{$CLEO .cs}
0000: NOP 

:start0
wait 0 
if and
   Actor.DrivingVehicleType($PLAYER_ACTOR, #INFERNUS)
00E1:   player 0 pressed_key 19 // SubMission. 
else_jump @start0 
0@ = Actor.CurrentCar($PLAYER_ACTOR)
wait 100
08A6: set_car 0@ componentA 1 rotation_to 1.0

:start1
wait 0 
if
   Actor.DrivingVehicleType($PLAYER_ACTOR, #INFERNUS)
else_jump @end 

wait 0 
if
0118:   actor $PLAYER_ACTOR dead
else_jump @start1b
jump @end

:start1b
wait 0 
if
00E1:   player 0 pressed_key 19 // SubMission. 
else_jump @start2
08A6: set_car 0@ componentA 1 rotation_to 0.0
jump @start0
:start2 

wait 0 
if
00E1:   player 0 pressed_key 4 // Secondary Fire. 
else_jump @start1

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

0407: store_coords_to 1@ 2@ 3@ from_car 0@ with_offset 7@ 200.0 8@
0407: store_coords_to 4@ 5@ 6@ from_car 0@ with_offset 0.0 0.06 0.94
 
06BC: create_M4_shoot_from 4@ 5@ 6@ target 1@ 2@ 3@ energy 300 
 09F1: play_audio_at_actor $PLAYER_ACTOR event 1157 

066C: 9@ = attach_particle "GUNFLASH" to_car 0@ with_offset 0.0 0.06 0.94 rotation 0.0 90.0 0.0 type 1 
064C: make_particle 9@ visible 

wait 100 
064F: remove_references_to_particle 9@
jump @start1 

:end
08A6: set_car 0@ componentA 1 rotation_to 0.0
Car.RemoveReferences(0@)
jump @START0
0A93: end_custom_thread