{$CLEO .csi}
//Iyah berantakan, seperti negara ini... Semogha Prabwowo Cephat Menghinggal
NOP

:DONTOL
wait 0 ms
if and
    is_player_playing $PLAYER_CHAR
    044B:   actor $PLAYER_ACTOR on_foot
    03EE:   player $PLAYER_CHAR controllable
    $ONMISSION == 0
then
else
    terminate_this_script
end
09E8: 1@ = actor $PLAYER_ACTOR active_interior
if
    1@ == 0
then
else
    terminate_this_script
end
if
    $ONMISSION == 1
then
    terminate_this_script
end
clear_prints
gosub @TAHI
00BA: show_text_styled GXT "OWOAJG1" time 3000 style 2
01B4: set_player $PLAYER_CHAR can_move 0
0665: get_actor $PLAYER_ACTOR model_to 2@
wait 10
$ONMISSION = 1
$LIATWAKTUANJING = 0
fade 0 1000
wait 1000
gosub @PRABODO
jump @PARIS

:PRABODO
wait 0 ms
04ED: load_animation  "BOMBER"
04ED: load_animation  "ON_LOOKERS"
0247: load_model #MALE01
if and
    04EE:   animation "ON_LOOKERS" loaded
    04EE:   animation "BOMBER" loaded
    0248:   model #MALE01 available
jf @PRABODO
return

:PARIS //Yes, I've taken this codes from my previous mod "Find Sweet"
wait 0 //Check it if you want, available for PC and Mobile btw
0208: 3@ = random_float_in_ranges -3000.0 3000.0
0208: 4@ = random_float_in_ranges -3000.0 3000.0
00A0: store_actor $PLAYER_ACTOR position_to 5@ 6@ 7@
0172: 28@ = actor $PLAYER_ACTOR Z_angle
if
    0491:   actor $PLAYER_ACTOR has_weapon 46
then
    0555: remove_weapon 46 from_actor $PLAYER_ACTOR
end
wait 50 ms
if
    0449:   actor $PLAYER_ACTOR in_a_car
then
    1@ = store_car_char_is_in_no_save $PLAYER_ACTOR
else
    1@ = 0
end
if
    not 1@ == 0
then
    0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 3@ 4@ 100.0
    0519: set_car 1@ locked 1
else
    00A1: put_actor $PLAYER_ACTOR at 3@ 4@ 100.0
end
04E4: refresh_game_renderer_at 3@ 4@
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
    01F0: set_max_wanted_level_to 0
end
00A0: store_actor $PLAYER_ACTOR position_to 8@ 9@ 10@
03D3: get_route_nearest_for 8@ 9@ 10@ store_to 11@ 12@ 13@ Z_angle_to 14@
00A1: put_actor $PLAYER_ACTOR at 11@ 12@ 13@
0173: set_actor $PLAYER_ACTOR Z_angle_to 14@
04E4: refresh_game_renderer_at 11@ 12@
04D7: set_actor $PLAYER_ACTOR locked 1
wait 2000 ms
09C7: change_player $PLAYER_CHAR model_to #MALE01
wait 5 ms
04D7: set_actor $PLAYER_ACTOR locked 0
01B4: set_player $PLAYER_CHAR can_move 1
switch_widescreen 1
02EB: restore_camera_with_jumpcut
fade 1 3000
wait 5 ms
clear_help
print_help 'OWOAJG7'
04D7: set_actor $PLAYER_ACTOR locked 1
task_play_anim $PLAYER_ACTOR perform_animation "WAVE_LOOP" IFP "ON_LOOKERS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
wait 6000 ms
fade 0 1000
0843: get_zone_at 11@ 12@ 13@ nameA_to s$NAMAZONA
00A0: store_actor $PLAYER_ACTOR position_to 11@ 12@ 13@
wait 1000 ms
04D7: set_actor $PLAYER_ACTOR locked 0
09C7: change_player $PLAYER_CHAR model_to 2@
wait 50 ms
clear_help
if
    not 1@ == 0
then
    072A: put_actor $PLAYER_ACTOR into_car 1@ driverseat
    0519: set_car 1@ locked 0
    mark_car_as_no_longer_needed 1@
else
    00A1: put_actor $PLAYER_ACTOR at 5@ 6@ 7@
    0173: set_actor $PLAYER_ACTOR Z_angle_to 28@
end
04E4: refresh_game_renderer_at 5@ 6@
mark_model_as_no_longer_needed #MALE01
remove_animation "ON_LOOKERS"
wait 5
0687: clear_actor $PLAYER_ACTOR task
02EB: restore_camera_with_jumpcut
gosub @KONTOL
fade 1 1000
wait 1000 ms
switch_widescreen 0
03C3: set_timer_to $LIATWAKTUANJING type 0 GXT 'BB_19'
0396: pause_timer 0
wait 5 ms
if
    16@ == 1
then
    clear_prints
    0384: show_text_1string GXT 'OWOAJG2' string s$NAMAZONA time 3000 1
else
end
clear_help
print_help 'OWOAJG3'

:TEDDY
wait 0
if or
    0117:   player $PLAYER_CHAR wasted
    0741:   actor $PLAYER_ACTOR busted
    is_widget_released 94
then
    014F: stop_timer $LIATWAKTUANJING
    remove_animation "BOMBER"
    $LIATWAKTUANJING = 0
    $ONMISSION = 0
    wait 5 ms
    terminate_this_script
end
if
    is_widget_released 70
then
    01B4: set_player $PLAYER_CHAR can_move 0
    00A0: store_actor $PLAYER_ACTOR position_to 5@ 6@ 7@
    0172: 28@ = actor $PLAYER_ACTOR Z_angle
    if
        0449:   actor $PLAYER_ACTOR in_a_car
    then
        1@ = store_car_char_is_in_no_save $PLAYER_ACTOR
    else
        1@ = 0
    end
    fade 0 500
    wait 500
    jump @MBG
end
if and
    044B:   actor $PLAYER_ACTOR on_foot
    03EE:   player $PLAYER_CHAR controllable
    is_widget_released 37
jf @TEDDY

:PELER
wait 0 ms
request_model 2993
if
    0248:   model 2993 available
jf @PELER
0396: pause_timer 1
task_play_anim $PLAYER_ACTOR perform_animation "BOM_PLANT" IFP "BOMBER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1

:PELER2
wait 0 ms
00A0: store_actor $PLAYER_ACTOR position_to 5@ 6@ 7@
if
    8611:   not actor $PLAYER_ACTOR performing_animation "BOM_PLANT"
then
    remove_animation "BOMBER"
else
    jump @PELER2
end
17@ = create_object 2993 at 5@ 6@ 7@
18@ = create_object 2993 at 11@ 12@ 13@
0188: 21@ = create_marker_above_object 17@
0188: 22@ = create_marker_above_object 18@
0165: set_marker 21@ color_to 4
0165: set_marker 22@ color_to 4
wait 5
0509: 19@ = distance_between_XY 5@ 6@ and_XY 11@ 12@
0092: 20@ = float 19@ to_integer
wait 10
clear_prints
01E4: show_text_1number_lowpriority GXT 'OWOAJG5' number 20@ time 3000 flag 1
wait 3000
clear_help
014F: stop_timer $LIATWAKTUANJING
01F0: set_max_wanted_level_to 6
mark_object_as_no_longer_needed 17@
mark_object_as_no_longer_needed 18@
remove_blip 21@
remove_blip 22@
mark_model_as_no_longer_needed 2993
fade 0 1000
wait 1000
$LIATWAKTUANJING = 0
gosub @PRABODO
jump @PARIS

:MBG
wait 0
gosub @PRABODO
if
    not 1@ == 0
then
    0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 11@ 12@ 13@
    0519: set_car 1@ locked 1
else
    00A1: put_actor $PLAYER_ACTOR at 11@ 12@ 13@
end
0173: set_actor $PLAYER_ACTOR Z_angle_to 14@
04E4: refresh_game_renderer_at 11@ 12@
09C7: change_player $PLAYER_CHAR model_to #MALE01
wait 500 ms
switch_widescreen 1
02EB: restore_camera_with_jumpcut
gosub @KONTOL
fade 1 500
wait 5 ms
01B4: set_player $PLAYER_CHAR can_move 1
04D7: set_actor $PLAYER_ACTOR locked 1
task_play_anim $PLAYER_ACTOR perform_animation "WAVE_LOOP" IFP "ON_LOOKERS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1

:RACUN
wait 0 ms
if
    is_widget_released 89
jf @RACUN
04D7: set_actor $PLAYER_ACTOR locked 0
fade 0 1000
wait 1000 ms
0687: clear_actor $PLAYER_ACTOR task
09C7: change_player $PLAYER_CHAR model_to 2@
if
    not 1@ == 0
then
    072A: put_actor $PLAYER_ACTOR into_car 1@ driverseat
    0519: set_car 1@ locked 0
    mark_car_as_no_longer_needed 1@
else
    00A1: put_actor $PLAYER_ACTOR at 5@ 6@ 7@
    0173: set_actor $PLAYER_ACTOR Z_angle_to 28@
end
04E4: refresh_game_renderer_at 5@ 6@
wait 50 ms
mark_model_as_no_longer_needed #MALE01
remove_animation "ON_LOOKERS"
wait 5
02EB: restore_camera_with_jumpcut
gosub @KONTOL
switch_widescreen 0
fade 1 500
wait 500
jump @TEDDY

:KONTOL
wait 0 ms
if
    03EE:   player $PLAYER_CHAR controllable
jf @KONTOL
return

:TAHI
wait 5 ms
clear_help
print_help 'OWOAJG6'

:TAHI1
wait 0 ms
if or
    83EE:   not player $PLAYER_CHAR controllable
    0117:   player $PLAYER_CHAR wasted
    0741:   actor $PLAYER_ACTOR busted
    $ONMISSION == 1
then
    clear_help
    terminate_this_script
end
if
    is_widget_released 50
then
    16@ = 1
else
    is_widget_released 51
jf @TAHI1
16@ = 0
end
return