{$CLEO}
0adf: "fuh1" "~p~~h~power" 
0adf: "fuh2" "~p~~h~orgasm" 
0adf: "fuh3" "~p~~h~excitement" 
model.Load(#bfypro)
model.Load(#wfysex)
model.Load(#hfybe)
04ED: load_animation "BLOWJOBZ" 
04ed: load_animation "SUNBATHE"
04ED: load_animation "SEX"
04ED: load_animation "SNM"
04ED: load_animation "strip"  
038B: load_requested_models 
:l
repeat
wait 0
0AB4: 0@ = var 500 //return rotate z
until if 0@ == true
REPEAT
wait 0 
UNTIL IF 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 972.9898 5.8948 1000.95 radius 50.5 50.5 30.0
:start
const
  _delay = 2@
  _stat = 3@
  _x = 4@
  _TEMPVAR_X_COORD = 16@
  case = 5@
  func = 17@
  object_1 = 27@
  object_2 = 28@
  to_model = 31@
end
var
22@:int
24@:int
_delay:float
25@:float
end
:ustaw_lalki
0209: case = random_int_in_ranges 1 3 
if case == 3
then case = 1
end
 
while true
    wait 0
    //04C4: store_coords_to 15@ 12@ 13@ from_actor $PLAYER_ACTOR with_offset 1.0 1.8 -1.0     
    1@ = Actor.Create(Prostitute, #bfypro, 978.2927, -5.493, 1001.2372)
    0860: link_actor 1@ to_interior 3        
    if case == 1
    then
    4@ = Actor.Angle($PLAYER_ACTOR)                                                                                    
    4@ += 360.0 //odwruc sie                                                                                                       
    Actor.Angle(1@) = 4@
    wait 250
    0812: AS_actor 1@ perform_animation "SNM_CANED_P" IFP "SNM" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 55000                                                                                                                        
    0393: actor 1@ perform_animation "SNM_CANED_P" at 0.0 times_normal_rate                                                                                                              
    end
    if case == 2
    then
    4@ = Actor.Angle($PLAYER_ACTOR)                                                                                    
    4@ += 180.0 //odwruc sie                                                                                                       
    Actor.Angle(1@) = 4@
    wait 250
    0812: AS_actor 1@ perform_animation "SEX_3_w" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 55000                                                                                                                        
    0393: actor 1@ perform_animation "SEX_3_w" at 0.0 times_normal_rate                                                                                                              
    end
    0AC6: 22@ = label @mgi1 offset                                                                                                                                                                                                  
    22@ += 0 // 3@ allocation memory + 4@ items offset                                                                                                                                                                            
    0A8C: write_memory 22@ size 4 value 1@ virtual_protect 0
    //-----------------------------------------------------------------------------------
    04C4: store_coords_to 15@ 12@ 13@ from_actor 1@ with_offset -1.0 0.0 -1.0     
    1@ = Actor.Create(Prostitute, #wfysex, 15@, 12@, 13@)
    0860: link_actor 1@ to_interior 3        
    if case == 1
    then
    4@ = Actor.Angle($PLAYER_ACTOR)                                                                                    
    4@ += 360.0 //odwruc sie                                                                                                       
    Actor.Angle(1@) = 4@
    wait 250
    0812: AS_actor 1@ perform_animation "SNM_CANED_P" IFP "SNM" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 55000                                                                                                                        
    0393: actor 1@ perform_animation "SNM_CANED_P" at 0.0 times_normal_rate                                                                                                              
    end
    if case == 2
    then
    4@ = Actor.Angle($PLAYER_ACTOR)                                                                                    
    4@ += 180.0 //odwruc sie                                                                                                       
    Actor.Angle(1@) = 4@
    wait 250
    0812: AS_actor 1@ perform_animation "SEX_3_w" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 55000                                                                                                                        
    0393: actor 1@ perform_animation "SEX_3_w" at 0.0 times_normal_rate                                                                                                              
    end                                                                                                          
    0AC6: 22@ = label @mgi1 offset                                                                                                                                                                                                  
    22@ += 4 // 3@ allocation memory + 4@ items offset                                                                                                                                                                            
    0A8C: write_memory 22@ size 4 value 1@ virtual_protect 0
    //-----------------------------------------------------------------------------------
    04C4: store_coords_to 15@ 12@ 13@ from_actor 1@ with_offset -1.0 0.0 -1.0     
    1@ = Actor.Create(Prostitute, #hfybe, 15@, 12@, 13@)
    0860: link_actor 1@ to_interior 3        
    if case == 1
    then
    4@ = Actor.Angle($PLAYER_ACTOR)                                                                                    
    4@ += 360.0 //odwruc sie                                                                                                       
    Actor.Angle(1@) = 4@
    wait 250
    0812: AS_actor 1@ perform_animation "SNM_CANED_P" IFP "SNM" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 55000                                                                                                                        
    0393: actor 1@ perform_animation "SNM_CANED_P" at 0.0 times_normal_rate                                                                                                              
    end
    if case == 2
    then
    4@ = Actor.Angle($PLAYER_ACTOR)                                                                                    
    4@ += 180.0 //odwruc sie                                                                                                       
    Actor.Angle(1@) = 4@
    0812: AS_actor 1@ perform_animation "SEX_3_w" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 55000                                                                                                                        
    0393: actor 1@ perform_animation "SEX_3_w" at 0.0 times_normal_rate                                                                                                              
    end                                                                                                            
    0AC6: 22@ = label @mgi1 offset                                                                                                                                                                                                  
    22@ += 8 // 3@ allocation memory + 4@ items offset                                                                                                                                                                            
    0A8C: write_memory 22@ size 4 value 1@ virtual_protect 0
    
    //04C4: store_coords_to 15@ 12@ 13@ from_actor 1@ with_offset -1.8 -2.5 -1.0     
    1@ = Actor.Create(Prostitute, #hfybe, 979.9995, -7.2108, 1001.23)
    0860: link_actor 1@ to_interior 3
    wait 250        
    0812: AS_actor 1@ perform_animation "STR_LOOP_A"   "STRIP" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 55000                                                                                                                        
    0393: actor 1@ perform_animation "STR_LOOP_A" at 0.0 times_normal_rate                                                                                                              
    0AC6: 22@ = label @mgi1 offset                                                                                                                                                                                                  
    22@ += 12 // 3@ allocation memory + 4@ items offset                                                                                                                                                                            
    0A8C: write_memory 22@ size 4 value 1@ virtual_protect 0                
    func = false
    23@ = false
    break     
END
:loop
while true
    wait 0
    if func == false
    then
        for 24@ = 0 to 12 step 4                                                                                                                                   
            //0513: show_text_box_1number 'number' number 24@  // ~k~~VEHICLE_ENTER_EXIT~ Usar o Caa Nqueis $~1~                                                
            IF 24@ == 24@                                                                                                                                         
            THEN                                                                                                                                                  
                0AC6: 22@ = label @mgi1 offset                                                                                                                    
                22@ += 24@ // 3@ allocation memory + 4@ items offset                                                                                              
                0A8D: 1@ = read_memory 22@ size 4 virtual_protect 0                                                                                               
                if 056D:   actor 1@ defined                                                                                                                                                                                                                              
                then //0acd: "1 defined" 100                                                                                                                                                                                                                                                      
                    04C4: store_coords_to 8@ 9@ 10@ from_actor 1@ with_offset 0.0 -0.8 -1.0                                                                       
                    024F: create_corona_with_radius 0.1 type 2 lensflares 0 with_color 252 0 0 at 8@ 9@ 10@                                                       
                    if 00F2:   actor 1@ near_actor $PLAYER_ACTOR radius 0.8 0.8 0                                                                                 
                    then
                        if or
                           24@ == 0
                           24@ == 4
                           24@ == 8
                        then 0acd: "press space if you want to fuck her" 100
                        else 0acd: "press space if you want will test the on me vibrator my baby" 100
                        end    
                        IF 00E1:   player 0 pressed_key 16                                                                                                        
                        THEN
                            if or
                            24@ == 0
                            24@ == 4
                            24@ == 8
                            then                                                                                                                                      
                                0619: enable_actor 1@ collision_detection 0                                                                                        
                                Player.CanMove($PLAYER_CHAR) = False                                                                                               
                                0638: AS_actor 1@ stay_put 1                                                                                                       
                                WAIT 1000                                                                                                                          
                                for _x = 0 to 50 step 1                                                                                                            
                                    Actor.StorePos($PLAYER_ACTOR, _TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)                                            
                                    0819: 10@ = actor $PLAYER_ACTOR distance_from_ground                                                                           
                                    0063: $TEMPVAR_Z_COORD -= 10@  // (float)                                                                                      
                                    Actor.PutAt($PLAYER_ACTOR, _TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)                                               
                                end                                                                                                                                
                                if case == 1                                                                                                                       
                                then                                                                                                                               
                                0619: enable_actor $PLAYER_ACTOR collision_detection 0                                                                             
                                04C4: store_coords_to 8@ 9@ 10@ from_actor 1@ with_offset 0.0 -0.7 -1.2                                                            
                                4@ = Actor.Angle(1@)                                                                                                               
                                4@ += 360.0 //odwruc sie                                                                                                           
                                Actor.Angle($PLAYER_ACTOR) = 4@       
                                Actor.PutAt($PLAYER_ACTOR, 8@, 9@, 10@)
                                end                                                                                                                                
                                if case == 2                                                                                                                       
                                then                                                                                                                               
                                0619: enable_actor $PLAYER_ACTOR collision_detection 1                                                                             
                                04C4: store_coords_to 8@ 9@ 10@ from_actor 1@ with_offset 0.05 1.06 -1.0                                                           
                                4@ = Actor.Angle(1@)                                                                                                               
                                4@ += 180.0 //odwruc sie                                                                                                           
                                Actor.Angle($PLAYER_ACTOR) = 4@                                                                                                    
                                Actor.PutAt($PLAYER_ACTOR, 8@, 9@, 10@)                                                                                            
                                end                                                                                                                                
                                WAIT 1000                                                                                                                          
                                13@ = 0.0                                                                                                                          
                                25@ = 0.0                                                                                                                          
                                14@ = 1                                                                                                                            
                                19@ = 1                                                                                                                            
                                func = true
                                goto @m //opusc licznik                                                                                                                           
                            else
                                if or                                                                                                                                                           
                                    Actor.HasWeapon($PLAYER_ACTOR, 10)                                                                                                                          
                                    Actor.HasWeapon($PLAYER_ACTOR, 11)                                                                                                                          
                                    Actor.HasWeapon($PLAYER_ACTOR, 12)                                                                                                                          
                                    Actor.HasWeapon($PLAYER_ACTOR, 13)                                                                                                                          
                                then                                                                                                                                                            
                                    0687: clear_actor $PLAYER_ACTOR task                                                                                                                        
                                    0687: clear_actor 1@ task                                                                                                                                     
                                    0619: enable_actor 1@ collision_detection 0                                                                                                                   
                                    Player.CanMove($PLAYER_CHAR) = False                                                                                                                          
                                    wait 0                                                                                                                                                        
                                    0638: AS_actor 1@ stay_put 1                                                                                                                                  
                                    wait 0                                                                                                                                                        
                                    0639: AS_actor $PLAYER_ACTOR rotate_to_actor 1@                                                                                                               
                                    wait 1000                                                                                                                                                     
                                    04C4: store_coords_to 8@ 9@ 10@ from_actor $PLAYER_ACTOR with_offset 0.0 0.6 -1.0                                                                           
                                    4@ = Actor.Angle($PLAYER_ACTOR)                                                                                                                               
                                    4@ += 270.0                                                                                                                                                   
                                    0638: AS_actor 1@ stay_put 0                                                                                                                                  
                                    Actor.PutAt(1@, 8@, 9@, 10@)                                                                                                                                
                                    Actor.Angle(1@) = 4@                                                                                                                                        
                                    if Actor.HasWeapon($PLAYER_ACTOR, 10)                                                                                                                       
                                    then                                                                                                                                                        
                                    object_1 = Object.Create(#gun_dildo1, 947.392, -54.2135, 1001.12)                                                                                                
                                    object_2 = Object.Create(#gun_dildo1, 947.392, -54.2135, 1001.12)                                                                                                
                                    070A: AS_actor $PLAYER_ACTOR attach_to_object object_2 offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time -1                       
                                    069A: attach_object object_1 to_object object_2 with_offset 0.0 0.0 0.0 rotation -70.0 0.0 0.0                                                                
                                    else 0acd: "hey baby you must buy vibe or dildo" 100                                                                                                        
                                    end                                                                                                                                                         
                                    if Actor.HasWeapon($PLAYER_ACTOR, 11)                                                                                                                       
                                    then                                                                                                                                                        
                                    object_1 = Object.Create(#gun_dildo2, 947.392, -54.2135, 1001.12)                                                                                                
                                    object_2 = Object.Create(#gun_dildo2, 947.392, -54.2135, 1001.12)                                                                                                
                                    070A: AS_actor $PLAYER_ACTOR attach_to_object object_2 offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time -1                       
                                    069A: attach_object object_1 to_object object_2 with_offset 0.0 0.0 0.0 rotation -70.0 0.0 0.0                                                                
                                    else 0acd: "hey baby you must buy vibe or dildo" 100                                                                                                        
                                    end                                                                                                                                                         
                                    if Actor.HasWeapon($PLAYER_ACTOR, 12)                                                                                                                       
                                    then                                                                                                                                                        
                                    object_1 = Object.Create(#gun_vibe1, 947.392, -54.2135, 1001.12)                                                                                                
                                    object_2 = Object.Create(#gun_vibe1, 947.392, -54.2135, 1001.12)                                                                                                
                                    070A: AS_actor $PLAYER_ACTOR attach_to_object object_2 offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time -1                       
                                    069A: attach_object object_1 to_object object_2 with_offset 0.0 0.0 0.0 rotation -70.0 0.0 0.0                                                                
                                    else 0acd: "hey baby you must buy vibe or dildo" 100                                                                                                        
                                    end                                                                                                                                                         
                                    if Actor.HasWeapon($PLAYER_ACTOR, 13)                                                                                                                       
                                    then                                                                                                                                                        
                                    object_1 = Object.Create(#gun_vibe2, 947.392, -54.2135, 1001.12)                                                                                                
                                    object_2 = Object.Create(#gun_vibe2, 947.392, -54.2135, 1001.12)                                                                                                
                                    070A: AS_actor $PLAYER_ACTOR attach_to_object object_2 offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time -1                       
                                    069A: attach_object object_1 to_object object_2 with_offset 0.0 0.0 0.0 rotation -70.0 0.0 0.0                                                                
                                    else 0acd: "hey baby you must buy vibe or dildo" 100                                                                                                        
                                    end                                                                                                                                                         
                                    23@ = true                                                                                                                                                  
                                    func = true
                                    goto @m //opusc licznik                                                                                                                                                
                                else 0acd: "hey baby you must buy vibe or dildo" 100                                                                                                            
                                end                                                                                                                                                             
                            end                                                                                                                                                                 
                        END                                                                                                                                                                     
                    END                                                                                                                                                                         
                END                                                                                                                                                                             
            end                                                                                                                                                   
        end
        :m                                                                                                                                                       
    end    
    if and
        func == true
        056D:   actor 1@ defined        
    then 
        if 23@ == true
        then    
            if 03CA:   object object_2 exists 
            then 0750: set_object object_2 visibility 0
            end
            0614: set_actor $PLAYER_ACTOR animation "SPANKING_SITTINGp" progress_to 0.40 // 0.0 to 1.0 
            0393: actor 1@ perform_animation "SPANKING_SITTINGW" at 6.0 times_normal_rate
            0605: actor 1@ perform_animation "SPANKING_SITTINGW" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor $PLAYER_ACTOR perform_animation "SPANKING_SITTINGp" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000              
        end
        if case == 1                                                                                                                                                                                  
        then                                                                                                                                                                                          
        12@ = Actor.Angle($PLAYER_ACTOR)                                                                                                                                                              
        083E: set_actor $PLAYER_ACTOR rotation 60.0 8.0 12@ while_in_air//SUC                                                                                                                         
        0812: AS_actor 1@ perform_animation "SNM_CANED_P" IFP "SNM" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB                                                                                         
        0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_1_p" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB                                                         
        end                                                                                                                                                                                           
        if case == 2                                                                                                                                                                                  
        then                                                                                                                                                                                          
        //12@ = Actor.Angle($PLAYER_ACTOR)                                                                                                                                                            
        //083E: set_actor $PLAYER_ACTOR rotation 60.0 8.0 12@ while_in_air//SUC                                                                                                                       
        0812: AS_actor 1@ perform_animation "SEX_3_w" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB                                                                                         
        0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_3_p" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB                                                         
        end                                                                                                                                                                                           
        if and                                                                                                                                                                                                                                                           
           Actor.Animation(1@) == "SNM_CANED_P"                                                                                                                                                                                                                             
           Actor.Animation($PLAYER_ACTOR) == "SEX_1_p"                                                                                                                                                                                                           
        then                                                                                                                                                                                                                                                         
            0393: actor 1@ perform_animation "SNM_CANED_P" at 13@ times_normal_rate                                                                                                                                                                                         
            0393: actor $PLAYER_ACTOR perform_animation "SEX_1_p" at 25@ times_normal_rate                                                                                                            
            0613: 0@ = actor $PLAYER_ACTOR animation "SEX_1_p" time                                                                                                                                   
            if and                                                                                                                                                                                    
                0@ >= 0.10                                                                                                                                                                            
                0.20 >= 0@                                                                                                                                                                            
            then gosub @audio_sex                                                                                                                                                                     
            else                                                                                                                                                                                      
                if 19@ > 1                                                                                                                                                                            
                then 19@ -= 1                                                                                                                                                                         
                end                                                                                                                                                                                   
            end                                                                                                                                                                                       
        end                                                                                                                                                                                           
        if and                                                                                                                                                                                                                                                           
           Actor.Animation(1@) == "SEX_3_w"                                                                                                                                                                                                                             
           Actor.Animation($PLAYER_ACTOR) == "SEX_3_p"                                                                                                                                                                                                           
        then                                                                                                                                                                                                                                                         
            0393: actor 1@ perform_animation "SEX_3_w" at 25@ times_normal_rate                                                                                                                                                                                         
            0393: actor $PLAYER_ACTOR perform_animation "SEX_3_p" at 25@ times_normal_rate                                                                                                            
            0613: 0@ = actor $PLAYER_ACTOR animation "SEX_3_p" time                                                                                                                                   
            if and                                                                                                                                                                                    
                0@ >= 0.10                                                                                                                                                                            
                0.20 >= 0@                                                                                                                                                                            
            then gosub @audio_sex                                                                                                                                                                     
            else                                                                                                                                                                                      
                if 19@ > 1                                                                                                                                                                            
                then 19@ -= 1                                                                                                                                                                         
                end                                                                                                                                                                                   
            end                                                                                                                                                                                       
        end                                                                                                                                                                                           
        if 25@ == 0.1                                                                                                                                                                                 
        then 18@ = 1                                                                                                                                                                                  
        end                                                                                                                                                                                           
        if 25@ ==  0.2                                                                                                                                                                                
        then 18@ = 2                                                                                                                                                                                  
        end                                                                                                                                                                                           
        if 25@ ==  0.3                                                                                                                                                                                
        then 18@ = 3                                                                                                                                                                                  
        end                                                                                                                                                                                           
        if 25@ ==  0.4                                                                                                                                                                                
        then 18@ = 5                                                                                                                                                                                  
        end                                                                                                                                                                                           
        if 25@ ==  0.5                                                                                                                                                                                
        then 18@ = 10                                                                                                                                                                                 
        end                                                                                                                                                                                           
        if 25@ ==  0.6                                                                                                                                                                                
        then 18@ = 20                                                                                                                                                                                 
        end                                                                                                                                                                                           
        if 25@ ==  0.7                                                                                                                                                                                
        then 18@ = 30                                                                                                                                                                                 
        end                                                                                                                                                                                           
        if 25@ ==  0.8                                                                                                                                                                                
        then 18@ = 40                                                                                                                                                                                 
        end                                                                                                                                                                                           
        if 25@ ==  0.9                                                                                                                                                                                
        then 18@ = 50                                                                                                                                                                                 
        end                                                                                                                                                                                           
        if 25@ >=  1.0                                                                                                                                                                                
        then 18@ = 60                                                                                                                                                                                 
        end                                                                                                                                                                                           
        if and                                                                                                                                                                                        
            00E1:   player 0 pressed_key 7                                                                                                                                                            
            21@ == false                                                                                                                                                                              
        then 21@ = true                                                                                                                                                                               
            if not 25@ >= 1.0                                                                                                                                                                         
            then                                                                                                                                                                                      
                25@ += 0.1                                                                                                                                                                            
                13@ += 0.38                                                                                                                                                                           
            end                                                                                                                                                                                       
            05BF: AS_actor 1@ look_at_actor $PLAYER_ACTOR 1000 ms                                                                                                                                     
            05BF: AS_actor $PLAYER_ACTOR look_at_actor 1@ 1000 ms                                                                                                                                     
        end                                                                                                                                                                                           
        if 80E1:   not player 0 pressed_key 7                                                                                                                                                         
        then                                                                                                                                                                                          
            if 20@ >= 10                                                                                                                                                                              
            then 20@ = 0                                                                                                                                                                              
                if 25@ > 0.0                                                                                                                                                                          
                then 25@ -= 0.1                                                                                                                                                                       
                     13@ -= 0.38                                                                                                                                                                      
                    0acd: "~r~~h~harder cat" 2000                                                                                                                                                     
                else                                                                                                                                                                                  
                     13@ = 0.0                                                                                                                                                                        
                     25@ = 0.0                                                                                                                                                                        
                end                                                                                                                                                                                   
                05BF: AS_actor $PLAYER_ACTOR look_at_actor 1@ 1000 ms                                                                                                                                 
                05BF: AS_actor 1@ look_at_actor $PLAYER_ACTOR 1000 ms                                                                                                                                 
            else 20@ += 1                                                                                                                                                                             
            end                                                                                                                                                                                       
        end                                                                                                                                                                                           
        {0494: get_joystick 0 direction_offset_to $Move_Axis_X $Move_Axis_Y $Special_Axis_X $Special_Axis_X                                                                                                                                                        
        IF $Move_Axis_X > 0                                                                                                                                                                           
        THEN                                                                                                                                                                                          
            IF NOT _delay >= 6.0                                                                                                                                                                      
            THEN _delay += 0.01                                                                                                                                                                       
            END                                                                                                                                                                                       
            ELSE IF 0 > $Move_Axis_X                                                                                                                                                                              
            THEN                                                                                                                                                                                      
                IF _delay > 0.01                                                                                                                                                                      
                THEN _delay -= 0.01                                                                                                                                                                   
                END                                                                                                                                                                                   
            END                                                                                                                                                                                       
        end                                                                                                                                                                                           
        0AF3: write_float _delay to_ini_file "CLEO\GFX_MENU\OBJECT_CORDS.INI" section "new" key "CORDS_X"}                                                                                                                       
        if 80E1:   not player 0 pressed_key 7                                                                                                                                                         
        then 21@ = false                                                                                                                                                                              
                                                                                                                                                                                                      
        end                                                                                                                                                                                           
        if or                                                                                                                                                                                         
            00E1:   player 0 pressed_key 15                                                                                                                                                           
            14@ >= 60                                                                                                                                                                                 
        then 14@ = 1                                                                                                                                                                                         
            Player.CanMove(0) = true
            0687: clear_actor 1@ task                                                                                                                                                                   
            0687: clear_actor $PLAYER_ACTOR task                                                                                                                                                      
            0619: enable_actor $PLAYER_ACTOR collision_detection 1                                                                                                                                    
            12@ = Actor.Angle($PLAYER_ACTOR)                                                                                                                                                          
            083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 12@ while_in_air//SUC
            func = false
            23@ = false
            if and
                03CA:   object object_1 exists
                03CA:   object object_2 exists  
            then
                object.Destroy(object_1)
                object.Destroy(object_2)
            end
            jump @clean                                                                                                                     
        end                                                                                                                                                                                           
        11@ = 415.0                                                                                                                                                                                   
        for 12@ = 1 to 3 step 1                                                                                                                                                                       
            0087: 15@ = 11@ // (float)                                                                                                                                                                
            15@ -= 4.0                                                                                                                                                                                
            03F0: enable_text_draw 0                                                                                                                                                                  
            if 12@ == 1                                                                                                                                                                               
            then 038E: draw_box_position 244.0  430.201  119.1  46.4  0  0  0  200                                                                                                                    
                {33@ = $delay                                                                                                                                                                         
                0092: 29@ = float 33@ to_integer                                                                                                                                                      
                0093: 17@ = integer 29@ to_float                                                                                                                                                      
                0063: 33@ -= 17@ // (float)                                                                                                                                                           
                33@ *= 100.0                                                                                                                                                                          
                0092: 31@ = float 33@ to_integer                                                                                                                                                      
                if 0 > 31@                                                                                                                                                                            
                then 31@ *= -1                                                                                                                                                                        
                end                                                                                                                                                                                   
                0340: set_text_draw_RGBA 255 255 255 150                                                                                                                                              
                033F: set_text_draw_letter_size 0.2  0.8                                                                                                                                              
                081C: draw_text_outline 1 RGBA 0 0 0 100                                                                                                                                              
                0349: set_text_draw_font 3                                                                                                                                                            
                0343: set_text_draw_linewidth 500.0                                                                                                                                                   
                045B: set_draw_text_position 300.0  15@  "htxf" 29@ 31@}                                                                                                                              
                0093: 7@ = integer 18@ to_float                                                                                                                                                       
                0087: 7@ = 7@ // (float)                                                                                                                                                              
                7@ /= 10.0                                                                                                                                                                            
                7@ *= 10.0                                                                                                                                                                            
                0087: 8@ = 7@ // (float)                                                                                                                                                              
                8@ /= 2.0                                                                                                                                                                             
                8@ += 236.0                                                                                                                                                                           
                033F: set_text_draw_letter_size 0.2  0.7                                                                                                                                              
                060D: draw_text_shadow 1   0  0  0  200                                                                                                                                               
                0340: set_text_draw_RGBA 255  255  255  200                                                                                                                                           
                0349: set_text_draw_font 3                                                                                                                                                            
                0343: set_text_draw_linewidth 700.0                                                                                                                                                   
                033E: set_draw_text_position 192.801  15@  "fuh1"                                                                                                                                     
                038E: draw_box_position 266.0 11@ size 62.0 8.0 RGBA 100 100 100 250                                                                                                                  
                038E: draw_box_position 8@ 11@ size 7@ 6.0 RGBA 200 50 50 255                                                                                                                         
            end                                                                                                                                                                                       
            if 12@ == 2                                                                                                                                                                               
            then                                                                                                                                                                                      
                0093: 10@ = integer 19@ to_float                                                                                                                                                      
                0087: 7@ = 10@ // (float)                                                                                                                                                             
                7@ /= 10.0                                                                                                                                                                            
                7@ *= 10.0                                                                                                                                                                            
                0087: 8@ = 7@ // (float)                                                                                                                                                              
                8@ /= 2.0                                                                                                                                                                             
                8@ += 236.0                                                                                                                                                                           
                033F: set_text_draw_letter_size 0.2  0.7                                                                                                                                              
                060D: draw_text_shadow 1   0  0  0  200                                                                                                                                               
                0340: set_text_draw_RGBA 255  255  255  200                                                                                                                                           
                0349: set_text_draw_font 3                                                                                                                                                            
                0343: set_text_draw_linewidth 700.0                                                                                                                                                   
                033E: set_draw_text_position 192.801  15@  "fuh2"                                                                                                                                     
                038E: draw_box_position 266.0 11@ size 62.0 8.0 RGBA 100 100 100 250                                                                                                                  
                038E: draw_box_position 8@ 11@ size 7@ 6.0 RGBA 200 50 50 255                                                                                                                         
            end                                                                                                                                                                                       
            if 12@ == 3                                                                                                                                                                               
            then                                                                                                                                                                                      
                0093: 30@ = integer 14@ to_float                                                                                                                                                      
                0087: 7@ = 30@ // (float)                                                                                                                                                             
                7@ /= 10.0                                                                                                                                                                            
                7@ *= 10.0                                                                                                                                                                            
                0087: 8@ = 7@ // (float)                                                                                                                                                              
                8@ /= 2.0                                                                                                                                                                             
                8@ += 236.0                                                                                                                                                                           
                033F: set_text_draw_letter_size 0.2  0.7                                                                                                                                              
                060D: draw_text_shadow 1   0  0  0  200                                                                                                                                               
                0340: set_text_draw_RGBA 255  255  255  200                                                                                                                                           
                0349: set_text_draw_font 3                                                                                                                                                            
                0343: set_text_draw_linewidth 700.0                                                                                                                                                   
                033E: set_draw_text_position 192.801   15@  "fuh3"                                                                                                                                    
                038E: draw_box_position 266.0 11@ size 62.0 8.0 RGBA 100 100 100 250                                                                                                                  
                038E: draw_box_position 8@ 11@ size 7@ 6.0 RGBA 200 50 50 255                                                                                                                         
            end                                                                                                                                                                                       
            11@ += 10.0                                                                                                                                                                               
        end                                                                                                                                                                                           
    end
    0AB4: 6@ = var 500 //return rotate z
    IF 6@ == FALSE                                                                             
    then jump @clean                                                                                             
    end                                                                                                          
end

:clean
for 24@ = 0 to 12 step 4
    //0513: show_text_box_1number 'number' number 24@  // ~k~~VEHICLE_ENTER_EXIT~ Usar o Caa Nqueis $~1~         
    IF 24@ == 24@                                                                                                
    THEN                                                                                                         
        0AC6: 22@ = label @mgi1 offset                                                                           
        22@ += 24@ // 3@ allocation memory + 4@ items offset                                                     
        0A8D: 1@ = read_memory 22@ size 4 virtual_protect 0                                                      
        if 056D:   actor 1@ defined                                                                                                                                                                                                                                      
        then 
            actor.RemoveReferences(1@)
            actor.DestroyInstantly(1@)                                                                            
        END                                                                                                      
    end                                                                                                          
end    
goto @l

:audio_sex
if 0@ >= 0.10
then 
    19@ = 0
    repeat
    19@ += 1
    until 19@ > 2                                                                                
end            
if 0@ >= 0.11
then 
    19@ = 0
    repeat
    19@ += 1
    until 19@ > 5                                                                                
end            
if 0@ >= 0.12
then 
    19@ = 0
    repeat
    19@ += 1
    until 19@ > 7                                                                                
end            
if 0@ >= 0.13
then 
    19@ = 0
    repeat
    19@ += 1
    until 19@ > 8                                                                                
end            
if 0@ >= 0.14
then 
    19@ = 0
    repeat
    19@ += 1
    until 19@ > 9                                                                                
end            
if 0@ >= 0.15
then 
    19@ = 0
    repeat
    19@ += 1
    until 19@ > 10                                                                                
end            
if 0@ >= 0.16
then 
    19@ = 0
    repeat
    19@ += 1
    until 19@ > 20                                                                                
end            
if 0@ >= 0.17
then 
    19@ = 0
    repeat
    19@ += 1
    until 19@ > 30                                                                                
end            
if 0@ >= 0.18
then 
    19@ = 0
    repeat
    19@ += 1
    until 19@ > 40                                                                                
end            
if 0@ >= 0.19
then 
    19@ = 0
    repeat
    19@ += 1
    until 19@ > 50                                                                                
end            
if 0@ >= 0.20
then 
    19@ = 0
    repeat
    19@ += 1
    until 19@ > 60                                                                                
end            
19@ += 1
if 19@ > 60  
then 
end
if not 14@ >= 60          
then 14@ += 1             
end                         
0AC6: 26@  = label @var offset                       
26@ += 0                                                                                          
0A8d: 29@ 26@ 4 0                                                                                                                                                                                              
if not 29@ == 0x00
then
    Audiostream.PerformAction(29@, STOP)                  
    Audiostream.Release(29@)           
end            
if 29@ = Audiostream.Load("CLEO\MP3\2G.MP3")                                                                                                                        
then                                                                                                                                                                    
    Audiostream.PerformAction(29@, PLAY)                                                                                                        
    0AC6: 26@  = label @var offset                                                                                                                              
    26@ += 0                                                                                                                                                            
    0A8C: 26@ 4 29@ 0
end                
return
end_thread
                
:audio_lod
if not 14@ >= 60                    
then 14@ += 1                  
end                            
0AC6: 26@  = label @var offset                       
26@ += 4                                                                                          
0A8d: 29@ 26@ 4 0                                                                                                                                                                                              
if not 29@ == 0x00
then
    Audiostream.PerformAction(29@, STOP)                  
    Audiostream.Release(29@)           
end            
if 29@ = Audiostream.Load("CLEO\MP3\4G.MP3")                                                                                                                        
then                                                                                                                                                                    
    Audiostream.PerformAction(29@, PLAY)                                                                                                        
    0AC6: 26@  = label @var offset                                                                                                                              
    26@ += 4                                                                                                                                                            
    0A8C: 26@ 4 29@ 0 
end                
return
end_thread                                

:audio_span
19@ += 1
if 19@ > 60  
then 19@ = 1
    if not 14@ >= 60          
    then 14@ += 3             
    end                       
end                    
0AC6: 26@  = label @var offset                       
26@ += 8                                                                                          
0A8d: 29@ 26@ 4 0                                                                                                                                                                                              
if not 29@ == 0x00
then
    Audiostream.PerformAction(29@, STOP)                  
    Audiostream.Release(29@)           
end            
if 29@ = Audiostream.Load("CLEO\MP3\2G.MP3")                                                                                                                        
then                                                                                                                                                                    
    Audiostream.PerformAction(29@, PLAY)                                                                                                        
    0AC6: 26@  = label @var offset                                                                                                                              
    26@ += 8                                                                                                                                                            
    0A8C: 26@ 4 29@ 0
end                
return
end_thread                                                                  
        
:var                                    
hex                              
  00 00 00 00
  00 00 00 00
  00 00 00 00                        
end
end_thread

:mgi1
hex 
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
end



















                                                                                                                                                                                          