0:
  10000[0] <- EntityData[0] * 3.0
  goto 15 if (EntityInfoArray[10000[0] + 2] == 2.0) else 1
1:
  10000[0] <- EntityData[1] * 3.0
  goto when EntityInfoArray[10000[0] + 2]
    2.0 -> 15
    default -> 2
2:
  10000[10] <- EntityData[0] * 32.0
  10000[0] <- EntityData[1] * 32.0
  10000[1] <- 12.0 + (EntityData[0] * 32.0)
  10000[3] <- Remap(EntityDataArray[10000[1]] - (6.0 / LevelOption[1]), EntityDataArray[10000[1]], LevelData[14], 0, RuntimeUpdate[2])
  goto 13 if !LevelOption[8] else 3
3:
  goto 4 if (10000[3] <= LevelData[15]) else 5
4:
  10000[4] <- 0
  goto 12
5:
  goto 6 if (10000[3] <= (LevelData[15] + 0.5)) else 7
6:
  10000[4] <- Remap(LevelData[15], LevelData[15] + 0.5, 0, 1.0, 10000[3])
  goto 12
7:
  goto 8 if (10000[3] <= (LevelData[14] - 0.5)) else 9
8:
  10000[4] <- Remap(LevelData[15] + 0.5, LevelData[14] - 0.5, 1.0, 1.0, 10000[3])
  goto 12
9:
  goto 10 if (10000[3] <= LevelData[14]) else 11
10:
  10000[4] <- Remap(LevelData[14] - 0.5, LevelData[14], 1.0, 0, 10000[3])
  goto 12
11:
  10000[4] <- 0
  goto 12
12:
  10000[4] <- LevelOption[9] * EaseOutQuad(10000[4])
  goto 13 if (10000[4] <= 0) else 14
13:
  goto exit
14:
  10000[5] <- EntityDataArray[10000[10]] * LevelData[12]
  10000[6] <- EntityDataArray[10000[0]] * LevelData[12]
  10000[7] <- 10000[3] - (LevelData[11] / 2.0)
  10000[8] <- 10000[3] + (LevelData[11] / 2.0)
  10000[9] <- (LevelData[8] * 10000[5]) + (LevelData[9] * 10000[7]) + LevelData[10]
  10000[11] <- (LevelData[8] * 10000[6]) + (LevelData[9] * 10000[7]) + LevelData[10]
  10000[1] <- (LevelData[8] * 10000[5]) + (LevelData[9] * 10000[8]) + LevelData[10]
  10000[2] <- (LevelData[8] * 10000[6]) + (LevelData[9] * 10000[8]) + LevelData[10]
  Draw(18.0, ((LevelData[2] * 10000[5]) + (LevelData[3] * 10000[7]) + LevelData[4]) / 10000[9], ((LevelData[5] * 10000[5]) + (LevelData[6] * 10000[7]) + LevelData[7]) / 10000[9], ((LevelData[2] * 10000[5]) + (LevelData[3] * 10000[8]) + LevelData[4]) / 10000[1], ((LevelData[5] * 10000[5]) + (LevelData[6] * 10000[8]) + LevelData[7]) / 10000[1], ((LevelData[2] * 10000[6]) + (LevelData[3] * 10000[8]) + LevelData[4]) / 10000[2], ((LevelData[5] * 10000[6]) + (LevelData[6] * 10000[8]) + LevelData[7]) / 10000[2], ((LevelData[2] * 10000[6]) + (LevelData[3] * 10000[7]) + LevelData[4]) / 10000[11], ((LevelData[5] * 10000[6]) + (LevelData[6] * 10000[7]) + LevelData[7]) / 10000[11], 220000.0 + (Min(EntityDataArray[10000[10]], EntityDataArray[10000[0]]) * 100.0) + 10000[3], 10000[4])
  goto exit
15:
  EntityDespawn[0] <- 1.0
  goto exit
