004F: create_thread @PLANEZ
004F: create_thread @PLANEZZ

----------------------------------------------------

:PLANEZ
03A4: name_thread 'PLANEZ'

:PLANEZ22
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false @PLANEZ22

:PLANEZ23
0247: request_model  577
038B: load_requested_models

:PLANEZ24
0001: wait  0 ms
00D6: if  0
0248:   model  577  available
004D: jump_if_false @PLANEZ24
0395: clear_area  1 at 1577.298 -2493.749 13.5895 range  40.0
00A5: $11479 = create_car  577 at  1577.298 -2493.749 13.5895
0175: set_car $11479 z_angle_to  180
0209: $11480 = random_int  0  3
06ED: set_car $11479 paintjob  $11480
0001: wait  0 ms

:PLANEZ_01
0001: wait  0 ms
07C0: request_path 42        
       
:PLANEZ_284
0001: wait  0 ms
00D6: if  0
87C1:   NOT   path 42 available
004D: jump_if_false @PLANEZ_305
0002: jump @PLANEZ_01
         
:PLANEZ_305
0001: wait  0 ms
00D6: if  0
8119:   NOT   car $11479 wrecked
004D: jump_if_false @PLANEZ_306
05EB: assign_vehicle $11479 to_path 42
0001: wait  30000 ms
00D6: if  0
860E:   NOT   car $11479 is_assigned_to_existing_path  
8119:   NOT   car $11479 wrecked
004D: jump_if_false @PLANEZ_306
08E6: set_plane $11479 landing_gear  1
0001: wait  160000 ms
00D6: if  0
860E:   NOT   car $11479 is_assigned_to_existing_path
8119:   NOT   car $11479 wrecked
004D: jump_if_false @PLANEZ_306
08E6: set_plane $11479 landing_gear  0
0001: wait  30000 ms          
         
:PLANEZ_306
01C3: remove_references_to_car $11479;; Like turning a car into any random car
00A6: destroy_car $11479
0249: release_model 577
0209: $11481 = random_int  60000  180000
0001: wait  $11481 ms
0002: jump @PLANEZ22

:PLANEZZ
03A4: name_thread 'PLANEZ2'

:PLANEZZ22
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false @PLANEZZ22

:PLANEZZ23
0247: request_model  577
038B: load_requested_models

:PLANEZZ24
0001: wait  0 ms
00D6: if  0
0248:   model  577  available
004D: jump_if_false @PLANEZZ24
0395: clear_area  1 at -1626.0 -137.3 13.0 range  40.0
00A5: $11481 = create_car  577 at  -1626.0 -137.3 13.0
0175: set_car $11481 z_angle_to  180
0209: $11482 = random_int  0  3
06ED: set_car $11481 paintjob  $11482
0001: wait  0 ms

:PLANEZZ_01
0001: wait  0 ms
07C0: request_path 49        
       
:PLANEZZ_284
0001: wait  0 ms
00D6: if  0
87C1:   NOT   path 49 available
004D: jump_if_false @PLANEZZ_305
0002: jump @PLANEZZ_01
         
:PLANEZZ_305
0001: wait  0 ms
00D6: if  0
8119:   NOT   car $11481 wrecked
004D: jump_if_false @PLANEZZ_306
05EB: assign_vehicle $11481 to_path 49
0001: wait  30000 ms
00D6: if  0
860E:   NOT   car $11481 is_assigned_to_existing_path  
8119:   NOT   car $11481 wrecked
004D: jump_if_false @PLANEZZ_306
08E6: set_plane $11481 landing_gear  1
0001: wait  130000 ms
00D6: if  0
860E:   NOT   car $11481 is_assigned_to_existing_path
8119:   NOT   car $11481 wrecked
004D: jump_if_false @PLANEZZ_306
08E6: set_plane $11481 landing_gear  0
0001: wait  30000 ms          
         
:PLANEZZ_306
01C3: remove_references_to_car $11481;; Like turning a car into any random car
00A6: destroy_car $11481
0249: release_model 577
0209: $11483 = random_int  60000  180000
0001: wait  $11483 ms
0002: jump @PLANEZZ22  