{$CLEO .cs}

//-------------MAIN---------------
thread 'SJmachingun' 
0000: NOP 

:start0
wait 0 
if and
   Actor.DrivingVehicleType($PLAYER_ACTOR, #HOTRING)
00E1:   player 0 pressed_key 17 // Primary Fire. 
else_jump @start0 

0@ = Actor.CurrentCar($PLAYER_ACTOR)

0208: 7@ = random_float_in_ranges -2.0 2.0 
0208: 8@ = random_float_in_ranges -2.0 2.0

0208: 14@ = random_float_in_ranges -2.0 2.0
0208: 15@ = random_float_in_ranges -2.0 2.0

0407: store_coords_to 1@ 2@ 3@ from_car 0@ with_offset 7@ 100.0 8@
0407: store_coords_to 18@ 19@ 20@ from_car 0@ with_offset 14@ 100.0 15@

0407: store_coords_to 4@ 5@ 6@ from_car 0@ with_offset 0.44 2.23 0.02
0407: store_coords_to 10@ 11@ 12@ from_car 0@ with_offset -0.44 2.23 0.02
 
06BC: create_M4_shoot_from 4@ 5@ 6@ target 1@ 2@ 3@ energy 250 
06BC: create_M4_shoot_from 10@ 11@ 12@ target 18@ 19@ 20@ energy 250 
 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1157 

066C: 9@ = attach_particle "GUNFLASH" to_car 0@ with_offset 0.44 1.98 0.02  rotation 0.0 90.0 0.0 type 1 
064C: make_particle 9@ visible 

066C: 13@ = attach_particle "GUNFLASH" to_car 0@ with_offset -0.44 1.98 0.02  rotation 0.0 90.0 0.0 type 1 
064C: make_particle 13@ visible

wait 100 
064F: remove_references_to_particle 9@
064F: remove_references_to_particle 13@

wait 0
if
010F:   player $PLAYER_CHAR wanted_level > 0
jf @wl1
jump @go
:wl1
010D: set_player $PLAYER_CHAR wanted_level_to 1
:go
jump @start0 

0A93: end_custom_thread