{$CLEO .cs}

thread 'TIME'
0000: NOP 

:NOS_1
wait 0
if and
   Actor.DrivingVehicleType($PLAYER_ACTOR, #BLISTAC)
00E1:   player 0 pressed_key 19  // Sub-mission.
jf @NOS_1
jump @NOS_20
//---------------------

:NOS_2
wait 0
if
00E1:   player 0 pressed_key 19 // Sub-mission.
jf @NOS_21
:NOS_20
03C0: 0@ = actor $PLAYER_ACTOR car
066C: 9@ = attach_particle "FIRE" to_car 0@ with_offset 0.75 -1.50 -0.55 rotation 0.0 90.0 0.0 type 1 
066C: 10@ = attach_particle "FIRE" to_car 0@ with_offset 0.75 -1.90 -0.55 rotation 0.0 90.0 0.0 type 1 
066C: 11@ = attach_particle "FIRE" to_car 0@ with_offset -0.75 -1.50 -0.55 rotation 0.0 90.0 0.0 type 1 
066C: 12@ = attach_particle "FIRE" to_car 0@ with_offset -0.75 -1.90 -0.55 rotation 0.0 90.0 0.0 type 1 
064C: make_particle 9@ visible  
064C: make_particle 10@ visible
064C: make_particle 11@ visible  
064C: make_particle 12@ visible
jump @NOS_4

:NOS_21
wait 0
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #BLISTAC)
jf @NOS_9
jump @NOS_2

//---------------------

:NOS_3
wait 0
if
00E1:   player 0 pressed_key 19 // Sub-mission.
jf @NOS_9

:NOS_4
04BA: set_car 0@ speed_to 30.0
015D: set_gamespeed 500.0
wait 500

if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #BLISTAC)
jf @NOS_9
jump @NOS_3

//---------------------

:NOS_9
015D: set_gamespeed 1.0
0650: destroy_particle 9@
0650: destroy_particle 10@
0650: destroy_particle 11@
0650: destroy_particle 12@
wait 1000
jump @NOS_1

0A93: end_custom_thread