// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007

{$VERSION 3.1.0027}
{$CLEO .cs}

//-------------MAIN---------------
0000: NOP 
0A8C: write_memory 12046052 size 4 value 1 virtual_protect 0 
0390: load_txd_dictionary 'HUDICON' 
038F: load_texture "HP" as 1 // Load dictionary with 0390 first 
038F: load_texture "ARMOR" as 2 // Load dictionary with 0390 first 
0@ = 0 

:NONAME_52
wait 0 
if and
   Player.Defined($PLAYER_CHAR)
09E7:   player $PLAYER_CHAR not_frozen 
else_jump @NONAME_52 
if 
  0@ == 0 
else_jump @NONAME_120 
if and
   not fading 
09E7:   player $PLAYER_CHAR not_frozen 
  0@ == 0 
else_jump @NONAME_666 

:NONAME_120
1@ = Actor.Health($PLAYER_ACTOR)
1@ /= 1 
04DD: 2@ = actor $PLAYER_ACTOR armour 
gosub @NONAME_966 
0340: set_text_draw_RGBA 255 130 171 255 
033E: set_draw_text_position 519.0 60.0 GXT 'TH1' 
gosub @NONAME_966 
0340: set_text_draw_RGBA 255 130 171 255 
045A: draw_text_1number 554.5 60.0 GXT 'NUMBER' number 1@  // ~1~
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 1 position 508.5 72.0 size 18.0 18.0 RGBA 255 255 255 255 
if 
  2@ >= 1 
else_jump @NONAME_413 
gosub @NONAME_966 
0340: set_text_draw_RGBA 159 159 159 255 
033E: set_draw_text_position 462.0 60.0 GXT 'TA1' 
gosub @NONAME_966 
0340: set_text_draw_RGBA 159 159 159 255 
045A: draw_text_1number 499.0 60.0 GXT 'NUMBER' number 2@  // ~1~
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 2 position 453.0 72.0 size 18.0 18.0 RGBA 255 255 255 255 

:NONAME_413
if 
   not 1@ >= 100 
else_jump @NONAME_535 
gosub @NONAME_966 
0340: set_text_draw_RGBA 255 130 171 255 
045A: draw_text_1number 530.35 60.0 GXT 'NUMBER' number 0  // ~1~
if 
   not 1@ >= 10 
else_jump @NONAME_535 
gosub @NONAME_966 
0340: set_text_draw_RGBA 255 130 171 255 
045A: draw_text_1number 542.6 60.0 GXT 'NUMBER' number 0  // ~1~

:NONAME_535
if and
  2@ >= 1 
   not 2@ >= 100 
else_jump @NONAME_666 
gosub @NONAME_966 
0340: set_text_draw_RGBA 159 159 159 255 
045A: draw_text_1number 474.85 60.0 GXT 'NUMBER' number 0  // ~1~
if 
   not 2@ >= 10 
else_jump @NONAME_666 
gosub @NONAME_966 
0340: set_text_draw_RGBA 159 159 159 255 
045A: draw_text_1number 486.1 60.0 GXT 'NUMBER' number 0  // ~1~

:NONAME_666
if 
  $8797 == 1 
else_jump @NONAME_939 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_737 
03C0: $HEALTHNUMBER = actor $PLAYER_ACTOR car 
Car.StorePos($HEALTHNUMBER, $9028, $9029, $9030)
$9031 = Car.Angle($HEALTHNUMBER)
jump @NONAME_759 

:NONAME_737
Actor.StorePos($PLAYER_ACTOR, $9028, $9029, $9030)
$9031 = Actor.Angle($PLAYER_ACTOR)

:NONAME_759
$9028 *= 10.0 
$9029 *= 10.0 
$9030 *= 10.0 
$9031 *= 10.0 
008C: $9028 = float $9028 to_integer 
008C: $9029 = float $9029 to_integer 
008C: $9030 = float $9030 to_integer 
008C: $9031 = float $9031 to_integer 
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0348: enable_text_draw_proportional 1 
045A: draw_text_1number 25.0 25.0 GXT 'NUMBER' number $9028  // ~1~
045A: draw_text_1number 25.0 33.0 GXT 'NUMBER' number $9029  // ~1~
045A: draw_text_1number 25.0 41.0 GXT 'NUMBER' number $9030  // ~1~
045A: draw_text_1number 25.0 49.0 GXT 'NUMBER' number $9031  // ~1~

:NONAME_939
03F0: enable_text_draw 1 

:NONAME_943
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @NONAME_52 
jump @NONAME_943 

:NONAME_966
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0348: enable_text_draw_proportional 1 
060D: draw_text_shadow 1 color_RGBA 0 0 0 250 
033F: set_text_draw_letter_size 0.6 2.3 
03E4: enable_text_draw_align_right 1 
0349: set_text_draw_font 3 
return 
03F0: enable_text_draw 0 
$8812 = 0 
return 
