004F: create_thread @OPENCP_1

:OPENCP_1
03A4: name_thread "OPENCP"

:OPENCP_2
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false @OPENCP_2
00D6: if  1
0038:   $ONMISSION ==  0// integer values
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false @OPENCP_2
03C0: 0@ = actor $PLAYER_ACTOR car
0006: 1@ =  0// integer values

:OPENCP_5
0001: wait  0 ms
00D6: if  1
0256:   player $PLAYER_CHAR defined
8119:   NOT   car 0@ wrecked
004D: jump_if_false @OPENCP_12
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car 0@
004D: jump_if_false @OPENCP_12
00D6: if  3
00DF:   actor $PLAYER_ACTOR driving
847A:   NOT   actor $PLAYER_ACTOR driving_a_motorbike
84C8:   NOT   actor $PLAYER_ACTOR driving_flying_vehicle
84A7:   NOT   actor $PLAYER_ACTOR driving_boat
004D: jump_if_false @OPENCP_5
00D6: if  1
0019:   32@ >  1500
00E1:   key_pressed  0  18
004D: jump_if_false @OPENCP_5
0006: 32@ =  0// integer values
0009: 1@ +=  90.0// floating-point values
00D6: if  0
0021:   1@ >  90.0// floating-point values
004D: jump_if_false @OPENCP_7
0005: 1@ =  0.0// floating-point values

:OPENCP_7
08A6: set_vehicle 0@ component  0 rotation_to 1@
08A6: set_vehicle 0@ component  1 rotation_to 1@
08A6: set_vehicle 0@ component  2 rotation_to 1@
08A6: set_vehicle 0@ component  3 rotation_to 1@
0002: jump @OPENCP_5

:OPENCP_12
01C3: remove_references_to_car 0@
0006: 1@ =  0// integer values
0002: jump @OPENCP_2





004F: create_thread @HOOD_1

:HOOD_1
03A4: name_thread "HOOD"

:HOOD_2
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false @HOOD_2
00D6: if  1
0038:   $ONMISSION ==  0// integer values
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false @HOOD_2
03C0: 0@ = actor $PLAYER_ACTOR car
0006: 1@ =  0// integer values

:HOOD_5
0001: wait  0 ms
00D6: if  1
0256:   player $PLAYER_CHAR defined
8119:   NOT   car 0@ wrecked
004D: jump_if_false @HOOD_12
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car 0@
004D: jump_if_false @HOOD_12
00D6: if  3
00DF:   actor $PLAYER_ACTOR driving
847A:   NOT   actor $PLAYER_ACTOR driving_a_motorbike
84C8:   NOT   actor $PLAYER_ACTOR driving_flying_vehicle
84A7:   NOT   actor $PLAYER_ACTOR driving_boat
004D: jump_if_false @HOOD_5
00D6: if  1
0019:   32@ >  1500
00E1:   key_pressed  0  2
004D: jump_if_false @HOOD_5
0006: 32@ =  0// integer values
0009: 1@ +=  90.0// floating-point values
00D6: if  0
0021:   1@ >  90.0// floating-point values
004D: jump_if_false @HOOD_7
0005: 1@ =  0.0// floating-point values

:HOOD_7
08A6: set_vehicle 0@ component  0 rotation_to 1@
0002: jump @HOOD_5

:HOOD_12
01C3: remove_references_to_car 0@
0006: 1@ =  0// integer values
0002: jump @HOOD_2





004F: create_thread @SIDE_1

:SIDE_1
03A4: name_thread "SIDE"

:SIDE_2
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false @SIDE_2
00D6: if  1
0038:   $ONMISSION ==  0// integer values
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false @SIDE_2
03C0: 0@ = actor $PLAYER_ACTOR car
0006: 1@ =  0// integer values

:SIDE_5
0001: wait  0 ms
00D6: if  1
0256:   player $PLAYER_CHAR defined
8119:   NOT   car 0@ wrecked
004D: jump_if_false @SIDE_12
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car 0@
004D: jump_if_false @SIDE_12
00D6: if  3
00DF:   actor $PLAYER_ACTOR driving
847A:   NOT   actor $PLAYER_ACTOR driving_a_motorbike
84C8:   NOT   actor $PLAYER_ACTOR driving_flying_vehicle
84A7:   NOT   actor $PLAYER_ACTOR driving_boat
004D: jump_if_false @SIDE_5
00D6: if  1
0019:   32@ >  1500
00E1:   key_pressed  0  3
004D: jump_if_false @SIDE_5
0006: 32@ =  0// integer values
0009: 1@ +=  90.0// floating-point values
00D6: if  0
0021:   1@ >  90.0// floating-point values
004D: jump_if_false @SIDE_7
0005: 1@ =  0.0// floating-point values

:SIDE_7
08A6: set_vehicle 0@ component  2 rotation_to 1@
08A6: set_vehicle 0@ component  3 rotation_to 1@
0002: jump @SIDE_5

:SIDE_12
01C3: remove_references_to_car 0@
0006: 1@ =  0// integer values
0002: jump @SIDE_2





004F: create_thread @TRUNK_1

:TRUNK_1
03A4: name_thread "TRUNK"

:TRUNK_2
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false @TRUNK_2
00D6: if  1
0038:   $ONMISSION ==  0// integer values
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false @TRUNK_2
03C0: 0@ = actor $PLAYER_ACTOR car
0006: 1@ =  0// integer values

:TRUNK_5
0001: wait  0 ms
00D6: if  1
0256:   player $PLAYER_CHAR defined
8119:   NOT   car 0@ wrecked
004D: jump_if_false @TRUNK_12
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car 0@
004D: jump_if_false @TRUNK_12
00D6: if  3
00DF:   actor $PLAYER_ACTOR driving
847A:   NOT   actor $PLAYER_ACTOR driving_a_motorbike
84C8:   NOT   actor $PLAYER_ACTOR driving_flying_vehicle
84A7:   NOT   actor $PLAYER_ACTOR driving_boat
004D: jump_if_false @TRUNK_5
00D6: if  1
0019:   32@ >  1500
00E1:   key_pressed  0  4
004D: jump_if_false @TRUNK_5
0006: 32@ =  0// integer values
0009: 1@ +=  90.0// floating-point values
00D6: if  0
0021:   1@ >  90.0// floating-point values
004D: jump_if_false @TRUNK_7
0005: 1@ =  0.0// floating-point values

:TRUNK_7
08A6: set_vehicle 0@ component  1 rotation_to 1@
0002: jump @TRUNK_5

:TRUNK_12
01C3: remove_references_to_car 0@
0006: 1@ =  0// integer values
0002: jump @TRUNK_2