{$CLEO}

0A95: enable_thread_saving

const
  _get = 0@
  _nev_var = 5@
end

{$CLEO .cs}

//-------------MAIN---------------
//-------------MAIN---------------
thread 'STOP'
 
04ED: load_animation "BLOWJOBZ" 
04ed: load_animation "SUNBATHE"
var
22@: int
24@: int
29@:int
31@:int
end
0AB3: var 205 = 0
0AB3: var 206 = 0
0AB3: var 208 = 0 
0AB3: var 209 = 1 
0AB3: var 200 = 0 
038B: load_requested_models
0@ = 0.1       
:continue       
while true         
    wait 0
    0AB4: 31@ = var 205 //get har 1 var id
    0AB4: 30@ = var 206 //get har 2 var id
    0AB4: 20@ = var 208 //get case var items id
    0AB4: 21@ = var 209 //get menu level id
    0AB4: 18@ = var 200 //get menu level id  
    if and
        056D:   actor 31@ defined
        803B:   not  31@ == $PLAYER_ACTOR // (int)
        21@ == 1
        18@ == 1
    then
        //------------------------
        //spanking
        //------------------------
        if 20@ == 35
        then
            0605: actor 31@ perform_animation "SNM_CANED_W" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor $PLAYER_ACTOR perform_animation "SNM_CANED_p" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                 
        end
        if 20@ == 36
        then
            0605: actor 31@ perform_animation "SNM_CANED_p" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor $PLAYER_ACTOR perform_animation "SNM_CANED_W" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                 
        end
        if 20@ == 37
        then
            0605: actor 31@ perform_animation "SPANKEDP" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor $PLAYER_ACTOR perform_animation "SPANKEDw" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                 
        end
        if 20@ == 38
        then
   
            0605: actor 31@ perform_animation "SPANKINGw" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor $PLAYER_ACTOR perform_animation "SPANKINGp" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                 
        end
        if 20@ == 39
        then
            0605: actor 31@ 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 20@ == 40
        then
            0614: set_actor $PLAYER_ACTOR animation "SPANKING_SITTINGp" progress_to 0.40 // 0.0 to 1.0 
            0393: actor 31@ perform_animation "SPANKING_SITTINGW" at 6.0 times_normal_rate
            0605: actor 31@ 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 20@ == 1
        then
            0605: actor 31@ perform_animation "SEX_1_W" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor $PLAYER_ACTOR perform_animation "SEX_1_P" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                 
        end
        if 20@ == 2
        then
            0605: actor 31@ perform_animation "SEX_2_W" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor $PLAYER_ACTOR perform_animation "SEX_2_P" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                 
        end
        if 20@ == 3
        then
            
            //083E: set_actor $PLAYER_ACTOR rotation 151.6 0.0 0.0 while_in_air//SUC    
            0605: actor 31@ perform_animation "SEX_2_p" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor $PLAYER_ACTOR perform_animation "SEX_1_p" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                 
        end
        if 20@ == 4
        then
            04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 1.4 -2.4                                                                                                                   
            4@ = Actor.Angle($PLAYER_ACTOR)                                                                                                                           
            4@ += 360.0                                                                                                                                                   
            Actor.PutAt(31@, 1@, 2@, 3@)                                                                                                                                  
            Actor.Angle(31@) = 4@                                                              
            083E: set_actor 31@ rotation 200.0 0.0 4@ while_in_air//SUC  
            0605: actor 31@ perform_animation "SEX_1_W" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor $PLAYER_ACTOR perform_animation "SEX_1_P" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                 
        end
        if 20@ == 5
        then
            0605: actor 31@ perform_animation "SEX_1_CUM_W" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor $PLAYER_ACTOR perform_animation "SEX_1_CUM_p" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                 
        end
        if 20@ == 6
        then
            0605: actor 31@ perform_animation "SEX_3_W" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor $PLAYER_ACTOR perform_animation "SEX_3_P" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                 
        end
        if 20@ == 7
        then
            0605: actor 31@ perform_animation "SEX_1_W" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor $PLAYER_ACTOR perform_animation "SEX_1_p" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                 
        end
        if 20@ == 8
        then
            0605: actor 31@ perform_animation "SEX_CAR_LOOP_W" IFP "SEX_CAR" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor $PLAYER_ACTOR perform_animation "BJ_COUCH_LOOP_p" IFP "BLOWJOBZ" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                 
        end
        if 20@ == 9
        then
            0605: actor 31@ perform_animation "SEX_1_p" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor $PLAYER_ACTOR perform_animation "SEX_2_P" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                 
        end
        IF 20@ == 10                                                                                   
        THEN                                                                                                   
            1@ = Actor.Angle($PLAYER_ACTOR)
            083E: set_actor $PLAYER_ACTOR rotation 60.0 8.0 1@ while_in_air//SUC
            0812: AS_actor 31@ perform_animation "SNM_CANED_P" IFP "SNM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 55000 // versionB      
            0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_1_p" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 5000 // versionB       
        END                     
        IF 20@ == 11                                                                                   
        THEN                                                                                                   
            1@ = Actor.Angle($PLAYER_ACTOR)
            083E: set_actor $PLAYER_ACTOR rotation 60.0 8.0 1@ while_in_air//SUC                                                                                           
            083E: set_actor 31@ rotation -82.0995 177.4 1@ while_in_air//SUC                                
            0605: actor 31@ perform_animation "SEX_1_w" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor $PLAYER_ACTOR perform_animation "SEX_1_P" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
        END                                                                                                                                                                                                                                                                   
        IF 20@ == 12                                                                                                                                                                                                                                                         
        THEN
            4@ = Actor.Angle($PLAYER_ACTOR)
            083E: set_actor $PLAYER_ACTOR rotation 60.0 8.0 4@ while_in_air//SUC                                                                                                                           
            4@ += 360.0                                                                                                                                                   
                                                                                                                                        
            Actor.Angle(31@) = 4@                                                                                                     
            083E: set_actor 31@ rotation -114.3 0.0 4@ while_in_air//SUC                                  
            0605: actor 31@ perform_animation "SEX_1_w" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor $PLAYER_ACTOR perform_animation "SEX_1_P" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                                                                        
        END                                                                                                                                                                                                                                                                  
        IF 20@ == 13                                                                                                                                                                                                                                                         
        THEN
            1@ = Actor.Angle($PLAYER_ACTOR)
            083E: set_actor 31@ rotation -86.4 0.0 1@ while_in_air//SUC                                                                                               
            0605: actor 31@ perform_animation "SEX_2_w" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor $PLAYER_ACTOR perform_animation "SEX_1_p" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                                                                     
        END                                                                                                                                                                                                                                                                  
        IF 20@ == 14                                                                                                                                                                                                                                                 
        THEN                                                                                                   
            083E: set_actor 31@ rotation -82.0995 177.4 -0.8 while_in_air//SUC                             
            Actor.Angle($PLAYER_ACTOR) = -0.8
            0605: actor 31@ perform_animation "SEX_1_w" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor $PLAYER_ACTOR perform_animation "SEX_1_w" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                                                                           
        END                                                                                                                                                                                                                                                                  
        IF 20@ == 15                                                                                                                                                                                                                                                 
        THEN                                                                                                   
            083E: set_actor 31@ rotation -48.7 4.76837e-007 -1.80001 while_in_air//SUC                     
            Actor.Angle($PLAYER_ACTOR) = -1.80001
            0605: actor 31@ perform_animation "BJ_COUCH_LOOP_w" IFP "BLOWJOBZ" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor $PLAYER_ACTOR perform_animation "SEX_1_w" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                                                              
        END                                                                                                                                                                                                                                                                          
        IF 20@ == 16                                                                                                                                                                                                                                                 
        THEN                                                                                                   
            1@ = Actor.Angle($PLAYER_ACTOR)
            083E: set_actor $PLAYER_ACTOR rotation 60.0 8.0 1@ while_in_air//SUC                                                                                                  
            083E: set_actor 31@ rotation 210.0 0.0 1@ while_in_air//SUC                                   
            0605: actor 31@ perform_animation "SEX_2_w" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor $PLAYER_ACTOR perform_animation "SEX_1_p" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000   
        END                                                                                                                                                                                                                                                       
        IF 20@ == 17                                                                                                                                                                                                                                                            
        THEN                                                                                                   
            083E: set_actor 31@ rotation 247.601 2.5 0.0 while_in_air//SUC                                 
            Actor.Angle($PLAYER_ACTOR) = 0.0
            0605: actor 31@ perform_animation "BJ_COUCH_LOOP_w" IFP "BLOWJOBZ" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor $PLAYER_ACTOR perform_animation "BJ_COUCH_LOOP_p" IFP "BLOWJOBZ" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                                                                  
        END                                                                                                                                                                                                                                                               
        IF 20@ == 18                                                                                                                                                                                                                                                            
        THEN                                                                                                   
            1@ = Actor.Angle(31@)                                                                                           
            083E: set_actor 31@ rotation 289.203 0.600002 1@ while_in_air//SUC                       
            0605: actor 31@ perform_animation "SEX_3_w" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor $PLAYER_ACTOR perform_animation "BJ_COUCH_LOOP_p" IFP "BLOWJOBZ" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                                           
        END                                                                                                                                                                                                                                                       
        IF 20@ == 19                                                                                                                                                                                                                                                            
        THEN                                                                                                   
            0812: AS_actor 31@ perform_animation "SEX_3_W" IFP "sex" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 55000 // versionB      
            0812: AS_actor 30@ perform_animation "BATHER" "beach" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 55000 // 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 55000 // versionB       
        END                                                                                                    
        IF 20@ == 20                                                                                           
        THEN
            0812: AS_actor 31@ perform_animation "SEX_3_W" IFP "sex" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 55000 
            0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_1_W" IFP "sex" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 55000 
            0812: AS_actor 30@ perform_animation "SEX_3_P" IFP "sex" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 55000 
        END
        if 20@ == 22
        then
            04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 -0.5 -0.5
            //Actor.Angle($PLAYER_ACTOR) = 265.0                                                                                                                                      
            4@ = Actor.Angle($PLAYER_ACTOR)                                                                                                                                           
            4@ += 180.0                                                                                                                                                               
            Actor.PutAt(31@, 1@, 2@, 3@)                                                                                                                                              
            Actor.Angle(31@) = 4@                                                                                                                                                     
            083E: set_actor $PLAYER_ACTOR rotation 151.6 0.0 4@ while_in_air//SUC                                                                                                     
            083E: set_actor 31@ rotation 261.0 0.7 4@ while_in_air//SUC                                                                                                                                                                                                   
            0812: AS_actor 31@ perform_animation "SEX_2_W" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB                                                             
            0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_1_p" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB                                                                                                                   
        end
        if 20@ == 23
        then
            04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset -0.7 0.1 -0.7                                                                         
            4@ = Actor.Angle($PLAYER_ACTOR)                                                                                                                               
            4@ += 180.0                                                                                                                                                   
            Actor.PutAt(31@, 1@, 2@, 3@)                                                                                                                                  
            0812: AS_actor 31@ perform_animation "SEX_1_p" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB                                   
            0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_1_P" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1                                                   
            083E: set_actor $PLAYER_ACTOR rotation -1.9 -62.0 -113.1 while_in_air//SUC                                                                                    
            083E: set_actor 31@ rotation -1.9 -62.0 -113.1 while_in_air//SUC                                                                                              
        end
        if 20@ == 24
        then
            FOR 24@ = 0 TO 50 STEP 1                                                                                                                                                         
                WAIT 0
                if 056D:   actor 31@ defined
                jf @continue1                                                                                                                                                                                                                                                                                                                    
                0605: actor 31@ perform_animation "BJ_STAND_START_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1                                                   
                0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_START_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 //                                  
            END                                                                                                                                                                               
            FOR 24@ = 0 TO 200 STEP 1                                                                                                                                                                                                                                                                                         
                wait 0
                0AB4: 20@ = var 208 //get case var items id
                if 056D:   actor 31@ defined
                jf @continue1                                                                                                                                                                                   
                0812: AS_actor 31@ perform_animation "BJ_STAND_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB                                       
                0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB                             
                if 00E1:   player 0 pressed_key 15                                                                                                                                             
                then break                                                                                                                                                                     
                end
                if 20@ <> 24                                                                                                                                   
                then 
                    goto @continue1                                                                                                                                                                     
                end                                                                                                                                                                                             
            end                                                                                                                                                                                
            FOR 24@ = 0 TO 50 STEP 1                                                                                                                                                           
                WAIT 0
                if 056D:   actor 31@ defined
                jf @continue1                                                                                                                                                                                   
                0605: actor 31@ perform_animation "BJ_STAND_END_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1                                                                                                                                                                                                        
                0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_END_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 //                                       
            END
            :continue1
            0AB3: var 208 = 0                                                                                                                                                                                
        end
        if 20@ == 25
        then
            FOR 24@ = 0 TO 50 STEP 1                                                                                                                                                                                                                                                                                                        
                WAIT 0
                if 056D:   actor 31@ defined
                jf @continue2                                                                                                                                                                                      
                0605: actor 31@ perform_animation "BJ_COUCH_START_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1                                                         
                0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_COUCH_START_p" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 //                                        
            END                                                                                                                                                                                   
            FOR 24@ = 0 TO 200 STEP 1                                                                                                                                                             
                wait 0
                if 056D:   actor 31@ defined
                jf @continue2          
                0AB4: 20@ = var 208 //get case var items id                                                                                                                                                                             
                0812: AS_actor 31@ perform_animation "BJ_COUCH_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB                                          
                0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_COUCH_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB                                
                if 00E1:   player 0 pressed_key 15                                                                                                                                                
                then 0acd: "~p~~h~the woman is not happy" 9000                                                                                                                                       
                    break                                                                                                                                                                         
                end
                if 20@ <> 25                                                                                                                                   
                then 
                    goto @continue2                                                                                                                                                                    
                end                                                                                                                                                                                            
            end                                                                                                                                                                                   
            FOR 24@ = 0 TO 50 STEP 1                                                                                                                                                              
                WAIT 0
                if 056D:   actor 31@ defined
                jf @continue2                                                                                                                                                                                                                                                                                                                                    
                0605: actor 31@ perform_animation "BJ_COUCH_END_w" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1                                                           
                0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_COUCH_END_p" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 //                                          
            END
            :continue2 
            0AB3: var 208 = 0                                                                                                                                                                               
        end    
        if 20@ == 26
        then            
            FOR 24@ = 0 TO 50 STEP 1                                                                                                                                                                                                                                                                                                        
                WAIT 0
                if and
                    056D:   actor 31@ defined
                     056D:   actor 30@ defined
                jf continue                                                                                                                                                                                                                
                0605: actor 31@ perform_animation "BJ_STAND_START_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
                0605: actor 30@ perform_animation "BJ_STAND_START_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1                                                                                
                0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_START_p" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 //                                        
            END                                                                                                                                                                                   
            FOR 24@ = 0 TO 200 STEP 1                                                                                                                                                             
                wait 0
                if and
                    056D:   actor 31@ defined
                     056D:   actor 30@ defined
                jf continue                               
                0AB4: 20@ = var 208 //get case var items id                                                                                                                                                                             
                0812: AS_actor 31@ perform_animation "BJ_STAND_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB
                0812: AS_actor 30@ perform_animation "BJ_STAND_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB                                                             
                0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB                                
                if 00E1:   player 0 pressed_key 15                                                                                                                                                
                then 0acd: "~p~~h~the woman is not happy" 9000                                                                                                                                       
                    break                                                                                                                                                                         
                end
                if 20@ <> 26                                                                                                                                   
                then 
                    goto @continue3                                                                                                                                                                  
                end                                                                                                                                                                                            
            end                                                                                                                                                                                   
            FOR 24@ = 0 TO 50 STEP 1                                                                                                                                                              
                WAIT 0
                if and
                    056D:   actor 31@ defined
                     056D:   actor 30@ defined
                jf continue                                                                                                                                                                                                                                                                                                                                                             
                0605: actor 31@ perform_animation "BJ_STAND_END_w" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
                0605: actor 30@ perform_animation "BJ_STAND_END_w" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1                                                                                      
                0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_END_p" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 //                                          
            END
            :continue3 
            0AB3: var 208 = 0                                        
        end       
        if 20@ == 27
        then            
            FOR 24@ = 0 TO 50 STEP 1                                                                                                                                                                                                                                                                                                        
                WAIT 0
                if and
                    056D:   actor 31@ defined
                     056D:   actor 30@ defined
                jf continue                                                                                                                                                                                                            
                0605: actor 31@ perform_animation "BJ_COUCH_START_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
                0605: actor 30@ perform_animation "BJ_COUCH_START_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1                                                                                
                0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_COUCH_START_p" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 //                                        
            END                                                                                                                                                                                   
            FOR 24@ = 0 TO 200 STEP 1                                                                                                                                                             
                wait 0
                if and
                    056D:   actor 31@ defined
                     056D:   actor 30@ defined
                jf continue                           
                0AB4: 20@ = var 208 //get case var items id                                                                                                                                                                             
                0812: AS_actor 31@ perform_animation "BJ_COUCH_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB
                0812: AS_actor 30@ perform_animation "BJ_COUCH_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB                                                             
                0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_COUCH_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB                                
                if 00E1:   player 0 pressed_key 15                                                                                                                                                
                then 0acd: "~p~~h~the woman is not happy" 9000                                                                                                                                       
                    break                                                                                                                                                                         
                end
                if 20@ <> 27                                                                                                                                   
                then 
                    goto @continue4                                                                                                                                                                     
                end                                                                                                                                                                                            
            end                                                                                                                                                                                   
            FOR 24@ = 0 TO 50 STEP 1                                                                                                                                                              
                WAIT 0
                if and
                    056D:   actor 31@ defined
                     056D:   actor 30@ defined
                jf continue                                                                                                                                                                                                                                                                                                                                                            
                0605: actor 31@ perform_animation "BJ_COUCH_END_w" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
                0605: actor 30@ perform_animation "BJ_COUCH_END_w" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1                                                                                      
                0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_COUCH_END_p" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 //                                          
            END
            :continue4
            0AB3: var 208 = 0                                         
        end       
        if 20@ == 28
        then            
            FOR 24@ = 0 TO 50 STEP 1                                                                                                                                                                                                                                                                                                        
                WAIT 0
                if 0449:   actor $PLAYER_ACTOR in_a_car 
                jf continue
                25@ = actor.CurrentCar($PLAYER_ACTOR)
                if 8431:   not car 25@ passenger_seat_free 0 
                jf continue
                0432: 29@ = get_actor_handle_from_car 25@ passenger_seat 0
                if 29@ == 31@
                jf continue   
                if 056D:   actor 29@ defined
                jf continue                                                                                                                                                                                      
                0605: actor 29@ perform_animation "BJ_CAR_START_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
                0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_CAR_START_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 //                                        
            END                                                                                                                                                                                   
            FOR 24@ = 0 TO 200 STEP 1                                                                                                                                                             
                wait 0
                if 0449:   actor $PLAYER_ACTOR in_a_car 
                jf continue
                25@ = actor.CurrentCar($PLAYER_ACTOR)
                if 8431:   not car 25@ passenger_seat_free 0 
                jf continue
                0432: 29@ = get_actor_handle_from_car 25@ passenger_seat 0
                if 29@ == 31@
                jf continue          
                if 056D:   actor 29@ defined
                jf continue             
                0AB4: 20@ = var 208 //get case var items id                                                                                                                                                                             
                0812: AS_actor 29@ perform_animation "BJ_CAR_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB
                0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_CAR_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB                                
                if 00E1:   player 0 pressed_key 15                                                                                                                                                
                then 0acd: "~p~~h~the woman is not happy" 9000                                                                                                                                       
                    break                                                                                                                                                                         
                end
                if 20@ <> 28                                                                                                                                   
                then 
                    goto @continue5                                                                                                                                                                     
                end                                                                                                                                                                                            
            end                                                                                                                                                                                   
            FOR 24@ = 0 TO 50 STEP 1                                                                                                                                                              
                WAIT 0
                if 0449:   actor $PLAYER_ACTOR in_a_car 
                jf continue
                25@ = actor.CurrentCar($PLAYER_ACTOR)
                if 8431:   not car 25@ passenger_seat_free 0 
                jf continue
                0432: 29@ = get_actor_handle_from_car 25@ passenger_seat 0
                if 29@ == 31@
                jf continue    
                if 056D:   actor 29@ defined
                jf continue          
                0605: actor 29@ perform_animation "BJ_CAR_END_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
                0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_CAR_END_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 //                                          
            END
            :continue5
            0AB3: var 208 = 0                                         
        end       
        if 20@ == 29
        then            
            FOR 24@ = 0 TO 50 STEP 1                                                                                                                                                                                                                                                                                                        
                WAIT 0
                if 056D:   actor 31@ defined
                jf @continue6                                                                                                                                                                                  
                0605: actor 31@ perform_animation "BJ_CAR_START_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
                0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_CAR_START_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 //                                        
            END                                                                                                                                                                                   
            FOR 24@ = 0 TO 200 STEP 1                                                                                                                                                             
                wait 0
                if 056D:   actor 31@ defined
                jf @continue6      
                0AB4: 20@ = var 208 //get case var items id                                                                                                                                                                             
                0812: AS_actor 31@ perform_animation "SEX_CAR_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB
                0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_CAR_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB                                
                if 00E1:   player 0 pressed_key 15                                                                                                                                                
                then 0acd: "~p~~h~the woman is not happy" 9000                                                                                                                                       
                    break                                                                                                                                                                         
                end
                if 20@ <> 29                                                                                                                                   
                then 
                    goto @continue6                                                                                                                                                                     
                end                                                                                                                                                                                            
            end                                                                                                                                                                                   
            FOR 24@ = 0 TO 50 STEP 1                                                                                                                                                              
                WAIT 0
                if 056D:   actor 31@ defined
                jf @continue6                                                                                                                                                                                                                                                                                                                                
                0605: actor 31@ perform_animation "BJ_CAR_END_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
                0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_CAR_END_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 //                                          
            END
            :continue6
            0AB3: var 208 = 0                                         
        end       
        if 20@ == 30
        then            
            FOR 24@ = 0 TO 50 STEP 1                                                                                                                                                                                                                                                                                                        
                WAIT 0
                if 056D:   actor 31@ defined                                                                                                                                     
                then                                                                                                                                                                                   
                    0605: actor 31@ perform_animation "BJ_STAND_START_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
                    0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_START_p" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 //
                    else if 056D:   actor 30@ defined
                    then
                        0605: actor 30@ perform_animation "BJ_STAND_START_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
                        0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_START_p" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 //
                    end
                end
            END
            FOR 24@ = 0 TO 50 STEP 1                                                                                                                                                                                                                                                                                                        
                WAIT 0
                if 056D:   actor 31@ defined                                                                                                                                     
                then                                                                                                                                                                                   
                    0605: actor 31@ perform_animation "BJ_STAND_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
                    0393: actor $PLAYER_ACTOR perform_animation "BJ_STAND_LOOP_W" at 0.0 times_normal_rate
                    0812: AS_actor $PLAYER_ACTOR perform_animation "WANK_LOOP" IFP "PAULNMAC" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 //
                    else if 056D:   actor 30@ defined
                    then
                        0605: actor 30@ perform_animation "BJ_STAND_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
                        0393: actor $PLAYER_ACTOR perform_animation "BJ_STAND_LOOP_W" at 0.0 times_normal_rate
                        0812: AS_actor $PLAYER_ACTOR perform_animation "WANK_LOOP" IFP "PAULNMAC" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 //
                    end
                end
            END
            for 24@ = 4 to 80 step 4                                                                                    
                wait 0                                                                                                  
                0669: _get = attach_particle "PETROLCAN" to_actor $PLAYER_ACTOR with_offset 0.0 0.2 0.0 type 1          
                0883: attach_particle _get to_actor $PLAYER_ACTOR mode 1                                                
                064C: make_particle _get visible                                                                        
                0AC6: 22@ = label @mgi9 offset                                                                          
                22@ += 24@                                                                                              
                0A8C: write_memory 22@ size 4 value _get virtual_protect 0                                              
            end                                                                                                         
            FOR 24@ = 0 TO 200 STEP 1                                                                                                                                                             
                wait 0
                if 056D:   actor 31@ defined                                                                                                                                     
                then                                                                                                                                                            
                    0639: AS_actor $PLAYER_ACTOR rotate_to_actor 31@
                    0812: AS_actor 31@ perform_animation "BJ_STAND_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB                                                                                                             
                    0605: actor $PLAYER_ACTOR perform_animation "WANK_LOOP" IFP "PAULNMAC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 3000                              
                    else if 056D:   actor 30@ defined                                                                                                                            
                    then 
                        0639: AS_actor $PLAYER_ACTOR rotate_to_actor 30@
                        0812: AS_actor 30@ perform_animation "BJ_STAND_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB                                                                                                    
                        0605: actor $PLAYER_ACTOR perform_animation "WANK_LOOP" IFP "PAULNMAC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 3000                              
                    end                                                                                                                                                         
                end                
                if 00E1:   player 0 pressed_key 15                                                                                                                                                
                then 0acd: "~p~~h~the woman is not happy" 9000                                                                                                                                       
                    break                                                                                                                                                                         
                end                                                                                                                                                                               
            end
            for 24@ = 4 to 80 step 4                                              
                wait 0                                                                                                  
                0AC6: 22@ = label @mgi9 offset                                                                                
                22@ += 24@                                                                                                            
                0A8d: _get 22@  4  0                                                                                                              
                0650: destroy_particle _get                                       
                064F: remove_references_to_particle _get                                                           
            end                                                                   
            FOR 24@ = 0 TO 50 STEP 1                                                                                                                                                              
                WAIT 0
                if 056D:   actor 31@ defined
                then
                    0605: actor 31@ perform_animation "BJ_STAND_END_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 1000
                    0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_END_p" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1000 //
                    else if 056D:   actor 30@ defined
                    then                                                                                                                                                                                                                                                                                                                          
                        0605: actor 30@ perform_animation "BJ_STAND_END_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 1000
                        0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_END_p" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1000 //
                    end
                end                                         
            END
            0AB3: var 208 = 0                                        
        end
    end
    if and
        056D:   actor 30@ defined
        803B:   not  30@ == $PLAYER_ACTOR // (int)
        21@ == 1
        18@ == 2
    then
        if 20@ == 35
        then
            0605: actor 30@ perform_animation "SNM_CANED_W" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor $PLAYER_ACTOR perform_animation "SNM_CANED_p" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                 
        end
        if 20@ == 36
        then
            0605: actor 30@ perform_animation "SNM_CANED_p" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor $PLAYER_ACTOR perform_animation "SNM_CANED_W" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                 
        end
        if 20@ == 37
        then
            0605: actor 30@ perform_animation "SPANKEDP" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor $PLAYER_ACTOR perform_animation "SPANKEDw" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                 
        end
        if 20@ == 38
        then
   
            0605: actor 30@ perform_animation "SPANKINGw" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor $PLAYER_ACTOR perform_animation "SPANKINGp" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                 
        end
        if 20@ == 39
        then
            0605: actor 30@ 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 20@ == 40
        then
            0614: set_actor $PLAYER_ACTOR animation "SPANKING_SITTINGp" progress_to 0.40 // 0.0 to 1.0 
            0393: actor 30@ perform_animation "SPANKING_SITTINGW" at 6.0 times_normal_rate
            0605: actor 30@ 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 20@ == 1
        then
            0605: actor 30@ perform_animation "SEX_1_W" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor $PLAYER_ACTOR perform_animation "SEX_1_P" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                 
        end
        if 20@ == 2
        then
            0605: actor 30@ perform_animation "SEX_2_W" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor $PLAYER_ACTOR perform_animation "SEX_2_P" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                 
        end
        if 20@ == 3
        then
            0605: actor 30@ perform_animation "SEX_2_p" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor $PLAYER_ACTOR perform_animation "SEX_1_w" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                 
        end
        if 20@ == 4
        then
            04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 1.4 -2.4                                                                                                                   
            4@ = Actor.Angle($PLAYER_ACTOR)                                                                                                                           
            4@ += 360.0                                                                                                                                                   
            Actor.PutAt(30@, 1@, 2@, 3@)                                                                                                                                  
            Actor.Angle(30@) = 4@                                                              
            083E: set_actor 30@ rotation 200.0 0.0 4@ while_in_air//SUC  
            0605: actor 30@ perform_animation "SEX_1_W" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor $PLAYER_ACTOR perform_animation "SEX_1_P" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                 
        end
        if 20@ == 5
        then
            0605: actor 30@ perform_animation "SEX_1_CUM_W" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor $PLAYER_ACTOR perform_animation "SEX_1_CUM_p" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                 
        end
        if 20@ == 6
        then
            0605: actor 30@ perform_animation "SEX_3_W" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor $PLAYER_ACTOR perform_animation "SEX_3_P" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                 
        end
        if 20@ == 7
        then
            0605: actor 30@ perform_animation "SEX_3_W" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor $PLAYER_ACTOR perform_animation "SEX_1_w" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                 
        end
        if 20@ == 8
        then
            0605: actor 30@ perform_animation "SEX_CAR_LOOP_W" IFP "SEX_CAR" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor $PLAYER_ACTOR perform_animation "BJ_COUCH_LOOP_p" IFP "BLOWJOBZ" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                 
        end
        if 20@ == 9
        then
            0605: actor 30@ perform_animation "SEX_1_p" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor $PLAYER_ACTOR perform_animation "SEX_2_P" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                 
        end
        IF 20@ == 10                                                                                   
        THEN                                                                                                   
            1@ = Actor.Angle($PLAYER_ACTOR)
            083E: set_actor $PLAYER_ACTOR rotation 60.0 8.0 1@ while_in_air//SUC
            0812: AS_actor 30@ perform_animation "SNM_CANED_P" IFP "SNM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 55000 // versionB      
            0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_1_p" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 5000 // versionB       
        END                     
        IF 20@ == 11                                                                                   
        THEN                                                                                                   
            1@ = Actor.Angle($PLAYER_ACTOR)
            083E: set_actor $PLAYER_ACTOR rotation 60.0 8.0 1@ while_in_air//SUC                                                                                           
            083E: set_actor 30@ rotation -82.0995 177.4 1@ while_in_air//SUC                                
            0605: actor 30@ perform_animation "SEX_1_w" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor $PLAYER_ACTOR perform_animation "SEX_1_P" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
        END                                                                                                                                                                                                                                                                   
        IF 20@ == 12                                                                                                                                                                                                                                                         
        THEN
            4@ = Actor.Angle($PLAYER_ACTOR)
            083E: set_actor $PLAYER_ACTOR rotation 60.0 8.0 4@ while_in_air//SUC                                                                                                                           
            4@ += 360.0                                                                                                                                                   
                                                                                                                                        
            Actor.Angle(30@) = 4@                                                                                                     
            083E: set_actor 30@ rotation -114.3 0.0 4@ while_in_air//SUC                                  
            0605: actor 30@ perform_animation "SEX_1_w" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor $PLAYER_ACTOR perform_animation "SEX_1_P" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                                                                        
        END                                                                                                                                                                                                                                                                  
        IF 20@ == 13                                                                                                                                                                                                                                                         
        THEN
            1@ = Actor.Angle($PLAYER_ACTOR)
            083E: set_actor 30@ rotation -86.4 0.0 1@ while_in_air//SUC                                                                                               
            0605: actor 30@ perform_animation "SEX_2_w" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor $PLAYER_ACTOR perform_animation "SEX_1_w" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                                                                     
        END                                                                                                                                                                                                                                                                  
        IF 20@ == 14                                                                                                                                                                                                                                                 
        THEN                                                                                                   
            083E: set_actor 30@ rotation -82.0995 177.4 -0.8 while_in_air//SUC                             
            Actor.Angle($PLAYER_ACTOR) = -0.8
            0605: actor 30@ perform_animation "SEX_1_w" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor $PLAYER_ACTOR perform_animation "SEX_1_w" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                                                                           
        END                                                                                                                                                                                                                                                                  
        IF 20@ == 15                                                                                                                                                                                                                                                 
        THEN                                                                                                   
            083E: set_actor 30@ rotation -48.7 4.76837e-007 -1.80001 while_in_air//SUC                     
            Actor.Angle($PLAYER_ACTOR) = -1.80001
            0605: actor 30@ perform_animation "BJ_COUCH_LOOP_w" IFP "BLOWJOBZ" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor $PLAYER_ACTOR perform_animation "SEX_1_w" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                                                              
        END                                                                                                                                                                                                                                                                          
        IF 20@ == 16                                                                                                                                                                                                                                                 
        THEN                                                                                                   
            1@ = Actor.Angle($PLAYER_ACTOR)
            083E: set_actor $PLAYER_ACTOR rotation 60.0 8.0 1@ while_in_air//SUC                                                                                                  
            083E: set_actor 30@ rotation 210.0 0.0 1@ while_in_air//SUC                                   
            0605: actor 30@ perform_animation "SEX_2_w" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor $PLAYER_ACTOR perform_animation "SEX_1_p" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000   
        END                                                                                                                                                                                                                                                       
        IF 20@ == 17                                                                                                                                                                                                                                                            
        THEN                                                                                                   
            083E: set_actor 30@ rotation 247.601 2.5 0.0 while_in_air//SUC                                 
            Actor.Angle($PLAYER_ACTOR) = 0.0
            0605: actor 30@ perform_animation "BJ_COUCH_LOOP_w" IFP "BLOWJOBZ" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor $PLAYER_ACTOR perform_animation "BJ_COUCH_LOOP_p" IFP "BLOWJOBZ" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                                                                  
        END                                                                                                                                                                                                                                                               
        IF 20@ == 18                                                                                                                                                                                                                                                            
        THEN                                                                                                   
            1@ = Actor.Angle(30@)                                                                                           
            083E: set_actor 30@ rotation 289.203 0.600002 1@ while_in_air//SUC                       
            0605: actor 30@ perform_animation "SEX_3_w" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor $PLAYER_ACTOR perform_animation "BJ_COUCH_LOOP_p" IFP "BLOWJOBZ" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                                           
        END                                                                                                                                                                                                                                                       
        IF 20@ == 19                                                                                                                                                                                                                                                            
        THEN                                                                                                   
            0812: AS_actor 30@ perform_animation "SEX_3_W" IFP "sex" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 55000 // versionB      
            0812: AS_actor 30@ perform_animation "BATHER" "beach" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 55000 // 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 55000 // versionB       
        END                                                                                                    
        IF 20@ == 20                                                                                           
        THEN
            0812: AS_actor 30@ perform_animation "SEX_3_W" IFP "sex" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 55000 
            0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_1_W" IFP "sex" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 55000 
            0812: AS_actor 30@ perform_animation "SEX_3_P" IFP "sex" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 55000 
        END
        if 20@ == 22
        then
            04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 -0.5 -0.5
            //Actor.Angle($PLAYER_ACTOR) = 265.0                                                                                                                                      
            4@ = Actor.Angle($PLAYER_ACTOR)                                                                                                                                           
            4@ += 180.0                                                                                                                                                               
            Actor.PutAt(30@, 1@, 2@, 3@)                                                                                                                                              
            Actor.Angle(30@) = 4@                                                                                                                                                     
            083E: set_actor $PLAYER_ACTOR rotation 151.6 0.0 4@ while_in_air//SUC                                                                                                     
            083E: set_actor 30@ rotation 261.0 0.7 4@ while_in_air//SUC                                                                                                                                                                                                   
            0812: AS_actor 30@ perform_animation "SEX_2_W" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB                                                             
            0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_1_p" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB                                                                                                                   
        end
        if 20@ == 23
        then
            04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset -0.7 0.1 -0.7                                                                         
            4@ = Actor.Angle($PLAYER_ACTOR)                                                                                                                               
            4@ += 180.0                                                                                                                                                   
            Actor.PutAt(30@, 1@, 2@, 3@)                                                                                                                                  
            0812: AS_actor 30@ perform_animation "SEX_1_p" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB                                   
            0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_1_P" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1                                                   
            083E: set_actor $PLAYER_ACTOR rotation -1.9 -62.0 -113.1 while_in_air//SUC                                                                                    
            083E: set_actor 30@ rotation -1.9 -62.0 -113.1 while_in_air//SUC                                                                                              
        end
        if 20@ == 24
        then
            FOR 24@ = 0 TO 50 STEP 1                                                                                                                                                         
                WAIT 0
                if 056D:   actor 30@ defined
                jf @continue1x                                                                                                                                                                                                                                                                                                                    
                0605: actor 30@ perform_animation "BJ_STAND_START_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1                                                   
                0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_START_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 //                                  
            END                                                                                                                                                                               
            FOR 24@ = 0 TO 200 STEP 1                                                                                                                                                                                                                                                                                         
                wait 0
                0AB4: 20@ = var 208 //get case var items id
                if 056D:   actor 30@ defined
                jf @continue1x                                                                                                                                                                                   
                0812: AS_actor 30@ perform_animation "BJ_STAND_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB                                       
                0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB                             
                if 00E1:   player 0 pressed_key 15                                                                                                                                             
                then break                                                                                                                                                                     
                end
                if 20@ <> 24                                                                                                                                   
                then 
                    goto @continue1x                                                                                                                                                                     
                end                                                                                                                                                                                             
            end                                                                                                                                                                                
            FOR 24@ = 0 TO 50 STEP 1                                                                                                                                                           
                WAIT 0
                if 056D:   actor 30@ defined
                jf @continue1x                                                                                                                                                                                   
                0605: actor 30@ perform_animation "BJ_STAND_END_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1                                                                                                                                                                                                        
                0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_END_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 //                                       
            END
            :continue1x
            0AB3: var 208 = 0                                                                                                                                                                                
        end
        if 20@ == 25
        then
            FOR 24@ = 0 TO 50 STEP 1                                                                                                                                                                                                                                                                                                        
                WAIT 0
                if 056D:   actor 30@ defined
                jf @continue2x                                                                                                                                                                                      
                0605: actor 30@ perform_animation "BJ_COUCH_START_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1                                                         
                0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_COUCH_START_p" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 //                                        
            END                                                                                                                                                                                   
            FOR 24@ = 0 TO 200 STEP 1                                                                                                                                                             
                wait 0
                if 056D:   actor 30@ defined
                jf @continue2x          
                0AB4: 20@ = var 208 //get case var items id                                                                                                                                                                             
                0812: AS_actor 30@ perform_animation "BJ_COUCH_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB                                          
                0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_COUCH_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB                                
                if 00E1:   player 0 pressed_key 15                                                                                                                                                
                then 0acd: "~p~~h~the woman is not happy" 9000                                                                                                                                       
                    break                                                                                                                                                                         
                end
                if 20@ <> 25                                                                                                                                   
                then 
                    goto @continue2x                                                                                                                                                                    
                end                                                                                                                                                                                            
            end                                                                                                                                                                                   
            FOR 24@ = 0 TO 50 STEP 1                                                                                                                                                              
                WAIT 0
                if 056D:   actor 30@ defined
                jf @continue2x                                                                                                                                                                                                                                                                                                                                    
                0605: actor 30@ perform_animation "BJ_COUCH_END_w" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1                                                           
                0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_COUCH_END_p" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 //                                          
            END
            :continue2x 
            0AB3: var 208 = 0                                                                                                                                                                               
        end    
        if 20@ == 26
        then            
            FOR 24@ = 0 TO 50 STEP 1                                                                                                                                                                                                                                                                                                        
                WAIT 0
                if and
                    056D:   actor 30@ defined
                     056D:   actor 31@ defined
                jf continue                                                                                                                                                                                                                
                0605: actor 30@ perform_animation "BJ_STAND_START_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
                0605: actor 31@ perform_animation "BJ_STAND_START_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1                                                                                
                0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_START_p" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 //                                        
            END                                                                                                                                                                                   
            FOR 24@ = 0 TO 200 STEP 1                                                                                                                                                             
                wait 0
                if and
                    056D:   actor 30@ defined
                     056D:   actor 31@ defined
                jf continue                               
                0AB4: 20@ = var 208 //get case var items id                                                                                                                                                                             
                0812: AS_actor 30@ perform_animation "BJ_STAND_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB
                0812: AS_actor 31@ perform_animation "BJ_STAND_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB                                                             
                0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB                                
                if 00E1:   player 0 pressed_key 15                                                                                                                                                
                then 0acd: "~p~~h~the woman is not happy" 9000                                                                                                                                       
                    break                                                                                                                                                                         
                end
                if 20@ <> 26                                                                                                                                   
                then 
                    goto @continue3x                                                                                                                                                                  
                end                                                                                                                                                                                            
            end                                                                                                                                                                                   
            FOR 24@ = 0 TO 50 STEP 1                                                                                                                                                              
                WAIT 0
                if and
                    056D:   actor 30@ defined
                     056D:   actor 31@ defined
                jf continue                                                                                                                                                                                                                                                                                                                                                             
                0605: actor 30@ perform_animation "BJ_STAND_END_w" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
                0605: actor 31@ perform_animation "BJ_STAND_END_w" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1                                                                                      
                0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_END_p" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 //                                          
            END
            :continue3x 
            0AB3: var 208 = 0                                        
        end       
        if 20@ == 27
        then            
            FOR 24@ = 0 TO 50 STEP 1                                                                                                                                                                                                                                                                                                        
                WAIT 0
                if and
                    056D:   actor 30@ defined
                     056D:   actor 31@ defined
                jf continue                                                                                                                                                                                                            
                0605: actor 30@ perform_animation "BJ_COUCH_START_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
                0605: actor 31@ perform_animation "BJ_COUCH_START_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1                                                                                
                0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_COUCH_START_p" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 //                                        
            END                                                                                                                                                                                   
            FOR 24@ = 0 TO 200 STEP 1                                                                                                                                                             
                wait 0
                if and
                    056D:   actor 30@ defined
                     056D:   actor 31@ defined
                jf continue                           
                0AB4: 20@ = var 208 //get case var items id                                                                                                                                                                             
                0812: AS_actor 30@ perform_animation "BJ_COUCH_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB
                0812: AS_actor 31@ perform_animation "BJ_COUCH_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB                                                             
                0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_COUCH_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB                                
                if 00E1:   player 0 pressed_key 15                                                                                                                                                
                then 0acd: "~p~~h~the woman is not happy" 9000                                                                                                                                       
                    break                                                                                                                                                                         
                end
                if 20@ <> 27                                                                                                                                   
                then 
                    goto @continue4x                                                                                                                                                                     
                end                                                                                                                                                                                            
            end                                                                                                                                                                                   
            FOR 24@ = 0 TO 50 STEP 1                                                                                                                                                              
                WAIT 0
                if and
                    056D:   actor 30@ defined
                     056D:   actor 31@ defined
                jf continue                                                                                                                                                                                                                                                                                                                                                            
                0605: actor 30@ perform_animation "BJ_COUCH_END_w" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
                0605: actor 31@ perform_animation "BJ_COUCH_END_w" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1                                                                                      
                0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_COUCH_END_p" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 //                                          
            END
            :continue4x
            0AB3: var 208 = 0                                         
        end       
        if 20@ == 28
        then            
            FOR 24@ = 0 TO 50 STEP 1                                                                                                                                                                                                                                                                                                        
                WAIT 0
                if 0449:   actor $PLAYER_ACTOR in_a_car 
                jf continue
                25@ = actor.CurrentCar($PLAYER_ACTOR)
                if 8431:   not car 25@ passenger_seat_free 0 
                jf continue
                0432: 29@ = get_actor_handle_from_car 25@ passenger_seat 0
                if 29@ > 0x0
                jf continue    
                if 056D:   actor 29@ defined
                jf continue                                                                                                                                                                                      
                0605: actor 29@ perform_animation "BJ_CAR_START_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
                0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_CAR_START_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 //                                        
            END                                                                                                                                                                                   
            FOR 24@ = 0 TO 200 STEP 1                                                                                                                                                             
                wait 0
                if 0449:   actor $PLAYER_ACTOR in_a_car 
                jf continue
                25@ = actor.CurrentCar($PLAYER_ACTOR)
                if 8431:   not car 25@ passenger_seat_free 0 
                jf continue
                0432: 29@ = get_actor_handle_from_car 25@ passenger_seat 0
                if 29@ > 0x0
                jf continue   
                if 056D:   actor 29@ defined
                jf continue             
                0AB4: 20@ = var 208 //get case var items id                                                                                                                                                                             
                0812: AS_actor 29@ perform_animation "BJ_CAR_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB
                0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_CAR_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB                                
                if 00E1:   player 0 pressed_key 15                                                                                                                                                
                then 0acd: "~p~~h~the woman is not happy" 9000                                                                                                                                       
                    break                                                                                                                                                                         
                end
                if 20@ <> 28                                                                                                                                   
                then 
                    goto @continue5x                                                                                                                                                                     
                end                                                                                                                                                                                            
            end                                                                                                                                                                                   
            FOR 24@ = 0 TO 50 STEP 1                                                                                                                                                              
                WAIT 0
                if 0449:   actor $PLAYER_ACTOR in_a_car 
                jf continue
                25@ = actor.CurrentCar($PLAYER_ACTOR)
                if 8431:   not car 25@ passenger_seat_free 0 
                jf continue
                0432: 29@ = get_actor_handle_from_car 25@ passenger_seat 0
                if 29@ > 0x0
                jf continue   
                if 056D:   actor 29@ defined
                jf continue          
                0605: actor 29@ perform_animation "BJ_CAR_END_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
                0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_CAR_END_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 //                                          
            END
            :continue5x
            0AB3: var 208 = 0                                         
        end       
        if 20@ == 29
        then            
            FOR 24@ = 0 TO 50 STEP 1                                                                                                                                                                                                                                                                                                        
                WAIT 0
                if 056D:   actor 30@ defined
                jf @continue6x                                                                                                                                                                                  
                0605: actor 30@ perform_animation "BJ_CAR_START_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
                0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_CAR_START_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 //                                        
            END                                                                                                                                                                                   
            FOR 24@ = 0 TO 200 STEP 1                                                                                                                                                             
                wait 0
                if 056D:   actor 30@ defined
                jf @continue6x      
                0AB4: 20@ = var 208 //get case var items id                                                                                                                                                                             
                0812: AS_actor 30@ perform_animation "SEX_CAR_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB
                0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_CAR_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB                                
                if 00E1:   player 0 pressed_key 15                                                                                                                                                
                then 0acd: "~p~~h~the woman is not happy" 9000                                                                                                                                       
                    break                                                                                                                                                                         
                end
                if 20@ <> 29                                                                                                                                   
                then 
                    goto @continue6x                                                                                                                                                                     
                end                                                                                                                                                                                            
            end                                                                                                                                                                                   
            FOR 24@ = 0 TO 50 STEP 1                                                                                                                                                              
                WAIT 0
                if 056D:   actor 30@ defined
                jf @continue6x                                                                                                                                                                                                                                                                                                                                
                0605: actor 30@ perform_animation "BJ_CAR_END_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
                0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_CAR_END_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 //                                          
            END
            :continue6x
            0AB3: var 208 = 0                                         
        end       
        if 20@ == 30
        then            
            FOR 24@ = 0 TO 50 STEP 1                                                                                                                                                                                                                                                                                                        
                WAIT 0
                if 056D:   actor 30@ defined                                                                                                                                     
                then                                                                                                                                                                                   
                    0605: actor 30@ perform_animation "BJ_STAND_START_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
                    0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_START_p" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 //
                    else if 056D:   actor 30@ defined
                    then
                        0605: actor 30@ perform_animation "BJ_STAND_START_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
                        0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_START_p" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 //
                    end
                end
            END
            FOR 24@ = 0 TO 50 STEP 1                                                                                                                                                                                                                                                                                                        
                WAIT 0
                if 056D:   actor 30@ defined                                                                                                                                     
                then                                                                                                                                                                                   
                    0605: actor 30@ perform_animation "BJ_STAND_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
                    0393: actor $PLAYER_ACTOR perform_animation "BJ_STAND_LOOP_W" at 0.0 times_normal_rate
                    0812: AS_actor $PLAYER_ACTOR perform_animation "WANK_LOOP" IFP "PAULNMAC" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 //
                    else if 056D:   actor 30@ defined
                    then
                        0605: actor 30@ perform_animation "BJ_STAND_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
                        0393: actor $PLAYER_ACTOR perform_animation "BJ_STAND_LOOP_W" at 0.0 times_normal_rate
                        0812: AS_actor $PLAYER_ACTOR perform_animation "WANK_LOOP" IFP "PAULNMAC" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 //
                    end
                end
            END
            for 24@ = 4 to 80 step 4                                                                                    
                wait 0                                                                                                  
                0669: _get = attach_particle "PETROLCAN" to_actor $PLAYER_ACTOR with_offset 0.0 0.2 0.0 type 1          
                0883: attach_particle _get to_actor $PLAYER_ACTOR mode 1                                                
                064C: make_particle _get visible                                                                        
                0AC6: 22@ = label @mgi9 offset                                                                          
                22@ += 24@                                                                                              
                0A8C: write_memory 22@ size 4 value _get virtual_protect 0                                              
            end                                                                                                         
            FOR 24@ = 0 TO 200 STEP 1                                                                                                                                                             
                wait 0
                if 056D:   actor 30@ defined                                                                                                                                     
                then                                                                                                                                                            
                    0639: AS_actor $PLAYER_ACTOR rotate_to_actor 30@
                    0812: AS_actor 30@ perform_animation "BJ_STAND_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB                                                                                                             
                    0605: actor $PLAYER_ACTOR perform_animation "WANK_LOOP" IFP "PAULNMAC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 3000                              
                    else if 056D:   actor 30@ defined                                                                                                                            
                    then 
                        0639: AS_actor $PLAYER_ACTOR rotate_to_actor 30@
                        0812: AS_actor 30@ perform_animation "BJ_STAND_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB                                                                                                    
                        0605: actor $PLAYER_ACTOR perform_animation "WANK_LOOP" IFP "PAULNMAC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 3000                              
                    end                                                                                                                                                         
                end                
                if 00E1:   player 0 pressed_key 15                                                                                                                                                
                then 0acd: "~p~~h~the woman is not happy" 9000                                                                                                                                       
                    break                                                                                                                                                                         
                end                                                                                                                                                                               
            end
            for 24@ = 4 to 80 step 4                                              
                wait 0                                                                                                  
                0AC6: 22@ = label @mgi9 offset                                                                                
                22@ += 24@                                                                                                            
                0A8d: _get 22@  4  0                                                                                                              
                0650: destroy_particle _get                                       
                064F: remove_references_to_particle _get                                                           
            end                                                                   
            FOR 24@ = 0 TO 50 STEP 1                                                                                                                                                              
                WAIT 0
                if 056D:   actor 30@ defined
                then
                    0605: actor 30@ perform_animation "BJ_STAND_END_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 1000
                    0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_END_p" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1000 //
                    else if 056D:   actor 30@ defined
                    then                                                                                                                                                                                                                                                                                                                          
                        0605: actor 30@ perform_animation "BJ_STAND_END_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 1000
                        0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_END_p" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1000 //
                    end
                end                                         
            END
            0AB3: var 208 = 0                                        
        end
    end
    IF 20@ == 100                                                                                                                                                              
    THEN                                                                                                                                                                       
        0AB4: 10@ = var 205 //get har var id                                                                                                                                   
        0AB4: 14@ = var 206 //get har var id                                                                                                                                   
        if and                                                                                                                                                                  
            056D:   actor 10@ defined                                                                                                                                           
            056D:   actor 14@ defined                                                                                                                                           
        then //0acd: "0000000000000" 1000                                                                                                                                                                   
            //Actor.PutAt($PLAYER_ACTOR, 962.0, 0.0, 1000.5)                                                                                                                      
            0619: enable_actor 10@ collision_detection 0                                                                                                                        
            0619: enable_actor 14@ collision_detection 0                                                                                                                        
            0619: enable_actor $PLAYER_ACTOR collision_detection 0                                                                                                              
            Actor.Angle(14@) = 326.0                                                                                                                                            
            Player.CanMove(0) = False                                                                                                                                           
            04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 1.3 -0.5 -2.0                                                                                          
            Actor.PutAt($PLAYER_ACTOR, 1@, 2@, 3@)                                                                                                                                                                
            0639: AS_actor 10@ rotate_to_actor $PLAYER_ACTOR                                                                                                                              
            04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.6 0.9 -1.0                                                                                           
            4@ = Actor.Angle($PLAYER_ACTOR)                                                                                                                                               
            4@ -= 200.0                                                                                                                                                                   
            Actor.PutAt(10@, 1@, 2@, 3@)                                                                                                                                                  
            Actor.Angle(10@) = 4@                                                                                                                                                                                  
            0639: AS_actor 14@ rotate_to_actor $PLAYER_ACTOR                                                                                                                              
            04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset -0.6 0.9 -1.0                                                                                          
            4@ = Actor.Angle($PLAYER_ACTOR)                                                                                                                                               
            4@ += 200.0                                                                                                                                                                   
            Actor.PutAt(14@, 1@, 2@, 3@)                                                                                                                                                  
            Actor.Angle(14@) = 4@                                                                                                                                               
            0acd: "cat show me your werewolf" time 1000                                                                                                                         
            0793: save_player_clothes                                                                                                                                           
            0784: set_player 0 textureCRC 0 modelCRC 0 bodypart 16                                                                                                              
            0784: set_player 0 textureCRC 0 modelCRC 0 bodypart 17                                                                                                              
            Player.SetClothes(0, "PLAYER_TORSO", "TORSO", Torso)                                                                                                                
            Player.SetClothes(0, "PLAYER_LEGS", "LEGS", Legs)                                                                                                                   
            Player.SetClothes(0, "FOOT", "FEET", Shoes)                                                                                                                         
            Player.Build(0)                                                                                                                                                     
            25@ = 0                                                                                                                                                             
            7@ = 0                                                                                                                                                                 
            while true                                                                                                                                                                      
                wait 0                                                                                                                                                         
                0AB4: 10@ = var 205 //get har var id                                                                                                                           
                0AB4: 14@ = var 206 //get har var id                                                                                                                                                                    
                //gosub @audio_func                                                                                                                                               
                0639: AS_actor 14@ rotate_to_actor $PLAYER_ACTOR                                                                                                                
                4@ = Actor.Angle(14@)                                                                                                                                           
                083E: set_actor 14@ rotation 0.0 0.0 4@ while_in_air//SUC                                                                                                       
                05BF: AS_actor 14@ look_at_actor $PLAYER_ACTOR 30000 ms                                                                                                         
                FOR 24@ = 0 TO 500 STEP 1                                                                                                                                                     
                    wait 0                                                                                                                                                     
                    0AB4: 10@ = var 205 //get har var id                                                                                                                       
                    0AB4: 14@ = var 206 //get har var id                                                                                                                       
                    if and                                                                                                                                                      
                        056D:   actor 10@ defined                                                                                                                               
                        056D:   actor 14@ defined                                                                                                                               
                    then //0acd: "0000000000000" 1000                                                                                                                                                                 
                    04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset -0.2 -0.1 -0.1                                                                                           
                    Actor.PutAt(10@, 1@, 2@, 3@)                                                                                                                                
                    04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.3 -0.1 0.1                                                                            
                    Actor.PutAt(14@, 1@, 2@, 3@)                                                                                                                                
                    083E: set_actor $PLAYER_ACTOR rotation 81.0 0.0 88.0 while_in_air//SUC                                                                                      
                    083E: set_actor 10@ rotation -75.0 0.0 359.6  while_in_air//SUC                                                                                             
                    0812: AS_actor 10@ perform_animation "BJ_STAND_LOOP_w" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB                    
                    0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_LOOP_p" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB          
                    0812: AS_actor 14@ perform_animation "PARKSIT_W_IDLEC"   "SUNBATHE"  4.0  false  false  false  false  -1  ///--// vers                                      
                    end                                                                                                                                                        
                    0AB4: 20@ = var 208 //get case var items id                                                                                                                
                    if or                                                                                                                                                      
                        00E1:   player 0 pressed_key 15                                                                                                                        
                        20@ <> 100                                                                                                                                             
                    then 0AB3: var 208 = 0                                                                                                                                     
                        0619: enable_actor 10@ collision_detection 1                                                                                                                        
                        0619: enable_actor 14@ collision_detection 1                                                                                                                        
                        0619: enable_actor $PLAYER_ACTOR collision_detection 1                                                                                                 
                        04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -0.5                                                                                          
                        Actor.PutAt($PLAYER_ACTOR, 1@, 2@, 3@)                                                                                                                 
                        0639: AS_actor 10@ rotate_to_actor $PLAYER_ACTOR                                                                                                       
                        4@ = Actor.Angle(10@)                                                                                                                                  
                        083E: set_actor 10@ rotation 0.0 0.0 4@ while_in_air//SUC                                                                                              
                        0639: AS_actor 14@ rotate_to_actor $PLAYER_ACTOR                                                                                                       
                        4@ = Actor.Angle(14@)                                                                                                                                  
                        083E: set_actor 14@ rotation 0.0 0.0 4@ while_in_air//SUC                                                                                              
                        4@ = Actor.Angle($PLAYER_ACTOR)                                                                                                                        
                        083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 4@ while_in_air//SUC                                                                                    
                        0812: AS_actor 10@ perform_animation "ENDCHAT_02" IFP "PED" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 1000 // versionB                                  
                        0812: AS_actor 14@ perform_animation "ENDCHAT_02" IFP "PED" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 1000 // versionB                       
                        goto @end                                                                                                                                                                       
                    end                                                                                                                                                         
                    if and                                                                                                                                                      
                        00E1:   player 0 pressed_key 7                                                                                                                          
                        _nev_var == false                                                                                                                                       
                    then _nev_var = true                                                                                                                                        
                        break                                                                                                                                                                       
                    end                                                                                                                                                         
                    if 80E1:   player 0 pressed_key 7                                                                                                                           
                    then                                                                                                                                                        
                        _nev_var = false                                                                                                                                        
                    end                                                                                                                                                        
                end                                                                                                                                                            
                0AB4: 10@ = var 205 //get har var id                                                                                                                           
                0AB4: 14@ = var 206 //get har var id                                                                                                                                                                       
                0639: AS_actor 10@ rotate_to_actor $PLAYER_ACTOR                                                                                                                
                4@ = Actor.Angle(10@)                                                                                                                                           
                083E: set_actor 10@ rotation 0.0 0.0 4@ while_in_air//SUC                                                                                                       
                05BF: AS_actor 10@ look_at_actor $PLAYER_ACTOR 30000 ms                                                                                                         
                FOR 24@ = 0 TO 500 STEP 1                                                                                                                                                     
                    wait 0                                                                                                                                                     
                    0AB4: 10@ = var 205 //get har var id                                                                                                                       
                    0AB4: 14@ = var 206 //get har var id                                                                                                                       
                    if and                                                                                                                                                     
                        056D:   actor 10@ defined                                                                                                                              
                        056D:   actor 14@ defined                                                                                                                              
                    then //0acd: "0000000000000" 1000                                                                                                                          
                    04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.2 -0.1 -0.1                                                                                 
                    Actor.PutAt(14@, 1@, 2@, 3@)                                                                                                                                
                    04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset -0.3 -0.1 0.2                                                                           
                    Actor.PutAt(10@, 1@, 2@, 3@)                                                                                                                                
                    083E: set_actor $PLAYER_ACTOR rotation 81.0 0.0 88.0 while_in_air//SUC                                                                                                                
                    083E: set_actor 14@ rotation -75.0 0.0 179.6 while_in_air//SUC                                                                                              
                    0812: AS_actor 14@ perform_animation "BJ_STAND_LOOP_w" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB                                                     
                    0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_LOOP_p" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB          
                    0812: AS_actor 10@ perform_animation "PARKSIT_W_IDLEC"   "SUNBATHE"  4.0  false  false  false  false  -1  ///--// vers                                      
                    end                                                                                                                                                        
                    0AB4: 20@ = var 208 //get case var items id                                                                                                                
                    if or                                                                                                                                                      
                        00E1:   player 0 pressed_key 15                                                                                                                        
                        20@ <> 100                                                                                                                                             
                    then                                                                                                                                                       
                        0AB3: var 208 = 0                                                                                                                                      
                        Player.CanMove(0) = true                                                                                                                               
                        0619: enable_actor 10@ collision_detection 1                                                                                                                        
                        0619: enable_actor 14@ collision_detection 1                                                                                                                        
                        0619: enable_actor $PLAYER_ACTOR collision_detection 1                                                                                                 
                        04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -0.5                                                                                          
                        Actor.PutAt($PLAYER_ACTOR, 1@, 2@, 3@)                                                                                                                 
                        0639: AS_actor 10@ rotate_to_actor $PLAYER_ACTOR                                                                                                       
                        4@ = Actor.Angle(10@)                                                                                                                                  
                        083E: set_actor 10@ rotation 0.0 0.0 4@ while_in_air//SUC                                                                                              
                        0639: AS_actor 14@ rotate_to_actor $PLAYER_ACTOR                                                                                                       
                        4@ = Actor.Angle(14@)                                                                                                                                  
                        083E: set_actor 14@ rotation 0.0 0.0 4@ while_in_air//SUC                                                                                              
                        4@ = Actor.Angle($PLAYER_ACTOR)                                                                                                                        
                        083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 4@ while_in_air//SUC                                                                                    
                        0812: AS_actor 10@ perform_animation "ENDCHAT_02" IFP "PED" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 1000 // versionB                                  
                        0812: AS_actor 14@ perform_animation "ENDCHAT_02" IFP "PED" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 1000 // versionB                                    
                        goto @end                                                                                                                                                                       
                    end                                                                                                                                                         
                    if and                                                                                                                                                      
                        00E1:   player 0 pressed_key 7                                                                                                                          
                        _nev_var == false                                                                                                                                       
                    then _nev_var = true                                                                                                                                        
                        break                                                                                                                                                                       
                    end                                                                                                                                                         
                    if 80E1:   player 0 pressed_key 7                                                                                                                           
                    then                                                                                                                                                        
                        _nev_var = false                                                                                                                                        
                    end                                                                                                                                                                                          
                end                                                                                                                                                             
            end                                                                                                                                                                
        end                                                                                                                                                                    
    END                                                                                                                                                                        
    :end
    if and
        056D:   actor 30@ defined
        056D:   actor 31@ defined
        803B:   not  30@ == $PLAYER_ACTOR // (int)
        803B:   not  31@ == $PLAYER_ACTOR // (int)
        21@ == 2 //level
    then
        if 20@ == 35
        then
            0605: actor 31@ perform_animation "SNM_CANED_W" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor 30@ perform_animation "SNM_CANED_p" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                 
        end
        if 20@ == 36
        then
            0605: actor 31@ perform_animation "SNM_CANED_p" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor 30@ perform_animation "SNM_CANED_W" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                 
        end
        if 20@ == 37
        then
            0605: actor 31@ perform_animation "SPANKEDP" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor 30@ perform_animation "SPANKEDw" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                 
        end
        if 20@ == 38
        then
    
            0605: actor 31@ perform_animation "SPANKINGw" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor 30@ perform_animation "SPANKINGp" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                 
        end
        if 20@ == 39
        then
            0605: actor 31@ perform_animation "SPANKING_SITTINGW" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor 30@ perform_animation "SPANKING_SITTINGp" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                 
        end
        if 20@ == 40
        then
            0614: set_actor 30@ animation "SPANKING_SITTINGp" progress_to 0.40 // 0.0 to 1.0 
            0393: actor 31@ perform_animation "SPANKING_SITTINGW" at 6.0 times_normal_rate
            0605: actor 31@ perform_animation "SPANKING_SITTINGW" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor 30@ perform_animation "SPANKING_SITTINGp" IFP "SNM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000              
        end
        if 20@ == 1
        then
            0605: actor 31@ perform_animation "SEX_1_W" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor 30@ perform_animation "SEX_1_P" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                 
        end
        if 20@ == 2
        then
            0605: actor 31@ perform_animation "SEX_2_W" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor 30@ perform_animation "SEX_2_P" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                 
        end
        if 20@ == 3
        then
            0605: actor 31@ perform_animation "SEX_2_p" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor 30@ perform_animation "SEX_1_w" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                 
        end
        if 20@ == 4
        then
            04C4: store_coords_to 1@ 2@ 3@ from_actor 30@ with_offset 0.0 1.4 -2.4                                                                                                                   
            4@ = Actor.Angle(30@)                                                                                                                           
            4@ += 360.0                                                                                                                                                   
            Actor.PutAt(31@, 1@, 2@, 3@)                                                                                                                                  
            Actor.Angle(31@) = 4@                                                              
            083E: set_actor 31@ rotation 200.0 0.0 4@ while_in_air//SUC  
            0605: actor 31@ perform_animation "SEX_1_W" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor 30@ perform_animation "SEX_1_P" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                 
        end
        if 20@ == 5
        then
            0605: actor 31@ perform_animation "SEX_1_CUM_W" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor 30@ perform_animation "SEX_1_CUM_p" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                 
        end
        if 20@ == 6
        then
            0605: actor 31@ perform_animation "SEX_3_W" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor 30@ perform_animation "SEX_3_P" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                 
        end
        if 20@ == 7
        then
            0605: actor 31@ perform_animation "SEX_3_W" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor 30@ perform_animation "SEX_1_w" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                 
        end
        if 20@ == 8
        then
            0605: actor 31@ perform_animation "SEX_CAR_LOOP_W" IFP "SEX_CAR" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor 30@ perform_animation "BJ_COUCH_LOOP_p" IFP "BLOWJOBZ" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                 
        end
        if 20@ == 9
        then
            0605: actor 31@ perform_animation "SEX_1_p" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor 30@ perform_animation "SEX_2_P" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                 
        end
        IF 20@ == 10                                                                                   
        THEN                                                                                                   
            1@ = Actor.Angle(30@)
            083E: set_actor 30@ rotation 60.0 8.0 1@ while_in_air//SUC
            0812: AS_actor 31@ perform_animation "SNM_CANED_P" IFP "SNM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 55000 // versionB      
            0812: AS_actor 30@ perform_animation "SEX_1_p" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 5000 // versionB       
        END                     
        IF 20@ == 11                                                                                   
        THEN                                                                                                   
            1@ = Actor.Angle(30@)
            083E: set_actor 30@ rotation 60.0 8.0 1@ while_in_air//SUC                                                                                           
            083E: set_actor 31@ rotation -82.0995 177.4 1@ while_in_air//SUC                                
            0605: actor 31@ perform_animation "SEX_1_w" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor 30@ perform_animation "SEX_1_P" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
        END                                                                                                                                                                                                                                                                   
        IF 20@ == 12                                                                                                                                                                                                                                                         
        THEN
            4@ = Actor.Angle(30@)
            083E: set_actor 30@ rotation 60.0 8.0 4@ while_in_air//SUC                                                                                                                           
            4@ += 360.0                                                                                                                                                   
                                                                                                                                        
            Actor.Angle(31@) = 4@                                                                                                     
            083E: set_actor 31@ rotation -114.3 0.0 4@ while_in_air//SUC                                  
            0605: actor 31@ perform_animation "SEX_1_w" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor 30@ perform_animation "SEX_1_P" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                                                                        
        END                                                                                                                                                                                                                                                                  
        IF 20@ == 13                                                                                                                                                                                                                                                         
        THEN
            1@ = Actor.Angle(30@)
            083E: set_actor 31@ rotation -86.4 0.0 1@ while_in_air//SUC                                                                                               
            0605: actor 31@ perform_animation "SEX_2_w" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor 30@ perform_animation "SEX_1_w" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                                                                     
        END                                                                                                                                                                                                                                                                  
        IF 20@ == 14                                                                                                                                                                                                                                                 
        THEN                                                                                                   
            083E: set_actor 31@ rotation -82.0995 177.4 -0.8 while_in_air//SUC                             
            Actor.Angle(30@) = -0.8
            0605: actor 31@ perform_animation "SEX_1_w" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor 30@ perform_animation "SEX_1_w" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                                                                           
        END                                                                                                                                                                                                                                                                  
        IF 20@ == 15                                                                                                                                                                                                                                                 
        THEN                                                                                                   
            083E: set_actor 31@ rotation -48.7 4.76837e-007 -1.80001 while_in_air//SUC                     
            Actor.Angle(30@) = -1.80001
            0605: actor 31@ perform_animation "BJ_COUCH_LOOP_w" IFP "BLOWJOBZ" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor 30@ perform_animation "SEX_1_w" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                                                              
        END                                                                                                                                                                                                                                                                          
        IF 20@ == 16                                                                                                                                                                                                                                                 
        THEN                                                                                                   
            1@ = Actor.Angle(30@)
            083E: set_actor 30@ rotation 60.0 8.0 1@ while_in_air//SUC                                                                                                  
            083E: set_actor 31@ rotation 210.0 0.0 1@ while_in_air//SUC                                   
            0605: actor 31@ perform_animation "SEX_2_w" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor 30@ perform_animation "SEX_1_p" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000   
        END                                                                                                                                                                                                                                                       
        IF 20@ == 17                                                                                                                                                                                                                                                            
        THEN                                                                                                   
            083E: set_actor 31@ rotation 247.601 2.5 0.0 while_in_air//SUC                                 
            Actor.Angle(30@) = 0.0
            0605: actor 31@ perform_animation "BJ_COUCH_LOOP_w" IFP "BLOWJOBZ" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor 30@ perform_animation "BJ_COUCH_LOOP_p" IFP "BLOWJOBZ" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                                                                  
        END                                                                                                                                                                                                                                                               
        IF 20@ == 18                                                                                                                                                                                                                                                            
        THEN                                                                                                   
            1@ = Actor.Angle(31@)                                                                                           
            083E: set_actor 31@ rotation 289.203 0.600002 1@ while_in_air//SUC                       
            0605: actor 31@ perform_animation "SEX_3_w" IFP "SEX" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                    
            0605: actor 30@ perform_animation "BJ_COUCH_LOOP_p" IFP "BLOWJOBZ" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                                           
        END                                                                                                                                                                                                                                                       
        IF 20@ == 19                                                                                                                                                                                                                                                            
        THEN                                                                                                   
            0812: AS_actor 31@ perform_animation "SEX_3_W" IFP "sex" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 55000 // versionB      
            0812: AS_actor 30@ perform_animation "BATHER" "beach" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 55000 // 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 55000 // versionB       
        END                                                                                                    
        IF 20@ == 20                                                                                           
        THEN
            0812: AS_actor 31@ perform_animation "SEX_3_W" IFP "sex" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 55000 
            0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_1_W" IFP "sex" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 55000 
            0812: AS_actor 30@ perform_animation "SEX_3_P" IFP "sex" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 55000 
        END
        if 20@ == 22
        then
            04C4: store_coords_to 1@ 2@ 3@ from_actor 30@ with_offset 0.0 -0.5 -0.5
            //Actor.Angle(30@) = 265.0                                                                                                                                      
            4@ = Actor.Angle(30@)                                                                                                                                           
            4@ += 180.0                                                                                                                                                               
            Actor.PutAt(31@, 1@, 2@, 3@)                                                                                                                                              
            Actor.Angle(31@) = 4@                                                                                                                                                     
            083E: set_actor 30@ rotation 151.6 0.0 4@ while_in_air//SUC                                                                                                     
            083E: set_actor 31@ rotation 261.0 0.7 4@ while_in_air//SUC                                                                                                                                                                                                   
            0812: AS_actor 31@ perform_animation "SEX_2_W" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB                                                             
            0812: AS_actor 30@ perform_animation "SEX_1_p" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB                                                                                                                   
        end
        if 20@ == 23
        then
            04C4: store_coords_to 1@ 2@ 3@ from_actor 30@ with_offset -0.7 0.1 -0.7                                                                         
            4@ = Actor.Angle(30@)                                                                                                                               
            4@ += 180.0                                                                                                                                                   
            Actor.PutAt(31@, 1@, 2@, 3@)                                                                                                                                  
            0812: AS_actor 31@ perform_animation "SEX_1_p" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB                                   
            0812: AS_actor 30@ perform_animation "SEX_1_P" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1                                                   
            083E: set_actor 30@ rotation -1.9 -62.0 -113.1 while_in_air//SUC                                                                                    
            083E: set_actor 31@ rotation -1.9 -62.0 -113.1 while_in_air//SUC                                                                                              
        end
        if 20@ == 24
        then
            FOR 24@ = 0 TO 50 STEP 1                                                                                                                                                         
                WAIT 0
                0AB4: 31@ = var 205 //get har 1 var id
                0AB4: 30@ = var 206 //get har 2 var id
                if and
                    056D:   actor 31@ defined
                    056D:   actor 30@ defined
                jf continue                                                                                                                                                                                                                                                                                                                           
                0605: actor 31@ perform_animation "BJ_STAND_START_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1                                                   
                0812: AS_actor 30@ perform_animation "BJ_STAND_START_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 //                                  
            END                                                                                                                                                                               
            FOR 24@ = 0 TO 200 STEP 1                                                                                                                                                                                                                                                                                         
                wait 0
                0AB4: 20@ = var 208 //get case var items id
                0AB4: 31@ = var 205 //get har 1 var id
                0AB4: 30@ = var 206 //get har 2 var id
                if and
                    056D:   actor 31@ defined
                     056D:   actor 30@ defined
                jf continue                                                                                                                                                                                                    
                0812: AS_actor 31@ perform_animation "BJ_STAND_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB                                       
                0812: AS_actor 30@ perform_animation "BJ_STAND_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB                             
                if 00E1:   player 0 pressed_key 15                                                                                                                                             
                then break                                                                                                                                                                     
                end
                if 20@ <> 24                                                                                                                                   
                then 
                    goto @continue11                                                                                                                                                                     
                end                                                                                                                                                                                             
            end                                                                                                                                                                                
            FOR 24@ = 0 TO 50 STEP 1                                                                                                                                                           
                WAIT 0
                0AB4: 31@ = var 205 //get har 1 var id
                0AB4: 30@ = var 206 //get har 2 var id
                if and
                    056D:   actor 31@ defined
                     056D:   actor 30@ defined
                jf continue                                                                                                                                                                                                    
                0605: actor 31@ perform_animation "BJ_STAND_END_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1                                                                                                                                                                                                        
                0812: AS_actor 30@ perform_animation "BJ_STAND_END_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 //                                       
            END
            :continue11
            0AB3: var 208 = 0                                                                                                                                                                                
        end
        if 20@ == 25
        then
            FOR 24@ = 0 TO 50 STEP 1                                                                                                                                                                                                                                                                                                        
                WAIT 0
                0AB4: 31@ = var 205 //get har 1 var id
                0AB4: 30@ = var 206 //get har 2 var id
                if and
                    056D:   actor 31@ defined
                     056D:   actor 30@ defined
                jf continue                                                                                                                                                                                                       
                0605: actor 31@ perform_animation "BJ_COUCH_START_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1                                                         
                0812: AS_actor 30@ perform_animation "BJ_COUCH_START_p" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 //                                        
            END                                                                                                                                                                                   
            FOR 24@ = 0 TO 200 STEP 1                                                                                                                                                             
                wait 0
                0AB4: 31@ = var 205 //get har 1 var id
                0AB4: 30@ = var 206 //get har 2 var id
                if and
                    056D:   actor 31@ defined
                     056D:   actor 30@ defined
                jf continue                           
                0AB4: 20@ = var 208 //get case var items id                                                                                                                                                                             
                0812: AS_actor 31@ perform_animation "BJ_COUCH_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB                                          
                0812: AS_actor 30@ perform_animation "BJ_COUCH_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB                                
                if 00E1:   player 0 pressed_key 15                                                                                                                                                
                then 0acd: "~p~~h~the woman is not happy" 9000                                                                                                                                       
                    break                                                                                                                                                                         
                end
                if 20@ <> 25                                                                                                                                   
                then 
                    goto @continue22                                                                                                                                                                    
                end                                                                                                                                                                                            
            end                                                                                                                                                                                   
            FOR 24@ = 0 TO 50 STEP 1                                                                                                                                                              
                WAIT 0
                0AB4: 31@ = var 205 //get har 1 var id
                0AB4: 30@ = var 206 //get har 2 var id
                if and
                    056D:   actor 31@ defined
                     056D:   actor 30@ defined
                jf continue                                                                                                                                                                                                                                                                                                                                                     
                0605: actor 31@ perform_animation "BJ_COUCH_END_w" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1                                                           
                0812: AS_actor 30@ perform_animation "BJ_COUCH_END_p" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 //                                          
            END
            :continue22 
            0AB3: var 208 = 0                                                                                                                                                                               
        end    
        if 20@ == 26
        then            
            FOR 24@ = 0 TO 50 STEP 1                                                                                                                                                                                                                                                                                                        
                WAIT 0
                0AB4: 31@ = var 205 //get har 1 var id
                0AB4: 30@ = var 206 //get har 2 var id
                if and
                    056D:   actor 31@ defined
                     056D:   actor 30@ defined
                jf continue                                                                                                                                                                                                       
                0605: actor 31@ perform_animation "BJ_STAND_START_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
                0605: actor 30@ perform_animation "BJ_STAND_START_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1                                                                                
                0812: AS_actor 30@ perform_animation "BJ_STAND_START_p" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 //                                        
            END                                                                                                                                                                                   
            FOR 24@ = 0 TO 200 STEP 1                                                                                                                                                             
                wait 0
                0AB4: 31@ = var 205 //get har 1 var id
                0AB4: 30@ = var 206 //get har 2 var id
                if and
                    056D:   actor 31@ defined
                     056D:   actor 30@ defined
                jf continue                           
                0AB4: 20@ = var 208 //get case var items id                                                                                                                                                                             
                0812: AS_actor 31@ perform_animation "BJ_STAND_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB
                0812: AS_actor 30@ perform_animation "BJ_STAND_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB                                                             
                0812: AS_actor 30@ perform_animation "BJ_STAND_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB                                
                if 00E1:   player 0 pressed_key 15                                                                                                                                                
                then 0acd: "~p~~h~the woman is not happy" 9000                                                                                                                                       
                    break                                                                                                                                                                         
                end
                if 20@ <> 26                                                                                                                                   
                then 
                    goto @continue33                                                                                                                                                                  
                end                                                                                                                                                                                            
            end                                                                                                                                                                                   
            FOR 24@ = 0 TO 50 STEP 1                                                                                                                                                              
                WAIT 0
                0AB4: 31@ = var 205 //get har 1 var id
                0AB4: 30@ = var 206 //get har 2 var id
                if and
                    056D:   actor 31@ defined
                     056D:   actor 30@ defined
                jf continue                                                                                                                                                                                                                                                                                                                                                     
                0605: actor 31@ perform_animation "BJ_STAND_END_w" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
                0605: actor 30@ perform_animation "BJ_STAND_END_w" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1                                                                                      
                0812: AS_actor 30@ perform_animation "BJ_STAND_END_p" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 //                                          
            END
            :continue33 
            0AB3: var 208 = 0                                        
        end       
        if 20@ == 27
        then            
            FOR 24@ = 0 TO 50 STEP 1                                                                                                                                                                                                                                                                                                        
                WAIT 0
                0AB4: 31@ = var 205 //get har 1 var id
                0AB4: 30@ = var 206 //get har 2 var id
                if and
                    056D:   actor 31@ defined
                     056D:   actor 30@ defined
                jf continue                                                                                                                                                                                                       
                0605: actor 31@ perform_animation "BJ_COUCH_START_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
                0605: actor 30@ perform_animation "BJ_COUCH_START_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1                                                                                
                0812: AS_actor 30@ perform_animation "BJ_COUCH_START_p" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 //                                        
            END                                                                                                                                                                                   
            FOR 24@ = 0 TO 200 STEP 1                                                                                                                                                             
                wait 0
                0AB4: 31@ = var 205 //get har 1 var id
                0AB4: 30@ = var 206 //get har 2 var id
                if and
                    056D:   actor 31@ defined
                     056D:   actor 30@ defined
                jf continue                           
                0AB4: 20@ = var 208 //get case var items id                                                                                                                                                                             
                0812: AS_actor 31@ perform_animation "BJ_COUCH_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB
                0812: AS_actor 30@ perform_animation "BJ_COUCH_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB                                                             
                0812: AS_actor 30@ perform_animation "BJ_COUCH_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB                                
                if 00E1:   player 0 pressed_key 15                                                                                                                                                
                then 0acd: "~p~~h~the woman is not happy" 9000                                                                                                                                       
                    break                                                                                                                                                                         
                end
                if 20@ <> 27                                                                                                                                   
                then 
                    goto @continue44                                                                                                                                                                     
                end                                                                                                                                                                                            
            end                                                                                                                                                                                   
            FOR 24@ = 0 TO 50 STEP 1                                                                                                                                                              
                WAIT 0
                0AB4: 31@ = var 205 //get har 1 var id
                0AB4: 30@ = var 206 //get har 2 var id
                if and
                    056D:   actor 31@ defined
                     056D:   actor 30@ defined
                jf continue                                                                                                                                                                                                                                                                                                                                                     
                0605: actor 31@ perform_animation "BJ_COUCH_END_w" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
                0605: actor 30@ perform_animation "BJ_COUCH_END_w" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1                                                                                      
                0812: AS_actor 30@ perform_animation "BJ_COUCH_END_p" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 //                                          
            END
            :continue44
            0AB3: var 208 = 0                                         
        end       
        if 20@ == 28
        then            
            FOR 24@ = 0 TO 50 STEP 1                                                                                                                                                                                                                                                                                                        
                WAIT 0
                0AB4: 31@ = var 205 //get har 1 var id
                0AB4: 30@ = var 206 //get har 2 var id
                if and
                    056D:   actor 31@ defined
                     056D:   actor 30@ defined
                jf continue                                                                                                                                                                                                       
                0605: actor 31@ perform_animation "BJ_CAR_START_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
                0812: AS_actor 30@ perform_animation "BJ_CAR_START_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 //                                        
            END                                                                                                                                                                                   
            FOR 24@ = 0 TO 200 STEP 1                                                                                                                                                             
                wait 0
                0AB4: 31@ = var 205 //get har 1 var id
                0AB4: 30@ = var 206 //get har 2 var id
                if and
                    056D:   actor 31@ defined
                     056D:   actor 30@ defined
                jf continue                           
                0AB4: 20@ = var 208 //get case var items id                                                                                                                                                                             
                0812: AS_actor 31@ perform_animation "BJ_CAR_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB
                0812: AS_actor 30@ perform_animation "BJ_CAR_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB                                
                if 00E1:   player 0 pressed_key 15                                                                                                                                                
                then 0acd: "~p~~h~the woman is not happy" 9000                                                                                                                                       
                    break                                                                                                                                                                         
                end
                if 20@ <> 28                                                                                                                                   
                then 
                    goto @continue55                                                                                                                                                                     
                end                                                                                                                                                                                            
            end                                                                                                                                                                                   
            FOR 24@ = 0 TO 50 STEP 1                                                                                                                                                              
                WAIT 0
                0AB4: 31@ = var 205 //get har 1 var id
                0AB4: 30@ = var 206 //get har 2 var id
                if and
                    056D:   actor 31@ defined
                     056D:   actor 30@ defined
                jf continue                                                                                                                                                                                                                                                                                                                                                     
                0605: actor 31@ perform_animation "BJ_CAR_END_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
                0812: AS_actor 30@ perform_animation "BJ_CAR_END_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 //                                          
            END
            :continue55
            0AB3: var 208 = 0                                         
        end       
        if 20@ == 29
        then            
            FOR 24@ = 0 TO 50 STEP 1                                                                                                                                                                                                                                                                                                        
                WAIT 0
                0AB4: 31@ = var 205 //get har 1 var id
                0AB4: 30@ = var 206 //get har 2 var id
                if and
                    056D:   actor 31@ defined
                     056D:   actor 30@ defined
                jf continue                                                                                                                                                                                                       
                0605: actor 31@ perform_animation "BJ_CAR_START_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
                0812: AS_actor 30@ perform_animation "BJ_CAR_START_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 //                                        
            END                                                                                                                                                                                   
            FOR 24@ = 0 TO 200 STEP 1                                                                                                                                                             
                wait 0
                0AB4: 31@ = var 205 //get har 1 var id
                0AB4: 30@ = var 206 //get har 2 var id
                if and
                    056D:   actor 31@ defined
                     056D:   actor 30@ defined
                jf continue                           
                0AB4: 20@ = var 208 //get case var items id                                                                                                                                                                             
                0812: AS_actor 31@ perform_animation "SEX_CAR_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB
                0812: AS_actor 30@ perform_animation "BJ_CAR_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB                                
                if 00E1:   player 0 pressed_key 15                                                                                                                                                
                then 0acd: "~p~~h~the woman is not happy" 9000                                                                                                                                       
                    break                                                                                                                                                                         
                end
                if 20@ <> 29                                                                                                                                   
                then 
                    goto @continue66                                                                                                                                                                     
                end                                                                                                                                                                                            
            end                                                                                                                                                                                   
            FOR 24@ = 0 TO 50 STEP 1                                                                                                                                                              
                WAIT 0
                0AB4: 31@ = var 205 //get har 1 var id
                0AB4: 30@ = var 206 //get har 2 var id
                if and
                    056D:   actor 31@ defined
                     056D:   actor 30@ defined
                jf continue                                                                                                                                                                                                                                                                                                                                                     
                0605: actor 31@ perform_animation "BJ_CAR_END_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
                0812: AS_actor 30@ perform_animation "BJ_CAR_END_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 //                                          
            END
            :continue66
            0AB3: var 208 = 0                                         
        end       
        if 20@ == 30
        then            
            FOR 24@ = 0 TO 50 STEP 1                                                                                                                                                                                                                                                                                                        
                WAIT 0
                0AB4: 31@ = var 205 //get har 1 var id
                0AB4: 30@ = var 206 //get har 2 var id
                if 056D:   actor 31@ defined                                                                                                                                     
                then                                                                                                                                                                                   
                    0605: actor 31@ perform_animation "BJ_STAND_START_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
                    0812: AS_actor 30@ perform_animation "BJ_STAND_START_p" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 //
                    else if 056D:   actor 30@ defined
                    then
                        0605: actor 30@ perform_animation "BJ_STAND_START_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
                        0812: AS_actor 30@ perform_animation "BJ_STAND_START_p" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 //
                    end
                end
            END
            FOR 24@ = 0 TO 50 STEP 1                                                                                                                                                                                                                                                                                                        
                WAIT 0
                0AB4: 31@ = var 205 //get har 1 var id
                0AB4: 30@ = var 206 //get har 2 var id
                if 056D:   actor 31@ defined                                                                                                                                     
                then                                                                                                                                                                                   
                    0605: actor 31@ perform_animation "BJ_STAND_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
                    0393: actor 30@ perform_animation "BJ_STAND_LOOP_W" at 0.0 times_normal_rate
                    0812: AS_actor 30@ perform_animation "WANK_LOOP" IFP "PAULNMAC" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 //
                    else if 056D:   actor 30@ defined
                    then
                        0605: actor 30@ perform_animation "BJ_STAND_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
                        0393: actor 30@ perform_animation "BJ_STAND_LOOP_W" at 0.0 times_normal_rate
                        0812: AS_actor 30@ perform_animation "WANK_LOOP" IFP "PAULNMAC" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 //
                    end
                end
            END
            for 24@ = 4 to 80 step 4                                                                                    
                wait 0
                0AB4: 31@ = var 205 //get har 1 var id
                0AB4: 30@ = var 206 //get har 2 var id                                                                                                  
                0669: _get = attach_particle "PETROLCAN" to_actor 30@ with_offset 0.0 0.2 0.0 type 1          
                0883: attach_particle _get to_actor 30@ mode 1                                                
                064C: make_particle _get visible                                                                        
                0AC6: 22@ = label @mgi9 offset                                                                          
                22@ += 24@                                                                                              
                0A8C: write_memory 22@ size 4 value _get virtual_protect 0                                              
            end                                                                                                         
            FOR 24@ = 0 TO 200 STEP 1                                                                                                                                                             
                wait 0
                0AB4: 31@ = var 205 //get har 1 var id
                0AB4: 30@ = var 206 //get har 2 var id
                if 056D:   actor 31@ defined                                                                                                                                     
                then                                                                                                                                                            
                    0639: AS_actor 30@ rotate_to_actor 31@
                    0812: AS_actor 31@ perform_animation "BJ_STAND_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB                                                                                                             
                    0605: actor 30@ perform_animation "WANK_LOOP" IFP "PAULNMAC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 3000                              
                    else if 056D:   actor 30@ defined                                                                                                                            
                    then 
                        0639: AS_actor 30@ rotate_to_actor 30@
                        0812: AS_actor 30@ perform_animation "BJ_STAND_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB                                                                                                    
                        0605: actor 30@ perform_animation "WANK_LOOP" IFP "PAULNMAC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 3000                              
                    end                                                                                                                                                         
                end                
                if 00E1:   player 0 pressed_key 15                                                                                                                                                
                then 0acd: "~p~~h~the woman is not happy" 9000                                                                                                                                       
                    break                                                                                                                                                                         
                end                                                                                                                                                                               
            end
            for 24@ = 4 to 80 step 4                                              
                wait 0
                0AB4: 31@ = var 205 //get har 1 var id
                0AB4: 30@ = var 206 //get har 2 var id                                                                                                  
                0AC6: 22@ = label @mgi9 offset                                                                                
                22@ += 24@                                                                                                            
                0A8d: _get 22@  4  0                                                                                                              
                0650: destroy_particle _get                                       
                064F: remove_references_to_particle _get                                                           
            end                                                                   
            FOR 24@ = 0 TO 50 STEP 1                                                                                                                                                              
                WAIT 0
                if 056D:   actor 31@ defined
                then
                    0605: actor 31@ perform_animation "BJ_STAND_END_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 1000
                    0812: AS_actor 30@ perform_animation "BJ_STAND_END_p" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1000 //
                    else if 056D:   actor 30@ defined
                    then                                                                                                                                                                                                                                                                                                                          
                        0605: actor 30@ perform_animation "BJ_STAND_END_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 1000
                        0812: AS_actor 30@ perform_animation "BJ_STAND_END_p" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1000 //
                    end
                end                                         
            END
            0AB3: var 208 = 0                                        
        end       
        IF 20@ == 11                                                                                                    
        THEN
            if and                                                                                                      
               Actor.Animation(31@) == "SPANKEDP"                                                                       
               Actor.Animation(30@) == "BJ_STAND_LOOP_P"                                                                
            then                                                                                                        
                083E: set_actor 31@ rotation 130.2 -180.0 1.2 while_in_air//SUC                                         
                Actor.Angle(30@) = 1.2                                                                                  
            end                                                                                                         
            if and                                                                                                      
              not Actor.Animation(31@) == "SPANKEDP"                                                                    
              not Actor.Animation(30@) == "BJ_STAND_LOOP_P"                                                             
            then                                                                                                        
                1@ = Actor.Angle(31@)                                                                                   
                083E: set_actor 31@ rotation 0.0 0.0 1@ while_in_air//SUC                                               
            end                                                                                                                                                                                                                                                                                        
        END                                                                                                                                                                                                                                                                   
        IF 20@ == 12                                                                                                                                                                                                                                                         
        THEN                                                                                                            
            if and                                                                                                      
               Actor.Animation(31@) == "SEX_1_W"                                                                        
               Actor.Animation(30@) == "BJ_STAND_LOOP_P"                                                                                                                         
            then                                                                                                        
                083E: set_actor 31@ rotation -114.3 0.0 0.0 while_in_air//SUC                                           
                Actor.Angle(30@) = 0.0                                                                                  
            end                                                                                                         
            if and                                                                                                      
              not Actor.Animation(31@) == "SEX_1_W"                                                                     
              not Actor.Animation(30@) == "BJ_STAND_LOOP_P"                                                                                                                         
            then                                                                                                        
                1@ = Actor.Angle(31@)                                                                                   
                083E: set_actor 31@ rotation 0.0 0.0 1@ while_in_air//SUC                                                                                                 
            end                                                                                                                                                                                                                                                                                               
        END                                                                                                                                                                                                                                                                  
        IF 20@ == 13                                                                                                                                                                                                                                                         
        THEN                                                                                                            
            if and                                                                                                      
               Actor.Animation(31@) == "SEX_2_W"                                                                        
               Actor.Animation(30@) == "SEX_1_W"                                                                        
            then                                                                                                        
                083E: set_actor 31@ rotation -86.4 0.0 0.0 while_in_air//SUC                                            
                Actor.Angle(30@) = 0.0                                                                                  
            end                                                                                                         
            if and                                                                                                      
              not Actor.Animation(31@) == "SEX_2_W"                                                                     
              not Actor.Animation(30@) == "SEX_1_W"                                                                     
            then                                                                                                        
                1@ = Actor.Angle(31@)                                                                                   
                083E: set_actor 31@ rotation 0.0 0.0 1@ while_in_air//SUC                                                                                                
            end                                                                                                                                                                                                                                                                                     
        END                                                                                                                                                                                                                                                                  
        IF 20@ == 14                                                                                                                                                                                                                                                 
        THEN                                                                                                            
            if and                                                                                                      
               Actor.Animation(31@) == "SEX_1_W"                                                                        
               Actor.Animation(30@) == "SEX_1_W"                                                                        
            then                                                                                                        
                083E: set_actor 31@ rotation -82.0995 177.4 -0.8 while_in_air//SUC                                      
                Actor.Angle(30@) = -0.8                                                                                 
            end                                                                                                         
            if and                                                                                                      
              not Actor.Animation(31@) == "SEX_1_W"                                                                     
              not Actor.Animation(30@) == "SEX_1_W"                                                                     
            then                                                                                                        
                1@ = Actor.Angle(31@)                                                                                   
                083E: set_actor 31@ rotation 0.0 0.0 1@ while_in_air//SUC                                                                                             
            end                                                                                                                                                                                                                                                                                            
        END                                                                                                                                                                                                                                                                  
        IF 20@ == 15                                                                                                                                                                                                                                                 
        THEN                                                                                                            
            if and                                                                                                      
               Actor.Animation(31@) == "BJ_COUCH_LOOP_w"                                                                
               Actor.Animation(30@) == "SEX_1_W"                                                                        
            then                                                                                                        
                083E: set_actor 31@ rotation -48.7 4.76837e-007 -1.80001 while_in_air//SUC                              
                Actor.Angle(30@) = -1.80001                                                                             
            end                                                                                                         
            if and                                                                                                      
              not Actor.Animation(31@) == "BJ_COUCH_LOOP_w"                                                             
              not Actor.Animation(30@) == "SEX_1_W"                                                                     
            then                                                                                                        
                1@ = Actor.Angle(31@)                                                                                   
                083E: set_actor 31@ rotation 0.0 0.0 1@ while_in_air//SUC                                                                                             
            end                                                                                                                                                                                                                                                                                
        END                                                                                                                                                                                                                                                                          
        IF 20@ == 16                                                                                                                                                                                                                                                 
        THEN                                                                                                            
            if and                                                                                                      
               Actor.Animation(31@) == "SEX_2_W"                                                                        
               Actor.Animation(30@) == "BJ_COUCH_LOOP_p"                                                                
            then                                                                                                        
                083E: set_actor 31@ rotation 239.3 1.4 0.0 while_in_air//SUC                                            
                Actor.Angle(30@) = 0.0                                                                                  
            end                                                                                                         
            if and                                                                                                      
              not Actor.Animation(31@) == "SEX_2_W"                                                                     
              not Actor.Animation(30@) == "BJ_COUCH_LOOP_p"                                                             
            then                                                                                                        
                1@ = Actor.Angle(31@)                                                                                   
                083E: set_actor 31@ rotation 0.0 0.0 1@ while_in_air//SUC                                                                                                
            end                                                                                                                                                                                                                                                                                 
        END                                                                                                                                                                                                                                                       
        IF 20@ == 17                                                                                                                                                                                                                                                            
        THEN                                                                                                            
            if and                                                                                                      
               Actor.Animation(31@) == "BJ_COUCH_LOOP_w"                                                                
               Actor.Animation(30@) == "BJ_COUCH_LOOP_p"                                                                
            then                                                                                                        
                083E: set_actor 31@ rotation 247.601 2.5 0.0 while_in_air//SUC                                          
                Actor.Angle(30@) = 0.0                                                                                  
            end                                                                                                         
            if and                                                                                                      
              not Actor.Animation(31@) == "BJ_COUCH_LOOP_w"                                                             
              not Actor.Animation(30@) == "BJ_COUCH_LOOP_p"                                                             
            then                                                                                                        
                1@ = Actor.Angle(31@)                                                                                   
                083E: set_actor 31@ rotation 0.0 0.0 1@ while_in_air//SUC                                                                                              
            end                                                                                                                                                                                                                                                                                  
        END                                                                                                                                                                                                                                                               
        IF 20@ == 18                                                                                                                                                                                                                                                            
        THEN                                                                                                            
            if and                                                                                                      
               Actor.Animation(31@) == "SEX_3_W"                                                                        
               Actor.Animation(30@) == "BJ_COUCH_LOOP_p"                                                                
            then                                                                                                        
                083E: set_actor 31@ rotation 289.203 0.600002 -1.59965 while_in_air//SUC                                
                Actor.Angle(30@) = -1.59965                                                                             
            end                                                                                                         
            if and                                                                                                      
              not Actor.Animation(31@) == "SEX_3_W"                                                                     
              not Actor.Animation(30@) == "BJ_COUCH_LOOP_p"                                                             
            then                                                                                                        
                1@ = Actor.Angle(31@)                                                                                   
                083E: set_actor 31@ rotation 0.0 0.0 1@ while_in_air//SUC                                                                                             
            end                                                                                                                                                                                                                                                                       
        END                                                                                                                                                                                                                                                       
        IF 20@ == 19                                                                                                                                                                                                                                                            
        THEN                                                                                                            
                                                                                                                        
        END                                                                                                             
        IF 20@ == 20                                                                                                    
        THEN                                                                                                            
                                                                                                                        
        END                                                                                                             
    end                                                   
end
end_thread

:mgi9
hex
00 00 00 00
00 00 00 00
end





