local fn = _gn(0xC429DCEEB339E129)
--- Documentation from GTA V, might be the same in RDR:
-- '1 - brake
-- '3 - brake + reverse
-- '4 - turn left 90 + braking
-- '5 - turn right 90 + braking
-- '6 - brake strong (handbrake?) until time ends
-- '7 - turn left + accelerate
-- '7 - turn right + accelerate
-- '9 - weak acceleration
-- '10 - turn left + restore wheel pos to center in the end
-- '11 - turn right + restore wheel pos to center in the end
-- '13 - turn left + go reverse
-- '14 - turn left + go reverse
-- '16 - crash the game after like 2 seconds :)
-- '17 - keep actual state, game crashed after few tries
-- '18 - game crash
-- '19 - strong brake + turn left/right
-- '20 - weak brake + turn left then turn right
-- '21 - weak brake + turn right then turn left
-- '22 - brake + reverse
-- '23 - accelerate fast
-- '24 - brake
-- '25 - brake turning left then when almost stopping it turns left more
-- '26 - brake turning right then when almost stopping it turns right more
-- '27 - brake until car stop or until time ends
-- '28 - brake + strong reverse acceleration
-- '30 - performs a burnout (brake until stop + brake and accelerate)
-- '31 - accelerate + handbrake
-- '32 - accelerate very strong
-- Seems to be this:
-- Works on NPCs, but overrides their current task. If inside a task sequence (and not being the last task), "time" will work, otherwise the task will be performed forever until tasked with something else
function Global.TaskVehicleTempAction(driver, vehicle, action, time)
	return fn(driver, vehicle, action, time)
end
