{$CLEO .csi}
nop
//note: HIDUP JOKOWI!!! SEMOGHA PR4B0W0 CH3PH4T M3N1GG-

:LOADMODEL
wait 0
if
    has_char_got_weapon $PLAYER_ACTOR 46
then
    remove_weapon_from_char 46 $PLAYER_ACTOR
end
if
    not locate_char_any_means_3d $PLAYER_ACTOR 0 2522.5250 -1677.8810 15.4970 30.0 30.0 2.0
then
    set_player_control $PLAYER_CHAR 0
    fade 0 1000
    wait 1500
    set_char_coordinates $PLAYER_ACTOR 2522.5250 -1677.8810 15.4970
    set_player_control $PLAYER_CHAR 1
    fade 1 1000
    wait 2000
end
set_player_control $PLAYER_CHAR 0
print_big "FSPART1" 3000 2
fade 0 1000
wait 1500
get_char_model $PLAYER_ACTOR 23@
if
    $ONMISSION == 1
then
    wait 5
    terminate_this_script
end
load_special_character 'SWEET' 1
if
    has_special_character_loaded 1
jf @LOADMODEL
request_model #SPECIAL01
request_model #MALE01
request_model #BMYDRUG
request_model #WMYDRUG
request_model #HMYDRUG
request_model #BURRITO
request_model #MICRO_UZI
request_model #TEC9
request_model #CELLPHONE
load_all_models_now
wait 10
$ONMISSION = 1
25@ = 0

:RANDOMFS
wait 0
1@ = generate_random_float_in_range -3000.0 3000.0
2@ = generate_random_float_in_range -3000.0 3000.0
19@ = create_char 8 7 2517.43 -1676.93 13.22
set_char_heading 19@ 39.4
wait 50
set_char_coordinates $PLAYER_ACTOR 1@ 2@ 100.0
wait 2000 ms
clear_wanted_level $PLAYER_CHAR
if
    is_char_in_zone $PLAYER_ACTOR 'REST'
then
    wait 50 ms
    clear_wanted_level $PLAYER_CHAR 
    delete_char 19@
    jump @RANDOMFS
end
get_char_coordinates $PLAYER_ACTOR 1@ 2@ 3@
get_closest_car_node_with_heading 1@ 2@ 3@ 4@ 5@ 6@ 7@
set_char_coordinates $PLAYER_ACTOR 4@ 5@ 6@
set_char_heading $PLAYER_ACTOR 7@
wait 2000
get_offset_from_char_in_world_coords 4@ 5@ 6@ $PLAYER_ACTOR 0.0 3.0 0.0
0@ = create_car 482 4@ 5@ 6@
set_car_heading 0@ 7@
set_player_model $PLAYER_CHAR 30
21@ = create_char 17 28 4@ 5@ 6@
22@ = create_char 17 29 4@ 5@ 6@
20@ = create_char 8 290 4@ 5@ 6@
give_weapon_to_char 21@ 28 999999
give_weapon_to_char 22@ 32 999999
warp_char_into_car_as_passenger 21@ 0@ -1
warp_char_into_car_as_passenger 22@ 0@ -1
warp_char_into_car_as_passenger 20@ 0@ 1
task_warp_char_into_car_as_driver $PLAYER_ACTOR 0@
wait 5 ms
if or
    not is_char_in_car  21@ 0@
    not is_char_in_car  22@ 0@
    not is_char_in_car  $PLAYER_ACTOR 0@
    not is_char_in_car  20@ 0@
then
    warp_char_into_car_as_passenger 21@ 0@ -1
    warp_char_into_car_as_passenger 22@ 0@ -1
    warp_char_into_car_as_passenger 20@ 0@ 1
    task_warp_char_into_car_as_driver $PLAYER_ACTOR 0@
    wait 5
end
get_offset_from_char_in_world_coords 1@ 2@ 3@ $PLAYER_ACTOR 0.0 6.0 1.0
car_goto_coordinates_accurate 0@ 1@ 2@ 3@
wait 5
set_car_mission 0@ 1
set_car_driving_style 0@ 2
wait 1000
if
    locate_char_on_foot_char_2d $PLAYER_ACTOR 19@ 100.0 100.0 0
then
    warp_char_from_car_to_coord $PLAYER_ACTOR 1@ 2@ 3@
    wait 50
    delete_char 20@
    delete_char 21@
    delete_char 22@
    delete_car 0@
    jump @RANDOMFS
end
delete_char 19@
mark_model_as_no_longer_needed #MALE01
wait 5
switch_widescreen 1
point_camera_at_car 0@ 18 2
fade 1 3000
wait 6000
fade 0 1000
get_car_coordinates 0@ 11@ 12@ 13@
get_name_of_zone 11@ 12@ 13@ s$NAMAZONA
wait 1000
set_car_mission 0@ 0
set_load_collision_for_car_flag 0@ 0
warp_char_from_car_to_coord $PLAYER_ACTOR 2517.43 -1676.93 15.22
set_char_heading $PLAYER_ACTOR 39.4
wait 50
set_player_model $PLAYER_CHAR 23@
wait 5
23@ = create_char 5 30 11@ 12@ 100.0
wait 50
give_weapon_to_char 23@ 28 999999
task_warp_char_into_car_as_driver 23@ 0@

:BEGIN_F
wait 1000
get_offset_from_char_in_world_coords 1@ 2@ 3@ $PLAYER_ACTOR 0.0 0.0 0.0
get_offset_from_char_in_world_coords 4@ 5@ 6@ $PLAYER_ACTOR -2.0 -1.0 0.5
set_fixed_camera_position 4@ 5@ 6@ 0.0 0.0 0.0
point_camera_at_point 1@ 2@ 3@ 2
fade 1 3000
freeze_car_position 0@ 1
wait 3200
task_use_mobile_phone $PLAYER_ACTOR 1
wait 2500
print 'FSWEET1' 2000 1
print 'FSWEET2' 2000 1
print 'FSWEET3' 1000 1
print 'FSWEET4' 4000 1
print 'FSWEET5' 3000 1
wait 5

:BEGIN2
wait 0
if
    is_widget_released 41
then
    clear_prints
    print_string_in_string_now 'FSWEET6' s$NAMAZONA 3000 1
    wait 3000
    jump @BEGIN3
else
    not is_message_being_displayed
jf @BEGIN2
end
print_string_in_string_now 'FSWEET6' s$NAMAZONA 3000 1
wait 5
print 'FSWEET7' 2000 1
wait 5
print 'FSWEET8' 2000 1
wait 5

:BEGIN3
wait 0
if
    is_widget_released 41
then
    clear_prints
else
    not is_message_being_displayed
jf @BEGIN3
end
task_use_mobile_phone $PLAYER_ACTOR 0
set_player_control $PLAYER_CHAR 1
get_char_coordinates $PLAYER_ACTOR 1@ 2@ 3@
switch_widescreen 0
restore_camera
wait 1000
$LIATWAKTUANJING = 600600

:WAKTU_TELASOOO
wait 0
if
    is_char_in_zone 23@ 'LA'
then
    $LIATWAKTUANJING = 180600
end
if
    is_char_in_zone 23@ 'SF'
then
    $LIATWAKTUANJING = 420600
end
if
    is_char_in_zone 23@ 'VE'
then
    $LIATWAKTUANJING = 360600
end
if
    is_char_in_zone 23@ 'RED'
then
    $LIATWAKTUANJING = 240600
end
if
    is_char_in_zone 23@ 'FLINTC'
then
    $LIATWAKTUANJING = 360600
end
if or
    is_char_in_zone 23@ 'WHET'
    is_char_in_zone 23@ 'ROBAD'
    is_char_in_zone 23@ 'ROBAD1'
    is_char_in_zone 23@ 'BONE'
then
    $LIATWAKTUANJING = 390600
end
if or
    is_char_in_zone 23@ 'SUNNN'
    is_char_in_zone 23@ 'BYTUN'
    is_char_in_zone 23@ 'SUNMA'
    is_char_in_zone 23@ 'GANB'
    is_char_in_zone 23@ 'GANB1'
then
    $LIATWAKTUANJING = 480600
end

:BEGIN4
wait 0
set_var_int $LIATBATASANJING = 10
display_onscreen_timer_with_string $LIATWAKTUANJING 1 'BB_19'
display_nth_onscreen_counter_with_string $LIATBATASANJING 0 1 'FPHONE'
print_string_in_string_now 'FSWEET9' s$NAMAZONA 3000 1
wait 1000
clear_help
print_help 'FSMOB'
mark_model_as_no_longer_needed #CELLPHONE
wait 50
freeze_car_position 0@ 0
7@ = get_driver_of_car 0@
set_car_driving_style 0@ 2
car_wander_randomly 0@

:CHECKS2
wait 0 ms
if and
    60000 > $LIATWAKTUANJING
    25@ == 0
then
    clear_prints
    print 'FSHLP' 3000 1
    26@ = add_blip_for_car_old 0@ 3 2
    change_blip_colour 26@ 3
    change_blip_scale 26@ 3
    25@ = 1
end
if and
    not $LIATBATASANJING == 0
    is_widget_released 8
then
    get_car_coordinates 0@ 4@ 5@ 6@
    get_name_of_zone 4@ 5@ 6@ s$NAMAZONA
    print_string_in_string_now 'FSWEE15' s$NAMAZONA 2500 1
    wait 2500
    $LIATBATASANJING -= 1
    jump @CHECKS2
end
if
    locate_char_any_means_car_2d $PLAYER_ACTOR 0@ 15.0 15.0 0
then
    if and
        25@ == 1
        does_blip_exist 26@
    then
        remove_blip 26@
    end
    print 'FSWEE12' 2000 1
    clear_onscreen_counter $LIATBATASANJING
    clear_onscreen_timer $LIATWAKTUANJING
    wait 2000
    17@ = add_blip_for_car 0@
    change_blip_colour 17@ 0
    print 'FSWEE16' 2000 1
    jump @KILL_S
end
if or
    is_player_dead $PLAYER_CHAR
    has_char_been_arrested $PLAYER_ACTOR
then
    clear_onscreen_timer $LIATWAKTUANJING
    clear_onscreen_counter $LIATBATASANJING
    mark_car_as_no_longer_needed 0@
    mark_char_as_no_longer_needed 21@
    mark_char_as_no_longer_needed 22@
    mark_char_as_no_longer_needed 23@
    mark_char_as_no_longer_needed 20@
    mark_model_as_no_longer_needed 28
    mark_model_as_no_longer_needed 29
    mark_model_as_no_longer_needed 30
    mark_model_as_no_longer_needed #SPECIAL01
    mark_model_as_no_longer_needed #BURRITO
    $LIATBATASANJING = 0
    $LIATWAKTUANJING = 0
    $ONMISSION = 0
    wait 5
    clear_prints
    print_big "SFAIL" 5000 1
    wait 5
    jump @MARKER_KONTOL
end
if
    $ONMISSION == 0
then
    clear_onscreen_timer $LIATWAKTUANJING
    clear_onscreen_counter $LIATBATASANJING
    mark_car_as_no_longer_needed 0@
    mark_char_as_no_longer_needed 21@
    mark_char_as_no_longer_needed 22@
    mark_char_as_no_longer_needed 23@
    mark_char_as_no_longer_needed 20@
    mark_model_as_no_longer_needed 28
    mark_model_as_no_longer_needed 29
    mark_model_as_no_longer_needed 30
    mark_model_as_no_longer_needed #SPECIAL01
    mark_model_as_no_longer_needed #BURRITO
    $LIATBATASANJING = 0
    $LIATWAKTUANJING = 0
    $ONMISSION = 0
    wait 5
    jump @MARKER_KONTOL
end
if
    $LIATWAKTUANJING == 0
then
    clear_onscreen_timer $LIATWAKTUANJING
    clear_onscreen_counter $LIATBATASANJING
    mark_car_as_no_longer_needed 0@
    mark_char_as_no_longer_needed 21@
    mark_char_as_no_longer_needed 22@
    mark_char_as_no_longer_needed 23@
    mark_char_as_no_longer_needed 20@
    mark_model_as_no_longer_needed 28
    mark_model_as_no_longer_needed 29
    mark_model_as_no_longer_needed 30
    mark_model_as_no_longer_needed #SPECIAL01
    mark_model_as_no_longer_needed #BURRITO
    $LIATBATASANJING = 0
    $LIATWAKTUANJING = 0
    $ONMISSION = 0
    wait 5
    clear_prints
    print_big "SFAIL" 5000 1
    print 'FSWEE11' 4000 1
    wait 5
    jump @MARKER_KONTOL
end
jump @CHECKS2
//Sampe sini aja lah, capek sialan!
: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@
    01C2: remove_references_to_actor 22@
    01C2: remove_references_to_actor 23@
    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@
    01C2: remove_references_to_actor 22@
    01C2: remove_references_to_actor 23@
    01C2: remove_references_to_actor 20@
    0249: release_model 28
    0249: release_model 29
    0249: release_model 30
    0249: release_model #SPECIAL01
    0249: release_model #BURRITO
    $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@
    01C2: remove_references_to_actor 22@
    01C2: remove_references_to_actor 23@
    01C2: remove_references_to_actor 20@
    0249: release_model 28
    0249: release_model 29
    0249: release_model 30
    0249: release_model #SPECIAL01
    0249: release_model #BURRITO
    $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'
    04F7: status_text $LIATBATASANJING type 0 line 1 GXT 'FPHONE'
    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@
    01C2: remove_references_to_actor 22@
    01C2: remove_references_to_actor 23@
    01C2: remove_references_to_actor 20@
    0249: release_model 28
    0249: release_model 29
    0249: release_model 30
    0249: release_model #SPECIAL01
    0249: release_model #BURRITO
    $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@
    01C2: remove_references_to_actor 22@
    01C2: remove_references_to_actor 23@
    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@
    01C2: remove_references_to_actor 22@
    01C2: remove_references_to_actor 23@
    01C2: remove_references_to_actor 20@
    0249: release_model 28
    0249: release_model 29
    0249: release_model 30
    0249: release_model #SPECIAL01
    0249: release_model #BURRITO
    $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@
    01C2: remove_references_to_actor 22@
    01C2: remove_references_to_actor 23@
    01C2: remove_references_to_actor 20@
    0249: release_model 28
    0249: release_model 29
    0249: release_model 30
    0249: release_model #SPECIAL01
    0249: release_model #BURRITO
    $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'
    04F7: status_text $LIATBATASANJING type 0 line 1 GXT 'FPHONE'
    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@
    01C2: remove_references_to_actor 22@
    01C2: remove_references_to_actor 23@
    01C2: remove_references_to_actor 20@
    0249: release_model 28
    0249: release_model 29
    0249: release_model 30
    0249: release_model #SPECIAL01
    0249: release_model #BURRITO
    $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@
    0249: release_model 28
    0249: release_model 29
    0249: release_model 30
    0249: release_model #SPECIAL01
    0249: release_model #BURRITO
    $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@
    0249: release_model 28
    0249: release_model 29
    0249: release_model 30
    0249: release_model #SPECIAL01
    0249: release_model #BURRITO
    $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@
    0249: release_model 28
    0249: release_model 29
    0249: release_model 30
    0249: release_model #SPECIAL01
    0249: release_model #BURRITO
    $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
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 #BURRITO
$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
    00BA: show_text_styled GXT "SPASS" time 3000 style 1
    10@ = 0
else
    00BA: show_text_styled GXT "SPASS" time 3000 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