST_TO_ADDR
// PlaceUnitArea ( D1 , Area62 , false ) ;
 476: LD_EXP 1
 480: PPUSH
 481: LD_INT 9
 483: PPUSH
 484: LD_INT 0
 486: PPUSH
 487: CALL_OW 49
// end ;
 491: LD_VAR 0 1
 495: RET
// every 0 0$01 do var un , EnginerList , buildings , depots , i ;
 496: GO 498
 498: DISABLE
 499: LD_INT 0
 501: PPUSH
 502: PPUSH
 503: PPUSH
 504: PPUSH
 505: PPUSH
// begin enable ;
 506: ENABLE
// EnginerList := FilterAllUnits ( [ [ [ f_side , 6 ] , [ f_class , 2 ] , [ f_lives , 1000 ] ] ] ) ;
 507: LD_ADDR_VAR 0 2
 511: PUSH
 512: LD_INT 22
 514: PUSH
 515: LD_INT 6
 517: PUSH
 518: EMPTY
 519: LIST
 520: LIST
 521: PUSH
 522: LD_INT 25
 524: PUSH
 525: LD_INT 2
 527: PUSH
 528: EMPTY
 529: LIST
 530: LIST
 531: PUSH
 532: LD_INT 24
 534: PUSH
 535: LD_INT 1000
 537: PUSH
 538: EMPTY
 539: LIST
 540: LIST
 541: PUSH
 542: EMPTY
 543: LIST
 544: LIST
 545: LIST
 546: PUSH
 547: EMPTY
 548: LIST
 549: PPUSH
 550: CALL_OW 69
 554: ST_TO_ADDR
// buildings := FilterAllUnits ( [ [ [ f_side , 6 ] , [ f_type , unit_building ] , [ f_not , [ f_lives , 1000 ] ] ] ] ) ;
 555: LD_ADDR_VAR 0 3
 559: PUSH
 560: LD_INT 22
 562: PUSH
 563: LD_INT 6
 565: PUSH
 566: EMPTY
 567: LIST
 568: LIST
 569: PUSH
 570: LD_INT 21
 572: PUSH
 573: LD_INT 3
 575: PUSH
 576: EMPTY
 577: LIST
 578: LIST
 579: PUSH
 580: LD_INT 3
 582: PUSH
 583: LD_INT 24
 585: PUSH
 586: LD_INT 1000
 588: PUSH
 589: EMPTY
 590: LIST
 591: LIST
 592: PUSH
 593: EMPTY
 594: LIST
 595: LIST
 596: PUSH
 597: EMPTY
 598: LIST
 599: LIST
 600: LIST
 601: PUSH
 602: EMPTY
 603: LIST
 604: PPUSH
 605: CALL_OW 69
 609: ST_TO_ADDR
// if buildings > 0 then
 610: LD_VAR 0 3
 614: PUSH
 615: LD_INT 0
 617: GREATER
 618: IFFALSE 700
// begin for i = 1 to EnginerList do
 620: LD_ADDR_VAR 0 5
 624: PUSH
 625: DOUBLE
 626: LD_INT 1
 628: DEC
 629: ST_TO_ADDR
 630: LD_VAR 0 2
 634: PUSH
 635: FOR_TO
 636: IFFALSE 698
// begin if IsInUnit ( EnginerList [ i ] ) then
 638: LD_VAR 0 2
 642: PUSH
 643: LD_VAR 0 5
 647: ARRAY
 648: PPUSH
 649: CALL_OW 310
 653: IFFALSE 672
// ComExitBuilding ( EnginerList [ i ] ) else
 655: LD_VAR 0 2
 659: PUSH
 660: LD_VAR 0 5
 664: ARRAY
 665: PPUSH
 666: CALL_OW 122
 670: GO 696
// ComRepairBuilding ( EnginerList [ i ] , buildings [ 1 ] ) ;
 672: LD_VAR 0 2
 676: PUSH
 677: LD_VAR 0 5
 681: ARRAY
 682: PPUSH
 683: LD_VAR 0 3
 687: PUSH
 688: LD_INT 1
 690: ARRAY
 691: PPUSH
 692: CALL_OW 130
// end ;
 696: GO 635
 698: POP
 699: POP
// end ; end ; end_of_file
 700: PPOPN 5
 702: END
// every 0 0$0.1 trigger IsDead ( D1 ) do
 703: LD_EXP 1
 707: PPUSH
 708: CALL_OW 301
 712: IFFALSE 731
 714: GO 716
 716: DISABLE
// begin wait ( 0 0$1 ) ;
 717: LD_INT 35
 719: PPUSH
 720: CALL_OW 67
// YouLost ( Dimitrij_nie_zyje ) ;
 724: LD_STRING Dimitrij_nie_zyje
 726: PPUSH
 727: CALL_OW 104
// end ;
 731: END
// on Contact ( side1 , side2 ) do begin if side1 = 3 and side2 = 6 then
 732: LD_VAR 0 1
 736: PUSH
 737: LD_INT 3
 739: EQUAL
 740: PUSH
 741: LD_VAR 0 2
 745: PUSH
 746: LD_INT 6
 748: EQUAL
 749: AND
 750: IFFALSE 759
// begin YouLost ( zaatakowales_sojusznika ) ;
 752: LD_STRING zaatakowales_sojusznika
 754: PPUSH
 755: CALL_OW 104
// end ; end ;
 759: PPOPN 2
 761: END
// every 0 0$0.1 trigger IsDead ( Z1 ) do
 762: LD_INT 350
 764: PPUSH
 765: CALL_OW 301
 769: IFFALSE 788
 771: GO 773
 773: DISABLE
// begin wait ( 0 0$1 ) ;
 774: LD_INT 35
 776: PPUSH
 777: CALL_OW 67
// YouLost ( Zakladnik_nie_zyje ) ;
 781: LD_STRING Zakladnik_nie_zyje
 783: PPUSH
 784: CALL_OW 104
// end ;
 788: END
// every 0 0$0.1 trigger IsDead ( Z ) do
 789: LD_INT 351
 791: PPUSH
 792: CALL_OW 301
 796: IFFALSE 815
 798: GO 800
 800: DISABLE
// begin wait ( 0 0$1 ) ;
 801: LD_INT 35
 803: PPUSH
 804: CALL_OW 67
// YouLost ( Zakladnik_nie_zyje ) ;
 808: LD_STRING Zakladnik_nie_zyje
 810: PPUSH
 811: CALL_OW 104
// end ;
 815: END
// every 0 0$0.1 trigger IsDead ( Z3 ) do
 816: LD_INT 352
 818: PPUSH
 819: CALL_OW 301
 823: IFFALSE 842
 825: GO 827
 827: DISABLE
// begin wait ( 0 0$1 ) ;
 828: LD_INT 35
 830: PPUSH
 831: CALL_OW 67
// YouLost ( Zakladnik_nie_zyje ) ;
 835: LD_STRING Zakladnik_nie_zyje
 837: PPUSH
 838: CALL_OW 104
// end ; end_of_file
 842: END
// every 0 0$1 trigger IsInArea ( D1 , dial1 ) do
 843: LD_EXP 1
 847: PPUSH
 848: LD_INT 1
 850: PPUSH
 851: CALL_OW 308
 855: IFFALSE 890
 857: GO 859
 859: DISABLE
// begin Dialogueon ;
 860: CALL_OW 6
// Say ( D1 , D1-DG-3 ) ;
 864: LD_EXP 1
 868: PPUSH
 869: LD_STRING D1-DG-3
 871: PPUSH
 872: CALL_OW 88
// Say ( sol7 , D1-Solder1 ) ;
 876: LD_INT 180
 878: PPUSH
 879: LD_STRING D1-Solder1
 881: PPUSH
 882: CALL_OW 88
// Dialogueoff ;
 886: CALL_OW 7
// end ;
 890: END
// every 0 0$1 trigger IsInArea ( D1 , dial2 ) do
 891: LD_EXP 1
 895: PPUSH
 896: LD_INT 2
 898: PPUSH
 899: CALL_OW 308
 903: IFFALSE 1438
 905: GO 907
 907: DISABLE
// begin Dialogueon ;
 908: CALL_OW 6
// Say ( D1 , D1-DG-4 ) ;
 912: LD_EXP 1
 916: PPUSH
 917: LD_STRING D1-DG-4
 919: PPUSH
 920: CALL_OW 88
// Say ( sol2 , D1-Solder2 ) ;
 924: LD_INT 270
 926: PPUSH
 927: LD_STRING D1-Solder2
 929: PPUSH
 930: CALL_OW 88
// Say ( D1 , D1-DG-5 ) ;
 934: LD_EXP 1
 938: PPUSH
 939: LD_STRING D1-DG-5
 941: PPUSH
 942: CALL_OW 88
// Say ( sol2 , D1-Solder3 ) ;
 946: LD_INT 270
 948: PPUSH
 949: LD_STRING D1-Solder3
 951: PPUSH
 952: CALL_OW 88
// DialogueOff ;
 956: CALL_OW 7
// wait ( 2 2$30 ) ;
 960: LD_INT 5250
 962: PPUSH
 963: CALL_OW 67
// Dialogueon ;
 967: CALL_OW 6
// Say ( D1 , D1-DG-9 ) ;
 971: LD_EXP 1
 975: PPUSH
 976: LD_STRING D1-DG-9
 978: PPUSH
 979: CALL_OW 88
// Say ( A1 , D1-AS7 ) ;
 983: LD_INT 202
 985: PPUSH
 986: LD_STRING D1-AS7
 988: PPUSH
 989: CALL_OW 88
// DialogueOff ;
 993: CALL_OW 7
// comagressivemove ( [ S1 ] , 146 , 105 ) ;
 997: LD_INT 200
 999: PUSH
1000: EMPTY
1001: LIST
1002: PPUSH
1003: LD_INT 146
1005: PPUSH
1006: LD_INT 105
1008: PPUSH
1009: CALL_OW 114
// comagressivemove ( [ Z1 ] , 146 , 105 ) ;
1013: LD_INT 350
1015: PUSH
1016: EMPTY
1017: LIST
1018: PPUSH
1019: LD_INT 146
1021: PPUSH
1022: LD_INT 105
1024: PPUSH
1025: CALL_OW 114
// comagressivemove ( [ Z ] , 146 , 105 ) ;
1029: LD_INT 351
1031: PUSH
1032: EMPTY
1033: LIST
1034: PPUSH
1035: LD_INT 146
1037: PPUSH
1038: LD_INT 105
1040: PPUSH
1041: CALL_OW 114
// comagressivemove ( [ Z3 ] , 146 , 105 ) ;
1045: LD_INT 352
1047: PUSH
1048: EMPTY
1049: LIST
1050: PPUSH
1051: LD_INT 146
1053: PPUSH
1054: LD_INT 105
1056: PPUSH
1057: CALL_OW 114
// wait ( 0 0$05 ) ;
1061: LD_INT 175
1063: PPUSH
1064: CALL_OW 67
// atak1 ;
1068: CALL 1579 0 0
// atak2 ;
1072: CALL 2260 0 0
// atak3 ;
1076: CALL 2669 0 0
// Dialogueon ;
1080: CALL_OW 6
// Say ( D1 , D1-DG10 ) ;
1084: LD_EXP 1
1088: PPUSH
1089: LD_STRING D1-DG10
1091: PPUSH
1092: CALL_OW 88
// Say ( A1 , D1-AS8 ) ;
1096: LD_INT 202
1098: PPUSH
1099: LD_STRING D1-AS8
1101: PPUSH
1102: CALL_OW 88
// Say ( D1 , D1-DG11 ) ;
1106: LD_EXP 1
1110: PPUSH
1111: LD_STRING D1-DG11
1113: PPUSH
1114: CALL_OW 88
// Dialogueoff ;
1118: CALL_OW 7
// wait ( 0 0$30 ) ;
1122: LD_INT 1050
1124: PPUSH
1125: CALL_OW 67
// Dialogueon ;
1129: CALL_OW 6
// SayRadio ( Z1 , D1-Z1-1 ) ;
1133: LD_INT 350
1135: PPUSH
1136: LD_STRING D1-Z1-1
1138: PPUSH
1139: CALL_OW 94
// Say ( D1 , D1-DG15 ) ;
1143: LD_EXP 1
1147: PPUSH
1148: LD_STRING D1-DG15
1150: PPUSH
1151: CALL_OW 88
// SayRadio ( Z1 , D1-Z1-2 ) ;
1155: LD_INT 350
1157: PPUSH
1158: LD_STRING D1-Z1-2
1160: PPUSH
1161: CALL_OW 94
// Say ( D1 , D1-DG16 ) ;
1165: LD_EXP 1
1169: PPUSH
1170: LD_STRING D1-DG16
1172: PPUSH
1173: CALL_OW 88
// DialogueOff ;
1177: CALL_OW 7
// ChangeMissionObjectives ( CEL1W ) ;
1181: LD_STRING CEL1W
1183: PPUSH
1184: CALL_OW 337
// ChangeMissionObjectives ( CEL2 ) ;
1188: LD_STRING CEL2
1190: PPUSH
1191: CALL_OW 337
// SetAreaMapShow ( Area63 , 3 ) ;
1195: LD_INT 10
1197: PPUSH
1198: LD_INT 3
1200: PPUSH
1201: CALL_OW 424
// wait ( 0 0$5 ) ;
1205: LD_INT 175
1207: PPUSH
1208: CALL_OW 67
// atak1 ;
1212: CALL 1579 0 0
// atak2 ;
1216: CALL 2260 0 0
// atak3 ;
1220: CALL 2669 0 0
// wait ( 0 0$2 ) ;
1224: LD_INT 70
1226: PPUSH
1227: CALL_OW 67
// Say ( sold , D1-Solder7 ) ;
1231: LD_INT 327
1233: PPUSH
1234: LD_STRING D1-Solder7
1236: PPUSH
1237: CALL_OW 88
// Say ( sol7 , D1-Solder8 ) ;
1241: LD_INT 180
1243: PPUSH
1244: LD_STRING D1-Solder8
1246: PPUSH
1247: CALL_OW 88
// Say ( sol16 , D1-Solder9 ) ;
1251: LD_INT 169
1253: PPUSH
1254: LD_STRING D1-Solder9
1256: PPUSH
1257: CALL_OW 88
// wait ( 2 2$00 ) ;
1261: LD_INT 4200
1263: PPUSH
1264: CALL_OW 67
// setside ( [ Z1 ] , 3 ) ;
1268: LD_INT 350
1270: PUSH
1271: EMPTY
1272: LIST
1273: PPUSH
1274: LD_INT 3
1276: PPUSH
1277: CALL_OW 235
// setside ( [ Z ] , 3 ) ;
1281: LD_INT 351
1283: PUSH
1284: EMPTY
1285: LIST
1286: PPUSH
1287: LD_INT 3
1289: PPUSH
1290: CALL_OW 235
// setside ( [ Z3 ] , 3 ) ;
1294: LD_INT 352
1296: PUSH
1297: EMPTY
1298: LIST
1299: PPUSH
1300: LD_INT 3
1302: PPUSH
1303: CALL_OW 235
// Dialogueon ;
1307: CALL_OW 6
// Say ( S1 , D1-S1 ) ;
1311: LD_INT 200
1313: PPUSH
1314: LD_STRING D1-S1
1316: PPUSH
1317: CALL_OW 88
// Say ( D1 , D1-DG12 ) ;
1321: LD_EXP 1
1325: PPUSH
1326: LD_STRING D1-DG12
1328: PPUSH
1329: CALL_OW 88
// wait ( 0 0$2 ) ;
1333: LD_INT 70
1335: PPUSH
1336: CALL_OW 67
// Say ( D1 , D1-DG13 ) ;
1340: LD_EXP 1
1344: PPUSH
1345: LD_STRING D1-DG13
1347: PPUSH
1348: CALL_OW 88
// SayRadio ( A1 , D1-AS9 ) ;
1352: LD_INT 202
1354: PPUSH
1355: LD_STRING D1-AS9
1357: PPUSH
1358: CALL_OW 94
// Say ( D1 , D1-DG14 ) ;
1362: LD_EXP 1
1366: PPUSH
1367: LD_STRING D1-DG14
1369: PPUSH
1370: CALL_OW 88
// DialogueOff ;
1374: CALL_OW 7
// wait ( 0 0$2 ) ;
1378: LD_INT 70
1380: PPUSH
1381: CALL_OW 67
// SaveCharacters ( D1 , D1 ) ;
1385: LD_EXP 1
1389: PPUSH
1390: LD_STRING D1
1392: PPUSH
1393: CALL_OW 38
// AddMedal ( medal1 , 1 ) ;
1397: LD_STRING medal1
1399: PPUSH
1400: LD_INT 1
1402: PPUSH
1403: CALL_OW 101
// AddMedal ( medal2 , 1 ) ;
1407: LD_STRING medal2
1409: PPUSH
1410: LD_INT 1
1412: PPUSH
1413: CALL_OW 101
// AddMedal ( medal3 , 1 ) ;
1417: LD_STRING medal3
1419: PPUSH
1420: LD_INT 1
1422: PPUSH
1423: CALL_OW 101
// GiveMedals ( Main ) ;
1427: LD_STRING Main
1429: PPUSH
1430: CALL_OW 102
// YouWin ;
1434: CALL_OW 103
// end ;
1438: END
// every 0 0$1 trigger IsInArea ( D1 , dial3 ) do
1439: LD_EXP 1
1443: PPUSH
1444: LD_INT 3
1446: PPUSH
1447: CALL_OW 308
1451: IFFALSE 1482
1453: GO 1455
1455: DISABLE
// begin Say ( D1 , D1-DG-6 ) ;
1456: LD_EXP 1
1460: PPUSH
1461: LD_STRING D1-DG-6
1463: PPUSH
1464: CALL_OW 88
// Say ( sol9 , D1-Solder4 ) ;
1468: LD_INT 178
1470: PPUSH
1471: LD_STRING D1-Solder4
1473: PPUSH
1474: CALL_OW 88
// DialogueOff ;
1478: CALL_OW 7
// end ;
1482: END
// every 0 0$1 trigger IsInArea ( D1 , dial4 ) do
1483: LD_EXP 1
1487: PPUSH
1488: LD_INT 4
1490: PPUSH
1491: CALL_OW 308
1495: IFFALSE 1530
1497: GO 1499
1499: DISABLE
// begin Dialogueon ;
1500: CALL_OW 6
// Say ( D1 , D1-DG-7 ) ;
1504: LD_EXP 1
1508: PPUSH
1509: LD_STRING D1-DG-7
1511: PPUSH
1512: CALL_OW 88
// Say ( sold , D1-Solder5 ) ;
1516: LD_INT 327
1518: PPUSH
1519: LD_STRING D1-Solder5
1521: PPUSH
1522: CALL_OW 88
// DialogueOff ;
1526: CALL_OW 7
// end ;
1530: END
// every 0 0$1 trigger IsInArea ( D1 , dial5 ) do
1531: LD_EXP 1
1535: PPUSH
1536: LD_INT 5
1538: PPUSH
1539: CALL_OW 308
1543: IFFALSE 1578
1545: GO 1547
1547: DISABLE
// begin Dialogueon ;
1548: CALL_OW 6
// Say ( D1 , D1-DG-8 ) ;
1552: LD_EXP 1
1556: PPUSH
1557: LD_STRING D1-DG-8
1559: PPUSH
1560: CALL_OW 88
// Say ( sol16 , D1-Solder6 ) ;
1564: LD_INT 169
1566: PPUSH
1567: LD_STRING D1-Solder6
1569: PPUSH
1570: CALL_OW 88
// DialogueOff ;
1574: CALL_OW 7
// end ; end_of_file
1578: END
// export mechanik1 , mechanik2 , mechanik3 , mechanik4 , mechanik5 , mechanik6 , mechanik7 , mechanik8 , mechanik9 , mechanik10 , hg1 , hg2 , hg3 , hg4 , hg5 , hg6 , hg7 , hg8 , hg9 , hg10 ; export function atak1 ; begin
1579: LD_INT 0
1581: PPUSH
// uc_side = 1 ;
1582: LD_ADDR_OWVAR 20
1586: PUSH
1587: LD_INT 1
1589: ST_TO_ADDR
// uc_nation = nation_american ;
1590: LD_ADDR_OWVAR 21
1594: PUSH
1595: LD_INT 1
1597: ST_TO_ADDR
// hc_class = CLASS_MECHANIC ;
1598: LD_ADDR_OWVAR 28
1602: PUSH
1603: LD_INT 3
1605: ST_TO_ADDR
// PrepareMechanicSkills ( 2 ) ;
1606: LD_INT 2
1608: PPUSH
1609: CALL_OW 377
// mechanik1 = CreateHuman ;
1613: LD_ADDR_EXP 2
1617: PUSH
1618: CALL_OW 44
1622: ST_TO_ADDR
// mechanik2 = CreateHuman ;
1623: LD_ADDR_EXP 3
1627: PUSH
1628: CALL_OW 44
1632: ST_TO_ADDR
// mechanik3 = CreateHuman ;
1633: LD_ADDR_EXP 4
1637: PUSH
1638: CALL_OW 44
1642: ST_TO_ADDR
// mechanik4 = CreateHuman ;
1643: LD_ADDR_EXP 5
1647: PUSH
1648: CALL_OW 44
1652: ST_TO_ADDR
// mechanik5 = CreateHuman ;
1653: LD_ADDR_EXP 6
1657: PUSH
1658: CALL_OW 44
1662: ST_TO_ADDR
// mechanik6 = CreateHuman ;
1663: LD_ADDR_EXP 7
1667: PUSH
1668: CALL_OW 44
1672: ST_TO_ADDR
// mechanik7 = CreateHuman ;
1673: LD_ADDR_EXP 8
1677: PUSH
1678: CALL_OW 44
1682: ST_TO_ADDR
// mechanik8 = CreateHuman ;
1683: LD_ADDR_EXP 9
1687: PUSH
1688: CALL_OW 44
1692: ST_TO_ADDR
// mechanik9 = CreateHuman ;
1693: LD_ADDR_EXP 10
1697: PUSH
1698: CALL_OW 44
1702: ST_TO_ADDR
// mechanik10 = CreateHuman ;
1703: LD_ADDR_EXP 11
1707: PUSH
1708: CALL_OW 44
1712: ST_TO_ADDR
// vc_chassis = us_light_wheeled ;
1713: LD_ADDR_OWVAR 37
1717: PUSH
1718: LD_INT 1
1720: ST_TO_ADDR
// vc_engine = engine_combustion ;
1721: LD_ADDR_OWVAR 39
1725: PUSH
1726: LD_INT 1
1728: ST_TO_ADDR
// vc_control = control_manual ;
1729: LD_ADDR_OWVAR 38
1733: PUSH
1734: LD_INT 1
1736: ST_TO_ADDR
// vc_weapon = us_light_gun ;
1737: LD_ADDR_OWVAR 40
1741: PUSH
1742: LD_INT 3
1744: ST_TO_ADDR
// hg1 = CreateVehicle ;
1745: LD_ADDR_EXP 12
1749: PUSH
1750: CALL_OW 45
1754: ST_TO_ADDR
// hg2 = CreateVehicle ;
1755: LD_ADDR_EXP 13
1759: PUSH
1760: CALL_OW 45
1764: ST_TO_ADDR
// hg3 = CreateVehicle ;
1765: LD_ADDR_EXP 14
1769: PUSH
1770: CALL_OW 45
1774: ST_TO_ADDR
// hg4 = CreateVehicle ;
1775: LD_ADDR_EXP 15
1779: PUSH
1780: CALL_OW 45
1784: ST_TO_ADDR
// hg5 = CreateVehicle ;
1785: LD_ADDR_EXP 16
1789: PUSH
1790: CALL_OW 45
1794: ST_TO_ADDR
// hg6 = CreateVehicle ;
1795: LD_ADDR_EXP 17
1799: PUSH
1800: CALL_OW 45
1804: ST_TO_ADDR
// hg7 = CreateVehicle ;
1805: LD_ADDR_EXP 18
1809: PUSH
1810: CALL_OW 45
1814: ST_TO_ADDR
// hg8 = CreateVehicle ;
1815: LD_ADDR_EXP 19
1819: PUSH
1820: CALL_OW 45
1824: ST_TO_ADDR
// hg9 = CreateVehicle ;
1825: LD_ADDR_EXP 20
1829: PUSH
1830: CALL_OW 45
1834: ST_TO_ADDR
// hg10 = CreateVehicle ;
1835: LD_ADDR_EXP 21
1839: PUSH
1840: CALL_OW 45
1844: ST_TO_ADDR
// PlaceHumanInUnit ( mechanik1 , hg1 ) ;
1845: LD_EXP 2
1849: PPUSH
1850: LD_EXP 12
1854: PPUSH
1855: CALL_OW 52
// PlaceHumanInUnit ( mechanik2 , hg2 ) ;
1859: LD_EXP 3
1863: PPUSH
1864: LD_EXP 13
1868: PPUSH
1869: CALL_OW 52
// PlaceHumanInUnit ( mechanik3 , hg3 ) ;
1873: LD_EXP 4
1877: PPUSH
1878: LD_EXP 14
1882: PPUSH
1883: CALL_OW 52
// PlaceHumanInUnit ( mechanik4 , hg4 ) ;
1887: LD_EXP 5
1891: PPUSH
1892: LD_EXP 15
1896: PPUSH
1897: CALL_OW 52
// PlaceHumanInUnit ( mechanik5 , hg5 ) ;
1901: LD_EXP 6
1905: PPUSH
1906: LD_EXP 16
1910: PPUSH
1911: CALL_OW 52
// PlaceHumanInUnit ( mechanik6 , hg6 ) ;
1915: LD_EXP 7
1919: PPUSH
1920: LD_EXP 17
1924: PPUSH
1925: CALL_OW 52
// PlaceHumanInUnit ( mechanik7 , hg7 ) ;
1929: LD_EXP 8
1933: PPUSH
1934: LD_EXP 18
1938: PPUSH
1939: CALL_OW 52
// PlaceHumanInUnit ( mechanik8 , hg8 ) ;
1943: LD_EXP 9
1947: PPUSH
1948: LD_EXP 19
1952: PPUSH
1953: CALL_OW 52
// PlaceHumanInUnit ( mechanik9 , hg9 ) ;
1957: LD_EXP 10
1961: PPUSH
1962: LD_EXP 20
1966: PPUSH
1967: CALL_OW 52
// PlaceHumanInUnit ( mechanik10 , hg10 ) ;
1971: LD_EXP 11
1975: PPUSH
1976: LD_EXP 21
1980: PPUSH
1981: CALL_OW 52
// PlaceUnitArea ( hg1 , CPU2 , false ) ;
1985: LD_EXP 12
1989: PPUSH
1990: LD_INT 7
1992: PPUSH
1993: LD_INT 0
1995: PPUSH
1996: CALL_OW 49
// PlaceUnitArea ( hg2 , CPU2 , false ) ;
2000: LD_EXP 13
2004: PPUSH
2005: LD_INT 7
2007: PPUSH
2008: LD_INT 0
2010: PPUSH
2011: CALL_OW 49
// PlaceUnitArea ( hg3 , CPU2 , false ) ;
2015: LD_EXP 14
2019: PPUSH
2020: LD_INT 7
2022: PPUSH
2023: LD_INT 0
2025: PPUSH
2026: CALL_OW 49
// PlaceUnitArea ( hg4 , CPU2 , false ) ;
2030: LD_EXP 15
2034: PPUSH
2035: LD_INT 7
2037: PPUSH
2038: LD_INT 0
2040: PPUSH
2041: CALL_OW 49
// PlaceUnitArea ( hg5 , CPU2 , false ) ;
2045: LD_EXP 16
2049: PPUSH
2050: LD_INT 7
2052: PPUSH
2053: LD_INT 0
2055: PPUSH
2056: CALL_OW 49
// PlaceUnitArea ( hg6 , CPU2 , false ) ;
2060: LD_EXP 17
2064: PPUSH
2065: LD_INT 7
2067: PPUSH
2068: LD_INT 0
2070: PPUSH
2071: CALL_OW 49
// PlaceUnitArea ( hg7 , CPU2 , false ) ;
2075: LD_EXP 18
2079: PPUSH
2080: LD_INT 7
2082: PPUSH
2083: LD_INT 0
2085: PPUSH
2086: CALL_OW 49
// PlaceUnitArea ( hg8 , CPU2 , false ) ;
2090: LD_EXP 19
2094: PPUSH
2095: LD_INT 7
2097: PPUSH
2098: LD_INT 0
2100: PPUSH
2101: CALL_OW 49
// PlaceUnitArea ( hg9 , CPU2 , false ) ;
2105: LD_EXP 20
2109: PPUSH
2110: LD_INT 7
2112: PPUSH
2113: LD_INT 0
2115: PPUSH
2116: CALL_OW 49
// PlaceUnitArea ( hg10 , CPU2 , false ) ;
2120: LD_EXP 21
2124: PPUSH
2125: LD_INT 7
2127: PPUSH
2128: LD_INT 0
2130: PPUSH
2131: CALL_OW 49
// ComAttackUnit ( hg1 , bunkier1 ) ;
2135: LD_EXP 12
2139: PPUSH
2140: LD_INT 86
2142: PPUSH
2143: CALL_OW 115
// ComAttackUnit ( hg2 , bunkier1 ) ;
2147: LD_EXP 13
2151: PPUSH
2152: LD_INT 86
2154: PPUSH
2155: CALL_OW 115
// ComAttackUnit ( hg3 , zbroj1 ) ;
2159: LD_EXP 14
2163: PPUSH
2164: LD_INT 160
2166: PPUSH
2167: CALL_OW 115
// ComAttackUnit ( hg4 , zbroj1 ) ;
2171: LD_EXP 15
2175: PPUSH
2176: LD_INT 160
2178: PPUSH
2179: CALL_OW 115
// ComAttackUnit ( hg5 , zbroj ) ;
2183: LD_EXP 16
2187: PPUSH
2188: LD_INT 149
2190: PPUSH
2191: CALL_OW 115
// ComAttackUnit ( hg6 , zbroj ) ;
2195: LD_EXP 17
2199: PPUSH
2200: LD_INT 149
2202: PPUSH
2203: CALL_OW 115
// ComAttackUnit ( hg7 , sklad5 ) ;
2207: LD_EXP 18
2211: PPUSH
2212: LD_INT 214
2214: PPUSH
2215: CALL_OW 115
// ComAttackUnit ( hg8 , bunkier ) ;
2219: LD_EXP 19
2223: PPUSH
2224: LD_INT 139
2226: PPUSH
2227: CALL_OW 115
// ComAttackUnit ( hg9 , bunkier ) ;
2231: LD_EXP 20
2235: PPUSH
2236: LD_INT 139
2238: PPUSH
2239: CALL_OW 115
// ComAttackUnit ( hg10 , lab ) ;
2243: LD_EXP 21
2247: PPUSH
2248: LD_INT 105
2250: PPUSH
2251: CALL_OW 115
// end ;
2255: LD_VAR 0 1
2259: RET
// export soldat1 , soldat2 , soldat3 , soldat4 , soldat5 , soldat6 , soldat7 , soldat8 , soldat9 , soldat10 ; export function atak2 ; begin
2260: LD_INT 0
2262: PPUSH
// uc_side = 1 ;
2263: LD_ADDR_OWVAR 20
2267: PUSH
2268: LD_INT 1
2270: ST_TO_ADDR
// uc_nation = nation_american ;
2271: LD_ADDR_OWVAR 21
2275: PUSH
2276: LD_INT 1
2278: ST_TO_ADDR
// hc_class = CLASS_SOLDIER ;
2279: LD_ADDR_OWVAR 28
2283: PUSH
2284: LD_INT 1
2286: ST_TO_ADDR
// PrepareSoldierSkills ( 2 ) ;
2287: LD_INT 2
2289: PPUSH
2290: CALL_OW 375
// soldat1 = CreateHuman ;
2294: LD_ADDR_EXP 22
2298: PUSH
2299: CALL_OW 44
2303: ST_TO_ADDR
// soldat2 = CreateHuman ;
2304: LD_ADDR_EXP 23
2308: PUSH
2309: CALL_OW 44
2313: ST_TO_ADDR
// soldat3 = CreateHuman ;
2314: LD_ADDR_EXP 24
2318: PUSH
2319: CALL_OW 44
2323: ST_TO_ADDR
// soldat4 = CreateHuman ;
2324: LD_ADDR_EXP 25
2328: PUSH
2329: CALL_OW 44
2333: ST_TO_ADDR
// soldat5 = CreateHuman ;
2334: LD_ADDR_EXP 26
2338: PUSH
2339: CALL_OW 44
2343: ST_TO_ADDR
// soldat6 = CreateHuman ;
2344: LD_ADDR_EXP 27
2348: PUSH
2349: CALL_OW 44
2353: ST_TO_ADDR
// soldat7 = CreateHuman ;
2354: LD_ADDR_EXP 28
2358: PUSH
2359: CALL_OW 44
2363: ST_TO_ADDR
// soldat8 = CreateHuman ;
2364: LD_ADDR_EXP 29
2368: PUSH
2369: CALL_OW 44
2373: ST_TO_ADDR
// soldat9 = CreateHuman ;
2374: LD_ADDR_EXP 30
2378: PUSH
2379: CALL_OW 44
2383: ST_TO_ADDR
// soldat10 = CreateHuman ;
2384: LD_ADDR_EXP 31
2388: PUSH
2389: CALL_OW 44
2393: ST_TO_ADDR
// PlaceUnitArea ( soldat1 , CPU , false ) ;
2394: LD_EXP 22
2398: PPUSH
2399: LD_INT 6
2401: PPUSH
2402: LD_INT 0
2404: PPUSH
2405: CALL_OW 49
// PlaceUnitArea ( soldat2 , CPU , false ) ;
2409: LD_EXP 23
2413: PPUSH
2414: LD_INT 6
2416: PPUSH
2417: LD_INT 0
2419: PPUSH
2420: CALL_OW 49
// PlaceUnitArea ( soldat3 , CPU , false ) ;
2424: LD_EXP 24
2428: PPUSH
2429: LD_INT 6
2431: PPUSH
2432: LD_INT 0
2434: PPUSH
2435: CALL_OW 49
// PlaceUnitArea ( soldat4 , CPU , false ) ;
2439: LD_EXP 25
2443: PPUSH
2444: LD_INT 6
2446: PPUSH
2447: LD_INT 0
2449: PPUSH
2450: CALL_OW 49
// PlaceUnitArea ( soldat5 , CPU , false ) ;
2454: LD_EXP 26
2458: PPUSH
2459: LD_INT 6
2461: PPUSH
2462: LD_INT 0
2464: PPUSH
2465: CALL_OW 49
// PlaceUnitArea ( soldat6 , CPU , false ) ;
2469: LD_EXP 27
2473: PPUSH
2474: LD_INT 6
2476: PPUSH
2477: LD_INT 0
2479: PPUSH
2480: CALL_OW 49
// PlaceUnitArea ( soldat7 , CPU , false ) ;
2484: LD_EXP 28
2488: PPUSH
2489: LD_INT 6
2491: PPUSH
2492: LD_INT 0
2494: PPUSH
2495: CALL_OW 49
// PlaceUnitArea ( soldat8 , CPU , false ) ;
2499: LD_EXP 29
2503: PPUSH
2504: LD_INT 6
2506: PPUSH
2507: LD_INT 0
2509: PPUSH
2510: CALL_OW 49
// PlaceUnitArea ( soldat9 , CPU , false ) ;
2514: LD_EXP 30
2518: PPUSH
2519: LD_INT 6
2521: PPUSH
2522: LD_INT 0
2524: PPUSH
2525: CALL_OW 49
// PlaceUnitArea ( soldat10 , CPU , false ) ;
2529: LD_EXP 31
2533: PPUSH
2534: LD_INT 6
2536: PPUSH
2537: LD_INT 0
2539: PPUSH
2540: CALL_OW 49
// ComAttackUnit ( soldat1 , bunkier9 ) ;
2544: LD_EXP 22
2548: PPUSH
2549: LD_INT 84
2551: PPUSH
2552: CALL_OW 115
// ComAttackUnit ( soldat2 , bunkier9 ) ;
2556: LD_EXP 23
2560: PPUSH
2561: LD_INT 84
2563: PPUSH
2564: CALL_OW 115
// ComAttackUnit ( soldat3 , bunkier9 ) ;
2568: LD_EXP 24
2572: PPUSH
2573: LD_INT 84
2575: PPUSH
2576: CALL_OW 115
// ComAttackUnit ( soldat4 , bunkier9 ) ;
2580: LD_EXP 25
2584: PPUSH
2585: LD_INT 84
2587: PPUSH
2588: CALL_OW 115
// ComAttackUnit ( soldat5 , sklad ) ;
2592: LD_EXP 26
2596: PPUSH
2597: LD_INT 74
2599: PPUSH
2600: CALL_OW 115
// ComAttackUnit ( soldat6 , sklad ) ;
2604: LD_EXP 27
2608: PPUSH
2609: LD_INT 74
2611: PPUSH
2612: CALL_OW 115
// ComAttackUnit ( soldat7 , sklad ) ;
2616: LD_EXP 28
2620: PPUSH
2621: LD_INT 74
2623: PPUSH
2624: CALL_OW 115
// ComAttackUnit ( soldat8 , bunkier7 ) ;
2628: LD_EXP 29
2632: PPUSH
2633: LD_INT 134
2635: PPUSH
2636: CALL_OW 115
// ComAttackUnit ( soldat9 , bunkier7 ) ;
2640: LD_EXP 30
2644: PPUSH
2645: LD_INT 134
2647: PPUSH
2648: CALL_OW 115
// ComAttackUnit ( soldat10 , bunkier7 ) ;
2652: LD_EXP 31
2656: PPUSH
2657: LD_INT 134
2659: PPUSH
2660: CALL_OW 115
// end ;
2664: LD_VAR 0 1
2668: RET
// export soldat11 , soldat12 , soldat13 , soldat14 , soldat15 , soldat16 , soldat17 , soldat18 , soldat19 , soldat20 ; export function atak3 ; begin
2669: LD_INT 0
2671: PPUSH
// uc_side = 1 ;
2672: LD_ADDR_OWVAR 20
2676: PUSH
2677: LD_INT 1
2679: ST_TO_ADDR
// uc_nation = nation_american ;
2680: LD_ADDR_OWVAR 21
2684: PUSH
2685: LD_INT 1
2687: ST_TO_ADDR
// hc_class = CLASS_SOLDIER ;
2688: LD_ADDR_OWVAR 28
2692: PUSH
2693: LD_INT 1
2695: ST_TO_ADDR
// PrepareSoldierSkills ( 2 ) ;
2696: LD_INT 2
2698: PPUSH
2699: CALL_OW 375
// soldat11 = CreateHuman ;
2703: LD_ADDR_EXP 32
2707: PUSH
2708: CALL_OW 44
2712: ST_TO_ADDR
// soldat12 = CreateHuman ;
2713: LD_ADDR_EXP 33
2717: PUSH
2718: CALL_OW 44
2722: ST_TO_ADDR
// soldat13 = CreateHuman ;
2723: LD_ADDR_EXP 34
2727: PUSH
2728: CALL_OW 44
2732: ST_TO_ADDR
// soldat14 = CreateHuman ;
2733: LD_ADDR_EXP 35
2737: PUSH
2738: CALL_OW 44
2742: ST_TO_ADDR
// soldat15 = CreateHuman ;
2743: LD_ADDR_EXP 36
2747: PUSH
2748: CALL_OW 44
2752: ST_TO_ADDR
// soldat16 = CreateHuman ;
2753: LD_ADDR_EXP 37
2757: PUSH
2758: CALL_OW 44
2762: ST_TO_ADDR
// soldat17 = CreateHuman ;
2763: LD_ADDR_EXP 38
2767: PUSH
2768: CALL_OW 44
2772: ST_TO_ADDR
// soldat18 = CreateHuman ;
2773: LD_ADDR_EXP 39
2777: PUSH
2778: CALL_OW 44
2782: ST_TO_ADDR
// soldat19 = CreateHuman ;
2783: LD_ADDR_EXP 40
2787: PUSH
2788: CALL_OW 44
2792: ST_TO_ADDR
// soldat20 = CreateHuman ;
2793: LD_ADDR_EXP 41
2797: PUSH
2798: CALL_OW 44
2802: ST_TO_ADDR
// PlaceUnitArea ( soldat11 , CPU3 , false ) ;
2803: LD_EXP 32
2807: PPUSH
2808: LD_INT 8
2810: PPUSH
2811: LD_INT 0
2813: PPUSH
2814: CALL_OW 49
// PlaceUnitArea ( soldat12 , CPU3 , false ) ;
2818: LD_EXP 33
2822: PPUSH
2823: LD_INT 8
2825: PPUSH
2826: LD_INT 0
2828: PPUSH
2829: CALL_OW 49
// PlaceUnitArea ( soldat13 , CPU3 , false ) ;
2833: LD_EXP 34
2837: PPUSH
2838: LD_INT 8
2840: PPUSH
2841: LD_INT 0
2843: PPUSH
2844: CALL_OW 49
// PlaceUnitArea ( soldat14 , CPU3 , false ) ;
2848: LD_EXP 35
2852: PPUSH
2853: LD_INT 8
2855: PPUSH
2856: LD_INT 0
2858: PPUSH
2859: CALL_OW 49
// PlaceUnitArea ( soldat15 , CPU3 , false ) ;
2863: LD_EXP 36
2867: PPUSH
2868: LD_INT 8
2870: PPUSH
2871: LD_INT 0
2873: PPUSH
2874: CALL_OW 49
// PlaceUnitArea ( soldat16 , CPU3 , false ) ;
2878: LD_EXP 37
2882: PPUSH
2883: LD_INT 8
2885: PPUSH
2886: LD_INT 0
2888: PPUSH
2889: CALL_OW 49
// PlaceUnitArea ( soldat17 , CPU3 , false ) ;
2893: LD_EXP 38
2897: PPUSH
2898: LD_INT 8
2900: PPUSH
2901: LD_INT 0
2903: PPUSH
2904: CALL_OW 49
// PlaceUnitArea ( soldat18 , CPU3 , false ) ;
2908: LD_EXP 39
2912: PPUSH
2913: LD_INT 8
2915: PPUSH
2916: LD_INT 0
2918: PPUSH
2919: CALL_OW 49
// PlaceUnitArea ( soldat19 , CPU3 , false ) ;
2923: LD_EXP 40
2927: PPUSH
2928: LD_INT 8
2930: PPUSH
2931: LD_INT 0
2933: PPUSH
2934: CALL_OW 49
// PlaceUnitArea ( soldat20 , CPU3 , false ) ;
2938: LD_EXP 41
2942: PPUSH
2943: LD_INT 8
2945: PPUSH
2946: LD_INT 0
2948: PPUSH
2949: CALL_OW 49
// ComAttackUnit ( soldat11 , sklad4 ) ;
2953: LD_EXP 32
2957: PPUSH
2958: LD_INT 72
2960: PPUSH
2961: CALL_OW 115
// ComAttackUnit ( soldat12 , sklad4 ) ;
2965: LD_EXP 33
2969: PPUSH
2970: LD_INT 72
2972: PPUSH
2973: CALL_OW 115
// ComAttackUnit ( soldat13 , sklad4 ) ;
2977: LD_EXP 34
2981: PPUSH
2982: LD_INT 72
2984: PPUSH
2985: CALL_OW 115
// ComAttackUnit ( soldat14 , lab1 ) ;
2989: LD_EXP 35
2993: PPUSH
2994: LD_INT 108
2996: PPUSH
2997: CALL_OW 115
// ComAttackUnit ( soldat15 , lab1 ) ;
3001: LD_EXP 36
3005: PPUSH
3006: LD_INT 108
3008: PPUSH
3009: CALL_OW 115
// ComAttackUnit ( soldat16 , fac3 ) ;
3013: LD_EXP 37
3017: PPUSH
3018: LD_INT 122
3020: PPUSH
3021: CALL_OW 115
// ComAttackUnit ( soldat17 , fac3 ) ;
3025: LD_EXP 38
3029: PPUSH
3030: LD_INT 122
3032: PPUSH
3033: CALL_OW 115
// ComAttackUnit ( soldat18 , bunkier4 ) ;
3037: LD_EXP 39
3041: PPUSH
3042: LD_INT 228
3044: PPUSH
3045: CALL_OW 115
// ComAttackUnit ( soldat19 , bunkier4 ) ;
3049: LD_EXP 40
3053: PPUSH
3054: LD_INT 228
3056: PPUSH
3057: CALL_OW 115
// ComAttackUnit ( soldat20 , bunkier4 ) ;
3061: LD_EXP 41
3065: PPUSH
3066: LD_INT 228
3068: PPUSH
3069: CALL_OW 115
// end ;
3073: LD_VAR 0 1
3077: RET
