{$VERSION 3.1.0023}
{$CLEO .cs}

thread "PLANT" 
{
0@ Memory Address
1@ Memory Value
2@ Current Menu
3@ Current Position
4@ Current Position
5@ Number
6@ Temp Obj / Model
7@ Key / Model Stat
8@ Current Position
9@ Current Object
10@ Min
11@ Max
12@ Distance
15@ Temp
16@ Clip Object
17@ Not Used
18@ Object
19@ List 1
20@ List 2
21@ Temp X
22@ Temp Y
23@ Temp Z
24@ Temp X
25@ Temp Y
26@ Temp Z
27@ Atan Angle
28@ Atan X
29@ Atan Y
30@ Loop
31@ File
}

0A95: enable_thread_saving
0AA2: 31@ = load_library "CLEO\plugins\GxtHook.cleo" // IF and SET
0A9F: 0@ = current_thread_pointer
000A: 0@ += 0x10
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
000E: 0@ -= @Ped_List
for 30@ = 0 to 299
   0A8C: write_memory 0@ size 4 value -1 virtual_protect 0
   000A: 0@ += 4
end

:PLANT_M0
wait 0
if and
0AB0:  key_pressed 0x11
0AB0:  key_pressed 0x50
jf @PLANT_M0

:PLANT_M1
wait 0
if or
8AB0:   not  key_pressed 0x11
8AB0:   not  key_pressed 0x50
jf @PLANT_M1
01F7: toggle_player $PLAYER_CHAR ignored_by_cops 1 
03BF: toggle_player $PLAYER_CHAR ignored_by_everyone 1 
0006: 16@ = -1
jump @PLANT_M4

:PLANT_M2
03E5: show_text_box 'PLT_H0'

:PLANT_M3
gosub @PLANT_NC
wait 0
if
00E1:   player 0 pressed_key 4 
jf @PLANT_M3

:PLANT_M4
01B4: toggle_player $PLAYER_CHAR can_move 0
08D4: 2@ = create_panel_with_title 'PLT_MT' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1
08D6: set_panel 2@ column 0 alignment 1 
08DB: set_panel 2@ column 0 header 'DUMMY' data 'PLT_M0' 'PLT_M1' 'PLT_M2' 'PLT_M3' 'PLT_M4' 'PLT_M5' 'PLT_M6' 'PLT_M7' 'PLT_M8' 'PLT_M9' 'PLT_MA' 'PLT_MB'

:PLANT_M5
wait 0 
if 
80E1:   not player 0 pressed_key 16 
jf @PLANT_M6
if 
00E1:   player 0 pressed_key 15 
then
   08DA: remove_panel 2@ 
   03E6: remove_text_box 
   01B4: toggle_player $PLAYER_CHAR can_move 1 
   jump @PLANT_M2
end
jump @PLANT_M5

:PLANT_M6
wait 0 
if 
80E1:   not player 0 pressed_key 16 
jf @PLANT_M6
08D8: 3@ = panel 2@ selected_row 
08DA: remove_panel 2@ 
03E6: remove_text_box
01B4: toggle_player $PLAYER_CHAR can_move 1 
0871: init_jump_table 3@ total_jumps 12 default_jump 0 @PLANT_M2 jumps 0 @PLANT_M7 1 @PLANT_M9 2 @PLANT_M11 3 @PLANT_M30 4 @PLANT_M33 5 @PLANT_M36 6 @PLANT_M39 
0872: jump_table_jumps 7 @PLANT_M83 8 @PLANT_M96 9 @PLANT_M98 10 @PLANT_M87 11 @PLANT_M99 -1 @PLANT_M2 -1 @PLANT_M2 -1 @PLANT_M2 -1 @PLANT_M2 

:PLANT_M7
01B4: toggle_player $PLAYER_CHAR can_move 0 
0006: 18@ = 0
0007: 3@ = 0.0 
0007: 8@ = 0.0 
0006: 4@ = 0 
gosub @PLANT_SL

:PLANT_M8
wait 0
gosub @PLANT_GK
if
0039:   7@ == 1 
then
   if
   001B:   0 > 4@ 
   then
      0006: 4@ = 0 
   end
   if
   0019:   4@ > 288 
   then
      0006: 4@ = 288 
   end
   if
   056D:   actor 9@ defined
   then
      0665: get_actor 9@ model_to 6@ 
      009B: destroy_actor 9@ 
      0249: release_model 6@
   end
   gosub @PLANT_SL
end
0006: 7@ = 0 
if and
8039:   not  4@ == 8 
8039:   not  4@ == 42 
8039:   not  4@ == 65
8039:   not  4@ == 74 
8039:   not  4@ == 86 
8039:   not  4@ == 119 
8039:   not  4@ == 149 
8039:   not  4@ == 208 
then
   if
   001B:   1 > 4@ 
   then
      0006: 7@ = 2 
   end
   if and
   001B:   265 > 4@ 
   0019:   4@ > 6 
   then
      0006: 7@ = 2 
   end
   if
   0019:   4@ > 273 
   then
      0006: 7@ = 2 
   end
end
if and
856D:   not actor 9@ defined
00E1:   player 0 pressed_key 4 
0039:   7@ == 2 
then
   0247: load_model 4@
   038B: load_requested_models
   while true
      if
      0248:   model 4@ available 
      then
         break
      end
      wait 0 
   end 
   04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 2.0 0.0 
   009A: 9@ = create_actor_pedtype 23 model 4@ at 5@ 6@ 7@
   0619: toggle_actor 9@ collision_detection 0 
   0249: release_model 4@
end
gosub @PLANT_MC
if 
00E1:   player 0 pressed_key 15 
then
   while true
      if
      80E1:   not player 0 pressed_key 15 
      then
         break
      end
      wait 0
   end
   jump @PLANT_M4
end
jump @PLANT_M8

:PLANT_M9
01B4: toggle_player $PLAYER_CHAR can_move 0 
0006: 18@ = 1
0007: 3@ = 0.0 
0007: 8@ = 0.0 
0006: 4@ = 400 
gosub @PLANT_SL

:PLANT_M10
wait 0
gosub @PLANT_GK
if
0039:   7@ == 1 
then
   if
   001B:   400 > 4@ 
   then
      0006: 4@ = 400 
   end
   if
   0019:   4@ > 611 
   then
      0006: 4@ = 611 
   end
   if
   056E:   car 9@ defined 
   then
      0441: 6@ = car 9@ model 
      00A6: destroy_car 9@ 
      0249: release_model 6@
   end
   gosub @PLANT_SL
end
0006: 7@ = 2 
if and
856E:   not car 9@ defined 
00E1:   player 0 pressed_key 4 
then
   0247: load_model 4@
   038B: load_requested_models
   while true
      if
      0248:   model 4@ available 
      then
         break
      end
      wait 0 
   end 
   04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 5.0 0.0 
   00A5: 9@ = create_car 4@ at 5@ 6@ 7@
   099A: set_car 9@ collision_detection 0 
   0249: release_model 4@
end
gosub @PLANT_MC
if 
00E1:   player 0 pressed_key 15 
then
   while true
      if
      80E1:   not player 0 pressed_key 15 
      then
         break
      end
      wait 0
   end
   jump @PLANT_M4
end
jump @PLANT_M10

:PLANT_M11
01B4: toggle_player $PLAYER_CHAR can_move 0
0006: 18@ = 2
08D4: 2@ = create_panel_with_title 'PLT_NT' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1
08D6: set_panel 2@ column 0 alignment 1 
08DB: set_panel 2@ column 0 header 'DUMMY' data 'PLT_N0' 'PLT_N1' 'PLT_N2' 'PLT_N3' 'PLT_N4' 'PLT_N5' 'PLT_N6' 'PLT_N7' 'PLT_N8' 'PLT_N9' 'PLT_NA' 'DUMMY'

:PLANT_M12
wait 0 
if 
80E1:   not player 0 pressed_key 16 
jf @PLANT_M13
if 
00E1:   player 0 pressed_key 15 
then
   08DA: remove_panel 2@ 
   03E6: remove_text_box
   while true
      if 
      80E1:   not player 0 pressed_key 15 
      then
         jump @PLANT_M4
      end
      wait 0
   end 
end
jump @PLANT_M12

:PLANT_M13
wait 0 
if 
80E1:   not player 0 pressed_key 16 
jf @PLANT_M13
08D8: 3@ = panel 2@ selected_row 
08DA: remove_panel 2@ 
03E6: remove_text_box
01B4: toggle_player $PLAYER_CHAR can_move 1 
0871: init_jump_table 3@ total_jumps 11 default_jump 0 @PLANT_M4 jumps 0 @PLANT_M14 1 @PLANT_M16 2 @PLANT_M18 3 @PLANT_M19 4 @PLANT_M20 5 @PLANT_M21 6 @PLANT_M22
0872: jump_table_jumps 7 @PLANT_M23 8 @PLANT_M24 9 @PLANT_M25 10 @PLANT_M26 -1 @PLANT_M4 -1 @PLANT_M4 -1 @PLANT_M4 -1 @PLANT_M4 -1 @PLANT_M4 

:PLANT_M14
01B4: toggle_player $PLAYER_CHAR can_move 0 
0006: 18@ = 2
0007: 3@ = 0.0 
0007: 8@ = 0.0 
0006: 4@ = 321 
gosub @PLANT_SL

:PLANT_M15
wait 0
gosub @PLANT_GK
if
0039:   7@ == 1 
then
   if
   001B:   321 > 4@ 
   then
      0006: 4@ = 321 
   end
   if
   0019:   4@ > 373 
   then
      0006: 4@ = 373 
   end
   if
   03CA:   object 9@ exists 
   then
      0984: 6@ = object 9@ model 
      0108: destroy_object 9@ 
      0249: release_model 6@
   end
   gosub @PLANT_SL
end
if and
8039:   not  4@ == 329 
8039:   not  4@ == 332 
8039:   not  4@ == 340
then
   0006: 7@ = 2 
else
   0006: 7@ = 0 
end
if and
83CA:   not object 9@ exists 
00E1:   player 0 pressed_key 4 
0039:   7@ == 2 
then
   0247: load_model 4@
   038B: load_requested_models
   while true
      if
      0248:   model 4@ available 
      then
         break
      end
      wait 0 
   end 
   04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 2.0 0.0 
   0107: 9@ = create_object 4@ at 5@ 6@ 7@ 
   0382: toggle_object 9@ collision_detection 0 
   0249: release_model 4@
end
gosub @PLANT_MC
if 
00E1:   player 0 pressed_key 15 
then
   while true
      if
      80E1:   not player 0 pressed_key 15 
      then
         break
      end
      wait 0
   end
   jump @PLANT_M11
end
jump @PLANT_M15

:PLANT_M16
01B4: toggle_player $PLAYER_CHAR can_move 0 
0006: 18@ = 2
0007: 3@ = 0.0 
0007: 8@ = 0.0 
0006: 4@ = 615 
gosub @PLANT_SL

:PLANT_M17
wait 0
gosub @PLANT_GK
if
0039:   7@ == 1 
then
   if
   001B:   615 > 4@ 
   then
      0006: 4@ = 615 
   end
   if
   0019:   4@ > 792 
   then
      0006: 4@ = 792 
   end
   if
   03CA:   object 9@ exists 
   then
      0984: 6@ = object 9@ model 
      0108: destroy_object 9@ 
      0249: release_model 6@
   end
   gosub @PLANT_SL
end
if and
8039:   not  4@ == 662 
8039:   not  4@ == 663 
8039:   not  4@ == 665
8039:   not  4@ == 666 
8039:   not  4@ == 667 
8039:   not  4@ == 668 
8039:   not  4@ == 699 
then
   0006: 7@ = 2 
else
   0006: 7@ = 0 
end
if and
83CA:   not object 9@ exists 
00E1:   player 0 pressed_key 4 
0039:   7@ == 2 
then
   0247: load_model 4@
   038B: load_requested_models
   while true
      if
      0248:   model 4@ available 
      then
         break
      end
      wait 0 
   end 
   04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 5.0 0.0 
   0107: 9@ = create_object 4@ at 5@ 6@ 7@ 
   0382: toggle_object 9@ collision_detection 0
   0249: release_model 4@
end
gosub @PLANT_MC
if 
00E1:   player 0 pressed_key 15 
then
   while true
      if
      80E1:   not player 0 pressed_key 15 
      then
         break
      end
      wait 0
   end
   jump @PLANT_M11
end
jump @PLANT_M17

:PLANT_M18
0006: 4@ = 800 
0006: 10@ = 800 
0006: 11@ = 905 
jump @PLANT_M28

:PLANT_M19
0006: 4@ = 910 
0006: 10@ = 910 
0006: 11@ = 964 
jump @PLANT_M28

:PLANT_M20
0006: 4@ = 966 
0006: 10@ = 966 
0006: 11@ = 998 
jump @PLANT_M28

:PLANT_M21
0006: 4@ = 1207 
0006: 10@ = 1207 
0006: 11@ = 1325 
jump @PLANT_M28

:PLANT_M22
0006: 4@ = 1327 
0006: 10@ = 1327 
0006: 11@ = 1572 
jump @PLANT_M28

:PLANT_M23
0006: 4@ = 1574 
0006: 10@ = 1574 
0006: 11@ = 1698 
jump @PLANT_M28

:PLANT_M24
0006: 4@ = 1700 
0006: 10@ = 1700 
0006: 11@ = 2359 
jump @PLANT_M28

:PLANT_M25
0006: 4@ = 2360 
0006: 10@ = 2360 
0006: 11@ = 2882 
jump @PLANT_M28

:PLANT_M26
01B4: toggle_player $PLAYER_CHAR can_move 0 
0006: 18@ = 2
0007: 3@ = 0.0 
0007: 8@ = 0.0 
0006: 4@ = 2885 
gosub @PLANT_SL

:PLANT_M27
wait 0
gosub @PLANT_GK
if
0039:   7@ == 1 
then
   if
   001B:   2885 > 4@ 
   then
      0006: 4@ = 2885 
   end
   if
   0019:   4@ > 3135 
   then
      0006: 4@ = 3135 
   end
   if
   03CA:   object 9@ exists 
   then
      0984: 6@ = object 9@ model 
      0108: destroy_object 9@ 
      0249: release_model 6@
   end
   gosub @PLANT_SL
end
if
8039:   not  4@ == 3120 
then
   0006: 7@ = 2 
else
   0006: 7@ = 0 
end
if and
83CA:   not object 9@ exists 
00E1:   player 0 pressed_key 4 
0039:   7@ == 2 
then
   0247: load_model 4@
   038B: load_requested_models
   while true
      if
      0248:   model 4@ available 
      then
         break
      end
      wait 0 
   end 
   04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 5.0 0.0 
   0107: 9@ = create_object 4@ at 5@ 6@ 7@ 
   0382: toggle_object 9@ collision_detection 0
   0249: release_model 4@
end
gosub @PLANT_MC
if 
00E1:   player 0 pressed_key 15 
then
   while true
      if
      80E1:   not player 0 pressed_key 15 
      then
         break
      end
      wait 0
   end
   jump @PLANT_M11
end
jump @PLANT_M27

:PLANT_M28
01B4: toggle_player $PLAYER_CHAR can_move 0 
0006: 18@ = 2
0007: 3@ = 0.0 
0007: 8@ = 0.0 
gosub @PLANT_SL

:PLANT_M29
wait 0
gosub @PLANT_GK
if
0039:   7@ == 1 
then
   if
   001D:   10@ > 4@ // (int) 
   then
      0085: 4@ = 10@ // (int) 
   end
   if
   001D:   4@ > 11@ // (int) 
   then
      0085: 4@ = 11@ // (int) 
   end
   if
   03CA:   object 9@ exists 
   then
      0984: 6@ = object 9@ model 
      0108: destroy_object 9@ 
      0249: release_model 6@
   end
   gosub @PLANT_SL
end
0006: 7@ = 2 
if and
83CA:   not object 9@ exists 
00E1:   player 0 pressed_key 4 
then
   0247: load_model 4@
   038B: load_requested_models
   while true
      if
      0248:   model 4@ available 
      then
         break
      end
      wait 0 
   end 
   04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 5.0 0.0 
   0107: 9@ = create_object 4@ at 5@ 6@ 7@ 
   0382: toggle_object 9@ collision_detection 0
   0249: release_model 4@
end
gosub @PLANT_MC
if 
00E1:   player 0 pressed_key 15 
then
   while true
      if
      80E1:   not player 0 pressed_key 15 
      then
         break
      end
      wait 0
   end
   jump @PLANT_M11
end
jump @PLANT_M29

:PLANT_M30
03E5: show_text_box 'PLT_H1'
0247: load_model #SILENCED
038B: load_requested_models
while true
   if
   0248:   model #SILENCED available 
   then
      break
   end
   wait 0 
end 
01B2: give_actor $PLAYER_ACTOR weapon 23 ammo 999999 // Load the weapon model before using this 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 
0249: release_model #SILENCED

:PLANT_M31
wait 0
gosub @PLANT_NC
if
00E1:   player 0 pressed_key 6 
then
   0A9F: 0@ = current_thread_pointer
   000A: 0@ += 0x10
   0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
   000E: 0@ -= @Ped_List
   for 30@ = 0 to 49
      0A8D: 6@ = read_memory 0@ size 4 virtual_protect 0
      if
      056D:   actor 6@ defined
      then
         if
         031D:   actor 6@ hit_by_weapon 23 
         then
            0006: 18@ = 0
            gosub @PLANT_AO
            0467: clear_actor 6@ last_weapon_damage 
            00A0: store_actor 6@ position_to 24@ 25@ 26@ 
            01BB: store_object 13@ position_to 21@ 22@ 23@ 
            050A: 12@ = distance_between_XYZ 24@ 25@ 26@ and_XYZ 21@ 22@ 23@
            0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0 
            018C: play_sound 1058 at 0.0 0.0 0.0 
            03E5: show_text_box 'PLT_H2'
            jump @PLANT_M32 
         end
      end
      000A: 0@ += 4
   end
   0A9F: 0@ = current_thread_pointer
   000A: 0@ += 0x10
   0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
   000E: 0@ -= @Car_List
   for 30@ = 0 to 49
      0A8D: 6@ = read_memory 0@ size 4 virtual_protect 0
      if
      056E:   car 6@ defined 
      then
         if
         031E:   car 6@ hit_by_weapon 23 
         then
            0006: 18@ = 1
            gosub @PLANT_AO
            0468: clear_car 6@ last_weapon_damage 
            00AA: store_car 6@ position_to 24@ 25@ 26@  
            01BB: store_object 13@ position_to 21@ 22@ 23@ 
            050A: 12@ = distance_between_XYZ 24@ 25@ 26@ and_XYZ 21@ 22@ 23@ 
            0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0 
            018C: play_sound 1058 at 0.0 0.0 0.0 
            03E5: show_text_box 'PLT_H2'
            jump @PLANT_M32 
         end
      end
      000A: 0@ += 4
   end
   0A9F: 0@ = current_thread_pointer
   000A: 0@ += 0x10
   0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
   000E: 0@ -= @Obj_List
   for 30@ = 0 to 199
      0A8D: 6@ = read_memory 0@ size 4 virtual_protect 0
      if
      03CA:   object 6@ exists 
      then
         071E: get_object 6@ health_to 5@ 
         if
         001B:   999 > 5@ 
         then
            0006: 18@ = 2
            gosub @PLANT_AO
            071F: set_object 6@ health_to 1000 
            01BB: store_object 6@ position_to 24@ 25@ 26@ 
            01BB: store_object 13@ position_to 21@ 22@ 23@ 
            050A: 12@ = distance_between_XYZ 24@ 25@ 26@ and_XYZ 21@ 22@ 23@ 
            0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0 
            018C: play_sound 1058 at 0.0 0.0 0.0 
            03E5: show_text_box 'PLT_H2'
            jump @PLANT_M32 
         end
      end
      000A: 0@ += 4
   end
   if
   00E1:   player 0 pressed_key 19 
   then
      0006: 18@ = 3
      0007: 12@ = 50.0 
      gosub @PLANT_AO
      01BB: store_object 13@ position_to 21@ 22@ 23@ 
      0A9F: 0@ = current_thread_pointer
      000A: 0@ += 0x10
      0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
      000E: 0@ -= @Ped_List
      for 30@ = 0 to 49
         0A8D: 9@ = read_memory 0@ size 4 virtual_protect 0
         if
         056D:   actor 9@ defined
         then
            00A0: store_actor 9@ position_to 24@ 25@ 26@ 
            050A: 15@ = distance_between_XYZ 24@ 25@ 26@ and_XYZ 21@ 22@ 23@
            if
            0025:   12@ > 15@ // (float) 
            then
               0006: 18@ = 0
               0085: 6@ = 9@ // (int) 
               0087: 12@ = 15@ // (float) 
            end
         end
         000A: 0@ += 4
      end
      0A9F: 0@ = current_thread_pointer
      000A: 0@ += 0x10
      0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
      000E: 0@ -= @Car_List
      for 30@ = 0 to 49
         0A8D: 9@ = read_memory 0@ size 4 virtual_protect 0
         if
         056E:   car 9@ defined 
         then
            00AA: store_car 9@ position_to 24@ 25@ 26@  
            050A: 15@ = distance_between_XYZ 24@ 25@ 26@ and_XYZ 21@ 22@ 23@ 
            if
            0025:   12@ > 15@ // (float) 
            then
               0006: 18@ = 1
               0085: 6@ = 9@ // (int) 
               0087: 12@ = 15@ // (float) 
            end
         end
         000A: 0@ += 4
      end
      0A9F: 0@ = current_thread_pointer
      000A: 0@ += 0x10
      0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
      000E: 0@ -= @Obj_List
      for 30@ = 0 to 199
         0A8D: 9@ = read_memory 0@ size 4 virtual_protect 0
         if
         03CA:   object 9@ exists 
         then
            01BB: store_object 9@ position_to 24@ 25@ 26@ 
            050A: 15@ = distance_between_XYZ 24@ 25@ 26@ and_XYZ 21@ 22@ 23@ 
            if
            0025:   12@ > 15@ // (float) 
            then
               0006: 18@ = 2
               0085: 6@ = 9@ // (int) 
               0087: 12@ = 15@ // (float) 
            end
         end
         000A: 0@ += 4
      end
      if
      8039:   not 18@ == 3
      then
         0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0 
         018C: play_sound 1058 at 0.0 0.0 0.0 
         03E5: show_text_box 'PLT_H2'
         jump @PLANT_M32 
      else
         if
         03CA:   object 13@ exists 
         then
            0108: destroy_object 13@ 
         end
      end
   end
end
if
00E1:   player 0 pressed_key 4 
jf @PLANT_M31
0555: remove_weapon 23 from_actor $PLAYER_ACTOR 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
jump @PLANT_M4

:PLANT_M32
wait 0
gosub @PLANT_NC
if
00E1:   player 0 pressed_key 6 
then
   gosub @PLANT_AO
else
   069B: attach_object 13@ to_actor $PLAYER_ACTOR with_offset 0.2 0.0 0.5 rotation -90.0 0.0 0.0
end
if and
0039:   18@ == 0
056D:   actor 6@ defined
then
   0400: store_coords_to 21@ 22@ 23@ from_object 13@ with_offset 0.0 0.0 12@ 
   00A1: put_actor 6@ at 21@ 22@ 23@
end
if and
0039:   18@ == 1
056E:   car 6@ defined 
then
   0400: store_coords_to 21@ 22@ 23@ from_object 13@ with_offset 0.0 0.0 12@ 
   00AB: put_car 6@ at 21@ 22@ 23@
end
if and
0039:   18@ == 2
03CA:   object 6@ exists 
then
   0400: store_coords_to 21@ 22@ 23@ from_object 13@ with_offset 0.0 0.0 12@ 
   01BC: put_object 6@ at 21@ 22@ 23@
end
if
00E1:   player 0 pressed_key 17 
then
   while true
      if
      80E1:   not player 0 pressed_key 17 
      then
         break
      end
      wait 0   
   end
   018C: play_sound 1058 at 0.0 0.0 0.0 
   if
   03CA:   object 13@ exists 
   then
      0108: destroy_object 13@ 
   end
   0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1 
   jump @PLANT_M31
end
if
00E1:   player 0 pressed_key 4 
jf @PLANT_M32
if
03CA:   object 13@ exists 
then
   0108: destroy_object 13@ 
end
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1 
0555: remove_weapon 23 from_actor $PLAYER_ACTOR 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
jump @PLANT_M4

:PLANT_M33
03E5: show_text_box 'PLT_H5'
0247: load_model #SILENCED
038B: load_requested_models
while true
   if
   0248:   model #SILENCED available 
   then
      break
   end
   wait 0 
end 
01B2: give_actor $PLAYER_ACTOR weapon 23 ammo 999999 // Load the weapon model before using this 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 
0249: release_model #SILENCED

:PLANT_M34
wait 0
gosub @PLANT_NC
if
00E1:   player 0 pressed_key 6 
then
   0A9F: 0@ = current_thread_pointer
   000A: 0@ += 0x10
   0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
   000E: 0@ -= @Ped_List
   for 30@ = 0 to 49
      0A8D: 6@ = read_memory 0@ size 4 virtual_protect 0
      if
      056D:   actor 6@ defined
      then
         if
         031D:   actor 6@ hit_by_weapon 23 
         then
            0006: 18@ = 0
            gosub @PLANT_AO
            0467: clear_actor 6@ last_weapon_damage 
            00A0: store_actor 6@ position_to 24@ 25@ 26@ 
            01BB: store_object 13@ position_to 21@ 22@ 23@ 
            0665: get_actor 6@ model_to 12@ 
            009A: 9@ = create_actor_pedtype 23 model 12@ at 24@ 25@ 26@
            050A: 12@ = distance_between_XYZ 24@ 25@ 26@ and_XYZ 21@ 22@ 23@
            0172: 21@ = actor 6@ Z_angle 
            0173: set_actor 9@ Z_angle_to 21@
            0470: 21@ = actor 6@ current_weapon 
            01B2: give_actor 9@ weapon 21@ ammo 100 // Load the weapon model before using this 
            gosub @PLANT_CO 
            0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0 
            018C: play_sound 1058 at 0.0 0.0 0.0 
            03E5: show_text_box 'PLT_H2'
            jump @PLANT_M35 
         end
      end
      000A: 0@ += 4
   end
   0A9F: 0@ = current_thread_pointer
   000A: 0@ += 0x10
   0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
   000E: 0@ -= @Car_List
   for 30@ = 0 to 49
      0A8D: 6@ = read_memory 0@ size 4 virtual_protect 0
      if
      056E:   car 6@ defined 
      then
         if
         031E:   car 6@ hit_by_weapon 23 
         then
            0006: 18@ = 1
            gosub @PLANT_AO
            0468: clear_car 6@ last_weapon_damage 
            00AA: store_car 6@ position_to 24@ 25@ 26@  
            01BB: store_object 13@ position_to 21@ 22@ 23@ 
            0441: 12@ = car 6@ model 
            00A5: 9@ = create_car 12@ at 24@ 25@ 26@ 
            050A: 12@ = distance_between_XYZ 24@ 25@ 26@ and_XYZ 21@ 22@ 23@ 
            0174: 21@ = car 6@ Z_angle 
            0175: set_car 9@ Z_angle_to 21@
            06BE: 21@ = car 6@ y_angle 
            0731: set_car 9@ y_angle_to 21@ 
            03F3: get_car 6@ primary_color_to 21@ secondary_color_to 22@ 
            0229: set_car 9@ primary_color_to 21@ secondary_color_to 22@ 
            gosub @PLANT_CO 
            0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0 
            018C: play_sound 1058 at 0.0 0.0 0.0 
            03E5: show_text_box 'PLT_H2'
            jump @PLANT_M35 
         end
      end
      000A: 0@ += 4
   end
   0A9F: 0@ = current_thread_pointer
   000A: 0@ += 0x10
   0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
   000E: 0@ -= @Obj_List
   for 30@ = 0 to 199
      0A8D: 6@ = read_memory 0@ size 4 virtual_protect 0
      if
      03CA:   object 6@ exists 
      then
         071E: get_object 6@ health_to 5@ 
         if
         001B:   999 > 5@ 
         then
            0006: 18@ = 2
            gosub @PLANT_AO
            071F: set_object 6@ health_to 1000 
            01BB: store_object 6@ position_to 24@ 25@ 26@ 
            01BB: store_object 13@ position_to 21@ 22@ 23@ 
            0984: 12@ = object 6@ model 
            0107: 9@ = create_object 12@ at 24@ 25@ 26@
            050A: 12@ = distance_between_XYZ 24@ 25@ 26@ and_XYZ 21@ 22@ 23@ 
            07C3: get_object 6@ axis_angle_relation_to 21@ 22@ 23@ 24@
            07C4: set_object 9@ axis_angle_relation_to 21@ 22@ 23@ 24@ 
            071F: set_object 9@ health_to 1000
            gosub @PLANT_CO 
            0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0 
            018C: play_sound 1058 at 0.0 0.0 0.0 
            03E5: show_text_box 'PLT_H2'
            jump @PLANT_M35
         end
      end
      000A: 0@ += 4
   end
   if
   00E1:   player 0 pressed_key 19 
   then
      0006: 18@ = 3
      0007: 12@ = 50.0 
      gosub @PLANT_AO
      01BB: store_object 13@ position_to 21@ 22@ 23@ 
      0A9F: 0@ = current_thread_pointer
      000A: 0@ += 0x10
      0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
      000E: 0@ -= @Ped_List
      for 30@ = 0 to 49
         0A8D: 9@ = read_memory 0@ size 4 virtual_protect 0
         if
         056D:   actor 9@ defined
         then
            00A0: store_actor 9@ position_to 24@ 25@ 26@ 
            050A: 15@ = distance_between_XYZ 24@ 25@ 26@ and_XYZ 21@ 22@ 23@
            if
            0025:   12@ > 15@ // (float) 
            then
               0006: 18@ = 0
               0085: 6@ = 9@ // (int) 
               0087: 12@ = 15@ // (float) 
            end
         end
         000A: 0@ += 4
      end
      0A9F: 0@ = current_thread_pointer
      000A: 0@ += 0x10
      0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
      000E: 0@ -= @Car_List
      for 30@ = 0 to 49
         0A8D: 9@ = read_memory 0@ size 4 virtual_protect 0
         if
         056E:   car 9@ defined 
         then
            00AA: store_car 9@ position_to 24@ 25@ 26@  
            050A: 15@ = distance_between_XYZ 24@ 25@ 26@ and_XYZ 21@ 22@ 23@ 
            if
            0025:   12@ > 15@ // (float) 
            then
               0006: 18@ = 1
               0085: 6@ = 9@ // (int) 
               0087: 12@ = 15@ // (float) 
            end
         end
         000A: 0@ += 4
      end
      0A9F: 0@ = current_thread_pointer
      000A: 0@ += 0x10
      0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
      000E: 0@ -= @Obj_List
      for 30@ = 0 to 199
         0A8D: 9@ = read_memory 0@ size 4 virtual_protect 0
         if
         03CA:   object 9@ exists 
         then
            01BB: store_object 9@ position_to 24@ 25@ 26@ 
            050A: 15@ = distance_between_XYZ 24@ 25@ 26@ and_XYZ 21@ 22@ 23@ 
            if
            0025:   12@ > 15@ // (float) 
            then
               0006: 18@ = 2
               0085: 6@ = 9@ // (int) 
               0087: 12@ = 15@ // (float) 
            end
         end
         000A: 0@ += 4
      end
      if
      8039:   not 18@ == 3
      then
         0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0 
         018C: play_sound 1058 at 0.0 0.0 0.0 
         03E5: show_text_box 'PLT_H2'
         if
         0039:   18@ == 0
         then
            0467: clear_actor 6@ last_weapon_damage 
            00A0: store_actor 6@ position_to 24@ 25@ 26@ 
            01BB: store_object 13@ position_to 21@ 22@ 23@ 
            0665: get_actor 6@ model_to 12@ 
            009A: 9@ = create_actor_pedtype 23 model 12@ at 24@ 25@ 26@
            050A: 12@ = distance_between_XYZ 24@ 25@ 26@ and_XYZ 21@ 22@ 23@
            0172: 21@ = actor 6@ Z_angle 
            0173: set_actor 9@ Z_angle_to 21@
            0470: 21@ = actor 6@ current_weapon 
            01B2: give_actor 9@ weapon 21@ ammo 100 // Load the weapon model before using this     
            gosub @PLANT_CO 
         end
         if
         0039:   18@ == 1
         then
            0468: clear_car 6@ last_weapon_damage 
            00AA: store_car 6@ position_to 24@ 25@ 26@  
            01BB: store_object 13@ position_to 21@ 22@ 23@ 
            0441: 12@ = car 6@ model 
            00A5: 9@ = create_car 12@ at 24@ 25@ 26@ 
            050A: 12@ = distance_between_XYZ 24@ 25@ 26@ and_XYZ 21@ 22@ 23@ 
            0174: 21@ = car 6@ Z_angle 
            0175: set_car 9@ Z_angle_to 21@
            06BE: 21@ = car 6@ y_angle 
            0731: set_car 9@ y_angle_to 21@ 
            03F3: get_car 6@ primary_color_to 21@ secondary_color_to 22@ 
            0229: set_car 9@ primary_color_to 21@ secondary_color_to 22@ 
            gosub @PLANT_CO 
         end
         if
         0039:   18@ == 2
         then
            071F: set_object 6@ health_to 1000 
            01BB: store_object 6@ position_to 24@ 25@ 26@ 
            01BB: store_object 13@ position_to 21@ 22@ 23@ 
            0984: 12@ = object 6@ model 
            0107: 9@ = create_object 12@ at 24@ 25@ 26@
            050A: 12@ = distance_between_XYZ 24@ 25@ 26@ and_XYZ 21@ 22@ 23@ 
            07C3: get_object 6@ axis_angle_relation_to 21@ 22@ 23@ 24@
            07C4: set_object 9@ axis_angle_relation_to 21@ 22@ 23@ 24@ 
            0392: make_object 9@ moveable 1 
            071F: set_object 9@ health_to 1000
            gosub @PLANT_CO 
         end
         jump @PLANT_M35 
      else
         if
         03CA:   object 13@ exists 
         then
            0108: destroy_object 13@ 
         end
      end
   end
end
if
00E1:   player 0 pressed_key 4 
jf @PLANT_M34
0555: remove_weapon 23 from_actor $PLAYER_ACTOR 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
jump @PLANT_M4

:PLANT_M35
wait 0
gosub @PLANT_NC
if
00E1:   player 0 pressed_key 6 
then
   gosub @PLANT_AO
else
   069B: attach_object 13@ to_actor $PLAYER_ACTOR with_offset 0.2 0.0 0.5 rotation -90.0 0.0 0.0
end
if and
0039:   18@ == 0
056D:   actor 6@ defined
then
   0400: store_coords_to 21@ 22@ 23@ from_object 13@ with_offset 0.0 0.0 12@ 
   00A1: put_actor 6@ at 21@ 22@ 23@
end
if and
0039:   18@ == 1
056E:   car 6@ defined 
then
   0400: store_coords_to 21@ 22@ 23@ from_object 13@ with_offset 0.0 0.0 12@ 
   00AB: put_car 6@ at 21@ 22@ 23@
end
if and
0039:   18@ == 2
03CA:   object 6@ exists 
then
   0400: store_coords_to 21@ 22@ 23@ from_object 13@ with_offset 0.0 0.0 12@ 
   01BC: put_object 6@ at 21@ 22@ 23@
end
if
00E1:   player 0 pressed_key 17 
then
   while true
      if
      80E1:   not player 0 pressed_key 17 
      then
         break
      end
      wait 0   
   end
   018C: play_sound 1058 at 0.0 0.0 0.0 
   if
   03CA:   object 13@ exists 
   then
      0108: destroy_object 13@ 
   end
   0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1 
   jump @PLANT_M34
end
if
00E1:   player 0 pressed_key 4 
jf @PLANT_M35
if
03CA:   object 13@ exists 
then
   0108: destroy_object 13@ 
end
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1 
0555: remove_weapon 23 from_actor $PLAYER_ACTOR 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
jump @PLANT_M4

:PLANT_M36
03E5: show_text_box 'PLT_H5'
0247: load_model #SILENCED
038B: load_requested_models
while true
   if
   0248:   model #SILENCED available 
   then
      break
   end
   wait 0 
end 
01B2: give_actor $PLAYER_ACTOR weapon 23 ammo 999999 // Load the weapon model before using this 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 
0249: release_model #SILENCED

:PLANT_M37
wait 0
gosub @PLANT_NC
if
00E1:   player 0 pressed_key 6 
then
   0A9F: 0@ = current_thread_pointer
   000A: 0@ += 0x10
   0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
   000E: 0@ -= @Ped_List
   for 30@ = 0 to 49
      0A8D: 6@ = read_memory 0@ size 4 virtual_protect 0
      if
      056D:   actor 6@ defined
      then
         if
         031D:   actor 6@ hit_by_weapon 23 
         then
            0467: clear_actor 6@ last_weapon_damage 
            01B4: toggle_player $PLAYER_CHAR can_move 0
            018C: play_sound 1058 at 0.0 0.0 0.0 
            03E5: show_text_box 'PLT_H7'
            0006: 18@ = 0
            0172: 27@ = actor 6@ Z_angle 
            04C4: store_coords_to 21@ 22@ 23@ from_actor 6@ with_offset 0.0 0.0 0.0
            04C4: store_coords_to 24@ 25@ 26@ from_actor 6@ with_offset 0.0 0.0 1.0
            0063: 24@ -= 21@ // (float) 
            0063: 25@ -= 22@ // (float) 
            0063: 26@ -= 23@ // (float) 
            0087: 23@ = 27@ // (float) 
            000B: 23@ += -90.0
            0087: 21@ = 24@ // (float) 
            0087: 22@ = 25@ // (float) 
            02F6: 28@ = cosine 23@ // (float) 
            02F7: 29@ = sine 23@ // (float) 
            006B: 21@ *= 29@ // (float) 
            006B: 22@ *= 29@ // (float) 
            006B: 24@ *= 28@ // (float) 
            006B: 25@ *= 28@ // (float) 
            0013: 22@ *= -1.0
            005B: 24@ += 22@ // (float) 
            005B: 25@ += 21@ // (float) 
            0087: 23@ = 27@ // (float) 
            0087: 28@ = 25@ // (float) 
            0087: 29@ = 26@ // (float)
            gosub @ATAN 
            0087: 21@ = 27@ // (float)
            0013: 21@ *= -1.0
            000B: 21@ += 360.0
            0087: 28@ = 24@ // (float) 
            0509: 29@ = distance_between_XY 25@ 26@ and_XY 0.0 0.0 
            gosub @ATAN 
            0087: 22@ = 27@ // (float)
            04F7: status_text $530 type 0 line 1 GXT 'PLT_RX' // global_variable
            04F7: status_text $531 type 0 line 2 GXT 'PLT_RY' // global_variable
            04F7: status_text $532 type 0 line 3 GXT 'PLT_RZ' // global_variable
            jump @PLANT_M38 
         end
      end
      000A: 0@ += 4
   end
   0A9F: 0@ = current_thread_pointer
   000A: 0@ += 0x10
   0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
   000E: 0@ -= @Car_List
   for 30@ = 0 to 49
      0A8D: 6@ = read_memory 0@ size 4 virtual_protect 0
      if
      056E:   car 6@ defined 
      then
         if
         031E:   car 6@ hit_by_weapon 23 
         then
            0468: clear_car 6@ last_weapon_damage 
            01B4: toggle_player $PLAYER_CHAR can_move 0
            018C: play_sound 1058 at 0.0 0.0 0.0 
            03E5: show_text_box 'PLT_H7'
            0006: 18@ = 1
            0174: 27@ = car 6@ Z_angle 
            0407: store_coords_to 21@ 22@ 23@ from_car 6@ with_offset 0.0 0.0 0.0
            0407: store_coords_to 24@ 25@ 26@ from_car 6@ with_offset 0.0 0.0 1.0
            0063: 24@ -= 21@ // (float) 
            0063: 25@ -= 22@ // (float) 
            0063: 26@ -= 23@ // (float) 
            0087: 23@ = 27@ // (float) 
            000B: 23@ += -90.0
            0087: 21@ = 24@ // (float) 
            0087: 22@ = 25@ // (float) 
            02F6: 28@ = cosine 23@ // (float) 
            02F7: 29@ = sine 23@ // (float) 
            006B: 21@ *= 29@ // (float) 
            006B: 22@ *= 29@ // (float) 
            006B: 24@ *= 28@ // (float) 
            006B: 25@ *= 28@ // (float) 
            0013: 22@ *= -1.0
            005B: 24@ += 22@ // (float) 
            005B: 25@ += 21@ // (float) 
            0087: 23@ = 27@ // (float) 
            0087: 28@ = 25@ // (float) 
            0087: 29@ = 26@ // (float)
            gosub @ATAN 
            0087: 21@ = 27@ // (float)
            0013: 21@ *= -1.0
            000B: 21@ += 360.0
            0087: 28@ = 24@ // (float) 
            0509: 29@ = distance_between_XY 25@ 26@ and_XY 0.0 0.0 
            gosub @ATAN 
            0087: 22@ = 27@ // (float)
            04F7: status_text $530 type 0 line 1 GXT 'PLT_RX' // global_variable
            04F7: status_text $531 type 0 line 2 GXT 'PLT_RY' // global_variable
            04F7: status_text $532 type 0 line 3 GXT 'PLT_RZ' // global_variable
            jump @PLANT_M38 
         end
      end
      000A: 0@ += 4
   end
   0A9F: 0@ = current_thread_pointer
   000A: 0@ += 0x10
   0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
   000E: 0@ -= @Obj_List
   for 30@ = 0 to 199
      0A8D: 6@ = read_memory 0@ size 4 virtual_protect 0
      if
      03CA:   object 6@ exists 
      then
         071E: get_object 6@ health_to 5@ 
         if
         001B:   999 > 5@ 
         then
            071F: set_object 6@ health_to 1000 
            01B4: toggle_player $PLAYER_CHAR can_move 0
            018C: play_sound 1058 at 0.0 0.0 0.0 
            03E5: show_text_box 'PLT_H7'
            0006: 18@ = 2
            0176: 27@ = object 6@ Z_angle 
            0400: store_coords_to 21@ 22@ 23@ from_object 6@ with_offset 0.0 0.0 0.0 
            0400: store_coords_to 24@ 25@ 26@ from_object 6@ with_offset 0.0 0.0 1.0 
            0063: 24@ -= 21@ // (float) 
            0063: 25@ -= 22@ // (float) 
            0063: 26@ -= 23@ // (float) 
            0087: 23@ = 27@ // (float) 
            000B: 23@ += -90.0
            0087: 21@ = 24@ // (float) 
            0087: 22@ = 25@ // (float) 
            02F6: 28@ = cosine 23@ // (float) 
            02F7: 29@ = sine 23@ // (float) 
            006B: 21@ *= 29@ // (float) 
            006B: 22@ *= 29@ // (float) 
            006B: 24@ *= 28@ // (float) 
            006B: 25@ *= 28@ // (float) 
            0013: 22@ *= -1.0
            005B: 24@ += 22@ // (float) 
            005B: 25@ += 21@ // (float) 
            0087: 23@ = 27@ // (float) 
            0087: 28@ = 25@ // (float) 
            0087: 29@ = 26@ // (float)
            gosub @ATAN 
            0087: 21@ = 27@ // (float)
            0013: 21@ *= -1.0
            000B: 21@ += 360.0
            0087: 28@ = 24@ // (float) 
            0509: 29@ = distance_between_XY 25@ 26@ and_XY 0.0 0.0 
            gosub @ATAN 
            0087: 22@ = 27@ // (float)
            04F7: status_text $530 type 0 line 1 GXT 'PLT_RX' // global_variable
            04F7: status_text $531 type 0 line 2 GXT 'PLT_RY' // global_variable
            04F7: status_text $532 type 0 line 3 GXT 'PLT_RZ' // global_variable
            jump @PLANT_M38 
         end
      end
      000A: 0@ += 4
   end
   if
   00E1:   player 0 pressed_key 19 
   then
      0006: 18@ = 3
      0007: 12@ = 50.0 
      gosub @PLANT_AO
      01BB: store_object 13@ position_to 21@ 22@ 23@ 
      0A9F: 0@ = current_thread_pointer
      000A: 0@ += 0x10
      0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
      000E: 0@ -= @Ped_List
      for 30@ = 0 to 49
         0A8D: 9@ = read_memory 0@ size 4 virtual_protect 0
         if
         056D:   actor 9@ defined
         then
            00A0: store_actor 9@ position_to 24@ 25@ 26@ 
            050A: 15@ = distance_between_XYZ 24@ 25@ 26@ and_XYZ 21@ 22@ 23@
            if
            0025:   12@ > 15@ // (float) 
            then
               0006: 18@ = 0
               0085: 6@ = 9@ // (int) 
               0087: 12@ = 15@ // (float) 
            end
         end
         000A: 0@ += 4
      end
      0A9F: 0@ = current_thread_pointer
      000A: 0@ += 0x10
      0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
      000E: 0@ -= @Car_List
      for 30@ = 0 to 49
         0A8D: 9@ = read_memory 0@ size 4 virtual_protect 0
         if
         056E:   car 9@ defined 
         then
            00AA: store_car 9@ position_to 24@ 25@ 26@  
            050A: 15@ = distance_between_XYZ 24@ 25@ 26@ and_XYZ 21@ 22@ 23@ 
            if
            0025:   12@ > 15@ // (float) 
            then
               0006: 18@ = 1
               0085: 6@ = 9@ // (int) 
               0087: 12@ = 15@ // (float) 
            end
         end
         000A: 0@ += 4
      end
      0A9F: 0@ = current_thread_pointer
      000A: 0@ += 0x10
      0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
      000E: 0@ -= @Obj_List
      for 30@ = 0 to 199
         0A8D: 9@ = read_memory 0@ size 4 virtual_protect 0
         if
         03CA:   object 9@ exists 
         then
            01BB: store_object 9@ position_to 24@ 25@ 26@ 
            050A: 15@ = distance_between_XYZ 24@ 25@ 26@ and_XYZ 21@ 22@ 23@ 
            if
            0025:   12@ > 15@ // (float) 
            then
               0006: 18@ = 2
               0085: 6@ = 9@ // (int) 
               0087: 12@ = 15@ // (float) 
            end
         end
         000A: 0@ += 4
      end
      if
      03CA:   object 13@ exists 
      then
         0108: destroy_object 13@ 
      end
      if
      8039:   not 18@ == 3
      then
         01B4: toggle_player $PLAYER_CHAR can_move 0
         018C: play_sound 1058 at 0.0 0.0 0.0 
         03E5: show_text_box 'PLT_H7'
         if
         0039:   18@ == 0
         then
            0172: 27@ = actor 6@ Z_angle 
            04C4: store_coords_to 21@ 22@ 23@ from_actor 6@ with_offset 0.0 0.0 0.0
            04C4: store_coords_to 24@ 25@ 26@ from_actor 6@ with_offset 0.0 0.0 1.0
         end 
         if
         0039:   18@ == 1
         then
            0174: 27@ = car 6@ Z_angle 
            0407: store_coords_to 21@ 22@ 23@ from_car 6@ with_offset 0.0 0.0 0.0
            0407: store_coords_to 24@ 25@ 26@ from_car 6@ with_offset 0.0 0.0 1.0
         end 
         if
         0039:   18@ == 2
         then
            0176: 27@ = object 6@ Z_angle 
            0400: store_coords_to 21@ 22@ 23@ from_object 6@ with_offset 0.0 0.0 0.0 
            0400: store_coords_to 24@ 25@ 26@ from_object 6@ with_offset 0.0 0.0 1.0 
         end 
         0063: 24@ -= 21@ // (float) 
         0063: 25@ -= 22@ // (float) 
         0063: 26@ -= 23@ // (float) 
         0087: 23@ = 27@ // (float) 
         000B: 23@ += -90.0
         0087: 21@ = 24@ // (float) 
         0087: 22@ = 25@ // (float) 
         02F6: 28@ = cosine 23@ // (float) 
         02F7: 29@ = sine 23@ // (float) 
         006B: 21@ *= 29@ // (float) 
         006B: 22@ *= 29@ // (float) 
         006B: 24@ *= 28@ // (float) 
         006B: 25@ *= 28@ // (float) 
         0013: 22@ *= -1.0
         005B: 24@ += 22@ // (float) 
         005B: 25@ += 21@ // (float) 
         0087: 23@ = 27@ // (float) 
         0087: 28@ = 25@ // (float) 
         0087: 29@ = 26@ // (float)
         gosub @ATAN 
         0087: 21@ = 27@ // (float)
         0013: 21@ *= -1.0
         000B: 21@ += 360.0
         0087: 28@ = 24@ // (float) 
         0509: 29@ = distance_between_XY 25@ 26@ and_XY 0.0 0.0 
         gosub @ATAN 
         0087: 22@ = 27@ // (float)
         04F7: status_text $530 type 0 line 1 GXT 'PLT_RX' // global_variable
         04F7: status_text $531 type 0 line 2 GXT 'PLT_RY' // global_variable
         04F7: status_text $532 type 0 line 3 GXT 'PLT_RZ' // global_variable
         jump @PLANT_M38 
      end
   end
end
if
00E1:   player 0 pressed_key 4 
jf @PLANT_M37
0555: remove_weapon 23 from_actor $PLAYER_ACTOR 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
jump @PLANT_M4

:PLANT_M38
wait 0
0494: get_joystick 0 data_to 25@ 26@ 27@ 28@ 
0093: 25@ = integer 25@ to_float 
0093: 26@ = integer 26@ to_float 
0093: 28@ = integer 28@ to_float 
0017: 25@ /= 25.6 
0017: 26@ /= 25.6 
0017: 28@ /= 25.6 
005B: 21@ += 26@ // (float) 
005B: 22@ += 28@ // (float) 
005B: 23@ += 25@ // (float) 
if
00E1:   player 0 pressed_key 19 
then
   0007: 21@ = 0.0 
   0007: 22@ = 0.0 
end
if
0021:   21@ > 360.0 
then
   000F: 21@ -= 360.0 
end
if
0023:   0.0 > 21@ 
then
   000B: 21@ += 360.0 
end
if
0021:   22@ > 360.0 
then
   000F: 22@ -= 360.0 
end
if
0023:   0.0 > 22@ 
then
   000B: 22@ += 360.0 
end
if
0021:   23@ > 360.0 
then
   000F: 23@ -= 360.0 
end
if
0023:   0.0 > 23@ 
then
   000B: 23@ += 360.0 
end
0090: $530 = float 21@ to_integer 
0090: $531 = float 22@ to_integer 
0090: $532 = float 23@ to_integer 
if and
0039:   18@ == 0
056D:   actor 6@ defined
then
   0173: set_actor 6@ Z_angle_to 23@
   083E: set_actor $PLAYER_ACTOR rotation 21@ 22@ 23@ while_in_air 
end
if and
0039:   18@ == 1
056E:   car 6@ defined 
then
   0175: set_car 6@ Z_angle_to 23@
end
if and
0039:   18@ == 2
03CA:   object 6@ exists 
then
   0453: set_object 6@ XY_rotation 21@ 22@ angle 23@ 
end
if
00E1:   player 0 pressed_key 17 
then
   while true
      if
      80E1:   not player 0 pressed_key 17 
      then
         break
      end
      wait 0   
   end
   018C: play_sound 1058 at 0.0 0.0 0.0 
   if
   03CA:   object 13@ exists 
   then
      0108: destroy_object 13@ 
   end
   01B4: toggle_player $PLAYER_CHAR can_move 1
   0151: remove_status_text $530 
   0151: remove_status_text $531 
   0151: remove_status_text $532 
   jump @PLANT_M37
end
if
00E1:   player 0 pressed_key 4 
jf @PLANT_M38
if
03CA:   object 13@ exists 
then
   0108: destroy_object 13@ 
end
0151: remove_status_text $530 
0151: remove_status_text $531 
0151: remove_status_text $532 
01B4: toggle_player $PLAYER_CHAR can_move 1
0555: remove_weapon 23 from_actor $PLAYER_ACTOR 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
jump @PLANT_M4

:PLANT_M39
03E5: show_text_box 'PLT_H6'
0247: load_model #SILENCED
038B: load_requested_models
while true
   if
   0248:   model #SILENCED available 
   then
      break
   end
   wait 0 
end 
01B2: give_actor $PLAYER_ACTOR weapon 23 ammo 999999 // Load the weapon model before using this 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 
0249: release_model #SILENCED

:PLANT_M40
gosub @PLANT_NC
wait 0
0006: 9@ = -1
0006: 6@ = -1
if
00E1:   player 0 pressed_key 6 
then
   0A9F: 0@ = current_thread_pointer
   000A: 0@ += 0x10
   0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
   000E: 0@ -= @Ped_List
   for 30@ = 0 to 49
      0A8D: 9@ = read_memory 0@ size 4 virtual_protect 0
      if
      056D:   actor 9@ defined
      then
         if
         031D:   actor 9@ hit_by_weapon 23 
         then
            0467: clear_actor 9@ last_weapon_damage 
            018C: play_sound 1058 at 0.0 0.0 0.0 
            jump @PLANT_M41
         end
      end
      000A: 0@ += 4
   end
   0A9F: 0@ = current_thread_pointer
   000A: 0@ += 0x10
   0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
   000E: 0@ -= @Car_List
   for 30@ = 0 to 49
      0A8D: 9@ = read_memory 0@ size 4 virtual_protect 0
      if
      056E:   car 9@ defined 
      then
         if
         031E:   car 9@ hit_by_weapon 23 
         then
            0468: clear_car 9@ last_weapon_damage 
            018C: play_sound 1058 at 0.0 0.0 0.0 
            jump @PLANT_M61
         end
      end
      000A: 0@ += 4
   end
   0A9F: 0@ = current_thread_pointer
   000A: 0@ += 0x10
   0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
   000E: 0@ -= @Obj_List
   for 30@ = 0 to 199
      0A8D: 9@ = read_memory 0@ size 4 virtual_protect 0
      if
      03CA:   object 9@ exists 
      then
         071E: get_object 9@ health_to 5@ 
         if
         001B:   999 > 5@ 
         then
            071F: set_object 9@ health_to 1000 
            018C: play_sound 1058 at 0.0 0.0 0.0 
            jump @PLANT_M74
         end
      end
      000A: 0@ += 4
   end
   if
   00E1:   player 0 pressed_key 19 
   then
      0006: 18@ = 3
      0007: 12@ = 50.0 
      gosub @PLANT_AO
      01BB: store_object 13@ position_to 21@ 22@ 23@ 
      0A9F: 0@ = current_thread_pointer
      000A: 0@ += 0x10
      0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
      000E: 0@ -= @Ped_List
      for 30@ = 0 to 49
         0A8D: 9@ = read_memory 0@ size 4 virtual_protect 0
         if
         056D:   actor 9@ defined
         then
            00A0: store_actor 9@ position_to 24@ 25@ 26@ 
            050A: 15@ = distance_between_XYZ 24@ 25@ 26@ and_XYZ 21@ 22@ 23@
            if
            0025:   12@ > 15@ // (float) 
            then
               0006: 18@ = 0
               0085: 6@ = 9@ // (int) 
               0087: 12@ = 15@ // (float) 
            end
         end
         000A: 0@ += 4
      end
      0A9F: 0@ = current_thread_pointer
      000A: 0@ += 0x10
      0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
      000E: 0@ -= @Car_List
      for 30@ = 0 to 49
         0A8D: 9@ = read_memory 0@ size 4 virtual_protect 0
         if
         056E:   car 9@ defined 
         then
            00AA: store_car 9@ position_to 24@ 25@ 26@  
            050A: 15@ = distance_between_XYZ 24@ 25@ 26@ and_XYZ 21@ 22@ 23@ 
            if
            0025:   12@ > 15@ // (float) 
            then
               0006: 18@ = 1
               0085: 6@ = 9@ // (int) 
               0087: 12@ = 15@ // (float) 
            end
         end
         000A: 0@ += 4
      end
      0A9F: 0@ = current_thread_pointer
      000A: 0@ += 0x10
      0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
      000E: 0@ -= @Obj_List
      for 30@ = 0 to 199
         0A8D: 9@ = read_memory 0@ size 4 virtual_protect 0
         if
         03CA:   object 9@ exists 
         then
            01BB: store_object 9@ position_to 24@ 25@ 26@ 
            050A: 15@ = distance_between_XYZ 24@ 25@ 26@ and_XYZ 21@ 22@ 23@ 
            if
            0025:   12@ > 15@ // (float) 
            then
               0006: 18@ = 2
               0085: 6@ = 9@ // (int) 
               0087: 12@ = 15@ // (float) 
            end
         end
         000A: 0@ += 4
      end
      if
      03CA:   object 13@ exists 
      then
         0108: destroy_object 13@ 
      end
      if
      8039:   not 18@ == 3
      then
         018C: play_sound 1058 at 0.0 0.0 0.0 
         if
         0039:   18@ == 0
         then
            jump @PLANT_M41 
         end
         if
         0039:   18@ == 1
         then
            jump @PLANT_M61 
         end
         if
         0039:   18@ == 2
         then
            jump @PLANT_M74 
         end
      end
   end
end
if
00E1:   player 0 pressed_key 4 
jf @PLANT_M40
0555: remove_weapon 23 from_actor $PLAYER_ACTOR 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
jump @PLANT_M4

:PLANT_M41
01B4: toggle_player $PLAYER_CHAR can_move 0
08D4: 2@ = create_panel_with_title 'PLT_PT' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1
08D6: set_panel 2@ column 0 alignment 1 
08DB: set_panel 2@ column 0 header 'DUMMY' data 'PLT_P0' 'PLT_P1' 'PLT_P2' 'PLT_P3' 'PLT_P4' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'

:PLANT_M42
wait 0 
if 
80E1:   not player 0 pressed_key 16 
jf @PLANT_M43
if 
00E1:   player 0 pressed_key 15 
then
   08DA: remove_panel 2@ 
   03E6: remove_text_box 
   03E5: show_text_box 'PLT_H6'
   01B4: toggle_player $PLAYER_CHAR can_move 1 
   jump @PLANT_M40
end
jump @PLANT_M42

:PLANT_M43
wait 0 
if 
80E1:   not player 0 pressed_key 16 
jf @PLANT_M43
08D8: 3@ = panel 2@ selected_row 
08DA: remove_panel 2@ 
03E6: remove_text_box
01B4: toggle_player $PLAYER_CHAR can_move 1 
0871: init_jump_table 3@ total_jumps 5 default_jump 0 @PLANT_M42 jumps 0 @PLANT_M44 1 @PLANT_M45 2 @PLANT_M46 3 @PLANT_M48 4 @PLANT_M49 0 @PLANT_M42 0 @PLANT_M42

:PLANT_M44
0638: AS_actor 9@ stay_put 1 
04D7: toggle_actor 9@ locked 1 
jump @PLANT_M41

:PLANT_M45
0638: AS_actor 9@ stay_put 0
04D7: toggle_actor 9@ locked 0
jump @PLANT_M41

:PLANT_M46
01B4: toggle_player $PLAYER_CHAR can_move 0 
0007: 3@ = 0.0 
0007: 8@ = 0.0 
0006: 4@ = 321 
gosub @PLANT_SL

:PLANT_M47
wait 0
gosub @PLANT_GK
if
0039:   7@ == 1 
then
   if
   001B:   321 > 4@ 
   then
      0006: 4@ = 321 
   end
   if
   0019:   4@ > 372 
   then
      0006: 4@ = 372 
   end
   gosub @PLANT_SL
end
0006: 7@ = 0 
if and
8039:   not  4@ == 327 
8039:   not  4@ == 328 
8039:   not  4@ == 329 
8039:   not  4@ == 330
8039:   not  4@ == 332 
8039:   not  4@ == 340
8039:   not  4@ == 345
8039:   not  4@ == 354
8039:   not  4@ == 370
then
   0006: 7@ = 2 
end
if and
00E1:   player 0 pressed_key 16 
0039:   7@ == 2 
then
   0247: load_model 4@
   038B: load_requested_models
   while true
      if
      0248:   model 4@ available 
      then
         break
      end
      wait 0 
   end
   if and
   0029:   4@ >= 321 
   002B:   326 >= 4@ 
   then
      000E: 4@ -= 311 
      01B2: give_actor 9@ weapon 4@ ammo 100 // Load the weapon model before using this 
      000A: 4@ += 311 
   end 
   if
   0039:   4@ == 331
   then
      01B2: give_actor 9@ weapon 1 ammo 100 // Load the weapon model before using this 
   end 
   if and
   0029:   4@ >= 333 
   002B:   339 >= 4@ 
   then
      000E: 4@ -= 331
      01B2: give_actor 9@ weapon 4@ ammo 100 // Load the weapon model before using this 
      000A: 4@ += 331
   end 
   if
   0039:   4@ == 341 
   then
      01B2: give_actor 9@ weapon 9 ammo 100 // Load the weapon model before using this 
   end 
   if and
   0029:   4@ >= 342 
   002B:   344 >= 4@ 
   then
      000E: 4@ -= 322 
      01B2: give_actor 9@ weapon 4@ ammo 100 // Load the weapon model before using this 
      000A: 4@ += 322 
   end 
   if and
   0029:   4@ >= 346 
   002B:   353 >= 4@ 
   then
      000E: 4@ -= 324
      01B2: give_actor 9@ weapon 4@ ammo 100 // Load the weapon model before using this 
      000A: 4@ += 324 
   end 
   if
   0039:   4@ == 372 
   then
      01B2: give_actor 9@ weapon 32 ammo 100 // Load the weapon model before using this 
   end 
   if and
   0029:   4@ >= 355 
   002B:   356 >= 4@ 
   then
      000E: 4@ -= 325
      01B2: give_actor 9@ weapon 4@ ammo 100 // Load the weapon model before using this 
      000A: 4@ += 325 
   end 
   if and
   0029:   4@ >= 357 
   002B:   369 >= 4@ 
   then
      000E: 4@ -= 324
      01B2: give_actor 9@ weapon 4@ ammo 100 // Load the weapon model before using this 
      000A: 4@ += 324 
   end 
   if
   0039:   4@ == 371 
   then
      01B2: give_actor 9@ weapon 46 ammo 100 // Load the weapon model before using this 
   end 
   0249: release_model 4@
   while true
      if
      80E1:   not player 0 pressed_key 16 
      then
         break
      end
      wait 0
   end
end
if 
00E1:   player 0 pressed_key 15 
then
   while true
      if
      80E1:   not player 0 pressed_key 15 
      then
         break
      end
      wait 0
   end
   03E6: remove_text_box 
   jump @PLANT_M41
end
jump @PLANT_M47

:PLANT_M48
048F: actor 9@ remove_weapons 
jump @PLANT_M41

:PLANT_M49
01B4: toggle_player $PLAYER_CHAR can_move 0
08D4: 2@ = create_panel_with_title 'PLT_AT' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1
08D6: set_panel 2@ column 0 alignment 1 
08DB: set_panel 2@ column 0 header 'DUMMY' data 'PLT_A0' 'PLT_A1' 'PLT_A2' 'PLT_A3' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'

:PLANT_M50
wait 0 
if 
80E1:   not player 0 pressed_key 16 
jf @PLANT_M51
if 
00E1:   player 0 pressed_key 15 
then
   while true
      if
      80E1:   not player 0 pressed_key 15 
      then
         break
      end
      wait 0
   end
   08DA: remove_panel 2@ 
   03E6: remove_text_box 
   01B4: toggle_player $PLAYER_CHAR can_move 1 
   jump @PLANT_M41
end
jump @PLANT_M50

:PLANT_M51
wait 0 
if 
80E1:   not player 0 pressed_key 16 
jf @PLANT_M51
08D8: 3@ = panel 2@ selected_row 
08DA: remove_panel 2@ 
03E6: remove_text_box
01B4: toggle_player $PLAYER_CHAR can_move 1 
0871: init_jump_table 3@ total_jumps 4 default_jump 0 @PLANT_M49 jumps 0 @PLANT_M52 1 @PLANT_M56 2 @PLANT_M58 3 @PLANT_M60 0 @PLANT_M49 0 @PLANT_M49 0 @PLANT_M49

:PLANT_M52
01B4: toggle_player $PLAYER_CHAR can_move 0 
0007: 3@ = 0.0 
0007: 8@ = 0.0 
0006: 4@ = 0 
gosub @PLANT_IL

:PLANT_M53
wait 0
gosub @PLANT_GK
if
0039:   7@ == 1 
then
   if
   001B:   0 > 4@ 
   then
      0006: 4@ = 0 
   end
   if
   0019:   4@ > 125 
   then
      0006: 4@ = 125
   end
   gosub @PLANT_IL
end
if
00E1:   player 0 pressed_key 16 
then
   while true
      if
      80E1:   not player 0 pressed_key 16 
      then
         0085: 12@ = 4@ // (int)
         jump @PLANT_M54 
         break
      end
      wait 0
   end
end
if 
00E1:   player 0 pressed_key 15 
then
   while true
      if
      80E1:   not player 0 pressed_key 15 
      then
         break
      end
      wait 0
   end
   03E6: remove_text_box 
   jump @PLANT_M49
end
jump @PLANT_M53

:PLANT_M54
01B4: toggle_player $PLAYER_CHAR can_move 0 
0A9F: 31@ = current_thread_pointer
000A: 31@ += 0x10
0A8D: 31@ = read_memory 31@ size 4 virtual_protect 0
000E: 31@ -= @ANIM_JUMP
000A: 31@ += 3
0085: 10@ = 12@ // (int)
0012: 10@ *= 7 
005A: 31@ += 10@ // (int) 
0A8D: 10@ = read_memory 31@ size 4 virtual_protect 0
0A9F: 31@ = current_thread_pointer
000A: 31@ += 0x10
0A8D: 31@ = read_memory 31@ size 4 virtual_protect 0
0062: 31@ -= 10@ // (int) 
000A: 31@ += 3
0006: 11@ = 0
while true
   0A8D: 19@ = read_memory 31@ size 2 virtual_protect 0
   if
   0039:   19@ == 0x0900 
   then
      000A: 11@ += 1
   end
   000A: 31@ += 1
   if
   0039:   19@ == 0x0000 
   then
      break
   end
end
0007: 3@ = 0.0 
0007: 8@ = 0.0 
0006: 4@ = 0 
gosub @PLANT_AL

:PLANT_M55
wait 0
gosub @PLANT_GK
if
0039:   7@ == 1 
then
   if
   001B:   0 > 4@ 
   then
      0006: 4@ = 0 
   end
   if
   001D:   4@ > 11@ // (int) 
   then
      0085: 4@ = 11@ // (int)
   end
   gosub @PLANT_AL
end
if
00E1:   player 0 pressed_key 16 
then
   while true
      if
      80E1:   not player 0 pressed_key 16 
      then
         0A9F: 10@ = current_thread_pointer
         000A: 10@ += 0x10
         0A8D: 10@ = read_memory 10@ size 4 virtual_protect 0
         000E: 10@ -= @Anim_IFPs
         000A: 10@ += 1
         0006: 20@ = 0 
         while true
            if
            003B:   12@ == 20@ // (int) 
            then
               break
            end
            0A8D: 19@ = read_memory 10@ size 2 virtual_protect 0
            if
            0039:   19@ == 0x0900 
            then
               000A: 20@ += 1
            end
            000A: 10@ += 1
            if
            0039:   19@ == 0x0000 
            then
               break
            end
         end
         000A: 10@ += 3
         if
         8039:   not 12@ == 0 
         then
            0A9F: 20@ = current_thread_pointer
            000A: 20@ += 0x10
            0A8D: 20@ = read_memory 20@ size 4 virtual_protect 0
            000E: 20@ -= @P_ANIM_0
            000A: 20@ += 4
            gosub @STR_COPY
            0A9F: 20@ = current_thread_pointer
            000A: 20@ += 0x10
            0A8D: 20@ = read_memory 20@ size 4 virtual_protect 0
            000E: 20@ -= @P_ANIM_1
            000A: 20@ += 4
            gosub @STR_COPY
            0A9F: 20@ = current_thread_pointer
            000A: 20@ += 0x10
            0A8D: 20@ = read_memory 20@ size 4 virtual_protect 0
            000E: 20@ -= @P_ANIM_3
            000A: 20@ += 4
            gosub @STR_COPY
         end
         0A9F: 20@ = current_thread_pointer
         000A: 20@ += 0x10
         0A8D: 20@ = read_memory 20@ size 4 virtual_protect 0
         000E: 20@ -= @P_ANIM_2
         000A: 20@ += 33
         gosub @STR_COPY
         0A9F: 10@ = current_thread_pointer
         000A: 10@ += 0x10
         0A8D: 10@ = read_memory 10@ size 4 virtual_protect 0
         000E: 10@ -= @ANIM_JUMP
         000A: 10@ += 3
         0085: 31@ = 12@ // (int)
         0012: 31@ *= 7 
         005A: 10@ += 31@ // (int) 
         0A8D: 31@ = read_memory 10@ size 4 virtual_protect 0
         0A9F: 10@ = current_thread_pointer
         000A: 10@ += 0x10
         0A8D: 10@ = read_memory 10@ size 4 virtual_protect 0
         0062: 10@ -= 31@ // (int) 
         000A: 10@ += 1
         0006: 20@ = 0 
         while true
            if
            003B:   4@ == 20@ // (int) 
            then
               break
            end
            0A8D: 19@ = read_memory 10@ size 2 virtual_protect 0
            if
            0039:   19@ == 0x0900 
            then
               000A: 20@ += 1
            end
            000A: 10@ += 1
            if
            0039:   19@ == 0x0000 
            then
               break
            end
         end
         000A: 10@ += 3
         0A9F: 20@ = current_thread_pointer
         000A: 20@ += 0x10
         0A8D: 20@ = read_memory 20@ size 4 virtual_protect 0
         000E: 20@ -= @P_ANIM_2
         000A: 20@ += 7
         gosub @STR_COPY2
         if
         8039:   not 12@ == 0 
         then
            :P_ANIM_0
            04ED: load_animation "____________" 
            while true
               if
               :P_ANIM_1
               04EE:   animation "____________" loaded 
               then
                  break
               end
               wait 0
            end
         end
         :P_ANIM_2
         0605: actor 9@ perform_animation_sequence "________________________" IFP_file "____________" 4.0 loop 1 0 0 0 time -1 // versionA 
         if
         8039:   not 12@ == 0 
         then
            :P_ANIM_3
            04EF: release_animation "____________" 
         end
         break
      end
      wait 0
   end
end
if 
00E1:   player 0 pressed_key 15 
then
   while true
      if
      80E1:   not player 0 pressed_key 15 
      then
         break
      end
      wait 0
   end
   03E6: remove_text_box 
   jump @PLANT_M52
end
jump @PLANT_M55

:PLANT_M56
01B4: toggle_player $PLAYER_CHAR can_move 0 
0007: 3@ = 1.0 
0A9F: 10@ = current_thread_pointer
000A: 10@ += 0x10
0A8D: 10@ = read_memory 10@ size 4 virtual_protect 0
000E: 10@ -= @ANIM_LIST
0A9F: 20@ = current_thread_pointer
000A: 20@ += 0x10
0A8D: 20@ = read_memory 20@ size 4 virtual_protect 0
000E: 20@ -= @S_ANIM_1
000A: 20@ += 7
while true
   0A8D: 19@ = read_memory 10@ size 2 virtual_protect 0
   if
   0039:   19@ == 0x0900 
   then
      000A: 10@ += 4
      gosub @STR_COPY2
      if
      :S_ANIM_1
      0611:   actor 9@ performing_animation "________________________"
      then
         0A9F: 20@ = current_thread_pointer
         000A: 20@ += 0x10
         0A8D: 20@ = read_memory 20@ size 4 virtual_protect 0
         000E: 20@ -= @S_ANIM_2
         000A: 20@ += 7
         gosub @STR_COPY2
         :S_ANIM_2
         0612: toggle_actor 9@ animation "________________________" paused 1 
         0A9F: 20@ = current_thread_pointer
         000A: 20@ += 0x10
         0A8D: 20@ = read_memory 20@ size 4 virtual_protect 0
         000E: 20@ -= @S_ANIM_3
         000A: 20@ += 7
         gosub @STR_COPY2
         break
      end
   end
   000A: 10@ += 1
   if
   0039:   19@ == 0x0000 
   then
      0A8D: 19@ = read_memory 10@ size 4 virtual_protect 0
      if
      0039:   19@ == 0x000003A9 
      then
         jump @PLANT_M49
      end
      if
      0039:   19@ == 0x00000000 
      then
         0A9F: 10@ = current_thread_pointer
         000A: 10@ += 0x10
         0A8D: 10@ = read_memory 10@ size 4 virtual_protect 0
         000E: 10@ -= @ANIM_LPED
      end
   end
end
03E5: show_text_box 'PLT_H9'
04F7: status_text $530 type 0 line 1 GXT 'DUMMY' // global_variable 

:PLANT_M57
wait 0
0494: get_joystick 0 data_to 5@ 6@ 7@ 7@
0093: 5@ = integer 5@ to_float 
0017: 5@ /= 2560.0 
005B: 3@ += 5@ // (float)
if
0023:   0.0 > 3@ 
then
   0007: 3@ = 0.0 
end
0088: $530 = 3@ // (float) 
0011: $530 *= 100.0 
008C: $530 = float $530 to_integer 
:S_ANIM_3
0393: actor 9@ perform_animation "________________________" at 3@ times_normal_rate 
if 
00E1:   player 0 pressed_key 4 
then
   while true
      if
      80E1:   not player 0 pressed_key 4 
      then
         break
      end
      wait 0
   end
   0151: remove_status_text $530
   03E6: remove_text_box 
   jump @PLANT_M49
end
jump @PLANT_M57

:PLANT_M58
01B4: toggle_player $PLAYER_CHAR can_move 0 
0007: 3@ = 0.0 
0A9F: 10@ = current_thread_pointer
000A: 10@ += 0x10
0A8D: 10@ = read_memory 10@ size 4 virtual_protect 0
000E: 10@ -= @ANIM_LIST
0A9F: 20@ = current_thread_pointer
000A: 20@ += 0x10
0A8D: 20@ = read_memory 20@ size 4 virtual_protect 0
000E: 20@ -= @M_ANIM_1
000A: 20@ += 7
while true
   0A8D: 19@ = read_memory 10@ size 2 virtual_protect 0
   if
   0039:   19@ == 0x0900 
   then
      000A: 10@ += 4
      gosub @STR_COPY2
      if
      :M_ANIM_1
      0611:   actor 9@ performing_animation "________________________"
      then
         0A9F: 20@ = current_thread_pointer
         000A: 20@ += 0x10
         0A8D: 20@ = read_memory 20@ size 4 virtual_protect 0
         000E: 20@ -= @M_ANIM_2
         000A: 20@ += 7
         gosub @STR_COPY2
         :M_ANIM_2
         0612: toggle_actor 9@ animation "________________________" paused 0 
         0A9F: 20@ = current_thread_pointer
         000A: 20@ += 0x10
         0A8D: 20@ = read_memory 20@ size 4 virtual_protect 0
         000E: 20@ -= @M_ANIM_3
         000A: 20@ += 7
         gosub @STR_COPY2
         break
      end
   end
   000A: 10@ += 1
   if
   0039:   19@ == 0x0000 
   then
      0A8D: 19@ = read_memory 10@ size 4 virtual_protect 0
      if
      0039:   19@ == 0x000003A9 
      then
         jump @PLANT_M49
      end
      if
      0039:   19@ == 0x00000000 
      then
         0A9F: 10@ = current_thread_pointer
         000A: 10@ += 0x10
         0A8D: 10@ = read_memory 10@ size 4 virtual_protect 0
         000E: 10@ -= @ANIM_LPED
      end
   end
end
03E5: show_text_box 'PLT_H9'
04F7: status_text $530 type 0 line 1 GXT 'DUMMY' // global_variable 

:PLANT_M59
wait 0
0494: get_joystick 0 data_to 5@ 6@ 7@ 7@
0093: 5@ = integer 5@ to_float 
0017: 5@ /= 12800.0 
005B: 3@ += 5@ // (float)
if
0023:   0.0 > 3@ 
then
   0007: 3@ = 0.0 
end
if
0021:   3@ > 1.0 
then
   0007: 3@ = 1.0 
end
0088: $530 = 3@ // (float) 
0011: $530 *= 100.0
008C: $530 = float $530 to_integer 
:M_ANIM_3
0614: set_actor 9@ animation "________________________" progress_to 3@ // 0.0 to 1.0 
if 
00E1:   player 0 pressed_key 4 
then
   while true
      if
      80E1:   not player 0 pressed_key 4 
      then
         break
      end
      wait 0
   end
   0151: remove_status_text $530
   03E6: remove_text_box 
   jump @PLANT_M49
end
jump @PLANT_M59

:PLANT_M60
0687: clear_actor 9@ task 
jump @PLANT_M49

:PLANT_M61
01B4: toggle_player $PLAYER_CHAR can_move 0
08D4: 2@ = create_panel_with_title 'PLT_VT' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1
08D6: set_panel 2@ column 0 alignment 1 
08DB: set_panel 2@ column 0 header 'DUMMY' data 'PLT_V0' 'PLT_V1' 'PLT_V2' 'PLT_V3' 'PLT_V4' 'PLT_V5' 'PLT_V6' 'PLT_V7' 'PLT_V8' 'DUMMY' 'DUMMY' 'DUMMY'

:PLANT_M62
wait 0 
if 
80E1:   not player 0 pressed_key 16 
jf @PLANT_M63
if 
00E1:   player 0 pressed_key 15 
then
   08DA: remove_panel 2@ 
   03E6: remove_text_box 
   03E5: show_text_box 'PLT_H6'
   01B4: toggle_player $PLAYER_CHAR can_move 1 
   jump @PLANT_M40
end
jump @PLANT_M62

:PLANT_M63
wait 0 
if 
80E1:   not player 0 pressed_key 16 
jf @PLANT_M63
08D8: 3@ = panel 2@ selected_row 
08DA: remove_panel 2@ 
03E6: remove_text_box
01B4: toggle_player $PLAYER_CHAR can_move 1 
0871: init_jump_table 3@ total_jumps 9 default_jump 0 @PLANT_M62 jumps 0 @PLANT_M64 1 @PLANT_M65 2 @PLANT_M66 3 @PLANT_M66 4 @PLANT_M69 5 @PLANT_M69 6 @PLANT_M69
0872: jump_table_jumps 7 @PLANT_M69 8 @PLANT_M72 -1 @PLANT_M62 -1 @PLANT_M62 -1 @PLANT_M62 -1 @PLANT_M62 -1 @PLANT_M62 -1 @PLANT_M62 -1 @PLANT_M62 

:PLANT_M64
0519: toggle_car 9@ locked 1 
0574: toggle_car 9@ keep_position 1 
jump @PLANT_M61

:PLANT_M65
0519: toggle_car 9@ locked 0 
0574: toggle_car 9@ keep_position 0
jump @PLANT_M61

:PLANT_M66
01B4: toggle_player $PLAYER_CHAR can_move 0
0964: create_square_color_panel 'PLT_CP' position 29.0 145.0 width 25.7 columns 8 interactive 1 background 1 alignment 1 panelID 2@  // Colors

:PLANT_M67
wait 0 
if 
80E1:   not player 0 pressed_key 16 
jf @PLANT_M68
if 
00E1:   player 0 pressed_key 15 
then
   while true
      if
      80E1:   not player 0 pressed_key 15 
      then
         break
      end
      wait 0
   end
   08DA: remove_panel 2@ 
   03E6: remove_text_box 
   03E5: show_text_box 'PLT_H6'
   01B4: toggle_player $PLAYER_CHAR can_move 1 
   jump @PLANT_M61
end
jump @PLANT_M67

:PLANT_M68
wait 0 
if 
80E1:   not player 0 pressed_key 16 
jf @PLANT_M68
08D7: 4@ = panel 2@ active_row 
if
0039:   3@ == 2 
then
   0A22: set_car_color_to_panel_color_panelID 2@ car 9@ colorslot 1 active_row 4@ 
end
if
0039:   3@ == 3 
then
   0A22: set_car_color_to_panel_color_panelID 2@ car 9@ colorslot 2 active_row 4@ 
end
08DA: remove_panel 2@ 
03E6: remove_text_box
jump @PLANT_M61

:PLANT_M69
01B4: toggle_player $PLAYER_CHAR can_move 0
08D4: 2@ = create_panel_with_title 'PLT_CT' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1
08D6: set_panel 2@ column 0 alignment 1 
08DB: set_panel 2@ column 0 header 'DUMMY' data 'PLT_C0' 'PLT_C1' 'PLT_C2' 'PLT_C3' 'PLT_C4' 'PLT_C5' 'PLT_C6' 'PLT_C7' 'PLT_C8' 'DUMMY' 'DUMMY' 'DUMMY'
if
0039:   3@ == 4 
then
   08D9: set_panel 2@ row 6 enable 0 
   08D9: set_panel 2@ row 7 enable 0 
   08D9: set_panel 2@ row 8 enable 0 
end

:PLANT_M70
wait 0 
if 
80E1:   not player 0 pressed_key 16 
jf @PLANT_M71
if 
00E1:   player 0 pressed_key 15 
then
   while true
      if
      80E1:   not player 0 pressed_key 15 
      then
         break
      end
      wait 0
   end
   08DA: remove_panel 2@ 
   03E6: remove_text_box 
   01B4: toggle_player $PLAYER_CHAR can_move 1 
   jump @PLANT_M61
end
jump @PLANT_M70

:PLANT_M71
wait 0 
if 
80E1:   not player 0 pressed_key 16 
jf @PLANT_M71
08D8: 4@ = panel 2@ selected_row 
if
001B:   6 > 4@ 
then
   if
   0039:   3@ == 4 
   then
      0657: car 9@ open_componentA 4@ 
   end
   if
   0039:   3@ == 5 
   then
      0689: set_car 9@ remove_componentA 4@ visible_effect_flag 0 
   end
   if
   0039:   3@ == 6 
   then
      068A: set_car 9@ repair_componentA 4@ 
   end
   if
   0039:   3@ == 7 
   then
      073C: car 9@ damage_component 4@ // versionB 
   end
else
   000A: 4@ += -2
   if
   0039:   3@ == 5 
   then
      0697: set_car 9@ remove_componentB 4@ visible_effect_flag 0 
   end
   if
   0039:   3@ == 6 
   then
      0698: set_car 9@ repair_componentB 4@ 
   end
   if
   0039:   3@ == 7 
   then
      0730: car 9@ damage_component 4@ // versionA 
   end
end
jump @PLANT_M70

:PLANT_M72
01B4: toggle_player $PLAYER_CHAR can_move 0 
098D: get_car 9@ extra_parts_angle 3@
03E5: show_text_box 'PLT_H9'
04F7: status_text $530 type 0 line 1 GXT 'DUMMY' // global_variable 

:PLANT_M73
wait 0
0494: get_joystick 0 data_to 5@ 6@ 7@ 7@
0093: 5@ = integer 5@ to_float 
0017: 5@ /= 12800.0 
005B: 3@ += 5@ // (float)
if
0023:   0.0 > 3@ 
then
   0007: 3@ = 0.0 
end
if
0021:   3@ > 1.0 
then
   0007: 3@ = 1.0 
end
0088: $530 = 3@ // (float) 
0011: $530 *= 100.0
008C: $530 = float $530 to_integer 
08A4: set_car 9@ extra_parts_angle_to 3@ 
if 
00E1:   player 0 pressed_key 4 
then
   while true
      if
      80E1:   not player 0 pressed_key 4 
      then
         break
      end
      wait 0
   end
   0151: remove_status_text $530
   03E6: remove_text_box 
   jump @PLANT_M61
end
jump @PLANT_M73

:PLANT_M74
01B4: toggle_player $PLAYER_CHAR can_move 0
08D4: 2@ = create_panel_with_title 'PLT_OT' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1
08D6: set_panel 2@ column 0 alignment 1 
08DB: set_panel 2@ column 0 header 'DUMMY' data 'PLT_O0' 'PLT_O1' 'PLT_O2' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'

:PLANT_M75
wait 0 
if 
80E1:   not player 0 pressed_key 16 
jf @PLANT_M76
if 
00E1:   player 0 pressed_key 15 
then
   08DA: remove_panel 2@ 
   03E6: remove_text_box 
   03E5: show_text_box 'PLT_H6'
   01B4: toggle_player $PLAYER_CHAR can_move 1 
   jump @PLANT_M40
end
jump @PLANT_M75

:PLANT_M76
wait 0 
if 
80E1:   not player 0 pressed_key 16 
jf @PLANT_M76
08D8: 3@ = panel 2@ selected_row 
08DA: remove_panel 2@ 
03E6: remove_text_box
01B4: toggle_player $PLAYER_CHAR can_move 1 
0871: init_jump_table 3@ total_jumps 3 default_jump 0 @PLANT_M74 jumps 0 @PLANT_M77 1 @PLANT_M79 2 @PLANT_M81 0 @PLANT_M74 0 @PLANT_M74 0 @PLANT_M74 0 @PLANT_M74

:PLANT_M77
01B4: toggle_player $PLAYER_CHAR can_move 0 
0007: 3@ = 1.0 
03E5: show_text_box 'PLT_H9'
04F7: status_text $530 type 0 line 1 GXT 'DUMMY' // global_variable 

:PLANT_M78
wait 0
0494: get_joystick 0 data_to 5@ 6@ 7@ 7@
0093: 5@ = integer 5@ to_float 
0017: 5@ /= 2560.0 
005B: 3@ += 5@ // (float)
if
0023:   0.0 > 3@ 
then
   0007: 3@ = 0.0 
end
0088: $530 = 3@ // (float) 
0011: $530 *= 100.0 
008C: $530 = float $530 to_integer 
08D2: object 9@ scale_model 3@
if 
00E1:   player 0 pressed_key 4 
then
   while true
      if
      80E1:   not player 0 pressed_key 4 
      then
         break
      end
      wait 0
   end
   0151: remove_status_text $530
   03E6: remove_text_box 
   jump @PLANT_M74
end
jump @PLANT_M78

:PLANT_M79
01B4: toggle_player $PLAYER_CHAR can_move 0 
0907: get_object 9@ mass_to 3@ // float 
03E5: show_text_box 'PLT_H9'
04F7: status_text $530 type 0 line 1 GXT 'DUMMY' // global_variable 

:PLANT_M80
wait 0
0494: get_joystick 0 data_to 5@ 6@ 7@ 7@
0093: 5@ = integer 5@ to_float 
0017: 5@ /= 25.6 
005B: 3@ += 5@ // (float)
if
0023:   0.0 > 3@ 
then
   0007: 3@ = 0.0 
end
0088: $530 = 3@ // (float) 
008C: $530 = float $530 to_integer 
0906: set_object 9@ mass_to 3@ // float 
if 
00E1:   player 0 pressed_key 4 
then
   while true
      if
      80E1:   not player 0 pressed_key 4 
      then
         break
      end
      wait 0
   end
   0151: remove_status_text $530
   03E6: remove_text_box 
   jump @PLANT_M74
end
jump @PLANT_M80

:PLANT_M81
01B4: toggle_player $PLAYER_CHAR can_move 0 
0907: get_object 9@ mass_to 3@ // float 
03E5: show_text_box 'PLT_H9'
04F7: status_text $530 type 0 line 1 GXT 'DUMMY' // global_variable 

:PLANT_M82
wait 0
0494: get_joystick 0 data_to 5@ 6@ 7@ 7@
0093: 5@ = integer 5@ to_float 
0017: 5@ /= 25.6 
005B: 3@ += 5@ // (float)
if
0023:   0.0 > 3@ 
then
   0007: 3@ = 0.0 
end
0088: $530 = 3@ // (float) 
008C: $530 = float $530 to_integer 
0908: set_object 9@ turn_mass_to 3@ // float 
if 
00E1:   player 0 pressed_key 4 
then
   while true
      if
      80E1:   not player 0 pressed_key 4 
      then
         break
      end
      wait 0
   end
   0151: remove_status_text $530
   03E6: remove_text_box 
   jump @PLANT_M74
end
jump @PLANT_M82

:PLANT_M83
03E5: show_text_box 'PLT_HA'
0247: load_model #SILENCED
038B: load_requested_models
while true
   if
   0248:   model #SILENCED available 
   then
      break
   end
   wait 0 
end 
01B2: give_actor $PLAYER_ACTOR weapon 23 ammo 999999 // Load the weapon model before using this 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 
0249: release_model #SILENCED

:PLANT_M84
wait 0
gosub @PLANT_NC
if
00E1:   player 0 pressed_key 6 
then
   0A9F: 0@ = current_thread_pointer
   000A: 0@ += 0x10
   0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
   000E: 0@ -= @Ped_List
   for 30@ = 0 to 49
      0A8D: 6@ = read_memory 0@ size 4 virtual_protect 0
      if
      056D:   actor 6@ defined
      then
         if
         031D:   actor 6@ hit_by_weapon 23 
         then
            0006: 18@ = 0
            gosub @PLANT_AO
            0467: clear_actor 6@ last_weapon_damage 
            00A0: store_actor 6@ position_to 24@ 25@ 26@ 
            01BB: store_object 13@ position_to 21@ 22@ 23@ 
            050A: 12@ = distance_between_XYZ 24@ 25@ 26@ and_XYZ 21@ 22@ 23@
            018C: play_sound 1058 at 0.0 0.0 0.0 
            03E5: show_text_box 'PLT_HB'
            jump @PLANT_M85
         end
      end
      000A: 0@ += 4
   end
   0A9F: 0@ = current_thread_pointer
   000A: 0@ += 0x10
   0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
   000E: 0@ -= @Car_List
   for 30@ = 0 to 49
      0A8D: 6@ = read_memory 0@ size 4 virtual_protect 0
      if
      056E:   car 6@ defined 
      then
         if
         031E:   car 6@ hit_by_weapon 23 
         then
            0006: 18@ = 1
            gosub @PLANT_AO
            0468: clear_car 6@ last_weapon_damage 
            00AA: store_car 6@ position_to 24@ 25@ 26@  
            01BB: store_object 13@ position_to 21@ 22@ 23@ 
            050A: 12@ = distance_between_XYZ 24@ 25@ 26@ and_XYZ 21@ 22@ 23@ 
            018C: play_sound 1058 at 0.0 0.0 0.0 
            03E5: show_text_box 'PLT_HB'
            jump @PLANT_M85
         end
      end
      000A: 0@ += 4
   end
   0A9F: 0@ = current_thread_pointer
   000A: 0@ += 0x10
   0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
   000E: 0@ -= @Obj_List
   for 30@ = 0 to 199
      0A8D: 6@ = read_memory 0@ size 4 virtual_protect 0
      if
      03CA:   object 6@ exists 
      then
         071E: get_object 6@ health_to 5@ 
         if
         001B:   999 > 5@ 
         then
            0006: 18@ = 2
            gosub @PLANT_AO
            071F: set_object 6@ health_to 1000 
            01BB: store_object 6@ position_to 24@ 25@ 26@ 
            01BB: store_object 13@ position_to 21@ 22@ 23@ 
            050A: 12@ = distance_between_XYZ 24@ 25@ 26@ and_XYZ 21@ 22@ 23@ 
            018C: play_sound 1058 at 0.0 0.0 0.0 
            03E5: show_text_box 'PLT_HB'
            jump @PLANT_M85 
         end
      end
      000A: 0@ += 4
   end
   if
   00E1:   player 0 pressed_key 19 
   then
      0006: 18@ = 3
      0007: 12@ = 50.0 
      gosub @PLANT_AO
      01BB: store_object 13@ position_to 21@ 22@ 23@ 
      0A9F: 0@ = current_thread_pointer
      000A: 0@ += 0x10
      0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
      000E: 0@ -= @Ped_List
      for 30@ = 0 to 49
         0A8D: 4@ = read_memory 0@ size 4 virtual_protect 0
         if
         056D:   actor 4@ defined
         then
            00A0: store_actor 4@ position_to 24@ 25@ 26@ 
            050A: 15@ = distance_between_XYZ 24@ 25@ 26@ and_XYZ 21@ 22@ 23@
            if
            0025:   12@ > 15@ // (float) 
            then
               0006: 18@ = 0
               0085: 6@ = 4@ // (int) 
               0087: 12@ = 15@ // (float) 
            end
         end
         000A: 0@ += 4
      end
      0A9F: 0@ = current_thread_pointer
      000A: 0@ += 0x10
      0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
      000E: 0@ -= @Car_List
      for 30@ = 0 to 49
         0A8D: 4@ = read_memory 0@ size 4 virtual_protect 0
         if
         056E:   car 4@ defined 
         then
            00AA: store_car 4@ position_to 24@ 25@ 26@  
            050A: 15@ = distance_between_XYZ 24@ 25@ 26@ and_XYZ 21@ 22@ 23@ 
            if
            0025:   12@ > 15@ // (float) 
            then
               0006: 18@ = 1
               0085: 6@ = 4@ // (int) 
               0087: 12@ = 15@ // (float) 
            end
         end
         000A: 0@ += 4
      end
      0A9F: 0@ = current_thread_pointer
      000A: 0@ += 0x10
      0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
      000E: 0@ -= @Obj_List
      for 30@ = 0 to 199
         0A8D: 4@ = read_memory 0@ size 4 virtual_protect 0
         if
         03CA:   object 4@ exists 
         then
            01BB: store_object 4@ position_to 24@ 25@ 26@ 
            050A: 15@ = distance_between_XYZ 24@ 25@ 26@ and_XYZ 21@ 22@ 23@ 
            if
            0025:   12@ > 15@ // (float) 
            then
               0006: 18@ = 2
               0085: 6@ = 4@ // (int) 
               0087: 12@ = 15@ // (float) 
            end
         end
         000A: 0@ += 4
      end
      if
      8039:   not 18@ == 3
      then
         018C: play_sound 1058 at 0.0 0.0 0.0 
         03E5: show_text_box 'PLT_HB'
         jump @PLANT_M85 
      else
         if
         03CA:   object 13@ exists 
         then
            0108: destroy_object 13@ 
         end
      end
   end
end
if
00E1:   player 0 pressed_key 4 
jf @PLANT_M84
0555: remove_weapon 23 from_actor $PLAYER_ACTOR 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
jump @PLANT_M4

:PLANT_M85
wait 0
gosub @PLANT_NC
if
00E1:   player 0 pressed_key 6 
then
   0A9F: 0@ = current_thread_pointer
   000A: 0@ += 0x10
   0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
   000E: 0@ -= @Ped_List
   for 30@ = 0 to 49
      0A8D: 9@ = read_memory 0@ size 4 virtual_protect 0
      if
      056D:   actor 9@ defined
      then
         if
         031D:   actor 9@ hit_by_weapon 23 
         then
            0006: 3@ = 0
            gosub @PLANT_AO
            0467: clear_actor 9@ last_weapon_damage 
            00A0: store_actor 9@ position_to 24@ 25@ 26@ 
            01BB: store_object 13@ position_to 21@ 22@ 23@ 
            050A: 12@ = distance_between_XYZ 24@ 25@ 26@ and_XYZ 21@ 22@ 23@
            018C: play_sound 1058 at 0.0 0.0 0.0 
            if
            03CA:   object 13@ exists 
            then
               0108: destroy_object 13@ 
            end
            jump @PLANT_M86
         end
      end
      000A: 0@ += 4
   end
   0A9F: 0@ = current_thread_pointer
   000A: 0@ += 0x10
   0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
   000E: 0@ -= @Car_List
   for 30@ = 0 to 49
      0A8D: 9@ = read_memory 0@ size 4 virtual_protect 0
      if
      056E:   car 9@ defined 
      then
         if
         031E:   car 9@ hit_by_weapon 23 
         then
            0006: 3@ = 1
            gosub @PLANT_AO
            0468: clear_car 9@ last_weapon_damage 
            00AA: store_car 9@ position_to 24@ 25@ 26@  
            01BB: store_object 13@ position_to 21@ 22@ 23@ 
            050A: 12@ = distance_between_XYZ 24@ 25@ 26@ and_XYZ 21@ 22@ 23@ 
            018C: play_sound 1058 at 0.0 0.0 0.0 
            if
            03CA:   object 13@ exists 
            then
               0108: destroy_object 13@ 
            end
            jump @PLANT_M86
         end
      end
      000A: 0@ += 4
   end
   0A9F: 0@ = current_thread_pointer
   000A: 0@ += 0x10
   0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
   000E: 0@ -= @Obj_List
   for 30@ = 0 to 199
      0A8D: 9@ = read_memory 0@ size 4 virtual_protect 0
      if
      03CA:   object 9@ exists 
      then
         071E: get_object 9@ health_to 5@ 
         if
         001B:   999 > 5@ 
         then
            0006: 3@ = 2
            gosub @PLANT_AO
            071F: set_object 9@ health_to 1000 
            01BB: store_object 9@ position_to 24@ 25@ 26@ 
            01BB: store_object 13@ position_to 21@ 22@ 23@ 
            050A: 12@ = distance_between_XYZ 24@ 25@ 26@ and_XYZ 21@ 22@ 23@ 
            018C: play_sound 1058 at 0.0 0.0 0.0 
            if
            03CA:   object 13@ exists 
            then
               0108: destroy_object 13@ 
            end
            jump @PLANT_M86
         end
      end
      000A: 0@ += 4
   end
   if
   00E1:   player 0 pressed_key 19 
   then
      0006: 3@ = 3
      0007: 12@ = 50.0 
      gosub @PLANT_AO
      01BB: store_object 13@ position_to 21@ 22@ 23@ 
      0A9F: 0@ = current_thread_pointer
      000A: 0@ += 0x10
      0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
      000E: 0@ -= @Ped_List
      for 30@ = 0 to 49
         0A8D: 4@ = read_memory 0@ size 4 virtual_protect 0
         if
         056D:   actor 4@ defined
         then
            00A0: store_actor 4@ position_to 24@ 25@ 26@ 
            050A: 15@ = distance_between_XYZ 24@ 25@ 26@ and_XYZ 21@ 22@ 23@
            if
            0025:   12@ > 15@ // (float) 
            then
               0006: 3@ = 0
               0085: 9@ = 4@ // (int) 
               0087: 12@ = 15@ // (float) 
            end
         end
         000A: 0@ += 4
      end
      0A9F: 0@ = current_thread_pointer
      000A: 0@ += 0x10
      0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
      000E: 0@ -= @Car_List
      for 30@ = 0 to 49
         0A8D: 4@ = read_memory 0@ size 4 virtual_protect 0
         if
         056E:   car 4@ defined 
         then
            00AA: store_car 4@ position_to 24@ 25@ 26@  
            050A: 15@ = distance_between_XYZ 24@ 25@ 26@ and_XYZ 21@ 22@ 23@ 
            if
            0025:   12@ > 15@ // (float) 
            then
               0006: 3@ = 1
               0085: 9@ = 4@ // (int) 
               0087: 12@ = 15@ // (float) 
            end
         end
         000A: 0@ += 4
      end
      0A9F: 0@ = current_thread_pointer
      000A: 0@ += 0x10
      0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
      000E: 0@ -= @Obj_List
      for 30@ = 0 to 199
         0A8D: 4@ = read_memory 0@ size 4 virtual_protect 0
         if
         03CA:   object 4@ exists 
         then
            01BB: store_object 4@ position_to 24@ 25@ 26@ 
            050A: 15@ = distance_between_XYZ 24@ 25@ 26@ and_XYZ 21@ 22@ 23@ 
            if
            0025:   12@ > 15@ // (float) 
            then
               0006: 3@ = 2
               0085: 9@ = 4@ // (int) 
               0087: 12@ = 15@ // (float) 
            end
         end
         000A: 0@ += 4
      end
      if
      8039:   not 3@ == 3
      then
         018C: play_sound 1058 at 0.0 0.0 0.0 
         jump @PLANT_M86 
         if
         03CA:   object 13@ exists 
         then
            0108: destroy_object 13@ 
         end
      else
         if
         03CA:   object 13@ exists 
         then
            0108: destroy_object 13@ 
         end
      end
   end
end
if
00E1:   player 0 pressed_key 4 
jf @PLANT_M85
0555: remove_weapon 23 from_actor $PLAYER_ACTOR 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
jump @PLANT_M4

:PLANT_M86
if and
003B:   18@ == 3@ // (int) 
003B:   6@ == 9@ // (int) 
then
   if
   0039:   18@ == 0 
   then
      0465: remove_actor 6@ from_turret_mode 
   end
   if
   0039:   18@ == 1 
   then
      0684: detach_car 6@ 0.0 0.0 0.0 collision_detection 1 
   end
   if
   0039:   18@ == 2 
   then
      0682: detach_object 6@ 0.0 0.0 0.0 collision_detection 1 
   end
   03E5: show_text_box 'PLT_HD'
   jump @PLANT_M84
end
if and
0039:   18@ == 0 
0039:   3@ == 0 
then
   03E5: show_text_box 'PLT_HE'
   jump @PLANT_M84
end
if and
0039:   18@ == 1 
0039:   3@ == 0 
then
   03E5: show_text_box 'PLT_HE'
   jump @PLANT_M84
end
if
0039:   3@ == 0
then
   0172: 27@ = actor 9@ Z_angle 
   04C4: store_coords_to 21@ 22@ 23@ from_actor 9@ with_offset 0.0 0.0 0.0
   04C4: store_coords_to 24@ 25@ 26@ from_actor 9@ with_offset 0.0 0.0 1.0
end 
if
0039:   3@ == 1
then
   0174: 27@ = car 9@ Z_angle 
   0407: store_coords_to 21@ 22@ 23@ from_car 9@ with_offset 0.0 0.0 0.0
   0407: store_coords_to 24@ 25@ 26@ from_car 9@ with_offset 0.0 0.0 1.0
end 
if
0039:   3@ == 2
then
   0176: 27@ = object 9@ Z_angle 
   0400: store_coords_to 21@ 22@ 23@ from_object 9@ with_offset 0.0 0.0 0.0 
   0400: store_coords_to 24@ 25@ 26@ from_object 9@ with_offset 0.0 0.0 1.0 
end 
0063: 24@ -= 21@ // (float) 
0063: 25@ -= 22@ // (float) 
0063: 26@ -= 23@ // (float) 
0087: 23@ = 27@ // (float) 
000B: 23@ += -90.0
0087: 21@ = 24@ // (float) 
0087: 22@ = 25@ // (float) 
02F6: 28@ = cosine 23@ // (float) 
02F7: 29@ = sine 23@ // (float) 
006B: 21@ *= 29@ // (float) 
006B: 22@ *= 29@ // (float) 
006B: 24@ *= 28@ // (float) 
006B: 25@ *= 28@ // (float) 
0013: 22@ *= -1.0
005B: 24@ += 22@ // (float) 
005B: 25@ += 21@ // (float) 
0087: 23@ = 27@ // (float) 
0087: 28@ = 25@ // (float) 
0087: 29@ = 26@ // (float)
gosub @ATAN 
0087: 21@ = 27@ // (float)
0013: 21@ *= -1.0
000B: 21@ += 360.0
0087: 28@ = 24@ // (float) 
0509: 29@ = distance_between_XY 25@ 26@ and_XY 0.0 0.0 
gosub @ATAN 
0087: 22@ = 27@ // (float)
0107: 13@ = create_object #SILENCED at 0.0 0.0 0.0
0550: keep_object 13@ in_memory 1 
0453: set_object 13@ XY_rotation 21@ 23@ angle 22@ 
0750: toggle_object 13@ visibility 0 
0382: toggle_object 13@ collision_detection 0
if
0039:   3@ == 0
then
   04C4: store_coords_to 24@ 25@ 26@ from_actor 9@ with_offset 0.0 0.0 0.0
end 
if
0039:   3@ == 1
then
   0407: store_coords_to 24@ 25@ 26@ from_car 9@ with_offset 0.0 0.0 0.0
end 
if
0039:   3@ == 2
then
   0400: store_coords_to 24@ 25@ 26@ from_object 9@ with_offset 0.0 0.0 0.0 
end 
if
0039:   18@ == 0
then
   04C4: store_coords_to 21@ 22@ 23@ from_actor 6@ with_offset 0.0 0.0 0.0
end 
if
0039:   18@ == 1
then
   0407: store_coords_to 21@ 22@ 23@ from_car 6@ with_offset 0.0 0.0 0.0
end 
if
0039:   18@ == 2
then
   0400: store_coords_to 21@ 22@ 23@ from_object 6@ with_offset 0.0 0.0 0.0 
end 
0063: 24@ -= 21@ // (float) 
0063: 25@ -= 22@ // (float) 
0063: 26@ -= 23@ // (float) 
0400: store_coords_to 0@ 2@ 1@ from_object 13@ with_offset 24@ 26@ 25@
0013: 0@ *= -1.0
0013: 1@ *= -1.0
0013: 2@ *= -1.0
if
0039:   3@ == 0
then
   04C4: store_coords_to 24@ 25@ 26@ from_actor 9@ with_offset 0.0 0.0 0.0
end 
if
0039:   3@ == 1
then
   0407: store_coords_to 24@ 25@ 26@ from_car 9@ with_offset 0.0 0.0 0.0
end 
if
0039:   3@ == 2
then
   0400: store_coords_to 24@ 25@ 26@ from_object 9@ with_offset 0.0 0.0 0.0 
end 
if
0039:   18@ == 0
then
   04C4: store_coords_to 21@ 22@ 23@ from_actor 6@ with_offset 0.0 1.0 0.0 
end 
if
0039:   18@ == 1
then
   0407: store_coords_to 21@ 22@ 23@ from_car 6@ with_offset 0.0 1.0 0.0 
end 
if
0039:   18@ == 2
then
   0400: store_coords_to 21@ 22@ 23@ from_object 6@ with_offset 0.0 1.0 0.0 
end 
0063: 24@ -= 21@ // (float) 
0063: 25@ -= 22@ // (float) 
0063: 26@ -= 23@ // (float) 
0400: store_coords_to 24@ 26@ 25@ from_object 13@ with_offset 24@ 26@ 25@
0013: 24@ *= -1.0
0013: 25@ *= -1.0
0013: 26@ *= -1.0
0063: 24@ -= 0@ // (float) 
0063: 25@ -= 1@ // (float) 
0063: 26@ -= 2@ // (float) 
0087: 28@ = 24@ // (float) 
0087: 29@ = 25@ // (float)
gosub @ATAN 
if
0039:   3@ == 0
then
   04C4: store_coords_to 24@ 25@ 26@ from_actor 9@ with_offset 0.0 0.0 0.0
end 
if
0039:   3@ == 1
then
   0407: store_coords_to 24@ 25@ 26@ from_car 9@ with_offset 0.0 0.0 0.0
end 
if
0039:   3@ == 2
then
   0400: store_coords_to 24@ 25@ 26@ from_object 9@ with_offset 0.0 0.0 0.0 
end 
if
0039:   18@ == 0
then
   04C4: store_coords_to 21@ 22@ 23@ from_actor 6@ with_offset 0.0 0.0 1.0
end 
if
0039:   18@ == 1
then
   0407: store_coords_to 21@ 22@ 23@ from_car 6@ with_offset 0.0 0.0 1.0
end 
if
0039:   18@ == 2
then
   0400: store_coords_to 21@ 22@ 23@ from_object 6@ with_offset 0.0 0.0 1.0 
end 
0063: 24@ -= 21@ // (float) 
0063: 25@ -= 22@ // (float) 
0063: 26@ -= 23@ // (float) 
0400: store_coords_to 24@ 26@ 25@ from_object 13@ with_offset 24@ 26@ 25@ 
0013: 24@ *= -1.0
0013: 25@ *= -1.0
0013: 26@ *= -1.0
0063: 24@ -= 0@ // (float) 
0063: 25@ -= 1@ // (float) 
0063: 26@ -= 2@ // (float) 
0087: 23@ = 27@ // (float) 
000B: 23@ += -90.0
0087: 21@ = 24@ // (float) 
0087: 22@ = 25@ // (float) 
02F6: 28@ = cosine 23@ // (float) 
02F7: 29@ = sine 23@ // (float) 
006B: 21@ *= 29@ // (float) 
006B: 22@ *= 29@ // (float) 
006B: 24@ *= 28@ // (float) 
006B: 25@ *= 28@ // (float) 
0013: 22@ *= -1.0
005B: 24@ += 22@ // (float) 
005B: 25@ += 21@ // (float) 
0087: 23@ = 27@ // (float) 
0087: 28@ = 25@ // (float) 
0087: 29@ = 26@ // (float)
gosub @ATAN 
0087: 21@ = 27@ // (float)
0013: 21@ *= -1.0
000B: 21@ += 360.0
0087: 28@ = 24@ // (float) 
0509: 29@ = distance_between_XY 25@ 26@ and_XY 0.0 0.0 
gosub @ATAN 
0087: 22@ = 27@ // (float)
if
0039:   3@ == 0
then
   04C4: store_coords_to 24@ 25@ 26@ from_actor 9@ with_offset 0.0 0.0 0.0
end 
if
0039:   3@ == 1
then
   0407: store_coords_to 24@ 25@ 26@ from_car 9@ with_offset 0.0 0.0 0.0
end 
if
0039:   3@ == 2
then
   0400: store_coords_to 24@ 25@ 26@ from_object 9@ with_offset 0.0 0.0 0.0 
end 
if
0039:   18@ == 0
then
   04C4: store_coords_to 27@ 28@ 29@ from_actor 6@ with_offset 0.0 0.0 0.0
end 
if
0039:   18@ == 1
then
   0407: store_coords_to 27@ 28@ 29@ from_car 6@ with_offset 0.0 0.0 0.0
end 
if
0039:   18@ == 2
then
   0400: store_coords_to 27@ 28@ 29@ from_object 6@ with_offset 0.0 0.0 0.0 
end 
0063: 24@ -= 27@ // (float) 
0063: 25@ -= 28@ // (float) 
0063: 26@ -= 29@ // (float) 
0400: store_coords_to 27@ 29@ 28@ from_object 13@ with_offset 24@ 26@ 25@
0013: 27@ *= -1.0
0013: 28@ *= -1.0
0013: 29@ *= -1.0
if and
0039:   18@ == 0 
0039:   3@ == 1 
then
   0470: 13@ = actor $PLAYER_ACTOR current_weapon 
   0464: put_actor 6@ into_turret_on_car 9@ at_car_offset 27@ 28@ 29@ position 0 shooting_angle_limit 0.0 with_weapon 13@ 
end
if and
0039:   18@ == 0 
0039:   3@ == 2 
then
   0470: 13@ = actor $PLAYER_ACTOR current_weapon 
   04F4: put_actor 6@ into_turret_on_object 9@ offset_from_object_origin 27@ 28@ 29@ orientation 0 both_side_angle_limit 360.0 lock_weapon 13@ 
end
if and
0039:   18@ == 1
0039:   3@ == 1 
then
   0683: attach_car 6@ to_car 9@ with_offset 27@ 28@ 29@ rotation 21@ 22@ 23@ 
end
if and
0039:   18@ == 1 
0039:   3@ == 2 
then
   0939: attach_car 6@ to_object 9@ with_offset 27@ 28@ 29@ rotation 21@ 22@ 23@
end
if and
0039:   18@ == 2 
0039:   3@ == 0 
then
   069B: attach_object 6@ to_actor 9@ with_offset 27@ 28@ 29@ rotation 21@ 22@ 23@
end
if and
0039:   18@ == 2 
0039:   3@ == 1 
then
   0681: attach_object 6@ to_car 9@ with_offset 27@ 28@ 29@ rotation 21@ 22@ 23@
end
if and
0039:   18@ == 2 
0039:   3@ == 2 
then
   069A: attach_object 6@ to_object 9@ with_offset 27@ 28@ 29@ rotation 21@ 22@ 23@ 
end
if
03CA:   object 13@ exists 
then
   0108: destroy_object 13@ 
end
03E5: show_text_box 'PLT_HC'
jump @PLANT_M84

:PLANT_M87
if
03CA:   object 16@ exists 
then
   0108: destroy_object 16@ 
   0006: 16@ = -1 
   03E5: show_text_box 'PLT_EC'
else
   0247: load_model 988
   038B: load_requested_models
   while true
      if
      0248:   model 988 available 
      then
         break
      end
      wait 0 
   end 
   04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -2.079
   0107: 16@ = create_object 988 at 21@ 22@ 23@
   0750: toggle_object 16@ visibility 0 
   0172: 23@ = actor $PLAYER_ACTOR Z_angle 
   0453: set_object 16@ XY_rotation -90.0 0.0 angle 23@ 
   0249: release_model 988
   03E5: show_text_box 'PLT_DC'
end
jump @PLANT_M4

:PLANT_M96
03E5: show_text_box 'PLT_H3'
0247: load_model #SILENCED
038B: load_requested_models
while true
   if
   0248:   model #SILENCED available 
   then
      break
   end
   wait 0 
end 
01B2: give_actor $PLAYER_ACTOR weapon 23 ammo 999999 // Load the weapon model before using this 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 
0249: release_model #SILENCED

:PLANT_M97
wait 0
gosub @PLANT_NC
if
00E1:   player 0 pressed_key 6 
then
   0A9F: 0@ = current_thread_pointer
   000A: 0@ += 0x10
   0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
   000E: 0@ -= @Ped_List
   for 30@ = 0 to 49
      0A8D: 6@ = read_memory 0@ size 4 virtual_protect 0
      if
      056D:   actor 6@ defined
      then
         if
         031D:   actor 6@ hit_by_weapon 23 
         then
            009B: destroy_actor 6@ 
            0A8C: write_memory 0@ size 4 value -1 virtual_protect 0
         end
      end
      000A: 0@ += 4
   end
   0A9F: 0@ = current_thread_pointer
   000A: 0@ += 0x10
   0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
   000E: 0@ -= @Car_List
   for 30@ = 0 to 49
      0A8D: 6@ = read_memory 0@ size 4 virtual_protect 0
      if
      056E:   car 6@ defined 
      then
         if
         031E:   car 6@ hit_by_weapon 23 
         then
            00A6: destroy_car 6@ 
            0A8C: write_memory 0@ size 4 value -1 virtual_protect 0
         end
      end
      000A: 0@ += 4
   end
   0A9F: 0@ = current_thread_pointer
   000A: 0@ += 0x10
   0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
   000E: 0@ -= @Obj_List
   for 30@ = 0 to 199
      0A8D: 6@ = read_memory 0@ size 4 virtual_protect 0
      if
      03CA:   object 6@ exists 
      then
         071E: get_object 6@ health_to 5@ 
         if
         001B:   999 > 5@ 
         then
            0108: destroy_object 6@
            0A8C: write_memory 0@ size 4 value -1 virtual_protect 0
         end
      end
      000A: 0@ += 4
   end
end
if
00E1:   player 0 pressed_key 4 
jf @PLANT_M97
0555: remove_weapon 23 from_actor $PLAYER_ACTOR 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
jump @PLANT_M4

:PLANT_M98
0A9F: 0@ = current_thread_pointer
000A: 0@ += 0x10
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
000E: 0@ -= @Ped_List
for 30@ = 0 to 49
   0A8D: 6@ = read_memory 0@ size 4 virtual_protect 0
   if
   056D:   actor 6@ defined
   then
      009B: destroy_actor 6@ 
      0A8C: write_memory 0@ size 4 value -1 virtual_protect 0
   end
   000A: 0@ += 4
end
0A9F: 0@ = current_thread_pointer
000A: 0@ += 0x10
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
000E: 0@ -= @Car_List
for 30@ = 0 to 49
   0A8D: 6@ = read_memory 0@ size 4 virtual_protect 0
   if
   056E:   car 6@ defined 
   then
      00A6: destroy_car 6@ 
      0A8C: write_memory 0@ size 4 value -1 virtual_protect 0
   end
   000A: 0@ += 4
end
0A9F: 0@ = current_thread_pointer
000A: 0@ += 0x10
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
000E: 0@ -= @Obj_List
for 30@ = 0 to 199
   0A8D: 6@ = read_memory 0@ size 4 virtual_protect 0
   if
   03CA:   object 6@ exists 
   then
      0108: destroy_object 6@
      0A8C: write_memory 0@ size 4 value -1 virtual_protect 0
   end
   000A: 0@ += 4
end
03E5: show_text_box 'PLT_H4'
jump @PLANT_M4

:PLANT_M99
01F7: toggle_player $PLAYER_CHAR ignored_by_cops 0 
03BF: toggle_player $PLAYER_CHAR ignored_by_everyone 0 
if
03CA:   object 16@ exists 
then
   0108: destroy_object 16@
   0006: 16@ = -1 
end
jump @PLANT_M0

:PLANT_AO
068D: get_camera_position_to 21@ 22@ 23@
068E: get_camera_target_point_to 24@ 25@ 26@
0063: 24@ -= 21@ // (float) 
0063: 25@ -= 22@ // (float) 
0063: 26@ -= 23@ // (float) 
050A: 30@ = distance_between_XYZ 24@ 25@ 26@ and_XYZ 0.0 0.0 0.0
0073: 24@ /= 30@ // (float) 
0073: 25@ /= 30@ // (float) 
0073: 26@ /= 30@ // (float) 
000B: 26@ += 0.1 
050A: 30@ = distance_between_XYZ 24@ 25@ 26@ and_XYZ 0.0 0.0 0.0
0073: 24@ /= 30@ // (float) 
0073: 25@ /= 30@ // (float) 
0073: 26@ /= 30@ // (float) 
if
83CA:   not object 13@ exists 
then
   04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.2 0.0 0.5 
   0107: 13@ = create_object #SILENCED at 21@ 22@ 23@
   0750: toggle_object 13@ visibility 0 
   0382: toggle_object 13@ collision_detection 0 
end
0087: 28@ = 24@ // (float) 
0087: 29@ = 25@ // (float)
gosub @ATAN 
0087: 29@ = 26@ // (float)
0087: 23@ = 27@ // (float)
0509: 28@ = distance_between_XY 24@ 25@ and_XY 0.0 0.0
gosub @ATAN 
0087: 21@ = 27@ // (float)
000B: 21@ += 0.5
000B: 23@ += -2.5
0172: 22@ = actor $PLAYER_ACTOR Z_angle 
0063: 23@ -= 22@ // (float)
069B: attach_object 13@ to_actor $PLAYER_ACTOR with_offset 0.2 0.0 0.5 rotation 21@ 0.0 23@
return

:PLANT_MC
if 
00E1:   player 0 pressed_key 15 
then
   if and
   0039:   18@ == 0
   056D:   actor 9@ defined
   then
      0665: get_actor 9@ model_to 6@ 
      009B: destroy_actor 9@ 
      0249: release_model 6@
      0006: 9@ = -1 
   end
   if and
   0039:   18@ == 1
   056E:   car 9@ defined 
   then
      0441: 6@ = car 9@ model 
      00A6: destroy_car 9@ 
      0249: release_model 6@
      0006: 9@ = -1 
   end
   if and
   0039:   18@ == 2
   03CA:   object 9@ exists 
   then
      0984: 6@ = object 9@ model 
      0108: destroy_object 9@ 
      0249: release_model 6@
      0006: 9@ = -1 
   end
   03E6: remove_text_box 
end
if and
0039:   7@ == 2
00E1:   player 0 pressed_key 16 
then
   if and
   0039:   18@ == 0
   056D:   actor 9@ defined
   then
      0665: get_actor 9@ model_to 6@ 
      009B: destroy_actor 9@ 
      0249: release_model 6@
      0006: 9@ = -1 
   end
   if and
   0039:   18@ == 1
   056E:   car 9@ defined 
   then
      0441: 6@ = car 9@ model 
      00A6: destroy_car 9@ 
      0249: release_model 6@
      0006: 9@ = -1 
   end
   if and
   0039:   18@ == 2
   03CA:   object 9@ exists 
   then
      0984: 6@ = object 9@ model 
      0108: destroy_object 9@ 
      0249: release_model 6@
      0006: 9@ = -1 
   end
   03E6: remove_text_box 
   while true
      if
      80E1:   not player 0 pressed_key 16 
      then
         break
      end
      wait 0
   end
   018C: play_sound 1058 at 0.0 0.0 0.0 
   01B4: toggle_player $PLAYER_CHAR can_move 1
   03E5: show_text_box 'PLT_H8'
   0247: load_model #SILENCED
   038B: load_requested_models
   while true
      if
      0248:   model #SILENCED available 
      then
         break
      end
      wait 0 
   end 
   01B2: give_actor $PLAYER_ACTOR weapon 23 ammo 999999 // Load the weapon model before using this 
   0992: set_player $PLAYER_CHAR weapons_scrollable 0 
   0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0 
   0249: release_model #SILENCED
   gosub @PLANT_AO
   while true
      gosub @PLANT_NC
      if 
      00E1:   player 0 pressed_key 17 
      then
         if
         00E1:   player 0 pressed_key 6 
         then
            gosub @PLANT_AO
         else
            069B: attach_object 13@ to_actor $PLAYER_ACTOR with_offset 0.2 0.0 0.5 rotation -90.0 0.0 0.0
         end
         0247: load_model 4@
         038B: load_requested_models
         while true
            if
            0248:   model 4@ available 
            then
               break
            end
            wait 0 
         end 
         if
         0039:   18@ == 0
         then
            0400: store_coords_to 21@ 22@ 23@ from_object 13@ with_offset 0.0 0.0 2.5 
            009A: 9@ = create_actor_pedtype 23 model 4@ at 21@ 22@ 23@ 
            0446: toggle_actor 9@ immune_to_headshots 0
            0638: AS_actor 9@ stay_put 0 
            04D7: toggle_actor 9@ locked 0 
            0A9F: 0@ = current_thread_pointer
            000A: 0@ += 0x10
            0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
            000E: 0@ -= @Ped_List
            for 30@ = 0 to 49
               0A8D: 6@ = read_memory 0@ size 4 virtual_protect 0
               if
               856D:   not actor 6@ defined
               then
                  0568: toggle_actor 9@ targetable 1 
                  0223: set_actor 9@ health_to 1000 
                  0A8C: write_memory 0@ size 4 value 9@ virtual_protect 0
                  break
               end
               000A: 0@ += 4
               if
               0039:   30@ == 49 
               then
                  0665: get_actor 9@ model_to 6@ 
                  009B: destroy_actor 9@ 
                  0249: release_model 6@
               end
            end
         end
         if
         0039:   18@ == 1
         then
            0400: store_coords_to 21@ 22@ 23@ from_object 13@ with_offset 0.0 0.0 10.0 
            00A5: 9@ = create_car 4@ at 21@ 22@ 23@ 
            0519: toggle_car 9@ locked 0 
            0574: toggle_car 9@ keep_position 0 
            09C4: set_car 9@ gas_tank_explosion_enabled 0 
            0A9F: 0@ = current_thread_pointer
            000A: 0@ += 0x10
            0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
            000E: 0@ -= @Car_List
            for 30@ = 0 to 49
               0A8D: 6@ = read_memory 0@ size 4 virtual_protect 0
               if
               856E:   not car 6@ defined 
               then
                  0224: set_car 9@ health_to 1000 
                  0A8C: write_memory 0@ size 4 value 9@ virtual_protect 0
                  break
               end
               000A: 0@ += 4
               if
               0039:   30@ == 49 
               then
                  0441: 6@ = car 9@ model 
                  00A6: destroy_car 9@ 
                  0249: release_model 6@
               end
            end
         end
         if 
         0039:   18@ == 2
         then
            0400: store_coords_to 21@ 22@ 23@ from_object 13@ with_offset 0.0 0.0 5.0 
            0107: 9@ = create_object 4@ at 21@ 22@ 23@
            0392: make_object 9@ moveable 1
            0A9F: 0@ = current_thread_pointer
            000A: 0@ += 0x10
            0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
            000E: 0@ -= @Obj_List
            for 30@ = 0 to 199
               0A8D: 6@ = read_memory 0@ size 4 virtual_protect 0
               if
               83CA:   not object 6@ exists 
               then
                  071F: set_object 9@ health_to 1000 
                  0A8C: write_memory 0@ size 4 value 9@ virtual_protect 0
                  break
               end
               000A: 0@ += 4
               if
               0039:   30@ == 199 
               then
                  0984: 6@ = object 9@ model 
                  0108: destroy_object 9@ 
                  0249: release_model 6@
               end
            end
         end
         0249: release_model 4@
         while true
            gosub @PLANT_NC
            if
            00E1:   player 0 pressed_key 6 
            then
               gosub @PLANT_AO
            else
               069B: attach_object 13@ to_actor $PLAYER_ACTOR with_offset 0.2 0.0 0.5 rotation -90.0 0.0 0.0
            end
            if and
            0039:   18@ == 0
            056D:   actor 9@ defined
            then
               0400: store_coords_to 21@ 22@ 23@ from_object 13@ with_offset 0.0 0.0 2.5 
               00A1: put_actor 9@ at 21@ 22@ 23@
            end
            if and
            0039:   18@ == 1
            056E:   car 9@ defined 
            then
               0400: store_coords_to 21@ 22@ 23@ from_object 13@ with_offset 0.0 0.0 10.0 
               00AB: put_car 9@ at 21@ 22@ 23@
            end
            if and
            0039:   18@ == 2
            03CA:   object 9@ exists 
            then
               0400: store_coords_to 21@ 22@ 23@ from_object 13@ with_offset 0.0 0.0 5.0 
               01BC: put_object 9@ at 21@ 22@ 23@
            end
            if 
            80E1:   not player 0 pressed_key 17 
            then
               0006: 9@ = -1 
               018C: play_sound 1058 at 0.0 0.0 0.0 
               break
            end
            wait 0
         end
      end
      if
      00E1:   player 0 pressed_key 4 
      then
         if
         03CA:   object 13@ exists 
         then
            0108: destroy_object 13@ 
         end
         0555: remove_weapon 23 from_actor $PLAYER_ACTOR 
         0992: set_player $PLAYER_CHAR weapons_scrollable 1 
         0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1 
         while true
            if
            80E1:   not player 0 pressed_key 4 
            then
               break
            end
            wait 0
         end
         break
      end
      wait 0
   end
   01B4: toggle_player $PLAYER_CHAR can_move 0
   gosub @PLANT_SL
end
return

:PLANT_CO
if and
0039:   18@ == 0
056D:   actor 9@ defined
then
   0A9F: 0@ = current_thread_pointer
   000A: 0@ += 0x10
   0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
   000E: 0@ -= @Ped_List
   for 30@ = 0 to 49
      0A8D: 6@ = read_memory 0@ size 4 virtual_protect 0
      if
      856D:   not actor 6@ defined
      then
         0568: toggle_actor 9@ targetable 1 
         0446: toggle_actor 9@ immune_to_headshots 0
         0638: AS_actor 9@ stay_put 0 
         04D7: toggle_actor 9@ locked 0 
         0223: set_actor 9@ health_to 1000 
         0A8C: write_memory 0@ size 4 value 9@ virtual_protect 0
         0006: 18@ = 0
         break
      end
      000A: 0@ += 4
      if
      0039:   30@ == 49 
      then
         0665: get_actor 9@ model_to 6@ 
         009B: destroy_actor 9@ 
         0249: release_model 6@
      end
   end
end
if and
0039:   18@ == 1
056E:   car 9@ defined 
then
   0A9F: 0@ = current_thread_pointer
   000A: 0@ += 0x10
   0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
   000E: 0@ -= @Car_List
   for 30@ = 0 to 49
      0A8D: 6@ = read_memory 0@ size 4 virtual_protect 0
      if
      856E:   not car 6@ defined 
      then
         0519: toggle_car 9@ locked 0 
         0574: toggle_car 9@ keep_position 0
         09C4: set_car 9@ gas_tank_explosion_enabled 0 
         0224: set_car 9@ health_to 1000 
         0A8C: write_memory 0@ size 4 value 9@ virtual_protect 0
         0006: 18@ = 1
         break
      end
      000A: 0@ += 4
      if
      0039:   30@ == 49 
      then
         0441: 6@ = car 9@ model 
         00A6: destroy_car 9@ 
         0249: release_model 6@
      end
   end
end
if and
0039:   18@ == 2
03CA:   object 9@ exists 
then
   0A9F: 0@ = current_thread_pointer
   000A: 0@ += 0x10
   0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
   000E: 0@ -= @Obj_List
   for 30@ = 0 to 199
      0A8D: 6@ = read_memory 0@ size 4 virtual_protect 0
      if
      83CA:   not object 6@ exists 
      then
         071F: set_object 9@ health_to 1000 
         0392: make_object 9@ moveable 1 
         0A8C: write_memory 0@ size 4 value 9@ virtual_protect 0
         0006: 18@ = 2
         break
      end
      000A: 0@ += 4
      if
      0039:   30@ == 199 
      then
         0984: 6@ = object 9@ model 
         0108: destroy_object 9@ 
         0249: release_model 6@
      end
   end
end
0085: 6@ = 9@ // (int) 
return

:PLANT_GK
0494: get_joystick 0 data_to 5@ 6@ 7@ 7@
0093: 5@ = integer 5@ to_float 
0017: 5@ /= 512.0 
005B: 8@ += 5@ // (float)
0093: 6@ = integer 6@ to_float 
0017: 6@ /= 256.0 
005B: 3@ += 6@ // (float)
0006: 7@ = 0 
if
0021:   8@ > 1.0 
then
   000F: 8@ -= 1.0 
   0007: 3@ = 0.0 
   000A: 4@ += 10 
   0006: 7@ = 1 
end
if
0023:   -1.0 > 8@ 
then
   000B: 8@ += 1.0 
   0007: 3@ = 0.0 
   000E: 4@ -= 10 
   0006: 7@ = 1 
end 
if
0021:   3@ > 1.0 
then
   000F: 3@ -= 1.0 
   0007: 8@ = 0.0 
   000A: 4@ += 1 
   0006: 7@ = 1 
end
if
0023:   -1.0 > 3@ 
then
   000B: 3@ += 1.0 
   0007: 8@ = 0.0 
   000E: 4@ -= 1 
   0006: 7@ = 1 
end 
return

:PLANT_SL
0085: 5@ = 4@ // (int) 
000E: 5@ -= 4
0A9F: 0@ = current_thread_pointer
000A: 0@ += 0x10
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
000E: 0@ -= @List_Text
000A: 0@ += 42
0006: 20@ = -5 
0A9F: 31@ = current_thread_pointer
000A: 31@ += 0x10
0A8D: 31@ = read_memory 31@ size 4 virtual_protect 0
000E: 31@ -= @Obj_IDs
while true
   if
   003B:   5@ == 20@ // (int) 
   then
      break
   end
   0A8D: 19@ = read_memory 31@ size 1 virtual_protect 0
   000A: 31@ += 1
   if
   0039:   19@ == 0x00 
   then
      000A: 20@ += 1
   end
end
000A: 31@ += 3
for 30@ = 0 to 8
   0085: 6@ = 5@ // (int) 
   0016: 6@ /= 1000 
   000A: 6@ += 0x30
   0A8C: write_memory 0@ size 1 value 6@ virtual_protect 0
   000A: 0@ += 1
   0085: 6@ = 5@ // (int) 
   0085: 7@ = 5@ // (int) 
   0016: 7@ /= 1000 
   0012: 7@ *= 1000 
   0062: 6@ -= 7@ // (int) 
   0016: 6@ /= 100 
   000A: 6@ += 0x30
   0A8C: write_memory 0@ size 1 value 6@ virtual_protect 0
   000A: 0@ += 1
   0085: 6@ = 5@ // (int) 
   0085: 7@ = 5@ // (int) 
   0016: 7@ /= 100 
   0012: 7@ *= 100 
   0062: 6@ -= 7@ // (int) 
   0016: 6@ /= 10 
   000A: 6@ += 0x30
   0A8C: write_memory 0@ size 1 value 6@ virtual_protect 0
   000A: 0@ += 1
   0085: 6@ = 5@ // (int) 
   0085: 7@ = 5@ // (int) 
   0016: 7@ /= 10
   0012: 7@ *= 10
   0062: 6@ -= 7@ // (int) 
   if
   001B:   0 > 6@ 
   then
      0006: 6@ = 0 
   end
   000A: 6@ += 0x30
   0A8C: write_memory 0@ size 1 value 6@ virtual_protect 0
   000A: 0@ += 2
   for 20@ = 0 to 12
      0A8C: write_memory 0@ size 1 value 0x5F virtual_protect 0
      000A: 0@ += 1
   end
   000A: 0@ += -13
   0A8D: 19@ = read_memory 31@ size 1 virtual_protect 0
   000A: 31@ += 1
   for 20@ = 0 to 11
      000A: 0@ += 1
      0A8D: 19@ = read_memory 31@ size 1 virtual_protect 0
      000A: 31@ += 1
      if
      0039:   19@ == 0x0E 
      then
         break
      end
      if
      0019:   19@ > 0x1F 
      then
         0A8C: write_memory 0@ size 1 value 19@ virtual_protect 0
      end
      if
      0039:   20@ == 11 
      then
         000A: 0@ += 1
         while true
            0A8D: 19@ = read_memory 31@ size 1 virtual_protect 0
            000A: 31@ += 1
            if
            0039:   19@ == 0x0E 
            then
               break
            end
         end
      end
   end
   0062: 0@ -= 20@ // (int) 
   000A: 0@ += 12
   000A: 0@ += 6
   000A: 5@ += 1 
end
0A9F: 0@ = current_thread_pointer
000A: 0@ += 0x10
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
000E: 0@ -= @List_Text
000A: 0@ += 4
if
0AA9:   is_game_version_original
then
   0AA5: call 0x588BE0 num_params 4 pop 4 0 0 0 0@   
else
   0AA5: call 0x5893B0 num_params 4 pop 4 0 0 0 0@   
end
return
       
:List_Text      
0900: "Press Secondary Fire to preview.~n~~w~0000______________~n~~w~0000______________~n~~w~0000______________~n~~w~0000______________~n~~y~0000______________~n~~w~0000______________~n~~w~0000______________~n~~w~0000______________~n~~w~0000______________"
0000: NOP

:PLANT_IL
0085: 5@ = 4@ // (int) 
000E: 5@ -= 4
0A9F: 0@ = current_thread_pointer
000A: 0@ += 0x10
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
000E: 0@ -= @Anim_Text
000A: 0@ += 7
0006: 20@ = -4
0A9F: 31@ = current_thread_pointer
000A: 31@ += 0x10
0A8D: 31@ = read_memory 31@ size 4 virtual_protect 0
000E: 31@ -= @ANIM_IFPs
000A: 31@ += 1
while true
   if
   003B:   5@ == 20@ // (int) 
   then
      break
   end
   if
   001B:   0 > 20@ 
   then
      000A: 20@ += 1
      continue
   end
   0A8D: 19@ = read_memory 31@ size 2 virtual_protect 0
   if
   0039:   19@ == 0x0900 
   then
      000A: 20@ += 1
   end
   000A: 31@ += 1
   if
   0039:   19@ == 0x0000 
   then
      break
   end
end
000A: 31@ += 3
for 30@ = 0 to 8
   0085: 6@ = 0@ // (int) 
   for 20@ = 0 to 17
      0A8C: write_memory 0@ size 1 value 0x5F virtual_protect 0
      000A: 0@ += 1
   end
   if and
   801B:   not 0 > 5@ 
   8019:   not 5@ > 125 
   then
      for 20@ = 0 to 17
         0A8D: 19@ = read_memory 31@ size 1 virtual_protect 0
         if
         0039:   19@ == 0x00 
         then
            break
         end
         0A8C: write_memory 6@ size 1 value 19@ virtual_protect 0
         000A: 6@ += 1
         000A: 31@ += 1
         if
         0039:   20@ == 17 
         then
            while true
               0A8D: 19@ = read_memory 31@ size 1 virtual_protect 0
               if
               0039:   19@ == 0x00 
               then
                  break
               end
               000A: 31@ += 1
            end
         end
      end
      000A: 31@ += 4
   end
   000A: 5@ += 1 
   000A: 0@ += 6
end
0A9F: 0@ = current_thread_pointer
000A: 0@ += 0x10
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
000E: 0@ -= @Anim_Text
000A: 0@ += 4
if
0AA9:   is_game_version_original
then
   0AA5: call 0x588BE0 num_params 4 pop 4 0 0 0 0@   
else
   0AA5: call 0x5893B0 num_params 4 pop 4 0 0 0 0@   
end
return
       
:PLANT_AL
0085: 5@ = 4@ // (int) 
000E: 5@ -= 4
0A9F: 31@ = current_thread_pointer
000A: 31@ += 0x10
0A8D: 31@ = read_memory 31@ size 4 virtual_protect 0
000E: 31@ -= @ANIM_JUMP
000A: 31@ += 3
0085: 10@ = 12@ // (int)
0012: 10@ *= 7 
005A: 31@ += 10@ // (int) 
0A8D: 10@ = read_memory 31@ size 4 virtual_protect 0
0A9F: 0@ = current_thread_pointer
000A: 0@ += 0x10
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
000E: 0@ -= @Anim_Text
000A: 0@ += 7
0006: 20@ = -4
0A9F: 31@ = current_thread_pointer
000A: 31@ += 0x10
0A8D: 31@ = read_memory 31@ size 4 virtual_protect 0
0062: 31@ -= 10@ // (int) 
000A: 31@ += 1
while true
   if
   003B:   5@ == 20@ // (int) 
   then
      break
   end
   if
   001B:   0 > 20@ 
   then
      000A: 20@ += 1
      continue
   end
   0A8D: 19@ = read_memory 31@ size 2 virtual_protect 0
   if
   0039:   19@ == 0x0900 
   then
      000A: 20@ += 1
   end
   000A: 31@ += 1
   if
   0039:   19@ == 0x0000 
   then
      break
   end
end
000A: 31@ += 3
for 30@ = 0 to 8
   0085: 6@ = 0@ // (int) 
   for 20@ = 0 to 17
      0A8C: write_memory 0@ size 1 value 0x5F virtual_protect 0
      000A: 0@ += 1
   end
   if and
   801B:   not 0 > 5@ 
   801D:   not 5@ > 11@ // (int) 
   then
      for 20@ = 0 to 17
         0A8D: 19@ = read_memory 31@ size 1 virtual_protect 0
         if
         0039:   19@ == 0x00 
         then
            break
         end
         0A8C: write_memory 6@ size 1 value 19@ virtual_protect 0
         000A: 6@ += 1
         000A: 31@ += 1
         if
         0039:   20@ == 17 
         then
            while true
               0A8D: 19@ = read_memory 31@ size 1 virtual_protect 0
               if
               0039:   19@ == 0x00 
               then
                  break
               end
               000A: 31@ += 1
            end
         end
      end
      000A: 31@ += 4
   end
   000A: 5@ += 1 
   000A: 0@ += 6
end
0A9F: 0@ = current_thread_pointer
000A: 0@ += 0x10
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
000E: 0@ -= @Anim_Text
000A: 0@ += 4
if
0AA9:   is_game_version_original
then
   0AA5: call 0x588BE0 num_params 4 pop 4 0 0 0 0@   
else
   0AA5: call 0x5893B0 num_params 4 pop 4 0 0 0 0@   
end
return
       
:Anim_Text      
0900: "~w~__________________~n~~w~__________________~n~~w~__________________~n~~w~__________________~n~~y~__________________~n~~w~__________________~n~~w~__________________~n~~w~__________________~n~~w~__________________"
0000: NOP

:STR_COPY
0085: 0@ = 20@ // (int) 
for 30@ = 0 to 11
   0A8C: write_memory 0@ size 1 value 0x00 virtual_protect 0
   000A: 0@ += 1
end
0085: 0@ = 20@ // (int) 
0085: 31@ = 10@ // (int) 
for 30@ = 0 to 11
   0A8D: 19@ = read_memory 31@ size 1 virtual_protect 0
   if
   0039:   19@ == 0x00 
   then
      break
   end
   0A8C: write_memory 0@ size 1 value 19@ virtual_protect 0
   000A: 0@ += 1
   000A: 31@ += 1
end
return
       
:STR_COPY2
0085: 0@ = 20@ // (int) 
for 30@ = 0 to 23
   0A8C: write_memory 0@ size 1 value 0x00 virtual_protect 0
   000A: 0@ += 1
end
0085: 0@ = 20@ // (int) 
0085: 31@ = 10@ // (int) 
for 30@ = 0 to 23
   0A8D: 19@ = read_memory 31@ size 1 virtual_protect 0
   if
   0039:   19@ == 0x00 
   then
      break
   end
   0A8C: write_memory 0@ size 1 value 19@ virtual_protect 0
   000A: 0@ += 1
   000A: 31@ += 1
end
return
       
:PLANT_NC
if
03CA:   object 16@ exists 
then
   04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -1.041
   01BC: put_object 16@ at 21@ 22@ 23@ 
   068D: get_camera_position_to 21@ 22@ 23@
   068E: get_camera_target_point_to 24@ 25@ 26@
   0063: 24@ -= 21@ // (float) 
   0063: 25@ -= 22@ // (float) 
   0063: 26@ -= 23@ // (float) 
   050A: 30@ = distance_between_XYZ 24@ 25@ 26@ and_XYZ 0.0 0.0 0.0
   0073: 24@ /= 30@ // (float) 
   0073: 25@ /= 30@ // (float) 
   0073: 26@ /= 30@ // (float) 
   0509: 28@ = distance_between_XY 24@ 25@ and_XY 0.0 0.0
   0087: 29@ = 26@ // (float)
   gosub @ATAN 
   0087: 21@ = 27@ // (float)
   000B: 21@ += 3.0
   0172: 23@ = actor $PLAYER_ACTOR Z_angle 
   0453: set_object 16@ XY_rotation 21@ 0.0 angle 23@ 
end
return

:ATAN
0509: 27@ = distance_between_XY 28@ 29@ and_XY 0.0 0.0
0073: 28@ /= 27@ // (float) 
0073: 29@ /= 27@ // (float) 
0509: 27@ = distance_between_XY 28@ 29@ and_XY 0.0 1.0
for 30@ = 0 to 11
   0017: 27@ /= 2.0 
   006B: 27@ *= 27@ // (float) 
   0087: 29@ = 27@ // (float) 
   0013: 27@ *= -1.0 
   000B: 27@ += 1.0
   01FB: 27@ = square_root 27@ 
   0013: 27@ *= -1.0 
   000B: 27@ += 1.0
   006B: 27@ *= 27@ // (float) 
   005B: 27@ += 29@ // (float) 
   01FB: 27@ = square_root 27@ 
end
0013: 27@ *= 4096.0 
0017: 27@ /= 3.141529 
0013: 27@ *= 180.0 
if
0021:   28@ > 0.0 
then
   0013: 27@ *= -1.0 
   000B: 27@ += 360.0
end
return

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0900: "fire_ex"
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0900: "bloodra"
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0900: "sm_redwood_"
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0900: "sm_fir_scabt"
0900: "sm_fir_tall"
0900: "sm_firtbshg"
0900: "(NONE)"
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0900: "sm_tumblewd48p"
0900: "sm_tumbleweed"
0900: "sm_veg_tree7_big"
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0900: "veg_bevtree2"
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0900: "sjmpalmbigpv"
0900: "sm_bevhiltreepv"
0900: "vgs_palm04"
0900: "veg_largefurs07"
0900: "veg_largefurs01"
0900: "veg_largefurs02"
0900: "veg_largefurs03"
0900: "veg_largefurs04"
0900: "veg_largefurs05"
0900: "veg_largefurs06"
0900: "tree_hipoly19"
0900: "tree_hipoly04"
0900: "tree_hipoly06"
0900: "tree_hipoly07"
0900: "tree_hipoly08"
0900: "tree_hipoly09"
0900: "tree_hipoly10"
0900: "tree_hipoly11"
0900: "tree_hipoly14"
0900: "tree_hipoly09b"
0900: "ceasertree01_lvs"
0900: "aw_streettree3"
0900: "aw_streettree2"
0900: "sjmpalmtall"
0900: "vgs_palmvtall"
0900: "pot_01"
0900: "pot_03"
0900: "kb_pot_1"
0900: "sm_scrub_rock4"
0900: "sm_scrub_rock5"
0900: "sm_scrub_rock2"
0900: "sm_scrub_rock3"
0900: "sm_scrb_grp1"
0900: "sm_scrb_column3"
0900: "sm_scrb_column2"
0900: "sm_scrb_column1"
0900: "sm_cunt_rock1"
0900: "sm_descactiigrpb"
0900: "sm_des_cactiigrp"
0900: "sm_des_pcklypr3"
0900: "sm_des_pcklypr2"
0900: "sm_des_pcklypr1"
0900: "sm_scrub_rock6"
0900: "sm_bush_large_1"
0900: "sm_bush_small_1"
0900: "sm_drybrush_sm1"
0900: "new_bushtest"
0900: "Ash1_hi"
0900: "Cedar3_hi"
0900: "Cedar2_hi"
0900: "Cedar1_hi"
0900: "Elmtreegrn_hi"
0900: "Elmtreegrn2_hi"
0900: "Locust_hi"
0900: "Pinebg_hi"
0900: "sprucetree_hi"
0900: "Elmred_hi"
0900: "Elmdead_hi"
0900: "Elmsparse_hi"
0900: "Elmwee_hi"
0900: "Hazelweetree_hi"
0900: "Hazeltall_hi"
0900: "Elmred_hism"
0900: "Pinebg_hism"
0900: "Elmsparse_hism"
0900: "Elmwee_hism"
0900: "Elmtreegrn_hism"
0900: "lod_vegvbbigbrn"
0900: "lod_redwoodgrp"
0900: "lod_vbg_fir_co"
0900: "lod_largefurs06"
0900: "lod_largefurs07"
0900: "lod_largefurs05"
0900: "hashburytree4sfs"
0900: "sm_fir_tallgroup"
0900: "vbg_fir_copse"
0900: "aw_streettree1"
0900: "(NONE)"
0900: "(NONE)"
0900: "(NONE)"
0900: "(NONE)"
0900: "(NONE)"
0900: "(NONE)"
0900: "(NONE)"
0900: "genVEG_bush07"
0900: "genVEG_bush01"
0900: "genVEG_bush08"
0900: "genVEG_bush09"
0900: "genVEG_bush10"
0900: "genVEG_bush11"
0900: "genVEG_tallgrass"
0900: "p_rubble"
0900: "genVEG_bush12"
0900: "genVEG_bush13"
0900: "genVEG_bush14"
0900: "genVEG_bush15"
0900: "genVEG_bush16"
0900: "genVEG_bush17"
0900: "genVEG_bush18"
0900: "genVEG_bush19"
0900: "p_rubble03"
0900: "veg_Pflowers01"
0900: "genVEG_tallgrass02"
0900: "genVEG_tallgrass03"
0900: "genVEG_tallgrass04"
0900: "genVEG_tallgrass05"
0900: "genVEG_tallgrass06"
0900: "genVEG_tallgrass07"
0900: "genVEG_tallgrass08"
0900: "genVEG_bushy"
0900: "genVEG_tallgrass10"
0900: "genVEG_tallgrass11"
0900: "p_rubble2"
0900: "DEAD_TREE_3"
0900: "DEAD_TREE_2"
0900: "DEAD_TREE_5"
0900: "DEAD_TREE_4"
0900: "DEAD_TREE_6"
0900: "DEAD_TREE_7"
0900: "DEAD_TREE_8"
0900: "DEAD_TREE_10"
0900: "DEAD_TREE_1"
0900: "DEAD_TREE_9"
0900: "DEAD_TREE_11"
0900: "DEAD_TREE_12"
0900: "DEAD_TREE_13"
0900: "DEAD_TREE_14"
0900: "DEAD_TREE_15"
0900: "DEAD_TREE_16"
0900: "DEAD_TREE_17"
0900: "DEAD_TREE_18"
0900: "DEAD_TREE_19"
0900: "DEAD_TREE_20"
0900: "CJ_urb_rub_3"
0900: "CJ_urb_rub_1"
0900: "CJ_urb_rub_2"
0900: "CJ_urb_rub_4"
0900: "CJ_urb_rub_5"
0900: "CJ_urb_rub_3b"
0900: "genVEG_tallgrass01"
0900: "genVEG_tallgrass12"
0900: "procweegrs"
0900: "sand_josh2"
0900: "sand_plant04"
0900: "sand_plant01"
0900: "sand_plant02"
0900: "sand_plant05"
0900: "sand_plant03"
0900: "sand_combush1"
0900: "sand_combush02"
0900: "sand_combush03"
0900: "p_rubble04col"
0900: "p_rubble05col"
0900: "veg_Pflowerswee"
0900: "veg_Pflowers2wee"
0900: "veg_procfpatchwee"
0900: "gen_tallgrsnew"
0900: "veg_procfpatch"
0900: "veg_procgrasspatch"
0900: "veg_procfpatch01"
0900: "veg_Pflowers03"
0900: "veg_Pflowers04"
0900: "veg_Pflowers02"
0900: "p_rubble04bcol"
0900: "p_rubble0bcol"
0900: "sm_fir_scabg_PO"
0900: "Ash_PO"
0900: "Cedar3_PO"
0900: "Cedar2_PO"
0900: "Cedar1_PO"
0900: "Elmtreegrn_PO"
0900: "Elmtreegrn2_PO"
0900: "Locust_PO"
0900: "Pinebg_PO"
0900: "Elmred_PO"
0900: "Elmdead_PO"
0900: "Hazelweetree_PO"
0900: "Elmredsm_PO"
0900: "Elmsparsesm_PO"
0900: "Elmweesm_PO"
0900: "searock06"
0900: "searock01"
0900: "searock02"
0900: "searock03"
0900: "searock04"
0900: "searock05"
0900: "Starfish"
0900: "seaweed"
0900: "sand_josh1"
0900: "rockbrkq"
0900: "p_rubblebig"
0900: "(NONE)"
0900: "(NONE)"
0900: "(NONE)"
0900: "BUST_CABINET_4"
0900: "BUST_CABINET_1"
0900: "BUST_CABINET_2"
0900: "BUST_CABINET_3"
0900: "GRILL"
0900: "AIRCON_FAN"
0900: "FRUITCRATE2"
0900: "FRUITCRATE1"
0900: "CJ_FLAME_Drum"
0900: "AIRCON"
0900: "Y_GENERATOR"
0900: "CJ_IND_LIGHT"
0900: "Packing_carates1"
0900: "Packing_carates2"
0900: "FRUITCRATE3"
0900: "RACK2"
0900: "RUBBISH_BOX2"
0900: "Piping_Detail"
0900: "RUBBISH_BOX1"
0900: "GENERATOR"
0900: "O2_Bottles"
0900: "RACK3"
0900: "H_WHEELCHAIR"
0900: "CJ_CABLEROLL"
0900: "GENERATOR_BIG"
0900: "CJ_Drum"
0900: "CJ_DF_WORKTOP_2"
0900: "CJ_DF_WORKTOP"
0900: "CJ_DF_LIGHT"
0900: "CJ_DF_UNIT"
0900: "CJ_DF_LIGHT_2"
0900: "CJ_DF_WORKTOP_3"
0900: "CJ_DF_UNIT_2"
0900: "GENERATOR_LOW"
0900: "Packing_carates04"
0900: "WS_CF_LAMPS"
0900: "bskball_lax"
0900: "bskballhub_lax01"
0900: "Plant_Pot_10"
0900: "Plant_Pot_4"
0900: "Plant_Pot_12"
0900: "CJ_VIEW_TELE2"
0900: "GENERATOR_BIG_d"
0900: "CJ_OYSTER"
0900: "cj_horse_Shoe"
0900: "CJ_EXT_SPRUNK"
0900: "CJ_EXT_CANDY"
0900: "CJ_LIGHT_FIT_EXT"
0900: "CJ_CHIP_MAKER"
0900: "CJ_CHIP_MAKER_BITS"
0900: "CJ_ARM_CRATE"
0900: "CJ_ARM_CRATE_top"
0900: "CJ_T_TICKET_PED"
0900: "CJ_T_TICKET"
0900: "CJ_METAL_CRATE"
0900: "(NONE)"
0900: "bar_gatebar01"
0900: "bar_gatebox01"
0900: "barrierturn"
0900: "Electricgate"
0900: "fencesmallb"
0900: "subwaygate"
0900: "tunnelentrance"
0900: "sub_roadbarrier"
0900: "tall_fence"
0900: "Columbiangate"
0900: "phils_compnd_gate"
0900: "newtowerdoor1"
0900: "sub_roadright"
0900: "sub_roadleft"
0900: "airportgate"
0900: "helix_barrier"
0900: "fenceshit"
0900: "fenceshit3"
0900: "fenceshit2"
0900: "gate_autoR"
0900: "gate_autoL"
0900: "elecfence_BAR"
0900: "ws_apgate"
0900: "ac_apgate"
0900: "bar_barrier12"
0900: "bar_barriergate1"
0900: "bar_barrier10b"
0900: "bar_barrier10"
0900: "lhouse_barrier2"
0900: "bar_barrier16"
0900: "lhouse_barrier1"
0900: "lhouse_barrier3"
0900: "Gdyn_barrier17"
0900: "(NONE)"
0900: "spl_b_mar_m"
0900: "spl_b_bab_m"
0900: "spl_b_bar_m"
0900: "spl_b_mab_m"
0900: "bnt_b_sc_m"
0900: "bnt_b_sc_l"
0900: "rf_b_sc_r"
0900: "wg_l_b_ssk"
0900: "nto_b_l"
0900: "nto_b_s"
0900: "nto_b_tw"
0900: "bnt_b_sc_p_m"
0900: "bnt_b_sc_p_l"
0900: "lgt_b_rspt"
0900: "spl_b_bar_l"
0900: "spl_b_bbr_l"
0900: "spl_b_bbr_m"
0900: "wg_r_b_ssk"
0900: "exh_b_ts"
0900: "exh_b_t"
0900: "exh_b_l"
0900: "exh_b_m"
0900: "exh_b_s"
0900: "spl_b_bbb_m"
0900: "lgt_b_sspt"
0900: "wheel_or1"
0900: "wg_l_a_s"
0900: "wg_r_a_s"
0900: "exh_a_s"
0900: "exh_c_s"
0900: "wg_r_c_s"
0900: "wg_l_c_s"
0900: "rf_a_s"
0900: "rf_c_s"
0900: "exh_a_l"
0900: "rf_c_l"
0900: "wg_l_a_l"
0900: "exh_c_l"
0900: "rf_a_l"
0900: "wg_l_c_l"
0900: "wg_r_a_l"
0900: "wg_r_c_l"
0900: "wg_l_lr_br1"
0900: "exh_lr_br2"
0900: "exh_lr_br1"
0900: "exh_c_f"
0900: "exh_a_f"
0900: "wg_l_a_f"
0900: "wg_l_c_f"
0900: "spl_a_f_r"
0900: "spl_c_f_r"
0900: "wg_r_a_f"
0900: "wg_r_c_f"
0900: "rf_c_f"
0900: "rf_a_f"
0900: "rf_a_st"
0900: "wg_l_a_st"
0900: "wg_l_c_st"
0900: "spl_a_st_r"
0900: "exh_c_st"
0900: "spl_c_st_r"
0900: "rf_c_st"
0900: "wg_r_a_st"
0900: "wg_r_c_st"
0900: "exh_a_st"
0900: "exh_a_j"
0900: "exh_c_j"
0900: "rf_a_j"
0900: "rf_c_j"
0900: "wg_l_a_j"
0900: "wg_l_c_j"
0900: "wg_r_a_j"
0900: "wg_r_c_j"
0900: "wheel_sr6"
0900: "wheel_sr3"
0900: "wheel_sr2"
0900: "wheel_lr4"
0900: "wheel_lr1"
0900: "wheel_lr3"
0900: "wheel_sr1"
0900: "wheel_sr5"
0900: "wheel_sr4"
0900: "wheel_gn1"
0900: "wheel_lr2"
0900: "wheel_lr5"
0900: "wheel_gn2"
0900: "stereo"
0900: "hydralics"
0900: "rf_a_u"
0900: "exh_c_u"
0900: "wg_l_a_u"
0900: "rf_c_u"
0900: "exh_a_u"
0900: "wg_l_c_u"
0900: "wg_r_a_u"
0900: "wg_r_c_u"
0900: "wheel_gn3"
0900: "wheel_gn4"
0900: "wheel_gn5"
0900: "wg_r_lr_br1"
0900: "misc_c_lr_rem1"
0900: "wg_r_lr_rem1"
0900: "wg_r_lr_sv"
0900: "rf_lr_bl2"
0900: "exh_lr_bl1"
0900: "exh_lr_bl2"
0900: "wg_l_lr_rem2"
0900: "wg_r_lr_bl1"
0900: "wg_l_lr_bl1"
0900: "bbb_lr_slv1"
0900: "bbb_lr_slv2"
0900: "bnt_lr_slv1"
0900: "bnt_lr_slv2"
0900: "exh_lr_slv1"
0900: "exh_lr_slv2"
0900: "fbb_lr_slv1"
0900: "fbb_lr_slv2"
0900: "fbmp_lr_slv1"
0900: "wg_l_lr_slv1"
0900: "wg_l_lr_slv2"
0900: "wg_r_lr_slv1"
0900: "wg_r_lr_slv2"
0900: "wg_l_lr_rem1"
0900: "misc_c_lr_rem2"
0900: "wg_r_lr_rem2"
0900: "misc_c_lr_rem3"
0900: "exh_lr_rem1"
0900: "exh_lr_rem2"
0900: "rf_lr_bl1"
0900: "exh_lr_sv1"
0900: "rf_lr_sv1"
0900: "rf_lr_sv2"
0900: "exh_lr_sv2"
0900: "wg_l_lr_sv"
0900: "wg_l_lr_t1"
0900: "exh_lr_t2"
0900: "exh_lr_t1"
0900: "wg_r_lr_t1"
0900: "spl_a_s_b"
0900: "spl_c_s_b"
0900: "rbmp_c_s"
0900: "rbmp_a_s"
0900: "bntr_b_ov"
0900: "bntl_b_ov"
0900: "bntr_b_sq"
0900: "bntl_b_sq"
0900: "spl_c_l_b"
0900: "spl_a_l_b"
0900: "rbmp_c_l"
0900: "rbmp_a_l"
0900: "rbmp_a_f"
0900: "rbmp_c_f"
0900: "fbmp_c_f"
0900: "fbmp_a_f"
0900: "rbmp_a_st"
0900: "fbmp_a_st"
0900: "rbmp_c_st"
0900: "fbmp_c_st"
0900: "spl_c_j_b"
0900: "rbmp_a_j"
0900: "fbmp_a_j"
0900: "rbmp_c_j"
0900: "spl_a_j_b"
0900: "spl_c_u_b"
0900: "spl_a_u_b"
0900: "fbmp_c_u"
0900: "fbmp_a_u"
0900: "rbmp_c_u"
0900: "rbmp_a_u"
0900: "fbmp_a_s"
0900: "fbmp_c_s"
0900: "fbmp_a_l"
0900: "fbmp_c_l"
0900: "fbmp_c_j"
0900: "fbmp_lr_br1"
0900: "fbmp_lr_br2"
0900: "rbmp_lr_br1"
0900: "rbmp_lr_br2"
0900: "rbmp_lr_rem2"
0900: "fbmp_lr_rem1"
0900: "rbmp_lr_rem1"
0900: "fbmp_lr_bl2"
0900: "fbmp_lr_bl1"
0900: "rbmp_lr_bl2"
0900: "rbmp_lr_bl1"
0900: "fbmp_lr_rem2"
0900: "rbmp_lr_sv2"
0900: "rbmp_lr_sv1"
0900: "fbmp_lr_sv2"
0900: "fbmp_lr_sv1"
0900: "fbmp_lr_t2"
0900: "fbmp_lr_t1"
0900: "rbmp_lr_t1"
0900: "rbmp_lr_t2"
0900: "(NONE)"
0900: "(NONE)"
0900: "(NONE)"
0900: "(NONE)"
0900: "(NONE)"
0900: "(NONE)"
0900: "(NONE)"
0900: "(NONE)"
0900: "(NONE)"
0900: "(NONE)"
0900: "(NONE)"
0900: "(NONE)"
0900: "(NONE)"
0900: "tiny_rock"
0900: "washer"
0900: "vendmach"
0900: "briefcase"
0900: "fire_hydrant"
0900: "Money"
0900: "mine"
0900: "bollard"
0900: "bollardlight"
0900: "phonebooth1"
0900: "barrel2"
0900: "barrel1"
0900: "palette"
0900: "cardboardbox2"
0900: "cardboardbox4"
0900: "barrel3"
0900: "lampost_coast"
0900: "woodenbox"
0900: "barrel4"
0900: "lamppost3"
0900: "dump1"
0900: "roadworkbarrier1"
0900: "bussign1"
0900: "cardboardbox"
0900: "Streetlamp2"
0900: "Streetlamp1"
0900: "noparkingsign1"
0900: "phonesign"
0900: "wastebin"
0900: "rcyclbank01"
0900: "strtbarrier01"
0900: "trafficcone"
0900: "info"
0900: "health"
0900: "adrenaline"
0900: "bodyarmour"
0900: "bouy"
0900: "petrolpump"
0900: "newramp"
0900: "line"
0900: "bribe"
0900: "bonus"
0900: "faketarget"
0900: "smashbarpost"
0900: "smashbar"
0900: "barrelexpos"
0900: "camerapickup"
0900: "killfrenzy"
0900: "lounger"
0900: "Stonebench1"
0900: "bustopm"
0900: "Mpostbox1"
0900: "BillBd1"
0900: "BillBd3"
0900: "LODlBd2"
0900: "MTraffic4"
0900: "MTraffic3"
0900: "BlackBag1"
0900: "BlackBag2"
0900: "LODlBd3"
0900: "BillBd2"
0900: "LODlBd1"
0900: "parkingmeter"
0900: "parkingmeterg"
0900: "gunbox"
0900: "property_locked"
0900: "property_fsale"
0900: "bigdollar"
0900: "clothesp"
0900: "package1"
0900: "pickupsave"
0900: "sub_floodlite"
0900: "craigpackage"
0900: "parkbench1"
0900: "parktable1"
0900: "Barrierm"
0900: "MTraffic1"
0900: "MTraffic2"
0900: "newstandnew5"
0900: "newstandnew4"
0900: "newstandnew3"
0900: "newstandnew2"
0900: "newstandnew1"
0900: "lamppost2"
0900: "postbox1"
0900: "postbox1_d"
0900: "papermachn01"
0900: "mlamppost"
0900: "doublestreetlght1"
0900: "doublestreetlght1_d"
0900: "lamppost1"
0900: "lamppost1_d"
0900: "smashboxpile"
0900: "bin1"
0900: "heli_magnet"
0900: "vendmachfd"
0900: "dyn_quarryrock03"
0900: "dyn_quarryrock02"
0900: "dyn_quarryrock01"
0900: "tlgraphpolegen"
0900: "telgrphpoleall"
0900: "telgrphpole02"
0900: "BigBillBrd"
0900: "pikupparachute"
0900: "gen_roadsign1"
0900: "gen_roadsign2"
0900: "killfrenzy2plyr"
0900: "twoplayer"
0900: "trafficlight1"
0900: "hoop"
0900: "Cylinder"
0900: "arrow"
0900: "ws_ref_bollard"
0900: "ws_roadwarning_05"
0900: "ws_roadwarning_01"
0900: "ws_roadwarning_02"
0900: "ws_roadwarning_03"
0900: "ws_roadwarning_04"
0900: "LODlBrd"
0900: "(NONE)"
0900: "junk_tyre"
0900: "BinNt10_LA"
0900: "BinNt13_LA"
0900: "BinNt14_LA"
0900: "BinNt01_LA"
0900: "BinNt02_LA"
0900: "BinNt03_LA"
0900: "BinNt04_LA"
0900: "BinNt05_LA"
0900: "BinNt06_LA"
0900: "BinNt07_LA"
0900: "BinNt08_LA"
0900: "BinNt09_LA"
0900: "chillidogcart"
0900: "icescart_prop"
0900: "noodlecart_prop"
0900: "CJ_Dumpster3"
0900: "CJ_Dumpster2"
0900: "CJ_Dumpster"
0900: "CJ_PHONE_KIOSK2"
0900: "CJ_WASTEBIN"
0900: "CJ_O2Tanks"
0900: "CJ_SHTROLLY"
0900: "CJ_TRAFFIC_LIGHT4"
0900: "CJ_TRAFFIC_LIGHT5"
0900: "CJ_TRAFFIC_LIGHT3"
0900: "CJ_AIRCON"
0900: "CJ_AIRCON_FAN"
0900: "CJ_FRUITCRATE1"
0900: "CJ_FRUITCRATE2"
0900: "CJ_FRUITCRATE3"
0900: "CJ_SKIP_Rubbish"
0900: "CJ_BIN1"
0900: "CJ_BUSH_PROP3"
0900: "CJ_BUSH_PROP2"
0900: "CJ_FIREBIN_(L0)"
0900: "CJ_PHONE_KIOSK"
0900: "CJ_BUSH_PROP"
0900: "CJ_BIG_SKIP1"
0900: "CJ_FIREHYDRANT"
0900: "CJ_POSTBOX"
0900: "CJ_BLOCKER_BENCH"
0900: "CJ_WHEELCHAIR1"
0900: "CJ_FLAME_Drum_(F)"
0900: "CJ_HIPPO_BIN"
0900: "CJ_Dump2_LOW"
0900: "traincross1"
0900: "traincross2"
0900: "tramstop_SF"
0900: "ContainerCrane_03"
0900: "ContainerCrane_01"
0900: "ContainerCrane_04"
0900: "MagnoCrane_02"
0900: "MagnoCrane_01"
0900: "MagnoCrane_04"
0900: "MagnoCrane_03"
0900: "TwrCrane_M_04"
0900: "TwrCrane_M_01"
0900: "TwrCrane_M_02"
0900: "ContainerCrane_02"
0900: "TwrCrane_M_03"
0900: "TwrCrane_S_04"
0900: "TwrCrane_S_01"
0900: "TwrCrane_S_02"
0900: "TwrCrane_S_03"
0900: "TwrCrane_L_04"
0900: "TwrCrane_L_01"
0900: "TwrCrane_L_02"
0900: "TwrCrane_L_03"
0900: "LODtainerCrane_04"
0900: "LODtainerCrane_03"
0900: "LODnoCrane_01"
0900: "LODnoCrane_02"
0900: "LODnoCrane_03"
0900: "LODCrane_S_03"
0900: "LODCrane_S_04"
0900: "LODCrane_M_01"
0900: "LODCrane_M_04"
0900: "LODCrane_L_03"
0900: "LODCrane_L_02"
0900: "DYN_F_R_WOOD_1"
0900: "DYN_F_WOOD_2"
0900: "CJ_Dump1_LOW"
0900: "DYN_F_R_WOOD_1b"
0900: "DYN_MESH_1"
0900: "DYN_MESH_2"
0900: "DYN_MESH_3"
0900: "DYN_COR_SHEET"
0900: "DYN_DUMPSTER"
0900: "DYN_UNIT"
0900: "DYN_CUPBOARD"
0900: "DYN_F_WOOD_3"
0900: "DYN_F_IRON_1"
0900: "DYN_AIRCON"
0900: "DYN_BOXES"
0900: "DYN_ROADBARRIER_5"
0900: "DYN_ROADBARRIER_4"
0900: "DYN_ROADBARRIER_2"
0900: "DYN_ROADBARRIER_3"
0900: "DYN_SCAFFOLD"
0900: "CJ_ROADBARRIER"
0900: "DYN_LADDER"
0900: "DYN_TV"
0900: "CJ_Dump1_LOW01"
0900: "DYN_BOX_PILE"
0900: "DYN_TABLE_2"
0900: "DYN_TABLE_1"
0900: "DYN_ROADBARRIER_5a"
0900: "DYN_ROADBARRIER_5b"
0900: "DYN_SCAFFOLD_2"
0900: "DYN_LADDER_2"
0900: "DYN_BOX_PILE_2"
0900: "DYN_DUMPSTER_1"
0900: "DYN_BOX_PILE_3"
0900: "DYN_BOX_PILE_4"
0900: "DYN_FIREBIN0"
0900: "DYN_STREET_SIGN_1"
0900: "DYN_STREET_SIGN_2"
0900: "DYN_FF_STAND"
0900: "DYN_F_R_WOOD_4"
0900: "DYN_MESH_4"
0900: "DYN_CRATE_1"
0900: "DYN_CRATE_2"
0900: "DYN_CRATE_3"
0900: "DYN_COUP"
0900: "DYN_OUTHOUSE"
0900: "DYN_H_BALE1"
0900: "DYN_H_BALE2"
0900: "DYN_GLASS"
0900: "DYN_F_R_WOOD_2"
0900: "DYN_OUTHOUSE_2"
0900: "DYN_CART"
0900: "DYN_ROADBARRIER_6"
0900: "DYN_F_R_WOOD_3"
0900: "DYN_LIFE_P"
0900: "DYN_woodpile"
0900: "DYN_WOODPILE2"
0900: "DYN_SCAFFOLD_3"
0900: "DYN_SCAFFOLD_4"
0900: "DYN_SCAFFOLD_5"
0900: "DYN_SCAFFOLD_3b"
0900: "DYN_MESH_05"
0900: "DYN_SCAFFOLD_4b"
0900: "DYN_PORCH_3"
0900: "DYN_PORCH_2"
0900: "DYN_PORCH_1"
0900: "DYN_PORCH_1b"
0900: "DYN_PORCH_2b"
0900: "DYN_PORCH_3b"
0900: "DYN_PORCH_4"
0900: "DYN_PORCH_4b"
0900: "DYN_post_box"
0900: "DYN_GAZ_1"
0900: "DYN_GAZ_2"
0900: "DYN_BAR_B_Q"
0900: "DYN_GARRAGE1"
0900: "DYN_GARRAGE2"
0900: "CJ_BEAR_BOTTLE"
0900: "CJ_CIGGY"
0900: "DYN_BEER_1"
0900: "DYN_WINE_1"
0900: "DYN_SPIRIT_1"
0900: "DYN_SALE_POST"
0900: "tag_01"
0900: "Gen_doorINT01"
0900: "Gen_doorINT02"
0900: "Gen_doorSHOP01"
0900: "Gen_doorINT03"
0900: "Gen_doorEXT01"
0900: "Gen_doorSHOP02"
0900: "Gen_doorEXT02"
0900: "Gen_doorEXT03"
0900: "Gen_doorINT05"
0900: "Gen_doorEXT05"
0900: "Gen_doorEXT04"
0900: "Gen_doorINT04"
0900: "DYN_RAMP"
0900: "Gen_doorEXT06"
0900: "Gen_doorEXT07"
0900: "Gen_doorEXT08"
0900: "Gen_doorEXT09"
0900: "DYN_GARAGE_DOOR"
0900: "DYN_WINE_3"
0900: "DYN_ASHTRY"
0900: "DYN_SPIRIT_02"
0900: "DYN_WINE_03"
0900: "DYN_SWEETIE_TRAY"
0900: "DYN_FF_TILL"
0900: "DYN_SLOT_PROP"
0900: "DYN_TABLE_03"
0900: "DYN_WINE_BREAK"
0900: "DYN_TV_2"
0900: "DYN_SCAFF_cover"
0900: "DYN_WINE_BOUNCE"
0900: "DYN_SCAFF2_cover"
0900: "Gen_doorSHOP3"
0900: "Gen_doorEXT10"
0900: "tag_front"
0900: "tag_kilo"
0900: "tag_rifa"
0900: "tag_rollin"
0900: "tag_seville"
0900: "tag_temple"
0900: "tag_vagos"
0900: "tag_azteca"
0900: "Gen_doorEXT11"
0900: "Gen_doorEXT12"
0900: "CJ_WIN_POP2"
0900: "Gen_doorEXT14"
0900: "Gen_doorEXT15"
0900: "Gen_doorEXT16"
0900: "sl_dtdoor1"
0900: "lamotsig1_LACJ"
0900: "vegasmotsignCJ"
0900: "CJ_BEER_TAPS_1"
0900: "CJ_BEER_TAPS_2"
0900: "CJ_BEER_B_2"
0900: "CJ_BEER_B_1"
0900: "CJ_B_OPTIC1"
0900: "CJ_PINT_GLASS"
0900: "CJ_B_PISH_T"
0900: "CJ_DRIP_TRAY"
0900: "CJ_ASHTRAY_b"
0900: "CJ_MONEY_BAG"
0900: "DYN_WINE_BIG"
0900: "vegasmashfnce"
0900: "vegasmashfnce_Gate"
0900: "CJ_WATER_BARRIER"
0900: "Gen_doorEXT17"
0900: "Gen_doorEXT18"
0900: "Gen_doorEXT19"
0900: "CJ_CARDBRD_PICKUP"
0900: "diamond_3"
0900: "Gen_doorEXT7_11L"
0900: "Gen_doorEXT7_11R"
0900: "ab_jetseat"
0900: "ab_jetseat_hrest"
0900: "ab_jetLiteGlass"
0900: "ab_jetLite"
0900: "CJ_WS_DOOR"
0900: "Gen_wardrobe"
0900: "chinalamp_sf"
0900: "ADAM_V_DOOR"
0900: "CJ_NOODLE_3"
0900: "CJ_NOODLE_1"
0900: "CJ_AIR_TROLLY"
0900: "(NONE)"
0900: "trashcan"
0900: "drug_white"
0900: "drug_orange"
0900: "drug_yellow"
0900: "drug_green"
0900: "drug_blue"
0900: "drug_red"
0900: "keycard"
0900: "pizzabox"
0900: "tar_gun2"
0900: "tar_gun1"
0900: "tar_civ2"
0900: "tar_civ1"
0900: "tar_frame"
0900: "tar_top"
0900: "tar_upright"
0900: "tar_upleft"
0900: "tar_downleft"
0900: "tar_downright"
0900: "plc_stinger"
0900: "chairsntable"
0900: "satdishbig"
0900: "satdishsml"
0900: "cntrlrsac1"
0900: "beachball"
0900: "fish1single"
0900: "fish2single"
0900: "fish3s"
0900: "jellyfish"
0900: "jellyfish01"
0900: "fish3single"
0900: "fish1s"
0900: "fish2s"
0900: "dolphin"
0900: "shark"
0900: "turtle"
0900: "sandcastle1"
0900: "sandcastle2"
0900: "submarine"
0900: "nt_firehose_01"
0900: "nt_alarm1_01"
0900: "nt_alarm2_01"
0900: "nt_securecam1_01"
0900: "nt_aircon1_01"
0900: "nt_aircon1_02"
0900: "nt_vent1_01"
0900: "nt_vent2_01"
0900: "nt_vent3_01"
0900: "nt_securecam2_01"
0900: "nt_aircon3_01"
0900: "nt_cablebox1_01"
0900: "nt_cablebox2_01"
0900: "nt_cablebox3_01"
0900: "nt_alarm3_01"
0900: "nt_cablebox4_01"
0900: "nt_cablebox5_01"
0900: "nt_cablebox6_01"
0900: "waterjump2"
0900: "waterjump1"
0900: "landjump"
0900: "landjump2"
0900: "nt_aircon1dbl"
0900: "rcbomb"
0900: "od_pat_hutb"
0900: "od_pat_hut"
0900: "od_vbnet"
0900: "beachtowel04"
0900: "beachtowel03"
0900: "beachtowel02"
0900: "beachtowel01"
0900: "lotion"
0900: "lounge_wood_up"
0900: "lounge_towel_up"
0900: "lounge_wood_dn"
0900: "od_groyne01"
0900: "wglasssmash"
0900: "petrolcanm"
0900: "od_copwindows"
0900: "fencehaiti"
0900: "fencehaitism"
0900: "dynamite"
0900: "waterjumpx2"
0900: "Esc_step"
0900: "htl_fan_rotate_nt"
0900: "htl_fan_static_nt"
0900: "htl_fan_static_dy"
0900: "ramp"
0900: "htl_fan_rotate_dy"
0900: "nt_roadblockCI"
0900: "swivelchair_B"
0900: "propwinebotl2"
0900: "propashtray1"
0900: "propbeerglass1"
0900: "propwineglass1"
0900: "propvodkabotl1"
0900: "propwinebotl1"
0900: "propcollecttable"
0900: "swivelchair_A"
0900: "Gasgrenade"
0900: "roadsign"
0900: "lodxrefhse1"
0900: "wshxrefhse1"
0900: "washgaspump"
0900: "wshxrefhse2"
0900: "lodxrefhse2"
0900: "chairsntableml"
0900: "LODjumbo_01"
0900: "ap_learjet1_01"
0900: "ap_radar1_01"
0900: "ap_jumbo_01"
0900: "portakabin"
0900: "blockpallet"
0900: "petrolpumpnew"
0900: "gen_roofbit1"
0900: "gen_roofbit2"
0900: "gen_roofbit3"
0900: "gen_roofbit4"
0900: "gen_roofbit5"
0900: "roofstuff18"
0900: "roofstuff12"
0900: "roofstuff13"
0900: "roofstuff14"
0900: "roofstuff15"
0900: "roofstuff16"
0900: "Esc_step8"
0900: "(NONE)"
0900: "kb_bed_test1"
0900: "kb_bed_test2"
0900: "kb_couch06"
0900: "kb_couch02"
0900: "kb_chair03"
0900: "kb_chair04"
0900: "kb_couch03"
0900: "kb_couch01"
0900: "kb_chair02"
0900: "kb_couch08"
0900: "kb_couch07"
0900: "kb_chair01"
0900: "kb_couch05"
0900: "kb_couch04"
0900: "kb_swivelchair1"
0900: "kb_swivelchair2"
0900: "kb_slot_stool"
0900: "telly_low_test"
0900: "snesish"
0900: "LOW_CONSOLE"
0900: "rest_chair"
0900: "est_chair1"
0900: "off_chairnu"
0900: "mrk_seating1"
0900: "mrk_seating1b"
0900: "mrk_bed1"
0900: "mrk_seating2"
0900: "mrk_seating2b"
0900: "mrk_seating3"
0900: "mrk_seating3b"
0900: "SWANK_CABINET_3"
0900: "CJ_MLIGHT3"
0900: "CJ_Juke_Box"
0900: "CJ_WASHINGMAC"
0900: "CJ_MLIGHT2"
0900: "CJ_EASYCHAIR1"
0900: "CJ_Stags_head"
0900: "MED_DINNING_5"
0900: "CJ_Radiator_old"
0900: "SWANK_DIN_CHAIR_5"
0900: "LOW_CABINET_3"
0900: "LOW_CABINET_1"
0900: "Med_BOOKSHELF"
0900: "MED_CABINET_3"
0900: "MED_SHELF"
0900: "MED_BED_3"
0900: "SWANK_1_FootStool"
0900: "LOW_TV_2"
0900: "LOW_TV_3"
0900: "MED_TV_3"
0900: "MED_TV_2"
0900: "MED_TV_4"
0900: "SWANK_TV_3"
0900: "SWANK_COUCH_1"
0900: "SWANK_SINGLE_1"
0900: "MED_SINGLE_2"
0900: "LOW_COUCH_4"
0900: "LOW_COUCH_5"
0900: "LOW_SINGLE_4"
0900: "LOW_SINGLE_1"
0900: "MED_COUCH_2"
0900: "SWANK_COUCH_2"
0900: "SWANK_SINGLE_2"
0900: "LOW_COUCH_1"
0900: "LOW_COUCH_2"
0900: "LOW_SINGLE_2"
0900: "MED_COUCH_1"
0900: "MED_SINGLE_1"
0900: "LOW_COUCH_3"
0900: "LOW_SINGLE_3"
0900: "LOW_DINNING_2"
0900: "CJ_bunk_bed1"
0900: "CJ_HOT_DOG1"
0900: "CJ_COOKER2"
0900: "CJ_Monketshopsign"
0900: "CJ_SPRUNK1"
0900: "CJ_CANDYVENDOR"
0900: "CJ_COOKER1"
0900: "CJ_MOP_PAIL"
0900: "CJ_TICKETMACHINE"
0900: "CJ_THIN_FRIGE"
0900: "MED_TV_1"
0900: "MED_VIDEO_2"
0900: "SWANK_VIDEO_2"
0900: "LOW_VIDEO_2"
0900: "LOW_VIDEO_1"
0900: "SWANK_TV_4"
0900: "MED_VIDEO_1"
0900: "SWANK_VIDEO_1"
0900: "CJ_chambermaid"
0900: "SWANK_VIDEO_3"
0900: "SWANK_TV_2"
0900: "SWANK_TV_1"
0900: "LOW_BED_2"
0900: "LOW_BED_3"
0900: "SWANK_BED_2"
0900: "LOW_BED_4"
0900: "SWANK_BED_3"
0900: "SWANK_BED_1"
0900: "MED_BED_4"
0900: "LOW_BED_1"
0900: "SWANK_BED_4"
0900: "MED_BED_2"
0900: "MED_BED_7"
0900: "MED_BED_1"
0900: "CJ_BARSTOOL"
0900: "MED_OFFICE_CHAIR"
0900: "CJ_MEDIUMPOTS1"
0900: "CJ_WATERCOOLER2"
0900: "MED_HI_FI"
0900: "CJ_FOLDCHAIR"
0900: "MED_DIN_CHAIR_5"
0900: "LOW_BED_5"
0900: "COFFEE_LOW_5"
0900: "COFFEE_MED_1"
0900: "COFFEE_LOW_2"
0900: "COFFEE_LOW_3"
0900: "COFFEE_MED_2"
0900: "COFFEE_SWANK_2"
0900: "COFFEE_SWANK_4"
0900: "COFFEE_LOW_4"
0900: "COFFEE_LOW_1"
0900: "COFFEE_SWANK_6"
0900: "COFFEE_MED_5"
0900: "craps_table"
0900: "kb_table_chairs1"
0900: "kb_table1"
0900: "man_sdr_tables"
0900: "man_sdr_rug"
0900: "man_safenew"
0900: "kb_bandit1"
0900: "kb_bandit2"
0900: "kb_bandit3"
0900: "kb_bandit4"
0900: "kb_bandit6"
0900: "kb_bandit5"
0900: "kb_bandit7"
0900: "kb_bandit9"
0900: "kb_bandit11"
0900: "k_hifi_1"
0900: "speaker_2"
0900: "speaker_1"
0900: "shop_shelf05"
0900: "shop_shelf02"
0900: "shop_shelf03"
0900: "shop_shelf10"
0900: "shop_shelf04"
0900: "shop_shelf06"
0900: "shop_shelf07"
0900: "shop_shelf09"
0900: "shop_shelf08"
0900: "dice1"
0900: "dice02"
0900: "pkr_chp_hi04"
0900: "pkr_chp_hi05"
0900: "pkr_chp_hi03"
0900: "pkr_chp_hi02"
0900: "pkr_chp_hi01"
0900: "pkr_chp_hi06"
0900: "pkr_chp_med04"
0900: "pkr_chp_med06"
0900: "pkr_chp_med05"
0900: "pkr_chp_med03"
0900: "pkr_chp_med02"
0900: "pkr_chp_med01"
0900: "pkr_chplo06"
0900: "pkr_chplo05"
0900: "pkr_chplo04"
0900: "pkr_chplo03"
0900: "pkr_chplo02"
0900: "pkr_chplo01"
0900: "pkr_chp_vlo04"
0900: "pkr_chp_vlo01"
0900: "pkr_chp_vlo02"
0900: "pkr_chp_vlo03"
0900: "pkr_chp_vlo05"
0900: "pkr_chp_vlo06"
0900: "chip_stack02"
0900: "chip_stack03"
0900: "chip_stack04"
0900: "chip_stack05"
0900: "chip_stack06"
0900: "chip_stack01"
0900: "shop_shelf01"
0900: "shop_dblshlf"
0900: "shop_baskets"
0900: "shop_sec_cam"
0900: "shop_shelf11"
0900: "shop_shelf12"
0900: "shop_dblshlf01"
0900: "shop_dblshlf02"
0900: "shop_dblshlf03"
0900: "security_gatsh"
0900: "shoplight1"
0900: "garys_luv_ramp"
0900: "wheel_o_fortune"
0900: "wheel_table"
0900: "wheel_support"
0900: "clicker"
0900: "pkr_chp_vlo07"
0900: "pkr_chplo07"
0900: "chip_stack07"
0900: "chip_stack08"
0900: "chip_stack09"
0900: "chip_stack10"
0900: "pkr_chplo08"
0900: "pkr_chplo09"
0900: "pkr_chplo10"
0900: "pkr_chplo11"
0900: "pkr_chp_vlo08"
0900: "pkr_chp_vlo09"
0900: "chip_stack11"
0900: "pkr_chp_vlo10"
0900: "pkr_chp_vlo11"
0900: "pkr_chp_vlo12"
0900: "pkr_chp_med07"
0900: "pkr_chp_med08"
0900: "pkr_chp_med09"
0900: "pkr_chp_med10"
0900: "pkr_chplo12"
0900: "pkr_chp_med11"
0900: "chip_stack12"
0900: "pkr_chp_med12"
0900: "pkr_chp_hi07"
0900: "pkr_chp_hi08"
0900: "pkr_chp_hi09"
0900: "pkr_chp_hi10"
0900: "pkr_chp_hi11"
0900: "pkr_chp_hi12"
0900: "wheel_wee01"
0900: "chip_stack13"
0900: "chip_stack14"
0900: "chip_stack15"
0900: "chip_stack16"
0900: "pkr_chp_hi13"
0900: "pkr_chp_hi14"
0900: "pkr_chp_hi15"
0900: "pkr_chp_hi16"
0900: "pkr_chp_hi17"
0900: "pkr_chp_hi18"
0900: "chip_stack18"
0900: "chip_stack17"
0900: "kg50"
0900: "kg20"
0900: "kg10"
0900: "kg5"
0900: "baskt_ball_hi"
0900: "CHIPS_TEMP"
0900: "slot_4chris"
0900: "barrier_4andy"
0900: "kb_beer"
0900: "kb_beer01"
0900: "turn_arm_R"
0900: "turn_plater_R"
0900: "turn_table_R"
0900: "turn_armL"
0900: "turn_platerL"
0900: "turn_tableL"
0900: "mxr_mix_body"
0900: "shop_till"
0900: "record2"
0900: "record3"
0900: "record1"
0900: "est_desk"
0900: "est_dsk_stuf"
0900: "imcmptrkdrl_LAS"
0900: "imcompmovedr1_las"
0900: "imcmptrkdrr_LAS"
0900: "dinerseat_2"
0900: "dinerseat_3"
0900: "dinerseat_1"
0900: "kb_flykiller"
0900: "kb_cuntopdisp2"
0900: "kb_cuntopdisp1"
0900: "kb_golfball"
0900: "e_test"
0900: "w_test"
0900: "vendin3"
0900: "roulette_tbl"
0900: "wheel_wee"
0900: "wilshire7dr1_law"
0900: "shlf1_cab_mid"
0900: "shlf2_cab_mid"
0900: "shlf4_cab_mid"
0900: "shlf5_till"
0900: "punchbagnu"
0900: "shlf2_cab_rt"
0900: "shlf4_cablft"
0900: "shlf4_cab_rt"
0900: "kb_coolerlft2"
0900: "kb_coolerlft"
0900: "shlf1_cablft1"
0900: "shlf2_cablft"
0900: "shlf3_cab_mid2"
0900: "shlf3_cablft"
0900: "shlf3_cab_rt"
0900: "shlf1_cab_rt"
0900: "hos_trolley"
0900: "officedesk1l"
0900: "officedesk2"
0900: "filing_cab_nu"
0900: "nu_plant_ofc"
0900: "water_coolnu"
0900: "cr_safe_body"
0900: "cr_safe_door"
0900: "cr_safe_cash"
0900: "cr_safe_dial"
0900: "filing_cab_nu01"
0900: "officedesk1"
0900: "officedesk2l"
0900: "nu_plant3_ofc"
0900: "nu_plant2_ofc"
0900: "shop_shelf13"
0900: "kit_cab_sink"
0900: "kit_cab_mid"
0900: "kit_cab_rght"
0900: "kit_cab_lft"
0900: "kit_cab_cookr"
0900: "kit_cab_washin"
0900: "kit_cab_frdg"
0900: "mrk_sidebrd1"
0900: "mrk_bdsdecab1"
0900: "kit_cab_crnr"
0900: "mrk_stnd_lmp"
0900: "mrk_liv_tble"
0900: "mrk_wrobe_tmp"
0900: "mrk_shade_tmp"
0900: "dinerseat_4"
0900: "SWANK_CONSOLE"
0900: "SWANK_DINNING_1"
0900: "MED_DINNING_1"
0900: "MED_DINNING_3"
0900: "MED_DINNING_2"
0900: "CJ_sawnoff2"
0900: "CJ_sawnoff"
0900: "CJ_M16"
0900: "CJ_psg1"
0900: "CJ_PISTOL_AMMO"
0900: "AMMO_BOX_S2"
0900: "AMMO_BOX_S1"
0900: "AMMO_BOX_M1"
0900: "AMMO_BOX_M2"
0900: "AMMO_BOX_M3"
0900: "AMMO_BOX_M4"
0900: "CJ_MP5K"
0900: "CJ_BBAT_NAILS"
0900: "CJ_GUNCUPBOARD"
0900: "CJ_FLAG1"
0900: "CJ_FLAG2"
0900: "CJ_TARGET1"
0900: "CJ_TARGET2"
0900: "CJ_TARGET4"
0900: "CJ_TOMMY_HAT"
0900: "CJ_JERRY_HAT"
0900: "CJ_CAPT_HAT"
0900: "CJ_TARGET5"
0900: "CJ_TARGET6"
0900: "Flame_tins"
0900: "CJ_Gun_docs"
0900: "CJ_GUNSTUFF1"
0900: "CJ_SANDBAG"
0900: "CJ_SHELLS1"
0900: "CJ_OilDrum2"
0900: "CJ_GREENSHELVES"
0900: "CJ_FEILDGUN"
0900: "CJ_M_FILEING1"
0900: "CJ_M_FILEING2"
0900: "CJ_M_FILEING3"
0900: "CJ_cammo_NET"
0900: "CJ_MLIGHT7"
0900: "CJ_MLIGHT6"
0900: "CJ_MLIGHT5"
0900: "CJ_MLIGHT4"
0900: "CJ_MLIGHT1"
0900: "CJ_MLIGHT8"
0900: "CJ_MLIGHT9"
0900: "CJ_MLIGHT10"
0900: "CJ_MLIGHT11"
0900: "SWANK_CABINET_1"
0900: "SWANK_DIN_CHAIR_2"
0900: "SWANK_DINNING_2"
0900: "COFFEE_SWANK_3"
0900: "COFFEE_MED_3"
0900: "COFFEE_MED_4"
0900: "MED_CABINET_1"
0900: "SWANK_DINNING_3"
0900: "SWANK_DINNING_4"
0900: "MED_CABINET_2"
0900: "LOW_CABINET_4"
0900: "SWANK_CABINET_2"
0900: "SWANK_BED_5"
0900: "TV_WARD_Med_1"
0900: "SWANK_CABINET_5"
0900: "TV_WARD_Low"
0900: "SWANK_CABINET_4"
0900: "LOW_CABINET_2"
0900: "CJ_RockingChair"
0900: "Bath_high"
0900: "CJ_SLOTCOVER1"
0900: "MED_HI_FI_1"
0900: "MED_HI_FI_2"
0900: "MED_HI_FI_3"
0900: "LOW_HI_FI_2"
0900: "LOW_HI_FI_1"
0900: "SWANK_HI_FI"
0900: "CJ_MLIGHT14"
0900: "CJ_MLIGHT15"
0900: "CJ_MLIGHT12"
0900: "CJ_MLIGHT13"
0900: "LOW_DINNING_3"
0900: "LOW_DINNING_4"
0900: "LOW_DINNING_5"
0900: "MED_DINNING_4"
0900: "baskgamenet"
0900: "basketball"
0900: "LOW_DINNING_1"
0900: "LOW_DINNING_6"
0900: "SWANK_DINNING_5"
0900: "SWANK_DINNING_6"
0900: "MED_DINNING_6"
0900: "MED_DIN_CHAIR_4"
0900: "LOW_DIN_CHAIR_2"
0900: "SWANK_DIN_CHAIR_3"
0900: "SWANK_DIN_CHAIR_4"
0900: "SWANK_DIN_CHAIR_1"
0900: "MED_DIN_CHAIR_1"
0900: "COFFEE_SWANK_5"
0900: "CJ_K1_FRIDGE_UNIT"
0900: "CJ_K1_TALL_UNIT"
0900: "CJ_K1_LOW_UNIT"
0900: "CJ_K1_SINK"
0900: "CJ_KITCH2_FRIDGE"
0900: "CJ_KITCH2_SINK"
0900: "CJ_KITCH2_R"
0900: "CJ_KITCH2_M"
0900: "CJ_K3_COOKER"
0900: "CJ_K3_SINK"
0900: "CJ_K3_LOW_UNIT3"
0900: "CJ_K3_LOW_UNIT1"
0900: "CJ_K3_LOW_UNIT2"
0900: "CJ_K3_TALL_UNIT1"
0900: "CJ_KITCH2_L"
0900: "CJ_K4_LOW_UNIT2"
0900: "CJ_K4_LOW_UNIT1"
0900: "CJ_COOKER3"
0900: "CJ_K3_UNIT06"
0900: "CJ_TROLLY1"
0900: "CJ_KITCH1_FRIDGE"
0900: "CJ_K4_LOW_UNIT03"
0900: "CJ_MICROWAVE1"
0900: "CJ_SINK1"
0900: "CJ_K5_LOW_UNIT2"
0900: "CJ_K5_LOW_UNIT3"
0900: "CJ_K5_UNIT1"
0900: "CJ_K5_LOW_UNIT1"
0900: "CJ_K5_LOW_UNIT4"
0900: "CJ_K6_LOW_UNIT1"
0900: "CJ_K6_LOW_UNIT2"
0900: "CJ_KITCH1_L"
0900: "CJ_K6_LOW_UNIT4"
0900: "CJ_K6_LOW_UNIT3"
0900: "MED_OFFICE_UNIT_4"
0900: "MED_OFFICE_UNIT_1"
0900: "MED_OFFICE_UNIT_2"
0900: "MED_OFFICE_UNIT_5"
0900: "MED_OFFICE_DESK_1"
0900: "MED_OFFICE_DESK_2"
0900: "MED_OFFICE_UNIT_7"
0900: "partition"
0900: "MED_OFFICE3_DESK_1"
0900: "CJ_KITCH1_COOKER"
0900: "MED_OFFICE4_DESK_1"
0900: "MED_OFFICE2_DESK_1"
0900: "MED_OFFICE_DESK_3"
0900: "MED_OFFICE4_DESK_2"
0900: "MED_OFFICE4_DESK_3"
0900: "Casino_light4"
0900: "Casino_light3"
0900: "Casino_light2"
0900: "Casino_light1"
0900: "MED_OFFICE5_DESK_3"
0900: "MED_OFFICE5_DESK_2"
0900: "MED_OFFICE5_DESK_1"
0900: "MED_OFFICE3_DESK_09"
0900: "MED_OFFICE6_DESK_2"
0900: "MED_OFFICE6_DESK_1"
0900: "PHOTOCOPIER_1"
0900: "partition2"
0900: "blck_jack"
0900: "poker_tbl"
0900: "PC_1"
0900: "MED_OFFICE2_CAB"
0900: "FAN_1"
0900: "MED_OFFICE2_DESK_2"
0900: "Plant_Pot_2"
0900: "Plant_Pot_3"
0900: "WORK_LAMP1"
0900: "FILLING_CABINET"
0900: "MED_OFFICE2_DESK_3"
0900: "MED_OFFICE6_MC_1"
0900: "MED_OFFICE5_UNIT_1"
0900: "PRINTER_1"
0900: "PHOTOCOPIER_2"
0900: "Plant_Pot_1"
0900: "MED_OFFICE8_CABINET"
0900: "MED_OFFICE8_DESK_1"
0900: "MED_OFFICE8_DESK_02"
0900: "MED_OFFICE7_DESK_1"
0900: "MED_OFFICE7_UNIT_1"
0900: "MED_OFFICE9_DESK_1"
0900: "MED_OFFICE9_UNIT_1"
0900: "MED_OFFICE9_UNIT_2"
0900: "burgerhigh"
0900: "burgerlow"
0900: "burgermed"
0900: "clucklow"
0900: "cluckmed"
0900: "cluckhigh"
0900: "pizzalow"
0900: "pizzamed"
0900: "pizzahigh"
0900: "rustylow"
0900: "rustyhigh"
0900: "rustymed"
0900: "CJ_Sphere_TV"
0900: "SWANK_HI_FI_2"
0900: "LOW_HI_FI_3"
0900: "SWANK_HI_FI_3"
0900: "CJ_SHOVEL"
0900: "SWANK_SPEAKER"
0900: "SWANK_SPEAKER_2"
0900: "SWANK_SPEAKER_3"
0900: "MED_SPEAKER_4"
0900: "SWANK_SPEAKER_4"
0900: "COFFEE_LOW_6"
0900: "COFFEE_MED_6"
0900: "COFFEE_SWANK_1"
0900: "CJ_SHOVEL2"
0900: "CJ_LAVA_LAMP"
0900: "CJ_MLIGHT16"
0900: "Plant_Pot_8"
0900: "Plant_Pot_5"
0900: "Plant_Pot_7"
0900: "Plant_Pot_6"
0900: "Plant_Pot_9"
0900: "Plant_Pot_11"
0900: "Plant_Pot_14"
0900: "Plant_Pot_15"
0900: "Plant_Pot_16"
0900: "Plant_Pot_18"
0900: "Plant_Pot_19"
0900: "Plant_Pot_20"
0900: "Plant_Pot_21"
0900: "Plant_Pot_22"
0900: "Frame_Clip_1"
0900: "Frame_Clip_2"
0900: "Frame_Clip_3"
0900: "Frame_Clip_4"
0900: "Frame_Clip_5"
0900: "Frame_Clip_6"
0900: "Frame_SLIM_1"
0900: "Frame_SLIM_2"
0900: "Frame_SLIM_3"
0900: "Frame_SLIM_4"
0900: "Frame_SLIM_5"
0900: "Frame_SLIM_6"
0900: "Frame_WOOD_5"
0900: "Frame_WOOD_3"
0900: "Frame_WOOD_2"
0900: "Frame_WOOD_4"
0900: "Frame_WOOD_6"
0900: "Frame_WOOD_1"
0900: "Frame_Fab_5"
0900: "Frame_Fab_1"
0900: "Frame_Fab_6"
0900: "Frame_Fab_4"
0900: "Frame_Fab_3"
0900: "Frame_Fab_2"
0900: "Frame_Thick_2"
0900: "Frame_Thick_6"
0900: "Frame_Thick_1"
0900: "Frame_Thick_5"
0900: "Frame_Thick_4"
0900: "Frame_Thick_3"
0900: "Frame_6"
0900: "Frame_1"
0900: "Frame_5"
0900: "Frame_4"
0900: "Frame_3"
0900: "Frame_2"
0900: "SWK_COUCH_1"
0900: "SWK_SINGLE_1"
0900: "SWK_SINGLE_1b"
0900: "SWK_1_FStool"
0900: "CJ_K_COOKER1"
0900: "CJ_BEANBAG"
0900: "TV_UNIT_1"
0900: "TV_UNIT_2"
0900: "SWANK_BED_7"
0900: "SWANK_BED_6"
0900: "MED_BED_8"
0900: "MED_BED_9"
0900: "LOW_BED_06"
0900: "CJ_K3_WASH_MAC"
0900: "CJ_K1_LOW_CORNER"
0900: "CJ_K3_C_UNIT"
0900: "SWANK_CABINET_4D"
0900: "SWANK_CABINET_4b"
0900: "MED_OFFICE4_DESK_4"
0900: "MED_OFFICE_CHAIR2"
0900: "MIKE_DIN_CHAIR"
0900: "CJ_TV_TABLE2"
0900: "CJ_TELE_2"
0900: "CJ_TV_TABLE1"
0900: "CJ_TV_TABLE3"
0900: "CJ_TV_TABLE4"
0900: "CJ_TELE_4"
0900: "CJ_TELE_3"
0900: "CJ_TELE_1"
0900: "CJ_TV_TABLE5"
0900: "CJ_TELE_5"
0900: "CJ_TV_TABLE6"
0900: "CJ_TELE_6"
0900: "CJ_BEDROOM1"
0900: "reel2"
0900: "kb_bandit_U"
0900: "reel3"
0900: "reel1"
0900: "LOW_CABINET_1_S"
0900: "LOW_CABINET_1_L"
0900: "CJ_BEDROOM1_W"
0900: "CJ_BED_FURN_1"
0900: "KEV_SAFE"
0900: "CJ_BED_FURN_1b"
0900: "CJ_KITCH1_M"
0900: "CJ_KITCH1_R"
0900: "CJ_KITCH1_SINK"
0900: "CJ_KITCH1_WASHER"
0900: "CJ_KITCH1_CORNER"
0900: "CJ_KITCH2_COOKER"
0900: "CJ_KITCH2_WASHER"
0900: "CJ_KITCH2_CORNER"
0900: "donut_disp"
0900: "CJ_BARB_CHAIR_2"
0900: "CJ_REMOTE"
0900: "Plant_Pot_23"
0900: "CJ_HIFI_TABLE"
0900: "CJ_Wheel_1"
0900: "CJ_Wheel_02"
0900: "CJ_Wheel_03"
0900: "CJ_BARSTOOL_2"
0900: "CJ_DYN_PLUNGE_1"
0900: "CJ_DYN_PLUNGE_2"
0900: "cluck_healthy"
0900: "burger_healthy"
0900: "pizza_healthy"
0900: "police_OFF_CHAIR"
0900: "DUNC_DINNING"
0900: "AMMO_BOX_c2"
0900: "AMMO_BOX_c5"
0900: "CJ_ICE_FRIDGE_2"
0900: "CJ_ICE_FRIDGE_1"
0900: "CJ_SWEETIE_TRAY_1"
0900: "CJ_SHOP_SIGN_1"
0900: "CJ_SHOP_SIGN_2"
0900: "SHOPPING_BASKET"
0900: "CJ_DUDS_RAIL"
0900: "Shop_counter_2"
0900: "Shop_counter_1"
0900: "CJ_Till"
0900: "Shop_set_1_Table"
0900: "CLOTHES_RAIL"
0900: "CLOTHES_RAIL2"
0900: "CLOTHES_RAIL3"
0900: "CJ_Tshirt"
0900: "Shop_set_2_Unit1"
0900: "Shop_set_2_Unit2"
0900: "CJ_jean_dark"
0900: "CJ_jean_light"
0900: "Shop_set_2_Unit3"
0900: "CJ_Suits"
0900: "CJ_8_SWEATER"
0900: "CJ_8_JEANS_Light"
0900: "CJ_6_SWEATER"
0900: "CJ_8_JEANS_DARK"
0900: "Shop_set_2_Unit4"
0900: "CJ_SWEATER_F_1"
0900: "Shop_set_2_Unit5"
0900: "CJ_DUDS_RAIL_2"
0900: "CJ_4_SWEATERS"
0900: "CJ_4way_clothes"
0900: "CJ_jean_CREAM"
0900: "CJ_8_JEANS_MED"
0900: "CJ_DUDS_RAIL_3"
0900: "CJ_CLOTHES_STEP_1"
0900: "CJ_SPORTS_WALL"
0900: "CJ_4_S_SWEATER"
0900: "CJ_TRACKIES_dark"
0900: "CJ_TRACKIES_LIGHT"
0900: "CJ_4_S_SWEATER_2"
0900: "CJ_SPORTS_WALL01"
0900: "CJ_TRACKIES_WHITE"
0900: "CJ_SPORTS_BAGS"
0900: "Shop_set_2_SHOE"
0900: "CJ_SURF_BOARD"
0900: "CJ_SURF_BOARD2"
0900: "CJ_SURF_BOARD3"
0900: "CJ_F_TORSO"
0900: "CJ_F_LEG_1"
0900: "CJ_F_LEG_2"
0900: "CJ_SURF_BOARD4"
0900: "CJ_F_TORSO_1"
0900: "CJ_DETECTOR"
0900: "Shop_counter_3a"
0900: "Shop_counter_3b"
0900: "CJ_FF_FRYER"
0900: "CJ_FF_DISP"
0900: "CJ_FF_COOKER"
0900: "CJ_FF_WORKTOP"
0900: "CJ_FF_WORKTOP_2"
0900: "CJ_FF_BUCKET"
0900: "CJ_FF_MICROW"
0900: "CJ_FF_TILL"
0900: "CJ_FF_CONTER_1b"
0900: "CJ_FF_CONTER_1"
0900: "CJ_FF_JUICE"
0900: "CJ_FF_PIZZA_OVEN"
0900: "CJ_FF_JUICE_L"
0900: "CJ_FF_STAND1"
0900: "CJ_FF_CUP_DISP"
0900: "CJ_FF_LIST1"
0900: "CJ_FF_LIST2"
0900: "CJ_FF_LIST3"
0900: "CJ_FF_DISP1"
0900: "CJ_FF_CONTER_2b"
0900: "CJ_FF_CONTER_2"
0900: "CJ_FF_DISP2"
0900: "CJ_CUP_PILE"
0900: "CJ_SLUSH_MAC"
0900: "CJ_FF_CONTER_3"
0900: "CJ_FF_CONTER_3b"
0900: "CJ_FF_CONTER_4"
0900: "CJ_FF_CONTER_4b"
0900: "CJ_FF_FRIGE"
0900: "CJ_FF_CONTER_4c"
0900: "CJ_FF_CONTER_4d"
0900: "CJ_FF_CONTER_5"
0900: "CJ_FF_CONTER_5c"
0900: "CJ_FF_CONTER_5d"
0900: "CJ_FF_CONTER_5e"
0900: "CJ_FF_CONTER_5b"
0900: "CJ_FF_WORKTOP_3"
0900: "CJ_FF_FRIDGE2"
0900: "CJ_PIZZA_DISPf"
0900: "CJ_FF_CONTER_8b"
0900: "CJ_FF_CONTER_8"
0900: "CJ_FF_STAND02"
0900: "CJ_FF_CONTER_8c"
0900: "CJ_HOBBY_C_3"
0900: "CJ_HOBBY_C_4"
0900: "CJ_HOBBY_C_1"
0900: "CJ_HOBBY_C_2"
0900: "CJ_HOBBY_SHELF"
0900: "CJ_HOBBY_SHELF_2"
0900: "MODEL_BOX1"
0900: "MODEL_BOX2"
0900: "MODEL_BOX3"
0900: "CJ_HOBBY_C_5"
0900: "MODEL_BOX4"
0900: "MODEL_PLANES_3"
0900: "MODEL_PLANES_4"
0900: "MODEL_TRAINS2"
0900: "MODEL_PLANES_1"
0900: "MODEL_PLANES_2"
0900: "MODEL_TRAINS1"
0900: "CJ_HOBBY_SHELF_3"
0900: "MODEL_BOX11"
0900: "MODEL_BOX5"
0900: "MODEL_BOX6"
0900: "MODEL_BOX8"
0900: "MODEL_BOX9"
0900: "MODEL_BOX10"
0900: "CJ_HOBBY_SHELF_4"
0900: "MODEL_BOX13"
0900: "MODEL_YAUGHT"
0900: "MODEL_CAR_1"
0900: "MODEL_CAR"
0900: "HOBBY_KITE"
0900: "MANHUNT_TOY_1"
0900: "MANHUNT_TOY_2"
0900: "VICE_TOY_1"
0900: "MODEL_STAND"
0900: "MANHUNT_TOY2_1"
0900: "VICE_TOY2_1"
0900: "MANHUNT_TOY2_2"
0900: "VICE_TOY_2"
0900: "VICE_TOY2_2"
0900: "HOBBY_KITE2"
0900: "HOBBY_KITE3"
0900: "HOBBY_KITE4"
0900: "CJ_FF_COFFEE"
0900: "Train_toy_1"
0900: "CJ_HOBBY_SHELF_5"
0900: "Train_toy_2"
0900: "Train_toy_3"
0900: "MODEL_toy_1"
0900: "MODEL_toy_2"
0900: "MODEL_toy_3"
0900: "MODEL_toy_4"
0900: "CJ_HOBBY_SHELF_6"
0900: "MODEL_PLANE_BIG2"
0900: "MODEL_PLANE_BIG1"
0900: "MODEL_PLANE_BIG3"
0900: "MODEL_TRAINS3"
0900: "CJ_TOILET1"
0900: "CJ_BS_SINK"
0900: "CJ_BATH1"
0900: "CJ_SHOWER1"
0900: "CJ_B_SINK2"
0900: "CJ_BATH2"
0900: "CJ_SHOWER2"
0900: "CJ_TOILET2"
0900: "CJ_BATH3"
0900: "CJ_B_SINK3"
0900: "CJ_B_SINK4"
0900: "CJ_TOILET4"
0900: "CJ_BATH4"
0900: "CJ_SHOWER4"
0900: "CJ_TOILET3"
0900: "CJ_OFF2_LIC_2_L"
0900: "CJ_OFF2_LIC_2_R"
0900: "CJ_OFF2_LIC_1_M"
0900: "CJ_OFF2_LIC_1_R"
0900: "CJ_OFF2_LIC_1_L"
0900: "CJ_OFF2_LIC_2_M"
0900: "CJ_SS_1_M"
0900: "CJ_SS_1_L"
0900: "CJ_SS_1_R"
0900: "CJ_SS_2_R"
0900: "CJ_SS_2_M"
0900: "CJ_SS_2_L"
0900: "CJ_SS_3_M"
0900: "CJ_SS_3_L"
0900: "CJ_SS_4_M"
0900: "CJ_SS_4_L"
0900: "CJ_SS_4_R"
0900: "CJ_SS_7_M"
0900: "CJ_SS_6_R"
0900: "CJ_SS_6_M"
0900: "CJ_SS_6_L"
0900: "CJ_SS_7_R"
0900: "CJ_SS_7_L"
0900: "CJ_SS_8_R"
0900: "CJ_SS_8_L"
0900: "CJ_SS_8_M"
0900: "CJ_SS_5_M"
0900: "CJ_SS_5_L"
0900: "CJ_SS_5_R"
0900: "CURTAIN_1_CLOSED"
0900: "CURTAIN_1_OPEN"
0900: "CURTAIN_2_OPEN"
0900: "CURTAIN_2_CLOSED"
0900: "Hotel_dresser_2"
0900: "HOTEL_S_BEDSET_1"
0900: "HOTEL_D_BEDSET_1"
0900: "HOTEL_D_BEDSET_3"
0900: "HOTEL_S_BEDSET_3"
0900: "ab_warehouseShelf"
0900: "Hotel_dresser_3"
0900: "Hotel_dresser_1"
0900: "Hotel_dresser_4"
0900: "Hotel_SINGLE_1"
0900: "Hotel_SINGLE_2"
0900: "Hotel_dresser_6"
0900: "Hotel_dresser_5"
0900: "HOTEL_S_BEDSET_8"
0900: "Hotel_dresser_8"
0900: "CJ_SEX_COUNTER"
0900: "CJ_SEX_SHELF_1"
0900: "CJ_SEX_SHELF_2"
0900: "SEX_1"
0900: "CJ_SEX_V_RACK"
0900: "CJ_SEX_VIDEO_1"
0900: "CJ_SEX_VIDEO_2"
0900: "CJ_sex_dildo"
0900: "CJ_SEX_SHELF_3"
0900: "CJ_SEX_COUNTER2"
0900: "SEX_2"
0900: "SEX_3"
0900: "ab_carcass"
0900: "ab_hook"
0900: "ab_partition1"
0900: "ab_slotTable"
0900: "roleplay_rack"
0900: "roleplay_outfits"
0900: "CJ_SHOP_TV_VIDEO"
0900: "CJ_SEX_TV"
0900: "DILDO_rack1"
0900: "DILDO_rack2"
0900: "CJ_SEX_SHOP_SIGN"
0900: "CJ_VIEW_TELE"
0900: "CJ_JUICE_CAN"
0900: "Police_cell_Toilet"
0900: "Police_Cell_Bed"
0900: "CJ_POLICE_COUNTER"
0900: "POLCE_DESK1"
0900: "CJ_POLICE_COUNTER2"
0900: "POLCE_DESK2"
0900: "POLCE_SHELF"
0900: "CJ_P_FILEING1"
0900: "CJ_P_FILEING2"
0900: "POLICE_NB1"
0900: "POLICE_NB2"
0900: "POLICE_WASTEBIN"
0900: "CJ_US_FLAG"
0900: "POLICE_NB3"
0900: "POLICE_NB04"
0900: "Hotel_SINGLE_3"
0900: "CJ_SLOT_PROPg"
0900: "mp_ammoambient"
0900: "CJ_TRAINER_ERIS"
0900: "CJ_TRAINER_HEAT"
0900: "CJ_TRAINER_PRO"
0900: "CJ_PRO_COUNTER"
0900: "CJ_SHOE_CORNER01"
0900: "CJ_SHOE_URBAN2"
0900: "CJ_URB_COUNTER"
0900: "gym_treadmill"
0900: "gym_bench2"
0900: "gym_bench1"
0900: "gym_bike"
0900: "gym_mat1"
0900: "gym_mat02"
0900: "crack_walkway1"
0900: "ab_vaultDoor"
0900: "CJ_PIZZA_TABLE"
0900: "CJ_PIZZA_CHAIR"
0900: "CJ_PIZZA_TABLE2"
0900: "CJ_PIZZA_CHAIR2"
0900: "CJ_PIZZA_CHAIR3"
0900: "NEIL_SLOT"
0900: "CJ_BURGER_POSTER"
0900: "CJ_BURGER_POSTER2"
0900: "CJ_BURGER_POSTER3"
0900: "CJ_BURG_TABLE"
0900: "CJ_PIZZA_POSTER"
0900: "CJ_PIZZA_POSTER2"
0900: "CJ_BS_CUP"
0900: "CJ_STEAL_TV"
0900: "CJ_aircon2"
0900: "CJ_Skate_wall2"
0900: "CJ_Skate_wall1"
0900: "CJ_SKATE_CUBES"
0900: "CJ_aircon3"
0900: "CJ_shoe_box"
0900: "CJ_BANNER1"
0900: "CJ_BANNER02"
0900: "CJ_BANNER03"
0900: "CJ_BANNER04"
0900: "CJ_BANNER05"
0900: "CJ_BANNER06"
0900: "CJ_BANNER07"
0900: "CJ_BANNER08"
0900: "CJ_BS_BAG"
0900: "CJ_SUBURB_DOOR"
0900: "CJ_FF_LIST04"
0900: "CJ_PIZ_POSTER2"
0900: "CJ_PIZ_POSTER1"
0900: "CJ_PIZ_POSTER3"
0900: "CJ_CHRIS_CRATE"
0900: "PROC_RUBBISH_1"
0900: "PROC_RUBBISH_3"
0900: "PROC_RUBBISH_4"
0900: "PROC_RUBBISH_5"
0900: "PROC_RUBBISH_2"
0900: "PROC_RUBBISH_6"
0900: "PROC_RUBBISH_8"
0900: "PROC_RUBBISH_7"
0900: "CJ_CHRIS_CRATE_LD"
0900: "CJ_CHRIS_CRATE_RD"
0900: "CJ_Padlock"
0900: "CJ_COIN_OP"
0900: "PIZZA_MENU"
0900: "PIZZA_S_P"
0900: "CJ_food_post"
0900: "CJ_food_post1"
0900: "CJ_food_post2"
0900: "CJ_food_post3"
0900: "CJ_food_post4"
0900: "CJ_HOODIE_2"
0900: "CJ_FIRE_EXT"
0900: "CJ_BANNER09"
0900: "CJ_BANNER10"
0900: "CJ_BANNER11"
0900: "CJ_shoe_box2"
0900: "CJ_BANNER12"
0900: "CJ_BANNER13"
0900: "CJ_BANNER14"
0900: "CJ_DUDS_RAIL01"
0900: "CJ_DUDS_RAIL02"
0900: "CJ_SEX_TV2"
0900: "CJ_PRO_LIGHT"
0900: "CJ_PIZZA_1"
0900: "CJ_BURG_1"
0900: "CJ_HOODIE_3"
0900: "CJ_HOODIE_04"
0900: "CJ_HOODIE_05"
0900: "CJ_LIGHT_FIT"
0900: "ZIP_SHELF1"
0900: "Pain_Killer"
0900: "WATCH_PICKUP"
0900: "Tatoo_needle"
0900: "CJ_MOP"
0900: "cj_bucket"
0900: "CJ_OPEN_SIGN_2"
0900: "CJ_DON_POSTER"
0900: "CJ_DON_POSTER3"
0900: "CJ_DON_POSTER2"
0900: "CJ_FLY_KILLER"
0900: "CJ_BANNER15"
0900: "CJ_BANNER16"
0900: "CJ_BANNER17"
0900: "CJ_BANNER18"
0900: "LM_stripStool"
0900: "LM_stripChair"
0900: "LM_stripTable"
0900: "LM_stripLamp"
0900: "DS_SIGN"
0900: "DS_BACKLIGHT"
0900: "CJ_BINC_POST3"
0900: "CJ_BINC_POST2"
0900: "CJ_BINC_POST"
0900: "CJ_ZIP_POST_2"
0900: "CJ_ZIP_POST_1"
0900: "CJ_ZIP_POST_3"
0900: "CJ_ZIP_POST_4"
0900: "CJ_ZIP_POST_05"
0900: "POLICE_NB_car"
0900: "CJ_TOILET_BS"
0900: "CJ_B_SINK1"
0900: "cj_bs_light"
0900: "CJ_SOAP_DISP"
0900: "CJ_HANDDRIER"
0900: "CJ_STAT_1"
0900: "CJ_STAT_2"
0900: "CJ_STAT_3"
0900: "CJ_DONUT_CHAIR"
0900: "CJ_donut_TABLE"
0900: "CJ_DONUT_CHAIR2"
0900: "CJ_hairspray"
0900: "CJ_hair_dryer"
0900: "CJ_hairsCREAM"
0900: "CJ_hairspray2"
0900: "CJ_FF_TILL_que"
0900: "OTB_machine"
0900: "Dojo_Wall"
0900: "CJ_S1_base"
0900: "CJ_S1_Larm"
0900: "CJ_S1_Rarm"
0900: "CJ_S1_Head"
0900: "CJ_S1_torso"
0900: "CJ_S1_legs"
0900: "CJ_CHICK_TABLE"
0900: "CJ_CHICK_TABLE_2"
0900: "CJ_PIZZA_TABLE03"
0900: "CJ_CB_LIST1"
0900: "CJ_CB_LIST2"
0900: "CJ_CB_TRAY"
0900: "CJ_CB_BURG"
0900: "CJ_CJ_BURG2"
0900: "CJ_CB_BIN"
0900: "CJ_OTB_TILL_Q"
0900: "CJ_esculator"
0900: "CJ_AIRPRT_BAR"
0900: "CJ_AIRP_PILLARS"
0900: "CJ_AIRPRT_MON"
0900: "LEE_stripCHAIR2"
0900: "LEE_stripCHAIR1"
0900: "CJ_COIN_OP_1"
0900: "CJ_COIN_OP_2"
0900: "CJ_SMOKE_MACH"
0900: "CJ_AIR_TICKET"
0900: "CJ_OYSTER_2"
0900: "cj_bandit_6"
0900: "ab_slotTable6"
0900: "CJ_SLOT_BANK"
0900: "LODCJ_SLOT_BANK"
0900: "LODcj_bandit_6"
0900: "CJ_BURG_CHAIR"
0900: "CJ_DEPART_BOARD"
0900: "CJ_ARRIVE_BOARD"
0900: "CJ_index_BOARD"
0900: "CJ_AIR_D_1"
0900: "CJ_AIR_D_2"
0900: "CJ_AIR_D_3"
0900: "CJ_AIR_D_4"
0900: "CJ_AIR_D_6"
0900: "CJ_AIR_D_5"
0900: "CJ_EX_PEDALS"
0900: "castable2"
0900: "castable2top"
0900: "castable1top"
0900: "castable1"
0900: "CJ_MEAT_BAG_1"
0900: "CJ_MEAT_1"
0900: "CJ_MEAT_BAG_2"
0900: "CJ_MEAT_2"
0900: "CJ_BURG_CHAIR_NA"
0900: "CJ_PIZZA_CHAIR4"
0900: "CJ_STAT_1_BIT"
0900: "CJ_STAT_2_bit"
0900: "GB_romanpot01"
0900: "GB_platedirty01"
0900: "GB_novels01"
0900: "GB_takeaway01"
0900: "gb_livingrug01"
0900: "gb_bedmags01"
0900: "gb_bedrug01"
0900: "gb_bedrug02"
0900: "gb_bedclothes01"
0900: "GB_kitchdirt01"
0900: "gb_foodwrap01"
0900: "GB_kitchplatecln01"
0900: "gb_kitchtakeway01"
0900: "GB_novels02"
0900: "GB_novels03"
0900: "GB_novels04"
0900: "GB_novels05"
0900: "gb_ornament02"
0900: "GB_platedirty02"
0900: "GB_platedirty04"
0900: "GB_platedirty03"
0900: "GB_platedirty05"
0900: "gb_livingrug02"
0900: "gb_livingrug03"
0900: "gb_livingrug04"
0900: "gb_livingrug05"
0900: "GB_takeaway02"
0900: "GB_takeaway03"
0900: "GB_takeaway04"
0900: "GB_takeaway05"
0900: "gb_bedrug03"
0900: "gb_bedrug04"
0900: "gb_bedclothes02"
0900: "gb_bedclothes03"
0900: "gb_bedclothes04"
0900: "gb_bedclothes05"
0900: "gb_bedrug05"
0900: "GB_kitchdirt02"
0900: "GB_kitchdirt03"
0900: "GB_kitchdirt04"
0900: "GB_kitchdirt05"
0900: "gb_bedmags02"
0900: "gb_bedmags03"
0900: "gb_bedmags04"
0900: "gb_bedmags05"
0900: "gb_foodwrap02"
0900: "gb_kitchtakeway02"
0900: "gb_kitchtakeway03"
0900: "gb_kitchtakeway04"
0900: "gb_kitchtakeway05"
0900: "gb_foodwrap03"
0900: "GB_kitchplatecln02"
0900: "GB_kitchplatecln03"
0900: "GB_kitchplatecln04"
0900: "GB_kitchplatecln05"
0900: "gb_foodwrap04"
0900: "gb_foodwrap05"
0900: "gb_ornament03"
0900: "gb_ornament04"
0900: "gb_ornament05"
0900: "CJ_SS_3_R"
0900: "CJ_COIN_OP_3"
0900: "CJ_SUBURB_DOOR_2"
0900: "CJ_SLUSH_CUPDUM"
0900: "CJ_GAP_DOOR_"
0900: "CJ_PRO_DOOR_01"
0900: "CJ_BINCO_DOOR"
0900: "CJ_Victim_DOOR"
0900: "CJ_DS_DOOR"
0900: "CJ_BURG_2"
0900: "CJ_PIZZA_2"
0900: "Object01"
0900: "(NONE)"
0900: "(NONE)"
0900: "xref_garagedoor"
0900: "sec_keypad"
0900: "a51_spotbulb"
0900: "a51_spothousing"
0900: "a51_spotbase"
0900: "kmb_skip"
0900: "kmb_packet"
0900: "temp_stinger"
0900: "kmb_ramp"
0900: "kmb_rhymesbook"
0900: "fun_flower_law"
0900: "casket_law"
0900: "funtarp_law"
0900: "funturf_law"
0900: "temp_stinger2"
0900: "temp_cardbox"
0900: "kmb_marijuana"
0900: "kmb_smokecan"
0900: "kmb_parachute"
0900: "warehouse_door1"
0900: "kmb_deadleg"
0900: "kmb_deadarm"
0900: "kmb_deadtorso"
0900: "kmb_deadhead"
0900: "kmb_frontgate"
0900: "temp_road"
0900: "kmb_petroldoor"
0900: "temp_crate1"
0900: "kmb_bpress"
0900: "kmb_rcflag"
0900: "kmb_dumbbell2"
0900: "kmb_dumbbell"
0900: "a51_crane"
0900: "kmb_mine"
0900: "kmb_holdall"
0900: "police_barrier"
0900: "kmb_cam"
0900: "kmb_keypad"
0900: "bottle_bank"
0900: "kmb_crash3door"
0900: "dyno_box_B"
0900: "dyno_box_A"
0900: "a51_blastdoorR"
0900: "a51_intdoor"
0900: "a51_blastdoorL"
0900: "chinaTgate"
0900: "kmb_jump1"
0900: "kmb_container_blue"
0900: "pol_comp_gate"
0900: "kmb_container_red"
0900: "kmb_container_yel"
0900: "kmb_rock"
0900: "kmb_plank"
0900: "shutter_vegas"
0900: "ramp_bot"
0900: "ramp_top"
0900: "temp_till"
0900: "kmb_atm1"
0900: "kmb_atm2"
0900: "freight_SFW_door"
0900: "kmb_netting"
0900: "cr_door_03"
0900: "cr_door_01"
0900: "cr_door_02"
0900: "kmb_lockeddoor"
0900: "BREAK_WALL_2A"
0900: "a51_labdoor"
0900: "kmb_gimpdoor"
0900: "kmb_paper_code"
0900: "kmb_ot"
0900: "imy_compin"
0900: "immmcran"
0900: "chinaTgarageDoor"
0900: "cutscene_beer"
0900: "rider1_door"
0900: "kmb_beam"
0900: "fire_break"
0900: "fire_break_glass"
0900: "freezer_door"
0900: "k_pooltablesm"
0900: "k_pooltriangle01"
0900: "mobile1993b"
0900: "mobile1993a"
0900: "cm_box"
0900: "level_ammobox"
0900: "dts_bbdoor"
0900: "k_smashboxes"
0900: "k_cargo4"
0900: "k_cargo2"
0900: "k_cargo1"
0900: "k_cargo3"
0900: "green_gloop"
0900: "kmilitary_crate"
0900: "kmilitary_base"
0900: "reel02"
0900: "kb_bandit10"
0900: "reel03"
0900: "reel01"
0900: "will_valve"
0900: "portaloo"
0900: "minigun_base"
0900: "lxr_motelvent"
0900: "lxr_motel_doorsim"
0900: "comp_wood_gate"
0900: "imy_skylight"
0900: "wongs_gate"
0900: "imy_bbox"
0900: "roulette_marker"
0900: "kmb_goflag"
0900: "kmb_trolley"
0900: "k_poolballstp01"
0900: "k_poolballstp02"
0900: "k_poolballstp03"
0900: "k_poolballstp04"
0900: "k_poolballstp05"
0900: "k_poolballstp06"
0900: "k_poolballstp07"
0900: "k_poolballspt01"
0900: "k_poolballcue"
0900: "k_poolq2"
0900: "smash_box_stay"
0900: "smash_box_brk"
0900: "chopcop_torso"
0900: "chopcop_armR"
0900: "chopcop_armL"
0900: "chopcop_legR"
0900: "chopcop_legL"
0900: "chopcop_head"
0900: "cr_ammobox"
0900: "cr_guncrate"
0900: "cr_cratestack"
0900: "cr_ammobox_nonbrk"
0900: "arch_plans"
0900: "target_rleg"
0900: "target_lleg"
0900: "target_ltorso"
0900: "target_rtorso"
0900: "target_rarm"
0900: "target_larm"
0900: "target_head"
0900: "target_frame"
0900: "para_pack"
0900: "ciggy"
0900: "Katana_LHand"
0900: "cr1_door"
0900: "wongs_erection"
0900: "wong_dish"
0900: "bd_window_shatter"
0900: "md_lockdoor"
0900: "bd_window"
0900: "tmp_bin"
0900: "ct_gatexr"
0900: "warehouse_door2b"
0900: "ct_lanterns"
0900: "ct_stall1"
0900: "ct_stall2"
0900: "ct_table"
0900: "ct_vent"
0900: "kmb_container_open"
0900: "CIGAR"
0900: "CIGAR_glow"
0900: "kb_barrel"
0900: "jet_baggage_Door"
0900: "cement_in_hole"
0900: "des_quarrygate"
0900: "des_quarrygate2"
0900: "lift_dr"
0900: "db_ammo"
0900: "INDUS_MAGNET"
0900: "DYN_WREKING_BALL"
0900: "kmb_shutter"
0900: "mini_magnet"
0900: "kb_barrel_exp"
0900: "storm_drain_cover"
0900: "imy_shash_wall"
0900: "para_collision"
0900: "ad_flatdoor"
0900: "container_door"
0900: "BREAK_WALL_3A"
0900: "BREAK_WALL_1A"
0900: "BBALL_col"
0900: "ammotrn_obj"
0900: "kmb_atm3"
0900: "cargo_rear"
0900: "d9_ramp"
0900: "kmb_goggles"
0900: "kmb_dumbbell_R"
0900: "kmb_dumbbell_L"
0900: "kmb_container_broke"
0900: "d9_runway"
0900: "impexp_door"
0900: "ad_roadmark1"
0900: "nf_blackboard"
0900: "ad_finish"
0900: "ad_roadmark2"
0900: "ad_jump"
0900: "fake_mule_col"
0900: "ammo_capsule"
0900: "md_poster"
0900: "trdcsgrgdoor_lvs"
0900: "nf_list_1"
0900: "wanted_cross_off"
0900: "nf_list_2"
0900: "nf_list_3"
0900: "ab_casdorLok"
0900: "nf_ped_coll"
0900: "imy_track_barrier"
0900: "dead_tied_cop"
0900: "cuntgirldoor"
0900: "k_pooltableb"
0900: "a51_jetdoor"
0900: "bb_pickup"
0900: "BREAK_WALL_2B"
0900: "BREAK_WALL_1B"
0900: "BREAK_WALL_3B"
0900: "k_poolballspt02"
0900: "k_poolballspt03"
0900: "k_poolballspt04"
0900: "k_poolballspt05"
0900: "k_poolballspt06"
0900: "k_poolballspt07"
0900: "k_poolball8"
0900: "wongs_erection2"
0900: "basejump_target"
0900: "imy_la_door"
0900: "md_billbolaeb"
0900: "st_arch_plan"
0900: "TriMainLite"
0900: "CARRIER_DOOR_SFSE"
0900: "CARRIER_LIFT2_SFSE"
0900: "CARRIER_LIFT1_SFSE"
0900: "acwinch1"
0900: "a51_ventcoverb"
0900: "imy_shash_LOD"
0900: "cs_ry_props"
0900: "(NONE)"
0900: "munch_donut"
0900: "k_poolq"
0900: "Katana_Anim"
0900: "Sniper_Anim"
0900: "Wd_Fence_Anim"
0900: "TATTOO_KIT"
0900: "BD_Fire1_o"
0900: "BBALL_Net"
0900: "Smlplane_door"
0900: "MTSafe"
0900: "PARACHUTE"
0900: "jet_door"
0900: "pedals"
0900: "quarry_barrel"
0900: "cat2_safe_col"
0900: "(NONE)"
0900: "(NONE)"
0900: "(NONE)"
0900: "(NONE)"
0900: "(NONE)"

:ANIM_IFPs
0900: "PED"
0900: "BAR"
0900: "BASEBALL"
0900: "BD_FIRE"
0900: "BEACH"
0900: "BF_injection"
0900: "BIKED"
0900: "benchpress"
0900: "BIKEH"
0900: "FOOD"
0900: "MISC"
0900: "BIKELEAP"
0900: "BIKES"
0900: "BIKEV"
0900: "BMX"
0900: "BIKE_DBZ"
0900: "MD_CHASE"
0900: "BOX"
0900: "BOMBER"
0900: "BSKTBALL"
0900: "CAMERA"
0900: "GYMNASIUM"
0900: "PARACHUTE"
0900: "GANGS"
0900: "LOWRIDER"
0900: "ON_LOOKERS"
0900: "CAR_CHAT"
0900: "CASINO"
0900: "BUDDY"
0900: "BUS"
0900: "CAR"
0900: "CARRY"
0900: "INT_SHOP"
0900: "JST_BUISNESS"
0900: "KART"
0900: "KISSING"
0900: "KNIFE"
0900: "LAPDAN1"
0900: "LAPDAN2"
0900: "LAPDAN3"
0900: "MD_END"
0900: "MEDIC"
0900: "MTB"
0900: "MUSCULAR"
0900: "OTB"
0900: "NEVADA"
0900: "PARK"
0900: "PAULNMAC"
0900: "CHAINSAW"
0900: "CHOPPA"
0900: "CLOTHES"
0900: "COACH"
0900: "COLT45"
0900: "COP_AMBIENT"
0900: "COP_DVBYZ"
0900: "CRACK"
0900: "CRIB"
0900: "DAM_JUMP"
0900: "DANCING"
0900: "DEALER"
0900: "DILDO"
0900: "DODGE"
0900: "DRIVEBYS"
0900: "FAT"
0900: "FIGHT_B"
0900: "FIGHT_C"
0900: "FIGHT_D"
0900: "FIGHT_E"
0900: "FINALE"
0900: "FINALE2"
0900: "FLAME"
0900: "Flowers"
0900: "GHANDS"
0900: "Freeweights"
0900: "GHETTO_DB"
0900: "goggles"
0900: "GRAFFITI"
0900: "GRAVEYARD"
0900: "GRENADE"
0900: "HAIRCUTS"
0900: "HEIST9"
0900: "INT_HOUSE"
0900: "INT_OFFICE"
0900: "PLAYER_DVBYS"
0900: "PLAYIDLES"
0900: "POLICE"
0900: "POOL"
0900: "POOR"
0900: "PYTHON"
0900: "QUAD"
0900: "QUAD_DBZ"
0900: "RAPPING"
0900: "RIFLE"
0900: "RIOT"
0900: "ROB_BANK"
0900: "ROCKET"
0900: "RUSTLER"
0900: "RYDER"
0900: "SCRATCHING"
0900: "SHAMAL"
0900: "SHOP"
0900: "SHOTGUN"
0900: "SKATE"
0900: "VORTEX"
0900: "TEC"
0900: "TRAIN"
0900: "SILENCED"
0900: "TATTOOS"
0900: "SMOKING"
0900: "SPRAYCAN"
0900: "STRIP"
0900: "SUNBATHE"
0900: "SWAT"
0900: "SWEET"
0900: "SWIM"
0900: "SWORD"
0900: "TANK"
0900: "TRUCK"
0900: "UZI"
0900: "VAN"
0900: "VENDING"
0900: "WAYFARER"
0900: "WEAPONS"
0900: "WUZI"
0900: "Attractors"
0900: "AIRPORT"
0000: NOP

:ANIM_JUMP
0002: @A_PED
0002: @A_BAR
0002: @A_BASEBALL
0002: @A_BD_FIRE
0002: @A_BEACH
0002: @A_BF_injection
0002: @A_BIKED
0002: @A_benchpress
0002: @A_BIKEH
0002: @A_FOOD
0002: @A_MISC
0002: @A_BIKELEAP
0002: @A_BIKES
0002: @A_BIKEV
0002: @A_BMX
0002: @A_BIKE_DBZ
0002: @A_MD_CHASE
0002: @A_BOX
0002: @A_BOMBER
0002: @A_BSKTBALL
0002: @A_CAMERA
0002: @A_GYMNASIUM
0002: @A_PARACHUTE
0002: @A_GANGS
0002: @A_LOWRIDER
0002: @A_ON_LOOKERS
0002: @A_CAR_CHAT
0002: @A_CASINO
0002: @A_BUDDY
0002: @A_BUS
0002: @A_CAR
0002: @A_CARRY
0002: @A_INT_SHOP
0002: @A_JST_BUISNESS
0002: @A_KART
0002: @A_KISSING
0002: @A_KNIFE
0002: @A_LAPDAN1
0002: @A_LAPDAN2
0002: @A_LAPDAN3
0002: @A_MD_END
0002: @A_MEDIC
0002: @A_MTB
0002: @A_MUSCULAR
0002: @A_OTB
0002: @A_NEVADA
0002: @A_PARK
0002: @A_PAULNMAC
0002: @A_CHAINSAW
0002: @A_CHOPPA
0002: @A_CLOTHES
0002: @A_COACH
0002: @A_COLT45
0002: @A_COP_AMBIENT
0002: @A_COP_DVBYZ
0002: @A_CRACK
0002: @A_CRIB
0002: @A_DAM_JUMP
0002: @A_DANCING
0002: @A_DEALER
0002: @A_DILDO
0002: @A_DODGE
0002: @A_DRIVEBYS
0002: @A_FAT
0002: @A_FIGHT_B
0002: @A_FIGHT_C
0002: @A_FIGHT_D
0002: @A_FIGHT_E
0002: @A_FINALE
0002: @A_FINALE2
0002: @A_FLAME
0002: @A_Flowers
0002: @A_GHANDS
0002: @A_Freeweights
0002: @A_GHETTO_DB
0002: @A_goggles
0002: @A_GRAFFITI
0002: @A_GRAVEYARD
0002: @A_GRENADE
0002: @A_HAIRCUTS
0002: @A_HEIST9
0002: @A_INT_HOUSE
0002: @A_INT_OFFICE
0002: @A_PLAYER_DVBYS
0002: @A_PLAYIDLES
0002: @A_POLICE
0002: @A_POOL
0002: @A_POOR
0002: @A_PYTHON
0002: @A_QUAD
0002: @A_QUAD_DBZ
0002: @A_RAPPING
0002: @A_RIFLE
0002: @A_RIOT
0002: @A_ROB_BANK
0002: @A_ROCKET
0002: @A_RUSTLER
0002: @A_RYDER
0002: @A_SCRATCHING
0002: @A_SHAMAL
0002: @A_SHOP
0002: @A_SHOTGUN
0002: @A_SKATE
0002: @A_VORTEX
0002: @A_TEC
0002: @A_TRAIN
0002: @A_SILENCED
0002: @A_TATTOOS
0002: @A_SMOKING
0002: @A_SPRAYCAN
0002: @A_STRIP
0002: @A_SUNBATHE
0002: @A_SWAT
0002: @A_SWEET
0002: @A_SWIM
0002: @A_SWORD
0002: @A_TANK
0002: @A_TRUCK
0002: @A_UZI
0002: @A_VAN
0002: @A_VENDING
0002: @A_WAYFARER
0002: @A_WEAPONS
0002: @A_WUZI
0002: @A_Attractors
0002: @A_AIRPORT

:ANIM_LPED
:A_PED
0900: "IDLE_CHAT"
0900: "WALK_DRUNK"
0900: "abseil"
0900: "ARRESTgun"
0900: "ATM"
0900: "BIKE_elbowL"
0900: "BIKE_fallR"
0900: "BIKE_fall_off"
0900: "BIKE_pickupL"
0900: "BIKE_pickupR"
0900: "BIKE_pullupL"
0900: "BIKE_pullupR"
0900: "bomber"
0900: "CAR_alignHI_LHS"
0900: "CAR_alignHI_RHS"
0900: "CAR_align_LHS"
0900: "CAR_align_RHS"
0900: "CAR_closedoorL_LHS"
0900: "CAR_closedoorL_RHS"
0900: "CAR_closedoor_LHS"
0900: "CAR_closedoor_RHS"
0900: "CAR_close_LHS"
0900: "CAR_crawloutRHS"
0900: "CAR_dead_LHS"
0900: "CAR_dead_RHS"
0900: "CAR_doorlocked_LHS"
0900: "CAR_fallout_LHS"
0900: "CAR_fallout_RHS"
0900: "CAR_getinL_LHS"
0900: "CAR_getinL_RHS"
0900: "CAR_getin_LHS"
0900: "CAR_getin_RHS"
0900: "CAR_getoutL_LHS"
0900: "CAR_getout_LHS"
0900: "CAR_getout_RHS"
0900: "car_hookertalk"
0900: "CAR_jackedLHS"
0900: "CAR_jackedRHS"
0900: "CAR_jumpin_LHS"
0900: "CAR_LB"
0900: "CAR_LB_pro"
0900: "CAR_LB_weak"
0900: "CAR_LjackedLHS"
0900: "CAR_Lshuffle_RHS"
0900: "CAR_Lsit"
0900: "CAR_open_LHS"
0900: "CAR_open_RHS"
0900: "CAR_pulloutL_LHS"
0900: "CAR_pulloutL_RHS"
0900: "CAR_pullout_LHS"
0900: "CAR_pullout_RHS"
0900: "CAR_Qjacked"
0900: "CAR_rolldoor"
0900: "CAR_rolldoorLO"
0900: "CAR_rollout_LHS"
0900: "CAR_rollout_RHS"
0900: "CAR_shuffle_RHS"
0900: "CAR_sit"
0900: "CAR_sitp"
0900: "CAR_sitpLO"
0900: "CAR_sit_pro"
0900: "CAR_sit_weak"
0900: "CAR_tune_radio"
0900: "CLIMB_idle"
0900: "CLIMB_jump"
0900: "CLIMB_jump2fall"
0900: "CLIMB_jump_B"
0900: "CLIMB_Pull"
0900: "CLIMB_Stand"
0900: "CLIMB_Stand_finish"
0900: "cower"
0900: "Crouch_Roll_L"
0900: "Crouch_Roll_R"
0900: "DAM_armL_frmBK"
0900: "DAM_armL_frmFT"
0900: "DAM_armL_frmLT"
0900: "DAM_armR_frmBK"
0900: "DAM_armR_frmFT"
0900: "DAM_armR_frmRT"
0900: "DAM_LegL_frmBK"
0900: "DAM_LegL_frmFT"
0900: "DAM_LegL_frmLT"
0900: "DAM_LegR_frmBK"
0900: "DAM_LegR_frmFT"
0900: "DAM_LegR_frmRT"
0900: "DAM_stomach_frmBK"
0900: "DAM_stomach_frmFT"
0900: "DAM_stomach_frmLT"
0900: "DAM_stomach_frmRT"
0900: "DOOR_LHinge_O"
0900: "DOOR_RHinge_O"
0900: "DrivebyL_L"
0900: "DrivebyL_R"
0900: "Driveby_L"
0900: "Driveby_R"
0900: "DRIVE_BOAT"
0900: "DRIVE_BOAT_back"
0900: "DRIVE_BOAT_L"
0900: "DRIVE_BOAT_R"
0900: "Drive_L"
0900: "Drive_LO_l"
0900: "Drive_LO_R"
0900: "Drive_L_pro"
0900: "Drive_L_pro_slow"
0900: "Drive_L_slow"
0900: "Drive_L_weak"
0900: "Drive_L_weak_slow"
0900: "Drive_R"
0900: "Drive_R_pro"
0900: "Drive_R_pro_slow"
0900: "Drive_R_slow"
0900: "Drive_R_weak"
0900: "Drive_R_weak_slow"
0900: "Drive_truck"
0900: "DRIVE_truck_back"
0900: "DRIVE_truck_L"
0900: "DRIVE_truck_R"
0900: "Drown"
0900: "DUCK_cower"
0900: "endchat_01"
0900: "endchat_02"
0900: "endchat_03"
0900: "DRIVE_truck_back"
0900: "DRIVE_truck_back"
0900: "EV_dive"
0900: "EV_step"
0900: "facanger"
0900: "facanger"
0900: "facgum"
0900: "facsurp"
0900: "facsurpm"
0900: "factalk"
0900: "facurios"
0900: "FALL_back"
0900: "FALL_collapse"
0900: "FALL_fall"
0900: "FALL_front"
0900: "FALL_glide"
0900: "FALL_land"
0900: "FALL_skyDive"
0900: "Fight2Idle"
0900: "FightA_1"
0900: "FightA_2"
0900: "FightA_3"
0900: "FightA_block"
0900: "FightA_G"
0900: "FightA_M"
0900: "FIGHTIDLE"
0900: "FightShB"
0900: "FightShF"
0900: "FightSh_BWD"
0900: "FightSh_FWD"
0900: "FightSh_Left"
0900: "FightSh_Right"
0900: "flee_lkaround_01"
0900: "FLOOR_hit"
0900: "FLOOR_hit_f"
0900: "fucku"
0900: "gang_gunstand"
0900: "gas_cwr"
0900: "getup"
0900: "getup_front"
0900: "gum_eat"
0900: "GunCrouchBwd"
0900: "GunCrouchFwd"
0900: "GunMove_BWD"
0900: "GunMove_FWD"
0900: "GunMove_L"
0900: "GunMove_R"
0900: "Gun_2_IDLE"
0900: "GUN_BUTT"
0900: "GUN_BUTT_crouch"
0900: "Gun_stand"
0900: "handscower"
0900: "handsup"
0900: "HitA_1"
0900: "HitA_2"
0900: "HitA_3"
0900: "HIT_back"
0900: "HIT_behind"
0900: "HIT_front"
0900: "HIT_GUN_BUTT"
0900: "HIT_L"
0900: "HIT_R"
0900: "HIT_walk"
0900: "HIT_wall"
0900: "Idlestance_fat"
0900: "idlestance_old"
0900: "IDLE_armed"
0900: "IDLE_chat"
0900: "IDLE_csaw"
0900: "Idle_Gang1"
0900: "IDLE_HBHB"
0900: "IDLE_ROCKET"
0900: "IDLE_stance"
0900: "IDLE_taxi"
0900: "IDLE_tired"
0900: "Jetpack_Idle"
0900: "JOG_femaleA"
0900: "JOG_maleA"
0900: "JUMP_glide"
0900: "JUMP_land"
0900: "JUMP_launch"
0900: "JUMP_launch_R"
0900: "KART_drive"
0900: "KART_L"
0900: "KART_LB"
0900: "KART_R"
0900: "KD_left"
0900: "KD_right"
0900: "KO_shot_face"
0900: "KO_shot_front"
0900: "KO_shot_stom"
0900: "KO_skid_back"
0900: "KO_skid_front"
0900: "KO_spin_L"
0900: "KO_spin_R"
0900: "pass_Smoke_in_car"
0900: "phone_in"
0900: "phone_out"
0900: "phone_talk"
0900: "Player_Sneak"
0900: "Player_Sneak_walkstart"
0900: "roadcross"
0900: "roadcross_female"
0900: "roadcross_gang"
0900: "roadcross_old"
0900: "run_1armed"
0900: "run_armed"
0900: "run_civi"
0900: "run_csaw"
0900: "run_fat"
0900: "run_fatold"
0900: "run_gang1"
0900: "run_left"
0900: "run_old"
0900: "run_player"
0900: "run_right"
0900: "run_rocket"
0900: "Run_stop"
0900: "Run_stopR"
0900: "Run_Wuzi"
0900: "SEAT_down"
0900: "SEAT_idle"
0900: "SEAT_up"
0900: "SHOT_leftP"
0900: "SHOT_partial"
0900: "SHOT_partial_B"
0900: "SHOT_rightP"
0900: "Shove_Partial"
0900: "Smoke_in_car"
0900: "sprint_civi"
0900: "sprint_panic"
0900: "Sprint_Wuzi"
0900: "swat_run"
0900: "Swim_Tread"
0900: "Tap_hand"
0900: "Tap_handP"
0900: "turn_180"
0900: "Turn_L"
0900: "Turn_R"
0900: "WALK_armed"
0900: "WALK_civi"
0900: "WALK_csaw"
0900: "Walk_DoorPartial"
0900: "WALK_drunk"
0900: "WALK_fat"
0900: "WALK_fatold"
0900: "WALK_gang1"
0900: "WALK_gang2"
0900: "WALK_old"
0900: "WALK_player"
0900: "WALK_rocket"
0900: "WALK_shuffle"
0900: "WALK_start"
0900: "WALK_start_armed"
0900: "WALK_start_csaw"
0900: "WALK_start_rocket"
0900: "Walk_Wuzi"
0900: "WEAPON_crouch"
0900: "woman_idlestance"
0900: "woman_run"
0900: "WOMAN_runbusy"
0900: "WOMAN_runfatold"
0900: "woman_runpanic"
0900: "WOMAN_runsexy"
0900: "WOMAN_walkbusy"
0900: "WOMAN_walkfatold"
0900: "WOMAN_walknorm"
0900: "WOMAN_walkold"
0900: "WOMAN_walkpro"
0900: "WOMAN_walksexy"
0900: "WOMAN_walkshop"
0900: "XPRESSscratch"
0000: NOP
03A9: NOP
 
:ANIM_LIST
:A_BAR
0900: "Barcustom_get"
0900: "Barcustom_loop"
0900: "Barcustom_order"
0900: "Barserve_bottle"
0900: "Barserve_give"
0900: "Barserve_glass"
0900: "Barserve_in"
0900: "Barserve_loop"
0900: "Barserve_order"
0900: "dnk_stndF_loop"
0900: "dnk_stndM_loop"
0900: "BARman_idle"
0000: NOP

:A_BASEBALL
0900: "Bat_1"
0900: "Bat_2"
0900: "Bat_2"
0900: "Bat_4"
0900: "Bat_block"
0900: "Bat_Hit_1"
0900: "Bat_Hit_2"
0900: "Bat_Hit_3"
0900: "Bat_IDLE"
0900: "Bat_M"
0900: "BAT_PART"
0000: NOP

:A_BD_FIRE
0900: "BD_Fire1"
0900: "BD_Fire2"
0900: "BD_Fire3"
0900: "BD_GF_Wave"
0900: "BD_Panic_01"
0900: "BD_Panic_02"
0900: "BD_Panic_03"
0900: "BD_Panic_04"
0900: "BD_Panic_Loop"
0900: "M_smklean_loop"
0900: "M_smklean_loop"
0900: "Playa_Kiss_03"
0900: "wash_up"
0000: NOP

:A_BEACH
0900: "bather"
0900: "Lay_Bac_Loop"
0900: "BD_Fire3"
0900: "ParkSit_W_loop"
0900: "SitnWait_loop_W"
0000: NOP

:A_BF_injection
0900: "BF_getin_LHS"
0900: "BF_getin_RHS"
0900: "BF_getout_LHS"
0900: "BF_getout_RHS"
0000: NOP

:A_BIKED
0900: "BIKEd_Back"
0900: "BIKEd_drivebyFT"
0900: "BIKEd_drivebyLHS"
0900: "BIKEd_drivebyRHS"
0900: "BIKEd_Fwd"
0900: "BIKEd_getoffBACK"
0900: "BIKEd_getoffLHS"
0900: "BIKEd_getoffRHS"
0900: "BIKEd_hit"
0900: "BIKEd_jumponL"
0900: "BIKEd_jumponR"
0900: "BIKEd_kick"
0900: "BIKEd_Left"
0900: "BIKEd_passenger"
0900: "BIKEd_pushes"
0900: "BIKEd_Ride"
0900: "BIKEd_Right"
0900: "BIKEd_shuffle"
0900: "BIKEd_Still"
0000: NOP

:A_benchpress
0900: "gym_bp_celebrate"
0900: "gym_bp_down"
0900: "gym_bp_getoff"
0900: "gym_bp_geton"
0900: "gym_bp_up_A"
0900: "gym_bp_up_B"
0900: "gym_bp_up_smooth"
0000: NOP

:A_BIKEH
0900: "BIKEh_Back"
0900: "BIKEh_drivebyFT"
0900: "BIKEh_drivebyLHS"
0900: "BIKEh_drivebyRHS"
0900: "BIKEh_Fwd"
0900: "BIKEh_getoffBACK"
0900: "BIKEh_getoffLHS"
0900: "BIKEh_getoffRHS"
0900: "BIKEh_hit"
0900: "BIKEh_jumponL"
0900: "BIKEh_jumponR"
0900: "BIKEh_kick"
0900: "BIKEh_Left"
0900: "BIKEh_passenger"
0900: "BIKEh_pushes"
0900: "BIKEh_Ride"
0900: "BIKEh_Right"
0900: "BIKEh_Still"
0000: NOP

:A_FOOD
0900: "EAT_Burger"
0900: "EAT_Chicken"
0900: "EAT_Pizza"
0900: "EAT_Vomit_P"
0900: "EAT_Vomit_SK"
0900: "FF_Dam_Bkw"
0900: "FF_Dam_Fwd"
0900: "FF_Dam_Left"
0900: "FF_Dam_Right"
0900: "FF_Die_Bkw"
0900: "FF_Die_Fwd"
0900: "FF_Die_Left"
0900: "FF_Die_Right"
0900: "FF_Sit_Eat1"
0900: "FF_Sit_Eat2"
0900: "FF_Sit_Eat3"
0900: "FF_Sit_In"
0900: "FF_Sit_In_L"
0900: "FF_Sit_In_R"
0900: "FF_Sit_Look"
0900: "FF_Sit_Loop"
0900: "FF_Sit_Out_180"
0900: "FF_Sit_Out_L_180"
0900: "FF_Sit_Out_R_180"
0900: "SHP_Thank"
0900: "SHP_Tray_In"
0900: "SHP_Tray_Lift"
0900: "SHP_Tray_Lift_In"
0900: "SHP_Tray_Lift_Loop"
0900: "SHP_Tray_Lift_Out"
0900: "SHP_Tray_Out"
0900: "SHP_Tray_Pose"
0900: "SHP_Tray_Return"
0000: NOP

:A_MISC
0900: "bitchslap"
0900: "BMX_celebrate"
0900: "BMX_comeon"
0900: "bmx_idleloop_01"
0900: "bmx_idleloop_02"
0900: "bmx_talkleft_in"
0900: "bmx_talkleft_loop"
0900: "bmx_talkleft_out"
0900: "bmx_talkright_in"
0900: "bmx_talkright_loop"
0900: "bmx_talkright_out"
0900: "bng_wndw"
0900: "bng_wndw_02"
0900: "Case_pickup"
0900: "door_jet"
0900: "GRAB_L"
0900: "GRAB_R"
0900: "Hiker_Pose"
0900: "Hiker_Pose_L"
0900: "Idle_Chat_02"
0900: "KAT_Throw_K"
0900: "KAT_Throw_O"
0900: "KAT_Throw_P"
0900: "PASS_Rifle_O"
0900: "PASS_Rifle_Ped"
0900: "PASS_Rifle_Ply"
0900: "pickup_box"
0900: "Plane_door"
0900: "Plane_exit"
0900: "Plane_hijack"
0900: "Plunger_01"
0900: "Plyrlean_loop"
0900: "plyr_shkhead"
0900: "Run_Dive"
0900: "Scratchballs_01"
0900: "SEAT_LR"
0900: "Seat_talk_01"
0900: "Seat_talk_02"
0900: "SEAT_watch"
0900: "smalplane_door"
0900: "smlplane_door"
0000: NOP

:A_BIKELEAP
0900: "bk_blnce_in"
0900: "bk_blnce_out"
0900: "bk_jmp"
0900: "bk_rdy_in"
0900: "bk_rdy_out"
0900: "struggle_cesar"
0900: "struggle_driver"
0900: "truck_driver"
0900: "truck_getin"
0000: NOP

:A_BIKES
0900: "BIKEs_Back"
0900: "BIKEs_drivebyFT"
0900: "BIKEs_drivebyLHS"
0900: "BIKEs_drivebyRHS"
0900: "BIKEs_Fwd"
0900: "BIKEs_getoffBACK"
0900: "BIKEs_getoffLHS"
0900: "BIKEs_getoffRHS"
0900: "BIKEs_hit"
0900: "BIKEs_jumponL"
0900: "BIKEs_jumponR"
0900: "BIKEs_kick"
0900: "BIKEs_Left"
0900: "BIKEs_passenger"
0900: "BIKEs_pushes"
0900: "BIKEs_Ride"
0900: "BIKEs_Right"
0900: "BIKEs_Still"
0000: NOP

:A_BIKEV
0900: "BIKEv_Back"
0900: "BIKEv_drivebyFT"
0900: "BIKEv_drivebyLHS"
0900: "BIKEv_drivebyRHS"
0900: "BIKEv_Fwd"
0900: "BIKEv_getoffBACK"
0900: "BIKEv_getoffLHS"
0900: "BIKEv_getoffRHS"
0900: "BIKEv_hit"
0900: "BIKEv_jumponL"
0900: "BIKEv_jumponR"
0900: "BIKEv_kick"
0900: "BIKEv_Left"
0900: "BIKEv_passenger"
0900: "BIKEv_pushes"
0900: "BIKEv_Ride"
0900: "BIKEv_Right"
0900: "BIKEv_Still"
0000: NOP

:A_BMX
0900: "BMX_back"
0900: "BMX_bunnyhop"
0900: "BMX_drivebyFT"
0900: "BMX_driveby_LHS"
0900: "BMX_driveby_RHS"
0900: "BMX_fwd"
0900: "BMX_getoffBACK"
0900: "BMX_pushes"
0900: "BMX_getoffLHS"
0900: "BMX_getoffRHS"
0900: "BMX_jumponL"
0900: "BMX_jumponR"
0900: "BMX_Left"
0900: "BMX_pedal"
0900: "BMX_Ride"
0900: "BMX_Right"
0900: "BMX_sprint"
0900: "BMX_still"
0000: NOP

:A_BIKE_DBZ
0900: "Pass_Driveby_BWD"
0900: "Pass_Driveby_FWD"
0900: "Pass_Driveby_LHS"
0900: "Pass_Driveby_RHS"
0000: NOP

:A_MD_CHASE
0900: "Carhit_Hangon"
0900: "Carhit_Tumble"
0900: "donutdrop"
0900: "Fen_Choppa_L1"
0900: "Fen_Choppa_L2"
0900: "Fen_Choppa_L3"
0900: "Fen_Choppa_R1"
0900: "Fen_Choppa_R2"
0900: "Fen_Choppa_R3"
0900: "Hangon_Stun_loop"
0900: "Hangon_Stun_Turn"
0900: "MD_BIKE_2_HANG"
0900: "MD_BIKE_Jmp_BL"
0900: "MD_BIKE_Jmp_F"
0900: "MD_BIKE_Lnd_BL"
0900: "MD_BIKE_Lnd_Die_BL"
0900: "MD_BIKE_Lnd_Die_F"
0900: "MD_BIKE_Lnd_F"
0900: "MD_BIKE_Lnd_Roll"
0900: "MD_BIKE_Lnd_Roll_F"
0900: "MD_BIKE_Punch"
0900: "MD_BIKE_Punch_F"
0900: "MD_BIKE_Shot_F"
0900: "MD_HANG_Lnd_Roll"
0900: "MD_HANG_Loop"
0000: NOP

:A_BOX
0900: "boxhipin"
0900: "boxhipup"
0900: "boxshdwn"
0900: "boxshup"
0900: "bxhipwlk"
0900: "bxhwlki"
0900: "bxshwlk"
0900: "bxshwlki"
0900: "bxwlko"
0900: "catch_box"
0000: NOP

:A_BOMBER
0900: "BOM_Plant"
0900: "BOM_Plant_2Idle"
0900: "BOM_Plant_Crouch_In"
0900: "BOM_Plant_Crouch_Out"
0900: "BOM_Plant_In"
0900: "BOM_Plant_Loop"
0000: NOP

:A_BSKTBALL
0900: "BBALL_def_jump_shot"
0900: "BBALL_def_loop"
0900: "BBALL_def_stepL"
0900: "BBALL_def_stepR"
0900: "BBALL_Dnk"
0900: "BBALL_Dnk_Gli"
0900: "BBALL_Dnk_Gli_O"
0900: "BBALL_Dnk_Lnch"
0900: "BBALL_Dnk_Lnch_O"
0900: "BBALL_Dnk_Lnd"
0900: "BBALL_Dnk_O"
0900: "BBALL_idle"
0900: "BBALL_idle2"
0900: "BBALL_idle2_O"
0900: "BBALL_idleloop"
0900: "BBALL_idleloop_O"
0900: "BBALL_idle_O"
0900: "BBALL_Jump_Cancel"
0900: "BBALL_Jump_Cancel_0"
0900: "BBALL_Jump_End"
0900: "BBALL_Jump_Shot"
0900: "BBALL_Jump_Shot_O"
0900: "BBALL_Net_Dnk_O"
0900: "BBALL_pickup"
0900: "BBALL_pickup_O"
0900: "BBALL_react_miss"
0900: "BBALL_react_score"
0900: "BBALL_run"
0900: "BBALL_run_O"
0900: "BBALL_SkidStop_L"
0900: "BBALL_SkidStop_L_O"
0900: "BBALL_SkidStop_R"
0900: "BBALL_SkidStop_R_O"
0900: "BBALL_walk"
0900: "BBALL_WalkStop_L"
0900: "BBALL_WalkStop_L_O"
0900: "BBALL_WalkStop_R"
0900: "BBALL_WalkStop_R_O"
0900: "BBALL_walk_O"
0900: "BBALL_walk_start"
0900: "BBALL_walk_start_O"
0000: NOP

:A_CAMERA
0900: "camcrch_cmon"
0900: "camcrch_idleloop"
0900: "camcrch_stay"
0900: "camcrch_to_camstnd"
0900: "camstnd_cmon"
0900: "camstnd_idleloop"
0900: "camstnd_lkabt"
0900: "camstnd_to_camcrch"
0900: "piccrch_in"
0900: "piccrch_out"
0900: "piccrch_take"
0900: "picstnd_in"
0900: "picstnd_out"
0900: "picstnd_take"
0000: NOP

:A_GYMNASIUM
0900: "GYMshadowbox"
0900: "gym_bike_celebrate"
0900: "gym_bike_fast"
0900: "gym_bike_faster"
0900: "gym_bike_getoff"
0900: "gym_bike_geton"
0900: "gym_bike_pedal"
0900: "gym_bike_slow"
0900: "gym_bike_still"
0900: "gym_jog_falloff"
0900: "gym_shadowbox"
0900: "gym_tread_celebrate"
0900: "gym_tread_falloff"
0900: "gym_tread_getoff"
0900: "gym_tread_geton"
0900: "gym_tread_jog"
0900: "gym_tread_sprint"
0900: "gym_tread_tired"
0900: "gym_tread_walk"
0900: "gym_walk_falloff"
0900: "Pedals_fast"
0900: "Pedals_med"
0900: "Pedals_slow"
0900: "Pedals_still"
0000: NOP

:A_PARACHUTE
0900: "FALL_skyDive"
0900: "FALL_SkyDive_Accel"
0900: "FALL_skyDive_DIE"
0900: "FALL_SkyDive_L"
0900: "FALL_SkyDive_R"
0900: "PARA_decel"
0900: "PARA_decel_O"
0900: "PARA_float"
0900: "PARA_float_O"
0900: "PARA_Land"
0900: "PARA_Land_O"
0900: "PARA_Land_Water"
0900: "PARA_Land_Water_O"
0900: "PARA_open"
0900: "PARA_open_O"
0900: "PARA_Rip_Land_O"
0900: "PARA_Rip_Loop_O"
0900: "PARA_Rip_O"
0900: "PARA_steerL"
0900: "PARA_steerL_O"
0900: "PARA_steerR"
0900: "PARA_steerR_O"
0000: NOP

:A_GANGS
0900: "DEALER_DEAL"
0900: "DEALER_IDLE"
0900: "drnkbr_prtl"
0900: "drnkbr_prtl_F"
0900: "DRUGS_BUY"
0900: "hndshkaa"
0900: "hndshkba"
0900: "hndshkca"
0900: "hndshkcb"
0900: "hndshkda"
0900: "hndshkea"
0900: "hndshkfa"
0900: "hndshkfa_swt"
0900: "Invite_No"
0900: "Invite_Yes"
0900: "leanIDLE"
0900: "leanIN"
0900: "leanOUT"
0900: "prtial_gngtlkA"
0900: "prtial_gngtlkB"
0900: "prtial_gngtlkCt"
0900: "prtial_gngtlkD"
0900: "prtial_gngtlkE"
0900: "prtial_gngtlkF"
0900: "prtial_gngtlkG"
0900: "prtial_gngtlkH"
0900: "prtial_hndshk_01"
0900: "prtial_hndshk_biz_01"
0900: "shake_cara"
0900: "shake_carK"
0900: "shake_carSH"
0900: "smkcig_prtl"
0900: "smkcig_prtl_F"
0000: NOP

:A_LOWRIDER
0900: "F_smklean_loop"
0900: "lrgirl_bdbnce"
0900: "lrgirl_hair"
0900: "lrgirl_hurry"
0900: "lrgirl_idleloop"
0900: "lrgirl_idle_to_l0"
0900: "lrgirl_l0_bnce"
0900: "lrgirl_l0_loop"
0900: "lrgirl_l0_to_l1"
0900: "lrgirl_l12_to_l0"
0900: "lrgirl_l1_bnce"
0900: "lrgirl_l1_loop"
0900: "lrgirl_l1_to_l2"
0900: "lrgirl_l2_bnce"
0900: "lrgirl_l2_loop"
0900: "lrgirl_l2_to_l3"
0900: "lrgirl_l345_to_l1"
0900: "lrgirl_l3_bnce"
0900: "lrgirl_l3_loop"
0900: "lrgirl_l3_to_l4"
0900: "lrgirl_l4_bnce"
0900: "lrgirl_l4_loop"
0900: "lrgirl_l4_to_l5"
0900: "lrgirl_l5_bnce"
0900: "lrgirl_l5_loop"
0900: "M_smklean_loop"
0900: "M_smkstnd_loop"
0900: "prtial_gngtlkB"
0900: "prtial_gngtlkC"
0900: "prtial_gngtlkD"
0900: "prtial_gngtlkE"
0900: "prtial_gngtlkF"
0900: "prtial_gngtlkG"
0900: "prtial_gngtlkH"
0900: "RAP_A_Loop"
0900: "RAP_B_Loop"
0900: "RAP_C_Loop"
0900: "Sit_relaxed"
0900: "Tap_hand"
0000: NOP

:A_ON_LOOKERS
0900: "lkaround_in"
0900: "lkaround_loop"
0900: "lkaround_out"
0900: "lkup_in"
0900: "lkup_loop"
0900: "lkup_out"
0900: "lkup_point"
0900: "panic_cower"
0900: "panic_hide"
0900: "panic_in"
0900: "panic_loop"
0900: "panic_out"
0900: "panic_point"
0900: "panic_shout"
0900: "Pointup_in"
0900: "Pointup_loop"
0900: "Pointup_out"
0900: "Pointup_shout"
0900: "point_in"
0900: "point_loop"
0900: "point_out"
0900: "shout_01"
0900: "shout_02"
0900: "shout_in"
0900: "shout_loop"
0900: "shout_out"
0900: "wave_in"
0900: "wave_loop"
0900: "wave_out"
0000: NOP

:A_CAR_CHAT
0900: "carfone_in"
0900: "carfone_loopA"
0900: "carfone_loopA_to_B"
0900: "carfone_loopB"
0900: "carfone_loopB_to_A"
0900: "carfone_out"
0900: "CAR_Sc1_BR"
0900: "CAR_Sc1_FL"
0900: "CAR_Sc1_FR"
0900: "CAR_Sc2_FL"
0900: "CAR_Sc3_BR"
0900: "CAR_Sc3_FL"
0900: "CAR_Sc3_FR"
0900: "CAR_Sc4_BL"
0900: "CAR_Sc4_BR"
0900: "CAR_Sc4_FL"
0900: "CAR_Sc4_FR"
0900: "car_talkm_in"
0900: "car_talkm_loop"
0900: "car_talkm_out"
0000: NOP

:A_CASINO
0900: "cards_in"
0900: "cards_loop"
0900: "cards_lose"
0900: "cards_out"
0900: "cards_pick_01"
0900: "cards_pick_02"
0900: "cards_raise"
0900: "cards_win"
0900: "manwinb"
0900: "manwind"
0900: "Roulette_bet"
0900: "Roulette_in"
0900: "Roulette_loop"
0900: "Roulette_lose"
0900: "Roulette_out"
0900: "Roulette_win"
0900: "Slot_bet_02"
0900: "Slot_in"
0900: "Slot_lose_out"
0900: "Slot_Plyr"
0900: "Slot_wait"
0900: "Slot_win_out"
0900: "wof"
0000: NOP

:A_BUDDY
0900: "buddy_crouchfire"
0900: "buddy_crouchreload"
0900: "buddy_fire"
0900: "buddy_fire_poor"
0900: "buddy_reload"
0000: NOP

:A_BUS
0900: "BUS_close"
0900: "BUS_getin_LHS"
0900: "BUS_getin_RHS"
0900: "BUS_getout_LHS"
0900: "BUS_getout_RHS"
0900: "BUS_jacked_LHS"
0900: "BUS_open"
0900: "BUS_open_RHS"
0900: "BUS_pullout_LHS"
0000: NOP

:A_CAR
0900: "Fixn_Car_Loop"
0900: "Fixn_Car_Out"
0900: "flag_drop"
0900: "Sit_relaxed"
0900: "Tap_hand"
0900: "Tyd2car_bump"
0900: "Tyd2car_high"
0900: "Tyd2car_low"
0900: "Tyd2car_med"
0900: "Tyd2car_TurnL"
0900: "Tyd2car_TurnR"
0000: NOP

:A_CARRY
0900: "crry_prtial"
0900: "liftup"
0900: "liftup05"
0900: "liftup105"
0900: "putdwn"
0900: "putdwn05"
0900: "putdwn105"
0000: NOP

:A_INT_SHOP
0900: "shop_cashier"
0900: "shop_in"
0900: "shop_lookA"
0900: "shop_lookB"
0900: "shop_loop"
0900: "shop_out"
0900: "shop_pay"
0900: "shop_shelf"
0000: NOP

:A_JST_BUISNESS
0900: "girl_01"
0900: "girl_02"
0900: "player_01"
0900: "smoke_01"
0000: NOP

:A_KART
0900: "KART_getin_LHS"
0900: "KART_getin_RHS"
0900: "KART_getout_LHS"
0900: "KART_getout_RHS"
0000: NOP

:A_KISSING
0900: "BD_GF_Wave"
0900: "gfwave2"
0900: "GF_CarArgue_01"
0900: "GF_CarArgue_02"
0900: "GF_CarSpot"
0900: "GF_StreetArgue_01"
0900: "GF_StreetArgue_02"
0900: "gift_give"
0900: "Grlfrd_Kiss_01"
0900: "Grlfrd_Kiss_02"
0900: "Grlfrd_Kiss_03"
0900: "Playa_Kiss_01"
0900: "Playa_Kiss_02"
0900: "Playa_Kiss_03"
0000: NOP

:A_KNIFE
0900: "KILL_Knife_Ped_Damage"
0900: "KILL_Knife_Ped_Die"
0900: "KILL_Knife_Player"
0900: "KILL_Partial"
0900: "knife_2"
0900: "knife_3"
0900: "knife_4"
0900: "Knife_G"
0900: "knife_hit_1"
0900: "knife_hit_2"
0900: "knife_IDLE"
0900: "knife_hit_3"
0900: "knife_part"
0900: "WEAPON_knifeidle"
0000: NOP

:A_LAPDAN1
0900: "LAPDAN_D"
0900: "LAPDAN_P"
0000: NOP

:A_LAPDAN2
0900: "LAPDAN_D"
0900: "LAPDAN_P"
0000: NOP

:A_LAPDAN3
0900: "LAPDAN_D"
0900: "LAPDAN_P"
0000: NOP

:A_MD_END
0900: "END_SC1_PLY"
0900: "END_SC1_RYD"
0900: "END_SC1_SMO"
0900: "END_SC1_SWE"
0900: "END_SC2_PLY"
0900: "END_SC2_RYD"
0900: "END_SC2_SMO"
0900: "END_SC2_SWE"
0000: NOP

:A_MEDIC
0900: "CPR"
0000: NOP

:A_MTB
0900: "MTB_back"
0900: "MTB_bunnyhop"
0900: "MTB_drivebyFT"
0900: "MTB_driveby_LHS"
0900: "MTB_driveby_RHS"
0900: "MTB_fwd"
0900: "MTB_getoffBACK"
0900: "MTB_pushes"
0900: "MTB_getoffLHS"
0900: "MTB_getoffRHS"
0900: "MTB_jumponL"
0900: "MTB_jumponR"
0900: "MTB_Left"
0900: "MTB_pedal"
0900: "MTB_Ride"
0900: "MTB_Right"
0900: "MTB_sprint"
0900: "MTB_still"
0000: NOP

:A_MUSCULAR
0900: "MscleWalkst_armed"
0900: "MscleWalkst_Csaw"
0900: "Mscle_rckt_run"
0900: "Mscle_rckt_walkst"
0900: "Mscle_run_Csaw"
0900: "MuscleIdle"
0900: "MuscleIdle_armed"
0900: "MuscleIdle_Csaw"
0900: "MuscleIdle_rocket"
0900: "MuscleRun"
0900: "MuscleRun_armed"
0900: "MuscleSprint"
0900: "MuscleWalk"
0900: "MuscleWalkstart"
0900: "MuscleWalk_armed"
0900: "Musclewalk_Csaw"
0900: "Musclewalk_rocket"
0000: NOP

:A_OTB
0900: "betslp_in"
0900: "betslp_lkabt"
0900: "betslp_loop"
0900: "betslp_out"
0900: "betslp_tnk"
0900: "wtchrace_cmon"
0900: "wtchrace_in"
0900: "wtchrace_loop"
0900: "wtchrace_lose"
0900: "wtchrace_out"
0900: "wtchrace_win"
0000: NOP

:A_NEVADA
0900: "NEVADA_getin"
0900: "NEVADA_getout"
0000: NOP

:A_PARK
0900: "Tai_Chi_in"
0900: "Tai_Chi_Loop"
0900: "Tai_Chi_Out"
0000: NOP

:A_PAULNMAC
0900: "Piss_in"
0900: "Piss_loop"
0900: "Piss_out"
0900: "PnM_Argue1_A"
0900: "PnM_Argue1_B"
0900: "PnM_Argue2_A"
0900: "PnM_Argue2_B"
0900: "PnM_Loop_A"
0900: "PnM_Loop_B"
0900: "wank_in"
0900: "wank_loop"
0900: "wank_out"
0000: NOP

:A_CHAINSAW
0900: "CSAW_1"
0900: "CSAW_2"
0900: "CSAW_3"
0900: "CSAW_G"
0900: "CSAW_Hit_1"
0900: "CSAW_Hit_2"
0900: "CSAW_Hit_3"
0900: "IDLE_csaw"
0900: "WEAPON_csaw"
0900: "WEAPON_csawlo"
0000: NOP

:A_CHOPPA
0900: "CHOPPA_back"
0900: "CHOPPA_bunnyhop"
0900: "CHOPPA_drivebyFT"
0900: "CHOPPA_driveby_LHS"
0900: "CHOPPA_driveby_RHS"
0900: "CHOPPA_fwd"
0900: "CHOPPA_getoffBACK"
0900: "CHOPPA_getoffLHS"
0900: "CHOPPA_getoffRHS"
0900: "CHOPPA_jumponL"
0900: "CHOPPA_jumponR"
0900: "CHOPPA_Left"
0900: "CHOPPA_pedal"
0900: "CHOPPA_Pushes"
0900: "CHOPPA_ride"
0900: "CHOPPA_Right"
0900: "CHOPPA_sprint"
0900: "CHOPPA_Still"
0000: NOP

:A_CLOTHES
0900: "CLO_Buy"
0900: "CLO_In"
0900: "CLO_Out"
0900: "CLO_Pose_Hat"
0900: "CLO_Pose_In"
0900: "CLO_Pose_In_O"
0900: "CLO_Pose_Legs"
0900: "CLO_Pose_Loop"
0900: "CLO_Pose_Out"
0900: "CLO_Pose_Out_O"
0900: "CLO_Pose_Shoes"
0900: "CLO_Pose_Torso"
0900: "CLO_Pose_Watch"
0000: NOP

:A_COACH
0900: "COACH_inL"
0900: "COACH_inR"
0900: "COACH_opnL"
0900: "COACH_opnR"
0900: "COACH_outL"
0900: "COACH_outR"
0000: NOP

:A_COLT45
0900: "2guns_crouchfire"
0900: "colt45_crouchfire"
0900: "colt45_crouchreload"
0900: "colt45_fire"
0900: "colt45_fire_2hands"
0900: "colt45_reload"
0900: "sawnoff_reload"
0000: NOP

:A_COP_AMBIENT
0900: "Copbrowse_in"
0900: "Copbrowse_loop"
0900: "Copbrowse_nod"
0900: "Copbrowse_out"
0900: "Copbrowse_shake"
0900: "Coplook_in"
0900: "Coplook_loop"
0900: "Coplook_nod"
0900: "Coplook_out"
0900: "Coplook_shake"
0900: "Coplook_think"
0900: "Coplook_watch"
0000: NOP

:A_COP_DVBYZ
0900: "COP_Dvby_B"
0900: "COP_Dvby_FT"
0900: "COP_Dvby_L"
0900: "COP_Dvby_R"
0000: NOP

:A_CRACK
0900: "Bbalbat_Idle_01"
0900: "Bbalbat_Idle_02"
0900: "crckdeth1"
0900: "crckdeth2"
0900: "crckdeth3"
0900: "crckdeth4"
0900: "crckidle1"
0900: "crckidle2"
0900: "crckidle3"
0000: NOP

:A_CRIB
0900: "CRIB_Console_Loop"
0900: "CRIB_Use_Switch"
0900: "PED_Console_Loop"
0900: "PED_Console_Loose"
0900: "PED_Console_Win"
0000: NOP

:A_DAM_JUMP
0900: "DAM_Dive_Loop"
0900: "DAM_Land"
0900: "DAM_Launch"
0900: "Jump_Roll"
0900: "SF_JumpWall"
0000: NOP

:A_DANCING
0900: "bd_clap"
0900: "bd_clap1"
0900: "dance_loop"
0900: "DAN_Down_A"
0900: "DAN_Left_A"
0900: "DAN_Loop_A"
0900: "DAN_Right_A"
0900: "DAN_Up_A"
0900: "dnce_M_a"
0900: "dnce_M_b"
0900: "dnce_M_c"
0900: "dnce_M_d"
0900: "dnce_M_e"
0000: NOP

:A_DEALER
0900: "DEALER_DEAL"
0900: "DEALER_IDLE"
0900: "DEALER_IDLE_01"
0900: "DEALER_IDLE_02"
0900: "DEALER_IDLE_03"
0900: "DRUGS_BUY"
0900: "shop_pay"
0000: NOP

:A_DILDO
0900: "DILDO_1"
0900: "DILDO_2"
0900: "DILDO_3"
0900: "DILDO_block"
0900: "DILDO_G"
0900: "DILDO_Hit_1"
0900: "DILDO_Hit_2"
0900: "DILDO_Hit_3"
0900: "DILDO_IDLE"
0000: NOP

:A_DODGE
0900: "Cover_Dive_01"
0900: "Cover_Dive_02"
0900: "Crushed"
0900: "Crush_Jump"
0000: NOP

:A_DOZER
0900: "DOZER_Align_LHS"
0900: "DOZER_Align_RHS"
0900: "DOZER_getin_LHS"
0900: "DOZER_getin_RHS"
0900: "DOZER_getout_LHS"
0900: "DOZER_getout_RHS"
0900: "DOZER_Jacked_LHS"
0900: "DOZER_Jacked_RHS"
0900: "DOZER_pullout_LHS"
0000: NOP

:A_DRIVEBYS
0900: "Gang_DrivebyLHS"
0900: "Gang_DrivebyLHS_Bwd"
0900: "Gang_DrivebyLHS_Fwd"
0900: "Gang_DrivebyRHS"
0900: "Gang_DrivebyRHS_Bwd"
0900: "Gang_DrivebyRHS_Fwd"
0900: "Gang_DrivebyTop_LHS"
0900: "Gang_DrivebyTop_RHS"
0000: NOP

:A_FAT
0900: "FatIdle"
0900: "FatIdle_armed"
0900: "FatIdle_Csaw"
0900: "FatIdle_Rocket"
0900: "FatRun"
0900: "FatRun_armed"
0900: "FatRun_Csaw"
0900: "FatRun_Rocket"
0900: "FatSprint"
0900: "FatWalk"
0900: "FatWalkstart"
0900: "FatWalkstart_Csaw"
0900: "FatWalkSt_armed"
0900: "FatWalkSt_Rocket"
0900: "FatWalk_armed"
0900: "FatWalk_Csaw"
0900: "FatWalk_Rocket"
0900: "IDLE_tired"
0000: NOP

:A_FIGHT_B
0900: "FightB_1"
0900: "FightB_2"
0900: "FightB_3"
0900: "FightB_block"
0900: "FightB_G"
0900: "FightB_IDLE"
0900: "FightB_M"
0900: "HitB_1"
0900: "HitB_2"
0900: "HitB_3"
0000: NOP

:A_FIGHT_C
0900: "FightC_1"
0900: "FightC_2"
0900: "FightC_3"
0900: "FightC_block"
0900: "FightC_blocking"
0900: "FightC_G"
0900: "FightC_IDLE"
0900: "FightC_M"
0900: "FightC_Spar"
0900: "HitC_1"
0900: "HitC_2"
0900: "HitC_3"
0000: NOP

:A_FIGHT_D
0900: "FightD_1"
0900: "FightD_2"
0900: "FightD_3"
0900: "FightD_block"
0900: "FightD_G"
0900: "FightD_IDLE"
0900: "FightD_M"
0900: "HitD_1"
0900: "HitD_2"
0900: "HitD_3"
0000: NOP

:A_FIGHT_E
0900: "FightKick"
0900: "FightKick_B"
0900: "Hit_fightkick"
0900: "Hit_fightkick_B"
0000: NOP

:A_FINALE
0900: "FIN_Climb_In"
0900: "FIN_Cop1_ClimbOut2"
0900: "FIN_Cop1_Loop"
0900: "FIN_Cop1_Stomp"
0900: "FIN_Hang_L"
0900: "FIN_Hang_Loop"
0900: "FIN_Hang_R"
0900: "FIN_Hang_L"
0900: "FIN_Jump_On"
0900: "FIN_Land_Car"
0900: "FIN_Land_Die"
0900: "FIN_LegsUp"
0900: "FIN_LegsUp_L"
0900: "FIN_LegsUp_Loop"
0900: "FIN_LegsUp_R"
0900: "FIN_Let_Go"
0000: NOP

:A_FINALE2
0900: "FIN_Cop1_ClimbOut"
0900: "FIN_Cop1_Fall"
0900: "FIN_Cop1_Loop"
0900: "FIN_Cop1_Shot"
0900: "FIN_Cop1_Swing"
0900: "FIN_Cop2_ClimbOut"
0900: "FIN_Switch_P"
0900: "FIN_Switch_S"
0000: NOP

:A_FLAME
0900: "FLAME_fire"
0000: NOP

:A_Flowers
0900: "Flower_attack"
0900: "Flower_attack_M"
0900: "Flower_Hit"
0000: NOP

:A_GHANDS
0900: "gsign1"
0900: "gsign1LH"
0900: "gsign2"
0900: "gsign2LH"
0900: "gsign3"
0900: "gsign3LH"
0900: "gsign4"
0900: "gsign4LH"
0900: "gsign5"
0900: "gsign5LH"
0900: "LHGsign1"
0900: "LHGsign2"
0900: "LHGsign3"
0900: "LHGsign4"
0900: "LHGsign5"
0900: "RHGsign1"
0900: "RHGsign2"
0900: "RHGsign3"
0900: "RHGsign4"
0900: "RHGsign5"
0000: NOP

:A_Freeweights
0900: "gym_barbell"
0900: "gym_free_A"
0900: "gym_free_B"
0900: "gym_free_celebrate"
0900: "gym_free_down"
0900: "gym_free_loop"
0900: "gym_free_pickup"
0900: "gym_free_putdown"
0900: "gym_free_up_smooth"
0000: NOP

:A_GHETTO_DB
0900: "GDB_Car2_PLY"
0900: "GDB_Car2_SMO"
0900: "GDB_Car2_SWE"
0900: "GDB_Car_PLY"
0900: "GDB_Car_RYD"
0900: "GDB_Car_SMO"
0900: "GDB_Car_SWE"
0000: NOP

:A_goggles
0900: "goggles_put_on"
0000: NOP

:A_GRAFFITI
0900: "graffiti_Chkout"
0900: "spraycan_fire"
0000: NOP

:A_GRAVEYARD
0900: "mrnF_loop"
0900: "mrnM_loop"
0900: "prst_loopa"
0000: NOP

:A_GRENADE
0900: "WEAPON_start_throw"
0900: "WEAPON_throw"
0900: "WEAPON_throwu"
0000: NOP

:A_HAIRCUTS
0900: "BRB_Beard_01"
0900: "BRB_Buy"
0900: "BRB_Cut"
0900: "BRB_Cut_In"
0900: "BRB_Cut_Out"
0900: "BRB_Hair_01"
0900: "BRB_Hair_02"
0900: "BRB_In"
0900: "BRB_Out"
0900: "BRB_Loop"
0900: "BRB_Sit_In"
0900: "BRB_Sit_Loop"
0900: "BRB_Sit_Out"
0000: NOP

:A_HEIST9
0900: "CAS_G2_GasKO"
0900: "swt_wllpk_L"
0900: "swt_wllpk_L_back"
0900: "swt_wllpk_R"
0900: "swt_wllpk_R_back"
0900: "swt_wllshoot_in_L"
0900: "swt_wllshoot_in_R"
0900: "swt_wllshoot_out_L"
0900: "swt_wllshoot_out_R"
0900: "Use_SwipeCard"
0000: NOP

:A_INT_HOUSE
0900: "BED_In_L"
0900: "BED_In_R"
0900: "BED_Loop_L"
0900: "BED_Loop_R"
0900: "BED_Out_L"
0900: "BED_Out_R"
0900: "LOU_In"
0900: "LOU_Loop"
0900: "LOU_Out"
0900: "wash_up"
0000: NOP

:A_INT_OFFICE
0900: "FF_Dam_Fwd"
0900: "OFF_Sit_2Idle_180"
0900: "OFF_Sit_Bored_Loop"
0900: "OFF_Sit_Crash"
0900: "OFF_Sit_Drink"
0900: "OFF_Sit_Idle_Loop"
0900: "OFF_Sit_In"
0900: "OFF_Sit_Read"
0900: "OFF_Sit_Type_Loop"
0900: "OFF_Sit_Watch"
0000: NOP

:A_PLAYER_DVBYS
0900: "Plyr_DrivebyBwd"
0900: "Plyr_DrivebyFwd"
0900: "Plyr_DrivebyLHS"
0900: "Plyr_DrivebyRHS"
0000: NOP

:A_PLAYIDLES
0900: "shift"
0900: "shldr"
0900: "stretch"
0900: "strleg"
0900: "time"
0000: NOP

:A_POLICE
0900: "CopTraf_Away"
0900: "CopTraf_Come"
0900: "CopTraf_Left"
0900: "CopTraf_Stop"
0900: "COP_getoutcar_LHS"
0900: "Cop_move_FWD"
0900: "crm_drgbst_01"
0900: "Door_Kick"
0900: "plc_drgbst_01"
0900: "plc_drgbst_02"
0000: NOP

:A_POOL
0900: "POOL_ChalkCue"
0900: "POOL_Idle_Stance"
0900: "POOL_Long_Shot"
0900: "POOL_Long_Shot_O"
0900: "POOL_Long_Start"
0900: "POOL_Long_Start_O"
0900: "POOL_Med_Shot"
0900: "POOL_Med_Shot_O"
0900: "POOL_Med_Start"
0900: "POOL_Med_Start_O"
0900: "POOL_Place_White"
0900: "POOL_Short_Shot"
0900: "POOL_Short_Shot_O"
0900: "POOL_Short_Start"
0900: "POOL_Short_Start_O"
0900: "POOL_Walk"
0900: "POOL_Walk_Start"
0900: "POOL_XLong_Shot"
0900: "POOL_XLong_Shot_O"
0900: "POOL_XLong_Start"
0900: "POOL_XLong_Start_O"
0000: NOP

:A_POOR
0900: "WINWASH_Start"
0900: "WINWASH_Wash2Beg"
0000: NOP

:A_PYTHON
0900: "python_crouchfire"
0900: "python_crouchreload"
0900: "python_fire"
0900: "python_fire_poor"
0900: "python_reload"
0000: NOP

:A_QUAD
0900: "QUAD_back"
0900: "QUAD_driveby_FT"
0900: "QUAD_driveby_LHS"
0900: "QUAD_driveby_RHS"
0900: "QUAD_FWD"
0900: "QUAD_getoff_B"
0900: "QUAD_getoff_LHS"
0900: "QUAD_getoff_RHS"
0900: "QUAD_geton_LHS"
0900: "QUAD_geton_RHS"
0900: "QUAD_hit"
0900: "QUAD_kick"
0900: "QUAD_Left"
0900: "QUAD_passenger"
0900: "QUAD_reverse"
0900: "QUAD_ride"
0900: "QUAD_Right"
0000: NOP

:A_QUAD_DBZ
0900: "Pass_Driveby_BWD"
0900: "Pass_Driveby_FWD"
0900: "Pass_Driveby_LHS"
0900: "Pass_Driveby_RHS"
0000: NOP

:A_RAPPING
0900: "Laugh_01"
0900: "RAP_A_IN"
0900: "RAP_A_Loop"
0900: "RAP_A_OUT"
0900: "RAP_B_IN"
0900: "RAP_B_Loop"
0900: "RAP_B_OUT"
0900: "RAP_C_Loop"
0000: NOP

:A_RIFLE
0900: "RIFLE_crouchfire"
0900: "RIFLE_crouchload"
0900: "RIFLE_fire"
0900: "RIFLE_fire_poor"
0900: "RIFLE_load"
0000: NOP

:A_RIOT
0900: "RIOT_ANGRY"
0900: "RIOT_ANGRY_B"
0900: "RIOT_challenge"
0900: "RIOT_CHANT"
0900: "RIOT_FUKU"
0900: "RIOT_PUNCHES"
0900: "RIOT_shout"
0000: NOP

:A_ROB_BANK
0900: "CAT_Safe_End"
0900: "CAT_Safe_Open"
0900: "CAT_Safe_Open_O"
0900: "CAT_Safe_Rob"
0900: "SHP_HandsUp_Scr"
0000: NOP

:A_ROCKET
0900: "idle_rocket"
0900: "RocketFire"
0900: "run_rocket"
0900: "walk_rocket"
0900: "WALK_start_rocket"
0000: NOP

:A_RUSTLER
0900: "Plane_align_LHS"
0900: "Plane_close"
0900: "Plane_getin"
0900: "Plane_getout"
0900: "Plane_open"
0000: NOP

:A_RYDER
0900: "RYD_Beckon_01"
0900: "RYD_Beckon_02"
0900: "RYD_Beckon_03"
0900: "RYD_Die_PT1"
0900: "RYD_Die_PT2"
0900: "Van_Crate_L"
0900: "Van_Crate_R"
0900: "Van_Fall_L"
0900: "Van_Fall_R"
0900: "Van_Lean_L"
0900: "Van_Lean_R"
0900: "VAN_PickUp_S"
0900: "Van_Stand"
0900: "Van_Stand_Crate"
0900: "Van_Throw"
0000: NOP

:A_SCRATCHING
0900: "scdldlp"
0900: "scdlulp"
0900: "scdrdlp"
0900: "scdrulp"
0900: "sclng_l"
0900: "sclng_r"
0900: "scmid_l"
0900: "scmid_r"
0900: "scshrtl"
0900: "scshrtr"
0900: "sc_ltor"
0900: "sc_rtol"
0000: NOP

:A_SHAMAL
0900: "SHAMAL_align"
0900: "SHAMAL_getin_LHS"
0900: "SHAMAL_getout_LHS"
0900: "SHAMAL_open"
0000: NOP

:A_SHOP
0900: "ROB_2Idle"
0900: "ROB_Loop"
0900: "donutdrop"
0900: "ROB_Loop_Threat"
0900: "ROB_Shifty"
0900: "ROB_StickUp_In"
0900: "SHP_Duck_Fire"
0900: "SHP_Gun_Aim"
0900: "SHP_Gun_Duck"
0900: "SHP_Gun_Fire"
0900: "SHP_Gun_Grab"
0900: "SHP_Gun_Threat"
0900: "SHP_HandsUp_Scr"
0900: "SHP_Jump_Glide"
0900: "SHP_Jump_Land"
0900: "SHP_Jump_Launch"
0900: "SHP_Rob_GiveCash"
0900: "SHP_Rob_HandsUp"
0900: "SHP_Rob_React"
0900: "SHP_Serve_End"
0900: "SHP_Serve_Idle"
0900: "SHP_Serve_Loop"
0900: "SHP_Serve_Start"
0900: "Smoke_RYD"
0000: NOP

:A_SHOTGUN
0900: "shotgun_crouchfire"
0900: "shotgun_fire"
0900: "shotgun_fire_poor"
0000: NOP

:A_SKATE
0900: "skate_idle"
0900: "skate_run"
0900: "skate_sprint"
0000: NOP

:A_VORTEX
0900: "CAR_jumpin_LHS"
0900: "CAR_jumpin_RHS"
0900: "vortex_getout_LHS"
0900: "vortex_getout_RHS"
0000: NOP

:A_TEC
0900: "TEC_crouchfire"
0900: "TEC_crouchreload"
0900: "TEC_fire"
0900: "TEC_reload"
0000: NOP

:A_TRAIN
0900: "tran_gtup"
0900: "tran_hng"
0900: "tran_ouch"
0900: "tran_stmb"
0000: NOP

:A_SILENCED
0900: "CrouchReload"
0900: "SilenceCrouchfire"
0900: "Silence_fire"
0900: "Silence_reload"
0000: NOP

:A_TATTOOS
0900: "TAT_ArmL_In_O"
0900: "TAT_ArmL_In_P"
0900: "TAT_ArmL_In_T"
0900: "TAT_ArmL_Out_O"
0900: "TA_ArmL_Out_P"
0900: "TAT_ArmL_Out_T"
0900: "TAT_ArmL_Pose_O"
0900: "TAT_ArmL_Pose_P"
0900: "TAT_ArmL_Pose_T"
0900: "TAT_ArmR_In_O"
0900: "TAT_ArmR_In_P"
0900: "TAT_ArmR_In_T"
0900: "TAT_ArmR_Out_O"
0900: "TAT_ArmR_Out_P"
0900: "TAT_ArmR_Out_T"
0900: "TAT_ArmR_Pose_O"
0900: "TAT_ArmR_Pose_P"
0900: "TAT_ArmR_Pose_T"
0900: "TAT_Back_In_O"
0900: "TAT_Back_In_P"
0900: "TAT_Back_In_T"
0900: "TAT_Back_Out_O"
0900: "TAT_Back_Out_P"
0900: "TAT_Back_Out_T"
0900: "TAT_Back_Pose_O"
0900: "TAT_Back_Pose_P"
0900: "TAT_Back_Pose_T"
0900: "TAT_Back_Sit_In_P"
0900: "TAT_Back_Sit_Loop_P"
0900: "TAT_Back_Sit_Out_P"
0900: "TAT_Bel_In_O"
0900: "TAT_Bel_In_T"
0900: "TAT_Bel_Out_O"
0900: "TAT_Bel_Out_T"
0900: "TAT_Bel_Pose_O"
0900: "TAT_Bel_Pose_T"
0900: "TAT_Che_In_O"
0900: "Sit_relaxed"
0900: "TAT_Che_In_P"
0900: "TAT_Che_In_T"
0900: "TAT_Che_Out_O"
0900: "TAT_Che_Out_P"
0900: "TAT_Che_Out_T"
0900: "TAT_Che_Pose_O"
0900: "TAT_Che_Pose_P"
0900: "TAT_Che_Pose_T"
0900: "TAT_Idle_Loop_O"
0900: "TAT_Idle_Loop_T"
0900: "TAT_Sit_In_O"
0900: "TAT_Sit_In_P"
0900: "TAT_Sit_In_T"
0900: "TAT_Sit_Loop_O"
0900: "TAT_Sit_Loop_P"
0900: "TAT_Sit_Loop_T"
0900: "TAT_Sit_Out_O"
0900: "TAT_Sit_Out_P"
0900: "TAT_Sit_Out_T"
0000: NOP

:A_SMOKING
0900: "F_smklean_loop"
0900: "M_smklean_loop"
0900: "M_smkstnd_loop"
0900: "M_smk_drag"
0900: "M_smk_in"
0900: "M_smk_loop"
0900: "M_smk_out"
0900: "M_smk_tap"
0000: NOP

:A_SNIPER
0900: "WEAPON_sniper"
0000: NOP

:A_SPRAYCAN
0900: "spraycan_fire"
0900: "spraycan_full"
0000: NOP

:A_STRIP
0900: "PLY_CASH"
0900: "PUN_CASH"
0900: "PUN_HOLLER"
0900: "PUN_LOOP"
0900: "strip_A"
0900: "strip_B"
0900: "strip_C"
0900: "strip_D"
0900: "strip_E"
0900: "strip_F"
0900: "strip_G"
0900: "STR_A2B"
0900: "STR_B2A"
0900: "STR_B2C"
0900: "STR_C1"
0900: "STR_C2"
0900: "STR_C2B"
0900: "STR_Loop_A"
0900: "STR_Loop_B"
0900: "STR_Loop_C"
0000: NOP

:A_SUNBATHE
0900: "batherdown"
0900: "batherup"
0900: "Lay_Bac_in"
0900: "Lay_Bac_out"
0900: "ParkSit_M_IdleA"
0900: "ParkSit_M_IdleB"
0900: "ParkSit_M_IdleC"
0900: "ParkSit_M_in"
0900: "ParkSit_M_out"
0900: "ParkSit_W_idleA"
0900: "ParkSit_W_idleB"
0900: "ParkSit_W_idleC"
0900: "ParkSit_W_in"
0900: "ParkSit_W_out"
0900: "SBATHE_F_LieB2Sit"
0900: "SBATHE_F_Out"
0900: "SitnWait_in_W"
0900: "SitnWait_out_W"
0000: NOP

:A_SWAT
0900: "gnstwall_injurd"
0900: "JMP_Wall1m_180"
0900: "Rail_fall"
0900: "Rail_fall_crawl"
0900: "swt_breach_01"
0900: "cards_pick_02"
0900: "swt_breach_02"
0900: "swt_breach_03"
0900: "swt_go"
0900: "swt_lkt"
0900: "swt_sty"
0900: "swt_vent_01"
0900: "swt_vent_02"
0900: "swt_vnt_sht_die"
0900: "swt_vnt_sht_in"
0900: "swt_vnt_sht_loop"
0900: "swt_wllpk_L"
0900: "swt_wllpk_L_back"
0900: "swt_wllpk_R"
0900: "swt_wllpk_R_back"
0900: "swt_wllshoot_in_L"
0900: "swt_wllshoot_in_R"
0900: "swt_wllshoot_out_L"
0900: "swt_wllshoot_out_R"
0000: NOP

:A_SWEET
0900: "ho_ass_slapped"
0900: "LaFin_Player"
0900: "LaFin_Sweet"
0900: "plyr_hndshldr_01"
0900: "sweet_ass_slap"
0900: "sweet_hndshldr_01"
0900: "Sweet_injuredloop"
0000: NOP

:A_SWIM
0900: "Swim_Breast"
0900: "SWIM_crawl"
0900: "Swim_Dive_Under"
0900: "Swim_Glide"
0900: "Swim_jumpout"
0900: "Swim_Tread"
0900: "Swim_Under"
0000: NOP

:A_SWORD
0900: "sword_1"
0900: "sword_2"
0900: "sword_3"
0900: "sword_4"
0900: "sword_block"
0900: "Sword_Hit_1"
0900: "Sword_Hit_2"
0900: "Sword_Hit_3"
0900: "sword_IDLE"
0900: "sword_part"
0000: NOP

:A_TANK
0900: "TANK_align_LHS"
0900: "TANK_close_LHS"
0900: "TANK_doorlocked"
0900: "TANK_getin_LHS"
0900: "TANK_getout_LHS"
0900: "TANK_open_LHS"
0000: NOP

:A_TRUCK
0900: "TRUCK_ALIGN_LHS"
0900: "TRUCK_ALIGN_RHS"
0900: "TRUCK_closedoor_LHS"
0900: "TRUCK_closedoor_RHS"
0900: "TRUCK_close_LHS"
0900: "TRUCK_close_RHS"
0900: "TRUCK_getin_LHS"
0900: "TRUCK_getin_RHS"
0900: "TRUCK_getout_LHS"
0900: "TRUCK_getout_RHS"
0900: "TRUCK_jackedLHS"
0900: "TRUCK_jackedRHS"
0900: "TRUCK_open_LHS"
0900: "TRUCK_open_RHS"
0900: "TRUCK_pullout_LHS"
0900: "TRUCK_pullout_RHS"
0900: "TRUCK_Shuffle"
0000: NOP

:A_UZI
0900: "UZI_crouchfire"
0900: "UZI_crouchreload"
0900: "UZI_fire"
0900: "UZI_fire_poor"
0900: "UZI_reload"
0000: NOP

:A_VAN
0900: "VAN_close_back_LHS"
0900: "VAN_close_back_RHS"
0900: "VAN_getin_Back_LHS"
0900: "VAN_getin_Back_RHS"
0900: "VAN_getout_back_LHS"
0900: "VAN_getout_back_RHS"
0900: "VAN_open_back_LHS"
0900: "VAN_open_back_RHS"
0000: NOP

:A_VENDING
0900: "VEND_Drink2_P"
0900: "VEND_Drink_P"
0900: "vend_eat1_P"
0900: "VEND_Eat_P"
0900: "VEND_Use"
0900: "VEND_Use_pt2"
0000: NOP

:A_WAYFARER
0900: "WF_Back"
0900: "WF_drivebyFT"
0900: "WF_drivebyLHS"
0900: "WF_drivebyRHS"
0900: "WF_Fwd"
0900: "WF_getoffBACK"
0900: "WF_getoffLHS"
0900: "WF_getoffRHS"
0900: "WF_hit"
0900: "WF_jumponL"
0900: "WF_jumponR"
0900: "WF_kick"
0900: "WF_Left"
0900: "WF_passenger"
0900: "WF_pushes"
0900: "WF_Ride"
0900: "WF_Right"
0900: "WF_Still"
0000: NOP

:A_WEAPONS
0900: "SHP_1H_Lift"
0900: "SHP_1H_Lift_End"
0900: "SHP_1H_Ret"
0900: "SHP_1H_Ret_S"
0900: "SHP_2H_Lift"
0900: "SHP_2H_Lift_End"
0900: "SHP_2H_Ret"
0900: "SHP_2H_Ret_S"
0900: "SHP_Ar_Lift"
0900: "SHP_Ar_Lift_End"
0900: "SHP_Ar_Ret"
0900: "SHP_Ar_Ret_S"
0900: "SHP_G_Lift_In"
0900: "SHP_G_Lift_Out"
0900: "SHP_Tray_In"
0900: "SHP_Tray_Out"
0900: "SHP_Tray_Pose"
0000: NOP

:A_WUZI
0900: "CS_Dead_Guy"
0900: "CS_Plyr_pt1"
0900: "CS_Plyr_pt2"
0900: "CS_Wuzi_pt1"
0900: "CS_Wuzi_pt2"
0900: "Walkstart_Idle_01"
0900: "Wuzi_follow"
0900: "Wuzi_Greet_Plyr"
0900: "Wuzi_Greet_Wuzi"
0900: "Wuzi_grnd_chk"
0900: "Wuzi_stand_loop"
0900: "Wuzi_Walk"
0000: NOP

:A_Attractors
0900: "Stepsit_in"
0900: "Stepsit_loop"
0900: "Stepsit_out"
0000: NOP

:A_AIRPORT
0900: "thrw_barl_thrw"
0000: NOP
0000: NOP
