local fn = _gn(0xC429DCEEB339E129)
--- '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 _in2(fn, driver, vehicle, action, time)
end
