I have found the part of the script you mentioned.
I don't know if I am allow to post this script without the knowledge of the owner. But I l'll add the credit

// ## created by WitchDoctor/// Patrouillenfunktionobject Fahre_Patrouille : CommandScript{ bool manu=false; Fahre_Patrouille() { SetIcon("auf_streife"); SetCursor("auf_streife"); SetRestrictions (RESTRICT_SELFEXECUTE); } bool CheckPossible(GameObject *Caller) { Vehicle v(Caller); return Input::LCtrlPressed() && v.GetNumPassengers()>0; } bool CheckTarget(GameObject *Caller, Actor *Target, int ChildID) { manu=Caller->GetID()==Target->GetID(); return manu; } void PushActions(GameObject *Caller, Actor *Target, int ChildID) { Vehicle stw(Target); bool ontheroad=stw.HasCommand("ich_bin_nicht_frei"); if ((ontheroad && !manu) || stw.IsSmoking() || stw.IsDestroyed() || fzlocal::IsKripo(&stw)) return; Vector Pos; ActorList al; Actor a; float warten=ChildID*1.0; int fzid=fzlocal::fzid(&stw)-7; int ptype=110; if (fzid>2) { ptype=1101; fzid=fzid-49; } stw.PushActionWait(ACTION_NEWLIST,warten); if (!ontheroad) { stw.PushActionExecuteCommand(ACTION_APPEND,"mannschaft_rufen",&stw,ptype,false); stw.PushActionExecuteCommand(ACTION_APPEND,"check_ms_vollzaehlig",&stw,0,false); stw.PushActionExecuteCommand(ACTION_APPEND,"fzfrei",&stw,1,false); if (stw.IsHidden()) stw.PushActionExecuteCommand(ACTION_APPEND,"nachbar_holen",&stw,0,false); } else { stw.PushActionExecuteCommand(ACTION_APPEND,"fzfrei",&stw,0,false); stw.PushActionExecuteCommand(ACTION_APPEND,"WT_SoSi",&stw,1,false); } stw.EnableHeadLights(true); stw.PushActionExecuteCommand(ACTION_APPEND,"normale_fahrt",&stw,0,false); bool ende=false; int pfad; int dot; Vector Pos; for (int q=0;q<4;q++) { pfad=int(skennung[fzid][q]); if (pfad>32) { pfad=pfad-64; ende=pfad>32; if (ende) pfad=pfad-32; if (!deluxe) pfad++; char * bhf=" "; char * zugname="traffic_car0%u"; int j=snprintf(bhf,13,zugname,pfad); PathList pl(bhf); Path path(pl.GetPath(0)); if (ende) Pos=path.GetPoint(path.GetNumPoints()-1); else Pos=path.GetPoint(0); stw.PushActionMove(ACTION_APPEND,Pos,false); } } stw.PushActionExecuteCommand(ACTION_APPEND,"gohome_winterberg",&stw,0,false); manu=false; }};object Patrouille_frei : CommandScript{ Patrouille_frei() { } bool CheckTarget(GameObject *Caller, Actor *Target, int ChildID) { return true; } void PushActions(GameObject *Caller, Actor *Target, int ChildID) { Vehicle stw(Target); stw.PushActionExecuteCommand(ACTION_APPEND,"Fahre_Patrouille",&stw,ChildID,false); }};///
The red is what I believe to be the part that changes the type of vehicle to an ordinary car which does stop before traffic lights.