{$CLEO .cs}

thread 'OppresFlare'
0000: NOP 

//---------

:nos1
wait 0
if
   Actor.DrivingVehicleType($PLAYER_ACTOR, #VORTEX)
jf @nos1
03C0: 0@ = actor $PLAYER_ACTOR car

//---------

:nos2
wait 0
if
   Actor.DrivingVehicleType($PLAYER_ACTOR, #VORTEX)
jf @nos1

wait 0
if
00E1:   player 0 pressed_key 11 // Conversation Yes
else_jump @nos2

066C: 9@ = attach_particle "SMOKE_FLARE" to_car 0@ with_offset 0.0 -0.67 0.24 rotation 0.0 0.0 0.0 type 1 
066C: 10@ = attach_particle "SMOKE_FLARE" to_car 0@ with_offset 0.0 -0.77 0.24 rotation 0.0 0.0 0.0 type 1 
066C: 11@ = attach_particle "SMOKE_FLARE" to_car 0@ with_offset 0.0 -0.87 0.24 rotation 0.0 0.0 0.0 type 1 
066C: 12@ = attach_particle "SMOKE_FLARE" to_car 0@ with_offset 0.0 -0.97 0.24 rotation 0.0 0.0 0.0 type 1 
064C: make_particle 9@ visible  
064C: make_particle 10@ visible
064C: make_particle 11@ visible  
064C: make_particle 12@ visible 

//---------

:nos3
wait 0
if
   Actor.DrivingVehicleType($PLAYER_ACTOR, #VORTEX)
jf @nos1

wait 0
if
00E1:   player 0 pressed_key 11 // Conversation Yes
else_jump @nos3

0650: destroy_particle 9@
0650: destroy_particle 10@
0650: destroy_particle 11@
0650: destroy_particle 12@
jump @nos2

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

0A93: end_custom_thread