{$CLEO .csi}
0000:
//note: This update just reduse using global variable so lower chance to get crash. Thanks for Davidstrs on gtainside who comment that
//      Not all of global variables are get change, because some opcodes like timer and status text are must using global variable
//Previous global variables:
//20@ = SEWEET
//21@ = NARKOBOY1
//22@ = NARKOBOY2
//23@ = NARKOBOY3
//26@ = BUDI_ARIE
//27@ = KOMINFO
//28@ = FUFUFAFA
//29@ = MULYONO

:LOADMODEL
wait 0 ms
if
  $ONMISSION == 1
then
wait 5 ms
terminate_this_script
end
if
0491:   actor $PLAYER_ACTOR has_weapon 46
then
0555: remove_weapon 46 from_actor $PLAYER_ACTOR
end
if
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2522.5250 -1677.8810 15.4970 radius 30.0 30.0 2.0 
then
set_player_control $PLAYER_CHAR 0
fade 0 1000
wait 1500
00A1: put_actor $PLAYER_ACTOR at 2522.5250 -1677.8810 15.4970 
set_player_control $PLAYER_CHAR 1
fade 1 1000
wait 2000 ms
end
set_player_control $PLAYER_CHAR 0
fade 0 1000
wait 1500
0665: get_actor $PLAYER_ACTOR model_to 23@
023C: load_special_actor 'SWEET' as 1 // models 290-299
if
023D:   special_actor 1 loaded
jf @LOADMODEL
0247: load_model #SPECIAL01
0247: load_model #MALE01
0247: load_model #BMYDRUG
0247: load_model #WMYDRUG
0247: load_model #HMYDRUG
0247: load_model #PONY
0247: load_model #MICRO_UZI
0247: load_model #TEC9
0247: load_model #CELLPHONE
038B: load_requested_models
wait 10 ms
$ONMISSION = 1

:RANDOMFS
wait 0 ms
0208: 1@ = random_float_in_ranges -3000.0 3000.0
0208: 2@ = random_float_in_ranges -3000.0 3000.0
create_char 19@ = 8 7 2517.43 -1676.93 13.22
0173: set_actor 19@ Z_angle_to 39.4
wait 50 ms
00A1: put_actor $PLAYER_ACTOR at 1@ 2@ 100.0
wait 2000 ms
0110: clear_player $PLAYER_CHAR wanted_level
if
  is_char_in_zone $PLAYER_ACTOR 'REST'
then
wait 50 ms
0110: clear_player $PLAYER_CHAR wanted_level
009B: destroy_actor 19@
jump @RANDOMFS
end
00A0: store_actor $PLAYER_ACTOR position_to 1@ 2@ 3@
03D3: get_route_nearest_for 1@ 2@ 3@ store_to 4@ 5@ 6@ Z_angle_to 7@
00A1: put_actor $PLAYER_ACTOR at 4@ 5@ 6@
0173: set_actor $PLAYER_ACTOR Z_angle_to 7@
wait 2000 ms
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 3.0 0.0
create_car 0@ = 413 at 4@ 5@ 6@
0175: set_car 0@ Z_angle_to 7@
09C7: change_player $PLAYER_CHAR model_to 30
//create_char 23@ = 17 30 4@ 5@ 6@
create_char 21@ = 17 28 4@ 5@ 6@
create_char 22@ = 17 29 4@ 5@ 6@
create_char 20@ = 8 290 4@ 5@ 6@
01B2: give_actor 21@ weapon 28 ammo 999999 // Load the weapon model before using this
01B2: give_actor 22@ weapon 32 ammo 999999 // Load the weapon model before using this
//01B2: give_actor 23@ weapon 28 ammo 999999 // Load the weapon model before using this
0430: put_actor 21@ into_car 0@ passenger_seat -1
0430: put_actor 22@ into_car 0@ passenger_seat -1
0430: put_actor 20@ into_car 0@ passenger_seat 1
072A: put_actor $PLAYER_ACTOR into_car 0@ driverseat
wait 5 ms
if or
80DB:   not actor 21@ in_car 0@
80DB:   not actor 22@ in_car 0@
80DB:   not actor $PLAYER_ACTOR in_car 0@
80DB:   not actor 20@ in_car 0@
then
0430: put_actor 21@ into_car 0@ passenger_seat -1
0430: put_actor 22@ into_car 0@ passenger_seat -1
0430: put_actor 20@ into_car 0@ passenger_seat 1
072A: put_actor $PLAYER_ACTOR into_car 0@ driverseat
wait 5 ms
end
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 6.0 1.0    
02C2: car 0@ drive_to 1@ 2@ 3@
wait 5 ms  
00AF: set_car 0@ driver_behaviour_to 1
//046C: 7@ = car 0@ driver
00AE: set_car 0@ traffic_behaviour_to 2
//00A8: set_car 0@ to_psycho_driver
wait 1000 ms
if
00F3:   actor $PLAYER_ACTOR near_actor 19@ radius 100.0 100.0 sphere 0 on_foot
then
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1@ 2@ 3@
wait 50 ms
009B: destroy_actor 20@
009B: destroy_actor 21@
009B: destroy_actor 22@
//009B: destroy_actor 23@
00A6: destroy_car 0@
jump @RANDOMFS
end
009B: destroy_actor 19@
0249: release_model #MALE01
wait 5 ms
switch_widescreen 1
//get_offset_from_char_in_world_coords 1@ 2@ 3@ from_actor 23@ with_offset -5.0 10.0 0.5
//get_offset_from_char_in_world_coords 4@ 5@ 6@ from_actor 23@ with_offset -2.0 30.0 0.5
//set_fixed_camera_position 1@ 2@ 3@ rotation 0.0 0.0 0.0
0158: camera_on_car 0@ mode 18 switchstyle 2
//point_camera_at_point 4@ 5@ 6@ switchstyle 2
fade 1 3000
00AA: store_car 0@ position_to 11@ 12@ 13@
0843: get_zone_at 11@ 12@ 13@ nameA_to s$NAMAZONA // 8-byte string
wait 6000 ms
fade 0 1000
03F3: get_car 0@ primary_color_to 8@ secondary_color_to 9@
wait 1000 ms
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2517.43 -1676.93 15.22
0173: set_actor $PLAYER_ACTOR Z_angle_to 39.4
wait 50 ms
009B: destroy_actor 20@
009B: destroy_actor 21@
009B: destroy_actor 22@
//009B: destroy_actor 23@
00A6: destroy_car 0@
09C7: change_player $PLAYER_CHAR model_to 23@

:BEGIN_F
wait 1000 ms
get_offset_from_char_in_world_coords 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
get_offset_from_char_in_world_coords 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset -2.0 -1.0 0.5  
set_fixed_camera_position 4@ 5@ 6@ rotation 0.0 0.0 0.0
point_camera_at_point 1@ 2@ 3@ switchstyle 2
fade 1 3000
wait 3200 ms
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1
wait 2500 ms
00BB: show_text_lowpriority GXT 'FSWEET1' time 2000 flag 1
//wait 5 ms
00BB: show_text_lowpriority GXT 'FSWEET2' time 2000 flag 1
//wait 5 ms
00BB: show_text_lowpriority GXT 'FSWEET3' time 1000 flag 1
//wait 5 ms
00BB: show_text_lowpriority GXT 'FSWEET4' time 4000 flag 1
//wait 5 ms
00BB: show_text_lowpriority GXT 'FSWEET5' time 3000 flag 1
wait 5 ms

:BEGIN2
wait 0 ms
if
  is_widget_released 41
then
00BE: text_clear_all
0384: show_text_1string GXT 'FSWEET6' string s$NAMAZONA time 3000 1
wait 3000 ms
jump @BEGIN3
else
876F:   not text_priority_displayed
jf @BEGIN2
end
0384: show_text_1string GXT 'FSWEET6' string s$NAMAZONA time 3000 1
wait 5 ms
00BB: show_text_lowpriority GXT 'FSWEET7' time 2000 flag 1
wait 5 ms
00BB: show_text_lowpriority GXT 'FSWEET8' time 2000 flag 1
wait 5 ms

:BEGIN3
wait 0 ms
if
  is_widget_released 41
then
00BE: text_clear_all
else
876F:   not text_priority_displayed
jf @BEGIN3
end
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0
set_player_control $PLAYER_CHAR 1
00A0: store_actor $PLAYER_ACTOR position_to 1@ 2@ 3@
switch_widescreen 0
restore_camera
wait 1000 ms
050A: 7@ = distance_between_XYZ 1@ 2@ 3@ and_XYZ 11@ 12@ 13@
0090: $LIATWAKTUANJING = float 7@ to_integer
$LIATWAKTUANJING *= 200
jump @BEGIN4
//if
//  60000 > $LIATWAKTUANJING
//then
//$LIATWAKTUANJING *= 10
//end

:WAKTU_TELASOOO //New and Difficult timer (maximum under 10 minutes, but sometimes got unfair timer, sorry for that)
wait 0 ms
if
  60000 > $LIATWAKTUANJING
then
$LIATWAKTUANJING *= 15
jump @WAKTU_TELASOOO
end
if
  $LIATWAKTUANJING > 600000
then
$LIATWAKTUANJING -= 200000
jump @WAKTU_TELASOOO
end

:BEGIN4
wait 0 ms
0004: $LIATBATASANJING = 5
03C3: set_timer_to $LIATWAKTUANJING type 1 GXT 'BB_19' // global_variable  // Time
04F7: status_text $LIATBATASANJING type 0 line 1 GXT 'FPHONE' // global_variable  // Score
0384: show_text_1string GXT 'FSWEET9' string s$NAMAZONA time 3000 1
wait 1000 ms
clear_help
print_help 'FSMOB'
0249: release_model #CELLPHONE

:CHECK_S
wait 0 ms
if //and
//0154:   actor $PLAYER_ACTOR in_zone s$NAMAZONA (This is not used...)
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 11@ 12@ 13@ radius 10.0 10.0 1.0
then
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 100.0 100.0 1.0
03D3: get_route_nearest_for 1@ 2@ 3@ store_to 4@ 5@ 6@ Z_angle_to 7@
create_car 0@ = 413 at 4@ 5@ 6@
0229: set_car 0@ primary_color_to 8@ secondary_color_to 9@
0175: set_car 0@ Z_angle_to 7@
if
0119:   car 0@ wrecked
then
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 80.0 80.0 1.0
03D3: get_route_nearest_for 1@ 2@ 3@ store_to 4@ 5@ 6@ Z_angle_to 7@
00AB: put_car 0@ at 4@ 5@ 6@
0175: set_car 0@ Z_angle_to 7@
0A30: repair_car 0@
end
create_char 23@ = 5 30 4@ 5@ 6@
create_char 21@ = 5 28 4@ 5@ 6@
create_char 22@ = 5 29 4@ 5@ 6@
create_char 20@ = 8 290 4@ 5@ 6@
01B2: give_actor 21@ weapon 28 ammo 999999 // Load the weapon model before using this
01B2: give_actor 22@ weapon 32 ammo 999999 // Load the weapon model before using this
01B2: give_actor 23@ weapon 28 ammo 999999 // Load the weapon model before using this
0430: put_actor 21@ into_car 0@ passenger_seat -1
0430: put_actor 22@ into_car 0@ passenger_seat -1
0430: put_actor 20@ into_car 0@ passenger_seat 1
072A: put_actor 23@ into_car 0@ driverseat
wait 5 ms 
046C: 7@ = car 0@ driver
00AE: set_car 0@ traffic_behaviour_to 2
00A8: set_car 0@ to_psycho_driver
jump @JEMBUT_KECABUT
end
if and
  not $LIATBATASANJING == 0
  is_widget_released 8
then
0384: show_text_1string GXT 'FSWEE15' string s$NAMAZONA time 2500 1
wait 2500 ms
$LIATBATASANJING -= 1
jump @CHECK_S
end
if or
0117:   player $PLAYER_CHAR wasted
0741:   actor $PLAYER_ACTOR busted
then
014F: stop_timer $LIATWAKTUANJING
0151: remove_status_text $LIATBATASANJING
0249: release_model 28
0249: release_model 29
0249: release_model 30
0249: release_model #SPECIAL01
0249: release_model #PONY
$LIATBATASANJING = 0
$LIATWAKTUANJING = 0
$ONMISSION = 0
wait 5 ms
00BE: text_clear_all
00BA: show_text_styled GXT "SFAIL" time 5000 style 1
wait 5 ms
terminate_this_script
end
if
  $LIATWAKTUANJING == 0
then
014F: stop_timer $LIATWAKTUANJING
0151: remove_status_text $LIATBATASANJING
0249: release_model 28
0249: release_model 29
0249: release_model 30
0249: release_model #SPECIAL01
0249: release_model #PONY
$LIATBATASANJING = 0
$LIATWAKTUANJING = 0
$ONMISSION = 0
wait 5 ms
00BE: text_clear_all
00BA: show_text_styled GXT "SFAIL" time 5000 style 1
00BB: show_text_lowpriority GXT 'FSWEE11' time 4000 flag 1
wait 5 ms
terminate_this_script
end
if
  $ONMISSION == 0
then
014F: stop_timer $LIATWAKTUANJING
0151: remove_status_text $LIATBATASANJING
0249: release_model 28
0249: release_model 29
0249: release_model 30
0249: release_model #SPECIAL01
0249: release_model #PONY
$LIATBATASANJING = 0
$LIATWAKTUANJING = 0
wait 5 ms
terminate_this_script
end
jump @CHECK_S

:JEMBUT_KECABUT
wait 5 ms
clear_help
print_help 'FSWEE20'
00A0: store_actor $PLAYER_ACTOR position_to 1@ 2@ 3@
00AA: store_car 0@ position_to 11@ 12@ 13@
050A: 16@ = distance_between_XYZ 1@ 2@ 3@ and_XYZ 11@ 12@ 13@
0090: $TELKOMSEL = float 16@ to_integer
04F7: status_text $TELKOMSEL type 0 line 2 GXT 'FSIGMA' // global_variable  // Score
if
80DB:   not actor 21@ in_car 0@
then
0430: put_actor 21@ into_car 0@ passenger_seat -1
end
if
80DB:   not actor 22@ in_car 0@
then
0430: put_actor 22@ into_car 0@ passenger_seat -1
end
if
80DB:   not actor 23@ in_car 0@
then
072A: put_actor 23@ into_car 0@ driverseat
wait 5 ms
046C: 7@ = car 0@ driver
00AE: set_car 0@ traffic_behaviour_to 2
00A8: set_car 0@ to_psycho_driver
end
if
80DB:   not actor 20@ in_car 0@
then
0430: put_actor 20@ into_car 0@ passenger_seat 1
end

:CHECKS2
wait 0 ms
if
  not $TELKOMSEL == 0
then
00A0: store_actor $PLAYER_ACTOR position_to 1@ 2@ 3@
00AA: store_car 0@ position_to 11@ 12@ 13@
050A: 16@ = distance_between_XYZ 1@ 2@ 3@ and_XYZ 11@ 12@ 13@
0090: $TELKOMSEL = float 16@ to_integer
end
if and
  not $LIATBATASANJING == 0
  is_widget_released 8
then
00AA: store_car 0@ position_to 4@ 5@ 6@
0843: get_zone_at 4@ 5@ 6@ nameA_to s$NAMAZONA // 8-byte string
0384: show_text_1string GXT 'FSWEE15' string s$NAMAZONA time 2500 1
wait 2500 ms
$LIATBATASANJING -= 1
jump @CHECKS2
end
if
0202:   actor $PLAYER_ACTOR near_car 0@ radius 15.0 15.0 sphere 0  
then
00BB: show_text_lowpriority GXT 'FSWEE12' time 2000 flag 1
0151: remove_status_text $LIATBATASANJING
0151: remove_status_text $TELKOMSEL
014F: stop_timer $LIATWAKTUANJING
wait 2000 ms
$TELKOMSEL = 0
0186: 17@ = create_marker_above_car 0@
0165: set_marker 17@ color_to 0
00BB: show_text_lowpriority GXT 'FSWEE16' time 2000 flag 1
jump @KILL_S
end
if or
0117:   player $PLAYER_CHAR wasted
0741:   actor $PLAYER_ACTOR busted
then
014F: stop_timer $LIATWAKTUANJING
0151: remove_status_text $LIATBATASANJING
0151: remove_status_text $TELKOMSEL
01C3: remove_references_to_car 0@
01C2: remove_references_to_actor 21@ // Like turning an actor into a random pedestrian
01C2: remove_references_to_actor 22@ // Like turning an actor into a random pedestrian
01C2: remove_references_to_actor 23@ // Like turning an actor into a random pedestrian
01C2: remove_references_to_actor 20@ // Like turning an actor into a random pedestrian
0249: release_model 28
0249: release_model 29
0249: release_model 30
0249: release_model #SPECIAL01
0249: release_model #PONY
$LIATBATASANJING = 0
$LIATWAKTUANJING = 0
$ONMISSION = 0
wait 5 ms
00BE: text_clear_all
00BA: show_text_styled GXT "SFAIL" time 5000 style 1
wait 5 ms
jump @MARKER_KONTOL
end
if
  $ONMISSION == 0
then
014F: stop_timer $LIATWAKTUANJING
0151: remove_status_text $LIATBATASANJING
0151: remove_status_text $TELKOMSEL
01C3: remove_references_to_car 0@
01C2: remove_references_to_actor 21@ // Like turning an actor into a random pedestrian
01C2: remove_references_to_actor 22@ // Like turning an actor into a random pedestrian
01C2: remove_references_to_actor 23@ // Like turning an actor into a random pedestrian
01C2: remove_references_to_actor 20@ // Like turning an actor into a random pedestrian
0249: release_model 28
0249: release_model 29
0249: release_model 30
0249: release_model #SPECIAL01
0249: release_model #PONY
$LIATBATASANJING = 0
$LIATWAKTUANJING = 0
wait 5 ms
jump @MARKER_KONTOL
end
if
  $TELKOMSEL > 1000
then
014F: stop_timer $LIATWAKTUANJING
0151: remove_status_text $LIATBATASANJING
0151: remove_status_text $TELKOMSEL
01C3: remove_references_to_car 0@
01C2: remove_references_to_actor 21@ // Like turning an actor into a random pedestrian
01C2: remove_references_to_actor 22@ // Like turning an actor into a random pedestrian
01C2: remove_references_to_actor 23@ // Like turning an actor into a random pedestrian
01C2: remove_references_to_actor 20@ // Like turning an actor into a random pedestrian
0249: release_model 28
0249: release_model 29
0249: release_model 30
0249: release_model #SPECIAL01
0249: release_model #PONY
$LIATBATASANJING = 0
$LIATWAKTUANJING = 0
$ONMISSION = 0
wait 5 ms
00BE: text_clear_all
00BA: show_text_styled GXT "SFAIL" time 5000 style 1
00BB: show_text_lowpriority GXT 'FSWEE21' time 4000 flag 1
wait 5 ms
jump @MARKER_KONTOL
end
if
  $LIATWAKTUANJING == 0
then
014F: stop_timer $LIATWAKTUANJING
0151: remove_status_text $LIATBATASANJING
0151: remove_status_text $TELKOMSEL
01C3: remove_references_to_car 0@
01C2: remove_references_to_actor 21@ // Like turning an actor into a random pedestrian
01C2: remove_references_to_actor 22@ // Like turning an actor into a random pedestrian
01C2: remove_references_to_actor 23@ // Like turning an actor into a random pedestrian
01C2: remove_references_to_actor 20@ // Like turning an actor into a random pedestrian
0249: release_model 28
0249: release_model 29
0249: release_model 30
0249: release_model #SPECIAL01
0249: release_model #PONY
$LIATBATASANJING = 0
$LIATWAKTUANJING = 0
$ONMISSION = 0
wait 5 ms
00BE: text_clear_all
00BA: show_text_styled GXT "SFAIL" time 5000 style 1
00BB: show_text_lowpriority GXT 'FSWEE11' time 4000 flag 1
wait 5 ms
jump @MARKER_KONTOL
end
jump @CHECKS2

:KILL_S
wait 0 ms
if
051C:   car 0@ damaged_by_actor $PLAYER_ACTOR
then
wait 5 ms
0164: disable_marker 17@
05CD: AS_actor 21@ exit_car 0@
05CD: AS_actor 22@ exit_car 0@
05CD: AS_actor 23@ exit_car 0@
01B9: set_actor 21@ armed_weapon_to 28
01B9: set_actor 22@ armed_weapon_to 32
01B9: set_actor 23@ armed_weapon_to 28
05E2: AS_actor 21@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 22@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 23@ kill_actor $PLAYER_ACTOR
wait 500 ms
0187: 27@ = create_marker_above_actor 21@
0187: 28@ = create_marker_above_actor 22@
0187: 29@ = create_marker_above_actor 23@
00BE: text_clear_all
00BB: show_text_lowpriority GXT 'FSWEE13' time 2000 flag 1
jump @KILLS2
end
if and
0118:   actor 21@ dead
075C:   marker 27@ enabled
then
0164: disable_marker 27@
end
if and
0118:   actor 22@ dead
075C:   marker 28@ enabled
then
0164: disable_marker 28@
end
if and
0118:   actor 23@ dead
075C:   marker 29@ enabled
then
0164: disable_marker 29@
end
if and
0118:   actor 21@ dead
0118:   actor 22@ dead
0118:   actor 23@ dead
then
wait 1000 ms
0164: disable_marker 17@
05CD: AS_actor 20@ exit_car 0@
0631: put_actor 20@ in_group $PLAYER_GROUP
wait 1000 ms
01C3: remove_references_to_car 0@
01C2: remove_references_to_actor 21@ // Like turning an actor into a random pedestrian
01C2: remove_references_to_actor 22@ // Like turning an actor into a random pedestrian
01C2: remove_references_to_actor 23@ // Like turning an actor into a random pedestrian
00BB: show_text_lowpriority GXT 'FSWEE14' time 3000 flag 1
0167: 24@ = create_marker_at 2506.0270 -1675.2650 13.3747 color 4 flag 2
0168: set_marker 24@ size 3
jump @END_F
end
if
0118:   actor 20@ dead
then
0164: disable_marker 17@
014F: stop_timer $LIATWAKTUANJING
0151: remove_status_text $LIATBATASANJING
01C3: remove_references_to_car 0@
01C2: remove_references_to_actor 21@ // Like turning an actor into a random pedestrian
01C2: remove_references_to_actor 22@ // Like turning an actor into a random pedestrian
01C2: remove_references_to_actor 23@ // Like turning an actor into a random pedestrian
01C2: remove_references_to_actor 20@ // Like turning an actor into a random pedestrian
0249: release_model 28
0249: release_model 29
0249: release_model 30
0249: release_model #SPECIAL01
0249: release_model #PONY
$LIATBATASANJING = 0
$LIATWAKTUANJING = 0
$ONMISSION = 0
wait 5 ms
00BE: text_clear_all
00BA: show_text_styled GXT "SFAIL" time 5000 style 1
00BB: show_text_lowpriority GXT 'FSWEE22' time 4000 flag 1
wait 5 ms
jump @MARKER_KONTOL
end
if or
0117:   player $PLAYER_CHAR wasted
0741:   actor $PLAYER_ACTOR busted
then
0164: disable_marker 17@
014F: stop_timer $LIATWAKTUANJING
0151: remove_status_text $LIATBATASANJING
01C3: remove_references_to_car 0@
01C2: remove_references_to_actor 21@ // Like turning an actor into a random pedestrian
01C2: remove_references_to_actor 22@ // Like turning an actor into a random pedestrian
01C2: remove_references_to_actor 23@ // Like turning an actor into a random pedestrian
01C2: remove_references_to_actor 20@ // Like turning an actor into a random pedestrian
0249: release_model 28
0249: release_model 29
0249: release_model 30
0249: release_model #SPECIAL01
0249: release_model #PONY
$LIATBATASANJING = 0
$LIATWAKTUANJING = 0
$ONMISSION = 0
wait 5 ms
00BE: text_clear_all
00BA: show_text_styled GXT "SFAIL" time 5000 style 1
wait 5 ms
jump @MARKER_KONTOL
end
if
8202:   not actor $PLAYER_ACTOR near_car 0@ radius 100.0 100.0 sphere 0 
then
$LIATWAKTUANJING = 20000
0164: disable_marker 27@
0164: disable_marker 28@
0164: disable_marker 29@
03C3: set_timer_to $LIATWAKTUANJING type 1 GXT 'BB_19' // global_variable  // Time
04F7: status_text $LIATBATASANJING type 0 line 1 GXT 'FPHONE' // global_variable  // Score
00BB: show_text_lowpriority GXT 'FSWEE17' time 3000 flag 1
0164: disable_marker 17@
jump @CHECKS2
end
if
  $ONMISSION == 0
then
0164: disable_marker 17@
014F: stop_timer $LIATWAKTUANJING
0151: remove_status_text $LIATBATASANJING
01C3: remove_references_to_car 0@
01C2: remove_references_to_actor 21@ // Like turning an actor into a random pedestrian
01C2: remove_references_to_actor 22@ // Like turning an actor into a random pedestrian
01C2: remove_references_to_actor 23@ // Like turning an actor into a random pedestrian
01C2: remove_references_to_actor 20@ // Like turning an actor into a random pedestrian
0249: release_model 28
0249: release_model 29
0249: release_model 30
0249: release_model #SPECIAL01
0249: release_model #PONY
$LIATBATASANJING = 0
$LIATWAKTUANJING = 0
wait 5 ms
jump @MARKER_KONTOL
end
jump @KILL_S

:MARKER_KONTOL
wait 0 ms
if
075C:   marker 27@ enabled
then
0164: disable_marker 27@
end
if
075C:   marker 28@ enabled
then
0164: disable_marker 28@
end
if
075C:   marker 29@ enabled
then
0164: disable_marker 29@
end
wait 5 ms
terminate_this_script

:KILLS2
wait 5 ms
if and
0118:   actor 21@ dead
075C:   marker 27@ enabled
then
0164: disable_marker 27@
end
if and
0118:   actor 22@ dead
075C:   marker 28@ enabled
then
0164: disable_marker 28@
end
if and
0118:   actor 23@ dead
075C:   marker 29@ enabled
then
0164: disable_marker 29@
end
if and
0118:   actor 21@ dead
0118:   actor 22@ dead
0118:   actor 23@ dead
then
wait 1000 ms
05CD: AS_actor 20@ exit_car 0@
0631: put_actor 20@ in_group $PLAYER_GROUP
wait 1000 ms
01C3: remove_references_to_car 0@
01C2: remove_references_to_actor 21@ // Like turning an actor into a random pedestrian
01C2: remove_references_to_actor 22@ // Like turning an actor into a random pedestrian
01C2: remove_references_to_actor 23@ // Like turning an actor into a random pedestrian
00BB: show_text_lowpriority GXT 'FSWEE14' time 3000 flag 1
0167: 24@ = create_marker_at 2506.0270 -1675.2650 13.3747 color 4 flag 2
0168: set_marker 24@ size 3
jump @END_F
end
if
0118:   actor 20@ dead
then
wait 1000 ms
01C3: remove_references_to_car 0@
01C2: remove_references_to_actor 21@ // Like turning an actor into a random pedestrian
01C2: remove_references_to_actor 22@ // Like turning an actor into a random pedestrian
01C2: remove_references_to_actor 23@ // Like turning an actor into a random pedestrian
01C2: remove_references_to_actor 20@ // Like turning an actor into a random pedestrian
0249: release_model 28
0249: release_model 29
0249: release_model 30
0249: release_model #SPECIAL01
0249: release_model #PONY
$LIATBATASANJING = 0
$LIATWAKTUANJING = 0
$ONMISSION = 0
wait 5 ms
00BE: text_clear_all
00BA: show_text_styled GXT "SFAIL" time 5000 style 1
00BB: show_text_lowpriority GXT 'FSWEE22' time 4000 flag 1
wait 5 ms
jump @MARKER_KONTOL
end
if or
0117:   player $PLAYER_CHAR wasted
0741:   actor $PLAYER_ACTOR busted
then
01C3: remove_references_to_car 0@
01C2: remove_references_to_actor 21@ // Like turning an actor into a random pedestrian
01C2: remove_references_to_actor 22@ // Like turning an actor into a random pedestrian
01C2: remove_references_to_actor 23@ // Like turning an actor into a random pedestrian
01C2: remove_references_to_actor 20@ // Like turning an actor into a random pedestrian
0249: release_model 28
0249: release_model 29
0249: release_model 30
0249: release_model #SPECIAL01
0249: release_model #PONY
$LIATBATASANJING = 0
$LIATWAKTUANJING = 0
$ONMISSION = 0
wait 5 ms
00BE: text_clear_all
00BA: show_text_styled GXT "SFAIL" time 5000 style 1
wait 5 ms
jump @MARKER_KONTOL
end
if
80F2:   not actor $PLAYER_ACTOR near_actor 20@ radius 100.0 100.0 sphere 0
then
05CB: AS_actor 23@ enter_car 0@ as_driver -1 ms
05CA: AS_actor 22@ enter_car 0@ passenger_seat -1 time -1
05CA: AS_actor 21@ enter_car 0@ passenger_seat -1 time -1
046C: 7@ = car 0@ driver
00AE: set_car 0@ traffic_behaviour_to 2
00A8: set_car 0@ to_psycho_driver
wait 5 ms
$LIATWAKTUANJING = 20000
0164: disable_marker 27@
0164: disable_marker 28@
0164: disable_marker 29@
03C3: set_timer_to $LIATWAKTUANJING type 1 GXT 'BB_19' // global_variable  // Time
04F7: status_text $LIATBATASANJING type 0 line 1 GXT 'FPHONE' // global_variable  // Score
00BB: show_text_lowpriority GXT 'FSWEE17' time 3000 flag 1
0164: disable_marker 17@
jump @CHECKS2
end
if
  $ONMISSION == 0
then
01C3: remove_references_to_car 0@
01C2: remove_references_to_actor 21@ // Like turning an actor into a random pedestrian
01C2: remove_references_to_actor 22@ // Like turning an actor into a random pedestrian
01C2: remove_references_to_actor 23@ // Like turning an actor into a random pedestrian
01C2: remove_references_to_actor 20@ // Like turning an actor into a random pedestrian
0249: release_model 28
0249: release_model 29
0249: release_model 30
0249: release_model #SPECIAL01
0249: release_model #PONY
$LIATBATASANJING = 0
$LIATWAKTUANJING = 0
wait 5 ms
jump @MARKER_KONTOL
end
jump @KILLS2

:END_F
wait 0 ms
if
0101:   actor $PLAYER_ACTOR in_sphere 2506.0270 -1675.2650 13.3747 radius 2.0 2.0 1.0 sphere 1 stopped
then
set_player_control $PLAYER_CHAR 0
switch_widescreen 1
jump @SELESAI_YEE
end
if or
0117:   player $PLAYER_CHAR wasted
0741:   actor $PLAYER_ACTOR busted
then
0164: disable_marker 24@
01C2: remove_references_to_actor 20@ // Like turning an actor into a random pedestrian
0249: release_model 28
0249: release_model 29
0249: release_model 30
0249: release_model #SPECIAL01
0249: release_model #PONY
$LIATBATASANJING = 0
$LIATWAKTUANJING = 0
$ONMISSION = 0
wait 5 ms
00BE: text_clear_all
00BA: show_text_styled GXT "SFAIL" time 5000 style 1
wait 5 ms
terminate_this_script
end
if
0118:   actor 20@ dead
then
0164: disable_marker 24@
01C2: remove_references_to_actor 20@ // Like turning an actor into a random pedestrian
0249: release_model 28
0249: release_model 29
0249: release_model 30
0249: release_model #SPECIAL01
0249: release_model #PONY
$LIATBATASANJING = 0
$LIATWAKTUANJING = 0
$ONMISSION = 0
wait 5 ms
00BE: text_clear_all
00BA: show_text_styled GXT "SFAIL" time 5000 style 1
00BB: show_text_lowpriority GXT 'FSWEE22' time 4000 flag 1
wait 5 ms
terminate_this_script
end
if
  $ONMISSION == 0
then
0164: disable_marker 24@
01C2: remove_references_to_actor 20@ // Like turning an actor into a random pedestrian
0249: release_model 28
0249: release_model 29
0249: release_model 30
0249: release_model #SPECIAL01
0249: release_model #PONY
$LIATBATASANJING = 0
$LIATWAKTUANJING = 0
wait 5 ms
terminate_this_script
end
jump @END_F

:SELESAI_YEE
wait 0 ms
if
80F2:   not actor 20@ near_actor $PLAYER_ACTOR radius 100.0 100.0 sphere 0
then
request_model #CELLPHONE
load_all_models_now
wait 5 ms
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1
wait 2500 ms
00BB: show_text_lowpriority GXT 'FSWEE24' time 2000 flag 1
wait 2000 ms
00BB: show_text_lowpriority GXT 'FSWEE25' time 3000 flag 1
wait 3000 ms
00BB: show_text_lowpriority GXT 'FSWEE26' time 4000 flag 1
wait 4000 ms
00BB: show_text_lowpriority GXT 'FSWEE27' time 3000 flag 1
wait 3000 ms
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0
wait 5 ms
10@ = 1
mark_model_as_no_longer_needed #CELLPHONE
jump @SELESAI_YE2
end
if
044B:   actor $PLAYER_ACTOR on_foot
then
074D: AS_actor $PLAYER_ACTOR turns_to_and_look_at_actor 20@ timelimit -1
end
00BB: show_text_lowpriority GXT 'FSWEE18' time 3000 flag 1
wait 3000 ms
00BB: show_text_lowpriority GXT 'FSWEE19' time 2000 flag 1
wait 2000 ms
if
  is_char_in_any_car 20@
then
06C9: remove_actor 20@ from_group
0633: AS_actor 20@ exit_car
end
05D3: AS_actor 20@ goto_point 2517.43 -1676.93 13.22 mode 4 time -1 ms // versionA
05BF: AS_actor $PLAYER_ACTOR look_at_actor 20@ 3000 ms

:SELESAI_YE2
wait 3000 ms
0164: disable_marker 24@
0249: release_model 28
0249: release_model 29
0249: release_model 30
0249: release_model #PONY
$LIATBATASANJING = 0
$LIATWAKTUANJING = 0
$ONMISSION = 0
wait 5 ms
set_player_control $PLAYER_CHAR 1
switch_widescreen 0
restore_camera_jumpcut
0394: play_music 1
00BE: text_clear_all
if
  10@ == 1
then
01E3: show_text_1number_styled GXT "SPAS2" number 5000 time 5000 style 1
10@ = 0
else
01E3: show_text_1number_styled GXT "SPASS" number 5000 time 5000 style 1
add_score $PLAYER_CHAR money += 5000
end
wait 5 ms
034F: destroy_actor_with_fade 20@
0249: release_model #SPECIAL01
wait 5 ms
terminate_this_script