// starting begin save ;
   0: CALL 491 0 0
// RemoveUnit ( A1 ) ;
   4: LD_INT 248
   6: PPUSH
   7: CALL_OW 64
// Resetfog ;
  11: CALL_OW 335
// IngameOn ;
  15: CALL_OW 8
// CenteronUnits ( D1 ) ;
  19: LD_EXP 1
  23: PPUSH
  24: CALL_OW 85
// Dialogueon ;
  28: CALL_OW 6
// Say ( D1 , D1-DG-1 ) ;
  32: LD_EXP 1
  36: PPUSH
  37: LD_STRING D1-DG-1
  39: PPUSH
  40: CALL_OW 88
// SayRadio ( A1 , D1-AS6 ) ;
  44: LD_INT 248
  46: PPUSH
  47: LD_STRING D1-AS6
  49: PPUSH
  50: CALL_OW 94
// Say ( D1 , D1-DG-2 ) ;
  54: LD_EXP 1
  58: PPUSH
  59: LD_STRING D1-DG-2
  61: PPUSH
  62: CALL_OW 88
// DialogueOff ;
  66: CALL_OW 7
// ingameoff ;
  70: CALL_OW 9
// ChangeMissionObjectives ( CEL1 ) ;
  74: LD_STRING CEL1
  76: PPUSH
  77: CALL_OW 337
// ComEnterUnit ( n , lab ) ;
  81: LD_INT 186
  83: PPUSH
  84: LD_INT 135
  86: PPUSH
  87: CALL_OW 120
// ComEnterUnit ( n1 , lab ) ;
  91: LD_INT 188
  93: PPUSH
  94: LD_INT 135
  96: PPUSH
  97: CALL_OW 120
// ComEnterUnit ( n2 , lab ) ;
 101: LD_INT 187
 103: PPUSH
 104: LD_INT 135
 106: PPUSH
 107: CALL_OW 120
// ComEnterUnit ( n3 , lab1 ) ;
 111: LD_INT 189
 113: PPUSH
 114: LD_INT 169
 116: PPUSH
 117: CALL_OW 120
// ComEnterUnit ( n4 , lab1 ) ;
 121: LD_INT 190
 123: PPUSH
 124: LD_INT 169
 126: PPUSH
 127: CALL_OW 120
// ComEnterUnit ( n5 , lab1 ) ;
 131: LD_INT 191
 133: PPUSH
 134: LD_INT 169
 136: PPUSH
 137: CALL_OW 120
// ComEnterUnit ( sol , b1 ) ;
 141: LD_INT 172
 143: PPUSH
 144: LD_INT 142
 146: PPUSH
 147: CALL_OW 120
// ComEnterUnit ( sol2 , b2 ) ;
 151: LD_INT 173
 153: PPUSH
 154: LD_INT 99
 156: PPUSH
 157: CALL_OW 120
// ComEnterUnit ( sol3 , b3 ) ;
 161: LD_INT 174
 163: PPUSH
 164: LD_INT 106
 166: PPUSH
 167: CALL_OW 120
// ComEnterUnit ( sol4 , b4 ) ;
 171: LD_INT 175
 173: PPUSH
 174: LD_INT 116
 176: PPUSH
 177: CALL_OW 120
// ComEnterUnit ( m1 , fac1 ) ;
 181: LD_INT 193
 183: PPUSH
 184: LD_INT 160
 186: PPUSH
 187: CALL_OW 120
// ComEnterUnit ( m2 , fac1 ) ;
 191: LD_INT 192
 193: PPUSH
 194: LD_INT 160
 196: PPUSH
 197: CALL_OW 120
// ComEnterUnit ( sol5 , kosz ) ;
 201: LD_INT 176
 203: PPUSH
 204: LD_INT 153
 206: PPUSH
 207: CALL_OW 120
// ComEnterUnit ( sol6 , kosz ) ;
 211: LD_INT 177
 213: PPUSH
 214: LD_INT 153
 216: PPUSH
 217: CALL_OW 120
// ComEnterUnit ( sol7 , kosz ) ;
 221: LD_INT 178
 223: PPUSH
 224: LD_INT 153
 226: PPUSH
 227: CALL_OW 120
// ComEnterUnit ( sol8 , kosz1 ) ;
 231: LD_INT 179
 233: PPUSH
 234: LD_INT 150
 236: PPUSH
 237: CALL_OW 120
// ComEnterUnit ( sol9 , kosz1 ) ;
 241: LD_INT 180
 243: PPUSH
 244: LD_INT 150
 246: PPUSH
 247: CALL_OW 120
// ComEnterUnit ( sol10 , kosz1 ) ;
 251: LD_INT 181
 253: PPUSH
 254: LD_INT 150
 256: PPUSH
 257: CALL_OW 120
// ComEnterUnit ( sol11 , b5 ) ;
 261: LD_INT 245
 263: PPUSH
 264: LD_INT 233
 266: PPUSH
 267: CALL_OW 120
// SaveForQuickRestart ;
 271: CALL_OW 22
// end ;
 275: END
// every 0 0$0.1 trigger IsDead ( D1 ) do
 276: LD_EXP 1
 280: PPUSH
 281: CALL_OW 301
 285: IFFALSE 304
 287: GO 289
 289: DISABLE
// begin wait ( 0 0$1 ) ;
 290: LD_INT 35
 292: PPUSH
 293: CALL_OW 67
// YouLost ( Dimitrij_nie_zyje ) ;
 297: LD_STRING Dimitrij_nie_zyje
 299: PPUSH
 300: CALL_OW 104
// end ;
 304: END
// every 0 0$0.1 trigger IsDead ( sklad ) do
 305: LD_INT 89
 307: PPUSH
 308: CALL_OW 301
 312: IFFALSE 412
 314: GO 316
 316: DISABLE
// begin Dialogueon ;
 317: CALL_OW 6
// Say ( D1 , D1-DG-9 ) ;
 321: LD_EXP 1
 325: PPUSH
 326: LD_STRING D1-DG-9
 328: PPUSH
 329: CALL_OW 88
// SayRadio ( A1 , D1-AS13 ) ;
 333: LD_INT 248
 335: PPUSH
 336: LD_STRING D1-AS13
 338: PPUSH
 339: CALL_OW 94
// Say ( D1 , D1-DG-10 ) ;
 343: LD_EXP 1
 347: PPUSH
 348: LD_STRING D1-DG-10
 350: PPUSH
 351: CALL_OW 88
// DialogueOff ;
 355: CALL_OW 7
// SaveCharacters ( D1 , D1 ) ;
 359: LD_EXP 1
 363: PPUSH
 364: LD_STRING D1
 366: PPUSH
 367: CALL_OW 38
// AddMedal ( medal1 , 1 ) ;
 371: LD_STRING medal1
 373: PPUSH
 374: LD_INT 1
 376: PPUSH
 377: CALL_OW 101
// AddMedal ( medal2 , 1 ) ;
 381: LD_STRING medal2
 383: PPUSH
 384: LD_INT 1
 386: PPUSH
 387: CALL_OW 101
// AddMedal ( medal3 , 1 ) ;
 391: LD_STRING medal3
 393: PPUSH
 394: LD_INT 1
 396: PPUSH
 397: CALL_OW 101
// GiveMedals ( Main ) ;
 401: LD_STRING Main
 403: PPUSH
 404: CALL_OW 102
// YouWin ;
 408: CALL_OW 103
// end ;
 412: END
// every 0 0$01 do var i ;
 413: GO 415
 415: DISABLE
 416: LD_INT 0
 418: PPUSH
// begin enable ;
 419: ENABLE
// if GetLives ( D1 ) < 1000 then
 420: LD_EXP 1
 424: PPUSH
 425: CALL_OW 256
 429: PUSH
 430: LD_INT 1000
 432: LESS
 433: IFFALSE 458
// SetLives ( D1 , GetLives ( D1 ) + 2 ) ;
 435: LD_EXP 1
 439: PPUSH
 440: LD_EXP 1
 444: PPUSH
 445: CALL_OW 256
 449: PUSH
 450: LD_INT 2
 452: PLUS
 453: PPUSH
 454: CALL_OW 234
// end ;
 458: PPOPN 1
 460: END
// on Contact ( side1 , side2 ) do begin if side1 = 3 and side2 = 6 then
 461: LD_VAR 0 1
 465: PUSH
 466: LD_INT 3
 468: EQUAL
 469: PUSH
 470: LD_VAR 0 2
 474: PUSH
 475: LD_INT 6
 477: EQUAL
 478: AND
 479: IFFALSE 488
// begin YouLost ( zaatakowales_sojusznika ) ;
 481: LD_STRING zaatakowales_sojusznika
 483: PPUSH
 484: CALL_OW 104
// end ; end ;
 488: PPOPN 2
 490: END
// export D1 ; export function save ; begin
 491: LD_INT 0
 493: PPUSH
// uc_side = 3 ;
 494: LD_ADDR_OWVAR 20
 498: PUSH
 499: LD_INT 3
 501: ST_TO_ADDR
// uc_nation = 3 ;
 502: LD_ADDR_OWVAR 21
 506: PUSH
 507: LD_INT 3
 509: ST_TO_ADDR
// D1 := CreateCharacter ( D1 ) ;
 510: LD_ADDR_EXP 1
 514: PUSH
 515: LD_STRING D1
 517: PPUSH
 518: CALL_OW 34
 522: ST_TO_ADDR
// PlaceUnitArea ( D1 , Area47 , false ) ;
 523: LD_EXP 1
 527: PPUSH
 528: LD_INT 6
 530: PPUSH
 531: LD_INT 0
 533: PPUSH
 534: CALL_OW 49
// end ;
 538: LD_VAR 0 1
 542: RET
// every 0 0$01 do var un , EnginerList , buildings , depots , i ;
 543: GO 545
 545: DISABLE
 546: LD_INT 0
 548: PPUSH
 549: PPUSH
 550: PPUSH
 551: PPUSH
 552: PPUSH
// begin enable ;
 553: ENABLE
// EnginerList := FilterAllUnits ( [ [ [ f_side , 2 ] , [ f_class , 2 ] , [ f_lives , 1000 ] ] ] ) ;
 554: LD_ADDR_VAR 0 2
 558: PUSH
 559: LD_INT 22
 561: PUSH
 562: LD_INT 2
 564: PUSH
 565: EMPTY
 566: LIST
 567: LIST
 568: PUSH
 569: LD_INT 25
 571: PUSH
 572: LD_INT 2
 574: PUSH
 575: EMPTY
 576: LIST
 577: LIST
 578: PUSH
 579: LD_INT 24
 581: PUSH
 582: LD_INT 1000
 584: PUSH
 585: EMPTY
 586: LIST
 587: LIST
 588: PUSH
 589: EMPTY
 590: LIST
 591: LIST
 592: LIST
 593: PUSH
 594: EMPTY
 595: LIST
 596: PPUSH
 597: CALL_OW 69
 601: ST_TO_ADDR
// buildings := FilterAllUnits ( [ [ [ f_side , 2 ] , [ f_type , unit_building ] , [ f_not , [ f_lives , 1000 ] ] ] ] ) ;
 602: LD_ADDR_VAR 0 3
 606: PUSH
 607: LD_INT 22
 609: PUSH
 610: LD_INT 2
 612: PUSH
 613: EMPTY
 614: LIST
 615: LIST
 616: PUSH
 617: LD_INT 21
 619: PUSH
 620: LD_INT 3
 622: PUSH
 623: EMPTY
 624: LIST
 625: LIST
 626: PUSH
 627: LD_INT 3
 629: PUSH
 630: LD_INT 24
 632: PUSH
 633: LD_INT 1000
 635: PUSH
 636: EMPTY
 637: LIST
 638: LIST
 639: PUSH
 640: EMPTY
 641: LIST
 642: LIST
 643: PUSH
 644: EMPTY
 645: LIST
 646: LIST
 647: LIST
 648: PUSH
 649: EMPTY
 650: LIST
 651: PPUSH
 652: CALL_OW 69
 656: ST_TO_ADDR
// if buildings > 0 then
 657: LD_VAR 0 3
 661: PUSH
 662: LD_INT 0
 664: GREATER
 665: IFFALSE 747
// begin for i = 1 to EnginerList do
 667: LD_ADDR_VAR 0 5
 671: PUSH
 672: DOUBLE
 673: LD_INT 1
 675: DEC
 676: ST_TO_ADDR
 677: LD_VAR 0 2
 681: PUSH
 682: FOR_TO
 683: IFFALSE 745
// begin if IsInUnit ( EnginerList [ i ] ) then
 685: LD_VAR 0 2
 689: PUSH
 690: LD_VAR 0 5
 694: ARRAY
 695: PPUSH
 696: CALL_OW 310
 700: IFFALSE 719
// ComExitBuilding ( EnginerList [ i ] ) else
 702: LD_VAR 0 2
 706: PUSH
 707: LD_VAR 0 5
 711: ARRAY
 712: PPUSH
 713: CALL_OW 122
 717: GO 743
// ComRepairBuilding ( EnginerList [ i ] , buildings [ 1 ] ) ;
 719: LD_VAR 0 2
 723: PUSH
 724: LD_VAR 0 5
 728: ARRAY
 729: PPUSH
 730: LD_VAR 0 3
 734: PUSH
 735: LD_INT 1
 737: ARRAY
 738: PPUSH
 739: CALL_OW 130
// end ;
 743: GO 682
 745: POP
 746: POP
// end ; end ; end_of_file
 747: PPOPN 5
 749: END
// every 0 0$1 trigger IsInArea ( D1 , Area42 ) do
 750: LD_EXP 1
 754: PPUSH
 755: LD_INT 1
 757: PPUSH
 758: CALL_OW 308
 762: IFFALSE 779
 764: GO 766
 766: DISABLE
// begin Say ( D1 , D1-DG-3 ) ;
 767: LD_EXP 1
 771: PPUSH
 772: LD_STRING D1-DG-3
 774: PPUSH
 775: CALL_OW 88
// end ;
 779: END
// every 0 0$1 trigger IsInArea ( D1 , Area43 ) do
 780: LD_EXP 1
 784: PPUSH
 785: LD_INT 2
 787: PPUSH
 788: CALL_OW 308
 792: IFFALSE 809
 794: GO 796
 796: DISABLE
// begin Say ( D1 , D1-DG-4 ) ;
 797: LD_EXP 1
 801: PPUSH
 802: LD_STRING D1-DG-4
 804: PPUSH
 805: CALL_OW 88
// end ;
 809: END
// every 0 0$1 trigger IsInArea ( D1 , Area44 ) do
 810: LD_EXP 1
 814: PPUSH
 815: LD_INT 3
 817: PPUSH
 818: CALL_OW 308
 822: IFFALSE 1036
 824: GO 826
 826: DISABLE
// begin IngameOn ;
 827: CALL_OW 8
// Dialogueon ;
 831: CALL_OW 6
// Say ( D1 , D1-DG-5 ) ;
 835: LD_EXP 1
 839: PPUSH
 840: LD_STRING D1-DG-5
 842: PPUSH
 843: CALL_OW 88
// SayRadio ( A1 , D1-AS7 ) ;
 847: LD_INT 248
 849: PPUSH
 850: LD_STRING D1-AS7
 852: PPUSH
 853: CALL_OW 94
// Say ( D1 , D1-DG-6 ) ;
 857: LD_EXP 1
 861: PPUSH
 862: LD_STRING D1-DG-6
 864: PPUSH
 865: CALL_OW 88
// SayRadio ( A1 , D1-AS8 ) ;
 869: LD_INT 248
 871: PPUSH
 872: LD_STRING D1-AS8
 874: PPUSH
 875: CALL_OW 94
// DialogueOff ;
 879: CALL_OW 7
// IngameOff ;
 883: CALL_OW 9
// wait ( 0 0$60 ) ;
 887: LD_INT 2100
 889: PPUSH
 890: CALL_OW 67
// SayRadio ( A1 , D1-AS9 ) ;
 894: LD_INT 248
 896: PPUSH
 897: LD_STRING D1-AS9
 899: PPUSH
 900: CALL_OW 94
// wait ( 0 0$2 ) ;
 904: LD_INT 70
 906: PPUSH
 907: CALL_OW 67
// atak1 ;
 911: CALL 1520 0 0
// atak2 ;
 915: CALL 1037 0 0
// SayRadio ( A1 , D1-AS10 ) ;
 919: LD_INT 248
 921: PPUSH
 922: LD_STRING D1-AS10
 924: PPUSH
 925: CALL_OW 94
// Say ( D1 , D1-DG-7 ) ;
 929: LD_EXP 1
 933: PPUSH
 934: LD_STRING D1-DG-7
 936: PPUSH
 937: CALL_OW 88
// wait ( 0 0$2 ) ;
 941: LD_INT 70
 943: PPUSH
 944: CALL_OW 67
// Dialogueon ;
 948: CALL_OW 6
// SayRadio ( A1 , D1-AS11 ) ;
 952: LD_INT 248
 954: PPUSH
 955: LD_STRING D1-AS11
 957: PPUSH
 958: CALL_OW 94
// Say ( D1 , D1-DG-8 ) ;
 962: LD_EXP 1
 966: PPUSH
 967: LD_STRING D1-DG-8
 969: PPUSH
 970: CALL_OW 88
// Say ( AL1 , D1-AL1 ) ;
 974: LD_INT 194
 976: PPUSH
 977: LD_STRING D1-AL1
 979: PPUSH
 980: CALL_OW 88
// SayRadio ( A1 , D1-AS12 ) ;
 984: LD_INT 248
 986: PPUSH
 987: LD_STRING D1-AS12
 989: PPUSH
 990: CALL_OW 94
// DialogueOff ;
 994: CALL_OW 7
// comagressivemove ( [ AL1 ] , 6 , 5 ) ;
 998: LD_INT 194
1000: PUSH
1001: EMPTY
1002: LIST
1003: PPUSH
1004: LD_INT 6
1006: PPUSH
1007: LD_INT 5
1009: PPUSH
1010: CALL_OW 114
// RemoveUnit ( AL1 ) ;
1014: LD_INT 194
1016: PPUSH
1017: CALL_OW 64
// wait ( 0 0$60 ) ;
1021: LD_INT 2100
1023: PPUSH
1024: CALL_OW 67
// atak1 ;
1028: CALL 1520 0 0
// atak2 ;
1032: CALL 1037 0 0
// end ; end_of_file
1036: END
// export soldat1 , soldat2 , soldat3 , soldat4 , soldat5 , soldat6 , soldat7 , soldat8 , soldat9 , soldat10 , soldat11 , soldat12 ; export function atak2 ; begin
1037: LD_INT 0
1039: PPUSH
// uc_side = 6 ;
1040: LD_ADDR_OWVAR 20
1044: PUSH
1045: LD_INT 6
1047: ST_TO_ADDR
// uc_nation = nation_russian ;
1048: LD_ADDR_OWVAR 21
1052: PUSH
1053: LD_INT 3
1055: ST_TO_ADDR
// hc_class = CLASS_SOLDIER ;
1056: LD_ADDR_OWVAR 28
1060: PUSH
1061: LD_INT 1
1063: ST_TO_ADDR
// PrepareSoldierSkills ( 3 ) ;
1064: LD_INT 3
1066: PPUSH
1067: CALL_OW 375
// soldat1 = CreateHuman ;
1071: LD_ADDR_EXP 2
1075: PUSH
1076: CALL_OW 44
1080: ST_TO_ADDR
// soldat2 = CreateHuman ;
1081: LD_ADDR_EXP 3
1085: PUSH
1086: CALL_OW 44
1090: ST_TO_ADDR
// soldat3 = CreateHuman ;
1091: LD_ADDR_EXP 4
1095: PUSH
1096: CALL_OW 44
1100: ST_TO_ADDR
// soldat4 = CreateHuman ;
1101: LD_ADDR_EXP 5
1105: PUSH
1106: CALL_OW 44
1110: ST_TO_ADDR
// soldat5 = CreateHuman ;
1111: LD_ADDR_EXP 6
1115: PUSH
1116: CALL_OW 44
1120: ST_TO_ADDR
// soldat6 = CreateHuman ;
1121: LD_ADDR_EXP 7
1125: PUSH
1126: CALL_OW 44
1130: ST_TO_ADDR
// soldat7 = CreateHuman ;
1131: LD_ADDR_EXP 8
1135: PUSH
1136: CALL_OW 44
1140: ST_TO_ADDR
// soldat8 = CreateHuman ;
1141: LD_ADDR_EXP 9
1145: PUSH
1146: CALL_OW 44
1150: ST_TO_ADDR
// soldat9 = CreateHuman ;
1151: LD_ADDR_EXP 10
1155: PUSH
1156: CALL_OW 44
1160: ST_TO_ADDR
// soldat10 = CreateHuman ;
1161: LD_ADDR_EXP 11
1165: PUSH
1166: CALL_OW 44
1170: ST_TO_ADDR
// soldat11 = CreateHuman ;
1171: LD_ADDR_EXP 12
1175: PUSH
1176: CALL_OW 44
1180: ST_TO_ADDR
// soldat12 = CreateHuman ;
1181: LD_ADDR_EXP 13
1185: PUSH
1186: CALL_OW 44
1190: ST_TO_ADDR
// PlaceUnitArea ( soldat1 , CPU , false ) ;
1191: LD_EXP 2
1195: PPUSH
1196: LD_INT 4
1198: PPUSH
1199: LD_INT 0
1201: PPUSH
1202: CALL_OW 49
// PlaceUnitArea ( soldat2 , CPU , false ) ;
1206: LD_EXP 3
1210: PPUSH
1211: LD_INT 4
1213: PPUSH
1214: LD_INT 0
1216: PPUSH
1217: CALL_OW 49
// PlaceUnitArea ( soldat3 , CPU , false ) ;
1221: LD_EXP 4
1225: PPUSH
1226: LD_INT 4
1228: PPUSH
1229: LD_INT 0
1231: PPUSH
1232: CALL_OW 49
// PlaceUnitArea ( soldat4 , CPU , false ) ;
1236: LD_EXP 5
1240: PPUSH
1241: LD_INT 4
1243: PPUSH
1244: LD_INT 0
1246: PPUSH
1247: CALL_OW 49
// PlaceUnitArea ( soldat5 , CPU , false ) ;
1251: LD_EXP 6
1255: PPUSH
1256: LD_INT 4
1258: PPUSH
1259: LD_INT 0
1261: PPUSH
1262: CALL_OW 49
// PlaceUnitArea ( soldat6 , CPU , false ) ;
1266: LD_EXP 7
1270: PPUSH
1271: LD_INT 4
1273: PPUSH
1274: LD_INT 0
1276: PPUSH
1277: CALL_OW 49
// PlaceUnitArea ( soldat7 , CPU , false ) ;
1281: LD_EXP 8
1285: PPUSH
1286: LD_INT 4
1288: PPUSH
1289: LD_INT 0
1291: PPUSH
1292: CALL_OW 49
// PlaceUnitArea ( soldat8 , CPU , false ) ;
1296: LD_EXP 9
1300: PPUSH
1301: LD_INT 4
1303: PPUSH
1304: LD_INT 0
1306: PPUSH
1307: CALL_OW 49
// PlaceUnitArea ( soldat9 , CPU , false ) ;
1311: LD_EXP 10
1315: PPUSH
1316: LD_INT 4
1318: PPUSH
1319: LD_INT 0
1321: PPUSH
1322: CALL_OW 49
// PlaceUnitArea ( soldat10 , CPU , false ) ;
1326: LD_EXP 11
1330: PPUSH
1331: LD_INT 4
1333: PPUSH
1334: LD_INT 0
1336: PPUSH
1337: CALL_OW 49
// PlaceUnitArea ( soldat11 , CPU , false ) ;
1341: LD_EXP 12
1345: PPUSH
1346: LD_INT 4
1348: PPUSH
1349: LD_INT 0
1351: PPUSH
1352: CALL_OW 49
// PlaceUnitArea ( soldat12 , CPU , false ) ;
1356: LD_EXP 13
1360: PPUSH
1361: LD_INT 4
1363: PPUSH
1364: LD_INT 0
1366: PPUSH
1367: CALL_OW 49
// ComAttackUnit ( soldat1 , b1 ) ;
1371: LD_EXP 2
1375: PPUSH
1376: LD_INT 142
1378: PPUSH
1379: CALL_OW 115
// ComAttackUnit ( soldat2 , b1 ) ;
1383: LD_EXP 3
1387: PPUSH
1388: LD_INT 142
1390: PPUSH
1391: CALL_OW 115
// ComAttackUnit ( soldat12 , b1 ) ;
1395: LD_EXP 13
1399: PPUSH
1400: LD_INT 142
1402: PPUSH
1403: CALL_OW 115
// ComAttackUnit ( soldat3 , b1 ) ;
1407: LD_EXP 4
1411: PPUSH
1412: LD_INT 142
1414: PPUSH
1415: CALL_OW 115
// ComAttackUnit ( soldat4 , b2 ) ;
1419: LD_EXP 5
1423: PPUSH
1424: LD_INT 99
1426: PPUSH
1427: CALL_OW 115
// ComAttackUnit ( soldat5 , sklad ) ;
1431: LD_EXP 6
1435: PPUSH
1436: LD_INT 89
1438: PPUSH
1439: CALL_OW 115
// ComAttackUnit ( soldat6 , sklad ) ;
1443: LD_EXP 7
1447: PPUSH
1448: LD_INT 89
1450: PPUSH
1451: CALL_OW 115
// ComAttackUnit ( soldat7 , sklad ) ;
1455: LD_EXP 8
1459: PPUSH
1460: LD_INT 89
1462: PPUSH
1463: CALL_OW 115
// ComAttackUnit ( soldat8 , lab1 ) ;
1467: LD_EXP 9
1471: PPUSH
1472: LD_INT 169
1474: PPUSH
1475: CALL_OW 115
// ComAttackUnit ( soldat11 , lab1 ) ;
1479: LD_EXP 12
1483: PPUSH
1484: LD_INT 169
1486: PPUSH
1487: CALL_OW 115
// ComAttackUnit ( soldat9 , lab ) ;
1491: LD_EXP 10
1495: PPUSH
1496: LD_INT 135
1498: PPUSH
1499: CALL_OW 115
// ComAttackUnit ( soldat10 , lab ) ;
1503: LD_EXP 11
1507: PPUSH
1508: LD_INT 135
1510: PPUSH
1511: CALL_OW 115
// end ;
1515: LD_VAR 0 1
1519: RET
// export mechanik1 , mechanik2 , mechanik3 , mechanik4 , mechanik5 , mechanik6 , mechanik7 , mechanik8 , hg1 , hg2 , hg3 , hg4 , hg5 , hg6 , hg7 , hg8 ; export function atak1 ; begin
1520: LD_INT 0
1522: PPUSH
// uc_side = 6 ;
1523: LD_ADDR_OWVAR 20
1527: PUSH
1528: LD_INT 6
1530: ST_TO_ADDR
// uc_nation = nation_russian ;
1531: LD_ADDR_OWVAR 21
1535: PUSH
1536: LD_INT 3
1538: ST_TO_ADDR
// hc_class = CLASS_MECHANIC ;
1539: LD_ADDR_OWVAR 28
1543: PUSH
1544: LD_INT 3
1546: ST_TO_ADDR
// PrepareMechanicSkills ( 2 ) ;
1547: LD_INT 2
1549: PPUSH
1550: CALL_OW 377
// mechanik1 = CreateHuman ;
1554: LD_ADDR_EXP 14
1558: PUSH
1559: CALL_OW 44
1563: ST_TO_ADDR
// mechanik2 = CreateHuman ;
1564: LD_ADDR_EXP 15
1568: PUSH
1569: CALL_OW 44
1573: ST_TO_ADDR
// mechanik3 = CreateHuman ;
1574: LD_ADDR_EXP 16
1578: PUSH
1579: CALL_OW 44
1583: ST_TO_ADDR
// mechanik4 = CreateHuman ;
1584: LD_ADDR_EXP 17
1588: PUSH
1589: CALL_OW 44
1593: ST_TO_ADDR
// mechanik5 = CreateHuman ;
1594: LD_ADDR_EXP 18
1598: PUSH
1599: CALL_OW 44
1603: ST_TO_ADDR
// mechanik6 = CreateHuman ;
1604: LD_ADDR_EXP 19
1608: PUSH
1609: CALL_OW 44
1613: ST_TO_ADDR
// mechanik7 = CreateHuman ;
1614: LD_ADDR_EXP 20
1618: PUSH
1619: CALL_OW 44
1623: ST_TO_ADDR
// mechanik8 = CreateHuman ;
1624: LD_ADDR_EXP 21
1628: PUSH
1629: CALL_OW 44
1633: ST_TO_ADDR
// vc_chassis = ru_medium_tracked ;
1634: LD_ADDR_OWVAR 37
1638: PUSH
1639: LD_INT 22
1641: ST_TO_ADDR
// vc_engine = engine_combustion ;
1642: LD_ADDR_OWVAR 39
1646: PUSH
1647: LD_INT 1
1649: ST_TO_ADDR
// vc_control = control_manual ;
1650: LD_ADDR_OWVAR 38
1654: PUSH
1655: LD_INT 1
1657: ST_TO_ADDR
// vc_weapon = ru_gun ;
1658: LD_ADDR_OWVAR 40
1662: PUSH
1663: LD_INT 44
1665: ST_TO_ADDR
// hg1 = CreateVehicle ;
1666: LD_ADDR_EXP 22
1670: PUSH
1671: CALL_OW 45
1675: ST_TO_ADDR
// hg2 = CreateVehicle ;
1676: LD_ADDR_EXP 23
1680: PUSH
1681: CALL_OW 45
1685: ST_TO_ADDR
// hg3 = CreateVehicle ;
1686: LD_ADDR_EXP 24
1690: PUSH
1691: CALL_OW 45
1695: ST_TO_ADDR
// hg4 = CreateVehicle ;
1696: LD_ADDR_EXP 25
1700: PUSH
1701: CALL_OW 45
1705: ST_TO_ADDR
// hg5 = CreateVehicle ;
1706: LD_ADDR_EXP 26
1710: PUSH
1711: CALL_OW 45
1715: ST_TO_ADDR
// hg6 = CreateVehicle ;
1716: LD_ADDR_EXP 27
1720: PUSH
1721: CALL_OW 45
1725: ST_TO_ADDR
// hg7 = CreateVehicle ;
1726: LD_ADDR_EXP 28
1730: PUSH
1731: CALL_OW 45
1735: ST_TO_ADDR
// hg8 = CreateVehicle ;
1736: LD_ADDR_EXP 29
1740: PUSH
1741: CALL_OW 45
1745: ST_TO_ADDR
// PlaceHumanInUnit ( mechanik1 , hg1 ) ;
1746: LD_EXP 14
1750: PPUSH
1751: LD_EXP 22
1755: PPUSH
1756: CALL_OW 52
// PlaceHumanInUnit ( mechanik2 , hg2 ) ;
1760: LD_EXP 15
1764: PPUSH
1765: LD_EXP 23
1769: PPUSH
1770: CALL_OW 52
// PlaceHumanInUnit ( mechanik3 , hg3 ) ;
1774: LD_EXP 16
1778: PPUSH
1779: LD_EXP 24
1783: PPUSH
1784: CALL_OW 52
// PlaceHumanInUnit ( mechanik4 , hg4 ) ;
1788: LD_EXP 17
1792: PPUSH
1793: LD_EXP 25
1797: PPUSH
1798: CALL_OW 52
// PlaceHumanInUnit ( mechanik5 , hg5 ) ;
1802: LD_EXP 18
1806: PPUSH
1807: LD_EXP 26
1811: PPUSH
1812: CALL_OW 52
// PlaceHumanInUnit ( mechanik6 , hg6 ) ;
1816: LD_EXP 19
1820: PPUSH
1821: LD_EXP 27
1825: PPUSH
1826: CALL_OW 52
// PlaceHumanInUnit ( mechanik7 , hg7 ) ;
1830: LD_EXP 20
1834: PPUSH
1835: LD_EXP 28
1839: PPUSH
1840: CALL_OW 52
// PlaceHumanInUnit ( mechanik8 , hg8 ) ;
1844: LD_EXP 21
1848: PPUSH
1849: LD_EXP 29
1853: PPUSH
1854: CALL_OW 52
// PlaceUnitArea ( hg1 , CPU2 , false ) ;
1858: LD_EXP 22
1862: PPUSH
1863: LD_INT 5
1865: PPUSH
1866: LD_INT 0
1868: PPUSH
1869: CALL_OW 49
// PlaceUnitArea ( hg2 , CPU2 , false ) ;
1873: LD_EXP 23
1877: PPUSH
1878: LD_INT 5
1880: PPUSH
1881: LD_INT 0
1883: PPUSH
1884: CALL_OW 49
// PlaceUnitArea ( hg3 , CPU2 , false ) ;
1888: LD_EXP 24
1892: PPUSH
1893: LD_INT 5
1895: PPUSH
1896: LD_INT 0
1898: PPUSH
1899: CALL_OW 49
// PlaceUnitArea ( hg4 , CPU2 , false ) ;
1903: LD_EXP 25
1907: PPUSH
1908: LD_INT 5
1910: PPUSH
1911: LD_INT 0
1913: PPUSH
1914: CALL_OW 49
// PlaceUnitArea ( hg5 , CPU2 , false ) ;
1918: LD_EXP 26
1922: PPUSH
1923: LD_INT 5
1925: PPUSH
1926: LD_INT 0
1928: PPUSH
1929: CALL_OW 49
// PlaceUnitArea ( hg6 , CPU2 , false ) ;
1933: LD_EXP 27
1937: PPUSH
1938: LD_INT 5
1940: PPUSH
1941: LD_INT 0
1943: PPUSH
1944: CALL_OW 49
// PlaceUnitArea ( hg7 , CPU2 , false ) ;
1948: LD_EXP 28
1952: PPUSH
1953: LD_INT 5
1955: PPUSH
1956: LD_INT 0
1958: PPUSH
1959: CALL_OW 49
// PlaceUnitArea ( hg8 , CPU2 , false ) ;
1963: LD_EXP 29
1967: PPUSH
1968: LD_INT 5
1970: PPUSH
1971: LD_INT 0
1973: PPUSH
1974: CALL_OW 49
// ComAttackUnit ( hg1 , b3 ) ;
1978: LD_EXP 22
1982: PPUSH
1983: LD_INT 106
1985: PPUSH
1986: CALL_OW 115
// ComAttackUnit ( hg2 , b3 ) ;
1990: LD_EXP 23
1994: PPUSH
1995: LD_INT 106
1997: PPUSH
1998: CALL_OW 115
// ComAttackUnit ( hg3 , b4 ) ;
2002: LD_EXP 24
2006: PPUSH
2007: LD_INT 116
2009: PPUSH
2010: CALL_OW 115
// ComAttackUnit ( hg4 , b4 ) ;
2014: LD_EXP 25
2018: PPUSH
2019: LD_INT 116
2021: PPUSH
2022: CALL_OW 115
// ComAttackUnit ( hg5 , kosz ) ;
2026: LD_EXP 26
2030: PPUSH
2031: LD_INT 153
2033: PPUSH
2034: CALL_OW 115
// ComAttackUnit ( hg6 , kosz ) ;
2038: LD_EXP 27
2042: PPUSH
2043: LD_INT 153
2045: PPUSH
2046: CALL_OW 115
// ComAttackUnit ( hg7 , kosz ) ;
2050: LD_EXP 28
2054: PPUSH
2055: LD_INT 153
2057: PPUSH
2058: CALL_OW 115
// ComAttackUnit ( hg8 , kosz ) ;
2062: LD_EXP 29
2066: PPUSH
2067: LD_INT 153
2069: PPUSH
2070: CALL_OW 115
// end ;
2074: LD_VAR 0 1
2078: RET
