{$CLEO .cs}
thread 'InfernuDX'
0000: NOP 

:START
wait 0
if
Actor.DrivingVehicleType($PLAYER_ACTOR, #INFERNUS)
else_jump @START
03C0: 0@ = actor $PLAYER_ACTOR car
095F: get_car 0@ door 5 angle_to 1@
wait 0
if 
0043:   1@ == 0.0
else_jump @STARTB
jump @START

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

:STARTB
08A6: set_car 0@ componentA 3 rotation_to 0.05
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.1
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.15
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.2
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.25
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.3
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.35
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.4
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.45
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.5
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.55
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.6
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.65
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.7
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.75
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.8
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.85
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.9
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.95
wait 10
08A6: set_car 0@ componentA 3 rotation_to 1.0

wait 1000

08A6: set_car 0@ componentA 3 rotation_to 0.9 
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.85
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.8
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.75
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.7
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.65
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.6
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.55
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.5
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.45
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.4
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.35
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.3
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.25
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.2 
wait 10 
08A6: set_car 0@ componentA 3 rotation_to 0.15 
wait 10 
08A6: set_car 0@ componentA 3 rotation_to 0.1 
wait 10 
08A6: set_car 0@ componentA 3 rotation_to 0.05 
wait 10 
08A6: set_car 0@ componentA 3 rotation_to 0.0

//===========================================

:START2
wait 0
if
Actor.DrivingVehicleType($PLAYER_ACTOR, #INFERNUS)
else_jump @START2B
jump @START2

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

:START2B
08A6: set_car 0@ componentA 3 rotation_to 0.05
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.1
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.15
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.2
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.25
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.3
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.35
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.4
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.45
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.5
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.55
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.6
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.65
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.7
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.75
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.8
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.85
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.9
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.95
wait 10
08A6: set_car 0@ componentA 3 rotation_to 1.0

wait 1000

08A6: set_car 0@ componentA 3 rotation_to 0.9 
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.85
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.8
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.75
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.7
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.65
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.6
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.55
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.5
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.45
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.4
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.35
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.3
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.25
wait 10
08A6: set_car 0@ componentA 3 rotation_to 0.2 
wait 10 
08A6: set_car 0@ componentA 3 rotation_to 0.15 
wait 10 
08A6: set_car 0@ componentA 3 rotation_to 0.1 
wait 10 
08A6: set_car 0@ componentA 3 rotation_to 0.05 
wait 10 
08A6: set_car 0@ componentA 3 rotation_to 0.0

Car.RemoveReferences(0@)
jump @START
0A93: end_custom_thread