{$VERSION 3.1.0027}
{$CLEO .cs}
:Clothes
03A4: name_thread 'WHELP'
0007: 20@ =  0.1  // floating-point values
0007: 25@ =  0.3  // floating-point values//
0007: 20@ =  0.1  // floating-point values
0007: 21@ =  1.8  // floating-point values//
0007: 18@ =  0.6  // floating-point values//

:Clothes_01
0001: wait  20 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false @Clothes_01
00D6: if  0
03EE:   player $PLAYER_CHAR controllable  
004D: jump_if_false @Clothes_01
00D6: if  1
80DF:   NOT   actor $PLAYER_ACTOR driving
0AB0:   key_pressed 51  
004D: jump_if_false @Clothes_01
00D6: if  0
0038:   $ONMISSION ==  0  // integer values
004D: jump_if_false @Clothes_01
0002: jump @Clothes_1

:Clothes_02
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false @Clothes_01
if  and  
80DF:   NOT   actor $PLAYER_ACTOR driving
0038:   $ONMISSION ==  0  // integer values
004D: jump_if_false @Clothes_01
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false @Clothes_03
0002: jump @Clothes_1

:Clothes_03
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false @Clothes_02
0826: toggle_hud  1
0581: toggle_radar 1
03F0: text_draw_toggle  0
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
0001: wait  500 ms
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0002: jump @Clothes_01

:Clothes_1
05A9: s$2518 = 'TORSO'  // Torso
05A9: s$2520 = 'LEGS'  // Legs
05A9: s$2522 = 'FEET'  // Shoes
05A9: s$2524 = 'HATS'  // Hats
05A9: s$2526 = 'CHAINS'  // Chains
05A9: s$2528 = 'WATCHES'  // Watches
05A9: s$2530 = 'SHADES'  // Shades
05A9: s$2532 = '12BNDIT'  // Shades
05A9: s$2534 = 'TATTO'  // TATTO
05A9: s$2536 = 'HAIRSTY'  // HAIRSTY
05A9: s$2538 = 'SHOP7'  // Special
05A9: s$2540 = 'REMCLT'  // Remove Items
06D1: v$1225 = "FIGHTIDLE"// 16-byte strings
0172: 13@ = actor $PLAYER_ACTOR z_angle
0001: wait  500 ms
0512: show_permanent_text_box 'WARDH3'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select an item.~N~~k~~PED_SPRINT~ View~N~~k~~VEHICLE_ENTER_EXIT~ Back
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
0826: toggle_hud  0
0581: toggle_radar 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true) 
08D4: 1@ = create_panel_with_title 'FEO_PLA' position  29.0 140.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel 1@ column  0 header 'PLA_19' data s$2518 s$2520 s$2522 s$2524 s$2526 s$2528 s$2530 s$2532 s$2534 s$2536 s$2538 s$2540
090E: set_panel 1@ active_row  0

:Clothes_2
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false @Clothes_21
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false @Clothes_20
0002: jump @Clothes_21

:Clothes_20
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false @Clothes_2
03E6: remove_text_box

08D7: 2@ = panel 1@ active_row
000A: 2@ +=  1  // integer values



00D6: if  0
0039:   2@ ==  1  // integer values
004D: jump_if_false @Clothes_3
0006: 3@ =  1  // integer values
0050: gosub @Clothes_25
0002: jump @Clothes_Select_1

:Clothes_3
00D6: if  0
0039:   2@ ==  2  // integer values
004D: jump_if_false @Clothes_4
0006: 3@ =  2  // integer values
0050: gosub @Clothes_25
0002: jump @Clothes_Select_1

:Clothes_4
00D6: if  0
0039:   2@ ==  3  // integer values
004D: jump_if_false @Clothes_5
0006: 3@ =  3  // integer values
0050: gosub @Clothes_25
0002: jump @Clothes_Select_1

:Clothes_5
00D6: if  0
0039:   2@ ==  4  // integer values
004D: jump_if_false @Clothes_6
0006: 3@ =  4  // integer values
0050: gosub @Clothes_25
0002: jump @Clothes_Select_1

:Clothes_6
00D6: if  0
0039:   2@ ==  5  // integer values
004D: jump_if_false @Clothes_7
0006: 3@ =  5  // integer values
0050: gosub @Clothes_25
0002: jump @Clothes_Select_1

:Clothes_7
00D6: if  0
0039:   2@ ==  6  // integer values
004D: jump_if_false @Clothes_8
0006: 3@ =  6  // integer values
0050: gosub @Clothes_25
0002: jump @Clothes_Select_1

:Clothes_8
00D6: if  0
0039:   2@ ==  7  // integer values
004D: jump_if_false @Clothes_9
0006: 3@ =  7  // integer values
0050: gosub @Clothes_25
0002: jump @Clothes_Select_1

:Clothes_9
00D6: if  0
0039:   2@ ==  8  // integer values
004D: jump_if_false @Clothes_10
0006: 3@ =  8  // integer values
0050: gosub @Clothes_25
0002: jump @Clothes_Select_1

:Clothes_10
00D6: if  0
0039:   2@ ==  9  // integer values
004D: jump_if_false @Clothes_11
0006: 3@ =  9  // integer values
0050: gosub @Clothes_25
0002: jump @Clothes_Select_1

:Clothes_11
00D6: if  0
0039:   2@ ==  10  // integer values
004D: jump_if_false @Clothes_12
0006: 3@ =  10  // integer values
0050: gosub @Clothes_25
0002: jump @Clothes_Select_1

:Clothes_12
00D6: if  0
0039:   2@ ==  11  // integer values
004D: jump_if_false @Clothes_13
0006: 3@ =  11  // integer values
0050: gosub @Clothes_25
0002: jump @Clothes_Select_1

:Clothes_13
00D6: if  0
0039:   2@ ==  12  // integer values
004D: jump_if_false @Clothes_2
0006: 3@ =  12  // integer values
0050: gosub @Clothes_25
0002: jump @Clothes_Select_1

:Clothes_21
08DA: remove_panel 1@
03E6: remove_text_box
0826: toggle_hud  1
0581: toggle_radar 1
03F0: text_draw_toggle  0
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
0001: wait  500 ms
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0002: jump @Clothes_01

:Clothes_25
08DA: remove_panel 1@
//01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03E6: remove_text_box
03F0: text_draw_toggle  0
0051: return




:Clothes_30
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false @Clothes_01
if  and  
80DF:   NOT   actor $PLAYER_ACTOR driving
0038:   $ONMISSION ==  0  // integer values
004D: jump_if_false @Clothes_01

0001: wait  500 ms
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
0826: toggle_hud  0
0581: toggle_radar 0 
08D4: 1@ = create_panel_with_title s$2752 position  29.0 140.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel 1@ column  0 header 'PLA_19' data s$2518 s$2520 s$2522 s$2524 s$2526 s$2528 s$2530 s$2532 s$2534 s$2536 s$2538 s$2540
090E: set_panel 1@ active_row  0

:Clothes_31
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false @Clothes_47
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false @Clothes_32
0085: 3@ = 8@ // (int)
0050: gosub @Clothes_49
0002: jump @Clothes_Select_1

:Clothes_32
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false @Clothes_31
03E6: remove_text_box
08D7: 2@ = panel 1@ active_row
0760: get_shopping_item_pool_index 2@ itemID_to $9733
000A: 2@ +=  1  // integer values
0085: 3@ = 5@ // (int)
0050: gosub @Clothes_49
0002: jump @Clothes_Select_1

:Clothes_47
08DA: remove_panel 1@
0826: toggle_hud  1
0581: toggle_radar 1
03E6: remove_text_box
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
03F0: text_draw_toggle  0
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
if 
08FE:   text_box_displayed 
jf @Clothes_02
03E6: remove_text_box
0002: jump @Clothes_02

:Clothes_49
08DA: remove_panel 1@
if 
08FE:   text_box_displayed 
jf @Clothes_50
03E6: remove_text_box

:Clothes_50
03F0: text_draw_toggle  0
//01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0051: return


:Clothes_Select_1
0871: init_jump_table 3@ total_jumps  69  0 @Clothes_Sel_00 jumps  0 @Clothes_Sel_00  1 @Clothes_Sel_01  2 @Clothes_Sel_02  3 @Clothes_Sel_03  4 @Clothes_Sel_04  5 @Clothes_Sel_05 6 @Clothes_Sel_06
0872: jump_table_jumps  7 @Clothes_Sel_07  8 @Clothes_Sel_08  9 @Clothes_Sel_09  10 @Clothes_Sel_10  11 @Clothes_Sel_11  12 @Clothes_Sel_12  13 @Clothes_Sel_13  14 @Clothes_Sel_29  15 @Clothes_Sel_39
0872: jump_table_jumps  16 @Clothes_Sel_49  17 @Clothes_Sel_59  18 @Clothes_Sel_79  19 @Clothes_Neck_table  20 @Clothes_Watch_table  21 @Clothes_Glases_table  22 @Clothes_Mask_table  23 @Clothes_Uniform_1  24 @Clothes_Null_1
0872: jump_table_jumps  25 @Clothes_Bincobody_table  26 @Clothes_PROLAPSbody_table  27 @Clothes_URBANbody_table  28 @Clothes_ZIPbody_table  29 @Clothes_VICTIMbody_table  30 @Clothes_DSACHSbody_table  31 @Clothes_BINCOLegs_table  32 @Clothes_PROLAPSLegs_table  33 @Clothes_URBANLegs_table
0872: jump_table_jumps  34 @Clothes_ZIPLegs_table  35 @Clothes_VICTIMLegs_table  36 @Clothes_DSACHSLegs_table  37 @Clothes_BINCOshoes_table  38 @Clothes_PROLAPSshoes_table  39 @Clothes_URBANshoes_table  40 @Clothes_ZIPshoes_table  41 @Clothes_VICTIMshoes_table  42 @Clothes_DSACHSshoes_table
0872: jump_table_jumps  43 @Clothes_Cap1_table  44 @Clothes_Cap2_table  45 @Clothes_Cap3_table  46 @Clothes_Cap4_table  47 @Clothes_Cap5_table  48 @Clothes_Cap6_table  49 @Clothes_Tatoo4_table  50 @Clothes_Tatoo5_table  51 @Clothes_Tatoo6_table
0872: jump_table_jumps  52 @Clothes_Tatoo7_table  53 @Clothes_Tatoo8_table  54 @Clothes_Tatoo9_table  55 @Clothes_Tatoo10_table  56 @Clothes_Tatoo11_table  57 @Clothes_Tatoo12_table  58 @Clothes_HAIRx1_table  59 @Clothes_HAIRx2_table  60 @Clothes_HAIRx3_table
0872: jump_table_jumps  61 @Clothes_HAIRx4_table  62 @Clothes_HAIRx5_table  63 @Clothes_HAIRx6_table  64 @Clothes_Sel_00  65 @Clothes_Sel_00  66 @Clothes_Sel_00  67 @Clothes_Sel_00  68 @Clothes_Sel_00  69 @Clothes_Sel_00


:Clothes_Sel_00
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
//000B: 13@ +=  2.5  // floating-point values
0001: wait  250 ms
0A25: set_camera_on_players_X_angle 0.031 Z_angle 200.0
0001: wait  250 ms
0002: jump @Clothes_02


:Clothes_Sel_01
0512: show_permanent_text_box 'WARDH1'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select a shop.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
05A9: s$2752 = 'TORSO'  // Torso
05A9: s$2518 = 'SHOP1'  // Binco
05A9: s$2520 = 'SHOP2'  // Pro-Laps
05A9: s$2522 = 'SHOP3'  // Sub Urban
05A9: s$2524 = 'SHOP4'  // Zip
05A9: s$2526 = 'SHOP5'  // Victim
05A9: s$2528 = 'SHOP6'  // Didier Sachs

05A9: s$2530 = 'DUMMY'  // Special
05A9: s$2532 = 'DUMMY'  // DUMMY
05A9: s$2534 = 'DUMMY'  // DUMMY
05A9: s$2536 = 'DUMMY'  // DUMMY
05A9: s$2538 = 'DUMMY'  // DUMMY
05A9: s$2540 = 'DUMMY'  // DUMMY
0006: 5@ =  13  // integer values
0006: 8@ =  0  // integer values
0085: 9@ = 3@ // (int)
0002: jump @Clothes_30


:Clothes_Sel_02
0512: show_permanent_text_box 'WARDH1'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select a shop.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
05A9: s$2752 = 'LEGS'  // Legs
05A9: s$2518 = 'SHOP1'  // Binco
05A9: s$2520 = 'SHOP2'  // Pro-Laps
05A9: s$2522 = 'SHOP3'  // Sub Urban
05A9: s$2524 = 'SHOP4'  // Zip
05A9: s$2526 = 'SHOP5'  // Victim
05A9: s$2528 = 'SHOP6'  // Didier Sachs

05A9: s$2530 = 'DUMMY'  // Special
05A9: s$2532 = 'DUMMY'  // DUMMY
05A9: s$2534 = 'DUMMY'  // DUMMY
05A9: s$2536 = 'DUMMY'  // DUMMY
05A9: s$2538 = 'DUMMY'  // DUMMY
05A9: s$2540 = 'DUMMY'  // DUMMY
0006: 5@ =  14  // integer values
0006: 8@ =  0  // integer values
0085: 9@ = 3@ // (int)
0002: jump @Clothes_30


:Clothes_Sel_03
0512: show_permanent_text_box 'WARDH1'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select a shop.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
05A9: s$2752 = 'FEET'  // Shoes
05A9: s$2518 = 'SHOP1'  // Binco
05A9: s$2520 = 'SHOP2'  // Pro-Laps
05A9: s$2522 = 'SHOP3'  // Sub Urban
05A9: s$2524 = 'SHOP4'  // Zip
05A9: s$2526 = 'SHOP5'  // Victim
05A9: s$2528 = 'SHOP6'  // Didier Sachs

05A9: s$2530 = 'DUMMY'  // Special
05A9: s$2532 = 'DUMMY'  // DUMMY
05A9: s$2534 = 'DUMMY'  // DUMMY
05A9: s$2536 = 'DUMMY'  // DUMMY
05A9: s$2538 = 'DUMMY'  // DUMMY
05A9: s$2540 = 'DUMMY'  // DUMMY
0006: 5@ =  15  // integer values
0006: 8@ =  0  // integer values
0085: 9@ = 3@ // (int)
0002: jump @Clothes_30


:Clothes_Sel_04
0512: show_permanent_text_box 'WARDH1'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select a shop.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
05A9: s$2752 = 'HATS'  // Hats
05A9: s$2518 = 'SHOP1'  // Binco
05A9: s$2520 = 'SHOP2'  // Pro-Laps
05A9: s$2522 = 'SHOP3'  // Sub Urban
05A9: s$2524 = 'SHOP4'  // Zip
05A9: s$2526 = 'SHOP5'  // Victim
05A9: s$2528 = 'SHOP6'  // Didier Sachs

05A9: s$2530 = 'DUMMY'  // Special
05A9: s$2532 = 'DUMMY'  // DUMMY
05A9: s$2534 = 'DUMMY'  // DUMMY
05A9: s$2536 = 'DUMMY'  // DUMMY
05A9: s$2538 = 'DUMMY'  // DUMMY
05A9: s$2540 = 'DUMMY'  // DUMMY
0006: 5@ =  16  // integer values
0006: 8@ =  0  // integer values
0085: 9@ = 3@ // (int)
0002: jump @Clothes_30


:Clothes_Sel_05
05A9: s$2752 = 'CHAINS'  // Chains
05A9: s$2518 = 'DOGTAG'  // neck
05A9: s$2520 = 'NECKAFR'  // 13
05A9: s$2522 = 'STOPWAT'  // 13
05A9: s$2524 = 'NECKSNT'  // 13
05A9: s$2526 = 'NECKHA'  // 13
05A9: s$2528 = 'NECKCU1'  // 13
05A9: s$2530 = 'NECKCU2'  // 13
05A9: s$2532 = 'NECKRP1'  // 13
05A9: s$2534 = 'NECKRP2'  // 13
05A9: s$2536 = 'NECKLS'  // 13
05A9: s$2538 = 'NECKDL'  // 13
05A9: s$2540 = 'NECKCR'  // neck
0006: 5@ =  19  // integer values
0006: 8@ =  0  // integer values
0085: 9@ = 3@ // (int)
0002: jump @Clothes_30

:Clothes_Sel_06
05A9: s$2752 = 'WATCHES'  // Watches
05A9: s$2518 = 'WATCH7'  // watch
05A9: s$2520 = 'WATCH8'  // 14
05A9: s$2522 = 'WATCH3'  // 14
05A9: s$2524 = 'WATCH4'  // 14
05A9: s$2526 = 'WATCH9'  // 14
05A9: s$2528 = 'WATCH10'  // 14
05A9: s$2530 = 'WATCH11'  // 14
05A9: s$2532 = 'WATCH12'  // 14
05A9: s$2534 = 'WATCH2'  // 14
05A9: s$2536 = 'WATCH5'  // 14
05A9: s$2538 = 'WATCH1'  // 14
05A9: s$2540 = 'WATCH6'  // watch
0006: 5@ =  20  // integer values
0006: 8@ =  0  // integer values
0085: 9@ = 3@ // (int)
0002: jump @Clothes_30


:Clothes_Sel_07
05A9: s$2752 = 'SHADES'  // Shades
05A9: s$2518 = 'GROUCH1'  // glasses
05A9: s$2520 = 'EYEPCH'  // 15
05A9: s$2522 = 'GLASS1'  // 15
05A9: s$2524 = 'GLASS4'  // 15
05A9: s$2526 = 'GLASS5'  // 15
05A9: s$2528 = 'GLASS6'  // 15
05A9: s$2530 = 'GLASS3'  // 15
05A9: s$2532 = 'GLASS8'  // 15
05A9: s$2534 = 'GLASS9'  // 15
05A9: s$2536 = 'GLASS7'  // 15
05A9: s$2538 = 'GLASS10'  // 15
05A9: s$2540 = 'GLASS11'  // glasses
0006: 5@ =  21  // integer values
0006: 8@ =  0  // integer values
0085: 9@ = 3@ // (int)
0002: jump @Clothes_30


:Clothes_Sel_08
05A9: s$2752 = '12BNDIT'  // Shades
05A9: s$2518 = 'ZORRO'  // glasses
05A9: s$2520 = 'BANDA15'  // 15
05A9: s$2522 = 'BANDA16'  // 15
05A9: s$2524 = 'BANDA17'  // 15
05A9: s$2526 = 'BANDA18'  // 15
05A9: s$2528 = 'BALACLA'  // 15
05A9: s$2530 = 'CAP16'  // 15
05A9: s$2532 = 'CAP15'  // 15
05A9: s$2534 = 'DUMMY'  // 15
05A9: s$2536 = 'DUMMY'  // 15
05A9: s$2538 = 'DUMMY'  // 15
05A9: s$2540 = 'DUMMY'  // glasses
0006: 5@ =  22  // integer values
0006: 8@ =  0  // integer values
0085: 9@ = 3@ // (int)
0002: jump @Clothes_30


:Clothes_Sel_09
0512: show_permanent_text_box 'TATTA'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select an area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
05A9: s$2752 = 'TATTO'  // TATTO
05A9: s$2518 = 'LARMTP'  // Upper Left Arm  4
05A9: s$2520 = 'LARMLW'  // Lower Left Arm  5
05A9: s$2522 = 'RARMTP'  // Upper Right Arm  6
05A9: s$2524 = 'RARMLW'  // Lower Right Arm   7
05A9: s$2526 = 'BACK'  // Back 8
05A9: s$2528 = 'LCHEST'  // Left Chest     9
05A9: s$2530 = 'RCHEST'  // Right Chest  10
05A9: s$2532 = 'BELLY'  // Stomach     11
05A9: s$2534 = 'LBACK'  // Lower Back   12
05A9: s$2536 = 'DUMMY'  // Right Chest
05A9: s$2538 = 'DUMMY'  // Stomach
05A9: s$2540 = 'DUMMY'  // Lower Back
0006: 5@ =  17  // integer values
0006: 8@ =  0  // integer values
0085: 9@ = 3@ // (int)
0002: jump @Clothes_30



:Clothes_Sel_10
0512: show_permanent_text_box 'BARB_H1'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select a haircut.~n~~k~~PED_SPRINT~ = View~n~~k~~VEHICLE_ENTER_EXIT~ = Quit
05A9: s$2752 = 'HAIRSTY'  // HAIRSTY
05A9: s$2518 = 'BALD'  // HAIRSTY
05A9: s$2520 = 'afro'  // 1
05A9: s$2522 = 'mohawk'  // 1
05A9: s$2524 = 'CARM1'  // 1
05A9: s$2526 = 'FED_BL4'  // 1
05A9: s$2528 = 'FED_BL4'  // 1
05A9: s$2530 = 'DUMMY'  // 1
05A9: s$2532 = 'DUMMY'  // 1
05A9: s$2534 = 'DUMMY'  // 1
05A9: s$2536 = 'DUMMY'  // 1
05A9: s$2538 = 'DUMMY'  // 1
05A9: s$2540 = 'DUMMY'  // HAIRSTY
0006: 5@ =  18  // integer values
0006: 8@ =  0  // integer values
0085: 9@ = 3@ // (int)
0002: jump @Clothes_30

:Clothes_Sel_11
075E: set_shopping_item_pool_items_section_to "UNIFORM" // v$  // Loco Low Co.
075D: set_shopping_item_pool_items_type_to "CLOTHES" // v$
05A9: s$2752 = 'SHOP7'  // Special
05A9: s$2518 = 'GIMP'  // uniform
05A9: s$2520 = 'VALETU'  // 17
05A9: s$2522 = 'COUNTRY'  // 17
05A9: s$2524 = 'CROUP'  // 17
05A9: s$2526 = 'POLICE'  // 17
05A9: s$2528 = 'BURGLAR'  // 17
05A9: s$2530 = 'PIMPSUT'  // 17
05A9: s$2532 = 'RDRIVER'  // 17
05A9: s$2534 = 'PAMEDIC'  // 17
05A9: s$2536 = 'DUMMY'  // 17
05A9: s$2538 = 'DUMMY'  // 17
05A9: s$2540 = 'DUMMY'  // uniform
0006: 5@ =  23  // integer values
0006: 8@ =  0  // integer values
0085: 9@ = 3@ // (int)
0002: jump @Clothes_30



:Clothes_Sel_12
05A9: s$2752 = 'REMCLT'  // Remove Items
05A9: s$2518 = 'TORSO'  //0 Torso
05A9: s$2520 = 'LEGS'  //2 Legs
05A9: s$2522 = 'FEET'  //3 Shoes
05A9: s$2524 = 'HATS'  //16 Hats
05A9: s$2526 = 'CHAINS'  //13 Chains
05A9: s$2528 = 'WATCHES'  //14 Watches
05A9: s$2530 = 'SHADES'  //15 Shades
05A9: s$2532 = '12BNDIT'  //15 Shades
05A9: s$2534 = 'TATTO'  //4,5,6,7,8,9,10,11,12 TATTO
05A9: s$2536 = 'HAIRSTY'  //1 HAIRSTY
05A9: s$2538 = 'SHOP7'  //17 Special
05A9: s$2540 = 'DUMMY'  // Remove Items
0006: 5@ =  24  // integer values
0006: 8@ =  0  // integer values
0085: 9@ = 3@ // (int)
0002: jump @Clothes_30



:Clothes_Sel_13
0871: init_jump_table 2@ total_jumps  7  0 @Clothes_Sel_20 jumps  0 @Clothes_Sel_20  1 @Clothes_Sel_21  2 @Clothes_Sel_22  3 @Clothes_Sel_23  4 @Clothes_Sel_24  5 @Clothes_Sel_25 6 @Clothes_Sel_26

:Clothes_Sel_20
0002: jump @Clothes_30


:Clothes_Sel_21
075E: set_shopping_item_pool_items_section_to 'CSCHP' // v$  // Loco Low Co.
075D: set_shopping_item_pool_items_type_to "CLOTHES" // v$
05A9: s$2752 = 'TORSO'  // Torso
05A9: s$2518 = 'VESTA'  //BINCO torso
05A9: s$2520 = 'VESTWH'  // 0
05A9: s$2522 = 'TSRTHS1'  // 0
05A9: s$2524 = 'TSHIRTC'  // 0
05A9: s$2526 = 'LOVETS1'  // 0
05A9: s$2528 = 'TSHIRTA'  // 0
05A9: s$2530 = 'SHIRTBB'  // 0
05A9: s$2532 = 'CHEKSH1'  // 0
05A9: s$2534 = 'FIELDA'  // 0
05A9: s$2536 = 'ERSTSH1'  // 0
05A9: s$2538 = 'ERISTS2'  // 0
05A9: s$2540 = 'TRAKER1'  // torso
0006: 5@ =  25  // integer values
0085: 8@ = 9@ // (int)
0002: jump @Clothes_30


:Clothes_Sel_22
075E: set_shopping_item_pool_items_section_to 'CSSPRT' // v$  // Loco Low Co.
075D: set_shopping_item_pool_items_type_to "CLOTHES" // v$
05A9: s$2752 = 'TORSO'  // Torso
05A9: s$2518 = 'BASJCT2'  //PRO-LAPS torso
05A9: s$2520 = 'BASJCT3'  // 0
05A9: s$2522 = 'BASKA'  // 0
05A9: s$2524 = 'BASKC'  // 0
05A9: s$2526 = 'TSHRT69'  // 0
05A9: s$2528 = 'BANDITS'  // 0
05A9: s$2530 = 'PROSHRD'  // 0
05A9: s$2532 = 'PROTSH1'  // 0
05A9: s$2534 = 'TRAKPR1'  // 0
05A9: s$2536 = 'HCKYTOP'  // 0
05A9: s$2538 = 'BBJERY1'  // 0
05A9: s$2540 = 'SHELSUT'  // torso
0006: 5@ =  26  // integer values
0085: 8@ = 9@ // (int)
0002: jump @Clothes_30

:Clothes_Sel_23
075E: set_shopping_item_pool_items_section_to 'LACS1' // v$  // Loco Low Co.
075D: set_shopping_item_pool_items_type_to "CLOTHES" // v$
05A9: s$2752 = 'TORSO'  // Torso
05A9: s$2518 = 'HEATSH1'  //SUB URBAN torso
05A9: s$2520 = 'TSHRBO1'  // 0
05A9: s$2522 = 'TSHRBO2'  // 0
05A9: s$2524 = 'TSRTBA1'  // 0
05A9: s$2526 = 'TSRTSB1'  // 0
05A9: s$2528 = 'HODMRC1'  // 0
05A9: s$2530 = 'HODBSE1'  // 0
05A9: s$2532 = 'HODRST1'  // 0
05A9: s$2534 = 'WCOATA'  // 0
05A9: s$2536 = 'COACHA'  // 0
05A9: s$2538 = 'COACHB'  // 0
05A9: s$2540 = 'RSTRSWE'  // torso
0006: 5@ =  27  // integer values
0085: 8@ = 9@ // (int)
0002: jump @Clothes_30

:Clothes_Sel_24
075E: set_shopping_item_pool_items_section_to 'CLOTHGP' // v$  // Loco Low Co.
075D: set_shopping_item_pool_items_type_to "CLOTHES" // v$
05A9: s$2752 = 'TORSO'  // Torso
05A9: s$2518 = 'HOODB'  //ZIP torso
05A9: s$2520 = 'HOODBL'  // 0
05A9: s$2522 = 'HOODG'  // 0
05A9: s$2524 = 'SLEVB1'  // 0
05A9: s$2526 = 'BSHIRT'  // 0
05A9: s$2528 = 'YSHIRT'  // 0
05A9: s$2530 = 'GSHIRT'  // 0
05A9: s$2532 = 'SHTBG1'  // 0
05A9: s$2534 = 'TSHZIP1'  // 0
05A9: s$2536 = 'TSHZIP2'  // 0
05A9: s$2538 = 'DENJCK1'  // 0
05A9: s$2540 = 'BOWLSH1'  // torso
0006: 5@ =  28  // integer values
0085: 8@ = 9@ // (int)
0002: jump @Clothes_30

:Clothes_Sel_25
075E: set_shopping_item_pool_items_section_to 'CSDESGN' // v$  // Loco Low Co.
075D: set_shopping_item_pool_items_type_to "CLOTHES" // v$
05A9: s$2752 = 'TORSO'  // Torso
05A9: s$2518 = 'HODJCK1'  //VICTIM torso
05A9: s$2520 = 'BASKB'  // 0
05A9: s$2522 = 'TSHIRTB'  // 0
05A9: s$2524 = 'TSHRTMG'  // 0
05A9: s$2526 = 'TSRTMGN'  // 0
05A9: s$2528 = 'SUT1GRY'  // 0
05A9: s$2530 = 'SUT1BLK'  // 0
05A9: s$2532 = 'BIKERJ'  // 0
05A9: s$2534 = 'PAINT1'  // 0
05A9: s$2536 = 'HAWAI1'  // 0
05A9: s$2538 = 'HAWAI2'  // 0
05A9: s$2540 = 'SPRJCT'  // torso
0006: 5@ =  29  // integer values
0085: 8@ = 9@ // (int)
0002: jump @Clothes_30

:Clothes_Sel_26
075E: set_shopping_item_pool_items_section_to 'CSEXL' // v$  // Loco Low Co.
075D: set_shopping_item_pool_items_type_to "CLOTHES" // v$
05A9: s$2752 = 'TORSO'  // Torso
05A9: s$2518 = 'SUIT1'  //DIDIE SACHS torso
05A9: s$2520 = 'SUIT2'  // 0
05A9: s$2522 = 'SUIT3'  // 0
05A9: s$2524 = 'SUT2GRN'  // 0
05A9: s$2526 = 'TUXEDO'  // 0
05A9: s$2528 = 'SUITGNG'  // 0
05A9: s$2530 = 'LETTER'  // 0
05A9: s$2532 = 'DUMMY'  // 0
05A9: s$2534 = 'DUMMY'  // 0
05A9: s$2536 = 'DUMMY'  // 0
05A9: s$2538 = 'DUMMY'  // 0
05A9: s$2540 = 'DUMMY'  // torso
0006: 5@ =  30  // integer values
0085: 8@ = 9@ // (int)
0002: jump @Clothes_30






:Clothes_Sel_29
0871: init_jump_table 2@ total_jumps  7  0 @Clothes_Sel_30 jumps  0 @Clothes_Sel_30  1 @Clothes_Sel_31  2 @Clothes_Sel_32  3 @Clothes_Sel_33  4 @Clothes_Sel_34  5 @Clothes_Sel_35 6 @Clothes_Sel_36

:Clothes_Sel_30
0002: jump @Clothes_30


:Clothes_Sel_31
075E: set_shopping_item_pool_items_section_to 'CSCHP' // v$  // Loco Low Co.
075D: set_shopping_item_pool_items_type_to "CLOTHES" // v$
05A9: s$2752 = 'LEGS'  // Legs
05A9: s$2518 = 'WORKA'  //BINCO legs
05A9: s$2520 = 'WORKB'   // 1
05A9: s$2522 = 'WORKC'  // 1
05A9: s$2524 = 'WORKD'  // 0
05A9: s$2526 = 'TRABOTA'  // 0
05A9: s$2528 = 'TRAKERI'  // 0
05A9: s$2530 = 'JEANSBL'  // 0
05A9: s$2532 = 'BOXBLK'  // 0
05A9: s$2534 = 'BOXHRT'  // 0
05A9: s$2536 = 'BEITROS'  // 0
05A9: s$2538 = 'DUMMY'  // 0
05A9: s$2540 = 'DUMMY'  // torso
0006: 5@ =  31  // integer values
0085: 8@ = 9@ // (int)
0002: jump @Clothes_30


:Clothes_Sel_32
075E: set_shopping_item_pool_items_section_to 'CSSPRT' // v$  // Loco Low Co.
075D: set_shopping_item_pool_items_type_to "CLOTHES" // v$
05A9: s$2752 = 'LEGS'  // Legs
05A9: s$2518 = 'TRACKT1'  //PRO-LAPS torso
05A9: s$2520 = 'TRACKT2'  // 0
05A9: s$2522 = 'TRACKT3'  // 0
05A9: s$2524 = 'TRACKT4'  // 0
05A9: s$2526 = 'BOXSRT1'  // 0
05A9: s$2528 = 'BOXSRT2'  // 0
05A9: s$2530 = 'BOXSRT3'  // 0
05A9: s$2532 = 'SHELBOT'  // 0
05A9: s$2534 = 'DUMMY'  // 0
05A9: s$2536 = 'DUMMY'  // 0
05A9: s$2538 = 'DUMMY'  // 0
05A9: s$2540 = 'DUMMY'  // torso
0006: 5@ =  32  // integer values
0085: 8@ = 9@ // (int)
0002: jump @Clothes_30

:Clothes_Sel_33
075E: set_shopping_item_pool_items_section_to 'LACS1' // v$  // Loco Low Co.
075D: set_shopping_item_pool_items_type_to "CLOTHES" // v$
05A9: s$2752 = 'LEGS'  // Legs
05A9: s$2518 = 'SHORT1'  //SUB URBAN torso
05A9: s$2520 = 'SHORT2'  // 0
05A9: s$2522 = 'CHONG1'  // 0
05A9: s$2524 = 'CHONG2'  // 0
05A9: s$2526 = 'CHONG3'  // 0
05A9: s$2528 = 'CHONG4'  // 0
05A9: s$2530 = 'SHORT3'  // 0
05A9: s$2532 = 'DENIM1'  // 0
05A9: s$2534 = 'DENIM2'  // 0
05A9: s$2536 = 'DUMMY'  // 0
05A9: s$2538 = 'DUMMY'  // 0
05A9: s$2540 = 'DUMMY'  // torso
0006: 5@ =  33  // integer values
0085: 8@ = 9@ // (int)
0002: jump @Clothes_30

:Clothes_Sel_34
075E: set_shopping_item_pool_items_section_to 'CLOTHGP' // v$  // Loco Low Co.
075D: set_shopping_item_pool_items_type_to "CLOTHES" // v$
05A9: s$2752 = 'LEGS'  // Legs
05A9: s$2518 = 'CHINBIE'  //ZIP torso
05A9: s$2520 = 'CHINOK'  // 0
05A9: s$2522 = 'CUTCHI'   // 0
05A9: s$2524 = 'CUTCHBU'  // 0
05A9: s$2526 = 'CHINO3'  // 0
05A9: s$2528 = 'CHINO4'  // 0
05A9: s$2530 = 'DUMMY'  // 0
05A9: s$2532 = 'DUMMY'  // 0
05A9: s$2534 = 'DUMMY'  // 0
05A9: s$2536 = 'DUMMY'  // 0
05A9: s$2538 = 'DUMMY'  // 0
05A9: s$2540 = 'DUMMY'  // torso
0006: 5@ =  34  // integer values
0085: 8@ = 9@ // (int)
0002: jump @Clothes_30

:Clothes_Sel_35
075E: set_shopping_item_pool_items_section_to 'CSDESGN' // v$  // Loco Low Co.
075D: set_shopping_item_pool_items_type_to "CLOTHES" // v$
05A9: s$2752 = 'LEGS'  // Legs
05A9: s$2518 = 'LEATHA'  //VICTIM torso
05A9: s$2520 = 'LEATHB'  // 0
05A9: s$2522 = 'SUTR1GR'  // 0
05A9: s$2524 = 'SUTR1BL'  // 0
05A9: s$2526 = 'CUTDENM'  // 0
05A9: s$2528 = 'DUMMY'  // 0
05A9: s$2530 = 'DUMMY'  // 0
05A9: s$2532 = 'DUMMY'  // 0
05A9: s$2534 = 'DUMMY'  // 0
05A9: s$2536 = 'DUMMY'  // 0
05A9: s$2538 = 'DUMMY'  // 0
05A9: s$2540 = 'DUMMY'  // torso
0006: 5@ =  35  // integer values
0085: 8@ = 9@ // (int)
0002: jump @Clothes_30

:Clothes_Sel_36
075E: set_shopping_item_pool_items_section_to 'CSEXL' // v$  // Loco Low Co.
075D: set_shopping_item_pool_items_type_to "CLOTHES" // v$
05A9: s$2752 = 'LEGS'  // Legs
05A9: s$2518 = 'SUITTR1' //DIDIE SACHS torso
05A9: s$2520 = 'SUITTR2' // 0
05A9: s$2522 = 'SUITTR3' // 0
05A9: s$2524 = 'SUTR1GN'  // 0
05A9: s$2526 = 'SUTR2BL'  // 0
05A9: s$2528 = 'SUTRGNG'  // 0
05A9: s$2530 = 'DUMMY'  // 0
05A9: s$2532 = 'DUMMY'  // 0
05A9: s$2534 = 'DUMMY'  // 0
05A9: s$2536 = 'DUMMY'  // 0
05A9: s$2538 = 'DUMMY'  // 0
05A9: s$2540 = 'DUMMY'  // torso
0006: 5@ =  36  // integer values
0085: 8@ = 9@ // (int)
0002: jump @Clothes_30




:Clothes_Sel_39
0871: init_jump_table 2@ total_jumps  7  0 @Clothes_Sel_40 jumps  0 @Clothes_Sel_40  1 @Clothes_Sel_41  2 @Clothes_Sel_42  3 @Clothes_Sel_43  4 @Clothes_Sel_44  5 @Clothes_Sel_45 6 @Clothes_Sel_46

:Clothes_Sel_40
0002: jump @Clothes_30


:Clothes_Sel_41
075E: set_shopping_item_pool_items_section_to 'CSCHP' // v$  // Loco Low Co.
075D: set_shopping_item_pool_items_type_to "CLOTHES" // v$
05A9: s$2752 = 'FEET'  // Shoes
05A9: s$2518 = 'COWBOT2' //BINCO feet
05A9: s$2520 = 'BASKBO1'  // 3
05A9: s$2522 = 'BASKBO2'  // 3
05A9: s$2524 = 'SNKBGAN'  // 0
05A9: s$2526 = 'SNKBBLU'  // 0
05A9: s$2528 = 'SNKBBLK'  // 0
05A9: s$2530 = 'SANDIL1'  // 0
05A9: s$2532 = 'SANDIL2'  // 0
05A9: s$2534 = 'SANDIL3'  // 0
05A9: s$2536 = 'DUMMY'  // 0
05A9: s$2538 = 'DUMMY'  // 0
05A9: s$2540 = 'DUMMY'  // torso
0006: 5@ =  37  // integer values
0085: 8@ = 9@ // (int)
0002: jump @Clothes_30


:Clothes_Sel_42
075E: set_shopping_item_pool_items_section_to 'CSSPRT' // v$  // Loco Low Co.
075D: set_shopping_item_pool_items_type_to "CLOTHES" // v$
05A9: s$2752 = 'FEET'  // Shoes
05A9: s$2518 = 'HITOP'  //PRO-LAPS torso
05A9: s$2520 = 'CHUBLK'  // 0
05A9: s$2522 = 'CONBLUE' // 0
05A9: s$2524 = 'CONGREN' // 0
05A9: s$2526 = 'PROTRA1'  // 0
05A9: s$2528 = 'PROTRA2'  // 0
05A9: s$2530 = 'PROTRA3'  // 0
05A9: s$2532 = 'PROWHT1'  // 0
05A9: s$2534 = 'PROBLK1'  // 0
05A9: s$2536 = 'BOXSHO1'  // 0
05A9: s$2538 = 'DUMMY'  // 0
05A9: s$2540 = 'DUMMY'  // torso
0006: 5@ =  38  // integer values
0085: 8@ = 9@ // (int)
0002: jump @Clothes_30

:Clothes_Sel_43
075E: set_shopping_item_pool_items_section_to 'LACS1' // v$  // Loco Low Co.
075D: set_shopping_item_pool_items_type_to "CLOTHES" // v$
05A9: s$2752 = 'FEET'  // Shoes
05A9: s$2518 = 'COHEAT1'  //SUB URBAN torso
05A9: s$2520 = 'COHEAT2'  // 0
05A9: s$2522 = 'COHEAT3'  // 0
05A9: s$2524 = 'SNHEAT1'  // 0
05A9: s$2526 = 'SNHEAT2'  // 0
05A9: s$2528 = 'SNHEAT3'  // 0
05A9: s$2530 = 'BSHEAT1'  // 0
05A9: s$2532 = 'BSHEAT2'  // 0
05A9: s$2534 = 'DUMMY'  // 0
05A9: s$2536 = 'DUMMY'  // 0
05A9: s$2538 = 'DUMMY'  // 0
05A9: s$2540 = 'DUMMY'  // torso
0006: 5@ =  39  // integer values
0085: 8@ = 9@ // (int)
0002: jump @Clothes_30

:Clothes_Sel_44
075E: set_shopping_item_pool_items_section_to 'CLOTHGP' // v$  // Loco Low Co.
075D: set_shopping_item_pool_items_type_to "CLOTHES" // v$
05A9: s$2752 = 'FEET'  // Shoes
05A9: s$2518 = 'TIMBER1'  //ZIP torso
05A9: s$2520 = 'TIMBER2'  // 0
05A9: s$2522 = 'TIMBER3'  // 0
05A9: s$2524 = 'TIMBER4'  // 0
05A9: s$2526 = 'DUMMY'  // 0
05A9: s$2528 = 'DUMMY'  // 0
05A9: s$2530 = 'DUMMY'  // 0
05A9: s$2532 = 'DUMMY'  // 0
05A9: s$2534 = 'DUMMY'  // 0
05A9: s$2536 = 'DUMMY'  // 0
05A9: s$2538 = 'DUMMY'  // 0
05A9: s$2540 = 'DUMMY'  // torso
0006: 5@ =  40  // integer values
0085: 8@ = 9@ // (int)
0002: jump @Clothes_30

:Clothes_Sel_45
075E: set_shopping_item_pool_items_section_to 'CSDESGN' // v$  // Loco Low Co.
075D: set_shopping_item_pool_items_type_to "CLOTHES" // v$
05A9: s$2752 = 'FEET'  // Shoes
05A9: s$2518 = 'COWBOY'  //VICTIM torso
05A9: s$2520 = 'BIKEBOT' // 0
05A9: s$2522 = 'SNAKESN'  // 0
05A9: s$2524 = 'DUMMY'  // 0
05A9: s$2526 = 'DUMMY'  // 0
05A9: s$2528 = 'DUMMY'  // 0
05A9: s$2530 = 'DUMMY'  // 0
05A9: s$2532 = 'DUMMY'  // 0
05A9: s$2534 = 'DUMMY'  // 0
05A9: s$2536 = 'DUMMY'  // 0
05A9: s$2538 = 'DUMMY'  // 0
05A9: s$2540 = 'DUMMY'  // torso
0006: 5@ =  41  // integer values
0085: 8@ = 9@ // (int)
0002: jump @Clothes_30

:Clothes_Sel_46
075E: set_shopping_item_pool_items_section_to 'CSEXL' // v$  // Loco Low Co.
075D: set_shopping_item_pool_items_type_to "CLOTHES" // v$
05A9: s$2752 = 'FEET'  // Shoes
05A9: s$2518 = 'SHOEDR1'  //DIDIE SACHS torso
05A9: s$2520 = 'SHOEDR2'  // 0
05A9: s$2522 = 'SHOEDR3'  // 0
05A9: s$2524 = 'DUMMY'  // 0
05A9: s$2526 = 'DUMMY'  // 0
05A9: s$2528 = 'DUMMY'  // 0
05A9: s$2530 = 'DUMMY'  // 0
05A9: s$2532 = 'DUMMY'  // 0
05A9: s$2534 = 'DUMMY'  // 0
05A9: s$2536 = 'DUMMY'  // 0
05A9: s$2538 = 'DUMMY'  // 0
05A9: s$2540 = 'DUMMY'  // torso
0006: 5@ =  42  // integer values
0085: 8@ = 9@ // (int)
0002: jump @Clothes_30







:Clothes_Sel_49
0871: init_jump_table 2@ total_jumps  7  0 @Clothes_Sel_50 jumps  0 @Clothes_Sel_50  1 @Clothes_Sel_51  2 @Clothes_Sel_52  3 @Clothes_Sel_53  4 @Clothes_Sel_54  5 @Clothes_Sel_55 6 @Clothes_Sel_56

:Clothes_Sel_50
0002: jump @Clothes_30


:Clothes_Sel_51
075E: set_shopping_item_pool_items_section_to 'CSCHP' // v$  // Loco Low Co.
075D: set_shopping_item_pool_items_type_to "CLOTHES" // v$
05A9: s$2752 = 'HATS'     // Hats
05A9: s$2518 = 'BANDAN7'  //BINCO hats
05A9: s$2520 = 'BANDAN8'  // 16
05A9: s$2522 = 'BANDAN9'  // 16
05A9: s$2524 = 'BANDA10'  // 16
05A9: s$2526 = 'BANDA11'  // 16
05A9: s$2528 = 'BANDA12'  // 16
05A9: s$2530 = 'BANDA13'  // 16
05A9: s$2532 = 'BANDA14'  // 16
05A9: s$2534 = 'CAP25'    // 16
05A9: s$2536 = 'CAP26'  // 0
05A9: s$2538 = 'CAP28'  // 0
05A9: s$2540 = 'CAP29'  // torso
0006: 5@ =  43  // integer values
0085: 8@ = 9@ // (int)
0002: jump @Clothes_30


:Clothes_Sel_52
075E: set_shopping_item_pool_items_section_to 'CSSPRT' // v$  // Loco Low Co.
075D: set_shopping_item_pool_items_type_to "CLOTHES" // v$
05A9: s$2752 = 'HATS'  // Hats
05A9: s$2518 = 'CAP27'  //PRO-LAPS Hats
05A9: s$2520 = 'CAP30'  // 16  
05A9: s$2522 = 'CAP15'  // 16  
05A9: s$2524 = 'CAP16'  // 16  
05A9: s$2526 = 'CAP31'  // 16  
05A9: s$2528 = 'CAP32'  // 0   
05A9: s$2530 = 'CAP33'  // 0   
05A9: s$2532 = 'CAP34'  // 0   
05A9: s$2534 = 'CAP35'  // 0   
05A9: s$2536 = 'CAP56'  // 0   
05A9: s$2538 = 'DUMMY'  // 0   
05A9: s$2540 = 'DUMMY'  // torso
0006: 5@ =  44  // integer values
0085: 8@ = 9@ // (int)
0002: jump @Clothes_30

:Clothes_Sel_53
075E: set_shopping_item_pool_items_section_to 'LACS1' // v$  // Loco Low Co.
075D: set_shopping_item_pool_items_type_to "CLOTHES" // v$
05A9: s$2752 = 'HATS'  // Hats
05A9: s$2518 = 'CAP36'  //SUB URBAN Hats
05A9: s$2520 = 'CAP37'  // 16
05A9: s$2522 = 'CAP38'  // 16
05A9: s$2524 = 'CAP39'  // 16
05A9: s$2526 = 'CAP40'  // 16
05A9: s$2528 = 'CAP41'  // 0
05A9: s$2530 = 'CAP42'  // 0
05A9: s$2532 = 'CAP43'  // 0
05A9: s$2534 = 'CAP44'  // 0
05A9: s$2536 = 'CAP45'  // 0
05A9: s$2538 = 'CAP57'  // 0
05A9: s$2540 = 'CAP58'  // torso
0006: 5@ =  45  // integer values
0085: 8@ = 9@ // (int)
0002: jump @Clothes_30

:Clothes_Sel_54
075E: set_shopping_item_pool_items_section_to 'CLOTHGP' // v$  // Loco Low Co.
075D: set_shopping_item_pool_items_type_to "CLOTHES" // v$
05A9: s$2752 = 'HATS'  // Hats
05A9: s$2518 = 'MANCBLK'  //ZIP Hats
05A9: s$2520 = 'MANCPLD'  // 16
05A9: s$2522 = 'CAP46'  // 0
05A9: s$2524 = 'CAP47'  // 0
05A9: s$2526 = 'CAP48'  // 0
05A9: s$2528 = 'CAP49'  // 0
05A9: s$2530 = 'CAP50'  // 0
05A9: s$2532 = 'DUMMY'  // 0
05A9: s$2534 = 'DUMMY'  // 0
05A9: s$2536 = 'DUMMY'  // 0
05A9: s$2538 = 'DUMMY'  // 0
05A9: s$2540 = 'DUMMY'  // torso
0006: 5@ =  46  // integer values
0085: 8@ = 9@ // (int)
0002: jump @Clothes_30

:Clothes_Sel_55
075E: set_shopping_item_pool_items_section_to 'CSDESGN' // v$  // Loco Low Co.
075D: set_shopping_item_pool_items_type_to "CLOTHES" // v$
05A9: s$2752 = 'HATS'  // Hats
05A9: s$2518 = 'CAP17'  //VICTIM Hats
05A9: s$2520 = 'CAP18'  // 0
05A9: s$2522 = 'CAP51'  // 16
05A9: s$2524 = 'CAP52'  // 16
05A9: s$2526 = 'CAP53'  // 16
05A9: s$2528 = 'CAP54'  // 16
05A9: s$2530 = 'CAP55'  // 0
05A9: s$2532 = 'DUMMY'  // 0
05A9: s$2534 = 'DUMMY'  // 0
05A9: s$2536 = 'DUMMY'  // 0
05A9: s$2538 = 'DUMMY'  // 0
05A9: s$2540 = 'DUMMY'  // torso
0006: 5@ =  47  // integer values
0085: 8@ = 9@ // (int)
0002: jump @Clothes_30

:Clothes_Sel_56
075E: set_shopping_item_pool_items_section_to 'CSEXL' // v$  // Loco Low Co.
075D: set_shopping_item_pool_items_type_to "CLOTHES" // v$
05A9: s$2752 = 'HATS'  // Hats
05A9: s$2518 = 'TRIBY1'  //DIDIE SACHS Hats
05A9: s$2520 = 'TRIBY2'  // 16
05A9: s$2522 = 'BOWLER1' // 16
05A9: s$2524 = 'BOWLER2'  // 0
05A9: s$2526 = 'BOWLER3'  // 0
05A9: s$2528 = 'BOWLER4'  // 0
05A9: s$2530 = 'BOATHA1'  // 0
05A9: s$2532 = 'BOWLER5' // 16
05A9: s$2534 = 'BOATHA2' // 16
05A9: s$2536 = 'DUMMY'  // 16
05A9: s$2538 = 'DUMMY'  // 16
05A9: s$2540 = 'DUMMY'  // torso
0006: 5@ =  48  // integer values
0085: 8@ = 9@ // (int)
0002: jump @Clothes_30







:Clothes_Sel_59
0871: init_jump_table 2@ total_jumps  13  0 @Clothes_Sel_60 jumps  0 @Clothes_Sel_60  1 @Clothes_Sel_61  2 @Clothes_Sel_62  3 @Clothes_Sel_63  4 @Clothes_Sel_64  5 @Clothes_Sel_65 6 @Clothes_Sel_66
0872: jump_table_jumps  7 @Clothes_Sel_67  8 @Clothes_Sel_68  9 @Clothes_Sel_69  10 @Clothes_Sel_61  11 @Clothes_Sel_62  12 @Clothes_Sel_63  13 @Clothes_Sel_60  14 @Clothes_Sel_60  15 @Clothes_Sel_60

:Clothes_Sel_60
0002: jump @Clothes_30


:Clothes_Sel_61
05A9: s$2752 = 'TATTO'  // TATTO
05A9: s$2518 = '4WEED'  //Tattoos
05A9: s$2520 = '4RIP'  // 4
05A9: s$2522 = '4SPIDER'  // 4
05A9: s$2524 = 'DUMMY'  // -
05A9: s$2526 = 'DUMMY'  // -
05A9: s$2528 = 'DUMMY'  // -
05A9: s$2530 = 'DUMMY'  // -
05A9: s$2532 = 'DUMMY'  // -
05A9: s$2534 = 'DUMMY'  // -
05A9: s$2536 = 'DUMMY'  // -
05A9: s$2538 = 'DUMMY'  // -
05A9: s$2540 = 'DUMMY'  // Tattoos
0006: 5@ =  49  // integer values
0085: 8@ = 9@ // (int)
0002: jump @Clothes_30


:Clothes_Sel_62
05A9: s$2752 = 'TATTO'  // TATTO
05A9: s$2518 = '5GUN'  //Tattoos
05A9: s$2520 = '5CROSS'  // 5
05A9: s$2522 = '5CROSS2'  // 5
05A9: s$2524 = '5CROSS3'  // 5
05A9: s$2526 = 'DUMMY'  // -
05A9: s$2528 = 'DUMMY'  // -
05A9: s$2530 = 'DUMMY'  // -
05A9: s$2532 = 'DUMMY'  // -
05A9: s$2534 = 'DUMMY'  // -
05A9: s$2536 = 'DUMMY'  // -
05A9: s$2538 = 'DUMMY'  // -
05A9: s$2540 = 'DUMMY'  // Tattoos
0006: 5@ =  50  // integer values
0085: 8@ = 9@ // (int)
0002: jump @Clothes_30

:Clothes_Sel_63
05A9: s$2752 = 'TATTO'  // TATTO
05A9: s$2518 = '6AZTEC'  //Tattoos
05A9: s$2520 = '6CROWN'  // 6
05A9: s$2522 = '6CLOWN'  // 6
05A9: s$2524 = '6AFRICA'  // 6
05A9: s$2526 = 'DUMMY'  // -
05A9: s$2528 = 'DUMMY'  // -
05A9: s$2530 = 'DUMMY'  // -
05A9: s$2532 = 'DUMMY'  // -
05A9: s$2534 = 'DUMMY'  // -
05A9: s$2536 = 'DUMMY'  // -
05A9: s$2538 = 'DUMMY'  // -
05A9: s$2540 = 'DUMMY'  // Tattoos
0006: 5@ =  51  // integer values
0085: 8@ = 9@ // (int)
0002: jump @Clothes_30

:Clothes_Sel_64
05A9: s$2752 = 'TATTO'  // TATTO
05A9: s$2518 = '7CROSS'  //Tattoos
05A9: s$2520 = '7CROSS2'  // 7
05A9: s$2522 = '7CROSS3'  // 7
05A9: s$2524 = '7MARY'  // 7
05A9: s$2526 = 'DUMMY'  // -
05A9: s$2528 = 'DUMMY'  // -
05A9: s$2530 = 'DUMMY'  // -
05A9: s$2532 = 'DUMMY'  // -
05A9: s$2534 = 'DUMMY'  // -
05A9: s$2536 = 'DUMMY'  // -
05A9: s$2538 = 'DUMMY'  // -
05A9: s$2540 = 'DUMMY'  // Tattoos
0006: 5@ =  52  // integer values
0085: 8@ = 9@ // (int)
0002: jump @Clothes_30

:Clothes_Sel_65
05A9: s$2752 = 'TATTO'  // TATTO
05A9: s$2518 = '8SA'  //Tattoos
05A9: s$2520 = '8SA2'  // 8
05A9: s$2522 = '8SA3'  // 8
05A9: s$2524 = '8WESTSD'  // 8
05A9: s$2526 = '8SANTOS'  // 8
05A9: s$2528 = '8POKER'  // 8
05A9: s$2530 = '8GUN'  // 8
05A9: s$2532 = 'DUMMY'  // -
05A9: s$2534 = 'DUMMY'  // -
05A9: s$2536 = 'DUMMY'  // -
05A9: s$2538 = 'DUMMY'  // -
05A9: s$2540 = 'DUMMY'  // Tattoos
0006: 5@ =  53  // integer values
0085: 8@ = 9@ // (int)
0002: jump @Clothes_30

:Clothes_Sel_66
05A9: s$2752 = 'TATTO'  // TATTO
05A9: s$2518 = '9CROWN'  //Tattoos
05A9: s$2520 = '9GUN'  // 9
05A9: s$2522 = '9GUN2'  // 9
05A9: s$2524 = '9HOMBY'  // 9
05A9: s$2526 = '9BULLT'  // -
05A9: s$2528 = '9RASTA'  // -
05A9: s$2530 = 'DUMMY'  // -
05A9: s$2532 = 'DUMMY'  // -
05A9: s$2534 = 'DUMMY'  // -
05A9: s$2536 = 'DUMMY'  // -
05A9: s$2538 = 'DUMMY'  // -
05A9: s$2540 = 'DUMMY'  // Tattoos
0006: 5@ =  54  // integer values
0085: 8@ = 9@ // (int)
0002: jump @Clothes_30


:Clothes_Sel_67
05A9: s$2752 = 'TATTO'  // TATTO
05A9: s$2518 = '10LS'  //Tattoos
05A9: s$2520 = '10LS2'  // 10
05A9: s$2522 = '10LS3'  // 10
05A9: s$2524 = '10LS4'  // 10
05A9: s$2526 = '10LS5'  // 10
05A9: s$2528 = '10OG'  // 10
05A9: s$2530 = '10WEED'  // 10
05A9: s$2532 = 'DUMMY'  // -
05A9: s$2534 = 'DUMMY'  // -
05A9: s$2536 = 'DUMMY'  // -
05A9: s$2538 = 'DUMMY'  // -
05A9: s$2540 = 'DUMMY'  // Tattoos
0006: 5@ =  55  // integer values
0085: 8@ = 9@ // (int)
0002: jump @Clothes_30

:Clothes_Sel_68
05A9: s$2752 = 'TATTO'  // TATTO
05A9: s$2518 = '11GROVE'  //Tattoos
05A9: s$2520 = '11GROV2'  // 11
05A9: s$2522 = '11GROV3'  // 11
05A9: s$2524 = '11DICE'  // 11
05A9: s$2526 = '11DICE2'  // 11
05A9: s$2528 = '11JAIL'  // 11
05A9: s$2530 = '11GGIFT'  // 11
05A9: s$2532 = 'DUMMY'  // -
05A9: s$2534 = 'DUMMY'  // -
05A9: s$2536 = 'DUMMY'  // -
05A9: s$2538 = 'DUMMY'  // -
05A9: s$2540 = 'DUMMY'  // Tattoos
0006: 5@ =  56  // integer values
0085: 8@ = 9@ // (int)
0002: jump @Clothes_30

:Clothes_Sel_69
05A9: s$2752 = 'TATTO'  // TATTO
05A9: s$2518 = '12ANGEL'  //Tattoos
05A9: s$2520 = '12MAYBR'  // 12
05A9: s$2522 = '12DAGER'  // 12
05A9: s$2524 = '12BNDIT'  // 12
05A9: s$2526 = '12CROSS'  // 12
05A9: s$2528 = '12MYFAC'  // 12
05A9: s$2530 = 'DUMMY'  // 12
05A9: s$2532 = 'DUMMY'  // -
05A9: s$2534 = 'DUMMY'  // -
05A9: s$2536 = 'DUMMY'  // -
05A9: s$2538 = 'DUMMY'  // -
05A9: s$2540 = 'DUMMY'  // Tattoos
0006: 5@ =  57  // integer values
0085: 8@ = 9@ // (int)
0002: jump @Clothes_30



:Clothes_Sel_79
0871: init_jump_table 2@ total_jumps  7  0 @Clothes_Sel_80 jumps  0 @Clothes_Sel_80  1 @Clothes_Sel_81  2 @Clothes_Sel_82  3 @Clothes_Sel_83  4 @Clothes_Sel_84  5 @Clothes_Sel_85 6 @Clothes_Sel_86

:Clothes_Sel_80
0002: jump @Clothes_30


:Clothes_Sel_81
05A9: s$2752 = 'HAIRSTY'  // HAIRSTY
05A9: s$2518 = 'BALD'  //HAIRSTY
05A9: s$2520 = 'BLADBEA'  // 1
05A9: s$2522 = 'BALDTSH'  // 1
05A9: s$2524 = 'BALDGOT'  // 1
05A9: s$2526 = 'DUMMY'  // 1
05A9: s$2528 = 'DUMMY'  // 1
05A9: s$2530 = 'DUMMY'  // 1
05A9: s$2532 = 'DUMMY'  // -
05A9: s$2534 = 'DUMMY'  // -
05A9: s$2536 = 'DUMMY'  // -
05A9: s$2538 = 'DUMMY'  // -
05A9: s$2540 = 'DUMMY'  // HAIRSTY
0006: 5@ =  58  // integer values
0085: 8@ = 9@ // (int)
0002: jump @Clothes_30


:Clothes_Sel_82
05A9: s$2752 = 'HAIRSTY'  // HAIRSTY
05A9: s$2518 = 'AFRO'  //HAIRSTY
05A9: s$2520 = 'AFROHI'  // 1
05A9: s$2522 = 'AFROT'  // 1
05A9: s$2524 = 'AFROB'  // 1
05A9: s$2526 = 'AFROBL'  // 1
05A9: s$2528 = 'AFROGOT'  // 1
05A9: s$2530 = 'DUMMY'  // 1
05A9: s$2532 = 'DUMMY'  // -
05A9: s$2534 = 'DUMMY'  // -
05A9: s$2536 = 'DUMMY'  // -
05A9: s$2538 = 'DUMMY'  // -
05A9: s$2540 = 'DUMMY'  // HAIRSTY
0006: 5@ =  59  // integer values
0085: 8@ = 9@ // (int)
0002: jump @Clothes_30

:Clothes_Sel_83
05A9: s$2752 = 'HAIRSTY'  // HAIRSTY
05A9: s$2518 = 'MOHAWK'  //HAIRSTY
05A9: s$2520 = 'MOHAWKB'  // 1
05A9: s$2522 = 'MOHAWKP'  // 1
05A9: s$2524 = 'MOHAKBE'  // 1
05A9: s$2526 = 'DUMMY'  // 1
05A9: s$2528 = 'DUMMY'  // 1
05A9: s$2530 = 'DUMMY'  // 1
05A9: s$2532 = 'DUMMY'  // -
05A9: s$2534 = 'DUMMY'  // -
05A9: s$2536 = 'DUMMY'  // -
05A9: s$2538 = 'DUMMY'  // -
05A9: s$2540 = 'DUMMY'  // HAIRSTY
0006: 5@ =  60  // integer value
0085: 8@ = 9@ // (int)
0002: jump @Clothes_30

:Clothes_Sel_84
05A9: s$2752 = 'HAIRSTY'  // HAIRSTY
05A9: s$2518 = 'BLHAIR'  //HAIRSTY
05A9: s$2520 = 'REDHAIR'  // 1
05A9: s$2522 = 'BLUHAIR'  // 1
05A9: s$2524 = 'GRNHAIR'  // 1
05A9: s$2526 = 'PNKHAIR'  // 1
05A9: s$2528 = 'MOHAWKB'  // 1
05A9: s$2530 = 'MOHAWKP'  // 1
05A9: s$2532 = 'AFROBL'  // -
05A9: s$2534 = 'DUMMY'  // -
05A9: s$2536 = 'DUMMY'  // -
05A9: s$2538 = 'DUMMY'  // -
05A9: s$2540 = 'DUMMY'  // HAIRSTY
0006: 5@ =  61  // integer values
0085: 8@ = 9@ // (int)
0002: jump @Clothes_30

:Clothes_Sel_85
05A9: s$2752 = 'HAIRSTY'  // HAIRSTY
05A9: s$2518 = 'HIGHFAD'  //HAIRSTY
05A9: s$2520 = 'WEDGE'  // 1
05A9: s$2522 = 'SLOPE'  // 1
05A9: s$2524 = 'JHERI'  // 1
05A9: s$2526 = 'CORNROW'  // 1
05A9: s$2528 = 'CORNRO2'  // 1
05A9: s$2530 = 'TRAMLIN'  // 1
05A9: s$2532 = 'GROOVE'  // -
05A9: s$2534 = 'AFROFL'  // -
05A9: s$2536 = 'ELVISHA'  // -
05A9: s$2538 = 'BEARD'  // -
05A9: s$2540 = 'TASH'  // HAIRSTY
0006: 5@ =  62  // integer values
0085: 8@ = 9@ // (int)
0002: jump @Clothes_30

:Clothes_Sel_86
05A9: s$2752 = 'HAIRSTY'  // HAIRSTY
05A9: s$2518 = 'GOATEE'  //HAIRSTY
05A9: s$2520 = 'HEAD'  // 1
05A9: s$2522 = 'DUMMY'  // 1
05A9: s$2524 = 'DUMMY'  // 1
05A9: s$2526 = 'DUMMY'  // 1
05A9: s$2528 = 'DUMMY'  // 1
05A9: s$2530 = 'DUMMY'  // 1
05A9: s$2532 = 'DUMMY'  // -
05A9: s$2534 = 'DUMMY'  // -
05A9: s$2536 = 'DUMMY'  // -
05A9: s$2538 = 'DUMMY'  // -
05A9: s$2540 = 'DUMMY'  // HAIRSTY
0006: 5@ =  63  // integer values
0085: 8@ = 9@ // (int)
0002: jump @Clothes_30

:Clothes_Neck_table
0793: save_player_clothes
0871: init_jump_table 2@ total_jumps  13  0 @Clothes_Neck_00 jumps  0 @Clothes_Neck_00  1 @Clothes_Neck_01  2 @Clothes_Neck_02  3 @Clothes_Neck_03  4 @Clothes_Neck_04  5 @Clothes_Neck_05 6 @Clothes_Neck_06
0872: jump_table_jumps  7 @Clothes_Neck_07  8 @Clothes_Neck_08  9 @Clothes_Neck_09  10 @Clothes_Neck_10  11 @Clothes_Neck_11  12 @Clothes_Neck_12  13 @Clothes_Neck_00  14 @Clothes_Neck_00  15 @Clothes_Neck_00

:Clothes_Neck_00
0002: jump @Clothes_02

:Clothes_Neck_01
087B: set_player $PLAYER_CHAR clothes "dogtag" "neck" body_part  13 ///                   (DOGTAG)  
0006: 5@ =  19 // integer values                                                                  
0002: jump @Clothes_Neck_apply1                                                                     
                                                                                                    
:Clothes_Neck_02                                                                                    
087B: set_player $PLAYER_CHAR clothes "neckafrica" "neck" body_part  13 ///               (NECKAFR) 
0006: 5@ =  19 // integer values                                                                  
0002: jump @Clothes_Neck_apply1                                                                     
                                                                                                    
:Clothes_Neck_03                                                                                    
087B: set_player $PLAYER_CHAR clothes "stopwatch" "neck" body_part  13 ///                (STOPWAT) 
0006: 5@ =  19 // integer values                                                                  
0002: jump @Clothes_Neck_apply1                                                                     
                                                                                                    
:Clothes_Neck_04                                                                                    
087B: set_player $PLAYER_CHAR clothes "necksaints" "neck" body_part  13 ///               (NECKSNT) 
0006: 5@ =  19 // integer values                                                                  
0002: jump @Clothes_Neck_apply1                                                                     
                                                                                                    
:Clothes_Neck_05                                                                                    
087B: set_player $PLAYER_CHAR clothes "neckhash" "neck" body_part  13 ///                 (NECKHA)  
0006: 5@ =  19 // integer values                                                                  
0002: jump @Clothes_Neck_apply1                                                                     
                                                                                                    
:Clothes_Neck_06                                                                                    
087B: set_player $PLAYER_CHAR clothes "necksilver" "neck2" body_part  13 ///              (NECKCU1) 
0006: 5@ =  19 // integer values                                                                  
0002: jump @Clothes_Neck_apply1                                                                     
                                                                                                    
:Clothes_Neck_07                                                                                    
087B: set_player $PLAYER_CHAR clothes "neckgold" "neck2" body_part  13 ///                (NECKCU2) 
0006: 5@ =  19 // integer values                                                                  
0002: jump @Clothes_Neck_apply1                                                                     
                                                                                                    
:Clothes_Neck_08                                                                                    
087B: set_player $PLAYER_CHAR clothes "neckropes" "neck2" body_part  13 ///               (NECKRP1) 
0006: 5@ =  19 // integer values                                                                  
0002: jump @Clothes_Neck_apply1                                                                     
                                                                                                    
:Clothes_Neck_09                                                                                    
087B: set_player $PLAYER_CHAR clothes "neckropeg" "neck2" body_part  13 ///               (NECKRP2)
0006: 5@ =  19 // integer values                                                                  
0002: jump @Clothes_Neck_apply1                                                                    
                                                                                                   
:Clothes_Neck_10                                                                                   
087B: set_player $PLAYER_CHAR clothes "neckls" "neck" body_part  13 ///                   (NECKLS) 
0006: 5@ =  19 // integer values                                                                  
0002: jump @Clothes_Neck_apply1                                                                    
                                                                                                   
:Clothes_Neck_11                                                                                   
087B: set_player $PLAYER_CHAR clothes "neckdollar" "neck" body_part  13 ///               (NECKDL) 
0006: 5@ =  19 // integer values                                                                  
0002: jump @Clothes_Neck_apply1                                                                    
                                                                                                   
:Clothes_Neck_12                                                                                   
087B: set_player $PLAYER_CHAR clothes "neckcross" "neck" body_part  13 ///                (NECKCR) 
0006: 5@ =  19 // integer values
0002: jump @Clothes_Neck_apply1

:Clothes_Neck_apply1
0007: 18@ =  0.6  // floating-point values//
0007: 25@ =  0.2  // floating-point values//
0007: 20@ =  0.5  // floating-point values
0007: 21@ =  1.2  // floating-point values//
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0001: wait  50 ms
070D: rebuild_player $PLAYER_CHAR
067C: $PLAYER_ACTOR  0.0  1.0 18@  25@  0.1 20@ 0.0  2//put_camera_on_actor
06D1: v$1225 = "IDLE_stance"// 16-byte strings
0002: jump @Clothes_Applyfinal_1



:Clothes_Watch_table
0793: save_player_clothes
0871: init_jump_table 2@ total_jumps  13  0 @Clothes_Watch_00 jumps  0 @Clothes_Watch_00  1 @Clothes_Watch_01  2 @Clothes_Watch_02  3 @Clothes_Watch_03  4 @Clothes_Watch_04  5 @Clothes_Watch_05 6 @Clothes_Watch_06
0872: jump_table_jumps  7 @Clothes_Watch_07  8 @Clothes_Watch_08  9 @Clothes_Watch_09  10 @Clothes_Watch_10  11 @Clothes_Watch_11  12 @Clothes_Watch_12  13 @Clothes_Watch_00  14 @Clothes_Watch_00  15 @Clothes_Watch_00

:Clothes_Watch_00
0002: jump @Clothes_02

:Clothes_Watch_01
087B: set_player $PLAYER_CHAR clothes "watchpink" "watch" body_part  14 ///               (WATCH7)  
0006: 5@ =  20 // integer values 
0002: jump @Clothes_Watch_apply1                                                                     
                                                                                                    
:Clothes_Watch_02                                                                                    
087B: set_player $PLAYER_CHAR clothes "watchyellow" "watch" body_part  14 ///             (WATCH8)  
0006: 5@ =  20 // integer values 
0002: jump @Clothes_Watch_apply1                                                                     
                                                                                                    
:Clothes_Watch_03                                                                                    
087B: set_player $PLAYER_CHAR clothes "watchpro" "watch" body_part  14 ///                (WATCH3)  
0006: 5@ =  20 // integer values 
0002: jump @Clothes_Watch_apply1                                                                     
                                                                                                    
:Clothes_Watch_04                                                                                    
087B: set_player $PLAYER_CHAR clothes "watchpro2" "watch" body_part  14 ///               (WATCH4)  
0006: 5@ =  20 // integer values 
0002: jump @Clothes_Watch_apply1                                                                     
                                                                                                    
:Clothes_Watch_05                                                                                    
087B: set_player $PLAYER_CHAR clothes "watchsub1" "watch" body_part  14 ///               (WATCH9)  
0006: 5@ =  20 // integer values 
0002: jump @Clothes_Watch_apply1                                                                     
                                                                                                    
:Clothes_Watch_06                                                                                    
087B: set_player $PLAYER_CHAR clothes "watchsub2" "watch" body_part  14 ///               (WATCH10) 
0006: 5@ =  20 // integer values 
0002: jump @Clothes_Watch_apply1                                                                     
                                                                                                    
:Clothes_Watch_07                                                                                    
087B: set_player $PLAYER_CHAR clothes "watchzip1" "watch" body_part  14 ///               (WATCH11) 
0006: 5@ =  20 // integer values 
0002: jump @Clothes_Watch_apply1                                                                     
                                                                                                    
:Clothes_Watch_08                                                                                    
087B: set_player $PLAYER_CHAR clothes "watchzip2" "watch" body_part  14 ///               (WATCH12) 
0006: 5@ =  20 // integer values 
0002: jump @Clothes_Watch_apply1                                                                     
                                                                                                    
:Clothes_Watch_09                                                                                    
087B: set_player $PLAYER_CHAR clothes "watchgno" "watch" body_part  14 ///                (WATCH2)  
0006: 5@ =  20 // integer values 
0002: jump @Clothes_Watch_apply1                                                                     
                                                                                                    
:Clothes_Watch_10                                                                                    
087B: set_player $PLAYER_CHAR clothes "watchgno2" "watch" body_part  14 ///               (WATCH5)  
0006: 5@ =  20 // integer values 
0002: jump @Clothes_Watch_apply1                                                                     
                                                                                                    
:Clothes_Watch_11                                                                                    
087B: set_player $PLAYER_CHAR clothes "watchcro" "watch" body_part  14 ///                (WATCH1)  
0006: 5@ =  20 // integer values 
0002: jump @Clothes_Watch_apply1                                                                     
                                                                                                    
:Clothes_Watch_12                                                                                    
087B: set_player $PLAYER_CHAR clothes "watchcro2" "watch" body_part  14 ///               (WATCH6)  
0006: 5@ =  20 // integer values 
0002: jump @Clothes_Watch_apply1

:Clothes_Watch_apply1
0007: 18@ =  0.4  // floating-point values//
0007: 25@ =  -0.1  // floating-point values//
0007: 20@ =  0.3  // floating-point values
0007: 21@ =  1.2  // floating-point values//
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0001: wait  50 ms
070D: rebuild_player $PLAYER_CHAR
067C: $PLAYER_ACTOR  -0.5  1.2 18@  25@  0.5 20@ 0.0  2//put_camera_on_actor
06D1: v$1225 = "bomber"// 16-byte strings
0002: jump @Clothes_Applyfinal_1


:Clothes_Glases_table
0793: save_player_clothes
0871: init_jump_table 2@ total_jumps  13  0 @Clothes_Glases_00 jumps  0 @Clothes_Glases_00  1 @Clothes_Glases_01  2 @Clothes_Glases_02  3 @Clothes_Glases_03  4 @Clothes_Glases_04  5 @Clothes_Glases_05 6 @Clothes_Glases_06
0872: jump_table_jumps  7 @Clothes_Glases_07  8 @Clothes_Glases_08  9 @Clothes_Glases_09  10 @Clothes_Glases_10  11 @Clothes_Glases_11  12 @Clothes_Glases_12  13 @Clothes_Glases_00  14 @Clothes_Glases_00  15 @Clothes_Glases_00

:Clothes_Glases_00
0002: jump @Clothes_02

:Clothes_Glases_01
087B: set_player $PLAYER_CHAR clothes "groucho" "grouchos" body_part  15 ///              (GROUCH1)
0006: 5@ =  21  // integer values                                                                  
0002: jump @Clothes_Glases_apply1                                                                    
                                                                                                   
:Clothes_Glases_02                                                                                   
087B: set_player $PLAYER_CHAR clothes "eyepatch" "eyepatch" body_part  15 ///             (EYEPCH) 
0006: 5@ =  21  // integer values                                                                  
0002: jump @Clothes_Glases_apply1                                                                    
                                                                                                   
:Clothes_Glases_03                                                                                   
087B: set_player $PLAYER_CHAR clothes "glasses01" "glasses01" body_part  15 ///           (GLASS1) 
0006: 5@ =  21  // integer values                                                                  
0002: jump @Clothes_Glases_apply1                                                                    
                                                                                                   
:Clothes_Glases_04                                                                                   
087B: set_player $PLAYER_CHAR clothes "glasses04" "glasses04" body_part  15 ///           (GLASS4) 
0006: 5@ =  21  // integer values                                                                  
0002: jump @Clothes_Glases_apply1                                                                    
                                                                                                   
:Clothes_Glases_05                                                                                   
087B: set_player $PLAYER_CHAR clothes "glasses01dark" "glasses01" body_part  15 ///       (GLASS5) 
0006: 5@ =  21  // integer values                                                                  
0002: jump @Clothes_Glases_apply1                                                                    
                                                                                                   
:Clothes_Glases_06                                                                                   
087B: set_player $PLAYER_CHAR clothes "glasses04dark" "glasses04" body_part  15 ///       (GLASS6) 
0006: 5@ =  21  // integer values                                                                  
0002: jump @Clothes_Glases_apply1                                                                    
                                                                                                   
:Clothes_Glases_07                                                                                   
087B: set_player $PLAYER_CHAR clothes "glasses03" "glasses03" body_part  15 ///           (GLASS3) 
0006: 5@ =  21  // integer values                                                                  
0002: jump @Clothes_Glases_apply1                                                                    
                                                                                                   
:Clothes_Glases_08                                                                                   
087B: set_player $PLAYER_CHAR clothes "glasses03red" "glasses03" body_part  15 ///        (GLASS8) 
0006: 5@ =  21  // integer values                                                                  
0002: jump @Clothes_Glases_apply1                                                                    
                                                                                                   
:Clothes_Glases_09                                                                                   
087B: set_player $PLAYER_CHAR clothes "glasses03blue" "glasses03" body_part  15 ///       (GLASS9) 
0006: 5@ =  21  // integer values                                                                  
0002: jump @Clothes_Glases_apply1                                                                    
                                                                                                   
:Clothes_Glases_10                                                                                   
087B: set_player $PLAYER_CHAR clothes "glasses03dark" "glasses03" body_part  15 ///       (GLASS7) 
0006: 5@ =  21  // integer values                                                                  
0002: jump @Clothes_Glases_apply1                                                                    
                                                                                                   
:Clothes_Glases_11                                                                                   
087B: set_player $PLAYER_CHAR clothes "glasses05dark" "glasses03" body_part  15 ///       (GLASS10)
0006: 5@ =  21  // integer values                                                                  
0002: jump @Clothes_Glases_apply1                                                                    
                                                                                                   
:Clothes_Glases_12                                                                                   
087B: set_player $PLAYER_CHAR clothes "glasses05" "glasses03" body_part  15 ///           (GLASS11)
0006: 5@ =  21  // integer values
0002: jump @Clothes_Glases_apply1

:Clothes_Glases_apply1
0007: 18@ =  0.7  // floating-point values//
0007: 25@ =  0.1  // floating-point values//
0007: 20@ =  0.7  // floating-point values
0007: 21@ =  1.0  // floating-point values//
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0001: wait  50 ms
070D: rebuild_player $PLAYER_CHAR
067C: $PLAYER_ACTOR  0.0  1.0 18@  25@  0.1 20@ 0.0  2//put_camera_on_actor
06D1: v$1225 = "IDLE_stance"// 16-byte strings
0002: jump @Clothes_Applyfinal_1



:Clothes_Mask_table
0793: save_player_clothes
0871: init_jump_table 2@ total_jumps  9  0 @Clothes_Mask_00 jumps  0 @Clothes_Mask_00  1 @Clothes_Mask_01  2 @Clothes_Mask_02  3 @Clothes_Mask_03  4 @Clothes_Mask_04  5 @Clothes_Mask_05 6 @Clothes_Mask_06
0872: jump_table_jumps  7 @Clothes_Mask_07  8 @Clothes_Mask_08  9 @Clothes_Mask_00  10 @Clothes_Mask_00  11 @Clothes_Mask_00  12 @Clothes_Mask_00  13 @Clothes_Mask_00  14 @Clothes_Mask_00  15 @Clothes_Mask_00

:Clothes_Mask_00
0002: jump @Clothes_02

:Clothes_Mask_01
087B: set_player $PLAYER_CHAR clothes "zorro" "zorromask" body_part  15 ///               (ZORRO)                                                 
0006: 5@ =  22  // integer values                                                                  
0002: jump @Clothes_Mask_apply1                                                                    
                                                                                                   
:Clothes_Mask_02                                                                                   
087B: set_player $PLAYER_CHAR clothes "bandred3" "bandmask" body_part  15 ///             (BANDA15)                                               
0006: 5@ =  22  // integer values                                                                  
0002: jump @Clothes_Mask_apply1                                                                    
                                                                                                   
:Clothes_Mask_03                                                                                   
087B: set_player $PLAYER_CHAR clothes "bandblue3" "bandmask" body_part  15 ///            (BANDA16)                                               
0006: 5@ =  22  // integer values                                                                  
0002: jump @Clothes_Mask_apply1                                                                    
                                                                                                   
:Clothes_Mask_04                                                                                   
087B: set_player $PLAYER_CHAR clothes "bandgang3" "bandmask" body_part  15 ///            (BANDA17)                                               
0006: 5@ =  22  // integer values                                                                  
0002: jump @Clothes_Mask_apply1                                                                    
                                                                                                   
:Clothes_Mask_05                                                                                   
087B: set_player $PLAYER_CHAR clothes "bandblack3" "bandmask" body_part  15 ///           (BANDA18)
0006: 5@ =  22  // integer values                                                                  
0002: jump @Clothes_Mask_apply1                                                                    
                                                                                                   
:Clothes_Mask_06                                                                                   
087B: set_player $PLAYER_CHAR clothes "balaclava" "balaclava" body_part  17 ///           (BALACLA) 
0006: 5@ =  22  // integer values                                                                  
0002: jump @Clothes_Mask_apply1                                                                    
                                                                                                   
:Clothes_Mask_07                                                                                   
087B: set_player $PLAYER_CHAR clothes "hockey" "hockeymask" body_part  16 ///             (CAP16) 
0006: 5@ =  22  // integer values                                                                  
0002: jump @Clothes_Mask_apply1                                                                    
                                                                                                   
:Clothes_Mask_08                                                                                   
087B: set_player $PLAYER_CHAR clothes "boxingcap" "boxingcap" body_part  16 ///           (CAP15) 
0006: 5@ =  22  // integer values                                                                  
0002: jump @Clothes_Mask_apply1

:Clothes_Mask_apply1
0007: 18@ =  0.7  // floating-point values//
0007: 25@ =  0.1  // floating-point values//
0007: 20@ =  0.7  // floating-point values
0007: 21@ =  1.0  // floating-point values//
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0001: wait  50 ms
070D: rebuild_player $PLAYER_CHAR
067C: $PLAYER_ACTOR  0.0  1.0 18@  25@  0.1 20@ 0.0  2//put_camera_on_actor
06D1: v$1225 = "roadcross_gang"// 16-byte strings
0002: jump @Clothes_Applyfinal_1




:Clothes_Uniform_1
0793: save_player_clothes
0871: init_jump_table 2@ total_jumps  10  0 @Clothes_Uniform_10 jumps  0 @Clothes_Uniform_10  1 @Clothes_Uniform_11  2 @Clothes_Uniform_12  3 @Clothes_Uniform_13  4 @Clothes_Uniform_14  5 @Clothes_Uniform_15 6 @Clothes_Uniform_16
0872: jump_table_jumps  7 @Clothes_Uniform_17  8 @Clothes_Uniform_18  9 @Clothes_Uniform_19  10 @Clothes_Uniform_10  11 @Clothes_Uniform_10  12 @Clothes_Uniform_10  13 @Clothes_Uniform_10  14 @Clothes_Uniform_10  15 @Clothes_Uniform_10


:Clothes_Uniform_10
0002: jump @Clothes_30


:Clothes_Uniform_11
087B: set_player $PLAYER_CHAR clothes "gimpleg" "gimpleg" body_part  17
0006: 5@ =  23  // integer values
0002: jump @Clothes_Apply_Uni_1


:Clothes_Uniform_12
087B: set_player $PLAYER_CHAR clothes "valet" "valet" body_part  17
0006: 5@ =  23  // integer values
0002: jump @Clothes_Apply_Uni_1

:Clothes_Uniform_13
087B: set_player $PLAYER_CHAR clothes "countrytr" "countrytr" body_part  17
0006: 5@ =  23  // integer values
0002: jump @Clothes_Apply_Uni_1

:Clothes_Uniform_14
087B: set_player $PLAYER_CHAR clothes "croupier" "valet" body_part  17
0006: 5@ =  23  // integer values
0002: jump @Clothes_Apply_Uni_1

:Clothes_Uniform_15
087B: set_player $PLAYER_CHAR clothes "policetr" "policetr" body_part  17
0006: 5@ =  23  // integer values
0002: jump @Clothes_Apply_Uni_1

:Clothes_Uniform_16
087B: set_player $PLAYER_CHAR clothes "balaclava" "balaclava" body_part  17
0006: 5@ =  23  // integer values
0002: jump @Clothes_Apply_Uni_1


:Clothes_Uniform_17
087B: set_player $PLAYER_CHAR clothes "pimptr" "pimptr" body_part  17
0006: 5@ =  23  // integer values
0002: jump @Clothes_Apply_Uni_1

:Clothes_Uniform_18
087B: set_player $PLAYER_CHAR clothes "garageleg" "garagetr" body_part  17
0006: 5@ =  23  // integer values
0002: jump @Clothes_Apply_Uni_1

:Clothes_Uniform_19
087B: set_player $PLAYER_CHAR clothes "medictr" "medictr" body_part  17
0006: 5@ =  23  // integer values
0002: jump @Clothes_Apply_Uni_1


:Clothes_Apply_Uni_1
0007: 18@ =  0.6  // floating-point values//
0007: 25@ =  0.3  // floating-point values//
0007: 20@ =  0.1  // floating-point values
0007: 21@ =  1.8  // floating-point values//<<<<<<-----Angabe fr den Radius der Kamerafahrt/set_camera_position
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0001: wait  50 ms
070D: rebuild_player $PLAYER_CHAR
067C: $PLAYER_ACTOR  0.0  1.8 18@  0.3  0.1 20@ 0.0  2//put_camera_on_actor
06D1: v$1225 = "IDLE_stance"// 16-byte strings
0002: jump @Clothes_Applyfinal_1




:Clothes_Null_1
0793: save_player_clothes
0871: init_jump_table 2@ total_jumps  13  0 @Clothes_Null_10 jumps  0 @Clothes_Null_10  1 @Clothes_Null_11  2 @Clothes_Null_12  3 @Clothes_Null_13  4 @Clothes_Null_14  5 @Clothes_Null_15 6 @Clothes_Null_16
0872: jump_table_jumps  7 @Clothes_Null_17  8 @Clothes_Null_18  9 @Clothes_Null_19  10 @Clothes_Null_20  11 @Clothes_Null_21  12 @Clothes_Null_22  13 @Clothes_Null_23  14 @Clothes_Null_24  15 @Clothes_Null_25


:Clothes_Null_10
0002: jump @Clothes_30


:Clothes_Null_11
0784: $PLAYER_CHAR  0  0  0
0006: 5@ =  24  // integer values
0002: jump @Clothes_Apply_Null_1


:Clothes_Null_12
0784: $PLAYER_CHAR  0  0  2
0006: 5@ =  24  // integer values
0002: jump @Clothes_Apply_Null_1

:Clothes_Null_13
0784: $PLAYER_CHAR  0  0  3
0006: 5@ =  24  // integer values
0002: jump @Clothes_Apply_Null_1

:Clothes_Null_14
0784: $PLAYER_CHAR  0  0  16
0006: 5@ =  24  // integer values
0002: jump @Clothes_Apply_Null_1

:Clothes_Null_15
0784: $PLAYER_CHAR  0  0  13
0006: 5@ =  24  // integer values
0002: jump @Clothes_Apply_Null_1

:Clothes_Null_16
0784: $PLAYER_CHAR  0  0  14
0006: 5@ =  24  // integer values
0002: jump @Clothes_Apply_Null_1


:Clothes_Null_17
0784: $PLAYER_CHAR  0  0  15
0006: 5@ =  24  // integer values
0002: jump @Clothes_Apply_Null_1

:Clothes_Null_18
0784: $PLAYER_CHAR  0  0  15
0006: 5@ =  24  // integer values
0002: jump @Clothes_Apply_Null_1

:Clothes_Null_19
0784: $PLAYER_CHAR  0  0  4
0784: $PLAYER_CHAR  0  0  5
0784: $PLAYER_CHAR  0  0  6
0784: $PLAYER_CHAR  0  0  7
0784: $PLAYER_CHAR  0  0  8
0784: $PLAYER_CHAR  0  0  9
0784: $PLAYER_CHAR  0  0  10
0784: $PLAYER_CHAR  0  0  11
0784: $PLAYER_CHAR  0  0  12
0006: 5@ =  24  // integer values
0002: jump @Clothes_Apply_Null_1

:Clothes_Null_20
0784: $PLAYER_CHAR  0  0  1
0006: 5@ =  24  // integer values
0002: jump @Clothes_Apply_Null_1

:Clothes_Null_21
0784: $PLAYER_CHAR  0  0  17
0006: 5@ =  24  // integer values
0002: jump @Clothes_Apply_Null_1

:Clothes_Null_22
0784: $PLAYER_CHAR  0  0  17
0006: 5@ =  24  // integer values
0002: jump @Clothes_Apply_Null_1

:Clothes_Null_23
0784: $PLAYER_CHAR  0  0  17
0006: 5@ =  24  // integer values
0002: jump @Clothes_Apply_Null_1

:Clothes_Null_24
0784: $PLAYER_CHAR  0  0  17
0006: 5@ =  24  // integer values
0002: jump @Clothes_Apply_Null_1

:Clothes_Null_25
0784: $PLAYER_CHAR  0  0  17
0006: 5@ =  24  // integer values
0002: jump @Clothes_Apply_Null_1

:Clothes_Apply_Null_1
0007: 18@ =  0.6  // floating-point values//
0007: 25@ =  0.3  // floating-point values//
0007: 20@ =  0.1  // floating-point values
0007: 21@ =  1.8  // floating-point values//<<<<<<-----Angabe fr den Radius der Kamerafahrt/set_camera_position
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0001: wait  50 ms
070D: rebuild_player $PLAYER_CHAR
067C: $PLAYER_ACTOR  0.0  1.8 18@  0.3  0.1 20@ 0.0  2//put_camera_on_actor
06D1: v$1225 = "IDLE_stance"// 16-byte strings
0002: jump @Clothes_Applyfinal_1






:Clothes_Bincobody_table
0793: save_player_clothes
0871: init_jump_table 2@ total_jumps  13  0 @Clothes_Bincobody_00 jumps  0 @Clothes_Bincobody_00  1 @Clothes_Bincobody_01  2 @Clothes_Bincobody_02  3 @Clothes_Bincobody_03  4 @Clothes_Bincobody_04  5 @Clothes_Bincobody_05 6 @Clothes_Bincobody_06
0872: jump_table_jumps  7 @Clothes_Bincobody_07  8 @Clothes_Bincobody_08  9 @Clothes_Bincobody_09  10 @Clothes_Bincobody_10  11 @Clothes_Bincobody_11  12 @Clothes_Bincobody_12  13 @Clothes_Bincobody_00  14 @Clothes_Bincobody_00  15 @Clothes_Bincobody_00

:Clothes_Bincobody_00
0002: jump @Clothes_02

:Clothes_Bincobody_01
087B: set_player $PLAYER_CHAR clothes "vestblack" "vest" body_part  0 ///                 (VESTA)   
0006: 5@ =  25 // integer values                                                                   
0002: jump @Clothes_Bincobody_apply1                                                                     
                                                                                                    
:Clothes_Bincobody_02                                                                                    
087B: set_player $PLAYER_CHAR clothes "vest" "vest" body_part  0 ///                      (VESTWH)  
0006: 5@ =  25 // integer values                                                                   
0002: jump @Clothes_Bincobody_apply1                                                                     
                                                                                                    
:Clothes_Bincobody_03                                                                                    
087B: set_player $PLAYER_CHAR clothes "tshirt2horiz" "tshirt2" body_part  0 ///           (TSRTHS1) 
0006: 5@ =  25 // integer values                                                                   
0002: jump @Clothes_Bincobody_apply1                                                                     
                                                                                                    
:Clothes_Bincobody_04                                                                                    
087B: set_player $PLAYER_CHAR clothes "tshirtwhite" "tshirt" body_part  0 ///             (TSHIRTC) 
0006: 5@ =  25 // integer values                                                                   
0002: jump @Clothes_Bincobody_apply1                                                                     
                                                                                                    
:Clothes_Bincobody_05                                                                                    
087B: set_player $PLAYER_CHAR clothes "tshirtilovels" "tshirt" body_part  0 ///           (LOVETS1) 
0006: 5@ =  25 // integer values                                                                   
0002: jump @Clothes_Bincobody_apply1                                                                     
                                                                                                    
:Clothes_Bincobody_06                                                                                    
087B: set_player $PLAYER_CHAR clothes "tshirtblunts" "tshirt" body_part  0 ///            (TSHIRTA) 
0006: 5@ =  25 // integer values                                                                   
0002: jump @Clothes_Bincobody_apply1                                                                     
                                                                                                    
:Clothes_Bincobody_07                                                                                    
087B: set_player $PLAYER_CHAR clothes "shirtbplaid" "shirtb" body_part  0 ///             (SHIRTBB) 
0006: 5@ =  25 // integer values                                                                   
0002: jump @Clothes_Bincobody_apply1                                                                     
                                                                                                    
:Clothes_Bincobody_08                                                                                    
087B: set_player $PLAYER_CHAR clothes "shirtbcheck" "shirtb" body_part  0 ///             (CHEKSH1) 
0006: 5@ =  25 // integer values                                                                   
0002: jump @Clothes_Bincobody_apply1                                                                     
                                                                                                    
:Clothes_Bincobody_09                                                                                    
087B: set_player $PLAYER_CHAR clothes "field" "field" body_part  0 ///                    (FIELDA) 
0006: 5@ =  25 // integer values                                                                   
0002: jump @Clothes_Bincobody_apply1                                                                    
                                                                                                   
:Clothes_Bincobody_10                                                                                   
087B: set_player $PLAYER_CHAR clothes "tshirterisyell" "tshirt" body_part  0 ///          (ERSTSH1)
0006: 5@ =  25 // integer values                                                                   
0002: jump @Clothes_Bincobody_apply1                                                                    
                                                                                                   
:Clothes_Bincobody_11                                                                                   
087B: set_player $PLAYER_CHAR clothes "tshirterisorn" "tshirt" body_part  0 ///           (ERISTS2)
0006: 5@ =  25 // integer values                                                                   
0002: jump @Clothes_Bincobody_apply1                                                                    
                                                                                                   
:Clothes_Bincobody_12                                                                                   
087B: set_player $PLAYER_CHAR clothes "trackytop2eris" "trackytop1" body_part  0 ///      (TRAKER1)
0006: 5@ =  25 // integer values
0002: jump @Clothes_Bincobody_apply1

:Clothes_Bincobody_apply1
0007: 18@ =  0.5  // floating-point values//
0007: 25@ =  0.2  // floating-point values//
0007: 20@ =  0.35  // floating-point values
0007: 21@ =  1.4  // floating-point values//
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0001: wait  50 ms
070D: rebuild_player $PLAYER_CHAR
067C: $PLAYER_ACTOR  0.0  1.2 18@  25@  0.1 20@ 0.0  2//put_camera_on_actor
06D1: v$1225 = "IDLE_stance"// 16-byte strings
0002: jump @Clothes_Applyfinal_1



:Clothes_PROLAPSbody_table
0793: save_player_clothes
0871: init_jump_table 2@ total_jumps  13  0 @Clothes_PROLAPSbody_00 jumps  0 @Clothes_PROLAPSbody_00  1 @Clothes_PROLAPSbody_01  2 @Clothes_PROLAPSbody_02  3 @Clothes_PROLAPSbody_03  4 @Clothes_PROLAPSbody_04  5 @Clothes_PROLAPSbody_05 6 @Clothes_PROLAPSbody_06
0872: jump_table_jumps  7 @Clothes_PROLAPSbody_07  8 @Clothes_PROLAPSbody_08  9 @Clothes_PROLAPSbody_09  10 @Clothes_PROLAPSbody_10  11 @Clothes_PROLAPSbody_11  12 @Clothes_PROLAPSbody_12  13 @Clothes_PROLAPSbody_00  14 @Clothes_PROLAPSbody_00  15 @Clothes_PROLAPSbody_00

:Clothes_PROLAPSbody_00
0002: jump @Clothes_02

:Clothes_PROLAPSbody_01
087B: set_player $PLAYER_CHAR clothes "bbjackrim" "bbjack" body_part  0 ///               (BASJCT2  
0006: 5@ =  26 // integer values
0002: jump @Clothes_PROLAPSbody_apply1                                                                     
                                                                                                    
:Clothes_PROLAPSbody_02                                                                                    
087B: set_player $PLAYER_CHAR clothes "bballjackrstar" "bbjack" body_part  0 ///          (BASJCT3) 
0006: 5@ =  26 // integer values
0002: jump @Clothes_PROLAPSbody_apply1                                                                     
                                                                                                    
:Clothes_PROLAPSbody_03                                                                                    
087B: set_player $PLAYER_CHAR clothes "baskballdrib" "baskball" body_part  0 ///          (BASKA)   
0006: 5@ =  26 // integer values
0002: jump @Clothes_PROLAPSbody_apply1                                                                     
                                                                                                    
:Clothes_PROLAPSbody_04                                                                                    
087B: set_player $PLAYER_CHAR clothes "baskballrim" "baskball" body_part  0 ///           (BASKC)   
0006: 5@ =  26 // integer values
0002: jump @Clothes_PROLAPSbody_apply1                                                                     
                                                                                                    
:Clothes_PROLAPSbody_05                                                                                    
087B: set_player $PLAYER_CHAR clothes "sixtyniners" "tshirt" body_part  0 ///             (TSHRT69) 
0006: 5@ =  26 // integer values
0002: jump @Clothes_PROLAPSbody_apply1                                                                     
                                                                                                    
:Clothes_PROLAPSbody_06                                                                                    
087B: set_player $PLAYER_CHAR clothes "bandits" "baseball" body_part  0 ///               (BANDITS) 
0006: 5@ =  26 // integer values
0002: jump @Clothes_PROLAPSbody_apply1                                                                     
                                                                                                    
:Clothes_PROLAPSbody_07                                                                                    
087B: set_player $PLAYER_CHAR clothes "tshirtprored" "tshirt" body_part  0 ///            (PROSHRD) 
0006: 5@ =  26 // integer values
0002: jump @Clothes_PROLAPSbody_apply1                                                                     
                                                                                                    
:Clothes_PROLAPSbody_08                                                                                    
087B: set_player $PLAYER_CHAR clothes "tshirtproblk" "tshirt" body_part  0 ///            (PROTSH1) 
0006: 5@ =  26 // integer values
0002: jump @Clothes_PROLAPSbody_apply1                                                                     
                                                                                                    
:Clothes_PROLAPSbody_09                                                                                    
087B: set_player $PLAYER_CHAR clothes "trackytop1pro" "trackytop1" body_part  0 ///       (TRAKPR1)
0006: 5@ =  26 // integer values
0002: jump @Clothes_PROLAPSbody_apply1                                                                    
                                                                                                   
:Clothes_PROLAPSbody_10                                                                                   
087B: set_player $PLAYER_CHAR clothes "hockeytop" "sweat" body_part  0 ///                (HCKYTOP)
0006: 5@ =  26 // integer values
0002: jump @Clothes_PROLAPSbody_apply1                                                                    
                                                                                                   
:Clothes_PROLAPSbody_11                                                                                   
087B: set_player $PLAYER_CHAR clothes "bbjersey" "sleevt" body_part  0 ///                (BBJERY1)
0006: 5@ =  26 // integer values
0002: jump @Clothes_PROLAPSbody_apply1                                                                    
                                                                                                   
:Clothes_PROLAPSbody_12                                                                                   
087B: set_player $PLAYER_CHAR clothes "shellsuit" "trackytop1" body_part  0 ///           (SHELSUT)
0006: 5@ =  26 // integer values
0002: jump @Clothes_PROLAPSbody_apply1

:Clothes_PROLAPSbody_apply1
0007: 18@ =  0.5  // floating-point values//
0007: 25@ =  0.2  // floating-point values//
0007: 20@ =  0.35  // floating-point values
0007: 21@ =  1.4  // floating-point values//
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0001: wait  50 ms
070D: rebuild_player $PLAYER_CHAR
067C: $PLAYER_ACTOR  0.0  1.2 18@  25@  0.1 20@ 0.0  2//put_camera_on_actor
06D1: v$1225 = "IDLE_stance"// 16-byte strings
0002: jump @Clothes_Applyfinal_1


:Clothes_URBANbody_table
0793: save_player_clothes
0871: init_jump_table 2@ total_jumps  13  0 @Clothes_URBANbody_00 jumps  0 @Clothes_URBANbody_00  1 @Clothes_URBANbody_01  2 @Clothes_URBANbody_02  3 @Clothes_URBANbody_03  4 @Clothes_URBANbody_04  5 @Clothes_URBANbody_05 6 @Clothes_URBANbody_06
0872: jump_table_jumps  7 @Clothes_URBANbody_07  8 @Clothes_URBANbody_08  9 @Clothes_URBANbody_09  10 @Clothes_URBANbody_10  11 @Clothes_URBANbody_11  12 @Clothes_URBANbody_12  13 @Clothes_URBANbody_00  14 @Clothes_URBANbody_00  15 @Clothes_URBANbody_00

:Clothes_URBANbody_00
0002: jump @Clothes_02

:Clothes_URBANbody_01
087B: set_player $PLAYER_CHAR clothes "tshirtheatwht" "tshirt" body_part  0 ///           (HEATSH1) 
0006: 5@ =  27 // integer values
0002: jump @Clothes_URBANbody_apply1                                                                     
                                                                                                    
:Clothes_URBANbody_02                                                                                    
087B: set_player $PLAYER_CHAR clothes "tshirtbobomonk" "tshirt" body_part  0 ///          (TSHRBO1) 
0006: 5@ =  27 // integer values
0002: jump @Clothes_URBANbody_apply1                                                                     
                                                                                                    
:Clothes_URBANbody_03                                                                                    
087B: set_player $PLAYER_CHAR clothes "tshirtbobored" "tshirt" body_part  0 ///           (TSHRBO2) 
0006: 5@ =  27 // integer values
0002: jump @Clothes_URBANbody_apply1                                                                     
                                                                                                    
:Clothes_URBANbody_04                                                                                    
087B: set_player $PLAYER_CHAR clothes "tshirtbase5" "tshirt" body_part  0 ///             (TSRTBA1) 
0006: 5@ =  27 // integer values
0002: jump @Clothes_URBANbody_apply1                                                                     
                                                                                                    
:Clothes_URBANbody_05                                                                                    
087B: set_player $PLAYER_CHAR clothes "tshirtsuburb" "tshirt" body_part  0 ///            (TSRTSB1) 
0006: 5@ =  27 // integer values
0002: jump @Clothes_URBANbody_apply1                                                                     
                                                                                                    
:Clothes_URBANbody_06                                                                                    
087B: set_player $PLAYER_CHAR clothes "hoodyamerc" "hoodya" body_part  0 ///              (HODMRC1) 
0006: 5@ =  27 // integer values
0002: jump @Clothes_URBANbody_apply1                                                                     
                                                                                                    
:Clothes_URBANbody_07                                                                                    
087B: set_player $PLAYER_CHAR clothes "hoodyabase5" "hoodya" body_part  0 ///             (HODBSE1) 
0006: 5@ =  27 // integer values
0002: jump @Clothes_URBANbody_apply1                                                                     
                                                                                                    
:Clothes_URBANbody_08                                                                                    
087B: set_player $PLAYER_CHAR clothes "hoodyarockstar" "hoodya" body_part  0 ///          (HODRST1) 
0006: 5@ =  27 // integer values
0002: jump @Clothes_URBANbody_apply1                                                                     
                                                                                                    
:Clothes_URBANbody_09                                                                                    
087B: set_player $PLAYER_CHAR clothes "wcoatblue" "wcoat" body_part  0 ///                (WCOATA) 
0006: 5@ =  27 // integer values
0002: jump @Clothes_URBANbody_apply1                                                                    
                                                                                                   
:Clothes_URBANbody_10                                                                                   
087B: set_player $PLAYER_CHAR clothes "coach" "coach" body_part  0 ///                    (COACHA) 
0006: 5@ =  27 // integer values
0002: jump @Clothes_URBANbody_apply1                                                                    
                                                                                                   
:Clothes_URBANbody_11                                                                                   
087B: set_player $PLAYER_CHAR clothes "coachsemi" "coach" body_part  0 ///                (COACHB) 
0006: 5@ =  27 // integer values
0002: jump @Clothes_URBANbody_apply1                                                                    
                                                                                                   
:Clothes_URBANbody_12                                                                                   
087B: set_player $PLAYER_CHAR clothes "sweatrstar" "sweat" body_part  0 ///               (RSTRSWE)
0006: 5@ =  27 // integer values
0002: jump @Clothes_URBANbody_apply1

:Clothes_URBANbody_apply1
0007: 18@ =  0.5  // floating-point values//
0007: 25@ =  0.2  // floating-point values//
0007: 20@ =  0.35  // floating-point values
0007: 21@ =  1.4  // floating-point values//
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0001: wait  50 ms
070D: rebuild_player $PLAYER_CHAR
067C: $PLAYER_ACTOR  0.0  1.2 18@  25@  0.1 20@ 0.0  2//put_camera_on_actor
06D1: v$1225 = "IDLE_stance"// 16-byte strings
0002: jump @Clothes_Applyfinal_1




:Clothes_ZIPbody_table
0793: save_player_clothes
0871: init_jump_table 2@ total_jumps  13  0 @Clothes_ZIPbody_00 jumps  0 @Clothes_ZIPbody_00  1 @Clothes_ZIPbody_01  2 @Clothes_ZIPbody_02  3 @Clothes_ZIPbody_03  4 @Clothes_ZIPbody_04  5 @Clothes_ZIPbody_05 6 @Clothes_ZIPbody_06
0872: jump_table_jumps  7 @Clothes_ZIPbody_07  8 @Clothes_ZIPbody_08  9 @Clothes_ZIPbody_09  10 @Clothes_ZIPbody_10  11 @Clothes_ZIPbody_11  12 @Clothes_ZIPbody_12  13 @Clothes_ZIPbody_00  14 @Clothes_ZIPbody_00  15 @Clothes_ZIPbody_00

:Clothes_ZIPbody_00
0002: jump @Clothes_02

:Clothes_ZIPbody_01
087B: set_player $PLAYER_CHAR clothes "hoodyAblue" "hoodyA" body_part  0 ///              (HOODB)   
0006: 5@ =  28 // integer values
0002: jump @Clothes_ZIPbody_apply1                                                                     
                                                                                                    
:Clothes_ZIPbody_02                                                                                    
087B: set_player $PLAYER_CHAR clothes "hoodyAblack" "hoodyA" body_part  0 ///             (HOODBL)  
0006: 5@ =  28 // integer values
0002: jump @Clothes_ZIPbody_apply1                                                                     
                                                                                                    
:Clothes_ZIPbody_03                                                                                    
087B: set_player $PLAYER_CHAR clothes "hoodyAgreen" "hoodyA" body_part  0 ///             (HOODG)   
0006: 5@ =  28 // integer values
0002: jump @Clothes_ZIPbody_apply1                                                                     
                                                                                                    
:Clothes_ZIPbody_04                                                                                    
087B: set_player $PLAYER_CHAR clothes "sleevtbrown" "sleevt" body_part  0 ///             (SLEVB1)  
0006: 5@ =  28 // integer values
0002: jump @Clothes_ZIPbody_apply1                                                                     
                                                                                                    
:Clothes_ZIPbody_05                                                                                    
087B: set_player $PLAYER_CHAR clothes "shirtablue" "shirta" body_part  0 ///              (BSHIRT)  
0006: 5@ =  28 // integer values
0002: jump @Clothes_ZIPbody_apply1                                                                     
                                                                                                    
:Clothes_ZIPbody_06                                                                                    
087B: set_player $PLAYER_CHAR clothes "shirtayellow" "shirta" body_part  0 ///            (YSHIRT)  
0006: 5@ =  28 // integer values
0002: jump @Clothes_ZIPbody_apply1                                                                     
                                                                                                    
:Clothes_ZIPbody_07                                                                                    
087B: set_player $PLAYER_CHAR clothes "shirtagrey" "shirta" body_part  0 ///              (GSHIRT)  
0006: 5@ =  28 // integer values
0002: jump @Clothes_ZIPbody_apply1                                                                     
                                                                                                    
:Clothes_ZIPbody_08                                                                                    
087B: set_player $PLAYER_CHAR clothes "shirtbgang" "shirtb" body_part  0 ///              (SHTBG1)  
0006: 5@ =  28 // integer values
0002: jump @Clothes_ZIPbody_apply1                                                                     
                                                                                                    
:Clothes_ZIPbody_09                                                                                    
087B: set_player $PLAYER_CHAR clothes "tshirtzipcrm" "tshirt" body_part  0 ///            (TSHZIP1)
0006: 5@ =  28 // integer values
0002: jump @Clothes_ZIPbody_apply1                                                                    
                                                                                                   
:Clothes_ZIPbody_10                                                                                   
087B: set_player $PLAYER_CHAR clothes "tshirtzipgry" "tshirt" body_part  0 ///            (TSHZIP2)
0006: 5@ =  28 // integer values
0002: jump @Clothes_ZIPbody_apply1                                                                    
                                                                                                   
:Clothes_ZIPbody_11                                                                                   
087B: set_player $PLAYER_CHAR clothes "denimfade" "denim" body_part  0 ///                (DENJCK1)
0006: 5@ =  28 // integer values
0002: jump @Clothes_ZIPbody_apply1                                                                    
                                                                                                   
:Clothes_ZIPbody_12                                                                                   
087B: set_player $PLAYER_CHAR clothes "bowling" "hawaii" body_part  0 ///                 (BOWLSH1)
0006: 5@ =  28 // integer values
0002: jump @Clothes_ZIPbody_apply1

:Clothes_ZIPbody_apply1
0007: 18@ =  0.5  // floating-point values//
0007: 25@ =  0.2  // floating-point values//
0007: 20@ =  0.35  // floating-point values
0007: 21@ =  1.4  // floating-point values//
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0001: wait  50 ms
070D: rebuild_player $PLAYER_CHAR
067C: $PLAYER_ACTOR  0.0  1.2 18@  25@  0.1 20@ 0.0  2//put_camera_on_actor
06D1: v$1225 = "IDLE_stance"// 16-byte strings
0002: jump @Clothes_Applyfinal_1




:Clothes_VICTIMbody_table
0793: save_player_clothes
0871: init_jump_table 2@ total_jumps  13  0 @Clothes_VICTIMbody_00 jumps  0 @Clothes_VICTIMbody_00  1 @Clothes_VICTIMbody_01  2 @Clothes_VICTIMbody_02  3 @Clothes_VICTIMbody_03  4 @Clothes_VICTIMbody_04  5 @Clothes_VICTIMbody_05 6 @Clothes_VICTIMbody_06
0872: jump_table_jumps  7 @Clothes_VICTIMbody_07  8 @Clothes_VICTIMbody_08  9 @Clothes_VICTIMbody_09  10 @Clothes_VICTIMbody_10  11 @Clothes_VICTIMbody_11  12 @Clothes_VICTIMbody_12  13 @Clothes_VICTIMbody_00  14 @Clothes_VICTIMbody_00  15 @Clothes_VICTIMbody_00

:Clothes_VICTIMbody_00
0002: jump @Clothes_02

:Clothes_VICTIMbody_01
087B: set_player $PLAYER_CHAR clothes "hoodjackbeige" "hoodjack" body_part  0 ///         (HODJCK1) 
0006: 5@ =  29 // integer values                                                                   
0002: jump @Clothes_VICTIMbody_apply1                                                                     
                                                                                                    
:Clothes_VICTIMbody_02                                                                                    
087B: set_player $PLAYER_CHAR clothes "baskballloc" "baskball" body_part  0 ///           (BASKB)   
0006: 5@ =  29 // integer values                                                                   
0002: jump @Clothes_VICTIMbody_apply1                                                                     
                                                                                                    
:Clothes_VICTIMbody_03                                                                                    
087B: set_player $PLAYER_CHAR clothes "tshirtlocgrey" "tshirt" body_part  0 ///           (TSHIRTB) 
0006: 5@ =  29 // integer values                                                                   
0002: jump @Clothes_VICTIMbody_apply1                                                                     
                                                                                                    
:Clothes_VICTIMbody_04                                                                                    
087B: set_player $PLAYER_CHAR clothes "tshirtmaddgrey" "tshirt" body_part  0 ///          (TSHRTMG) 
0006: 5@ =  29 // integer values                                                                   
0002: jump @Clothes_VICTIMbody_apply1                                                                     
                                                                                                    
:Clothes_VICTIMbody_05                                                                                    
087B: set_player $PLAYER_CHAR clothes "tshirtmaddgrn" "tshirt" body_part  0 ///           (TSRTMGN) 
0006: 5@ =  29 // integer values                                                                   
0002: jump @Clothes_VICTIMbody_apply1                                                                     
                                                                                                    
:Clothes_VICTIMbody_06                                                                                    
087B: set_player $PLAYER_CHAR clothes "suit1grey" "suit1" body_part  0 ///                (SUT1GRY) 
0006: 5@ =  29 // integer values                                                                   
0002: jump @Clothes_VICTIMbody_apply1                                                                     
                                                                                                    
:Clothes_VICTIMbody_07                                                                                    
087B: set_player $PLAYER_CHAR clothes "suit1blk" "suit1" body_part  0 ///                 (SUT1BLK) 
0006: 5@ =  29 // integer values                                                                   
0002: jump @Clothes_VICTIMbody_apply1                                                                     
                                                                                                    
:Clothes_VICTIMbody_08                                                                                    
087B: set_player $PLAYER_CHAR clothes "leather" "leather" body_part  0 ///                (BIKERJ)  
0006: 5@ =  29 // integer values                                                                   
0002: jump @Clothes_VICTIMbody_apply1                                                                     
                                                                                                    
:Clothes_VICTIMbody_09                                                                                    
087B: set_player $PLAYER_CHAR clothes "painter" "painter" body_part  0 ///                (PAINT1) 
0006: 5@ =  29 // integer values                                                                   
0002: jump @Clothes_VICTIMbody_apply1                                                                    
                                                                                                   
:Clothes_VICTIMbody_10                                                                                   
087B: set_player $PLAYER_CHAR clothes "hawaiiwht" "hawaii" body_part  0 ///               (HAWAI1) 
0006: 5@ =  29 // integer values                                                                   
0002: jump @Clothes_VICTIMbody_apply1                                                                    
                                                                                                   
:Clothes_VICTIMbody_11                                                                                   
087B: set_player $PLAYER_CHAR clothes "hawaiired" "hawaii" body_part  0 ///               (HAWAI2) 
0006: 5@ =  29 // integer values                                                                   
0002: jump @Clothes_VICTIMbody_apply1                                                                    
                                                                                                   
:Clothes_VICTIMbody_12                                                                                   
087B: set_player $PLAYER_CHAR clothes "sportjack" "trackytop1" body_part  0 ///           (SPRJCT) 
0006: 5@ =  29 // integer values
0002: jump @Clothes_VICTIMbody_apply1

:Clothes_VICTIMbody_apply1
0007: 18@ =  0.5  // floating-point values//
0007: 25@ =  0.2  // floating-point values//
0007: 20@ =  0.35  // floating-point values
0007: 21@ =  1.4  // floating-point values//
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0001: wait  50 ms
070D: rebuild_player $PLAYER_CHAR
067C: $PLAYER_ACTOR  0.0  1.2 18@  25@  0.1 20@ 0.0  2//put_camera_on_actor
06D1: v$1225 = "IDLE_stance"// 16-byte strings
0002: jump @Clothes_Applyfinal_1




:Clothes_DSACHSbody_table
0793: save_player_clothes
0871: init_jump_table 2@ total_jumps  8  0 @Clothes_DSACHSbody_00 jumps  0 @Clothes_DSACHSbody_00  1 @Clothes_DSACHSbody_01  2 @Clothes_DSACHSbody_02  3 @Clothes_DSACHSbody_03  4 @Clothes_DSACHSbody_04  5 @Clothes_DSACHSbody_05 6 @Clothes_DSACHSbody_06
0872: jump_table_jumps  7 @Clothes_DSACHSbody_07  8 @Clothes_DSACHSbody_00  9 @Clothes_DSACHSbody_00  10 @Clothes_DSACHSbody_00  11 @Clothes_DSACHSbody_00  12 @Clothes_DSACHSbody_00  13 @Clothes_DSACHSbody_00  14 @Clothes_DSACHSbody_00  15 @Clothes_DSACHSbody_00

:Clothes_DSACHSbody_00
0002: jump @Clothes_02

:Clothes_DSACHSbody_01
087B: set_player $PLAYER_CHAR clothes "suit1red" "suit1" body_part  0 ///                 (SUIT1)   
0006: 5@ =  30 // integer values                                                                   
0002: jump @Clothes_DSACHSbody_apply1                                                                     
                                                                                                    
:Clothes_DSACHSbody_02                                                                                    
087B: set_player $PLAYER_CHAR clothes "suit1blue" "suit1" body_part  0 ///                (SUIT2)   
0006: 5@ =  30 // integer values                                                                   
0002: jump @Clothes_DSACHSbody_apply1                                                                     
                                                                                                    
:Clothes_DSACHSbody_03                                                                                    
087B: set_player $PLAYER_CHAR clothes "suit1yellow" "suit1" body_part  0 ///              (SUIT3)   
0006: 5@ =  30 // integer values                                                                   
0002: jump @Clothes_DSACHSbody_apply1                                                                     
                                                                                                    
:Clothes_DSACHSbody_04                                                                                    
087B: set_player $PLAYER_CHAR clothes "suit2grn" "suit2" body_part  0 ///                 (SUT2GRN) 
0006: 5@ =  30 // integer values                                                                   
0002: jump @Clothes_DSACHSbody_apply1                                                                     
                                                                                                    
:Clothes_DSACHSbody_05                                                                                    
087B: set_player $PLAYER_CHAR clothes "tuxedo" "suit2" body_part  0 ///                   (TUXEDO)  
0006: 5@ =  30 // integer values                                                                   
0002: jump @Clothes_DSACHSbody_apply1                                                                     
                                                                                                    
:Clothes_DSACHSbody_06                                                                                    
087B: set_player $PLAYER_CHAR clothes "suit1gang" "suit1" body_part  0 ///                (SUITGNG) 
0006: 5@ =  30 // integer values                                                                   
0002: jump @Clothes_DSACHSbody_apply1                                                                     
                                                                                                    
:Clothes_DSACHSbody_07                                                                                    
087B: set_player $PLAYER_CHAR clothes "letter" "sleevt" body_part  0 ///                  (LETTER)  
0006: 5@ =  30 // integer values                                                                   
0002: jump @Clothes_DSACHSbody_apply1

:Clothes_DSACHSbody_apply1
0007: 18@ =  0.5  // floating-point values//
0007: 25@ =  0.2  // floating-point values//
0007: 20@ =  0.35  // floating-point values
0007: 21@ =  1.4  // floating-point values//
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0001: wait  50 ms
070D: rebuild_player $PLAYER_CHAR
067C: $PLAYER_ACTOR  0.0  1.2 18@  25@  0.1 20@ 0.0  2//put_camera_on_actor
06D1: v$1225 = "IDLE_stance"// 16-byte strings
0002: jump @Clothes_Applyfinal_1



:Clothes_BINCOLegs_table
0793: save_player_clothes
0871: init_jump_table 2@ total_jumps  11  0 @Clothes_BINCOLegs_00 jumps  0 @Clothes_BINCOLegs_00  1 @Clothes_BINCOLegs_01  2 @Clothes_BINCOLegs_02  3 @Clothes_BINCOLegs_03  4 @Clothes_BINCOLegs_04  5 @Clothes_BINCOLegs_05 6 @Clothes_BINCOLegs_06
0872: jump_table_jumps  7 @Clothes_BINCOLegs_07  8 @Clothes_BINCOLegs_08  9 @Clothes_BINCOLegs_09  10 @Clothes_BINCOLegs_10  11 @Clothes_BINCOLegs_00  12 @Clothes_BINCOLegs_00  13 @Clothes_BINCOLegs_00  14 @Clothes_BINCOLegs_00  15 @Clothes_BINCOLegs_00

:Clothes_BINCOLegs_00
0002: jump @Clothes_02

:Clothes_BINCOLegs_01
087B: set_player $PLAYER_CHAR clothes "worktrcamogrn" "worktr" body_part  2 ///           (WORKA)   
0002: jump @Clothes_BINCOLegs_apply1                                                                     
                                                                                                    
:Clothes_BINCOLegs_02                                                                                    
087B: set_player $PLAYER_CHAR clothes "worktrcamogry" "worktr" body_part  2 ///           (WORKB)   
0002: jump @Clothes_BINCOLegs_apply1                                                                     
                                                                                                    
:Clothes_BINCOLegs_03                                                                                    
087B: set_player $PLAYER_CHAR clothes "worktrgrey" "worktr" body_part  2 ///              (WORKC)   
0002: jump @Clothes_BINCOLegs_apply1                                                                     
                                                                                                    
:Clothes_BINCOLegs_04                                                                                    
087B: set_player $PLAYER_CHAR clothes "worktrkhaki" "worktr" body_part  2 ///             (WORKD)   
0002: jump @Clothes_BINCOLegs_apply1                                                                     
                                                                                                    
:Clothes_BINCOLegs_05                                                                                    
087B: set_player $PLAYER_CHAR clothes "tracktr" "tracktr" body_part  2 ///                (TRABOTA) 
0002: jump @Clothes_BINCOLegs_apply1                                                                     
                                                                                                    
:Clothes_BINCOLegs_06                                                                                    
087B: set_player $PLAYER_CHAR clothes "tracktreris" "tracktr" body_part  2 ///            (TRAKERI) 
0002: jump @Clothes_BINCOLegs_apply1                                                                     
                                                                                                    
:Clothes_BINCOLegs_07                                                                                    
087B: set_player $PLAYER_CHAR clothes "jeansdenim" "jeans" body_part  2 ///               (JEANSBL) 
0002: jump @Clothes_BINCOLegs_apply1                                                                     
                                                                                                    
:Clothes_BINCOLegs_08                                                                                    
087B: set_player $PLAYER_CHAR clothes "legsblack" "legs" body_part  2 ///                 (BOXBLK)  
0002: jump @Clothes_BINCOLegs_apply1                                                                     
                                                                                                    
:Clothes_BINCOLegs_09                                                                                    
087B: set_player $PLAYER_CHAR clothes "legsheart" "legs" body_part  2 ///                 (BOXHRT) 
0002: jump @Clothes_BINCOLegs_apply1                                                                    
                                                                                                   
:Clothes_BINCOLegs_10                                                                                   
087B: set_player $PLAYER_CHAR clothes "biegetr" "chinosb" body_part  2 ///                (BEITROS)
0002: jump @Clothes_BINCOLegs_apply1

:Clothes_BINCOLegs_apply1
0006: 5@ =  31 // integer values
0007: 18@ =  0.0  // floating-point values//
0007: 25@ =  0.2  // floating-point values//
0007: 20@ =  -0.1  // floating-point values
0007: 21@ =  1.8  // floating-point values//
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0001: wait  50 ms
070D: rebuild_player $PLAYER_CHAR
067C: $PLAYER_ACTOR  0.0  1.8 18@  25@  0.1 20@ 0.0  2//put_camera_on_actor
06D1: v$1225 = "IDLE_stance"// 16-byte strings
0002: jump @Clothes_Applyfinal_1





:Clothes_PROLAPSLegs_table
0793: save_player_clothes
0871: init_jump_table 2@ total_jumps  9  0 @Clothes_PROLAPSLegs_00 jumps  0 @Clothes_PROLAPSLegs_00  1 @Clothes_PROLAPSLegs_01  2 @Clothes_PROLAPSLegs_02  3 @Clothes_PROLAPSLegs_03  4 @Clothes_PROLAPSLegs_04  5 @Clothes_PROLAPSLegs_05 6 @Clothes_PROLAPSLegs_06
0872: jump_table_jumps  7 @Clothes_PROLAPSLegs_07  8 @Clothes_PROLAPSLegs_08  9 @Clothes_PROLAPSLegs_00  10 @Clothes_PROLAPSLegs_00  11 @Clothes_PROLAPSLegs_00  12 @Clothes_PROLAPSLegs_00  13 @Clothes_PROLAPSLegs_00  14 @Clothes_PROLAPSLegs_00  15 @Clothes_PROLAPSLegs_00

:Clothes_PROLAPSLegs_00
0002: jump @Clothes_02

:Clothes_PROLAPSLegs_01
087B: set_player $PLAYER_CHAR clothes "tracktrpro" "tracktr" body_part  2 ///             (TRACKT1) 
0002: jump @Clothes_PROLAPSLegs_apply1                                                                     
                                                                                                    
:Clothes_PROLAPSLegs_02                                                                                    
087B: set_player $PLAYER_CHAR clothes "tracktrwhstr" "tracktr" body_part  2 ///           (TRACKT2) 
0002: jump @Clothes_PROLAPSLegs_apply1                                                                     
                                                                                                    
:Clothes_PROLAPSLegs_03                                                                                    
087B: set_player $PLAYER_CHAR clothes "tracktrblue" "tracktr" body_part  2 ///            (TRACKT3) 
0002: jump @Clothes_PROLAPSLegs_apply1                                                                     
                                                                                                    
:Clothes_PROLAPSLegs_04                                                                                    
087B: set_player $PLAYER_CHAR clothes "tracktrgang" "tracktr" body_part  2 ///            (TRACKT4) 
0002: jump @Clothes_PROLAPSLegs_apply1                                                                     
                                                                                                    
:Clothes_PROLAPSLegs_05                                                                                    
087B: set_player $PLAYER_CHAR clothes "bbshortwht" "boxingshort" body_part  2 ///         (BOXSRT1) 
0002: jump @Clothes_PROLAPSLegs_apply1                                                                     
                                                                                                    
:Clothes_PROLAPSLegs_06                                                                                    
087B: set_player $PLAYER_CHAR clothes "boxshort" "boxingshort" body_part  2 ///           (BOXSRT2) 
0002: jump @Clothes_PROLAPSLegs_apply1                                                                     
                                                                                                    
:Clothes_PROLAPSLegs_07                                                                                    
087B: set_player $PLAYER_CHAR clothes "bbshortred" "boxingshort" body_part  2 ///         (BOXSRT3) 
0002: jump @Clothes_PROLAPSLegs_apply1                                                                     
                                                                                                    
:Clothes_PROLAPSLegs_08                                                                                    
087B: set_player $PLAYER_CHAR clothes "shellsuittr" "tracktr" body_part  2 ///            (SHELBOT  
0002: jump @Clothes_PROLAPSLegs_apply1

:Clothes_PROLAPSLegs_apply1
0006: 5@ =  32 // integer values
0007: 18@ =  0.0  // floating-point values//
0007: 25@ =  0.2  // floating-point values//
0007: 20@ =  -0.1  // floating-point values
0007: 21@ =  1.8  // floating-point values//
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0001: wait  50 ms
070D: rebuild_player $PLAYER_CHAR
067C: $PLAYER_ACTOR  0.0  1.8 18@  25@  0.1 20@ 0.0  2//put_camera_on_actor
06D1: v$1225 = "IDLE_stance"// 16-byte strings
0002: jump @Clothes_Applyfinal_1




:Clothes_URBANLegs_table
0793: save_player_clothes
0871: init_jump_table 2@ total_jumps  10  0 @Clothes_URBANLegs_00 jumps  0 @Clothes_URBANLegs_00  1 @Clothes_URBANLegs_01  2 @Clothes_URBANLegs_02  3 @Clothes_URBANLegs_03  4 @Clothes_URBANLegs_04  5 @Clothes_URBANLegs_05 6 @Clothes_URBANLegs_06
0872: jump_table_jumps  7 @Clothes_URBANLegs_07  8 @Clothes_URBANLegs_08  9 @Clothes_URBANLegs_09  10 @Clothes_URBANLegs_00  11 @Clothes_URBANLegs_00  12 @Clothes_URBANLegs_00  13 @Clothes_URBANLegs_00  14 @Clothes_URBANLegs_00  15 @Clothes_URBANLegs_00

:Clothes_URBANLegs_00
0002: jump @Clothes_02

:Clothes_URBANLegs_01
087B: set_player $PLAYER_CHAR clothes "shortsgrey" "shorts" body_part  2 ///              (SHORT1) 
0002: jump @Clothes_URBANLegs_apply1                                                                     
                                                                                                    
:Clothes_URBANLegs_02                                                                                    
087B: set_player $PLAYER_CHAR clothes "shortskhaki" "shorts" body_part  2 ///             (SHORT2) 
0002: jump @Clothes_URBANLegs_apply1                                                                     
                                                                                                    
:Clothes_URBANLegs_03                                                                                    
087B: set_player $PLAYER_CHAR clothes "chongergrey" "chonger" body_part  2 ///            (CHONG1) 
0002: jump @Clothes_URBANLegs_apply1                                                                     
                                                                                                    
:Clothes_URBANLegs_04                                                                                    
087B: set_player $PLAYER_CHAR clothes "chongergang" "chonger" body_part  2 ///            (CHONG2) 
0002: jump @Clothes_URBANLegs_apply1                                                                     
                                                                                                    
:Clothes_URBANLegs_05                                                                                    
087B: set_player $PLAYER_CHAR clothes "chongerred" "chonger" body_part  2 ///             (CHONG3) 
0002: jump @Clothes_URBANLegs_apply1                                                                     
                                                                                                    
:Clothes_URBANLegs_06                                                                                    
087B: set_player $PLAYER_CHAR clothes "chongerblue" "chonger" body_part  2 ///            (CHONG4) 
0002: jump @Clothes_URBANLegs_apply1                                                                     
                                                                                                    
:Clothes_URBANLegs_07                                                                                    
087B: set_player $PLAYER_CHAR clothes "shortsgang" "shorts" body_part  2 ///              (SHORT3) 
0002: jump @Clothes_URBANLegs_apply1                                                                     
                                                                                                    
:Clothes_URBANLegs_08                                                                                    
087B: set_player $PLAYER_CHAR clothes "denimsgang" "jeans" body_part  2 ///               (DENIM1)  
0002: jump @Clothes_URBANLegs_apply1                                                                     
                                                                                                    
:Clothes_URBANLegs_09                                                                                    
087B: set_player $PLAYER_CHAR clothes "denimsred" "jeans" body_part  2 ///                (DENIM2) 
0002: jump @Clothes_URBANLegs_apply1

:Clothes_URBANLegs_apply1
0006: 5@ =  33 // integer values
0007: 18@ =  0.0  // floating-point values//
0007: 25@ =  0.2  // floating-point values//
0007: 20@ =  -0.1  // floating-point values
0007: 21@ =  1.8  // floating-point values//
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0001: wait  50 ms
070D: rebuild_player $PLAYER_CHAR
067C: $PLAYER_ACTOR  0.0  1.8 18@  25@  0.1 20@ 0.0  2//put_camera_on_actor
06D1: v$1225 = "IDLE_stance"// 16-byte strings
0002: jump @Clothes_Applyfinal_1




:Clothes_ZIPLegs_table
0793: save_player_clothes
0871: init_jump_table 2@ total_jumps  7  0 @Clothes_ZIPLegs_00 jumps  0 @Clothes_ZIPLegs_00  1 @Clothes_ZIPLegs_01  2 @Clothes_ZIPLegs_02  3 @Clothes_ZIPLegs_03  4 @Clothes_ZIPLegs_04  5 @Clothes_ZIPLegs_05 6 @Clothes_ZIPLegs_06

:Clothes_ZIPLegs_00
0002: jump @Clothes_02

:Clothes_ZIPLegs_01
087B: set_player $PLAYER_CHAR clothes "chinosbiege" "chinosb" body_part  2 ///            (CHINBIE) 
0002: jump @Clothes_ZIPLegs_apply1                                                                      
                                                                                                     
:Clothes_ZIPLegs_02                                                                                     
087B: set_player $PLAYER_CHAR clothes "chinoskhaki" "chinosb" body_part  2 ///            (CHINOK)  
0002: jump @Clothes_ZIPLegs_apply1                                                                      
                                                                                                     
:Clothes_ZIPLegs_03                                                                                     
087B: set_player $PLAYER_CHAR clothes "cutoffchinos" "shorts" body_part  2 ///            (CUTCHI   
0002: jump @Clothes_ZIPLegs_apply1                                                                      
                                                                                                     
:Clothes_ZIPLegs_04                                                                                     
087B: set_player $PLAYER_CHAR clothes "cutoffchinosblue" "shorts" body_part  2 ///        (CUTCHBU) 
0002: jump @Clothes_ZIPLegs_apply1                                                                      
                                                                                                     
:Clothes_ZIPLegs_05                                                                                     
087B: set_player $PLAYER_CHAR clothes "chinosblack" "chinosb" body_part  2 ///            (CHINO3)  
0002: jump @Clothes_ZIPLegs_apply1                                                                      
                                                                                                     
:Clothes_ZIPLegs_06                                                                                     
087B: set_player $PLAYER_CHAR clothes "chinosblue" "chinosb" body_part  2 ///             (CHINO4)  
0002: jump @Clothes_ZIPLegs_apply1

:Clothes_ZIPLegs_apply1
0006: 5@ =  34 // integer values
0007: 18@ =  0.0  // floating-point values//
0007: 25@ =  0.2  // floating-point values//
0007: 20@ =  -0.1  // floating-point values
0007: 21@ =  1.8  // floating-point values//
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0001: wait  50 ms
070D: rebuild_player $PLAYER_CHAR
067C: $PLAYER_ACTOR  0.0  1.8 18@  25@  0.1 20@ 0.0  2//put_camera_on_actor
06D1: v$1225 = "IDLE_stance"// 16-byte strings
0002: jump @Clothes_Applyfinal_1



:Clothes_VICTIMLegs_table
0793: save_player_clothes
0871: init_jump_table 2@ total_jumps  6  0 @Clothes_VICTIMLegs_00 jumps  0 @Clothes_VICTIMLegs_00  1 @Clothes_VICTIMLegs_01  2 @Clothes_VICTIMLegs_02  3 @Clothes_VICTIMLegs_03  4 @Clothes_VICTIMLegs_04  5 @Clothes_VICTIMLegs_05 6 @Clothes_VICTIMLegs_00

:Clothes_VICTIMLegs_00
0002: jump @Clothes_02

:Clothes_VICTIMLegs_01
087B: set_player $PLAYER_CHAR clothes "leathertr" "leathertr" body_part  2 ///            (LEATHA)  
0002: jump @Clothes_VICTIMLegs_apply1                                                                      
                                                                                                     
:Clothes_VICTIMLegs_02                                                                                     
087B: set_player $PLAYER_CHAR clothes "leathertrchaps" "leathertr" body_part  2 ///       (LEATHB)  
0002: jump @Clothes_VICTIMLegs_apply1                                                                      
                                                                                                     
:Clothes_VICTIMLegs_03                                                                                     
087B: set_player $PLAYER_CHAR clothes "suit1trgrey" "suit1tr" body_part  2 ///            (SUTR1GR) 
0002: jump @Clothes_VICTIMLegs_apply1                                                                      
                                                                                                     
:Clothes_VICTIMLegs_04                                                                                     
087B: set_player $PLAYER_CHAR clothes "suit1trblk" "suit1tr" body_part  2 ///             (SUTR1BL) 
0002: jump @Clothes_VICTIMLegs_apply1                                                                      
                                                                                                     
:Clothes_VICTIMLegs_05                                                                                     
087B: set_player $PLAYER_CHAR clothes "cutoffdenims" "shorts" body_part  2 ///            (CUTDENM) 
0002: jump @Clothes_VICTIMLegs_apply1

:Clothes_VICTIMLegs_apply1
0006: 5@ =  35 // integer values
0007: 18@ =  0.0  // floating-point values//
0007: 25@ =  0.2  // floating-point values//
0007: 20@ =  -0.1  // floating-point values
0007: 21@ =  1.8  // floating-point values//
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0001: wait  50 ms
070D: rebuild_player $PLAYER_CHAR
067C: $PLAYER_ACTOR  0.0  1.8 18@  25@  0.1 20@ 0.0  2//put_camera_on_actor
06D1: v$1225 = "IDLE_stance"// 16-byte strings
0002: jump @Clothes_Applyfinal_1





:Clothes_DSACHSLegs_table
0793: save_player_clothes
0871: init_jump_table 2@ total_jumps  7  0 @Clothes_DSACHSLegs_00 jumps  0 @Clothes_DSACHSLegs_00  1 @Clothes_DSACHSLegs_01  2 @Clothes_DSACHSLegs_02  3 @Clothes_DSACHSLegs_03  4 @Clothes_DSACHSLegs_04  5 @Clothes_DSACHSLegs_05 6 @Clothes_DSACHSLegs_06

:Clothes_DSACHSLegs_00
0002: jump @Clothes_02

:Clothes_DSACHSLegs_01
087B: set_player $PLAYER_CHAR clothes "suit1trred" "suit1tr" body_part  2 ///             (SUITTR1)  
0002: jump @Clothes_DSACHSLegs_apply1                                                                       
                                                                                                      
:Clothes_DSACHSLegs_02                                                                                      
087B: set_player $PLAYER_CHAR clothes "suit1trblue" "suit1tr" body_part  2 ///            (SUITTR2)  
0002: jump @Clothes_DSACHSLegs_apply1                                                                       
                                                                                                      
:Clothes_DSACHSLegs_03                                                                                      
087B: set_player $PLAYER_CHAR clothes "suit1tryellow" "suit1tr" body_part  2 ///          (SUITTR3) 
0002: jump @Clothes_DSACHSLegs_apply1                                                                       
                                                                                                      
:Clothes_DSACHSLegs_04                                                                                      
087B: set_player $PLAYER_CHAR clothes "suit1trgreen" "suit1tr" body_part  2 ///           (SUTR1GN) 
0002: jump @Clothes_DSACHSLegs_apply1                                                                       
                                                                                                      
:Clothes_DSACHSLegs_05                                                                                      
087B: set_player $PLAYER_CHAR clothes "suit1trblk2" "suit1tr" body_part  2 ///            (SUTR2BL) 
0002: jump @Clothes_DSACHSLegs_apply1                                                                       
                                                                                                      
:Clothes_DSACHSLegs_06                                                                                      
087B: set_player $PLAYER_CHAR clothes "suit1trgang" "suit1tr" body_part  2 ///            (SUTRGNG)  
0002: jump @Clothes_DSACHSLegs_apply1

:Clothes_DSACHSLegs_apply1
0006: 5@ =  36 // integer values
0007: 18@ =  0.0  // floating-point values//
0007: 25@ =  0.2  // floating-point values//
0007: 20@ =  -0.1  // floating-point values
0007: 21@ =  1.8  // floating-point values//
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0001: wait  50 ms
070D: rebuild_player $PLAYER_CHAR
067C: $PLAYER_ACTOR  0.0  1.8 18@  25@  0.1 20@ 0.0  2//put_camera_on_actor
06D1: v$1225 = "IDLE_stance"// 16-byte strings
0002: jump @Clothes_Applyfinal_1




:Clothes_BINCOshoes_table
0793: save_player_clothes
0871: init_jump_table 2@ total_jumps  10  0 @Clothes_BINCOshoes_00 jumps  0 @Clothes_BINCOshoes_00  1 @Clothes_BINCOshoes_01  2 @Clothes_BINCOshoes_02  3 @Clothes_BINCOshoes_03  4 @Clothes_BINCOshoes_04  5 @Clothes_BINCOshoes_05 6 @Clothes_BINCOshoes_06
0872: jump_table_jumps  7 @Clothes_BINCOshoes_07  8 @Clothes_BINCOshoes_08  9 @Clothes_BINCOshoes_09  10 @Clothes_BINCOshoes_00  11 @Clothes_BINCOshoes_00  12 @Clothes_BINCOshoes_00  13 @Clothes_BINCOshoes_00  14 @Clothes_BINCOshoes_00  15 @Clothes_BINCOshoes_00

:Clothes_BINCOshoes_00
0002: jump @Clothes_02

:Clothes_BINCOshoes_01
087B: set_player $PLAYER_CHAR clothes "cowboyboot2" "biker" body_part  3 ///              (COWBOT2)  
0002: jump @Clothes_BINCOshoes_apply1                                                                       
                                                                                                      
:Clothes_BINCOshoes_02                                                                                      
087B: set_player $PLAYER_CHAR clothes "bask2semi" "bask1" body_part  3 ///                (BASKBO1)  
0002: jump @Clothes_BINCOshoes_apply1                                                                       
                                                                                                      
:Clothes_BINCOshoes_03                                                                                      
087B: set_player $PLAYER_CHAR clothes "bask1eris" "bask1" body_part  3 ///                (BASKBO2) 
0002: jump @Clothes_BINCOshoes_apply1                                                                       
                                                                                                      
:Clothes_BINCOshoes_04                                                                                      
087B: set_player $PLAYER_CHAR clothes "sneakerbincgang" "sneaker" body_part  3 ///        (SNKBGAN) 
0002: jump @Clothes_BINCOshoes_apply1                                                                       
                                                                                                      
:Clothes_BINCOshoes_05                                                                                      
087B: set_player $PLAYER_CHAR clothes "sneakerbincblu" "sneaker" body_part  3 ///         (SNKBBLU) 
0002: jump @Clothes_BINCOshoes_apply1                                                                       
                                                                                                      
:Clothes_BINCOshoes_06                                                                                      
087B: set_player $PLAYER_CHAR clothes "sneakerbincblk" "sneaker" body_part  3 ///         (SNKBBLK)  
0002: jump @Clothes_BINCOshoes_apply1                                                                     
                                                                                                    
:Clothes_BINCOshoes_07                                                                                    
087B: set_player $PLAYER_CHAR clothes "sandal" "flipflop" body_part  3 ///                (SANDIL1)
0002: jump @Clothes_BINCOshoes_apply1                                                                     
                                                                                                    
:Clothes_BINCOshoes_08                                                                                    
087B: set_player $PLAYER_CHAR clothes "sandalsock" "flipflop" body_part  3 ///            (SANDIL2) 
0002: jump @Clothes_BINCOshoes_apply1                                                                     
                                                                                                    
:Clothes_BINCOshoes_09                                                                                    
087B: set_player $PLAYER_CHAR clothes "flipflop" "flipflop" body_part  3 ///              (SANDIL3)
0002: jump @Clothes_BINCOshoes_apply1

:Clothes_BINCOshoes_apply1
0006: 5@ =  37 // integer values
0007: 18@ =  -0.2  // floating-point values//
0007: 25@ =  0.2  // floating-point values//
0007: 20@ =  -0.35  // floating-point values
0007: 21@ =  1.8  // floating-point values//
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0001: wait  50 ms
070D: rebuild_player $PLAYER_CHAR
067C: $PLAYER_ACTOR  0.0  1.8 18@  25@  0.1 20@ 0.0  2//put_camera_on_actor
06D1: v$1225 = "IDLE_stance"// 16-byte strings
0002: jump @Clothes_Applyfinal_1



:Clothes_PROLAPSshoes_table
0793: save_player_clothes
0871: init_jump_table 2@ total_jumps  11  0 @Clothes_PROLAPSshoes_00 jumps  0 @Clothes_PROLAPSshoes_00  1 @Clothes_PROLAPSshoes_01  2 @Clothes_PROLAPSshoes_02  3 @Clothes_PROLAPSshoes_03  4 @Clothes_PROLAPSshoes_04  5 @Clothes_PROLAPSshoes_05 6 @Clothes_PROLAPSshoes_06
0872: jump_table_jumps  7 @Clothes_PROLAPSshoes_07  8 @Clothes_PROLAPSshoes_08  9 @Clothes_PROLAPSshoes_09  10 @Clothes_PROLAPSshoes_10  11 @Clothes_PROLAPSshoes_00  12 @Clothes_PROLAPSshoes_00  13 @Clothes_PROLAPSshoes_00  14 @Clothes_PROLAPSshoes_00  15 @Clothes_PROLAPSshoes_00

:Clothes_PROLAPSshoes_00
0002: jump @Clothes_02

:Clothes_PROLAPSshoes_01
087B: set_player $PLAYER_CHAR clothes "hitop" "bask1" body_part  3 ///                    (HITOP)    
0002: jump @Clothes_PROLAPSshoes_apply1                                                                       
                                                                                                      
:Clothes_PROLAPSshoes_02                                                                                      
087B: set_player $PLAYER_CHAR clothes "convproblk" "conv" body_part  3 ///                (CHUBLK)   
0002: jump @Clothes_PROLAPSshoes_apply1                                                                       
                                                                                                      
:Clothes_PROLAPSshoes_03                                                                                      
087B: set_player $PLAYER_CHAR clothes "convproblu" "conv" body_part  3 ///                (CONBLUE) 
0002: jump @Clothes_PROLAPSshoes_apply1                                                                       
                                                                                                      
:Clothes_PROLAPSshoes_04                                                                                      
087B: set_player $PLAYER_CHAR clothes "convprogrn" "conv" body_part  3 ///                (CONGREN) 
0002: jump @Clothes_PROLAPSshoes_apply1                                                                       
                                                                                                      
:Clothes_PROLAPSshoes_05                                                                                      
087B: set_player $PLAYER_CHAR clothes "sneakerprored" "sneaker" body_part  3 ///          (PROTRA1) 
0002: jump @Clothes_PROLAPSshoes_apply1                                                                       
                                                                                                      
:Clothes_PROLAPSshoes_06                                                                                      
087B: set_player $PLAYER_CHAR clothes "sneakerproblu" "sneaker" body_part  3 ///          (PROTRA2)  
0002: jump @Clothes_PROLAPSshoes_apply1                                                                     
                                                                                                    
:Clothes_PROLAPSshoes_07                                                                                    
087B: set_player $PLAYER_CHAR clothes "sneakerprowht" "sneaker" body_part  3 ///          (PROTRA3)
0002: jump @Clothes_PROLAPSshoes_apply1                                                                     
                                                                                                    
:Clothes_PROLAPSshoes_08                                                                                    
087B: set_player $PLAYER_CHAR clothes "bask1prowht" "bask1" body_part  3 ///              (PROWHT1) 
0002: jump @Clothes_PROLAPSshoes_apply1                                                                     
                                                                                                    
:Clothes_PROLAPSshoes_09                                                                                    
087B: set_player $PLAYER_CHAR clothes "bask1problk" "bask1" body_part  3 ///              (PROBLK1)
0002: jump @Clothes_PROLAPSshoes_apply1                                                                    
                                                                                                   
:Clothes_PROLAPSshoes_10                                                                                   
087B: set_player $PLAYER_CHAR clothes "boxingshoe" "biker" body_part  3 ///               (BOXSHO1)
0002: jump @Clothes_PROLAPSshoes_apply1

:Clothes_PROLAPSshoes_apply1
0006: 5@ =  38 // integer values
0007: 18@ =  -0.2  // floating-point values//
0007: 25@ =  0.2  // floating-point values//
0007: 20@ =  -0.35  // floating-point values
0007: 21@ =  1.8  // floating-point values//
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0001: wait  50 ms
070D: rebuild_player $PLAYER_CHAR
067C: $PLAYER_ACTOR  0.0  1.8 18@  25@  0.1 20@ 0.0  2//put_camera_on_actor
06D1: v$1225 = "IDLE_stance"// 16-byte strings
0002: jump @Clothes_Applyfinal_1



:Clothes_URBANshoes_table
0793: save_player_clothes
0871: init_jump_table 2@ total_jumps  9  0 @Clothes_URBANshoes_00 jumps  0 @Clothes_URBANshoes_00  1 @Clothes_URBANshoes_01  2 @Clothes_URBANshoes_02  3 @Clothes_URBANshoes_03  4 @Clothes_URBANshoes_04  5 @Clothes_URBANshoes_05 6 @Clothes_URBANshoes_06
0872: jump_table_jumps  7 @Clothes_URBANshoes_07  8 @Clothes_URBANshoes_08  9 @Clothes_URBANshoes_00  10 @Clothes_URBANshoes_00  11 @Clothes_URBANshoes_00  12 @Clothes_URBANshoes_00  13 @Clothes_URBANshoes_00  14 @Clothes_URBANshoes_00  15 @Clothes_URBANshoes_00

:Clothes_URBANshoes_00
0002: jump @Clothes_02

:Clothes_URBANshoes_01
087B: set_player $PLAYER_CHAR clothes  "convheatblk" "conv" body_part  3 ///               (COHEAT1)  
0002: jump @Clothes_URBANshoes_apply1                                                                       
                                                                                                      
:Clothes_URBANshoes_02                                                                                      
087B: set_player $PLAYER_CHAR clothes  "convheatred" "conv" body_part  3 ///               (COHEAT2)  
0002: jump @Clothes_URBANshoes_apply1                                                                       
                                                                                                      
:Clothes_URBANshoes_03                                                                                      
087B: set_player $PLAYER_CHAR clothes  "convheatorn" "conv" body_part  3 ///               (COHEAT3) 
0002: jump @Clothes_URBANshoes_apply1                                                                       
                                                                                                      
:Clothes_URBANshoes_04                                                                                      
087B: set_player $PLAYER_CHAR clothes  "sneakerheatwht" "sneaker" body_part  3 ///         (SNHEAT1) 
0002: jump @Clothes_URBANshoes_apply1                                                                       
                                                                                                      
:Clothes_URBANshoes_05                                                                                      
087B: set_player $PLAYER_CHAR clothes  "sneakerheatgry" "sneaker" body_part  3 ///         (SNHEAT2) 
0002: jump @Clothes_URBANshoes_apply1                                                                       
                                                                                                      
:Clothes_URBANshoes_06                                                                                      
087B: set_player $PLAYER_CHAR clothes  "sneakerheatblk" "sneaker" body_part  3 ///         (SNHEAT3)  
0002: jump @Clothes_URBANshoes_apply1                                                                     
                                                                                                    
:Clothes_URBANshoes_07                                                                                    
087B: set_player $PLAYER_CHAR clothes  "bask2heatwht" "bask1" body_part  3 ///             (BSHEAT1)
0002: jump @Clothes_URBANshoes_apply1                                                                     
                                                                                                    
:Clothes_URBANshoes_08                                                                                    
087B: set_player $PLAYER_CHAR clothes  "bask2heatband" "bask1" body_part  3 ///            (BSHEAT2) 
0002: jump @Clothes_URBANshoes_apply1

:Clothes_URBANshoes_apply1
0006: 5@ =  39 // integer values
0007: 18@ =  -0.2  // floating-point values//
0007: 25@ =  0.2  // floating-point values//
0007: 20@ =  -0.35  // floating-point values
0007: 21@ =  1.8  // floating-point values//
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0001: wait  50 ms
070D: rebuild_player $PLAYER_CHAR
067C: $PLAYER_ACTOR  0.0  1.8 18@  25@  0.1 20@ 0.0  2//put_camera_on_actor
06D1: v$1225 = "IDLE_stance"// 16-byte strings
0002: jump @Clothes_Applyfinal_1



:Clothes_ZIPshoes_table
0793: save_player_clothes
0871: init_jump_table 2@ total_jumps  5  0 @Clothes_ZIPshoes_00 jumps  0 @Clothes_ZIPshoes_00  1 @Clothes_ZIPshoes_01  2 @Clothes_ZIPshoes_02  3 @Clothes_ZIPshoes_03  4 @Clothes_ZIPshoes_04  5 @Clothes_ZIPshoes_00 6 @Clothes_ZIPshoes_00

:Clothes_ZIPshoes_00
0002: jump @Clothes_02

:Clothes_ZIPshoes_01
087B: set_player $PLAYER_CHAR clothes  "timbergrey" "bask1" body_part  3 ///               (TIMBER1)  
0002: jump @Clothes_ZIPshoes_apply1                                                                       
                                                                                                      
:Clothes_ZIPshoes_02                                                                                      
087B: set_player $PLAYER_CHAR clothes  "timberred" "bask1" body_part  3 ///                (TIMBER2)  
0002: jump @Clothes_ZIPshoes_apply1                                                                       
                                                                                                      
:Clothes_ZIPshoes_03                                                                                      
087B: set_player $PLAYER_CHAR clothes  "timberfawn" "bask1" body_part  3 ///               (TIMBER3) 
0002: jump @Clothes_ZIPshoes_apply1                                                                       
                                                                                                      
:Clothes_ZIPshoes_04                                                                                      
087B: set_player $PLAYER_CHAR clothes  "timberhike" "bask1" body_part  3 ///               (TIMBER4) 
0002: jump @Clothes_ZIPshoes_apply1

:Clothes_ZIPshoes_apply1
0006: 5@ =  40 // integer values
0007: 18@ =  -0.2  // floating-point values//
0007: 25@ =  0.2  // floating-point values//
0007: 20@ =  -0.35  // floating-point values
0007: 21@ =  1.8  // floating-point values//
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0001: wait  50 ms
070D: rebuild_player $PLAYER_CHAR
067C: $PLAYER_ACTOR  0.0  1.8 18@  25@  0.1 20@ 0.0  2//put_camera_on_actor
06D1: v$1225 = "IDLE_stance"// 16-byte strings
0002: jump @Clothes_Applyfinal_1



:Clothes_VICTIMshoes_table
0793: save_player_clothes
0871: init_jump_table 2@ total_jumps  4  0 @Clothes_VICTIMshoes_00 jumps  0 @Clothes_VICTIMshoes_00  1 @Clothes_VICTIMshoes_01  2 @Clothes_VICTIMshoes_02  3 @Clothes_VICTIMshoes_03  4 @Clothes_VICTIMshoes_00  5 @Clothes_VICTIMshoes_00 6 @Clothes_VICTIMshoes_00

:Clothes_VICTIMshoes_00
0002: jump @Clothes_02

:Clothes_VICTIMshoes_01
087B: set_player $PLAYER_CHAR clothes  "cowboyboot" "biker" body_part  3 ///               (COWBOY)                                                
0002: jump @Clothes_VICTIMshoes_apply1                                                                       
                                                                                                      
:Clothes_VICTIMshoes_02                                                                                      
087B: set_player $PLAYER_CHAR clothes  "biker" "biker" body_part  3 ///                    (BIKEBOT)                                               
0002: jump @Clothes_VICTIMshoes_apply1                                                                       
                                                                                                      
:Clothes_VICTIMshoes_03                                                                                      
087B: set_player $PLAYER_CHAR clothes  "snakeskin" "biker" body_part  3 ///                (SNAKESN)                                               
0002: jump @Clothes_VICTIMshoes_apply1

:Clothes_VICTIMshoes_apply1
0006: 5@ =  41 // integer values
0007: 18@ =  -0.2  // floating-point values//
0007: 25@ =  0.2  // floating-point values//
0007: 20@ =  -0.35  // floating-point values
0007: 21@ =  1.8  // floating-point values//
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0001: wait  50 ms
070D: rebuild_player $PLAYER_CHAR
067C: $PLAYER_ACTOR  0.0  1.8 18@  25@  0.1 20@ 0.0  2//put_camera_on_actor
06D1: v$1225 = "IDLE_stance"// 16-byte strings
0002: jump @Clothes_Applyfinal_1






:Clothes_DSACHSshoes_table
0793: save_player_clothes
0871: init_jump_table 2@ total_jumps  4  0 @Clothes_DSACHSshoes_00 jumps  0 @Clothes_DSACHSshoes_00  1 @Clothes_DSACHSshoes_01  2 @Clothes_DSACHSshoes_02  3 @Clothes_DSACHSshoes_03  4 @Clothes_DSACHSshoes_00  5 @Clothes_DSACHSshoes_00 6 @Clothes_DSACHSshoes_00

:Clothes_DSACHSshoes_00
0002: jump @Clothes_02

:Clothes_DSACHSshoes_01
087B: set_player $PLAYER_CHAR clothes "shoedressblk" "shoe" body_part  3 ///              (SHOEDR1)                                               
0002: jump @Clothes_DSACHSshoes_apply1                                                                       
                                                                                                      
:Clothes_DSACHSshoes_02                                                                                      
087B: set_player $PLAYER_CHAR clothes "shoedressbrn" "shoe" body_part  3 ///              (SHOEDR2)                                               
0002: jump @Clothes_DSACHSshoes_apply1                                                                       
                                                                                                      
:Clothes_DSACHSshoes_03                                                                                      
087B: set_player $PLAYER_CHAR clothes "shoespatz" "shoe" body_part  3 ///                 (SHOEDR3)                                               
0002: jump @Clothes_DSACHSshoes_apply1

:Clothes_DSACHSshoes_apply1
0006: 5@ =  42 // integer values
0007: 18@ =  -0.2  // floating-point values//
0007: 25@ =  0.2  // floating-point values//
0007: 20@ =  -0.35  // floating-point values
0007: 21@ =  1.8  // floating-point values//
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0001: wait  50 ms
070D: rebuild_player $PLAYER_CHAR
067C: $PLAYER_ACTOR  0.0  1.8 18@  25@  0.1 20@ 0.0  2//put_camera_on_actor
06D1: v$1225 = "IDLE_stance"// 16-byte strings
0002: jump @Clothes_Applyfinal_1







:Clothes_Cap1_table
0793: save_player_clothes
0871: init_jump_table 2@ total_jumps  13  0 @Clothes_Cap1_00 jumps  0 @Clothes_Cap1_00  1 @Clothes_Cap1_01  2 @Clothes_Cap1_02  3 @Clothes_Cap1_03  4 @Clothes_Cap1_04  5 @Clothes_Cap1_05 6 @Clothes_Cap1_06
0872: jump_table_jumps  7 @Clothes_Cap1_07  8 @Clothes_Cap1_08  9 @Clothes_Cap1_09  10 @Clothes_Cap1_10  11 @Clothes_Cap1_11  12 @Clothes_Cap1_12  13 @Clothes_Cap1_00  14 @Clothes_Cap1_00  15 @Clothes_Cap1_00

:Clothes_Cap1_00
0002: jump @Clothes_02

:Clothes_Cap1_01
087B: set_player $PLAYER_CHAR clothes "bandred" "bandana" body_part  16 ///               (BANDAN7) 
0006: 5@ =  43  // integer values
0002: jump @Clothes_Cap1_apply1

:Clothes_Cap1_02
087B: set_player $PLAYER_CHAR clothes "bandblue" "bandana" body_part  16 ///              (BANDAN8) 
0006: 5@ =  43  // integer values
0002: jump @Clothes_Cap1_apply1

:Clothes_Cap1_03
087B: set_player $PLAYER_CHAR clothes "bandgang" "bandana" body_part  16 ///              (BANDAN9) 
0006: 5@ =  43  // integer values
0002: jump @Clothes_Cap1_apply1

:Clothes_Cap1_04
087B: set_player $PLAYER_CHAR clothes "bandblack" "bandana" body_part  16 ///             (BANDA10) 
0006: 5@ =  43  // integer values
0002: jump @Clothes_Cap1_apply1

:Clothes_Cap1_05
087B: set_player $PLAYER_CHAR clothes "bandred2" "bandknots" body_part  16 ///            (BANDA11) 
0006: 5@ =  43  // integer values
0002: jump @Clothes_Cap1_apply1

:Clothes_Cap1_06
087B: set_player $PLAYER_CHAR clothes "bandblue2" "bandknots" body_part  16 ///           (BANDA12) 
0006: 5@ =  43  // integer values
0002: jump @Clothes_Cap1_apply1

:Clothes_Cap1_07
087B: set_player $PLAYER_CHAR clothes "bandblack2" "bandknots" body_part  16 ///          (BANDA13) 
0006: 5@ =  43  // integer values
0002: jump @Clothes_Cap1_apply1

:Clothes_Cap1_08
087B: set_player $PLAYER_CHAR clothes "bandgang2" "bandknots" body_part  16 ///           (BANDA14) 
0006: 5@ =  43  // integer values
0002: jump @Clothes_Cap1_apply1

:Clothes_Cap1_09
087B: set_player $PLAYER_CHAR clothes "capknitgrn" "capknit" body_part  16 ///            (CAP25)   
0006: 5@ =  43  // integer values
0002: jump @Clothes_Cap1_apply1

:Clothes_Cap1_10
087B: set_player $PLAYER_CHAR clothes "captruck" "captruck" body_part  16 ///             (CAP26)   
0006: 5@ =  43  // integer values
0002: jump @Clothes_Cap1_apply1

:Clothes_Cap1_11
087B: set_player $PLAYER_CHAR clothes "cowboy" "cowboy" body_part  16 ///                 (CAP28)   
0006: 5@ =  43  // integer values
0002: jump @Clothes_Cap1_apply1

:Clothes_Cap1_12
087B: set_player $PLAYER_CHAR clothes "hattiger" "cowboy" body_part  16 ///               (CAP29)   
0006: 5@ =  43  // integer values
0002: jump @Clothes_Cap1_apply1

:Clothes_Cap1_apply1
0007: 18@ =  0.7  // floating-point values//
0007: 25@ =  0.1  // floating-point values//
0007: 20@ =  0.7  // floating-point values
0007: 21@ =  1.0  // floating-point values//
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0001: wait  50 ms
070D: rebuild_player $PLAYER_CHAR
067C: $PLAYER_ACTOR  0.0  1.0 18@  25@  0.1 20@ 0.0  2//put_camera_on_actor
06D1: v$1225 = "roadcross_gang"// 16-byte strings
0002: jump @Clothes_Applyfinal_1






:Clothes_Cap2_table
0793: save_player_clothes
0871: init_jump_table 2@ total_jumps  11  0 @Clothes_Cap2_00 jumps  0 @Clothes_Cap2_00  1 @Clothes_Cap2_01  2 @Clothes_Cap2_02  3 @Clothes_Cap2_03  4 @Clothes_Cap2_04  5 @Clothes_Cap2_05 6 @Clothes_Cap2_06
0872: jump_table_jumps  7 @Clothes_Cap2_07  8 @Clothes_Cap2_08  9 @Clothes_Cap2_09  10 @Clothes_Cap2_10  11 @Clothes_Cap2_00  12 @Clothes_Cap2_00  13 @Clothes_Cap2_00  14 @Clothes_Cap2_00  15 @Clothes_Cap2_00

:Clothes_Cap2_00
0002: jump @Clothes_02

:Clothes_Cap2_01
087B: set_player $PLAYER_CHAR clothes "helmet" "helmet" body_part  16 ///                 (CAP27) 
0006: 5@ =  44  // integer values
0002: jump @Clothes_Cap2_apply1

:Clothes_Cap2_02
087B: set_player $PLAYER_CHAR clothes "moto" "moto" body_part  16 ///                     (CAP30) 
0006: 5@ =  44  // integer values
0002: jump @Clothes_Cap2_apply1

:Clothes_Cap2_03
087B: set_player $PLAYER_CHAR clothes "boxingcap" "boxingcap" body_part  16 ///           (CAP15) 
0006: 5@ =  44  // integer values
0002: jump @Clothes_Cap2_apply1

:Clothes_Cap2_04
087B: set_player $PLAYER_CHAR clothes "hockey" "hockeymask" body_part  16 ///             (CAP16) 
0006: 5@ =  44  // integer values
0002: jump @Clothes_Cap2_apply1

:Clothes_Cap2_05
087B: set_player $PLAYER_CHAR clothes "capgang" "cap" body_part  16 ///                   (CAP31) 
0006: 5@ =  44  // integer values
0002: jump @Clothes_Cap2_apply1

:Clothes_Cap2_06
087B: set_player $PLAYER_CHAR clothes "capgangback" "capback" body_part  16 ///           (CAP32) 
0006: 5@ =  44  // integer values
0002: jump @Clothes_Cap2_apply1

:Clothes_Cap2_07
087B: set_player $PLAYER_CHAR clothes "capgangside" "capside" body_part  16 ///           (CAP33) 
0006: 5@ =  44  // integer values
0002: jump @Clothes_Cap2_apply1

:Clothes_Cap2_08
087B: set_player $PLAYER_CHAR clothes "capgangover" "capovereye" body_part  16 ///        (CAP34) 
0006: 5@ =  44  // integer values
0002: jump @Clothes_Cap2_apply1

:Clothes_Cap2_09
087B: set_player $PLAYER_CHAR clothes "capgangup" "caprimup" body_part  16 ///            (CAP35) 
0006: 5@ =  44  // integer values
0002: jump @Clothes_Cap2_apply1

:Clothes_Cap2_10
087B: set_player $PLAYER_CHAR clothes "bikerhelmet" "bikerhelmet" body_part  16 ///       (CAP56) 
0006: 5@ =  44  // integer values
0002: jump @Clothes_Cap2_apply1

:Clothes_Cap2_apply1
0007: 18@ =  0.7  // floating-point values//
0007: 25@ =  0.1  // floating-point values//
0007: 20@ =  0.7  // floating-point values
0007: 21@ =  1.0  // floating-point values//
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0001: wait  50 ms
070D: rebuild_player $PLAYER_CHAR
067C: $PLAYER_ACTOR  0.0  1.0 18@  25@  0.1 20@ 0.0  2//put_camera_on_actor
06D1: v$1225 = "roadcross_gang"// 16-byte strings
0002: jump @Clothes_Applyfinal_1


:Clothes_Cap3_table
0793: save_player_clothes
0871: init_jump_table 2@ total_jumps  13  0 @Clothes_Cap3_00 jumps  0 @Clothes_Cap3_00  1 @Clothes_Cap3_01  2 @Clothes_Cap3_02  3 @Clothes_Cap3_03  4 @Clothes_Cap3_04  5 @Clothes_Cap3_05 6 @Clothes_Cap3_06
0872: jump_table_jumps  7 @Clothes_Cap3_07  8 @Clothes_Cap3_08  9 @Clothes_Cap3_09  10 @Clothes_Cap3_10  11 @Clothes_Cap3_11  12 @Clothes_Cap3_12  13 @Clothes_Cap3_00  14 @Clothes_Cap3_00  15 @Clothes_Cap3_00

:Clothes_Cap3_00
0002: jump @Clothes_02

:Clothes_Cap3_01
087B: set_player $PLAYER_CHAR clothes "capred" "cap" body_part  16 ///                    (CAP36) 
0006: 5@ =  45 // integer values
0002: jump @Clothes_Cap3_apply1

:Clothes_Cap3_02
087B: set_player $PLAYER_CHAR clothes "capredback" "capback" body_part  16 ///            (CAP37) 
0006: 5@ =  45 // integer values
0002: jump @Clothes_Cap3_apply1

:Clothes_Cap3_03
087B: set_player $PLAYER_CHAR clothes "capredside" "capside" body_part  16 ///            (CAP38) 
0006: 5@ =  45 // integer values
0002: jump @Clothes_Cap3_apply1

:Clothes_Cap3_04
087B: set_player $PLAYER_CHAR clothes "capredover" "capovereye" body_part  16 ///         (CAP39) 
0006: 5@ =  45 // integer values
0002: jump @Clothes_Cap3_apply1

:Clothes_Cap3_05
087B: set_player $PLAYER_CHAR clothes "capredup" "caprimup" body_part  16 ///             (CAP40) 
0006: 5@ =  45 // integer values
0002: jump @Clothes_Cap3_apply1

:Clothes_Cap3_06
087B: set_player $PLAYER_CHAR clothes "capblue" "cap" body_part  16 ///                   (CAP41) 
0006: 5@ =  45 // integer values
0002: jump @Clothes_Cap3_apply1

:Clothes_Cap3_07
087B: set_player $PLAYER_CHAR clothes "capblueback" "capback" body_part  16 ///           (CAP42) 
0006: 5@ =  45 // integer values
0002: jump @Clothes_Cap3_apply1

:Clothes_Cap3_08
087B: set_player $PLAYER_CHAR clothes "capblueside" "capside" body_part  16 ///           (CAP43) 
0006: 5@ =  45 // integer values
0002: jump @Clothes_Cap3_apply1

:Clothes_Cap3_09
087B: set_player $PLAYER_CHAR clothes "capblueover" "capovereye" body_part  16 ///        (CAP44) 
0006: 5@ =  45 // integer values
0002: jump @Clothes_Cap3_apply1

:Clothes_Cap3_10
087B: set_player $PLAYER_CHAR clothes "capblueup" "caprimup" body_part  16 ///            (CAP45) 
0006: 5@ =  45 // integer values
0002: jump @Clothes_Cap3_apply1

:Clothes_Cap3_11
087B: set_player $PLAYER_CHAR clothes "skullyblk" "skullycap" body_part  16 ///           (CAP57) 
0006: 5@ =  45 // integer values
0002: jump @Clothes_Cap3_apply1

:Clothes_Cap3_12
087B: set_player $PLAYER_CHAR clothes "skullygrn" "skullycap" body_part  16 ///           (CAP58) 
0006: 5@ =  45 // integer values
0002: jump @Clothes_Cap3_apply1

:Clothes_Cap3_apply1
0007: 18@ =  0.7  // floating-point values//
0007: 25@ =  0.1  // floating-point values//
0007: 20@ =  0.7  // floating-point values
0007: 21@ =  1.0  // floating-point values//
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0001: wait  50 ms
070D: rebuild_player $PLAYER_CHAR
067C: $PLAYER_ACTOR  0.0  1.0 18@  25@  0.1 20@ 0.0  2//put_camera_on_actor
06D1: v$1225 = "roadcross_gang"// 16-byte strings
0002: jump @Clothes_Applyfinal_1


:Clothes_Cap4_table
0793: save_player_clothes
0871: init_jump_table 2@ total_jumps  8  0 @Clothes_Cap4_00 jumps  0 @Clothes_Cap4_00  1 @Clothes_Cap4_01  2 @Clothes_Cap4_02  3 @Clothes_Cap4_03  4 @Clothes_Cap4_04  5 @Clothes_Cap4_05 6 @Clothes_Cap4_06
0872: jump_table_jumps  7 @Clothes_Cap4_07  8 @Clothes_Cap4_00  9 @Clothes_Cap4_00  10 @Clothes_Cap4_00  11 @Clothes_Cap4_00  12 @Clothes_Cap4_00  13 @Clothes_Cap4_00  14 @Clothes_Cap4_00  15 @Clothes_Cap4_00

:Clothes_Cap4_00
0002: jump @Clothes_02

:Clothes_Cap4_01
087B: set_player $PLAYER_CHAR clothes "hatmancblk" "hatmanc" body_part  16 ///            (MANCBLK)                            
0006: 5@ =  46 // integer values                            
0002: jump @Clothes_Cap4_apply1                                                                                                
                                                                                                                               
:Clothes_Cap4_02                                                                                                               
087B: set_player $PLAYER_CHAR clothes "hatmancplaid" "hatmanc" body_part  16 ///          (MANCPLD)                            
0006: 5@ =  46 // integer values                            
0002: jump @Clothes_Cap4_apply1                                                                                                
                                                                                                                               
:Clothes_Cap4_03                                                                                                               
087B: set_player $PLAYER_CHAR clothes "capzip" "cap" body_part  16 ///                    (CAP46)                              
0006: 5@ =  46 // integer values                            
0002: jump @Clothes_Cap4_apply1                                                                                                
                                                                                                                               
:Clothes_Cap4_04                                                                                                               
087B: set_player $PLAYER_CHAR clothes "capzipback" "capback" body_part  16 ///            (CAP47)                              
0006: 5@ =  46 // integer values                            
0002: jump @Clothes_Cap4_apply1                                                                                                
                                                                                                                               
:Clothes_Cap4_05                                                                                                               
087B: set_player $PLAYER_CHAR clothes "capzipside" "capside" body_part  16 ///            (CAP48)                              
0006: 5@ =  46 // integer values                            
0002: jump @Clothes_Cap4_apply1                                                                                                
                                                                                                                               
:Clothes_Cap4_06                                                                                                               
087B: set_player $PLAYER_CHAR clothes "capzipover" "capovereye" body_part  16 ///         (CAP49)                              
0006: 5@ =  46 // integer values                            
0002: jump @Clothes_Cap4_apply1                                                                                                
                                                                                                                               
:Clothes_Cap4_07                                                                                                               
087B: set_player $PLAYER_CHAR clothes "capzipup" "caprimup" body_part  16 ///             (CAP50)     //*END//*OF//*ZIP//*HATS*
0006: 5@ =  46 // integer values
0002: jump @Clothes_Cap4_apply1

:Clothes_Cap4_apply1
0007: 18@ =  0.7  // floating-point values//
0007: 25@ =  0.1  // floating-point values//
0007: 20@ =  0.7  // floating-point values
0007: 21@ =  1.0  // floating-point values//
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0001: wait  50 ms
070D: rebuild_player $PLAYER_CHAR
067C: $PLAYER_ACTOR  0.0  1.0 18@  25@  0.1 20@ 0.0  2//put_camera_on_actor
06D1: v$1225 = "roadcross_gang"// 16-byte strings
0002: jump @Clothes_Applyfinal_1


:Clothes_Cap5_table
0793: save_player_clothes
0871: init_jump_table 2@ total_jumps  8  0 @Clothes_Cap5_00 jumps  0 @Clothes_Cap5_00  1 @Clothes_Cap5_01  2 @Clothes_Cap5_02  3 @Clothes_Cap5_03  4 @Clothes_Cap5_04  5 @Clothes_Cap5_05 6 @Clothes_Cap5_06
0872: jump_table_jumps  7 @Clothes_Cap5_07  8 @Clothes_Cap5_00  9 @Clothes_Cap5_00  10 @Clothes_Cap5_00  11 @Clothes_Cap5_00  12 @Clothes_Cap5_00  13 @Clothes_Cap5_00  14 @Clothes_Cap5_00  15 @Clothes_Cap5_00

:Clothes_Cap5_00
0002: jump @Clothes_02

:Clothes_Cap5_01
087B: set_player $PLAYER_CHAR clothes "beretred" "beret" body_part  16 ///                (CAP17)                                 
0006: 5@ =  47 // integer values                                                                                                  
0002: jump @Clothes_Cap5_apply1                                                                                                   
                                                                                                                                  
:Clothes_Cap5_02                                                                                                                  
087B: set_player $PLAYER_CHAR clothes "beretblk" "beret" body_part  16 ///                (CAP18)                                 
0006: 5@ =  47 // integer values                                                                                                  
0002: jump @Clothes_Cap5_apply1                                                                                                   
                                                                                                                                  
:Clothes_Cap5_03                                                                                                                  
087B: set_player $PLAYER_CHAR clothes "capblk" "cap" body_part  16 ///                    (CAP51)                                 
0006: 5@ =  47 // integer values                                                                                                  
0002: jump @Clothes_Cap5_apply1                                                                                                   
                                                                                                                                  
:Clothes_Cap5_04                                                                                                                  
087B: set_player $PLAYER_CHAR clothes "capblkback" "capback" body_part  16 ///            (CAP52)                                 
0006: 5@ =  47 // integer values                                                                                                  
0002: jump @Clothes_Cap5_apply1                                                                                                   
                                                                                                                                  
:Clothes_Cap5_05                                                                                                                  
087B: set_player $PLAYER_CHAR clothes "capblkside" "capside" body_part  16 ///            (CAP53)                                 
0006: 5@ =  47 // integer values                                                                                                  
0002: jump @Clothes_Cap5_apply1                                                                                                   
                                                                                                                                  
:Clothes_Cap5_06                                                                                                                  
087B: set_player $PLAYER_CHAR clothes "capblkover" "capovereye" body_part  16 ///         (CAP54)                                 
0006: 5@ =  47 // integer values                                                                                                  
0002: jump @Clothes_Cap5_apply1                                                                                                   
                                                                                                                                  
:Clothes_Cap5_07                                                                                                                  
087B: set_player $PLAYER_CHAR clothes "capblkup" "caprimup" body_part  16 ///             (CAP55)     //*END//*OF//*VICTIM//*HATS*
0006: 5@ =  47 // integer values
0002: jump @Clothes_Cap5_apply1

:Clothes_Cap5_apply1
0007: 18@ =  0.7  // floating-point values//
0007: 25@ =  0.1  // floating-point values//
0007: 20@ =  0.7  // floating-point values
0007: 21@ =  1.0  // floating-point values//
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0001: wait  50 ms
070D: rebuild_player $PLAYER_CHAR
067C: $PLAYER_ACTOR  0.0  1.0 18@  25@  0.1 20@ 0.0  2//put_camera_on_actor
06D1: v$1225 = "roadcross_gang"// 16-byte strings
0002: jump @Clothes_Applyfinal_1




:Clothes_Cap6_table
0793: save_player_clothes
0871: init_jump_table 2@ total_jumps  10  0 @Clothes_Cap6_00 jumps  0 @Clothes_Cap6_00  1 @Clothes_Cap6_01  2 @Clothes_Cap6_02  3 @Clothes_Cap6_03  4 @Clothes_Cap6_04  5 @Clothes_Cap6_05 6 @Clothes_Cap6_06
0872: jump_table_jumps  7 @Clothes_Cap6_07  8 @Clothes_Cap6_08  9 @Clothes_Cap6_09  10 @Clothes_Cap6_00  11 @Clothes_Cap6_00  12 @Clothes_Cap6_00  13 @Clothes_Cap6_00  14 @Clothes_Cap6_00  15 @Clothes_Cap6_00

:Clothes_Cap6_00
0002: jump @Clothes_02

:Clothes_Cap6_01
087B: set_player $PLAYER_CHAR clothes "trilbydrk" "trilby" body_part  16 ///              (TRIBY1)                                   
0006: 5@ =  48 // integer values                                  
0002: jump @Clothes_Cap6_apply1                                                                                                      
                                                                                                                                     
:Clothes_Cap6_02                                                                                                                     
087B: set_player $PLAYER_CHAR clothes "trilbylght" "trilby" body_part  16 ///             (TRIBY2)                                   
0006: 5@ =  48 // integer values                                  
0002: jump @Clothes_Cap6_apply1                                                                                                      
                                                                                                                                     
:Clothes_Cap6_03                                                                                                                     
087B: set_player $PLAYER_CHAR clothes "bowler" "bowler" body_part  16 ///                 (BOWLER1)                                  
0006: 5@ =  48 // integer values                                  
0002: jump @Clothes_Cap6_apply1                                                                                                      
                                                                                                                                     
:Clothes_Cap6_04                                                                                                                     
087B: set_player $PLAYER_CHAR clothes "bowlerred" "bowler" body_part  16 ///              (BOWLER2)                                  
0006: 5@ =  48 // integer values                                  
0002: jump @Clothes_Cap6_apply1                                                                                                      
                                                                                                                                     
:Clothes_Cap6_05                                                                                                                     
087B: set_player $PLAYER_CHAR clothes "bowlerblue" "bowler" body_part  16 ///             (BOWLER3)                                  
0006: 5@ =  48 // integer values                                  
0002: jump @Clothes_Cap6_apply1                                                                                                      
                                                                                                                                     
:Clothes_Cap6_06                                                                                                                     
087B: set_player $PLAYER_CHAR clothes "bowleryellow" "bowler" body_part  16 ///           (BOWLER4)                                  
0006: 5@ =  48 // integer values                                  
0002: jump @Clothes_Cap6_apply1                                                                                                      
                                                                                                                                     
:Clothes_Cap6_07                                                                                                                     
087B: set_player $PLAYER_CHAR clothes "boater" "boater" body_part  16 ///                 (BOATHA1)                                  
0006: 5@ =  48 // integer values                                  
0002: jump @Clothes_Cap6_apply1                                                                                                      
                                                                                                                                     
:Clothes_Cap6_08                                                                                                                     
087B: set_player $PLAYER_CHAR clothes "bowlergang" "bowler" body_part  16 ///             (BOWLER5)                                  
0006: 5@ =  48 // integer values                                  
0002: jump @Clothes_Cap6_apply1                                                                                                      
                                                                                                                                     
:Clothes_Cap6_09                                                                                                                     
087B: set_player $PLAYER_CHAR clothes "boaterblk" "boater" body_part  16 ///              (BOATHA2)    //*END//*OF//*DIDIE//*SACHS//*
0006: 5@ =  48 // integer values
0002: jump @Clothes_Cap6_apply1

:Clothes_Cap6_apply1
0007: 18@ =  0.7  // floating-point values//
0007: 25@ =  0.1  // floating-point values//
0007: 20@ =  0.7  // floating-point values
0007: 21@ =  1.0  // floating-point values//
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0001: wait  50 ms
070D: rebuild_player $PLAYER_CHAR
067C: $PLAYER_ACTOR  0.0  1.0 18@  25@  0.1 20@ 0.0  2//put_camera_on_actor
06D1: v$1225 = "roadcross_gang"// 16-byte strings
0002: jump @Clothes_Applyfinal_1








:Clothes_Tatoo4_table
0793: save_player_clothes
08F7: get_player $PLAYER_CHAR clothing id 0 model 11@ clothes 12@
0871: init_jump_table 2@ total_jumps  4  0 @Clothes_Tatoo4_00 jumps  0 @Clothes_Tatoo4_00  1 @Clothes_Tatoo4_01  2 @Clothes_Tatoo4_02  3 @Clothes_Tatoo4_03  4 @Clothes_Tatoo4_00  5 @Clothes_Tatoo4_00 6 @Clothes_Tatoo4_00

:Clothes_Tatoo4_00
0002: jump @Clothes_02

:Clothes_Tatoo4_01
087B: set_player $PLAYER_CHAR clothes "4weed" "4WEED" body_part  4 ///                    (4WEED)  
0006: 5@ =  49  // integer values
0002: jump @Clothes_Tatoo4_apply1

:Clothes_Tatoo4_02
087B: set_player $PLAYER_CHAR clothes "4rip" "4RIP" body_part  4 ///                      (4RIP)   
0006: 5@ =  49  // integer values
0002: jump @Clothes_Tatoo4_apply1

:Clothes_Tatoo4_03
087B: set_player $PLAYER_CHAR clothes "4spider" "4SPIDER" body_part  4 ///                (4SPIDER)
0006: 5@ =  49  // integer values
0002: jump @Clothes_Tatoo4_apply1

:Clothes_Tatoo4_apply1
0784: $PLAYER_CHAR  0  0  0
0784: $PLAYER_CHAR  0  0  17
0007: 18@ =  0.6  // floating-point values//
0007: 25@ =  -0.1  // floating-point values//
0007: 20@ =  0.5  // floating-point values
0007: 21@ =  1.2  // floating-point values//
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0001: wait  50 ms
070D: rebuild_player $PLAYER_CHAR
067C: $PLAYER_ACTOR  -0.5  1.2 18@  25@  0.5 20@ 0.0  2//put_camera_on_actor
06D1: v$1225 = "FIGHTIDLE"// 16-byte strings
0002: jump @Clothes_Applyfinal_1



:Clothes_Tatoo5_table
0793: save_player_clothes
08F7: get_player $PLAYER_CHAR clothing id 0 model 11@ clothes 12@
0871: init_jump_table 2@ total_jumps  5  0 @Clothes_Tatoo5_00 jumps  0 @Clothes_Tatoo5_00  1 @Clothes_Tatoo5_01  2 @Clothes_Tatoo5_02  3 @Clothes_Tatoo5_03  4 @Clothes_Tatoo5_04  5 @Clothes_Tatoo5_00 6 @Clothes_Tatoo5_00

:Clothes_Tatoo5_00
0002: jump @Clothes_02

:Clothes_Tatoo5_01
087B: set_player $PLAYER_CHAR clothes "5gun" "5GUN" body_part  5 ///                      (5GUN)   
0006: 5@ =  50  // integer values
0002: jump @Clothes_Tatoo5_apply1

:Clothes_Tatoo5_02
087B: set_player $PLAYER_CHAR clothes "5cross" "5CROSS" body_part  5 ///                  (5CROSS) 
0006: 5@ =  50  // integer values
0002: jump @Clothes_Tatoo5_apply1

:Clothes_Tatoo5_03
087B: set_player $PLAYER_CHAR clothes "5cross2" "5CROSS2" body_part  5 ///                (5CROSS2)
0006: 5@ =  50  // integer values
0002: jump @Clothes_Tatoo5_apply1

:Clothes_Tatoo5_04
087B: set_player $PLAYER_CHAR clothes "5cross3" "5CROSS3" body_part  5 ///                (5CROSS3)
0006: 5@ =  50  // integer values
0002: jump @Clothes_Tatoo5_apply1

:Clothes_Tatoo5_apply1
0784: $PLAYER_CHAR  0  0  0
0784: $PLAYER_CHAR  0  0  17
0007: 18@ =  0.5  // floating-point values//
0007: 25@ =  -0.1  // floating-point values//
0007: 20@ =  0.4  // floating-point values
0007: 21@ =  1.2  // floating-point values//
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0001: wait  50 ms
070D: rebuild_player $PLAYER_CHAR
067C: $PLAYER_ACTOR  -0.5  1.2 18@  25@  0.5 20@ 0.0  2//put_camera_on_actor
06D1: v$1225 = "FIGHTIDLE"// 16-byte strings
0002: jump @Clothes_Applyfinal_1


:Clothes_Tatoo6_table
0793: save_player_clothes
08F7: get_player $PLAYER_CHAR clothing id 0 model 11@ clothes 12@
0871: init_jump_table 2@ total_jumps  5  0 @Clothes_Tatoo6_00 jumps  0 @Clothes_Tatoo6_00  1 @Clothes_Tatoo6_01  2 @Clothes_Tatoo6_02  3 @Clothes_Tatoo6_03  4 @Clothes_Tatoo6_04  5 @Clothes_Tatoo6_00 6 @Clothes_Tatoo6_00

:Clothes_Tatoo6_00
0002: jump @Clothes_02

:Clothes_Tatoo6_01
087B: set_player $PLAYER_CHAR clothes "6aztec" "6AZTEC" body_part  6 ///                  (6AZTEC) 
0006: 5@ =  51  // integer values
0002: jump @Clothes_Tatoo6_apply1

:Clothes_Tatoo6_02
087B: set_player $PLAYER_CHAR clothes "6crown" "6CROWN" body_part  6 ///                  (6CROWN) 
0006: 5@ =  51  // integer values
0002: jump @Clothes_Tatoo6_apply1

:Clothes_Tatoo6_03
087B: set_player $PLAYER_CHAR clothes "6clown" "6CLOWN" body_part  6 ///                  (6CLOWN) 
0006: 5@ =  51  // integer values
0002: jump @Clothes_Tatoo6_apply1

:Clothes_Tatoo6_04
087B: set_player $PLAYER_CHAR clothes "6africa" "6AFRICA" body_part  6 ///                (6AFRICA)
0006: 5@ =  51  // integer values
0002: jump @Clothes_Tatoo6_apply1

:Clothes_Tatoo6_apply1
0784: $PLAYER_CHAR  0  0  0
0784: $PLAYER_CHAR  0  0  17
0007: 18@ =  0.6  // floating-point values//
0007: 25@ =  0.2  // floating-point values//
0007: 20@ =  0.5  // floating-point values
0007: 21@ =  1.2  // floating-point values//
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0001: wait  50 ms
070D: rebuild_player $PLAYER_CHAR
067C: $PLAYER_ACTOR  0.5  1.2 18@  25@  0.1 20@ 0.0  2//put_camera_on_actor
06D1: v$1225 = "FIGHTA_block"// 16-byte strings
0002: jump @Clothes_Applyfinal_1


:Clothes_Tatoo7_table
0793: save_player_clothes
08F7: get_player $PLAYER_CHAR clothing id 0 model 11@ clothes 12@
0871: init_jump_table 2@ total_jumps  5  0 @Clothes_Tatoo7_00 jumps  0 @Clothes_Tatoo7_00  1 @Clothes_Tatoo7_01  2 @Clothes_Tatoo7_02  3 @Clothes_Tatoo7_03  4 @Clothes_Tatoo7_04  5 @Clothes_Tatoo7_00 6 @Clothes_Tatoo7_00


:Clothes_Tatoo7_00
0002: jump @Clothes_02

:Clothes_Tatoo7_01
087B: set_player $PLAYER_CHAR clothes "7cross" "7CROSS" body_part  7 ///                  (7CROSS) 
0006: 5@ =  52  // integer values
0002: jump @Clothes_Tatoo7_apply1

:Clothes_Tatoo7_02
087B: set_player $PLAYER_CHAR clothes "7cross2" "7CROSS2" body_part  7 ///                (7CROSS2)
0006: 5@ =  52  // integer values
0002: jump @Clothes_Tatoo7_apply1

:Clothes_Tatoo7_03
087B: set_player $PLAYER_CHAR clothes "7cross3" "7CROSS3" body_part  7 ///                (7CROSS3)
0006: 5@ =  52  // integer values
0002: jump @Clothes_Tatoo7_apply1

:Clothes_Tatoo7_04
087B: set_player $PLAYER_CHAR clothes "7mary" "7MARY" body_part  7 ///                    (7MARY)  
0006: 5@ =  52  // integer values
0002: jump @Clothes_Tatoo7_apply1

:Clothes_Tatoo7_apply1
0784: $PLAYER_CHAR  0  0  0
0784: $PLAYER_CHAR  0  0  17
0007: 18@ =  0.5  // floating-point values//
0007: 25@ =  0.2  // floating-point values//
0007: 20@ =  0.3  // floating-point values
0007: 21@ =  1.2  // floating-point values//
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0001: wait  50 ms
070D: rebuild_player $PLAYER_CHAR
067C: $PLAYER_ACTOR  0.5  1.2 18@  25@  0.1 20@ 0.0  2//put_camera_on_actor
06D1: v$1225 = "endchat_01"// 16-byte strings
0002: jump @Clothes_Applyfinal_1


:Clothes_Tatoo8_table
0793: save_player_clothes
08F7: get_player $PLAYER_CHAR clothing id 0 model 11@ clothes 12@
0871: init_jump_table 2@ total_jumps  8  0 @Clothes_Tatoo8_00 jumps  0 @Clothes_Tatoo8_00  1 @Clothes_Tatoo8_01  2 @Clothes_Tatoo8_02  3 @Clothes_Tatoo8_03  4 @Clothes_Tatoo8_04  5 @Clothes_Tatoo8_05 6 @Clothes_Tatoo8_06
0872: jump_table_jumps  7 @Clothes_Tatoo8_07  8 @Clothes_Tatoo8_00  9 @Clothes_Tatoo8_00  10 @Clothes_Tatoo8_00  11 @Clothes_Tatoo8_00  12 @Clothes_Tatoo8_00  13 @Clothes_Tatoo8_00  14 @Clothes_Tatoo8_00  15 @Clothes_Tatoo8_00

:Clothes_Tatoo8_00
0002: jump @Clothes_02

:Clothes_Tatoo8_01
087B: set_player $PLAYER_CHAR clothes "8sa" "8SA" body_part  8 ///                        (8SA)    
0006: 5@ =  53  // integer values
0002: jump @Clothes_Tatoo8_apply1

:Clothes_Tatoo8_02
087B: set_player $PLAYER_CHAR clothes "8sa2" "8SA2" body_part  8 ///                      (8SA2)   
0006: 5@ =  53  // integer values
0002: jump @Clothes_Tatoo8_apply1

:Clothes_Tatoo8_03
087B: set_player $PLAYER_CHAR clothes "8sa3" "8SA3" body_part  8 ///                      (8SA3)   
0006: 5@ =  53  // integer values
0002: jump @Clothes_Tatoo8_apply1

:Clothes_Tatoo8_04
087B: set_player $PLAYER_CHAR clothes "8westside" "8WESTSD" body_part  8 ///              (8WESTSD)
0006: 5@ =  53  // integer values
0002: jump @Clothes_Tatoo8_apply1

:Clothes_Tatoo8_05
087B: set_player $PLAYER_CHAR clothes "8santos" "8SANTOS" body_part  8 ///                (8SANTOS)
0006: 5@ =  53  // integer values
0002: jump @Clothes_Tatoo8_apply1

:Clothes_Tatoo8_06
087B: set_player $PLAYER_CHAR clothes "8poker" "8POKER" body_part  8 ///                  (8POKER) 
0006: 5@ =  53  // integer values
0002: jump @Clothes_Tatoo8_apply1

:Clothes_Tatoo8_07
087B: set_player $PLAYER_CHAR clothes "8gun" "8GUN" body_part  8 ///                      (8GUN)   
0006: 5@ =  53  // integer values
0002: jump @Clothes_Tatoo8_apply1

:Clothes_Tatoo8_apply1
0784: $PLAYER_CHAR  0  0  0
0784: $PLAYER_CHAR  0  0  17
0007: 18@ =  0.6  // floating-point values//
0007: 25@ =  -0.2  // floating-point values//
0007: 20@ =  0.5  // floating-point values
0007: 21@ =  -1.2  // floating-point values//
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0001: wait  50 ms
070D: rebuild_player $PLAYER_CHAR
067C: $PLAYER_ACTOR  0.0  -1.2 18@  25@  0.1 20@ 0.0  2//put_camera_on_actor
06D1: v$1225 = "IDLE_stance"// 16-byte strings
0002: jump @Clothes_Applyfinal_1


:Clothes_Tatoo9_table
0793: save_player_clothes
08F7: get_player $PLAYER_CHAR clothing id 0 model 11@ clothes 12@
0871: init_jump_table 2@ total_jumps  7  0 @Clothes_Tatoo9_00 jumps  0 @Clothes_Tatoo9_00  1 @Clothes_Tatoo9_01  2 @Clothes_Tatoo9_02  3 @Clothes_Tatoo9_03  4 @Clothes_Tatoo9_04  5 @Clothes_Tatoo9_05 6 @Clothes_Tatoo9_06

:Clothes_Tatoo9_00
0002: jump @Clothes_02

:Clothes_Tatoo9_01
087B: set_player $PLAYER_CHAR clothes "9crown" "9CROWN" body_part  9 ///                  (9CROWN) 
0006: 5@ =  54  // integer values
0002: jump @Clothes_Tatoo9_apply1

:Clothes_Tatoo9_02
087B: set_player $PLAYER_CHAR clothes "9gun" "9GUN" body_part  9 ///                      (9GUN)   
0006: 5@ =  54  // integer values
0002: jump @Clothes_Tatoo9_apply1

:Clothes_Tatoo9_03
087B: set_player $PLAYER_CHAR clothes "9gun2" "9GUN2" body_part  9 ///                    (9GUN2)  
0006: 5@ =  54  // integer values
0002: jump @Clothes_Tatoo9_apply1

:Clothes_Tatoo9_04
087B: set_player $PLAYER_CHAR clothes "9homeboy" "9HOMBY" body_part  9 ///                (9HOMBY) 
0006: 5@ =  54  // integer values
0002: jump @Clothes_Tatoo9_apply1

:Clothes_Tatoo9_05
087B: set_player $PLAYER_CHAR clothes "9bullet" "9BULLT" body_part  9 ///                 (9BULLT) 
0006: 5@ =  54  // integer values
0002: jump @Clothes_Tatoo9_apply1

:Clothes_Tatoo9_06
087B: set_player $PLAYER_CHAR clothes "9rasta" "9RASTA" body_part  9 ///                  (9RASTA) 
0006: 5@ =  54  // integer values
0002: jump @Clothes_Tatoo9_apply1

:Clothes_Tatoo9_apply1
0784: $PLAYER_CHAR  0  0  0
0784: $PLAYER_CHAR  0  0  17
0007: 18@ =  0.6  // floating-point values//
0007: 25@ =  0.2  // floating-point values//
0007: 20@ =  0.5  // floating-point values
0007: 21@ =  1.2  // floating-point values//
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0001: wait  50 ms
070D: rebuild_player $PLAYER_CHAR
067C: $PLAYER_ACTOR  0.0  1.2 18@  25@  0.1 20@ 0.0  2//put_camera_on_actor
06D1: v$1225 = "FIGHTIDLE"// 16-byte strings
0002: jump @Clothes_Applyfinal_1

:Clothes_Tatoo10_table
0793: save_player_clothes
08F7: get_player $PLAYER_CHAR clothing id 0 model 11@ clothes 12@
0871: init_jump_table 2@ total_jumps  8  0 @Clothes_Tatoo10_00 jumps  0 @Clothes_Tatoo10_00  1 @Clothes_Tatoo10_01  2 @Clothes_Tatoo10_02  3 @Clothes_Tatoo10_03  4 @Clothes_Tatoo10_04  5 @Clothes_Tatoo10_05 6 @Clothes_Tatoo10_06
0872: jump_table_jumps  7 @Clothes_Tatoo10_07  8 @Clothes_Tatoo10_00  9 @Clothes_Tatoo10_00  10 @Clothes_Tatoo10_00  11 @Clothes_Tatoo10_00  12 @Clothes_Tatoo10_00  13 @Clothes_Tatoo10_00  14 @Clothes_Tatoo10_00  15 @Clothes_Tatoo10_00

:Clothes_Tatoo10_00
0002: jump @Clothes_02

:Clothes_Tatoo10_01
087B: set_player $PLAYER_CHAR clothes "10ls" "10LS" body_part  10 ///                     (10LS)   
0006: 5@ =  55  // integer values
0002: jump @Clothes_Tatoo10_apply1

:Clothes_Tatoo10_02
087B: set_player $PLAYER_CHAR clothes "10ls2" "10LS2" body_part  10 ///                   (10LS2)  
0006: 5@ =  55  // integer values
0002: jump @Clothes_Tatoo10_apply1

:Clothes_Tatoo10_03
087B: set_player $PLAYER_CHAR clothes "10ls3" "10LS3" body_part  10 ///                   (10LS3)  
0006: 5@ =  55  // integer values
0002: jump @Clothes_Tatoo10_apply1

:Clothes_Tatoo10_04
087B: set_player $PLAYER_CHAR clothes "10ls4" "10LS4" body_part  10 ///                   (10LS4)  
0006: 5@ =  55  // integer values
0002: jump @Clothes_Tatoo10_apply1

:Clothes_Tatoo10_05
087B: set_player $PLAYER_CHAR clothes "10ls5" "10LS5" body_part  10 ///                    (10LS5)  
0006: 5@ =  55  // integer values
0002: jump @Clothes_Tatoo10_apply1

:Clothes_Tatoo10_06
087B: set_player $PLAYER_CHAR clothes "10og" "10OG" body_part  10 ///                     (10OG)   
0006: 5@ =  55  // integer values
0002: jump @Clothes_Tatoo10_apply1

:Clothes_Tatoo10_07
087B: set_player $PLAYER_CHAR clothes "10weed" "10WEED" body_part  10 ///                 (10WEED) 
0006: 5@ =  55  // integer values
0002: jump @Clothes_Tatoo10_apply1

:Clothes_Tatoo10_apply1
0784: $PLAYER_CHAR  0  0  0
0784: $PLAYER_CHAR  0  0  17
0007: 18@ =  0.6  // floating-point values//
0007: 25@ =  0.2  // floating-point values//
0007: 20@ =  0.5  // floating-point values
0007: 21@ =  1.2  // floating-point values//
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0001: wait  50 ms
070D: rebuild_player $PLAYER_CHAR
067C: $PLAYER_ACTOR  0.0  1.2 18@  25@  0.1 20@ 0.0  2//put_camera_on_actor
06D1: v$1225 = "IDLE_stance"// 16-byte strings
0002: jump @Clothes_Applyfinal_1


:Clothes_Tatoo11_table
0793: save_player_clothes
08F7: get_player $PLAYER_CHAR clothing id 0 model 11@ clothes 12@
0871: init_jump_table 2@ total_jumps  8  0 @Clothes_Tatoo11_00 jumps  0 @Clothes_Tatoo11_00  1 @Clothes_Tatoo11_01  2 @Clothes_Tatoo11_02  3 @Clothes_Tatoo11_03  4 @Clothes_Tatoo11_04  5 @Clothes_Tatoo11_05 6 @Clothes_Tatoo11_06
0872: jump_table_jumps  7 @Clothes_Tatoo11_07  8 @Clothes_Tatoo11_00  9 @Clothes_Tatoo11_00  10 @Clothes_Tatoo11_00  11 @Clothes_Tatoo11_00  12 @Clothes_Tatoo11_00  13 @Clothes_Tatoo11_00  14 @Clothes_Tatoo11_00  15 @Clothes_Tatoo11_00

:Clothes_Tatoo11_00
0002: jump @Clothes_02

:Clothes_Tatoo11_01
087B: set_player $PLAYER_CHAR clothes "11grove" "11GROVE" body_part  11 ///               (11GROVE)
0006: 5@ =  56  // integer values
0002: jump @Clothes_Tatoo11_apply1

:Clothes_Tatoo11_02
087B: set_player $PLAYER_CHAR clothes "11grove2" "11GROV2" body_part  11 ///              (11GROV2)
0006: 5@ =  56  // integer values
0002: jump @Clothes_Tatoo11_apply1

:Clothes_Tatoo11_03
087B: set_player $PLAYER_CHAR clothes "11grove3" "11GROV3" body_part  11 ///              (11GROV3)
0006: 5@ =  56  // integer values
0002: jump @Clothes_Tatoo11_apply1

:Clothes_Tatoo11_04
087B: set_player $PLAYER_CHAR clothes "11dice" "11DICE" body_part  11 ///                 (11DICE) 
0006: 5@ =  56  // integer values
0002: jump @Clothes_Tatoo11_apply1

:Clothes_Tatoo11_05
087B: set_player $PLAYER_CHAR clothes "11dice2" "11DICE2" body_part  11 ///               (11DICE2)
0006: 5@ =  56  // integer values
0002: jump @Clothes_Tatoo11_apply1

:Clothes_Tatoo11_06
087B: set_player $PLAYER_CHAR clothes "11jail" "11JAIL" body_part  11 ///                 (11JAIL) 
0006: 5@ =  56  // integer values
0002: jump @Clothes_Tatoo11_apply1

:Clothes_Tatoo11_07
087B: set_player $PLAYER_CHAR clothes "11godsgift" "11GGIFT" body_part  11 ///            (11GGIFT)
0006: 5@ =  56  // integer values
0002: jump @Clothes_Tatoo11_apply1

:Clothes_Tatoo11_apply1
0784: $PLAYER_CHAR  0  0  0
0784: $PLAYER_CHAR  0  0  17
0007: 18@ =  0.6  // floating-point values//
0007: 25@ =  0.2  // floating-point values//
0007: 20@ =  0.5  // floating-point values
0007: 21@ =  1.2  // floating-point values//
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0001: wait  50 ms
070D: rebuild_player $PLAYER_CHAR
067C: $PLAYER_ACTOR  0.0  1.2 18@  25@  0.1 20@ 0.0  2//put_camera_on_actor
06D1: v$1225 = "IDLE_stance"// 16-byte strings
0002: jump @Clothes_Applyfinal_1


:Clothes_Tatoo12_table
0793: save_player_clothes
08F7: get_player $PLAYER_CHAR clothing id 0 model 11@ clothes 12@
0871: init_jump_table 2@ total_jumps  7  0 @Clothes_Tatoo12_00 jumps  0 @Clothes_Tatoo12_00  1 @Clothes_Tatoo12_01  2 @Clothes_Tatoo12_02  3 @Clothes_Tatoo12_03  4 @Clothes_Tatoo12_04  5 @Clothes_Tatoo12_05 6 @Clothes_Tatoo12_06

:Clothes_Tatoo12_00
0002: jump @Clothes_02

:Clothes_Tatoo12_01
087B: set_player $PLAYER_CHAR clothes "12angels" "12ANGEL" body_part  12 ///              (12ANGEL)
0006: 5@ =  57  // integer values
0002: jump @Clothes_Tatoo12_apply1

:Clothes_Tatoo12_02
087B: set_player $PLAYER_CHAR clothes "12mayabird" "12MAYBR" body_part  12 ///            (12MAYBR)
0006: 5@ =  57  // integer values
0002: jump @Clothes_Tatoo12_apply1

:Clothes_Tatoo12_03
087B: set_player $PLAYER_CHAR clothes "12dagger" "12DAGER" body_part  12 ///              (12DAGER)
0006: 5@ =  57  // integer values
0002: jump @Clothes_Tatoo12_apply1

:Clothes_Tatoo12_04
087B: set_player $PLAYER_CHAR clothes "12bandit" "12BNDIT" body_part  12 ///              (12BNDIT)
0006: 5@ =  57  // integer values
0002: jump @Clothes_Tatoo12_apply1

:Clothes_Tatoo12_05
087B: set_player $PLAYER_CHAR clothes "12cross7" "12CROSS" body_part  12 ///              (12CROSS)
0006: 5@ =  57  // integer values
0002: jump @Clothes_Tatoo12_apply1

:Clothes_Tatoo12_06
087B: set_player $PLAYER_CHAR clothes "12mayaface" "12MYFAC" body_part  12 ///            (12MYFAC)  
0006: 5@ =  57  // integer values
0002: jump @Clothes_Tatoo12_apply1

:Clothes_Tatoo12_apply1
0784: $PLAYER_CHAR  0  0  0
0784: $PLAYER_CHAR  0  0  17
0007: 18@ =  0.6  // floating-point values//
0007: 25@ =  -0.2  // floating-point values//
0007: 20@ =  0.5  // floating-point values
0007: 21@ =  -1.2  // floating-point values//
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0001: wait  50 ms
070D: rebuild_player $PLAYER_CHAR
067C: $PLAYER_ACTOR  0.0  -1.2 18@  25@  0.1 20@ 0.0  2//put_camera_on_actor
06D1: v$1225 = "IDLE_stance"// 16-byte strings
0002: jump @Clothes_Applyfinal_1




:Clothes_HAIRx1_table
0793: save_player_clothes
0871: init_jump_table 2@ total_jumps  6  0 @Clothes_HAIRx1_00 jumps  0 @Clothes_HAIRx1_00  1 @Clothes_HAIRx1_01  2 @Clothes_HAIRx1_02  3 @Clothes_HAIRx1_03  4 @Clothes_HAIRx1_04  5 @Clothes_HAIRx1_05 6 @Clothes_HAIRx1_00

:Clothes_HAIRx1_00
0002: jump @Clothes_30

:Clothes_HAIRx1_01
087B: set_player $PLAYER_CHAR clothes "bald" "head" body_part  1 ///                      (BALD)   
0006: 5@ =  58  // integer values
0002: jump @Clothes_HAIRx1_apply1

:Clothes_HAIRx1_02
087B: set_player $PLAYER_CHAR clothes "baldbeard" "head" body_part  1 ///                 (BLADBEA)
0006: 5@ =  58  // integer values
0002: jump @Clothes_HAIRx1_apply1

:Clothes_HAIRx1_03
087B: set_player $PLAYER_CHAR clothes "baldtash" "head" body_part  1 ///                  (BALDTSH)
0006: 5@ =  58  // integer values
0002: jump @Clothes_HAIRx1_apply1

:Clothes_HAIRx1_04
087B: set_player $PLAYER_CHAR clothes "baldtash" "head" body_part  1 ///                  (BALDTSH)
0006: 5@ =  58  // integer values
0002: jump @Clothes_HAIRx1_apply1

:Clothes_HAIRx1_05
087B: set_player $PLAYER_CHAR clothes "baldgoatee" "head" body_part  1 ///                (BALDGOT)
0006: 5@ =  58  // integer values
0002: jump @Clothes_HAIRx1_apply1

:Clothes_HAIRx1_apply1
0007: 18@ =  0.7  // floating-point values//
0007: 25@ =  0.1  // floating-point values//
0007: 20@ =  0.7  // floating-point values
0007: 21@ =  1.0  // floating-point values//<<<<<<-----Angabe fr den Radius der Kamerafahrt/set_camera_position
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0001: wait  50 ms
070D: rebuild_player $PLAYER_CHAR
067C: $PLAYER_ACTOR  0.0  1.0 18@  25@  0.1 20@ 0.0  2//put_camera_on_actor
06D1: v$1225 = "roadcross_gang"// 16-byte strings
0002: jump @Clothes_Applyfinal_1






:Clothes_HAIRx2_table
0793: save_player_clothes
0871: init_jump_table 2@ total_jumps  7  0 @Clothes_HAIRx2_00 jumps  0 @Clothes_HAIRx2_00  1 @Clothes_HAIRx2_01  2 @Clothes_HAIRx2_02  3 @Clothes_HAIRx2_03  4 @Clothes_HAIRx2_04  5 @Clothes_HAIRx2_05 6 @Clothes_HAIRx2_06

:Clothes_HAIRx2_00
0002: jump @Clothes_30

:Clothes_HAIRx2_01
087B: set_player $PLAYER_CHAR clothes "highafro" "highafro" body_part  1 ///              (AFROHI) 
0006: 5@ =  59  // integer values
0002: jump @Clothes_HAIRx2_apply1

:Clothes_HAIRx2_02
087B: set_player $PLAYER_CHAR clothes "afro" "afro" body_part  1 ///                      (AFRO)   
0006: 5@ =  59  // integer values
0002: jump @Clothes_HAIRx2_apply1

:Clothes_HAIRx2_03
087B: set_player $PLAYER_CHAR clothes "afrotash" "afro" body_part  1 ///                  (AFROT)  
0006: 5@ =  59  // integer values
0002: jump @Clothes_HAIRx2_apply1

:Clothes_HAIRx2_04
087B: set_player $PLAYER_CHAR clothes "afrobeard" "afro" body_part  1 ///                 (AFROB)  
0006: 5@ =  59  // integer values
0002: jump @Clothes_HAIRx2_apply1

:Clothes_HAIRx2_05
087B: set_player $PLAYER_CHAR clothes "afroblond" "afro" body_part  1 ///                 (AFROBL) 
0006: 5@ =  59  // integer values
0002: jump @Clothes_HAIRx2_apply1

:Clothes_HAIRx2_06
087B: set_player $PLAYER_CHAR clothes "afrogoatee" "afro" body_part  1 ///                (AFROGOT)
0006: 5@ =  59  // integer values
0002: jump @Clothes_HAIRx2_apply1

:Clothes_HAIRx2_apply1
0007: 18@ =  0.7  // floating-point values//
0007: 25@ =  0.1  // floating-point values//
0007: 20@ =  0.7  // floating-point values
0007: 21@ =  1.0  // floating-point values//<<<<<<-----Angabe fr den Radius der Kamerafahrt/set_camera_position
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0001: wait  50 ms
070D: rebuild_player $PLAYER_CHAR
067C: $PLAYER_ACTOR  0.0  1.0 18@  25@  0.1 20@ 0.0  2//put_camera_on_actor
06D1: v$1225 = "roadcross_gang"// 16-byte strings
0002: jump @Clothes_Applyfinal_1


:Clothes_HAIRx3_table
0793: save_player_clothes
0871: init_jump_table 2@ total_jumps  5  0 @Clothes_HAIRx3_00 jumps  0 @Clothes_HAIRx3_00  1 @Clothes_HAIRx3_01  2 @Clothes_HAIRx3_02  3 @Clothes_HAIRx3_03  4 @Clothes_HAIRx3_04  5 @Clothes_HAIRx3_00 6 @Clothes_HAIRx3_00

:Clothes_HAIRx3_00
0002: jump @Clothes_02

:Clothes_HAIRx3_01
087B: set_player $PLAYER_CHAR clothes "mohawk" "mohawk" body_part  1 ///                  (MOHAWK) 
0006: 5@ =  60  // integer values
0002: jump @Clothes_HAIRx3_apply1

:Clothes_HAIRx3_02
087B: set_player $PLAYER_CHAR clothes "mohawkblond" "mohawk" body_part  1 ///             (MOHAWKB)
0006: 5@ =  60  // integer values
0002: jump @Clothes_HAIRx3_apply1

:Clothes_HAIRx3_03
087B: set_player $PLAYER_CHAR clothes "mohawkpink" "mohawk" body_part  1 ///              (MOHAWKP)
0006: 5@ =  60  // integer values
0002: jump @Clothes_HAIRx3_apply1

:Clothes_HAIRx3_04
087B: set_player $PLAYER_CHAR clothes "mohawkbeard" "mohawk" body_part  1 ///             (MOHAKBE)
0006: 5@ =  60  // integer values
0002: jump @Clothes_HAIRx3_apply1

:Clothes_HAIRx3_apply1
0007: 18@ =  0.7  // floating-point values//
0007: 25@ =  0.1  // floating-point values//
0007: 20@ =  0.7  // floating-point values
0007: 21@ =  1.0  // floating-point values//
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0001: wait  50 ms
070D: rebuild_player $PLAYER_CHAR
067C: $PLAYER_ACTOR  0.0  1.0 18@  25@  0.1 20@ 0.0  2//put_camera_on_actor
06D1: v$1225 = "roadcross_gang"// 16-byte strings
0002: jump @Clothes_Applyfinal_1



:Clothes_HAIRx4_table
0793: save_player_clothes
0871: init_jump_table 2@ total_jumps  9  0 @Clothes_HAIRx4_00 jumps  0 @Clothes_HAIRx4_00  1 @Clothes_HAIRx4_01  2 @Clothes_HAIRx4_02  3 @Clothes_HAIRx4_03  4 @Clothes_HAIRx4_04  5 @Clothes_HAIRx4_05 6 @Clothes_HAIRx4_06
0872: jump_table_jumps  7 @Clothes_HAIRx4_07  8 @Clothes_HAIRx4_08  9 @Clothes_HAIRx4_00  10 @Clothes_HAIRx4_00  11 @Clothes_HAIRx4_00  12 @Clothes_HAIRx4_00  13 @Clothes_HAIRx4_00  14 @Clothes_HAIRx4_00  15 @Clothes_HAIRx4_00


:Clothes_HAIRx4_00
0002: jump @Clothes_02

:Clothes_HAIRx4_01
087B: set_player $PLAYER_CHAR clothes "hairblond" "head" body_part  1 ///                 (BLHAIR) 
0006: 5@ =  61  // integer values
0002: jump @Clothes_HAIRx4_apply1

:Clothes_HAIRx4_02
087B: set_player $PLAYER_CHAR clothes "hairred" "head" body_part  1 ///                   (REDHAIR)
0006: 5@ =  61  // integer values
0002: jump @Clothes_HAIRx4_apply1

:Clothes_HAIRx4_03
087B: set_player $PLAYER_CHAR clothes "hairblue" "head" body_part  1 ///                  (BLUHAIR)
0006: 5@ =  61  // integer values
0002: jump @Clothes_HAIRx4_apply1

:Clothes_HAIRx4_04
087B: set_player $PLAYER_CHAR clothes "hairgreen" "head" body_part  1 ///                 (GRNHAIR)
0006: 5@ =  61  // integer values
0002: jump @Clothes_HAIRx4_apply1

:Clothes_HAIRx4_05
087B: set_player $PLAYER_CHAR clothes "hairpink" "head" body_part  1 ///                  (PNKHAIR)
0006: 5@ =  61  // integer values
0002: jump @Clothes_HAIRx4_apply1

:Clothes_HAIRx4_06
087B: set_player $PLAYER_CHAR clothes "mohawkblond" "mohawk" body_part  1 ///             (MOHAWKB)
0006: 5@ =  61  // integer values
0002: jump @Clothes_HAIRx4_apply1


:Clothes_HAIRx4_07
087B: set_player $PLAYER_CHAR clothes "mohawkpink" "mohawk" body_part  1 ///              (MOHAWKP)
0006: 5@ =  61  // integer values
0002: jump @Clothes_HAIRx4_apply1

:Clothes_HAIRx4_08
087B: set_player $PLAYER_CHAR clothes "afroblond" "afro" body_part  1 ///                 (AFROBL) 
0006: 5@ =  61  // integer values
0002: jump @Clothes_HAIRx4_apply1

:Clothes_HAIRx4_apply1
0007: 18@ =  0.7  // floating-point values//
0007: 25@ =  0.1  // floating-point values//
0007: 20@ =  0.7  // floating-point values
0007: 21@ =  1.0  // floating-point values//
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0001: wait  50 ms
070D: rebuild_player $PLAYER_CHAR
067C: $PLAYER_ACTOR  0.0  1.0 18@  25@  0.1 20@ 0.0  2//put_camera_on_actor
06D1: v$1225 = "roadcross_gang"// 16-byte strings
0002: jump @Clothes_Applyfinal_1


:Clothes_HAIRx5_table
0793: save_player_clothes
0871: init_jump_table 2@ total_jumps  13  0 @Clothes_HAIRx5_00 jumps  0 @Clothes_HAIRx5_00  1 @Clothes_HAIRx5_01  2 @Clothes_HAIRx5_02  3 @Clothes_HAIRx5_03  4 @Clothes_HAIRx5_04  5 @Clothes_HAIRx5_05 6 @Clothes_HAIRx5_06
0872: jump_table_jumps  7 @Clothes_HAIRx5_07  8 @Clothes_HAIRx5_08  9 @Clothes_HAIRx5_09  10 @Clothes_HAIRx5_10  11 @Clothes_HAIRx5_11  12 @Clothes_HAIRx5_12  13 @Clothes_HAIRx5_00  14 @Clothes_HAIRx5_00  15 @Clothes_HAIRx5_00

:Clothes_HAIRx5_00
0002: jump @Clothes_02

:Clothes_HAIRx5_01
087B: set_player $PLAYER_CHAR clothes "highfade" "head" body_part  1 ///                  (HIGHFAD)
0006: 5@ =  62  // integer values
0002: jump @Clothes_HAIRx5_apply1

:Clothes_HAIRx5_02
087B: set_player $PLAYER_CHAR clothes "wedge" "wedge" body_part  1 ///                    (WEDGE)  
0006: 5@ =  62  // integer values
0002: jump @Clothes_HAIRx5_apply1

:Clothes_HAIRx5_03
087B: set_player $PLAYER_CHAR clothes "slope" "slope" body_part  1 ///                    (SLOPE)  
0006: 5@ =  62  // integer values
0002: jump @Clothes_HAIRx5_apply1

:Clothes_HAIRx5_04
087B: set_player $PLAYER_CHAR clothes "jhericurl" "jheri" body_part  1 ///                (JHERI)  
0006: 5@ =  62  // integer values
0002: jump @Clothes_HAIRx5_apply1

:Clothes_HAIRx5_05
087B: set_player $PLAYER_CHAR clothes "cornrows" "cornrows" body_part  1 ///              (CORNROW)
0006: 5@ =  62  // integer values
0002: jump @Clothes_HAIRx5_apply1

:Clothes_HAIRx5_06
087B: set_player $PLAYER_CHAR clothes "cornrowsb" "cornrows" body_part  1 ///             (CORNRO2)
0006: 5@ =  62  // integer values
0002: jump @Clothes_HAIRx5_apply1

:Clothes_HAIRx5_07
087B: set_player $PLAYER_CHAR clothes "tramline" "tramline" body_part  1 ///              (TRAMLIN)
0006: 5@ =  62  // integer values
0002: jump @Clothes_HAIRx5_apply1

:Clothes_HAIRx5_08
087B: set_player $PLAYER_CHAR clothes "groovecut" "groovecut" body_part  1 ///            (GROOVE)
0006: 5@ =  62  // integer values
0002: jump @Clothes_HAIRx5_apply1

:Clothes_HAIRx5_09
087B: set_player $PLAYER_CHAR clothes "flattop" "flattop" body_part  1 ///                (AFROFL) 
0006: 5@ =  62  // integer values
0002: jump @Clothes_HAIRx5_apply1

:Clothes_HAIRx5_10
087B: set_player $PLAYER_CHAR clothes "elvishair" "elvishair" body_part  1 ///            (ELVISHA)
0006: 5@ =  62  // integer values
0002: jump @Clothes_HAIRx5_apply1

:Clothes_HAIRx5_11
087B: set_player $PLAYER_CHAR clothes "beard" "head" body_part  1 ///                     (BEARD)  
0006: 5@ =  62  // integer values
0002: jump @Clothes_HAIRx5_apply1

:Clothes_HAIRx5_12
087B: set_player $PLAYER_CHAR clothes "tash" "head" body_part  1 ///                      (TASH)   
0006: 5@ =  62  // integer values
0002: jump @Clothes_HAIRx5_apply1

:Clothes_HAIRx5_apply1
0007: 18@ =  0.7  // floating-point values//
0007: 25@ =  0.1  // floating-point values//
0007: 20@ =  0.7  // floating-point values
0007: 21@ =  1.0  // floating-point values//
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0001: wait  50 ms
070D: rebuild_player $PLAYER_CHAR
067C: $PLAYER_ACTOR  0.0  1.0 18@  25@  0.1 20@ 0.0  2//put_camera_on_actor
06D1: v$1225 = "roadcross_gang"// 16-byte strings
0002: jump @Clothes_Applyfinal_1


:Clothes_HAIRx6_table
0793: save_player_clothes
0871: init_jump_table 2@ total_jumps  3  0 @Clothes_HAIRx6_00 jumps  0 @Clothes_HAIRx6_00  1 @Clothes_HAIRx6_01  2 @Clothes_HAIRx6_02  3 @Clothes_HAIRx6_00  4 @Clothes_HAIRx6_00  5 @Clothes_HAIRx6_00 6 @Clothes_HAIRx6_00

:Clothes_HAIRx6_00
0002: jump @Clothes_02

:Clothes_HAIRx6_01
087B: set_player $PLAYER_CHAR clothes "goatee" "head" body_part  1 ///                    (GOATEE)
0006: 5@ =  63  // integer values
0002: jump @Clothes_HAIRx6_apply1

:Clothes_HAIRx6_02
087B: set_player $PLAYER_CHAR clothes "player_face" "head" body_part  1 ///
0006: 5@ =  63  // integer values
0002: jump @Clothes_HAIRx6_apply1

:Clothes_HAIRx6_apply1
0007: 18@ =  0.7  // floating-point values//
0007: 25@ =  0.1  // floating-point values//
0007: 20@ =  0.7  // floating-point values
0007: 21@ =  1.0  // floating-point values//
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0001: wait  50 ms
070D: rebuild_player $PLAYER_CHAR
067C: $PLAYER_ACTOR  0.0  1.0 18@  25@  0.5 20@ 0.0  2//put_camera_on_actor
06D1: v$1225 = "roadcross_gang"// 16-byte strings
0002: jump @Clothes_Applyfinal_1







:Clothes_Applyfinal_1
0871: init_jump_table 2@ total_jumps  13  0 @Clothes_AppName_00 jumps  0 @Clothes_AppName_00  1 @Clothes_AppName_01  2 @Clothes_AppName_02  3 @Clothes_AppName_03  4 @Clothes_AppName_04  5 @Clothes_AppName_05 6 @Clothes_AppName_06
0872: jump_table_jumps  7 @Clothes_AppName_07  8 @Clothes_AppName_08  9 @Clothes_AppName_09  10 @Clothes_AppName_10  11 @Clothes_AppName_11  12 @Clothes_AppName_12  13 @Clothes_AppName_00  14 @Clothes_AppName_00  15 @Clothes_AppName_00

:Clothes_AppName_00
05A9: s$9742 = s$2752
0002: jump @Clothes_AppName_15

:Clothes_AppName_01
05A9: s$9742 = s$2518
0002: jump @Clothes_AppName_15

:Clothes_AppName_02
05A9: s$9742 = s$2520
0002: jump @Clothes_AppName_15

:Clothes_AppName_03
05A9: s$9742 = s$2522
0002: jump @Clothes_AppName_15

:Clothes_AppName_04
05A9: s$9742 = s$2524
0002: jump @Clothes_AppName_15

:Clothes_AppName_05
05A9: s$9742 = s$2526
0002: jump @Clothes_AppName_15

:Clothes_AppName_06
05A9: s$9742 = s$2528
0002: jump @Clothes_AppName_15

:Clothes_AppName_07
05A9: s$9742 = s$2530
0002: jump @Clothes_AppName_15

:Clothes_AppName_08
05A9: s$9742 = s$2532
0002: jump @Clothes_AppName_15

:Clothes_AppName_09
05A9: s$9742 = s$2534
0002: jump @Clothes_AppName_15

:Clothes_AppName_10
05A9: s$9742 = s$2536
0002: jump @Clothes_AppName_15

:Clothes_AppName_11
05A9: s$9742 = s$2538
0002: jump @Clothes_AppName_15

:Clothes_AppName_12
05A9: s$9742 = s$2540
0002: jump @Clothes_AppName_15

:Clothes_AppName_15
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0390: load_txd_dictionary 'LD_BEAT' 
038F: request_texture "LEFT" as  2  // Load dictionary with 0390 first
038F: request_texture "RIGHT" as  4  // Load dictionary with 0390 first
0001: wait  250 ms
016A: fade  1 (back)  500 ms
0001: wait  500 ms
08D4: 1@ = create_panel_with_title s$2752 position  29.0 100.0 width  200.0 columns  1 interactive  0 background  1 alignment  1
08D6: 1@  0  0  
08DB: set_panel 1@ column  0 header 'DUMMY' data s$9742 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
0512: permanent_text_box 'REMOH2'////~k~~PED_SPRINT~ Kaufen~N~~k~~VEHICLE_ENTER_EXIT~ Zurck.
0050: gosub @Clothes_Text001
0343: set_text_linewidth  680.0
033E: text_draw  220.0  400.0 'FEC_MCA'
0341: unknown_text_stuff  0
033F: set_text_draw_letter_width_height 1.2 3.8
038D:  2  165.0  410.0  32.0  16.0  150  0  0  255 
0341: unknown_text_stuff  0
033F: set_text_draw_letter_width_height 1.2 3.8
038D:  4  410.0  410.0  32.0  16.0  150  0  0  255
0007: 0@ =  0.0  // floating-point values//
0007: 17@ =  -0.005  // floating-point values//
0087: 19@ = 25@  // floating-point values only
0605: actor $PLAYER_ACTOR perform_animation_sequence v$1225 from_file "PED"  4.0  0  0  0  0 -1 ms

:Clothes_Applyfinal_2
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false @Clothes_Applyfinal_8
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false @Clothes_Applyfinal_3
0002: jump @Clothes_Applyfinal_5

:Clothes_Applyfinal_3
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false @Clothes_Applyfinal_4 
0002: jump @Clothes_Applyfinal_7

:Clothes_Applyfinal_4
00D6: if  0
00E1:   key_pressed  0  0
004D: jump_if_false @Clothes_Applyfinal_2 
0002: jump @Clothes_Camfinal_11

:Clothes_Applyfinal_5
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0001: wait  50 ms
070D: rebuild_player $PLAYER_CHAR
08DA: remove_panel 1@
03E6: remove_text_box
03F0: text_draw_toggle  0
0391: (unknown)//release_texture_dictionary
0794: restore_player_clothes
070D: rebuild_player $PLAYER_CHAR
0001: wait  250 ms
016A: fade  1 (back)  500 ms
//01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
067C: $PLAYER_ACTOR  0.0  1.8 0.5  0.3  0.5 0.1 0.0  2//put_camera_on_actor
0002: jump @Clothes_30

:Clothes_Applyfinal_7
08DA: remove_panel 1@
03E6: remove_text_box
//01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03F0: text_draw_toggle  0
0391: (unknown)//release_texture_dictionary
067C: $PLAYER_ACTOR  0.0  1.8 0.5  0.3  0.5 0.1 0.0  2//put_camera_on_actor
if and 
0019:   3@ >  48  // integer values
001B:    58 > 3@  // integer values
004D: jump_if_false @Clothes_30
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0001: wait  50 ms
0784: $PLAYER_CHAR 11@ 12@ 0
070D: rebuild_player $PLAYER_CHAR
0001: wait  250 ms
016A: fade  1 (back)  500 ms
0002: jump @Clothes_30 

:Clothes_Applyfinal_8
08DA: remove_panel 1@
03E6: remove_text_box
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03F0: text_draw_toggle  0
0391: (unknown)//release_texture_dictionary
0002: jump @Clothes_01

:Clothes_Camfinal_11
0494: get_joystick_data  0 27@ 26@ 28@ 29@
00D6: if 0
0039:   27@ ==  0  // integer values
004D: jump_if_false @Clothes_Camfinal_12
0002: jump @Clothes_Camfinal_14

:Clothes_Camfinal_12
00D6: if 0 
0019:   27@ >  0  // integer values
004D: jump_if_false @Clothes_Camfinal_13
000F: 0@ -=  2.5  // floating-point values
//000B: 25@ +=  0.005  // floating-point values
//000F: 25@ -=  0.005  // floating-point values
005B: 25@ += 17@  // floating-point values
0002: jump @Clothes_Camfinal_14

:Clothes_Camfinal_13
00D6: if 0 
001B:    0 > 27@  // integer values
004D: jump_if_false @Clothes_Camfinal_14
000B: 0@ +=  2.5  // floating-point values
//000F: 25@ -=  0.005  // floating-point values
005B: 25@ += 17@  // floating-point values
0002: jump @Clothes_Camfinal_14

:Clothes_Camfinal_14
00D6: if 0 
0021:   0@ > 165.0  // floating-point values 
004D: jump_if_false @Clothes_Camfinal_15
0013: 17@ *=  -1.0  // floating-point values
0013: 19@ *=  -1.0  // floating-point values
0087: 25@ = 19@  // floating-point values only
//0007: 25@ =  -0.3  // floating-point values//
0007: 0@ =  -165.0  // floating-point values//
0002: jump @Clothes_Camfinal_17

:Clothes_Camfinal_15
00D6: if 0 
0023:   -165.0 > 0@  // floating-point values
004D: jump_if_false @Clothes_Camfinal_17
0013: 17@ *=  -1.0  // floating-point values
0013: 19@ *=  -1.0  // floating-point values
0087: 25@ = 19@  // floating-point values only
//0007: 25@ =  -0.3  // floating-point values//
0007: 0@ =  165.0  // floating-point values//
0002: jump @Clothes_Camfinal_17

:Clothes_Camfinal_17 
02F6: 22@ = cosine 0@  // sinus swapped with cosine
02F7: 23@ = sinus 0@ // cosine swapped with sinus 
006B: 22@ *= 21@  // floating-point values
006B: 23@ *= 21@  // floating-point values
067C: $PLAYER_ACTOR  22@ 23@ 18@  25@  0.1 20@ 0.0  2//put_camera_on_actor
0002: jump @Clothes_Applyfinal_2


:Clothes_Text001
0340: set_text_draw_color  180  180  180  255
033F: set_text_draw_letter_width_height 0.5 2.5
03E4: set_text_draw_align_right  0
0341: unknown_text_stuff  0
0342: set_text_draw_centered  0
0343: set_text_linewidth  200.0
0348: set_text_draw_proportional  1
0345: set_text_draw_in_box  0
0051: return
































