<html><head><meta name="color-scheme" content="light dark"></head><body><pre style="word-wrap: break-word; white-space: pre-wrap;">


const scriptsInEvents = {

	async Comon_sheet_Event8_Act2(runtime, localVars)
	{
		console.log("[LEVEL_CHECK]: The level has been played before");
		
	},

	async Comon_sheet_Event9_Act2(runtime, localVars)
	{
		console.log("[LEVEL_CHECK]: Level is played for the first time!");
	},

	async Comon_sheet_Event16_Act8(runtime, localVars)
	{
		console.log("[SHIP]: Ship selected!");
	},

	async Comon_sheet_Event17_Act3(runtime, localVars)
	{
		let a = localVars.vremenaia_nazvania_show
		console.log("[ARRAY_TEST]: Current ship name: " + a);
	},

	async Comon_sheet_Event19_Act8(runtime, localVars)
	{
		console.log("[SHIP]: Ship selected!");
	},

	async Comon_sheet_Event20_Act2(runtime, localVars)
	{
		console.warn("[!ERROR][SHIP]: This ship name was not found in the database!");
	},

	async Interface_level_sheet_Event72_Act1(runtime, localVars)
	{
		console.log("[END_LEVEL]: Calculate rating, coin, time.")
	},

	async Interface_level_sheet_Event89_Act2(runtime, localVars)
	{
		console.log("[LEVEL_MISSION]: Stoped")
	},

	async Interface_level_sheet_Event90_Act4(runtime, localVars)
	{
		console.log("[LEVEL_MISSION]: The mission has been set.")
	},

	async Interface_level_sheet_Event93_Act2(runtime, localVars)
	{
		console.log("[LEVEL_MISSION]: Stoped")
	},

	async Interface_level_sheet_Event94_Act5(runtime, localVars)
	{
		console.log("[LEVEL_MISSION]: The mission has been set.")
	},

	async Interface_level_sheet_Event122_Act1(runtime, localVars)
	{
		console.log("[LEVEL_MISSION]: Save current progress.");
	},

	async Load_data_first_Event4_Act1(runtime, localVars)
	{
		console.warn("[ERROR]: Gamepush variable is NaN, undefined or null")
	},

	async Load_data_first_Event5_Act3(runtime, localVars)
	{
		let a = localVars.test
		console.log("[CLOUD_DATA_LOAD]: Level save found in the cloud!");
		//console.log("[Data_load_Cloud]:Level data: "+a)
	},

	async Load_data_first_Event7_Act12(runtime, localVars)
	{
		console.log("[Data_load]:money, rating... progress loaded!")
	},

	async Load_data_first_Event9_Act2(runtime, localVars)
	{
		console.log("[Data_load_Cloud]:check level version...")
	},

	async Load_data_first_Event9_Act3(runtime, localVars)
	{
		let v = localVars.version_map
		console.log("[Data_load_Cloud]:Level curent version: "+v)
		let v2 = runtime.globalVars.level_data_version
		console.log("[Data_load_Cloud]:Level last version: "+v2)
	},

	async Load_data_first_Event9_Act4(runtime, localVars)
	{
		console.log("[Data_load_Cloud]:level is last version!")
	},

	async Load_data_first_Event9_Act5(runtime, localVars)
	{
		console.log("[Data_load_Cloud]:Load level data form cloud")
	},

	async Load_data_first_Event10_Act1(runtime, localVars)
	{
		console.log("[Data_load_Cloud]:Load level data form cloud Succesfull!")
	},

	async Load_data_first_Event11_Act1(runtime, localVars)
	{
		console.log("[Data_load_Cloud]:FATAL ERROR try to restart game or contact developer!")
	},

	async Load_data_first_Event12_Act4(runtime, localVars)
	{
		console.log("[Data_load_Cloud]:check level version...")
	},

	async Load_data_first_Event12_Act5(runtime, localVars)
	{
		let v = localVars.version_map
		console.log("[Data_load_Cloud]:Level curent version: "+v)
		let v2 = runtime.globalVars.level_data_version
		console.log("[Data_load_Cloud]:Level last version: "+v2)
	},

	async Load_data_first_Event12_Act6(runtime, localVars)
	{
		console.log("[Data_load_Cloud]:level version old")
	},

	async Load_data_first_Event12_Act7(runtime, localVars)
	{
		console.log("[Data_load_Cloud]:Load new version")
	},

	async Load_data_first_Event13_Act1(runtime, localVars)
	{
		console.log("[Data_load_Cloud]:ERROR DATA NOT EXIST IN CLOUD")
	},

	async Load_data_first_Event13_Act2(runtime, localVars)
	{
		console.log("[Data_load]:-Create and save new level data")
	},

	async Load_data_first_Event14_Act1(runtime, localVars)
	{
		console.log("[Data_load_Cloud]:ERROR DATA NOT EXIST IN CLOUD")
	},

	async Load_data_first_Event14_Act2(runtime, localVars)
	{
		console.log("[Data_load]:-Create and save new Ship data")
	},

	async Load_data_first_Event15_Act1(runtime, localVars)
	{
		console.log("[Data_load_Cloud]:Load Ship data form cloud")
	},

	async Load_data_first_Event16_Act1(runtime, localVars)
	{
		console.log("[Data_load_Cloud]:Load Ship data form cloud Succesfull!")
	},

	async Load_data_first_Event17_Act1(runtime, localVars)
	{
		console.log("[Data_load_Cloud]:FATAL ERROR try to restart game or contact developer!")
	},

	async Load_data_first_Event19_Act2(runtime, localVars)
	{
		console.log("[CLOUD_DATA_LOAD]: Level save not found in the cloud");
	},

	async Load_data_first_Event21_Act1(runtime, localVars)
	{
		console.log("[LOCAL][DATA_LOAD]: Loading data from local default value");
	},

	async Load_data_first_Event22_Act2(runtime, localVars)
	{
		console.log("[Data_load]:Load data from mission(level mission)")
	},

	async Load_data_first_Event23_Act3(runtime, localVars)
	{
		console.log("[Data_load]:Load data from ship")
	},

	async Load_data_first_Event24_Act2(runtime, localVars)
	{
		console.log("[LOCAL][DATA_LOAD]: Creating new level database!");
		
	},

	async Load_data_first_Event25_Act1(runtime, localVars)
	{
		console.log("[CLOUD][DATA_LOAD]: Level database saved in the cloud");
	},

	async Load_data_first_Event26_Act1(runtime, localVars)
	{
		console.warn("[CLOUD][DATA_LOAD]: Error to save Player not ready");
	},

	async Load_data_first_Event28_Act3(runtime, localVars)
	{
		console.log("[LOCAL][DATA_LOAD]: Create new ship database!");
		
	},

	async Load_data_first_Event29_Act1(runtime, localVars)
	{
		console.log("[CLOUD][DATA_LOAD]: Ship database saved in the cloud");
		
	},

	async Load_data_first_Event30_Act1(runtime, localVars)
	{
		console.warn("[CLOUD][DATA_LOAD]: Error to save Player not ready");
	},

	async Load_data_first_Event31_Act2(runtime, localVars)
	{
		console.warn("[CLOUD][DATA_LOAD]: Updating level data to new version");
		
	},

	async Load_data_first_Event35_Act2(runtime, localVars)
	{
		let a = localVars.level_name
		console.log("[DATA_LOAD_CLOUD]: Level name updated: " + a);
	},

	async Load_data_first_Event37_Act9(runtime, localVars)
	{
		console.log("[DATA_LOAD_CLOUD]: Level update complete from last key");
	},

	async Load_data_first_Event38_Act1(runtime, localVars)
	{
		console.log("[DATA_LOAD_CLOUD]: Save latest level version to cloud");
	},

	async Base_sheet_Event5_Act1(runtime, localVars)
	{
		console.log("[ADS]: Sticky is Available");
	},

	async Base_sheet_Event6_Act1(runtime, localVars)
	{
		console.log("[ADS]: Sticky not playing, playing sticky ad");
	},

	async Base_sheet_Event7_Act1(runtime, localVars)
	{
		console.log("[GamePush_info]: Player is ready");
	},

	async Base_sheet_Event104_Act1(runtime, localVars)
	{
		console.log("[MAP_SELECT]: Default level selected, level 1");
		
	},

	async Base_sheet_Event106_Act1(runtime, localVars)
	{
		console.log("[MAP_SELECT]: Starting data check for selected level");
	},

	async Base_sheet_Event106_Act2(runtime, localVars)
	{
		let b = localVars.info_call;
		console.log("[MAP_SELECT]: Level data check called from: " + b);
		
	},

	async Base_sheet_Event111_Act2(runtime, localVars)
	{
		let a = localVars.level_id_sistem
		console.log("[MAP_SELECT]: Selected level ID: " + a);
	},

	async Base_sheet_Event121_Act2(runtime, localVars)
	{
		let a = localVars.level_id_sistem
		console.log("[MAP_SELECT]: Selected level ID: " + a);
	},

	async Base_sheet_Event228_Act2(runtime, localVars)
	{
		console.log("[SHOP_LOAD_SHIP]: Ship list loaded!");
	},

	async Loading_sheet_Event14_Act1(runtime, localVars)
	{
		console.log("vent_1")
	},

	async Loading_sheet_Event26_Act1(runtime, localVars)
	{
		console.log("[Yandex language]: Yandex language has not been changed.")
	},

	async Loading_sheet_Event26_Act2(runtime, localVars)
	{
		let a = runtime.globalVars.browser_langue
		console.log("[Yandex language]: previous language: "+a)
		a = runtime.globalVars.yandex_langue
		console.log("[Yandex language]: current language: "+a)
	},

	async Loading_sheet_Event26_Act3(runtime, localVars)
	{
		console.log("[Yandex language]: Loading the current Yandex language")
	},

	async Loading_sheet_Event29_Act2(runtime, localVars)
	{
		console.log("[Yandex language]: Yandex language has changed.")
	},

	async Loading_sheet_Event29_Act3(runtime, localVars)
	{
		let a = runtime.globalVars.browser_langue
		console.log("[Yandex language]: previous language: "+a)
		a = runtime.globalVars.yandex_langue
		console.log("[Yandex language]: current language: "+a)
	},

	async Loading_sheet_Event29_Act4(runtime, localVars)
	{
		console.log("[Yandex language]: Loading the current Yandex language")
	},

	async Loading_sheet_Event31_Act1(runtime, localVars)
	{
		console.log("vent_2")
	},

	async Loading_sheet_Event32_Act1(runtime, localVars)
	{
		console.log("[Yandex language]: langue selected in privius acction!!!")
	},

	async Loading_sheet_Event33_Act1(runtime, localVars)
	{
		console.log("[Yandex language]: not found in cloud")
	},

	async Loading_sheet_Event38_Act1(runtime, localVars)
	{
		console.log("vent_3")
	},

	async Loading_sheet_Event40_Act1(runtime, localVars)
	{
		console.log("[----ERROR!]----: The file in the Cloud is corrupted, if you see this message, please contact us!")
	},

	async Loading_sheet_Event45_Act1(runtime, localVars)
	{
		console.log("[!!!][Constol_conection]: gamepush error load variable");
	},

	async Loading_sheet_Event46_Act1(runtime, localVars)
	{
		console.log("[!!!][Constol_conection]: gamepush error sync");
	},

	async Loading_sheet_Event47_Act1(runtime, localVars)
	{
		console.log("[!!!][Constol_conection]: gamepush error Load");
	},

	async Loading_sheet_Event48_Act1(runtime, localVars)
	{
		console.log("[!!!][Constol_conection]: gamepush error login");
	},

	async Loading_sheet_Event49_Act1(runtime, localVars)
	{
		console.log("[!!!][Constol_conection]: gamepush error login");
	},

	async Ads_Event4_Act2(runtime, localVars)
	{
		console.log("[ADS]: Ads is available!")
	},

	async Ads_Event7_Act2(runtime, localVars)
	{
		console.log("[ADS]: Ads not available!")
	},

	async Scroll_bar_rating_Event28_Act6(runtime, localVars)
	{
		console.log("Create BOX!")
	},

	async Clod_save_Event2_Act1(runtime, localVars)
	{
		console.log("[CLOUD_INFO]: Cloud save is off!");
	},

	async Clod_save_Event4_Act3(runtime, localVars)
	{
		console.log("[CLOUD_INFO]: Coin saved");
	},

	async Clod_save_Event5_Act3(runtime, localVars)
	{
		console.log("[CLOUD_INFO]: Rating saved");
	},

	async Clod_save_Event6_Act3(runtime, localVars)
	{
		console.log("[CLOUD_INFO]: Level saved");
	},

	async Clod_save_Event7_Act3(runtime, localVars)
	{
		console.log("[CLOUD_INFO]: Ship saved");
	},

	async Clod_save_Event8_Act3(runtime, localVars)
	{
		console.log("[CLOUD_INFO]: The number for the selected ship has been saved.");
	},

	async Clod_save_Event9_Act4(runtime, localVars)
	{
		console.log("[CLOUD_INFO]: Drill saved")
	},

	async Clod_save_Event10_Act4(runtime, localVars)
	{
		console.log("[CLOUD_INFO]: langue saved")
	},

	async Clod_save_Event11_Act3(runtime, localVars)
	{
		console.log("[CLoud info]: last level play saved")
	},

	async Clod_save_Event12_Act3(runtime, localVars)
	{
		console.log("[CLOUD_INFO]: Level data  base version saved");
		
	},

	async Clod_save_Event13_Act4(runtime, localVars)
	{
		console.log("[CLOUD_INFO]: Sound settings saved to cloud!");
		
	},

	async Clod_save_Event14_Act3(runtime, localVars)
	{
		console.log("[CLOUD_INFO]: Achievement saved to cloud!");
	},

	async Admin_tool_Event1_Act2(runtime, localVars)
	{
		console.log("[Data_load]:Load data from mission Complet!")
	},

	async Admin_tool_Event1_Act6(runtime, localVars)
	{
		console.log("[Data_load]:level saved in cloud")
	},

	async Admin_tool_Event2_Act3(runtime, localVars)
	{
		console.log("[Data_load_Cloud]:Load data from ship Complet!")
	},

	async Admin_tool_Event2_Act8(runtime, localVars)
	{
		console.log("[Data_load_Cloud]:level saved in cloud")
	},

	async Puzle_main_Event2_Act1(runtime, localVars)
	{
		console.log("[PUZLE]: find level in data base")
	},

	async Puzle_main_Event4_Act2(runtime, localVars)
	{
		console.log("[PUZLE]: hard level 1")
	},

	async Puzle_main_Event5_Act2(runtime, localVars)
	{
		console.log("[PUZLE]: hard level 2")
	},

	async Puzle_main_Event6_Act2(runtime, localVars)
	{
		console.log("[PUZLE]: hard level 3")
	},

	async Puzle_main_Event7_Act2(runtime, localVars)
	{
		console.log("[PUZLE]: hard level 4")
	},

	async Level_50_sheet_Event36_Act1(runtime, localVars)
	{
		console.log("VALUE 1")
	},

	async Sound_Event11_Act2(runtime, localVars)
	{
		//console.log("[SOUND_DEBUG]: Boss music set to sistem music")
	},

	async Sound_Event12_Act3(runtime, localVars)
	{
		//console.log("[SOUND_DEBUG]: Sinhronizam muzica cu sistem sound")
	},

	async Acivca_sheet_Event2_Act1(runtime, localVars)
	{
		console.log("[log][ACHIVMENTS]: Check if Achievements is loaded");
		console.log("[log][ACHIVMENTS]: Achievements are not loaded!");
	},

	async Acivca_sheet_Event3_Act1(runtime, localVars)
	{
		console.log("[cloud][ACHIVMENTS]: save not found in cloud");
	},

	async Acivca_sheet_Event4_Act1(runtime, localVars)
	{
		console.log("[cloud][ACHIVMENTS]: save Found in cloud");
	},

	async Acivca_sheet_Event5_Act1(runtime, localVars)
	{
		console.log("[log][ACHIVMENTS]: Achievements is already loaded.");
	},

	async Acivca_sheet_Event6_Act1(runtime, localVars)
	{
		console.log("[local][ACHIVMENTS]: Let's create a new Achievements database.");
	},

	async Acivca_sheet_Event7_Act1(runtime, localVars)
	{
		console.log("[cloud][ACHIVMENTS]: laoding Achievements database from cloud");
	},

	async Acivca_sheet_Event10_Act1(runtime, localVars)
	{
		console.log("[cloud][ACHIVMENTS]: Achievements have been successfully loaded from the Cloud!");
	},

	async Acivca_sheet_Event11_Act1(runtime, localVars)
	{
		console.log("[cloud][ACHIVMENTS]: Error Achievements did not load from the Cloud!");
	},

	async Acivca_sheet_Event12_Act2(runtime, localVars)
	{
		console.log("[local][ACHIVMENTS]: A new Achievements database has been successfully created!");
	},

	async Acivca_sheet_Event13_Act1(runtime, localVars)
	{
		let a =  localVars.info_call;
		console.log("[log][ACHIVMENTS]: Run the Achievements update by the action: "+a);
	},

	async Acivca_sheet_Event43_Act1(runtime, localVars)
	{
		console.log("[db][ACHIVMENTS]: Achievements update done")
	},

	async Acivca_sheet_Event44_Act1(runtime, localVars)
	{
		let a = localVars.acivca_sis_nume;
		console.log("[gamepush][ACHIVMENTS]: Achievements has been successfully completed, tag: "+ a)
	},

	async Acivca_sheet_Event45_Act1(runtime, localVars)
	{
		console.log("[log][ACHIVMENTS]: We are looking to see if any Achievement has been completed")
	},

	async Acivca_sheet_Event48_Act1(runtime, localVars)
	{
		console.log("[db][ACHIVMENTS]: Completed Achievement has been found")
	},

	async Acivca_sheet_Event50_Act1(runtime, localVars)
	{
		console.log("[db][ACHIVMENTS]: Completed Achievement has been found")
	},

	async Acivca_sheet_Event51_Act3(runtime, localVars)
	{
		console.log("[db][ACHIVMENTS]: The search has been done")
	}

};

self.C3.ScriptsInEvents = scriptsInEvents;

</pre></body></html>