{$CLEO .cs}
{$USE ini}
NOP

:FIND_S
wait 0 ms
//if
//    does_file_exist "data\cleo_config.dat"
//then
//    add_text_label "KONTOL5" text "Hahaha. Take that, moron!"
//    wait 3000 ms
//    clear_help
//    print_help 'KONTOL5'
//    jump @MELETUP
//end
//if
//    not does_file_exist "cleo\Find Sweet.ini"
//then
//    add_text_label "MULYONO" text "No ~y~Find Sweet.ini~s~ found! The mod is now ~r~deactivated"
//    wait 3000 ms
//    clear_prints
//    00BB: show_text_lowpriority GXT 'MULYONO' time 3000 flag 1
//   wait 1000 ms
//    remove_text_label "MULYONO"
//    wait 100 ms
//    terminate_this_script
//end
if and
    is_player_playing $PLAYER_CHAR
    $ONMISSION == 0
jf @FIND_S
09E8: 26@ = actor $PLAYER_ACTOR active_interior
if
    26@ == 0
jf @FIND_S
03BC: 18@ = create_sphere_at 2522.5250 -1677.8810 15.4970 radius 1.0

:FINDS2
wait 0 ms
09E8: 26@ = actor $PLAYER_ACTOR active_interior
if or
    not is_player_playing $PLAYER_CHAR
    $ONMISSION == 1
    not 26@ == 0
then
    03BD: destroy_sphere 18@
    jump @FIND_S
else
    00ED:   actor $PLAYER_ACTOR sphere 0 near_point 2522.5250 -1677.8810 radius 0.5 0.5 on_foot
jf @FINDS2
clear_help
print_help_forever 'F_AREUS'
end

:FINDS3
wait 0 ms
if
    is_key_pressed 89
then
    clear_prints
    clear_help
else
    80ED:   not actor $PLAYER_ACTOR sphere 0 near_point 2522.5250 -1677.8810 radius 0.5 0.5 on_foot
jf @FINDS3
clear_help
jump @FINDS2
end
read_int_from_ini_file 0@ = "cleo\Find Sweet.ini" section "FILESAVES" key "ProgressMission"
read_int_from_ini_file 25@ = "cleo\Find Sweet.ini" section "MENUFS" key "CheckpointSystem"
if and
    25@ == 1
    not 24@ == 0
then
    print_help_forever 'F_CHECK'
else
    jump @MISI123
end

:CEKPOIN
wait 0 ms
if
    is_key_pressed 89
then
    clear_prints
    clear_help
    jump @MISI123
end
if
    80ED:   not actor $PLAYER_ACTOR sphere 0 near_point 2522.5250 -1677.8810 radius 0.5 0.5 on_foot
then
    clear_help
    jump @FINDS2
end
if
    is_key_pressed 78
then
    clear_prints
    clear_help
    jump @MISI123
end
jump @CEKPOIN

:MISI123
wait 0 ms
if
    0@ == 0
then
    0@ = 1
end
if
    0@ == 1
then
    00BA: show_text_styled GXT "FSPART1" time 3000 style 2
    set_player_control $PLAYER_CHAR 0
    03BD: destroy_sphere 18@
    fade 0 1000
    wait 1500
    jump @LOADMODEL
end
if
    0@ == 2
then
    00BA: show_text_styled GXT "FSPART2" time 3000 style 2
    set_player_control $PLAYER_CHAR 0
    03BD: destroy_sphere 18@
    fade 0 1000
    wait 1500
    jump @FINDSWEET2
end
//if
//    0@ == 3
//then
//    00BA: show_text_styled GXT "FSPART3" time 3000 style 2
//    set_player_control $PLAYER_CHAR 0
//    03BD: destroy_sphere 18@
//    fade 0 1000
//    wait 1500
//    jump @FINDSWEET3
//end
jump @FINDS2

:LOADMODEL
wait 0 ms
0665: get_actor $PLAYER_ACTOR model_to 23@
if
    10@ > 0
then
    fade 1 1000
    wait 500 ms
    jump @MENGERIKAN2
end
if
    $ONMISSION == 1
then
    jump @FIND_S
end
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 #BURRITO
0247: load_model #MICRO_UZI
0247: load_model #TEC9
0247: load_model #CELLPHONE
038B: load_requested_models
wait 10 ms
$ONMISSION = 1
25@ = 0

: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
if
    0491:   actor $PLAYER_ACTOR has_weapon 46
then
    0555: remove_weapon 46 from_actor $PLAYER_ACTOR
end
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@ = 482 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 $PLAYER_ACTOR from_car_and_place_at 1@ 2@ 3@
    wait 50 ms
    009B: destroy_actor 20@
    009B: destroy_actor 21@
    009B: destroy_actor 22@
    //009B: destroy_actor 23@
    00A6: destroy_car 0@
    jump @RANDOMFS
end
009B: destroy_actor 19@
0249: release_model #MALE01
wait 5 ms
switch_widescreen 1
//get_offset_from_char_in_world_coords 1@ 2@ 3@ from_actor 23@ with_offset -5.0 10.0 0.5
//get_offset_from_char_in_world_coords 4@ 5@ 6@ from_actor 23@ with_offset -2.0 30.0 0.5
//set_fixed_camera_position 1@ 2@ 3@ rotation 0.0 0.0 0.0
0158: camera_on_car 0@ mode 18 switchstyle 2
//point_camera_at_point 4@ 5@ 6@ switchstyle 2
fade 1 3000
wait 6000 ms
fade 0 1000
00AA: store_car 0@ position_to 11@ 12@ 13@
0843: get_zone_at 11@ 12@ 13@ nameA_to s$NAMAZONA // 8-byte string
wait 1000 ms
00AF: set_car 0@ driver_behaviour_to 0
set_load_collision_for_car_flag 0@ 0
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@
wait 5
create_char 23@ = 5 30 11@ 12@ 100.0
wait 50 ms
01B2: give_actor 23@ weapon 28 ammo 999999 // Load the weapon model before using this
072A: put_actor 23@ into_car 0@ driverseat

: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
freeze_car_position 0@ 1
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_button_pressed 0 16
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_button_pressed 0 16
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
$LIATWAKTUANJING = 600600

:WAKTU_TELASOOO
wait 0 ms
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 ms
0004: $LIATBATASANJING = 10
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 'FSWEET0'
0249: release_model #CELLPHONE
wait 50 ms
freeze_car_position 0@ 0
046C: 7@ = car 0@ driver
00AE: set_car 0@ traffic_behaviour_to 2
00A8: set_car 0@ to_psycho_driver
jump @CHECKS2

: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@ = 482 at 4@ 5@ 6@
    0229: set_car 0@ primary_color_to 8@ secondary_color_to 9@
    0175: set_car 0@ Z_angle_to 7@
    add_stuck_car_check 0@ stuck_check_distance_to 1.0 time_to 2000
    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
    0249: release_model #TEC9
    0249: release_model #MICRO_UZI
    jump @JEMBUT_KECABUT
end
if and
    not $LIATBATASANJING == 0
    is_key_pressed 9
then
    0384: show_text_1string GXT 'FSWEE15' string s$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 #MICRO_UZI
    0249: release_model #TEC9
    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
    jump @FIND_S
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 #MICRO_UZI
    0249: release_model #TEC9
    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 'FSWEE11' time 4000 flag 1
    wait 5 ms
    jump @FIND_S
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 #MICRO_UZI
    0249: release_model #TEC9
    0249: release_model #SPECIAL01
    0249: release_model #BURRITO
    $LIATBATASANJING = 0
    $LIATWAKTUANJING = 0
    wait 5 ms
    jump @FIND_S
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 and
    60000 > $LIATWAKTUANJING
    25@ == 0
then
    clear_prints
    00BB: show_text_lowpriority GXT 'FSHLP' time 3000 flag 1
    0161: 26@ = create_marker_above_car 0@ unused 3 visibility 2
    change_blip_colour 26@ 3
    0168: set_marker 26@ size 3
    25@ = 1
end
if and
    not $LIATBATASANJING == 0
    is_key_pressed 9
then
    00AA: store_car 0@ position_to 4@ 5@ 6@
    0843: get_zone_at 4@ 5@ 6@ nameA_to s$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
    if and
        25@ == 1
        does_blip_exist 26@
    then
        remove_blip 26@
    end
    00BB: show_text_lowpriority GXT 'FSWEE12' time 2000 flag 1
    0151: remove_status_text $LIATBATASANJING
    014F: stop_timer $LIATWAKTUANJING
    wait 2000 ms
    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
    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 #MICRO_UZI
    0249: release_model #TEC9
    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
    $ONMISSION == 0
then
    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 #MICRO_UZI
    0249: release_model #TEC9
    0249: release_model #SPECIAL01
    0249: release_model #BURRITO
    $LIATBATASANJING = 0
    $LIATWAKTUANJING = 0
    wait 5 ms
    jump @MARKER_KONTOL
end
if
    $LIATWAKTUANJING == 0
then
    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 #MICRO_UZI
    0249: release_model #TEC9
    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 '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 #MICRO_UZI
    0249: release_model #TEC9
    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@ // 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 #MICRO_UZI
    0249: release_model #TEC9
    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' // 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 #MICRO_UZI
    0249: release_model #TEC9
    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
jump @FIND_S

: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 #MICRO_UZI
    0249: release_model #TEC9
    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@ // 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 #MICRO_UZI
    0249: release_model #TEC9
    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' // 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 #MICRO_UZI
    0249: release_model #TEC9
    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@ // Like turning an actor into a random pedestrian
    0249: release_model 28
    0249: release_model 29
    0249: release_model 30
    0249: release_model #MICRO_UZI
    0249: release_model #TEC9
    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 @FIND_S
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 #MICRO_UZI
    0249: release_model #TEC9
    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 @FIND_S
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 #MICRO_UZI
    0249: release_model #TEC9
    0249: release_model #SPECIAL01
    0249: release_model #BURRITO
    $LIATBATASANJING = 0
    $LIATWAKTUANJING = 0
    wait 5 ms
    jump @FIND_S
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 #MICRO_UZI
0249: release_model #TEC9
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
    0217: show_text_styled GXT "SPAS2" time 3000 style 1  // versionB
    add_score $PLAYER_CHAR money += 5000
end
//0AF1: write_int 2 to_ini_file "cleo\Find Sweet.ini" section "FILESAVES" key "ProgressMission"
wait 5 ms
034F: destroy_actor_with_fade 20@
0249: release_model #SPECIAL01
jump @FIND_S

//Sh1t secret I mean, not used but not deleted too

:WAKTUNYA_ANJING
wait 0 ms
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes
008B: 25@ = $TIME_MINS // (int)
wait 2000 ms

:INTERIOR_MIAW
wait 5 ms
09E8: 26@ = actor $PLAYER_ACTOR active_interior
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes
if and
    03EE:   player $PLAYER_CHAR controllable
    00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2533.1690 -1674.5620 1015.4990 radius 1.5 1.5 0.0 on_foot //Sweet's house and position he stay.
    26@ == 1
then
    023C: load_special_actor 'SWEET' as 1 // models 290-299
    0247: load_model 290
    038B: load_requested_models
    wait 10 ms
    create_char 20@ = 8 290 2533.1690 -1674.5620 1015.4990
    set_char_heading 20@ Z_angle_to -90.0
    jump @MENGERIKAN
end
if
    07D6:   25@ == $TIME_MINS // @ == $ (int)
then
    jump @FIND_S
end
if or
    0117:   player $PLAYER_CHAR wasted
    0741:   actor $PLAYER_ACTOR busted
then
    jump @FIND_S
end
jump @INTERIOR_MIAW

:MENGERIKAN
wait 0 ms
09E8: 26@ = actor $PLAYER_ACTOR active_interior
if
    0118:   actor 20@
then
    01C2: remove_references_to_actor 20@
    0249: release_model 290
    000A: 10@ += 1
    jump @FIND_S
end
if and
    80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2533.1690 -1674.5620 1015.4990 radius 1.5 1.5 0.0 on_foot //Sweet's house and position he stay.
    not 26@ == 1
then
    009B: destroy_actor 20@
    0249: release_model 290
    jump @WAKTUNYA_ANJING
end
if or
    0117:   player $PLAYER_CHAR wasted
    0741:   actor $PLAYER_ACTOR busted
then
    009B: destroy_actor 20@
    0249: release_model 290
    jump @FIND_S
end
jump @MENGERIKAN

:MENGERIKAN2
wait 0 ms
add_text_label "KONTOL1" text "~r~Error~s~! Sweet model is not found! Restart the game or reload save file"
add_text_label "KONTOL2" text "I told you Sweet model is not found! Go restart the game and reload save file"
add_text_label "KONTOL3" text "You blind? SWEET MODEL IS NOT FOUND!! Restart or reload the damn save file"
add_text_label "KONTOL4" text "Fuck you, Player!"
if
    10@ == 1
then
    clear_help
    print_help 'KONTOL1'
    wait 3000 ms
    set_player_control $PLAYER_CHAR 1
    000A: 10@ += 1
    jump @FIND_S
end
if
    10@ == 2
then
    clear_help
    print_help 'KONTOL2'
    wait 3000 ms
    set_player_control $PLAYER_CHAR 1
    000A: 10@ += 1
    jump @FIND_S
end
if
    10@ == 3
then
    clear_help
    print_help 'KONTOL3'
    wait 3000 ms
    set_player_control $PLAYER_CHAR 1
    000A: 10@ += 1
    jump @FIND_S
end
if
    10@ == 4
then
    clear_help
    print_help 'KONTOL4'
    wait 3000 ms
    set_player_control $PLAYER_CHAR 1
    write_int_to_ini_file 07734 to_ini_file "data\cleo_config.dat" section "Settings" key "DeleteThis"
end

:MELETUP
wait 5 ms
00A0: store_actor $PLAYER_ACTOR position_to 1@ 2@ 3@
020C: create_explosion_with_radius 0 at 1@ 2@ 3@
jump @MELETUP

//End of my sh1t secret, wkwkwk
//And this is my leftover mission that unused

:LM2
wait 0 ms
023C: load_special_actor 'SWEET' as 1 // models 290-299
if
    023D:   special_actor 1 loaded
jf @LM2
0247: load_model #SPECIAL01
0247: load_model #MALE01
0247: load_model #BMYDRUG
0247: load_model #WMYDRUG
0247: load_model #HMYDRUG
0247: load_model #BURRITO
0247: load_model #MICRO_UZI
0247: load_model #TEC9
0247: load_model #CELLPHONE
038B: load_requested_models
wait 10 ms
return

:FINDSWEET2
wait 0 ms
$ONMISSION = 1
gosub @LM2
wait 5 ms
switch_widescreen 1
if and
    25@ == 1
    not 24@ == 0
then
    0249: release_model #CELLPHONE
    jump @FS22
end
00A1: put_actor $PLAYER_ACTOR at 2517.43 -1676.93 15.22
0173: set_actor $PLAYER_ACTOR Z_angle_to 39.4
wait 5 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 'FS21' time 3000 flag 1
//wait 5 ms
00BB: show_text_lowpriority GXT 'FS22' time 2000 flag 1
//wait 5 ms
00BB: show_text_lowpriority GXT 'FS23' time 1000 flag 1
//wait 5 ms
00BB: show_text_lowpriority GXT 'FS24' time 4000 flag 1
//wait 5 ms
00BB: show_text_lowpriority GXT 'FS25' time 2000 flag 1
//wait 5 ms
00BB: show_text_lowpriority GXT 'FS26' time 4000 flag 1
wait 5 ms

:FS21
wait 0 ms
if
    is_button_pressed 0 16
then
    00BE: text_clear_all
    00BB: show_text_lowpriority GXT 'FS27' time 2000 flag 1
    wait 2000 ms
else
    876F:   not text_priority_displayed
jf @FS21
00BB: show_text_lowpriority GXT 'FS27' time 2000 flag 1
wait 5 ms
00BB: show_text_lowpriority GXT 'FS28' time 3000 flag 1
wait 5 ms
end
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0
set_player_control $PLAYER_CHAR 1
switch_widescreen 0
restore_camera
00BB: show_text_lowpriority GXT 'FS29' time 3000 flag 1
//wait 5 ms
00BB: show_text_lowpriority GXT 'FS210' time 3000 flag 1
wait 5 ms
0249: release_model #CELLPHONE
0209: 0@ = random_int_in_ranges 0 0

:FS22
wait 5 ms
if
    0@ == 3
then
    0209: 0@ = random_int_in_ranges 0 3
    jump @FS22
end
5@ = 0
if
    24@ == 0
then
    $LIATWAKTUANJING = 6000000
else
    $LIATWAKTUANJING = 180000
end
03C3: set_timer_to $LIATWAKTUANJING type 1 GXT 'BB_19' // global_variable  // Time
0167: 1@ = create_marker_at 1961.6560 -2181.2730 13.5469 color 4 flag 1
0167: 2@ = create_marker_at -1551.0030 -435.9082 6.0099 color 4 flag 1
0167: 3@ = create_marker_at 1715.1060 1606.2120 10.0156 color 4 flag 1
0168: set_marker 1@ size 3
0168: set_marker 2@ size 3
0168: set_marker 3@ size 3
if or
    24@ == 1
    0@ == 0
then
    24@ = 1
    jump @CEKPO1
end
if or
    24@ == 2
    0@ == 1
then
    24@ = 2
    0@ = 0 //0=To the location, 1=Searching LS, 2=Searching SF, 3=Searching LV, 4=Searching VM
    //    jump
end
if or
    24@ == 3
    0@ == 2
then
    24@ = 3
    0@ = 0 //0=To the location, 1=Searching LS, 2=Searching SF, 3=Searching LV, 4=Searching VM
    //    jump
end

:CEKPO1
wait 0 ms
if
    24@ == 1
then
    00A1: put_actor $PLAYER_ACTOR at 26@ 27@ 28@
    wait 2000 ms
    switch_widescreen 0
    set_player_control $PLAYER_CHAR 1
    00BB: show_text_lowpriority GXT 'FS210' time 3000 flag 1
end

:FS23 //Airport Los Santos
wait 5 ms
if or
    0117:   player $PLAYER_CHAR wasted
    0741:   actor $PLAYER_ACTOR busted
then
    014F: stop_timer $LIATWAKTUANJING
    0249: release_model 28
    0249: release_model 29
    0249: release_model 30
    0249: release_model #MICRO_UZI
    0249: release_model #TEC9
    0249: release_model #SPECIAL01
    0249: release_model #BURRITO
    $LIATWAKTUANJING = 0
    $ONMISSION = 0
    wait 5 ms
    00BE: text_clear_all
    00BA: show_text_styled GXT "SFAIL" time 5000 style 1
    jump @FIND_S
end
if
    $LIATWAKTUANJING == 0
then
    014F: stop_timer $LIATWAKTUANJING
    0249: release_model 28
    0249: release_model 29
    0249: release_model 30
    0249: release_model #MICRO_UZI
    0249: release_model #TEC9
    0249: release_model #SPECIAL01
    0249: release_model #BURRITO
    $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 @FIND_S
end
if
    $ONMISSION == 0
then
    014F: stop_timer $LIATWAKTUANJING
    0249: release_model 28
    0249: release_model 29
    0249: release_model 30
    0249: release_model #MICRO_UZI
    0249: release_model #TEC9
    0249: release_model #SPECIAL01
    0249: release_model #BURRITO
    $LIATWAKTUANJING = 0
    wait 5 ms
    jump @FIND_S
end
if and
    0@ == 0
    00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 1961.6560 -2181.2730 13.5469 radius 5.0 5.0 5.0 //LS
then
    0167: 4@ = create_marker_at 1760.7200 -2543.3800 12.5500 color 4 flag 2
    0168: set_marker 4@ size 3
    create_char 6@ = 5 30 1758.1900 -2543.0200 12.5500
    create_char 7@ = 5 28 1763.7500 -2542.2200 12.5500
    create_char 8@ = 5 29 1763.1500 -2545.0800 12.5500
    create_char 9@ = 8 290 1760.7200 -2543.38000 12.5500
    create_car 10@ = 482 at 1759.8500 -2550.4800 12.6200
    0173: set_actor 6@ Z_angle_to 265.3
    0173: set_actor 7@ Z_angle_to 118.0
    0173: set_actor 8@ Z_angle_to 59.5
    0173: set_actor 9@ Z_angle_to 261.3
    0175: set_car 10@ Z_angle_to 102.1
    01B2: give_actor 6@ weapon 28 ammo 999999 // Load the weapon model before using this
    01B2: give_actor 7@ weapon 32 ammo 999999 // Load the weapon model before using this
    01B2: give_actor 8@ weapon 28 ammo 999999 // Load the weapon model before using this
    wait 5 ms
    05C4: AS_actor 9@ hands_up -1 ms
    0635: AS_actor 6@ aim_at_actor 9@ -1 ms
    0635: AS_actor 7@ aim_at_actor 9@ -1 ms
    0635: AS_actor 8@ aim_at_actor 9@ -1 ms
    wait 5 ms
    read_int_from_ini_file 25@ = "cleo\Find Sweet.ini" section "MENUFS" key "CheckpointSystem"
    jump @C_SYS1
end
if and
    075C:   marker 2@ enabled
    0@ == 0
    00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -1551.0030 -435.9082 6.0099 radius 5.0 5.0 5.0 //SF
then
    0167: 4@ = create_marker_at -1330.0270 -15.2650 13.3747 color 4 flag 2
    0168: set_marker 4@ size 3
    0164: disable_marker 2@
    0@ = 2
    wait 5 ms
    clear_prints
    00BB: show_text_lowpriority GXT 'FS211' time 3000 flag 1
end
if and
    075C:   marker 3@ enabled
    0@ == 0
    00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 1715.1060 1606.2120 10.0156 radius 5.0 5.0 5.0 //LV
then
    0167: 4@ = create_marker_at 1443.0270 1456.2650 9.3747 color 4 flag 2
    0168: set_marker 4@ size 3
    0164: disable_marker 3@
    0@ = 3
    wait 5 ms
    clear_prints
    00BB: show_text_lowpriority GXT 'FS211' time 3000 flag 1
end
if and
    0@ == 2
    00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1330.0270 -15.2650 13.3747 radius 25.0 25.0 5.0 //SF
then
    0164: disable_marker 4@
    clear_prints
    00BB: show_text_lowpriority GXT 'FS212' time 3000 flag 1
    00BB: show_text_lowpriority GXT 'FS213' time 3000 flag 1
    wait 5 ms
    0@ = 0
end
if and
    0@ == 3
    00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1443.0270 1456.2650 9.3747 radius 25.0 25.0 5.0 //LV
then
    0164: disable_marker 4@
    clear_prints
    00BB: show_text_lowpriority GXT 'FS212' time 3000 flag 1
    00BB: show_text_lowpriority GXT 'FS213' time 3000 flag 1
    wait 5 ms
    0@ = 0
end
if and
    5@ == 0
    0@ == 0
    00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 337.7670 2501.0750 15.4847 radius 25.0 25.0 5.0 //VM
then
    clear_prints
    00BB: show_text_lowpriority GXT 'FS212' time 3000 flag 1
    00BB: show_text_lowpriority GXT 'FS213' time 3000 flag 1
    wait 5 ms
    5@ = 1
end
jump @FS23

:C_SYS1
wait  0 ms
if
    25@ == 1
then
    clear_help
    print_help 'FSCHPO'
    00A0: store_actor $PLAYER_ACTOR position_to 26@ 27@ 28@
    28@ += 200.0
else
end

:FS24 //Los Santos Airport
wait 5 ms
if and
    0@ == 0
    0117:   player $PLAYER_CHAR wasted
then
    014F: stop_timer $LIATWAKTUANJING
    01C3: remove_references_to_car 10@
    01C2: remove_references_to_actor 6@ // Like turning an actor into a random pedestrian
    01C2: remove_references_to_actor 7@ // Like turning an actor into a random pedestrian
    01C2: remove_references_to_actor 8@ // Like turning an actor into a random pedestrian
    01C2: remove_references_to_actor 9@ // Like turning an actor into a random pedestrian
    0249: release_model 28
    0249: release_model 29
    0249: release_model 30
    0249: release_model #MICRO_UZI
    0249: release_model #TEC9
    0249: release_model #SPECIAL01
    0249: release_model #BURRITO
    $LIATWAKTUANJING = 0
    $ONMISSION = 0
    wait 5 ms
    00BE: text_clear_all
    00BA: show_text_styled GXT "SFAIL" time 5000 style 1
    jump @FIND_S
end
if and
    0@ == 0
    0741:   actor $PLAYER_ACTOR busted
then
    014F: stop_timer $LIATWAKTUANJING
    01C3: remove_references_to_car 10@
    01C2: remove_references_to_actor 6@ // Like turning an actor into a random pedestrian
    01C2: remove_references_to_actor 7@ // Like turning an actor into a random pedestrian
    01C2: remove_references_to_actor 8@ // Like turning an actor into a random pedestrian
    01C2: remove_references_to_actor 9@ // Like turning an actor into a random pedestrian
    0249: release_model 28
    0249: release_model 29
    0249: release_model 30
    0249: release_model #MICRO_UZI
    0249: release_model #TEC9
    0249: release_model #SPECIAL01
    0249: release_model #BURRITO
    $LIATWAKTUANJING = 0
    $ONMISSION = 0
    wait 5 ms
    00BE: text_clear_all
    00BA: show_text_styled GXT "SFAIL" time 5000 style 1
    jump @FIND_S
end
if and
    0@ == 1
    0117:   player $PLAYER_CHAR wasted
then
    014F: stop_timer $LIATWAKTUANJING
    01C2: remove_references_to_actor 9@ // Like turning an actor into a random pedestrian
    0249: release_model 28
    0249: release_model 29
    0249: release_model 30
    0249: release_model #MICRO_UZI
    0249: release_model #TEC9
    0249: release_model #SPECIAL01
    0249: release_model #BURRITO
    $LIATWAKTUANJING = 0
    $ONMISSION = 0
    wait 5 ms
    00BE: text_clear_all
    00BA: show_text_styled GXT "SFAIL" time 5000 style 1
    jump @FIND_S
end
if and
    0@ == 1
    0741:   actor $PLAYER_ACTOR busted
then
    014F: stop_timer $LIATWAKTUANJING
    01C2: remove_references_to_actor 9@ // Like turning an actor into a random pedestrian
    0249: release_model 28
    0249: release_model 29
    0249: release_model 30
    0249: release_model #MICRO_UZI
    0249: release_model #TEC9
    0249: release_model #SPECIAL01
    0249: release_model #BURRITO
    $LIATWAKTUANJING = 0
    $ONMISSION = 0
    wait 5 ms
    00BE: text_clear_all
    00BA: show_text_styled GXT "SFAIL" time 5000 style 1
    jump @FIND_S
end
if
    $LIATWAKTUANJING == 0
then
    014F: stop_timer $LIATWAKTUANJING
    01C3: remove_references_to_car 10@
    01C2: remove_references_to_actor 6@ // Like turning an actor into a random pedestrian
    01C2: remove_references_to_actor 7@ // Like turning an actor into a random pedestrian
    01C2: remove_references_to_actor 8@ // Like turning an actor into a random pedestrian
    01C2: remove_references_to_actor 9@ // Like turning an actor into a random pedestrian
    0249: release_model 28
    0249: release_model 29
    0249: release_model 30
    0249: release_model #MICRO_UZI
    0249: release_model #TEC9
    0249: release_model #SPECIAL01
    0249: release_model #BURRITO
    $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 @FIND_S
end
if
    $ONMISSION == 0
then
    014F: stop_timer $LIATWAKTUANJING
    01C3: remove_references_to_car 10@
    01C2: remove_references_to_actor 6@ // Like turning an actor into a random pedestrian
    01C2: remove_references_to_actor 7@ // Like turning an actor into a random pedestrian
    01C2: remove_references_to_actor 8@ // Like turning an actor into a random pedestrian
    01C2: remove_references_to_actor 9@ // Like turning an actor into a random pedestrian
    0249: release_model 28
    0249: release_model 29
    0249: release_model 30
    0249: release_model #MICRO_UZI
    0249: release_model #TEC9
    0249: release_model #SPECIAL01
    0249: release_model #BURRITO
    $LIATWAKTUANJING = 0
    wait 5 ms
    jump @FIND_S
end
if and
    0@ == 0
    00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1760.7200 -2543.3800 12.5500 radius 25.0 25.0 5.0 //LS
then
    0164: disable_marker 4@
    014F: stop_timer $LIATWAKTUANJING
    clear_prints
    00BB: show_text_lowpriority GXT 'FS214' time 3000 flag 1
    00BB: show_text_lowpriority GXT 'FS215' time 3000 flag 1
    01C2: remove_references_to_actor 8@ // Like turning an actor into a random pedestrian
    01C2: remove_references_to_actor 7@ // Like turning an actor into a random pedestrian
    01C2: remove_references_to_actor 6@ // Like turning an actor into a random pedestrian
    01C3: remove_references_to_car 10@
    0687: clear_actor 9@ task
    wait 5 ms
    05E2: AS_actor 6@ kill_actor $PLAYER_ACTOR
    05E2: AS_actor 7@ kill_actor $PLAYER_ACTOR
    05E2: AS_actor 8@ kill_actor $PLAYER_ACTOR
    0167: 4@ = create_marker_at 2506.0270 -1675.2650 13.3747 color 4 flag 2
    0168: set_marker 4@ size 3
    0631: put_actor 9@ in_group $PLAYER_GROUP
    0@ = 1
end
if and
    0@ == 1
    0101:   actor $PLAYER_ACTOR in_sphere 2506.0270 -1675.2650 13.3747 radius 2.0 2.0 1.0 sphere 1 stopped
then
    0164: disable_marker 4@
    014F: stop_timer $LIATWAKTUANJING
    0249: release_model 28
    0249: release_model 29
    0249: release_model 30
    0249: release_model #MICRO_UZI
    0249: release_model #TEC9
    0249: release_model #SPECIAL01
    0249: release_model #BURRITO
    $LIATWAKTUANJING = 0
    wait 5 ms
    set_player_control $PLAYER_CHAR 0
    switch_widescreen 1
    jump @FS25
end
if and
    0@ == 1
    0118:   actor 9@ dead
then
    0164: disable_marker 4@
    014F: stop_timer $LIATWAKTUANJING
    01C2: remove_references_to_actor 9@ // Like turning an actor into a random pedestrian
    0249: release_model 28
    0249: release_model 29
    0249: release_model 30
    0249: release_model #MICRO_UZI
    0249: release_model #TEC9
    0249: release_model #SPECIAL01
    0249: release_model #BURRITO
    $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
    jump @FIND_S
end
if and
    0@ == 0
    0118:   actor 9@ dead
then
    014F: stop_timer $LIATWAKTUANJING
    01C3: remove_references_to_car 10@
    01C2: remove_references_to_actor 9@ // Like turning an actor into a random pedestrian
    01C2: remove_references_to_actor 8@ // Like turning an actor into a random pedestrian
    01C2: remove_references_to_actor 7@ // Like turning an actor into a random pedestrian
    01C2: remove_references_to_actor 6@ // Like turning an actor into a random pedestrian
    0249: release_model 28
    0249: release_model 29
    0249: release_model 30
    0249: release_model #MICRO_UZI
    0249: release_model #TEC9
    0249: release_model #SPECIAL01
    0249: release_model #BURRITO
    $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
    jump @FIND_S
end
jump @FS24

:CHCK2
wait 0 ms
if
    not 10@ == 0
then
    01C3: remove_references_to_car 10@
end
if
    not 9@ == 0
then
    01C2: remove_references_to_actor 9@ // Like turning an actor into a random pedestrian
end
if
    not 8@ == 0
then
    01C2: remove_references_to_actor 8@ // Like turning an actor into a random pedestrian
end
if
    not 7@ == 0
then
    01C2: remove_references_to_actor 7@ // Like turning an actor into a random pedestrian
end
if
    not 6@ == 0
then
    01C2: remove_references_to_actor 6@ // Like turning an actor into a random pedestrian
end
if
    0248:   model 28 available
then
    0249: release_model 28
end
if
    0248:   model 29 available
then
    0249: release_model 29
end
if
    0248:   model 30 available
then
    0249: release_model 30
end
if
    0248:   model 352 available
then
    0249: release_model #MICRO_UZI
end
if
    0248:   model 372 available
then
    0249: release_model #TEC9
end
if
    0248:   model 290 available
then
    0249: release_model #SPECIAL01
end
if
    0248:   model 482 available
then
    0249: release_model #BURRITO
end
wait 5 ms
return

:FS25
wait 5 ms
if
    00F2:   actor $PLAYER_ACTOR near_actor 9@ radius 100.0 100.0 sphere 0
then
    wait 2500 ms
    00BB: show_text_lowpriority GXT 'FSWEE216' time 3000 flag 1
    wait 3000 ms
    00BB: show_text_lowpriority GXT 'FSWEE217' time 2000 flag 1
    wait 2000 ms
else
    gosub @CHCK2
    $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
    jump @FIND_S
end
if
    044B:   actor $PLAYER_ACTOR on_foot
then
    074D: AS_actor $PLAYER_ACTOR turns_to_and_look_at_actor 9@ 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 9@
then
    06C9: remove_actor 9@ from_group
    0633: AS_actor 9@ exit_car
end
05D3: AS_actor 9@ goto_point 2517.43 -1676.93 13.22 mode 4 time -1 ms // versionA
05BF: AS_actor $PLAYER_ACTOR look_at_actor 9@ 3000 ms
wait 3000 ms
24@ = 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
00BA: show_text_styled GXT "SPASS" time 3000 style 1
0217: show_text_styled GXT "SPAS2" time 3000 style 1  // versionB
add_score $PLAYER_CHAR money += 5000
0AF1: write_int 1 to_ini_file "cleo\Find Sweet.ini" section "FILESAVES" key "ProgressMission"
wait 5 ms
mark_char_as_no_longer_needed 9@
034F: destroy_actor_with_fade 9@
0249: release_model #SPECIAL01
jump @FIND_S