{$CLEO .cs}

thread 'hotdog_boot_ope' 

:BD_1
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BD_1

//############################# 

:BD_2
wait 0 
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #HOTDOG) 
else_jump @BD_2
 
03C0: 0@ = actor $PLAYER_ACTOR car
wait 0
08A6: set_car 0@ componentA 1 rotation_to 0.1
wait 100
08A6: set_car 0@ componentA 1 rotation_to 0.2
wait 100
08A6: set_car 0@ componentA 1 rotation_to 0.3
wait 100
08A6: set_car 0@ componentA 1 rotation_to 0.4 
wait 100 
08A6: set_car 0@ componentA 1 rotation_to 0.5
wait 100
08A6: set_car 0@ componentA 1 rotation_to 0.6 
wait 100 
08A6: set_car 0@ componentA 1 rotation_to 0.7
wait 100
08A6: set_car 0@ componentA 1 rotation_to 0.8 
wait 100
08A6: set_car 0@ componentA 1 rotation_to 0.9
wait 100
08A6: set_car 0@ componentA 1 rotation_to 1.0

//############################# 

:BD_3
wait 0 
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #HOTDOG) 
else_jump @BD_4
wait 0
jump @BD_3

:BD_4
wait 0
08A6: set_car 0@ componentA 1 rotation_to 0.9
wait 100
08A6: set_car 0@ componentA 1 rotation_to 0.8
wait 100
08A6: set_car 0@ componentA 1 rotation_to 0.7
wait 100
08A6: set_car 0@ componentA 1 rotation_to 0.6 
wait 100 
08A6: set_car 0@ componentA 1 rotation_to 0.5
wait 100
08A6: set_car 0@ componentA 1 rotation_to 0.4 
wait 100 
08A6: set_car 0@ componentA 1 rotation_to 0.3
wait 100
08A6: set_car 0@ componentA 1 rotation_to 0.2 
wait 100
08A6: set_car 0@ componentA 1 rotation_to 0.1
wait 100
08A6: set_car 0@ componentA 1 rotation_to 0.0

jump @BD_2

//############################# 

0A93: end_custom_thread 