004F: create_thread @TESTER

:TESTER
03A4: name_thread 'TESTER' 

:TESTER_11
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TESTER_11 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @TESTER_743 
03C0: 0@ = actor $PLAYER_ACTOR car 
02E3: 2@ = car 0@ speed 
0063: 1@ -= 2@ // floating-point values 
04F7: status_text $10954 0 line 0 'DUMMY' 
00D6: if 
0039:   4@ == 0 // integer values 
004D: jump_if_false @TESTER_169 
0006: 4@ = 1 // integer values 
0A12: (unknown) 0@ 5@ 6@ 
00D6: if and
0039:   6@ == 0 // integer values 
8039:   not  6@ == 1 // integer values 
004D: jump_if_false @TESTER_169 
0209: 5@ = random_int 0 2 
0A11: (unknown) 0@ 5@ 1 

:TESTER_169
008A: $10954 = 5@ // integer values and handles 
0247: request_model #KMB_PARACHUTE 
00D6: if 
0021:   1@ > 23.0 // floating-point values 
004D: jump_if_false @TESTER_728 
0092: 3@ = float_to_integer 1@ 
0016: 3@ /= 4 // integer values 
0851: (unknown) $PLAYER_ACTOR 3@ 1 
0689: car 0@ break_component 0 visible 1 
0689: car 0@ break_component 1 visible 1 
0689: car 0@ break_component 2 visible 1 
0689: car 0@ break_component 3 visible 1 
0730: (unknown) 0@ 4 
0730: (unknown) 0@ 5 
0730: (unknown) 0@ 6 
07D5: (unknown) 0@ 0.0 0.0 -0.43 0.21 0.32 0.0 
0224: set_car 0@ health_to 400 
00D6: if and
0039:   5@ == 1 // integer values 
004D: jump_if_false @TESTER_649 
0006: 5@ = 0 // integer values 
0A11: (unknown) 0@ 0 1 
00AA: store_car 0@ position_to 10@ 11@ 12@ 
00A0: store_actor $PLAYER_ACTOR position_to 13@ 14@ 15@ 
0063: 13@ -= 10@ // floating-point values 
0063: 14@ -= 11@ // floating-point values 
0063: 15@ -= 12@ // floating-point values 
000B: 13@ += -0.47 // floating-point values 
000B: 14@ += 0.18 // floating-point values 
000B: 15@ += 0.19 // floating-point values 
0107: 9@ = create_object #KMB_PARACHUTE at $10953 11@ 12@ 
0681: attach_object 9@ to_car 0@ at_offset 13@ 14@ 15@ rotation 74.24 0.0 0.0 
08D2: object 9@ scale_model 0.02 
0006: 32@ = 0 // integer values 

:TESTER_510
0001: wait 0 ms 
00D6: if 
001B:   100 > 32@ // integer values 
004D: jump_if_false @TESTER_565 
0093: 17@ = integer_to_float 32@ 
0017: 17@ /= 1400.0 // floating-point values 
08D2: object 9@ scale_model 17@ 
0002: jump @TESTER_510 

:TESTER_565
0001: wait 0 ms 
0006: 16@ = 2000 // integer values 
0062: 16@ -= 32@ // integer values 
00D6: if 
001B:   2000 > 32@ // integer values 
004D: jump_if_false @TESTER_637 
0093: 17@ = integer_to_float 16@ 
0017: 17@ /= 26500.0 // floating-point values 
08D2: object 9@ scale_model 17@ 
0002: jump @TESTER_565 

:TESTER_637
0108: destroy_object 9@ 
0002: jump @TESTER_728 

:TESTER_649
04FE: deflate_tire 0 on_car 0@ 
0689: car 0@ break_component 4 visible 1 
0689: car 0@ break_component 5 visible 1 
0689: car 0@ break_component 6 visible 1 
0730: (unknown) 0@ 0 
0730: (unknown) 0@ 1 
0730: (unknown) 0@ 2 
0730: (unknown) 0@ 3 
0012: 3@ *= 8 // integer values 
0851: (unknown) $PLAYER_ACTOR 3@ 1 

:TESTER_728
02E3: 1@ = car 0@ speed 
0002: jump @TESTER_11 

:TESTER_743
0006: 1@ = 0 // integer values 
0006: 2@ = 0 // integer values 
0006: 4@ = 0 // integer values 
0002: jump @TESTER_11