{$CLEO .cs}

0000: nop
thread 'boot4'

0ACD: "FUNC RUN" 10000

{$CLEO}

0A95: enable_thread_saving

const
  _memory_addres = 0@
  _girl_alocation = 1@
  __NUMBER_OF_DOLL = 2@
  __NUMBER_OF_ALFONS = 3@
  _GET_OFFSET = 4@
  _alfons_alocation = 5@
  _item = 6@
  __MODE = 7@
  _CASE = 8@
  _SCENES = 9@
  _menu_status = 10@
  _action = 20@
  _POS_Y = 12@
  _count = 33@
  _to_x = 14@
  _cath = 15@
  __alfons = 16@
  __girl = 21@
  _to_y = 22@
  _to_z = 23@
  _ACTIVE_ENGINE_FUNC = 24@
  _animation_rate_2 = 25@
  _animation_rate_1 = 26@
  _get_orgazm = 27@
  _audio_status = 28@
  _progress = 29@
  _to_angle = 30@
  _TO_MODEL = 31@
  _index = 31@
  _STATER = 19@
  _audio_handler = 13@
  _scene_type = 11@
end

{$CLEO}

0A95: enable_thread_saving

var
   _memory_addres:int
   _girl_alocation:int
   
  __NUMBER_OF_DOLL:INT
  __NUMBER_OF_ALFONS:INT
  _GET_OFFSET:INT
  _alfons_alocation:INT
  _item:INT
end


04ED: load_animation "BLOWJOBZ" 
04ed: load_animation "SUNBATHE"
04ED: load_animation "SEX"
04ED: load_animation "SNM"
04ED: load_animation "strip"  
038B: load_requested_models
 
__MODE = 2 // > 2 doll go to alfons > 1 alfons go to doll
_CASE = 2 //1 to 2 > 1 one by one > 2 group sex
_SCENES = 2 //1 to 18
__NUMBER_OF_DOLL = 3 
__NUMBER_OF_ALFONS = 10 //max 30
_menu_status = false
_action = TRUE
_scene_type = 1

                      
    
    






       

:main
while true
    wait 0
    //0AB4: __MODE = var 205 // > 2 doll go to alfons > 1 alfons go to doll                               
    0AB4: _CASE = var 211 //1 to 2 > 1 one by one > 2 group sex                                             
    //0AB4: __NUMBER_OF_DOLL = var 212 //max 30 DOLL                                                          
    //0AB4: __NUMBER_OF_ALFONS = var 213 //max 30 ALFONS                                
    0AF0: _menu_status "CLEO\GFX_MENU\PATH1.INI" "boot_4" "GET1"
    IF _menu_status == TRUE
    THEN END_THREAD
    END 
    if and
        _CASE == 1
        _action == true
    then
        0AB4: __girl = var 214 //DOLL HANDLER
        0AB4: __alfons = var 215 //ALFONS HANDLER                                                                     
        if __alfons > 0x0                                                                                                                    
        jf CONTINUE                                                                                                                         
        if __girl > 0x0                                                                                                                         
        jf CONTINUE                                                                                                                         
        if and                                                                                                                              
            056D:   actor __girl defined                                                                                                        
            056D:   actor __alfons defined                                                                                                   
        then                                                                                                                                                                
            04C4: store_coords_to _to_x _to_y _to_z from_actor __girl with_offset 0.0 0.0 -1.0                                                                                
            if 00F2:   actor __girl near_actor __alfons radius 0.8 0.8 0                                                                         
            then 0687: clear_actor __alfons task                                                                                             
                 0687: clear_actor __girl task
                                                                                                               
               if not _SCENES == 1                                                                                                            
               jf @scene_1                                                                                                                  
               if not _SCENES == 2                                                                                                            
               jf @scene_2                                                                                                                  
               if not _SCENES == 3                                                                                                            
               jf @scene_3                                                                                                                  
               if not _SCENES == 4 //work                                                                                                     
               jf @scene_4                                                                                                                  
               if not _SCENES == 5 //work                                                                                                     
               jf @scene_5                                                                                                                  
               if not _SCENES == 6 //work                                                                                                     
               jf @scene_6                                                                                                                  
               if not _SCENES == 7                                                                                                            
               jf @scene_7                                                                                                                  
               if not _SCENES == 8 //work                                                                                                     
               jf @scene_8                                                                                                                  
               if not _SCENES == 9                                                                                                            
               jf @scene_9                                                                                                                  
               if not _SCENES == 10                                                                                                           
               jf @scene_10                                                                                                                 
               if not _SCENES == 11                                                                                                           
               jf @scene_11                                                                                                                 
               if not _SCENES == 12                                                                                                           
               jf @scene_12                                                                                                                 
               if not _SCENES == 13                                                                                                           
               jf @scene_13                                                                                                                 
               if not _SCENES == 14                                                                                                           
               jf @scene_14                                                                                                                 
               if not _SCENES == 15                                                                                                           
               jf @scene_15                                                                                                                 
               if not _SCENES == 16                                                                                                           
               jf @scene_16                                                                                                                 
               if not _SCENES == 17                                                                                                           
               jf @scene_17                                                                                                                 
               if not _SCENES == 18                                                                                                           
               jf @scene_18
                                                                                                         
            else                                                                                                                                                                                                                                                         
                if __MODE == 1                                                                                                              
                then                                                                                                                        
                    04C4: store_coords_to _to_x _to_y _to_z from_actor __girl with_offset 0.0 0.0 -1.0                                                                                                                                                                                                                                                          
                    05F5: AS_actor __alfons goto_point_using_paths _to_x _to_y _to_z mode 4 time 99999                                                                                                                                                                                                        
                    //07CD: AS_actor $_alfons walk_to $to_x $to_y $to_z stop_with_angle 0.0  within_radius 0.0                                       
                end                                                                                                                         
                if __MODE == 2                                                                                                              
                then                                                                                                                        
                    04C4: store_coords_to _to_x _to_y _to_z from_actor __alfons with_offset 0.0 0.0 -1.0                                                                                                                                                                                                                                                          
                    05F5: AS_actor __girl goto_point_using_paths _to_x _to_y _to_z mode 4 time 99999                                                                                                                                                                                                        
                    //07CD: AS_actor $_alfons walk_to $to_x $to_y $to_z stop_with_angle 0.0  within_radius 0.0                                       
                end                                                                                                                         
            end
        end
        _GET_OFFSET =  __NUMBER_OF_DOLL
        _GET_OFFSET *= 4                                                                                                                                            
        if _alfons_alocation > _GET_OFFSET                                                                                                                       
        then _action = FALSE                                                                                                                          
        end                                                                                                                                                           
    end
    if and
        _CASE == 2
        _action == true
    then
        0AB4: __girl = var 214 //DOLL HANDLER
        0AB4: __alfons = var 215 //ALFONS HANDLER                                                                                 
        if and                                                                                                                                         
           __alfons > 0x0                                                                                                                               
           __girl > 0x0                                                                                                                                    
        jf CONTINUE                                                                                                                                    
        if and                                                                                                                                         
            056D:   actor __girl defined                                                                                                                   
            056D:   actor __alfons defined                                                                                                              
        then //0acd: "1 defined" 100                                                                                                                                                                
            //024F: create_corona_with_radius 0.1 type 2 lensflares 0 with_color 252 0 0 at $to_x $to_y $to_z                                                             
            if 00F2:   actor __girl near_actor __alfons radius 0.8 0.8 0                                                                                    
            then                                                                                                                                       
                0687: clear_actor __alfons task                                                                                                        
                0687: clear_actor __girl task                                                                                                             
                //_girl_alocation += 4                                                                                                                               
                _SCENES += 1                                                                                                                             
                //_alfons_alocation += 1                                                                                                                               
               if not _SCENES == 1                                                                                                                       
               jf @scene_1                                                                                                                             
               if not _SCENES == 2                                                                                                                       
               jf @scene_2                                                                                                                             
               if not _SCENES == 3                                                                                                                       
               jf @scene_3                                                                                                                             
               if not _SCENES == 4 //work                                                                                                                
               jf @scene_4                                                                                                                             
               if not _SCENES == 5 //work                                                                                                                
               jf @scene_5                                                                                                                             
               if not _SCENES == 6 //work                                                                                                                
               jf @scene_6                                                                                                                             
               if not _SCENES == 7                                                                                                                       
               jf @scene_7                                                                                                                             
               if not _SCENES == 8 //work                                                                                                                
               jf @scene_8                                                                                                                             
               if not _SCENES == 9                                                                                                                       
               jf @scene_9                                                                                                                             
               if not _SCENES == 10                                                                                                                      
               jf @scene_10                                                                                                                            
               if not _SCENES == 11                                                                                                                      
               jf @scene_11                                                                                                                            
               if not _SCENES == 12                                                                                                                      
               jf @scene_12                                                                                                                            
               if not _SCENES == 13                                                                                                                      
               jf @scene_13                                                                                                                            
               if not _SCENES == 14                                                                                                                      
               jf @scene_14                                                                                                                            
               if not _SCENES == 15                                                                                                                      
               jf @scene_15                                                                                                                            
               if not _SCENES == 16                                                                                                                      
               jf @scene_16                                                                                                                            
               if not _SCENES == 17                                                                                                                      
               jf @scene_17                                                                                                                            
               if not _SCENES == 18                                                                                                                      
               jf @scene_18                                                                                                                            
            else                                                                                                                                       
                if __MODE == 1                                                                                                                         
                then                                                                                                                                   
                    04C4: store_coords_to _to_x _to_y _to_z from_actor __girl with_offset 0.0 0.0 -1.0                                                                                                                                                                                                                                                          
                    05F5: AS_actor __alfons goto_point_using_paths _to_x _to_y _to_z mode 4 time 99999                                                                                                                                                                                                        
                    //07CD: AS_actor $_alfons walk_to $to_x $to_y $to_z stop_with_angle 0.0  within_radius 0.0                                                  
                end                                                                                                                                    
                if __MODE == 2                                                                                                                         
                then                                                                                                                                   
                    04C4: store_coords_to _to_x _to_y _to_z from_actor __alfons with_offset 0.0 0.0 -1.0                                                                                                                                                                                                                                                          
                    05F5: AS_actor __girl goto_point_using_paths _to_x _to_y _to_z mode 4 time 99999                                                                                                                                                                                                        
                    //07CD: AS_actor $_alfons walk_to $to_x $to_y $to_z stop_with_angle 0.0  within_radius 0.0                                                  
                end                                                                                                                                    
            end                                                                                                                                             
        end
        _GET_OFFSET =  __NUMBER_OF_DOLL
        _GET_OFFSET *= 4                                                                                                                                            
        if _alfons_alocation > _GET_OFFSET                                                                                                                       
        then _action = FALSE                                                                                                                          
        end                                                                                                                                            
    end
    if or 
       _CASE == 1
       _CASE == 2
    then
        if _CASE == 1
        then
            0AB4: __girl = var 214 //DOLL HANDLER
            0AB4: __alfons = var 215 //ALFONS HANDLER                                                                     
            if __alfons > 0x0                                                                                                                    
            jf CONTINUE                                                                                                                         
            if __girl > 0x0                                                                                                                         
            jf CONTINUE                                                                                                                         
            if and                                                                                                                              
                056D:   actor __girl defined                                                                                                        
                056D:   actor __alfons defined                                                                                                   
            jf CONTINUE            
        end
        if _CASE == 2
        then
            0AB4: __girl = var 214 //DOLL HANDLER
            0AB4: __alfons = var 215 //ALFONS HANDLER                                                                     
            if __alfons > 0x0                                                                                                                    
            jf CONTINUE                                                                                                                         
            if __girl > 0x0                                                                                                                         
            jf CONTINUE                                                                                                                         
            if and                                                                                                                              
                056D:   actor __girl defined                                                                                                        
                056D:   actor __alfons defined                                                                                                   
            jf CONTINUE            
        end
        0AB4: __girl = var 214 //DOLL HANDLER
        0AB4: __alfons = var 215 //ALFONS HANDLER                                                                                                                                                                                
        if AND
            __girl > 0x0
            __alfons > 0x0                                                                                                                                                                    
        jf continue                                                                                                                                                                    
        if and                                                                                                                                                                         
           056D:   actor __girl defined                                                                                                                                                                
           056D:   actor __alfons defined                                                                                                                                                    
        then
            IF _ACTIVE_ENGINE_FUNC == 1
            THEN
                if and                                                                                                                                                     
                   Actor.Animation(__girl) == "SNM_CANED_P"                                                                                                                                                                                                                                                                                   
                   Actor.Animation(__alfons) == "SEX_1_p"                                                                                                                              
                then                                                                                                                                                                                                                                                         
                    0393: actor __girl perform_animation "SNM_CANED_P" at _animation_rate_2 times_normal_rate                                                                                                                                                          
                    0393: actor __alfons perform_animation "SEX_1_p" at _animation_rate_1 times_normal_rate                                                                                                                                                      
                    0613: _get_orgazm = actor __alfons animation "SEX_1_p" time                                                                                                                                                                                                        
                    if and                                                                                                                                                                                                                                                           
                        _get_orgazm >= 0.10                                                                                                                                                               
                        0.20 >= _get_orgazm                                                                                                                                                           
                    then gosub @audio_SEX                                                                                                                                                                              
                    else                                                                                                                                                                                       
                        if _audio_status > 1                                                                                                                                         
                        then _audio_status -= 1                                                                                                                                                             
                        else                                                                                                                                                                     
                            if _audio_status <> 1                                                                                                                                                         
                            then                                                                                                                                                                
                            end                                                                                                                                                                  
                        end                                                                                                                                                
                    end                                                                                                                                                                                        
                end                                                                                                                                                                    
                if and                                                                                                                                                                                         
                   Actor.Animation(__girl) == "SPANKEDP"                                                                                                                                                           
                   Actor.Animation(__alfons) == "SEX_1_p"                                                                                                                              
                then                                                                                                                                                                                                                                                         
                    0393: actor __girl perform_animation "SPANKEDP" at _animation_rate_2 times_normal_rate                                                                                                                                                          
                    0393: actor __alfons perform_animation "SEX_1_p" at _animation_rate_1 times_normal_rate                                                                                                                                                      
                    0613: _get_orgazm = actor __alfons animation "SEX_1_p" time                                                                                                                                                                                                        
                    if and                                                                                                                                                                                                                                                        
                        _get_orgazm >= 0.10                                                                                                                                                               
                        0.20 >= _get_orgazm                                                                                                                                                           
                    then gosub @audio_SEX                                                                                                                                                                              
                    else                                                                                                                                                                                       
                        if _audio_status > 1                                                                                                                                         
                        then _audio_status -= 1                                                                                                                                                             
                        else                                                                                                                                                                     
                            if _audio_status <> 1                                                                                                                                                         
                            then                                                                                                                                                                
                            end                                                                                                                                                                  
                        end                                                                                                                                                
                    end                                                                                                                                                                                        
                end                                                                                                                                                                    
                if not _animation_rate_1 >= 3.0                                                                                                                                                                
                then                                                                                                                                                                                    
                    _animation_rate_2 += 0.38                                                                                                                                                        
                    _animation_rate_1 += 0.1                                                                                                                                           
                end                                                                                                                                                                                  
            END                               
            if _ACTIVE_ENGINE_FUNC == 2                                                                                                                                                                
            then                                                
                if and                                                                                                                                                                 
                   Actor.Animation(__alfons) == "SEX_1_P" //work                                                                                                                  
                   Actor.Animation(__girl) == "SEX_1_W"                                                                                                                                    
                then                                                                                                                                                                   
                    0393: actor __alfons perform_animation "SEX_1_P" at _animation_rate_1 times_normal_rate                                                                                     
                    0393: actor __girl perform_animation "SEX_1_W" at _animation_rate_1 times_normal_rate                                                                                                
                    0613: _get_orgazm = actor __girl animation "SEX_1_w" time                                                                                                                       
                    if and                                                                                                                                                             
                        _get_orgazm >= 0.10                                                                                                                                                                            
                        0.20 >= _get_orgazm                                                                                                                                                                    
                    then gosub @audio_SEX                                                                                                                                            
                    else                                                                                                                                                                                    
                        if _audio_status > 1                                                                                                                                                     
                        then _audio_status -= 1                                                                                                                                                           
                        else                                                                                                                                                                    
                            if _audio_status <> 1                                                                                                                                                
                            then                                                                                                                                           
                            end                                                                                                                                                                                
                        end                                                                                                                                                            
                    end                                                                                                                                                                                        
                end                                                                                                                                                                    
                if and                                                                                                                                                                 
                   Actor.Animation(__alfons) == "SEX_1_P" //work                                                                                                                  
                   Actor.Animation(__girl) == "SEX_1_p"                                                                                                                                    
                then                                                                                                                                                                   
                    0393: actor __alfons perform_animation "SEX_1_P" at _animation_rate_1 times_normal_rate                                                                                     
                    0393: actor __girl perform_animation "SEX_1_p" at _animation_rate_1 times_normal_rate                                                                                                
                    0613: _get_orgazm = actor __girl animation "SEX_1_p" time                                                                                                                       
                    if and                                                                                                                                                             
                        _get_orgazm >= 0.10                                                                                                                                                                            
                        0.20 >= _get_orgazm                                                                                                                                                                    
                    then gosub @audio_SEX                                                                                                                                            
                    else                                                                                                                                                                                    
                        if _audio_status > 1                                                                                                                                                     
                        then _audio_status -= 1                                                                                                                                                           
                        else                                                                                                                                                                    
                            if _audio_status <> 1                                                                                                                                                
                            then                                                                                                                                           
                            end                                                                                                                                                                                
                        end                                                                                                                                                            
                    end                                                                                                                                                                                        
                end                                                                                                                                                                    
                if and                                                                                                                                                                  
                   Actor.Animation(__alfons) == "SEX_2_P" //work                                                                                                                  
                   Actor.Animation(__girl) == "SEX_2_W"                                                                                                                                    
                then                                                                                                                                                                   
                    0393: actor __alfons perform_animation "SEX_2_P" at _animation_rate_1 times_normal_rate                                                                                     
                    0393: actor __girl perform_animation "SEX_2_W" at _animation_rate_1 times_normal_rate                                                                                                
                    0613: _get_orgazm = actor __girl animation "SEX_2_w" time                                                                                                                       
                    if and                                                                                                                                                             
                        _get_orgazm >= 0.10                                                                                                                                                                            
                        0.20 >= _get_orgazm                                                                                                                                                                    
                    then gosub @audio_SEX                                                                                                                                            
                    else                                                                                                                                                                                    
                        if _audio_status > 1                                                                                                                                                     
                        then _audio_status -= 1                                                                                                                                                           
                        else                                                                                                                                                                    
                            if _audio_status <> 1                                                                                                                                                
                            then                                                                                                                                           
                            end                                                                                                                                                                                
                        end                                                                                                                                                            
                    end                                                                                                                                                                                        
                end                                                                                                                                                                    
                if and                                                                                                                                                                 
                   Actor.Animation(__alfons) == "SEX_3_P" //work                                                                                                                  
                   Actor.Animation(__girl) == "SEX_3_W"                                                                                                                                    
                then                                                                                                                                                                   
                    0393: actor __alfons perform_animation "SEX_3_P" at _animation_rate_1 times_normal_rate                                                                                     
                    0393: actor __girl perform_animation "SEX_3_W" at _animation_rate_1 times_normal_rate                                                                                                
                    0613: _get_orgazm = actor __girl animation "SEX_3_w" time                                                                                                                       
                    if and                                                                                                                                                             
                        _get_orgazm >= 0.10                                                                                                                                                                            
                        0.20 >= _get_orgazm                                                                                                                                                                    
                    then gosub @audio_SEX                                                                                                                                            
                    else                                                                                                                                                                                    
                        if _audio_status > 1                                                                                                                                                     
                        then _audio_status -= 1                                                                                                                                                           
                        else                                                                                                                                                                    
                            if _audio_status <> 1                                                                                                                                                
                            then                                                                                                                                           
                            end                                                                                                                                                                                
                        end                                                                                                                                                            
                    end                                                                                                                                                                                        
                end                                                                                                                                                                    
                if and                                                                                                                                                                 
                   Actor.Animation(__alfons) == "SEX_1_p" //work                                                                                                                  
                   Actor.Animation(__girl) == "SEX_1_P"                                                                                                                                    
                then                                                                                                                                                                   
                    0393: actor __alfons perform_animation "SEX_1_p" at _animation_rate_1 times_normal_rate                                                                                     
                    0393: actor __girl perform_animation "SEX_1_P" at _animation_rate_1 times_normal_rate                                                                                                
                    0613: _get_orgazm = actor __girl animation "SEX_1_p" time                                                                                                                       
                    if and                                                                                                                                                             
                        _get_orgazm >= 0.10                                                                                                                                                                            
                        0.20 >= _get_orgazm                                                                                                                                                                    
                    then gosub @audio_SEX                                                                                                                                            
                    else                                                                                                                                                                                    
                        if _audio_status > 1                                                                                                                                                     
                        then _audio_status -= 1                                                                                                                                                           
                        else                                                                                                                                                                    
                            if _audio_status <> 1                                                                                                                                                
                            then                                                                                                                                           
                            end                                                                                                                                                                                
                        end                                                                                                                                                            
                    end                                                                                                                                                                                        
                end                                                                                                                                                                    
                if and                                                                                                                                                                 
                   Actor.Animation(__alfons) == "SEX_1_p" //work                                                                                                                  
                   Actor.Animation(__girl) == "SEX_2_w"                                                                                                                                    
                then                                                                                                                                                                   
                    0393: actor __alfons perform_animation "SEX_1_p" at _animation_rate_1 times_normal_rate                                                                                     
                    0393: actor __girl perform_animation "SEX_2_w" at _animation_rate_1 times_normal_rate                                                                                                
                    0613: _get_orgazm = actor __girl animation "SEX_2_w" time                                                                                                                       
                    if and                                                                                                                                                             
                        _get_orgazm >= 0.10                                                                                                                                                                            
                        0.20 >= _get_orgazm                                                                                                                                                                    
                    then gosub @audio_SEX                                                                                                                                            
                    else                                                                                                                                                                                    
                        if _audio_status > 1                                                                                                                                                     
                        then _audio_status -= 1                                                                                                                                                           
                        else                                                                                                                                                                    
                            if _audio_status <> 1                                                                                                                                                
                            then                                                                                                                                           
                            end                                                                                                                                                                                
                        end                                                                                                                                                            
                    end                                                                                                                                                                                        
                end                                                                                                                                                                    
                if and                                                                                                                                                                 
                   Actor.Animation(__alfons) == "SEX_1_CUM_p" //work                                                                                                              
                   Actor.Animation(__girl) == "SEX_1_CUM_W"                                                                                                                                
                then                                                                                                                                                                   
                    0393: actor __alfons perform_animation "SEX_1_CUM_p" at _animation_rate_1 times_normal_rate                                                                                 
                    0393: actor __girl perform_animation "SEX_1_CUM_W" at _animation_rate_1 times_normal_rate                                                                                            
                    0613: _get_orgazm = actor __girl animation "SEX_1_CUM_W" time                                                                                                                   
                    if and                                                                                                                                                             
                       _get_orgazm >= 0.13                                                                                                                                                      
                       0.20 >= _get_orgazm                                                                                                                                                      
                    then gosub @audio_SEX                                                                                                                                            
                    end                                                                                                                                                                
                    if and                                                                                                                                                             
                       _get_orgazm >= 0.61                                                                                                                                                      
                       0.70 >= _get_orgazm                                                                                                                                                      
                    then gosub @audio_SEX                                                                                                                                            
                    end                                                                                                                                                                
                    if and                                                                                                                                                             
                       _get_orgazm >= 0.90                                                                                                                                                      
                       0.99 >= _get_orgazm                                                                                                                                                      
                    then gosub @audio_SEX                                                                                                                                            
                    end                                                                                                                                                                
                    if and                                                                                                                                                             
                       _get_orgazm >= 0.118                                                                                                                                                     
                       0.120 >= _get_orgazm                                                                                                                                                     
                    then gosub @audio_SEX                                                                                                                                            
                    end                                                                                                                                                                
                end                                                                                     
                if not _animation_rate_1 >= 1.0                                                                                                                                                      
                then _animation_rate_1 += 0.1                                                                                                                                                        
                end                                                                                                                                                                    
                05BF: AS_actor __girl look_at_actor __alfons 1000 ms                                                                                                                  
                05BF: AS_actor __alfons look_at_actor __girl 1000 ms                                                                                                                  
            end                                                                                                                                                                                 
        end
        0513: show_text_box_1number 'SLOT_02' number _progress  // ~k~~VEHICLE_ENTER_EXIT~ Usar o Caa Nqueis $~1~

        if _progress >= 60 //wyruhana                                                                                                                                                                                    
        then _progress = 1
                                                                                                                                                                                                 
            0687: clear_actor __girl task                                                                                                                                                                   
            0687: clear_actor __alfons task                                                                                                                                                      
            0619: enable_actor __alfons collision_detection 1                                                                                                                                    
            _to_angle = Actor.Angle(__alfons)                                                                                                                                                          
            083E: set_actor __alfons rotation 0.0 0.0 _to_angle while_in_air//SUC                                                    
            _girl_alocation += 4                                                                                                          
            
            :next_doll
            
            _GET_OFFSET = __NUMBER_OF_DOLL                                                                                 
            _GET_OFFSET *= 4                                                                                               
            IF _girl_alocation > _GET_OFFSET                                                                               
            THEN _girl_alocation = 0                                                                                       
                GOTO @NEXT_ALFONS                                                                                          
            END
            _action = TRUE                                                                                                            
            CONTINUE                                                                                                     
                                                                                                                           
            :NEXT_ALFONS                                                                                                   
            _alfons_alocation += 4                                                                                         
            _GET_OFFSET =  __NUMBER_OF_ALFONS                                                                              
            _GET_OFFSET *= 4                                                                                               
            IF _alfons_alocation > _GET_OFFSET                                                                             
            THEN _alfons_alocation = 0                                                                                     
            END                                                                                                            
            0AC6: _memory_addres = label @alfons_memory_handler offset                                                                  
            _memory_addres += _alfons_alocation // 3@ allocation memory + $to_angle items offset                                               
            0A8D: __alfons = read_memory _memory_addres size 4 virtual_protect 0
            _action = TRUE                                           
        end                                                                    
    end
end

:end_scene
04C4: store_coords_to _to_x _to_y _to_z from_actor $PLAYER_ACTOR with_offset 4.8 4.8 -1.0
_GET_OFFSET = __NUMBER_OF_ALFONS
_GET_OFFSET *= 4
FOR _girl_alocation = 0 TO _GET_OFFSET step 4
    0AC6: _memory_addres = label @alfons_memory_handler offset                                                                              
    _memory_addres += _girl_alocation // 3@ allocation memory + 4@ items offset                                                           
    0A8D: __alfons = read_memory _memory_addres size 4 virtual_protect 0
    if __alfons > 0x0                                                                                                 
    jf CONTINUE
    if 056D:   actor __alfons defined 
    jf CONTINUE       
    0687: clear_actor __alfons task
    0619: enable_actor __alfons collision_detection 1                                                                                                                                        
    _to_angle = Actor.Angle(__alfons)                                                                                                                                                              
    083E: set_actor __alfons rotation 0.0 0.0 _to_angle while_in_air//SUC     
    Actor.PutAt(__alfons, _to_x, _to_y, _to_z)
    _to_x += 1.0
end
FOR _girl_alocation = 0 TO __NUMBER_OF_DOLL
_COUNT -= 1.0
END
04C4: store_coords_to _to_x _to_y _to_z from_actor __alfons with_offset _COUNT 4.8 -1.0
_GET_OFFSET = __NUMBER_OF_DOLL
_GET_OFFSET *= 4
FOR _girl_alocation = 0 TO _GET_OFFSET step 4
    0AC6: _memory_addres = label @doll_memory_handler offset                                                                              
    _memory_addres += _girl_alocation // 3@ allocation memory + 4@ items offset                                                           
    0A8D: __girl = read_memory _memory_addres size 4 virtual_protect 0
    if __girl > 0x0                                                                                                 
    jf CONTINUE
    if 056D:   actor __girl defined 
    jf CONTINUE       
    0687: clear_actor __girl task
    0619: enable_actor __girl collision_detection 1                                                                                                                                        
    _to_angle = Actor.Angle(__girl)                                                                                                                                                              
    083E: set_actor __girl rotation 0.0 0.0 _to_angle while_in_air//SUC        
    Actor.PutAt(__girl, _to_x, _to_y, _to_z)
    _to_x += 1.0
end
_action = false
goto @main

:start_scene
_action = false
//##################refresh func##########################
_GET_OFFSET =  __NUMBER_OF_DOLL
_GET_OFFSET *= 4
for _girl_alocation = 0 to _GET_OFFSET step 4
    //0513: show_text_box_1number 'number' number $girl_alocation  // ~k~~VEHICLE_ENTER_EXIT~ Usar o Caa Nqueis $~1~         
    IF _girl_alocation == _girl_alocation                                                                                                
    THEN                                                                                                         
        0AC6: _memory_addres = label @doll_memory_handler offset                                                                           
        _memory_addres += _girl_alocation // 3@ allocation memory + 4@ items offset                                                     
        0A8D: __girl = read_memory _memory_addres size 4 virtual_protect 0                                                      
        if 056D:   actor __girl defined                                                                                                                                                                                                                                      
        then 
            actor.RemoveReferences(__girl)
            actor.DestroyInstantly(__girl)                                                                            
        END                                                                                                      
    end                                                                                                          
end
_GET_OFFSET =  __NUMBER_OF_ALFONS
_GET_OFFSET *= 4
for _girl_alocation = 0 to _GET_OFFSET step 4
    //0513: show_text_box_1number 'number' number $girl_alocation  // ~k~~VEHICLE_ENTER_EXIT~ Usar o Caa Nqueis $~1~         
    IF _girl_alocation == _girl_alocation                                                                                                
    THEN                                                                                                         
        0AC6: _memory_addres = label @alfons_memory_handler offset                                                                           
        _memory_addres += _girl_alocation // 3@ allocation memory + 4@ items offset                                                     
        0A8D: __alfons = read_memory _memory_addres size 4 virtual_protect 0                                                      
        if 056D:   actor __alfons defined                                                                                                                                                                                                                                      
        then 
            actor.RemoveReferences(__alfons)
            actor.DestroyInstantly(__alfons)                                                                            
        END                                                                                                      
    end                                                                                                          
end

//###########create func###################
_GET_OFFSET =  __NUMBER_OF_ALFONS
_GET_OFFSET *= 4
//CREATE ALFONS FUNC
04C4: store_coords_to _to_x _to_y _to_z from_actor $PLAYER_ACTOR with_offset 4.8 4.8 -1.0
for _girl_alocation = 0 to _GET_OFFSET step 4      
    //========================================================================================
    __alfons = Actor.Create(Prostitute, #null, _to_x, _to_y, _to_z)
    0860: link_actor __alfons to_interior 3
    //---------------------------------------------------------------------------------------- 
    0AC6: _memory_addres = label @alfons_memory_handler offset                                                                                                                            
    _memory_addres += _girl_alocation // 3@ allocation memory + 4@ items offset                                                                                                                                                                            
    0A8C: write_memory _memory_addres size 4 value __alfons virtual_protect 0
    _to_x += 1.0             
end
FOR _girl_alocation = 0 TO __NUMBER_OF_DOLL
_COUNT -= 1.0
END
_GET_OFFSET = __NUMBER_OF_DOLL
_GET_OFFSET *= 4
//CREATE DOLL FUNC   
04C4: store_coords_to _to_x _to_y _to_z from_actor __alfons with_offset _COUNT 4.8 -1.0                                                               
for _girl_alocation = 0 to _GET_OFFSET step 4
    if _girl_alocation == 0                                                                                                                                                                                      
    then _TO_MODEL = #BFYBE                                                                                                                                                                                                              
    end                                                                                                                                                                                                                            
    if _girl_alocation == 4                                                                                                                                                                                                                    
    then _TO_MODEL = #bfypro                                                                                                                                                                                                             
    end                                                                                                                                                                                                                            
    if _girl_alocation == 8                                                                                                                                                                                                                     
    then _TO_MODEL = #BFYST                                                                                                                                                                                                              
    end                                                                                                                                                                                                                            
    if _girl_alocation == 12                                                                                                                                                                                                                     
    then _TO_MODEL = #HFORI                                                                                                                                                                                                              
    end                                                                                                                                                                                                                            
    if _girl_alocation == 16                                                                                                                                                                                                                     
    then _TO_MODEL = #HFYBE                                                                                                                                                                                                              
    end                                                                                                                                                                                                                            
    if _girl_alocation == 20                                                                                                                                                                                                                     
    then _TO_MODEL = #hfypro                                                                                                                                                                                                             
    end                                                                                                                                                                                                                            
    if _girl_alocation == 24                                                                                                                                                                                                                     
    then _TO_MODEL = #HFYST                                                                                                                                                                                                              
    end                                                                                                                                                                                                                            
    if _girl_alocation == 28                                                                                                                                                                                                                     
    then _TO_MODEL = #OFyRI                                                                                                                                                                                                              
    end                                                                                                                                                                                                                            
    if _girl_alocation == 32                                                                                                                                                                                                                     
    then _TO_MODEL = #SBFORI                                                                                                                                                                                                             
    end                                                                                                                                                                                                                            
    if _girl_alocation == 36                                                                                                                                                                                                                    
    then _TO_MODEL = #sbfypro                                                                                                                                                                                                            
    end                                                                                                                                                                                                                            
    if _girl_alocation == 40                                                                                                                                                                                                                    
    then _TO_MODEL = #SBFYRI                                                                                                                                                                                                             
    end                                                                                                                                                                                                                            
    if _girl_alocation == 44                                                                                                                                                                                                                    
    then _TO_MODEL = #SHFYPRO                                                                                                                                                                                                            
    end                                                                                                                                                                                                                            
    if _girl_alocation == 48                                                                                                                                                                                                                    
    then _TO_MODEL = #SOFORI                                                                                                                                                                                                             
    end                                                                                                                                                                                                                            
    if _girl_alocation == 52                                                                                                                                                                                                                    
    then _TO_MODEL = #SOFYBU                                                                                                                                                                                                             
    end                                                                                                                                                                                                                            
    if _girl_alocation == 56                                                                                                                                                                                                                    
    then _TO_MODEL = #sofyst                                                                                                                                                                                                             
    end                                                                                                                                                                                                                            
    if _girl_alocation == 60                                                                                                                                                                                                                    
    then _TO_MODEL = #SWFOPRO                                                                                                                                                                                                            
    end                                                                                                                                                                                                                            
    if _girl_alocation == 64                                                                                                                                                                                                                    
    then _TO_MODEL = #swfyri                                                                                                                                                                                                             
    end                                                                                                                                                                                                                            
    if _girl_alocation == 68                                                                                                                                                                                                                    
    then _TO_MODEL = #SWFYST                                                                                                                                                                                                             
    end                                                                                                                                                                                                                            
    if _girl_alocation == 72                                                                                                                                                                                                                    
    then _TO_MODEL = #VHFYPRO                                                                                                                                                                                                            
    end                                                                                                                                                                                                                            
    if _girl_alocation == 74                                                                                                                                                                                                                    
    then _TO_MODEL = #WFYBU                                                                                                                                                                                                              
    end                                                                                                                                                                                                                            
    if _girl_alocation == 78                                                                                                                                                                                                                    
    then _TO_MODEL = #WFYPRO                                                                                                                                                                                                             
    end                                                                                                                                                                                                                            
    Model.Load(_TO_MODEL)                                                                                                                                                                                                                
    038B: load_requested_models
    while not model.Available(_TO_MODEL)
    wait 0
        continue
    end                                                                                                                                                                  
    __girl = Actor.Create(Prostitute, _TO_MODEL, _to_x, _to_y, _to_z)                                                                                             
    0860: link_actor __girl to_interior 3                                                                                                                         
    _to_angle = Actor.Angle(__alfons)                                                                                                                           
    if _SCENES == 1                                                                                                                                              
    then                                                                                                                                                      
        _to_angle += 360.0 //odwruc sie                                                                                                                              
        Actor.Angle(__girl) = _to_angle                                                                                                                                  
        wait 250                                                                                                                                              
        0812: AS_actor __girl perform_animation "SNM_CANED_P" IFP "SNM" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 55000                                 
        0393: actor __girl perform_animation "SNM_CANED_P" at 0.0 times_normal_rate                                                                                                                                                                      
    end                                                                                                                                                                                      
    if _SCENES == 2                                                                                                                                              
    then                                                                                                                                                      
        _to_angle += 180.0 //odwruc sie                                                                                                                              
        Actor.Angle(__girl) = _to_angle                                                                                                                                  
        wait 250                                                                                                                                              
        0812: AS_actor __girl perform_animation "SEX_3_w" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 55000                                     
        0393: actor __girl perform_animation "SEX_3_w" at 0.0 times_normal_rate                                                                                                                                                                      
    end                                                                                                                                                                                  
    0AC6: _memory_addres = label @doll_memory_handler offset                                                                                                                            
    _memory_addres += _girl_alocation // 3@ allocation memory + $to_angle items offset                                                                                                                                                                            
    0A8C: write_memory _memory_addres size 4 value __girl virtual_protect 0                                                                                                                                                                        
    //-----------------------------------------------------------------------------------                                                                     
    _to_x += 1.0                                                                                                                                                
end
_girl_alocation = 0
_alfons_alocation = 0
_animation_rate_1 = 0.0                                                                                                                                                               
_animation_rate_2 = 0.0                                                                                                                                                               
_progress = 1                                                                                                                                                           
_audio_status = 1
_action = true
goto @main




:scene_1
    if AND 
    __girl > 0x0
    __alfons > 0x0                                                                                                                                                   
    jf @continue                                                                                                                                                    
    if and
        056D:   actor __alfons defined      
        056D:   actor __girl defined                                                                                                                                
    then _ACTIVE_ENGINE_FUNC = false                                                                                                                                                     
                                                                                                                                                                                                                                                                                                                                                                                                                                                              
        0619: enable_actor __girl collision_detection 0                                                                                                                                                                                                                                          
        0619: enable_actor __alfons collision_detection 0                                                                                                                                                                                                                               
        wait 0                                                                                                                                                                                                                                                                                                                                                                  
        0615: define_AS_pack_begin _index                                                                                                                                                                                                                                                                                                                                                                
        0812: AS_actor -1 perform_animation "BJ_CAR_START_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 5000 // versionB                  
        0812: AS_actor -1 perform_animation "BJ_CAR_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 55000 // versionB                                                                                           
        0812: AS_actor -1 perform_animation "BJ_CAR_END_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 5000 // versionB                                                                                          
        0643: set_AS_pack _index loop 1                                                                                                                                                                                                    
        0618: assign_actor __girl to_AS_pack _index                                                                                                                                                                                            
        061B: remove_references_to_AS_pack _index                                                                                                                                                                                             
        0615: define_AS_pack_begin _index                                                                                                                                                                                                    
        0812: AS_actor -1 perform_animation "BJ_CAR_START_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 5000 // versionB                                                                                           
        0812: AS_actor -1 perform_animation "BJ_CAR_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 55000 // versionB                                                                                           
        0812: AS_actor -1 perform_animation "BJ_CAR_END_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 5000 // versionB                                                                                          
        0643: set_AS_pack _index loop 1                                                                                                                                                                                                    
        0618: assign_actor __alfons to_AS_pack _index                                                                                                                                                                                 
        061B: remove_references_to_AS_pack _index 
        IF _CASE == 1
        THEN _action = FALSE
        END                                                                                                      
    end                                                                                                                                              
goto @main
                                                                                                                                             
:scene_2
    if AND 
    __girl > 0x0
    __alfons > 0x0                                                                                                                                                   
    jf @continue                                                                                                                                                          
    if and
         056D:   actor __alfons defined      
        056D:   actor __girl defined                                                                                                                        
    then _ACTIVE_ENGINE_FUNC = false                                                                                                                                                     
        
                                                                                                                                                                      
        03BF: set_player 0 ignored_by_everyone 1                                                                                                                                                        
        03F4: set_all_cars_apply_damage_rules 1                                                                                                                                                         
        0639: AS_actor __alfons rotate_to_actor __girl                                                                                                                                                 
        0639: AS_actor __girl rotate_to_actor __alfons                                                                                                                                                 
        0619: enable_actor __alfons collision_detection 1                                                                                                                                          
        0619: enable_actor __girl collision_detection 0                                                                                                                                                     
                                                                                                                                                                      
        0638: AS_actor __girl stay_put 1                                                                                                                                                                    
        0639: AS_actor __alfons rotate_to_actor __girl                                                                                                                                                 
        04C4: store_coords_to _to_x _to_y _to_z from_actor __alfons with_offset 0.0 0.8 -0.9                                                                                                               
        _to_angle = Actor.Angle(__alfons)                                                                                                                                                                 
        _to_angle += 180.0                                                                                                                                                                                     
        Actor.PutAt(__girl, _to_x, _to_y, _to_z)                                                                                                                                                                     
        Actor.Angle(__girl) = _to_angle                                                                                                                                                                            
                                                                                                                                                                      
        0638: AS_actor __girl stay_put 1                                                                                                                                                                    
        
        0615: define_AS_pack_begin _index                                                                                                                                      
        0812: AS_actor -1 perform_animation "BJ_COUCH_START_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 5000 // versionB                        
        0812: AS_actor -1 perform_animation "BJ_COUCH_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 55000 // versionB                        
        0812: AS_actor -1 perform_animation "BJ_COUCH_END_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 5000 // versionB                          
        0643: set_AS_pack _index loop 1                                                                                                                                       
        0618: assign_actor __girl to_AS_pack _index                                                                                                                               
        061B: remove_references_to_AS_pack _index                                                                                                                             
        0615: define_AS_pack_begin _index                                                                                                                                     
        0812: AS_actor -1 perform_animation "BJ_COUCH_START_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 5000 // versionB                        
        0812: AS_actor -1 perform_animation "BJ_COUCH_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 55000 // versionB                        
        0812: AS_actor -1 perform_animation "BJ_COUCH_END_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 5000 // versionB                          
        0643: set_AS_pack _index loop 1                                                                                                                                       
        0618: assign_actor __alfons to_AS_pack _index                                                                                                                    
        061B: remove_references_to_AS_pack _index
        IF _CASE == 1
        THEN _action = FALSE
        END                                                                                                                                                 
    end
goto @main
                                                                                                                                              
:scene_3
    if AND 
    __girl > 0x0
    __alfons > 0x0                                                                                                                                                   
    jf @continue                                                                                                                                                        
    if and
        056D:   actor __alfons defined      
        056D:   actor __girl defined                                                                                                                          
    then _ACTIVE_ENGINE_FUNC = false                                                                                                                                                     
                                                                                                                                                                   
                                                                                                                                                                      
        03BF: set_player 0 ignored_by_everyone 1                                                                                                                                                        
        03F4: set_all_cars_apply_damage_rules 1                                                                                                                                                         
        0639: AS_actor __alfons rotate_to_actor __girl                                                                                                                                                 
        0639: AS_actor __girl rotate_to_actor __alfons                                                                                                                                                 
        0619: enable_actor __alfons collision_detection 1                                                                                                                                          
        0619: enable_actor __girl collision_detection 0                                                                                                                                                     
                                                                                                                                                                      
        0638: AS_actor __girl stay_put 1                                                                                                                                                                    
        0639: AS_actor __alfons rotate_to_actor __girl                                                                                                                                                 
        04C4: store_coords_to _to_x _to_y _to_z from_actor __alfons with_offset 0.0 1.01 -0.9                                                                                                               
        _to_angle = Actor.Angle(__alfons)                                                                                                                                                                 
        _to_angle += 180.0                                                                                                                                                                                     
        Actor.PutAt(__girl, _to_x, _to_y, _to_z)                                                                                                                                                                     
        Actor.Angle(__girl) = _to_angle                                                                                                                                                                            
                                                                                                                                                                      
        0638: AS_actor __girl stay_put 1                                                                                                                                                                    
                                                                                                                                                                            
        0615: define_AS_pack_begin _index                                                                                                                                                                  
        0812: AS_actor -1 perform_animation "BJ_STAND_START_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 5000 // version    B                                                  
        0812: AS_actor -1 perform_animation "BJ_STAND_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 55000 // version    B                                                  
        0812: AS_actor -1 perform_animation "BJ_STAND_END_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 5000 // versionB                                                        
        0643: set_AS_pack _index loop 1                                                                                                                                                                    
        0618: assign_actor __girl to_AS_pack _index                                                                                                                                                            
        061B: remove_references_to_AS_pack _index                                                                                                                                                          
        0615: define_AS_pack_begin _index                                                                                                                                                                  
        0812: AS_actor -1 perform_animation "BJ_STAND_START_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 5000 // version    B                                                  
        0812: AS_actor -1 perform_animation "BJ_STAND_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 55000 // version    B                                                  
        0812: AS_actor -1 perform_animation "BJ_STAND_END_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 5000 // versionB                                                        
        0643: set_AS_pack _index loop 1                                                                                                                                                                    
        0618: assign_actor __alfons to_AS_pack _index                                                                                                                                                 
        061B: remove_references_to_AS_pack _index
        IF _CASE == 1
        THEN _action = FALSE
        END                                                                                                                           
    end
goto @main
                                                                                                                                                              
:scene_4
    if AND 
    __girl > 0x0
    __alfons > 0x0                                                                                                                                                   
    jf @continue                                                                                                                                                      
    if and
        056D:   actor __alfons defined      
        056D:   actor __girl defined                                                                                                                         
    then _ACTIVE_ENGINE_FUNC = 2
                                                                                                                                                          
        0619: enable_actor __alfons collision_detection 1                                                                                                                        
        04C4: store_coords_to _to_x _to_y _to_z from_actor __girl with_offset 0.05 1.06 -1.0                                                                                          
        _to_angle = Actor.Angle(__girl)                                                                                                                                              
        _to_angle += 180.0 //odwruc sie                                                                                                                                                
        Actor.Angle(__alfons) = _to_angle                                                                                                                                               
        Actor.PutAt(__alfons, _to_x, _to_y, _to_z)                                                                                                                                                                    
        0615: define_AS_pack_begin _index                                                                                                                                        
        0812: AS_actor -1 perform_animation "SEX_1_W" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 5000 // versionB                    
        0643: set_AS_pack _index loop 1                                                                                                                    
        0618: assign_actor __girl to_AS_pack _index                                                                                                            
        061B: remove_references_to_AS_pack _index                                                                                                          
        0615: define_AS_pack_begin _index                                                                                                                  
        0812: AS_actor -1 perform_animation "SEX_1_P" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 5000 // versionB                    
        0643: set_AS_pack _index loop 1                                                                                                                    
        0618: assign_actor __alfons to_AS_pack _index                                                                                                 
        061B: remove_references_to_AS_pack _index
        IF _CASE == 1
        THEN _action = FALSE
        END                                                                                                                              
    end
goto @main
   
:scene_5
    if AND 
    __girl > 0x0
    __alfons > 0x0                                                                                                                                                   
    jf @continue                                                                                                                                                          
    if and
        056D:   actor __alfons defined      
        056D:   actor __girl defined                                                                                                              
    then _ACTIVE_ENGINE_FUNC = 1
        _to_angle = Actor.Angle(__alfons)                                                                                                         
        _to_angle += 360.0 //odwruc sie                                                                                                                
        Actor.Angle(__girl) = _to_angle                                                                                                                                      
        0619: enable_actor __girl collision_detection 0                                                                                                 
        Player.CanMove($PLAYER_CHAR) = False                                                                                                          
        0638: AS_actor __girl stay_put 1                                                                                                                
        //WAIT 1000                                                                                                                                     
        //for $COUNT = 0 to 50 step 1                                                                                                                    
        Actor.StorePos(__alfons, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)                                                                                 
        0819: _to_z = actor __alfons distance_from_ground                                                                                                                
        0063: $TEMPVAR_Z_COORD -= _to_z  // (float)                                                                                                                     
        Actor.PutAt(__alfons, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)                                                                              
        //end
                                                                                                                                            
        0619: enable_actor __alfons collision_detection 0                                                                                        
        04C4: store_coords_to _to_x _to_y _to_z from_actor __girl with_offset 0.1 -0.7 -1.2                                                                
        _to_angle = Actor.Angle(__girl)                                                                                                                   
        _to_angle += 360.0 //odwruc sie                                                                                                                
        Actor.Angle(__alfons) = _to_angle                                                                                                         
        Actor.PutAt(__alfons, _to_x, _to_y, _to_z)                                                                                                  
                                                                                                                                                                      
        0638: AS_actor __girl stay_put 1                                                                                                                                                                    
        
        _to_angle = Actor.Angle(__alfons)                                                                                                                                                              
        083E: set_actor __alfons rotation 60.0 8.0 _to_angle while_in_air//SUC                                                                                                                                     
        0615: define_AS_pack_begin _index                                                                                                               
        0812: AS_actor -1 perform_animation "SNM_CANED_P" IFP "SNM" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 5000 // versionB                 
        0643: set_AS_pack _index loop 1                                                                                                                 
        0618: assign_actor __girl to_AS_pack _index                                                                                                         
        061B: remove_references_to_AS_pack _index                                                                                                       
        0615: define_AS_pack_begin _index                                                                                                               
        0812: AS_actor -1 perform_animation "SEX_1_p" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 5000 // versionB                 
        0643: set_AS_pack _index loop 1                                                                                                                 
        0618: assign_actor __alfons to_AS_pack _index                                                                                              
        061B: remove_references_to_AS_pack _index
        IF _CASE == 1
        THEN _action = FALSE
        END                                                                                                                
    end
goto @main
                                                                                                                                                  
:scene_6
    if AND 
    __girl > 0x0
    __alfons > 0x0                                                                                                                                                   
    jf @continue                                                                                                                                                          
    if and
        056D:   actor __alfons defined      
        056D:   actor __girl defined                                                                                                            
    then _ACTIVE_ENGINE_FUNC = 2
                                                                                                                                                      
        0619: enable_actor __alfons collision_detection 1                                                                                                                        
        04C4: store_coords_to _to_x _to_y _to_z from_actor __girl with_offset 0.05 1.06 -1.0                                                                                          
        _to_angle = Actor.Angle(__girl)                                                                                                                                              
        _to_angle += 180.0 //odwruc sie                                                                                                                                                
        Actor.Angle(__alfons) = _to_angle                                                                                                                                               
        Actor.PutAt(__alfons, _to_x, _to_y, _to_z)            
        0615: define_AS_pack_begin _index                                                                                                               
        0812: AS_actor -1 perform_animation "SEX_3_W" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 5000 // versionB                 
        0643: set_AS_pack _index loop 1                                                                                                                 
        0618: assign_actor __girl to_AS_pack _index                                                                                                         
        061B: remove_references_to_AS_pack _index                                                                                                       
        0615: define_AS_pack_begin _index                                                                                                               
        0812: AS_actor -1 perform_animation "SEX_3_P" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 5000 // versionB                 
        0643: set_AS_pack _index loop 1                                                                                                                 
        0618: assign_actor __alfons to_AS_pack _index                                                                                              
        061B: remove_references_to_AS_pack _index
        IF _CASE == 1
        THEN _action = FALSE
        END                                                                                                                
    end
goto @main
                                                                                                                                                  
:scene_7
    if AND 
    __girl > 0x0
    __alfons > 0x0                                                                                                                                                   
    jf @continue                                                                                                                                                     
    if and
        056D:   actor __alfons defined      
        056D:   actor __girl defined                                                                                                                   
    then _ACTIVE_ENGINE_FUNC = 2
        
        for _COUNT = 0 to 30 step 1                                                                                                                    
            Actor.StorePos(__alfons, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)                                                                                 
        0819: _to_z = actor __alfons distance_from_ground                                                                                                                
        0063: $TEMPVAR_Z_COORD -= _to_z  // (float)                                                                                                                     
        Actor.PutAt(__alfons, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)                                                                                                  
        end                                                                                                                                              
        05BF: AS_actor __girl look_at_actor __alfons 30000 ms         
        0619: enable_actor __alfons collision_detection 0
        0619: enable_actor __girl collision_detection 0
                                                                                                             
            04C4: store_coords_to _to_x _to_y _to_z from_actor __alfons with_offset 1.0 0.0 -0.9                  
            _STATER = Object.Create(#gun_dildo2, 0.0, 0.0, -25.0)                                               
            Object.PutAt(_STATER, _to_x, _to_y, _to_z)                                                             
            Object.CollisionDetection(_STATER) = FALSE                                                                               
        
        0400: store_coords_to _to_x _to_y _to_z from_actor _STATER with_offset 0.0 0.0 -0.5       
        Actor.PutAt(__alfons, _to_x, _to_y, _to_z)                                                                                                      
        0400: store_coords_to _to_x _to_y _to_z from_object _STATER with_offset 0.0 0.4 -0.5                       
        Actor.PutAt(__girl, _to_x, _to_y, _to_z)                                                                                                                                                                                    
        0638: AS_actor __alfons stay_put 1                                                                                           
        083E: set_actor __alfons rotation -1.9 -69.0 60.0 while_in_air//SUC                                                                        
        083E: set_actor __girl rotation -1.9 -69.0 60.0 while_in_air//SUC                                                                 
        0615: define_AS_pack_begin _index                                                                                                               
        0812: AS_actor -1 perform_animation "SEX_1_p" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 5000 // versionB                 
        0643: set_AS_pack _index loop 1                                                                                                                 
        0618: assign_actor __girl to_AS_pack _index                                                                                                         
        061B: remove_references_to_AS_pack _index                                                                                                       
        0615: define_AS_pack_begin _index                                                                                                               
        0812: AS_actor -1 perform_animation "SEX_1_p" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 5000 // versionB                 
        0643: set_AS_pack _index loop 1                                                                                                                 
        0618: assign_actor __alfons to_AS_pack _index                                                                                              
        061B: remove_references_to_AS_pack _index
        IF _CASE == 1
        THEN _action = FALSE
        END               
    end
goto @main
                                                                                                                                                  
:scene_8
    if AND 
    __girl > 0x0
    __alfons > 0x0                                                                                                                                                   
    jf @continue                                                                                                                                                         
    if and
        056D:   actor __alfons defined      
        056D:   actor __girl defined                                                                                                                       
    then _ACTIVE_ENGINE_FUNC = 2
                                                                                                                                                          
        0619: enable_actor __alfons collision_detection 1                                                                                                                        
        04C4: store_coords_to _to_x _to_y _to_z from_actor __girl with_offset 0.05 1.06 -1.0                                                                                          
        _to_angle = Actor.Angle(__girl)                                                                                                                                              
        _to_angle += 180.0 //odwruc sie                                                                                                                                                
        Actor.Angle(__alfons) = _to_angle                                                                                                                                               
        Actor.PutAt(__alfons, _to_x, _to_y, _to_z)            
        0615: define_AS_pack_begin _index                                                                                                               
        0812: AS_actor -1 perform_animation "SEX_1_CUM_W" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 5000 // versionB             
        0643: set_AS_pack _index loop 1                                                                                                                 
        0618: assign_actor __girl to_AS_pack _index                                                                                                         
        061B: remove_references_to_AS_pack _index                                                                                                       
        0615: define_AS_pack_begin _index                                                                                                               
        0812: AS_actor -1 perform_animation "SEX_1_CUM_P" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 5000 // versionB             
        0643: set_AS_pack _index loop 1                                                                                                                 
        0618: assign_actor __alfons to_AS_pack _index                                                                                              
        061B: remove_references_to_AS_pack _index
        IF _CASE == 1
        THEN _action = FALSE
        END                                                                                                                
    end
goto @main
                                                                                                                                                  
:scene_9
    if AND 
    __girl > 0x0
    __alfons > 0x0                                                                                                                                                   
    jf @continue                                                                                                                                                   
    if and
        056D:   actor __alfons defined      
        056D:   actor __girl defined                                                                                                                             
    then
        
        //>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>                                                                                                                                         
        for _COUNT = 0 to 30 step 1                                                                                                                    
            Actor.StorePos(__alfons, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)                                                                     
            0819: _COUNT = actor __alfons distance_from_ground                                                                                    
            0063: $TEMPVAR_Z_COORD -= _COUNT  // (float)                                                                                               
            Actor.PutAt(__alfons, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)                                                                        
        end                                                                                                                                              
        05BF: AS_actor __girl look_at_actor __alfons 30000 ms         
        0619: enable_actor __alfons collision_detection 0
        0619: enable_actor __girl collision_detection 0
        04C4: store_coords_to _to_x _to_y _to_z from_actor __alfons with_offset 1.0 0.0 -0.9                  
            _STATER = Object.Create(#gun_dildo2, 0.0, 0.0, -25.0)                                               
            Object.PutAt(_STATER, _to_x, _to_y, _to_z)                                                             
            Object.CollisionDetection(_STATER) = FALSE              
        0400: store_coords_to _to_x _to_y _to_z from_actor _STATER with_offset -0.9 -0.4 -1.6      
        Actor.PutAt(__alfons, _to_x, _to_y, _to_z)                                                                                                      
        0400: store_coords_to _to_x _to_y _to_z from_object _STATER with_offset -0.9 0.2 -0.3                    
        Actor.PutAt(__girl, _to_x, _to_y, _to_z)                                                                                                                                                                                    
        0638: AS_actor __alfons stay_put 1                                                                                           
        083E: set_actor __alfons rotation 151.6 0.0 0.0 while_in_air//SUC
        083E: set_actor __girl rotation 261.0 0.0 0.0 while_in_air//SUC                                                                    
        0615: define_AS_pack_begin _index                                                                                                               
        0812: AS_actor -1 perform_animation "SEX_2_W" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 5000 // versionB                 
        0643: set_AS_pack _index loop 1                                                                                                                 
        0618: assign_actor __girl to_AS_pack _index                                                                                                         
        061B: remove_references_to_AS_pack _index                                                                                                       
        0615: define_AS_pack_begin _index                                                                                                               
        0812: AS_actor -1 perform_animation "SEX_1_p" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 5000 // versionB                 
        0643: set_AS_pack _index loop 1                                                                                                                 
        0618: assign_actor __alfons to_AS_pack _index                                                                                              
        061B: remove_references_to_AS_pack _index
        _ACTIVE_ENGINE_FUNC = 2
        IF _CASE == 1
        THEN _action = FALSE
        END         
        //>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>                                                                                                          
    end
goto @main
                                                                                                                                                  
:scene_10
    if AND 
    __girl > 0x0
    __alfons > 0x0                                                                                                                                                   
    jf @continue                                                                                                                                                            
    if and
        056D:   actor __alfons defined      
        056D:   actor __girl defined                                                                                                                  
    then
        
        for _COUNT = 0 to 30 step 1                                                                                                                    
            Actor.StorePos(__alfons, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)                                                                     
            0819: _COUNT = actor __alfons distance_from_ground                                                                                    
            0063: $TEMPVAR_Z_COORD -= _COUNT  // (float)                                                                                               
            Actor.PutAt(__alfons, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)                                                                        
        end                                                                                                                                              
        05BF: AS_actor __girl look_at_actor __alfons 30000 ms         
        0619: enable_actor __alfons collision_detection 0
        0619: enable_actor __girl collision_detection 0
        04C4: store_coords_to _to_x _to_y _to_z from_actor __alfons with_offset 1.0 0.0 -0.9                  
            _STATER = Object.Create(#gun_dildo2, 0.0, 0.0, -25.0)                                               
            Object.PutAt(_STATER, _to_x, _to_y, _to_z)                                                             
            Object.CollisionDetection(_STATER) = FALSE              
        0400: store_coords_to _to_x _to_y _to_z from_actor _STATER with_offset 0.0 -0.4 -0.2    
        Actor.PutAt(__alfons, _to_x, _to_y, _to_z)                                                                                                      
        0400: store_coords_to _to_x _to_y _to_z from_object _STATER with_offset -0.05 0.0 -0.2                      
        Actor.PutAt(__girl, _to_x, _to_y, _to_z)                                                    
        083E: set_actor __girl rotation -302.2 8.0 0.0 while_in_air//SUC
        083E: set_actor __alfons rotation -302.2 8.0 0.0 while_in_air//SUC                                                                                                                                     
        0615: define_AS_pack_begin _index                                                                                                               
        0812: AS_actor -1 perform_animation "SEX_1_p" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 5000 // versionB                 
        0643: set_AS_pack _index loop 1                                                                                                                 
        0618: assign_actor __girl to_AS_pack _index                                                                                                         
        061B: remove_references_to_AS_pack _index                                                                                                       
        0615: define_AS_pack_begin _index                                                                                                               
        0812: AS_actor -1 perform_animation "SEX_1_p" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 5000 // versionB                 
        0643: set_AS_pack _index loop 1                                                                                                                 
        0618: assign_actor __alfons to_AS_pack _index                                                                                              
        061B: remove_references_to_AS_pack _index          
        _ACTIVE_ENGINE_FUNC = 2
        IF _CASE == 1
        THEN _action = FALSE
        END                                                                                                                
    end
goto @main
                                                                                                                                                  
:scene_11
    if AND 
    __girl > 0x0
    __alfons > 0x0                                                                                                                                                   
    jf @continue             
    if and
        056D:   actor __alfons defined      
        056D:   actor __girl defined                                                                                                                   
    then
        
        for _COUNT = 0 to 30 step 1                                                                                                                    
            Actor.StorePos(__alfons, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)                                                                     
            0819: _COUNT = actor __alfons distance_from_ground                                                                                    
            0063: $TEMPVAR_Z_COORD -= _COUNT  // (float)                                                                                               
            Actor.PutAt(__alfons, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)                                                                        
        end                                                                                                                                              
        05BF: AS_actor __girl look_at_actor __alfons 30000 ms         
        0619: enable_actor __alfons collision_detection 0
        0619: enable_actor __girl collision_detection 0
        04C4: store_coords_to _to_x _to_y _to_z from_actor __alfons with_offset 1.0 0.0 -0.9                  
            _STATER = Object.Create(#gun_dildo2, 0.0, 0.0, -25.0)                                               
            Object.PutAt(_STATER, _to_x, _to_y, _to_z)                                                             
            Object.CollisionDetection(_STATER) = FALSE              
        0400: store_coords_to _to_x _to_y _to_z from_actor _STATER with_offset 0.0 -0.4 -0.2 
        Actor.PutAt(__alfons, _to_x, _to_y, _to_z)                                                                                                      
        0400: store_coords_to _to_x _to_y _to_z from_object _STATER with_offset -0.07 1.6 -0.1               
        Actor.PutAt(__girl, _to_x, _to_y, _to_z)                                                    
        083E: set_actor __alfons rotation -302.2 8.0 0.0 while_in_air//SUC
        083E: set_actor __girl rotation -114.3 0.0 0.0 while_in_air//SUC
        0615: define_AS_pack_begin _index                                                                                                               
        0812: AS_actor -1 perform_animation "SEX_1_w" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 5000 // versionB                 
        0643: set_AS_pack _index loop 1                                                                                                                 
        0618: assign_actor __girl to_AS_pack _index                                                                                                         
        061B: remove_references_to_AS_pack _index                                                                                                       
        0615: define_AS_pack_begin _index                                                                                                               
        0812: AS_actor -1 perform_animation "SEX_1_p" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 5000 // versionB                 
        0643: set_AS_pack _index loop 1                                                                                                                 
        0618: assign_actor __alfons to_AS_pack _index                                                                                              
        061B: remove_references_to_AS_pack _index          
        _ACTIVE_ENGINE_FUNC = 2
        IF _CASE == 1
        THEN _action = FALSE
        END                                                  
        goto @1
        wait 250           
                                                                                                                                                                              
        03BF: set_player 0 ignored_by_everyone 1                                                                                                                                                        
        03F4: set_all_cars_apply_damage_rules 1
        0639: AS_actor __girl rotate_to_actor __alfons    
        04C4: store_coords_to _to_x _to_y _to_z from_actor __alfons with_offset 0.0 1.2 -1.0                                                                                                        
        _to_angle = Actor.Angle(__alfons)                                                                                                                                                                 
        _to_angle += 180.0                                                                                                                                                                                     
        Actor.PutAt(__girl, _to_x, _to_y, _to_z)                                                                                                                                                                     
        Actor.Angle(__girl) = _to_angle               
                                                                                                                   
        0619: enable_actor __alfons collision_detection 1                                                                                       
        0619: enable_actor __girl collision_detection 1                                                                                                  
        0638: AS_actor __girl stay_put 1                                                                                                                                                                    
        
        
        0615: define_AS_pack_begin _index                                                                                                                                          
        0812: AS_actor -1 perform_animation "SNM_CANED_W" IFP "SNM" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 55000 // versionB                                      
        0643: set_AS_pack _index loop 1                                                                                                                                            
        0618: assign_actor __girl to_AS_pack _index                                                                                                                                    
        061B: remove_references_to_AS_pack _index                                                                                                                                  
        0615: define_AS_pack_begin _index                                                                                                                                          
        0812: AS_actor -1 perform_animation "SNM_CANED_P" IFP "SNM" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 55000 // versionB                                      
        0643: set_AS_pack _index loop 1                                                                                                                                            
        0618: assign_actor __alfons to_AS_pack _index                                                                                                                         
        061B: remove_references_to_AS_pack _index
        :1
    end
goto @main
                 
:scene_12
    if AND 
    __girl > 0x0
    __alfons > 0x0                                                                                                                                                   
    jf @continue             
    if and
        056D:   actor __alfons defined      
        056D:   actor __girl defined                                                                                                                 
    then
        
        for _COUNT = 0 to 30 step 1                                                                                                                    
            Actor.StorePos(__alfons, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)                                                                     
            0819: _COUNT = actor __alfons distance_from_ground                                                                                    
            0063: $TEMPVAR_Z_COORD -= _COUNT  // (float)                                                                                               
            Actor.PutAt(__alfons, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)                                                                        
        end                                                                                                                                              
        05BF: AS_actor __girl look_at_actor __alfons 30000 ms         
        0619: enable_actor __alfons collision_detection 0
        0619: enable_actor __girl collision_detection 0
        04C4: store_coords_to _to_x _to_y _to_z from_actor __alfons with_offset 1.0 0.0 -0.9                  
            _STATER = Object.Create(#gun_dildo2, 0.0, 0.0, -25.0)                                               
            Object.PutAt(_STATER, _to_x, _to_y, _to_z)                                                             
            Object.CollisionDetection(_STATER) = FALSE              
        0400: store_coords_to _to_x _to_y _to_z from_actor _STATER with_offset -0.9 -0.4 -1.6     
        Actor.PutAt(__alfons, _to_x, _to_y, _to_z)                                                                                                      
        0400: store_coords_to _to_x _to_y _to_z from_object _STATER with_offset -0.9 -1.2 -1.2               
        Actor.PutAt(__girl, _to_x, _to_y, _to_z)                                          
        083E: set_actor __alfons rotation 151.6 0.0 0.0 while_in_air//SUC
        _to_angle = Actor.Angle(__alfons)                                                                                                                                                                 
        _to_angle += 180.0   
        083E: set_actor __girl rotation -380.3 180.0 _to_angle while_in_air//SUC                                                                    
        0615: define_AS_pack_begin _index                                                                                                               
        0812: AS_actor -1 perform_animation "SEX_1_W" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 5000 // versionB                 
        0643: set_AS_pack _index loop 1                                                                                                                 
        0618: assign_actor __girl to_AS_pack _index                                                                                                         
        061B: remove_references_to_AS_pack _index                                                                                                       
        0615: define_AS_pack_begin _index                                                                                                               
        0812: AS_actor -1 perform_animation "SEX_1_p" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 5000 // versionB                 
        0643: set_AS_pack _index loop 1                                                                                                                 
        0618: assign_actor __alfons to_AS_pack _index                                                                                              
        061B: remove_references_to_AS_pack _index              
        _ACTIVE_ENGINE_FUNC = 2
        IF _CASE == 1
        THEN _action = FALSE
        END                                         
        goto @2           
                                                                                                                                                                                 
        03BF: set_player 0 ignored_by_everyone 1                                                                                                                                                        
        03F4: set_all_cars_apply_damage_rules 1
        0639: AS_actor __girl rotate_to_actor __alfons    
        04C4: store_coords_to _to_x _to_y _to_z from_actor __alfons with_offset 0.0 1.2 -1.0                                                                                                                
        _to_angle = Actor.Angle(__alfons)                                                                                                                                                                 
        _to_angle += 180.0                                                                                                                                                                                     
        Actor.PutAt(__girl, _to_x, _to_y, _to_z)                                                                                                                                                                     
        Actor.Angle(__girl) = _to_angle               
                                                                                                                   
        0619: enable_actor __alfons collision_detection 1                                                                                       
        0619: enable_actor __girl collision_detection 1                                                                                                  
        0638: AS_actor __girl stay_put 1                                                                                                                                                                    
        
            
        0615: define_AS_pack_begin _index                                                                                                                                          
        0812: AS_actor -1 perform_animation "SNM_CANED_P" IFP "SNM" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 55000 // versionB                                      
        0643: set_AS_pack _index loop 1                                                                                                                                            
        0618: assign_actor __girl to_AS_pack _index                                                                                                                                    
        061B: remove_references_to_AS_pack _index                                                                                                                                  
        0615: define_AS_pack_begin _index                                                                                                                                          
        0812: AS_actor -1 perform_animation "SNM_CANED_W" IFP "SNM" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 55000 // versionB                                      
        0643: set_AS_pack _index loop 1                                                                                                                                            
        0618: assign_actor __alfons to_AS_pack _index                                                                                                                         
        061B: remove_references_to_AS_pack _index
        :2         
    end
goto @main
    
:scene_13
    if AND 
    __girl > 0x0
    __alfons > 0x0                                                                                                                                                   
    jf @continue             
    if and
        056D:   actor __alfons defined      
        056D:   actor __girl defined                                                                                                                      
    then
        
        
        ////////////////////////////
                                                                                                                                                                          
        03BF: set_player 0 ignored_by_everyone 1                                                                                                                                                        
        03F4: set_all_cars_apply_damage_rules 1
        0639: AS_actor __girl rotate_to_actor __alfons    
        04C4: store_coords_to _to_x _to_y _to_z from_actor __alfons with_offset 0.0 -0.3 -1.0                                                                                                              
        _to_angle = Actor.Angle(__alfons)                                                                                                                                                                 
        _to_angle += 360.0                                                                                                                                                                                     
        Actor.PutAt(__girl, _to_x, _to_y, _to_z)                                                                                                                                                                     
        Actor.Angle(__girl) = _to_angle               
                                                                                                                   
        0619: enable_actor __alfons collision_detection 1                                                                                       
        0619: enable_actor __girl collision_detection 1                                                                                                  
        0638: AS_actor __girl stay_put 1                                                                                                                                                                    
        
            
        0615: define_AS_pack_begin _index                                                                                                                                          
        0812: AS_actor -1 perform_animation "SPANKEDP" IFP "SNM" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 55000 // versionB                                      
        0643: set_AS_pack _index loop 1                                                                                                                                            
        0618: assign_actor __girl to_AS_pack _index                                                                                                                                    
        061B: remove_references_to_AS_pack _index                                                                                                                                  
        0615: define_AS_pack_begin _index                                                                                                                                          
        0812: AS_actor -1 perform_animation "SPANKEDW" IFP "SNM" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 55000 // versionB                                      
        0643: set_AS_pack _index loop 1                                                                                                                                            
        0618: assign_actor __alfons to_AS_pack _index                                                                                                                         
        061B: remove_references_to_AS_pack _index
        IF _CASE == 1
        THEN _action = FALSE
        END                  
    end
goto @main
    
:scene_14
    if AND 
    __girl > 0x0
    __alfons > 0x0                                                                                                                                                   
    jf @continue             
    if and
       056D:   actor __alfons defined      
        056D:   actor __girl defined                                                                                                                      
    then
        
                                                                                                                                                                           
        03BF: set_player 0 ignored_by_everyone 1                                                                                                                                                        
        03F4: set_all_cars_apply_damage_rules 1
        0639: AS_actor __alfons rotate_to_actor __girl    
        04C4: store_coords_to _to_x _to_y _to_z from_actor __alfons with_offset 0.0 0.5 -1.0                                                                                                              
        _to_angle = Actor.Angle(__alfons)                                                                                                                                                                 
        _to_angle += 360.0                                                                                                                                                                                     
        Actor.PutAt(__girl, _to_x, _to_y, _to_z)                                                                                                                                                                     
        Actor.Angle(__girl) = _to_angle               
                                                                                                                   
        0619: enable_actor __alfons collision_detection 1                                                                                       
        0619: enable_actor __girl collision_detection 1                                                                                                  
        0638: AS_actor __girl stay_put 1                                                                                                                                                                    
        
        
        0615: define_AS_pack_begin _index                                                                                                                                          
        0812: AS_actor -1 perform_animation "SPANKINGW" IFP "SNM" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 55000 // versionB                                      
        0643: set_AS_pack _index loop 1                                                                                                                                            
        0618: assign_actor __girl to_AS_pack _index                                                                                                                                    
        061B: remove_references_to_AS_pack _index                                                                                                                                  
        0615: define_AS_pack_begin _index                                                                                                                                          
        0812: AS_actor -1 perform_animation "SPANKINGP" IFP "SNM" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 55000 // versionB                                      
        0643: set_AS_pack _index loop 1                                                                                                                                            
        0618: assign_actor __alfons to_AS_pack _index                                                                                                                         
        061B: remove_references_to_AS_pack _index
        IF _CASE == 1
        THEN _action = FALSE
        END                
    end
goto @main
   
:scene_15
    if AND 
    __girl > 0x0
    __alfons > 0x0                                                                                                                                                   
    jf @continue             
    if and
        056D:   actor __alfons defined      
        056D:   actor __girl defined                                                                                                             
    then
               
                                                                                                                                                                                    
        03BF: set_player 0 ignored_by_everyone 1                                                                                                                                                        
        03F4: set_all_cars_apply_damage_rules 1
        //0639: AS_actor $_girl rotate_to_actor $_alfons
        0638: AS_actor __girl stay_put 1                                                                                                                                                                    
            wait 0                                                                                                                                                                                          
            0639: AS_actor __alfons rotate_to_actor __girl            
        04C4: store_coords_to _to_x _to_y _to_z from_actor __alfons with_offset 0.0 0.6 -1.0                                                                                                                               
        _to_angle = Actor.Angle(__alfons)                                                                                                              
        _to_angle += 270.0
        Actor.PutAt(__girl, _to_x, _to_y, _to_z)                                                                                                                                  
        Actor.Angle(__girl) = _to_angle
                                                                                                                   
        0619: enable_actor __alfons collision_detection 1                                                                                       
        0619: enable_actor __girl collision_detection 1                                                                                                  
        0638: AS_actor __girl stay_put 1                                                                                                                                                                    
        0615: define_AS_pack_begin _index                                                                                                                                          
        0812: AS_actor -1 perform_animation "SPANKING_SITTINGIDLEW" IFP "SNM" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 55000 // versionB                                      
        0812: AS_actor -1 perform_animation "SPANKING_SITTINGW" IFP "SNM" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB              
        0643: set_AS_pack _index loop 1                                                                                                                                            
        0618: assign_actor __girl to_AS_pack _index                                                                                                                                    
        061B: remove_references_to_AS_pack _index                                                                                                                                  
        0615: define_AS_pack_begin _index                                                                                                                                          
        0812: AS_actor -1 perform_animation "SPANKING_SITTINGIDLEP" IFP "SNM" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 55000 // versionB                                      
        0812: AS_actor -1 perform_animation "SPANKING_SITTINGP"     IFP "SNM" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB          
        0643: set_AS_pack _index loop 1                                                                                                                                            
        0618: assign_actor __alfons to_AS_pack _index                                                                                                                         
        061B: remove_references_to_AS_pack _index
        IF _CASE == 1
        THEN _action = FALSE
        END                  
    end
goto @main
    
:scene_16
    if AND 
    __girl > 0x0
    __alfons > 0x0                                                                                                                                                   
    jf @continue             
    if and
        not actor.Driving(__alfons)
        056D:   actor __girl defined                                                                                                                   
    then     
                                                                                                                                                                                                 
                                                                                                                                                           
            
    end
goto @main
                                                                                                                                                                                                     
:scene_17
    if AND 
    __girl > 0x0
    __alfons > 0x0                                                                                                                                                   
    jf @continue             
    if and
        056D:   actor __alfons defined      
        056D:   actor __girl defined                                                                                                                   
    then
                                                                                                                                  
                 
        _ACTIVE_ENGINE_FUNC = 0
        04C4: store_coords_to _to_x _to_y _to_z from_actor __alfons with_offset 0.0 0.8 -0.9                                                                                                               
        _to_angle = Actor.Angle(__alfons)                                                                                                                                                                 
        _to_angle += 180.0                                                                                                                                                                                     
        Actor.PutAt(__girl, _to_x, _to_y, _to_z)                                                                                                                                                                     
        Actor.Angle(__girl) = _to_angle          
        0639: AS_actor __girl rotate_to_actor __alfons
        05BF: AS_actor __girl look_at_actor __alfons 1000 ms                                                       
        05BF: AS_actor __alfons look_at_actor __girl 1000 ms                                                                                                                                                          
        0615: define_AS_pack_begin _index                                                                                                               
        0605: actor -1 perform_animation "BATHER"       IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                               
        0605: actor -1 perform_animation "WANK_LOOP"    IFP "PAULNMAC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                         
        0605: actor -1 perform_animation "LAY_BAC_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 55000                         
        0643: set_AS_pack _index loop 1                                                                                                                 
        0618: assign_actor __alfons to_AS_pack _index                                                                                              
        061B: remove_references_to_AS_pack _index                                                                                                       
        IF $_ANIM_CASE > 18                                                                                                                                  
        THEN $_ANIM_CASE = 0                                                                                                                                 
        ELSE $_ANIM_CASE += 1                                                                                                                                
            if $_ANIM_CASE == 1                                                                                                                              
            then 0605: actor __girl perform_animation "STRIP_D" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1                        
            end                                                                                                                                      
            if $_ANIM_CASE == 2                                                                                                                              
            then 0605: actor __girl perform_animation "STRIP_B" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1                        
            end                                                                                                                                      
            if $_ANIM_CASE == 3                                                                                                                              
            then 0605: actor __girl perform_animation "STR_B2C" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1                        
            end                                                                                                                                      
            if $_ANIM_CASE == 4                                                                                                                              
            then 0605: actor __girl perform_animation "STR_C1" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1                         
            end                                                                                                                                      
            if $_ANIM_CASE == 5                                                                                                                              
            then 0605: actor __girl perform_animation "STR_C2" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1                         
            end                                                                                                                                      
            if $_ANIM_CASE == 6                                                                                                                              
            then 0605: actor __girl perform_animation "STR_C2B" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1                        
            end                                                                                                                                      
            if $_ANIM_CASE == 7                                                                                                                              
            then 0605: actor __girl perform_animation "STR_LOOP_A" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1                     
            end                                                                                                                                      
            if $_ANIM_CASE == 8                                                                                                                              
            then 0605: actor __girl perform_animation "STR_LOOP_B" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1                     
            end                                                                                                                                      
            if $_ANIM_CASE == 9                                                                                                                              
            then 0605: actor __girl perform_animation "STR_LOOP_C" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1                     
            end                                                                                                                                      
            if $_ANIM_CASE == 10                                                                                                                             
            then 0605: actor __girl perform_animation "STRIP_E" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1                        
            end                                                                                                                                      
            if $_ANIM_CASE == 11                                                                                                                             
            then 0605: actor __girl perform_animation "LAPDAN_D" IFP "LAPDAN1" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1                     
            end                                                                                                                                      
            if $_ANIM_CASE == 12                                                                                                                             
            then 0605: actor __girl perform_animation "LAPDAN_D" IFP "LAPDAN2" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1                     
            end                                                                                                                                      
            if $_ANIM_CASE == 13                                                                                                                             
            then 0605: actor __girl perform_animation "LAPDAN_D" IFP "LAPDAN3" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1                     
            end                                                                                                                                      
            if $_ANIM_CASE == 14                                                                                                                             
            then 0605: actor __girl perform_animation "STR_B2A" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1                        
            end                                                                                                                                      
            if $_ANIM_CASE == 15                                                                                                                             
            then 0605: actor __girl perform_animation "STR_A2B" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1                        
            end                                                                                                                                      
            if $_ANIM_CASE == 16                                                                                                                             
            then 0605: actor __girl perform_animation "STRIP_G" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1                        
            end                                                                                                                                      
            if $_ANIM_CASE == 17                                                                                                                             
            then 0605: actor __girl perform_animation "STRIP_F" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1                        
            end                                                                                                                                      
            if $_ANIM_CASE == 18                                                                                                                             
            then 0605: actor __girl perform_animation "STRIP_C" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1                        
            end                                                                                                                                      
            if $_ANIM_CASE == 19                                                                                                                             
            then 0605: actor __girl perform_animation "STRIP_A" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1                        
            end                                                                                                                                      
        end                                                                                                                                          
    end
goto @main

:scene_18
goto @main
                                        
:continue
goto @main

:angine  
0acd: "select_action" 5000                                                                                                                                                                  
                                                                                                                                                          
WAIT 0                                                                                                                                                

    
    
    
           
    
:audio_sex                                                                                                                                     
                                                                                                                                                                   

if not _progress >= 60          
then _progress += 1             
end                         
0AC6: _memory_addres  = label @var offset                       
_memory_addres += 0                                                                                          
0A8d: _audio_handler _memory_addres 4 0                                                                                                                                                                                              
if not _audio_handler == 0x00
then
    Audiostream.PerformAction(_audio_handler, STOP)                  
    Audiostream.Release(_audio_handler)           
end            
if _audio_handler = Audiostream.Load("CLEO\MP3\2G.MP3")                                                                                                                        
then                                                                                                                                                                    
    Audiostream.PerformAction(_audio_handler, PLAY)                                                                                                        
    0AC6: _memory_addres  = label @var offset                                                                                                                              
    _memory_addres += 0                                                                                                                                                            
    0A8C: _memory_addres 4 _audio_handler 0
end                
return
end_thread
                
:audio_lod
if not _progress >= 60                    
then _progress += 1                  
end                            
0AC6: _memory_addres  = label @var offset                       
_memory_addres += 4                                                                                          
0A8d: _audio_handler _memory_addres 4 0                                                                                                                                                                                              
if not _audio_handler == 0x00
then
    Audiostream.PerformAction(_audio_handler, STOP)                  
    Audiostream.Release(_audio_handler)           
end            
if _audio_handler = Audiostream.Load("CLEO\MP3\4G.MP3")                                                                                                                        
then                                                                                                                                                                    
    Audiostream.PerformAction(_audio_handler, PLAY)                                                                                                        
    0AC6: _memory_addres  = label @var offset                                                                                                                              
    _memory_addres += 4                                                                                                                                                            
    0A8C: _memory_addres 4 _audio_handler 0 
end                
return
end_thread                                

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

:doll_memory_handler
hex 
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
end

:alfons_memory_handler
hex 
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
end














                                                                                                                                                                                          










  



    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
                                                  
                       
                                          


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

00 00 00 00
end