{$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


0adf: "Gux1" "~P~BLOWJOBZ"
0adf: "Gux2" "~P~low SEX"
0adf: "Gux3" "~P~hard sex"
0adf: "Gux4" "~P~sado maso"

0adf: "Gulo1" "Mode Id:"
0adf: "Gulo2" "Case Id:"
0adf: "Gulo3" "Action Id:"
0adf: "Gulo4" "Alfons_aloc Id:"
0adf: "Gulo5" "Girl_aloc Id:"
0adf: "Gulo6" "Scene_type Id:"
0adf: "Gulo7" "Alfons Handler Id:"
0adf: "Gulo8" "Girl Handler Id:"

0adf: "XTRF" "~R~(~s~~1~~R~)"                       
0adf: "Gu0" "Kamasutros V 1.2"
0adf: "Gu0k" "By Devil"  
0adf: "Gu1" "Alfons Go To Doll"
0adf: "Gu2" "Doll Go To Alfons"
0adf: "Gu3" "One By One"
0adf: "Gu4" "Group Sex"
0adf: "Gu5" "Select Scene"
0adf: "Gu6" "Scene Type ~Y~(___________________~Y~)"
0adf: "Gu7" "Number_of_doll"
0adf: "Gu8" "Number_of_alfons"
0adf: "Gu9" "Start Scene"
0adf: "Gua" "Stop Scene"
0adf: "GuB" "Unload Scene"
0adf: "GuC" "show log"
0ADF: "HKUR" "[MODE ~1~] [CASE ~1~] [action ~1~] alfons_aloc ~1~ GIRL_aloc ~1~ NULL ~1~"
//0308: show_text_6numbers GXT 'HKUR' numbers __MODE _CASE _action _alfons_alocation _GIRL_alocation 0 time 50 flag 5  // ~1~|Distncia: ~1~.~1~m Altura: ~1~.~1~m Giros: ~1~ Rotao: ~1~|



0adf: "fuh1" "~p~~h~power" 
0adf: "fuh2" "~p~~h~orgasm" 
0adf: "fuh3" "~p~~h~excitement" 
model.Load(#bfypro)
model.Load(#wfysex)
model.Load(#hfybe)
04ED: load_animation "BLOWJOBZ" 
04ed: load_animation "SUNBATHE"
04ED: load_animation "SEX"
04ED: load_animation "SNM"
04ED: load_animation "strip"  
038B: load_requested_models
 
__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 = 10 //max 30
__NUMBER_OF_ALFONS = 10 //max 30
_menu_status = false
_action = false
_scene_type = 1
0AB3: var 661 = FALSE       

:main
while true
    wait 0
    //0308: show_text_6numbers GXT 'HKUR' numbers __MODE _CASE _action _alfons_alocation _GIRL_alocation 0 time 50 flag 5
    if 00E1:   player 0 pressed_key 17                                                                                                                    
    then _menu_status = true                                                                                                                              
         Player.CanMove(0) = false                                                                                                                        
         _item = 1                                                                                                                                          
    else                                                                                                                                                  
        if 00E1:   player 0 pressed_key 15                                                                                                                
        then _menu_status = false                                                                                                                         
             Player.CanMove(0) = true                                                                                                                     
        end                                                                                                                                               
    end                                                                                                                                                   
    if _menu_status == true                                                                                                                               
    then                                                                                                                                                  
        _POS_Y = 90.0                                                                                                                                                                                   
        for _count = 0 to 12 step 1                                                                                                                                                                       
            0087: _to_x = _POS_Y // (float)                                                                                                                                                                
            _to_x -= 4.0                                                                                                                                                                                
            
            0AD3: 17@v = format "gu%X" _count       
            if _count == 0
            then //fotter                                                                      
                038E: draw_box_position 90.0 65.0 size 140.0 60.0 RGBA 10 10 10 200            
                081C: draw_text_outline 1 RGBA 255 0 0 255                                  
                0349: set_text_draw_font 3
                0342: set_text_draw_centered 1     
                033F: set_text_draw_letter_size 0.3 2.0                                        
                0340: set_text_draw_RGBA 0 0 0 200                                             
                033E: set_draw_text_position 90.0 40.0 GXT 17@v  // Empurrar
                081C: draw_text_outline 1 RGBA 255 0 0 255                                  
                0349: set_text_draw_font 3
                0342: set_text_draw_centered 1 
                033F: set_text_draw_letter_size 0.3 2.0                                        
                0340: set_text_draw_RGBA 0 0 0 200                                             
                033E: set_draw_text_position 90.0 60.0 GXT "gu0k"  // Empurrar                             
            end
                                                                                                                                        
            if _count > 0
            then
                038E: draw_box_position 90.0  _POS_Y  140.1  16.0  0  0  0  200
                060D: draw_text_shadow 1 rgba 0 0 0 255                                                                                                  
                081C: draw_text_outline 1 RGBA 0 0 0 255                                                                                                         
                0340: set_text_draw_RGBA 255  255  255  200                                                                                               
                IF _count == _item                                                                                                                             
                THEN 038E: draw_box_position 90.0  _POS_Y  140.1  15.0  100  0  0  200                                                                                         
                END                                                                                                                                       
                IF _count == 1                                                                                                                               
                THEN                                                                                                                                      
                    if __MODE == 1                                                                                                                        
                    then 0340: set_text_draw_RGBA 0  255  0  100                                                                                          
                    else //0340: set_text_draw_RGBA 255  255  255  200                                                                                    
                    end                                                                                                                                   
                END                                                                                                                                       
                IF _count == 2                                                                                                                               
                THEN                                                                                                                                      
                    if __MODE == 2                                                                                                                        
                    then 0340: set_text_draw_RGBA 0  255  0  100                                                                                          
                    else //0340: set_text_draw_RGBA 255  255  255  200                                                                                    
                    end                                                                                                                                   
                END                                                                                                                                       
                IF _count == 3                                                                                                                               
                THEN                                                                                                                                      
                    if _CASE == 1                                                                                                                          
                    then 0340: set_text_draw_RGBA 0  255  0  100                                                                                          
                    else //0340: set_text_draw_RGBA 255  255  255  200                                                                                    
                    end                                                                                                                                   
                END                                                                                                                                       
                IF _count == 4                                                                                                                               
                THEN                                                                                                                                      
                    if _CASE == 2                                                                                                                          
                    then 0340: set_text_draw_RGBA 0  255  0  100                                                                                          
                    else //0340: set_text_draw_RGBA 255  255  255  200                                                                                    
                    end                                                                                                                                   
                END                                                                                                                                       
                033F: set_text_draw_letter_size 0.2 0.8                                                                                                           
                060D: draw_text_shadow 1   0  0  0  200                                                                                                   
                0349: set_text_draw_font 2                                                                                                                
                0343: set_text_draw_linewidth 700.0                                                                                                       
                033E: set_draw_text_position 23.0  _to_x  17@v                                                                                              
                if _count == 5                                                                                                                               
                then                                                                                                                                      
                    0343: set_text_draw_linewidth 640.0                                                                                                   
                    033F: set_text_draw_letter_size 0.3 0.8                                                                                               
                    045A: draw_text_1number 135.0 _to_x GXT "XTRF" number _SCENES                                                                             
                end
                if _count == 6                                                                                                                              
                then
                    038E: draw_box_position 120.0  _POS_Y  70.0  15.0  0  0  0  150   
                    0AD3: 17@v = format "gux%X" _scene_type
                    0349: set_text_draw_font 2                                                                                                                                           
                    0343: set_text_draw_linewidth 640.0                                                                                                   
                    033F: set_text_draw_letter_size 0.2 0.8                                                                                              
                    033E: draw_text_1number 95.0 _to_x GXT 17@v                   
                end         
                if _count == 7                                                                                                                               
                then                                                                                                                                      
                    0343: set_text_draw_linewidth 640.0                                                                                                   
                    033F: set_text_draw_letter_size 0.3 0.8                                                                                               
                    045A: draw_text_1number 135.0 _to_x GXT "XTRF" number __NUMBER_OF_DOLL                                                                   
                end                                                                                                                                       
                if _count == 8                                                                                                                               
                then                                                                                                                                      
                    0343: set_text_draw_linewidth 640.0                                                                                                   
                    033F: set_text_draw_letter_size 0.3 0.8                                                                                               
                    045A: draw_text_1number 135.0 _to_x GXT "XTRF" number __NUMBER_OF_ALFONS                                                                 
                end
                IF NOT _COUNT >= 9
                THEN
                    0AB4: 13@ = var 661 //log
                    if 13@ == TRUE
                    THEN    
                        038E: draw_box_position 236.0  _POS_Y  130.1  16.0  0  0  0  200       
                        0AD3: 17@v = format "gulo%X" _count                                    
                        0349: set_text_draw_font 2                                                                                                        
                        0343: set_text_draw_linewidth 1000.0                                                  
                        060D: draw_text_shadow 1 rgba 0 0 0 255                                                                                          
                        081C: draw_text_outline 1 RGBA 0 0 0 255                                                                                                 
                        0340: set_text_draw_RGBA 255  255  255  200                                                                                                                             
                        033F: set_text_draw_letter_size 0.2 0.8                                                                                       
                        033E: draw_text_1number 175.0 _to_x GXT 17@v                           
                        if _count == 1                                                                               
                        then 0085: 13@ = __MODE                                                         
                        else                                                                                               
                            if _count == 2                                                              
                            then 0085: 13@ = _CASE                                                      
                            else                                                                                          
                                if _count == 3                                                          
                                then 0085: 13@ = _action                                                
                                else                                                                                       
                                    if _count == 4                                                      
                                    then 0085: 13@ = _alfons_alocation                                  
                                    else                                                                                             
                                        if _count == 5                                                  
                                        then 0085: 13@ = _girl_alocation                                
                                        else                                                                                       
                                            if _count == 6                                              
                                            then 0085: 13@ = _scene_type                                
                                            else                                                                               
                                                if _count == 7                                          
                                                then 0085: 13@ = __alfons                               
                                                else                                                                        
                                                    if _count == 8                                      
                                                    then 0085: 13@ = __girl                             
                                                    end
                                                end
                                            end
                                        end
                                    end
                                end
                            end
                        end                                                                  
                        0343: set_text_draw_linewidth 640.0                                                          
                        033F: set_text_draw_letter_size 0.3 0.8                                         
                        045A: draw_text_1number 270.0 _to_x GXT 'XTRF' number 13@                     
                    END                                                    
                END                                                                                                                         
            end                                                        
            _POS_Y += 17.0                                                                                                                                                                               
        end
                                                                                                                                                       
        03F0: enable_text_draw 0                                                                                                                          
        0494: get_joystick 0 direction_offset_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y                                                
        
        IF and                                                                                                                                            
            $MOVE_AXIS_Y > 0                                                                                                                              
            _cath == false                                                                                                                                  
        THEN _cath = true                                                                                                                                   
            IF _item > 11                                                                                                                                   
            THEN _item = 1                                                                                                                                  
            ELSE _item++                                                                                                                                    
            END                                                                                                                                           
        END                                                                                                                                               
        IF and                                                                                                                                            
            0 > $MOVE_AXIS_Y                                                                                                                              
            _cath == false                                                                                                                                  
        THEN _cath = true                                                                                                                                   
            IF 1 > _item                                                                                                                                    
            THEN _item = 12                                                                                                                                 
            ELSE _item--                                                                                                                                    
            END                                                                                                                                           
        END                                                                                                                                               
        if _item == 5                                                                                                                                       
        then                                                                                                                                              
            IF and                                                                                                                                        
                $MOVE_AXIS_x > 0                                                                                                                          
                _cath == false                                                                                                                              
            THEN _cath = true                                                                                                                               
                IF _SCENES > 18                                                                                                                             
                THEN _SCENES = 1                                                                                                                            
                ELSE _SCENES++                                                                                                                              
                END                                                                                                                                       
            END                                                                                                                                           
            IF and                                                                                                                                        
                0 > $MOVE_AXIS_x                                                                                                                          
                _cath == false                                                                                                                              
            THEN _cath = true                                                                                                                               
                IF 1 > _SCENES                                                                                                                              
                THEN _SCENES = 18                                                                                                                           
                ELSE _SCENES--                                                                                                                              
                END                                                                                                                                       
            END                                                                                                                                           
        else
            if _item == 6                                                                                                                                   
            then                                                                                                                                          
                IF and                                                                                                                                    
                    $MOVE_AXIS_x > 0                                                                                                                      
                    _cath == false                                                                                                                          
                THEN _cath = true                                                                                                                           
                    IF _scene_type > 4                                                                                                                         
                    THEN _scene_type = 1                                                                                                                        
                    ELSE _scene_type++                                                                                                                          
                    END                                                                                                                                   
                END                                                                                                                                       
                IF and                                                                                                                                    
                    0 > $MOVE_AXIS_x                                                                                                                      
                    _cath == false                                                                                                                          
                THEN _cath = true                                                                                                                           
                    IF 1 > _scene_type                                                                                                                          
                    THEN _scene_type = 4                                                                                                                       
                    ELSE _scene_type--                                                                                                                          
                    END                                                                                                                                   
                END                                                                                                                                       
            else                                                                                                                                                                                   
                if _item == 7                                                                                                                               
                then                                                                                                                                      
                    IF and                                                                                                                                
                        $MOVE_AXIS_x > 0                                                                                                                  
                        _cath == false                                                                                                                      
                    THEN _cath = true                                                                                                                       
                        IF __NUMBER_OF_DOLL > 30                                                                                                           
                        THEN __NUMBER_OF_DOLL = 1                                                                                                          
                        ELSE __NUMBER_OF_DOLL++                                                                                                            
                        END                                                                                                                               
                    END                                                                                                                                   
                    IF and                                                                                                                                
                        0 > $MOVE_AXIS_x                                                                                                                  
                        _cath == false                                                                                                                      
                    THEN _cath = true                                                                                                                       
                        IF 1 > __NUMBER_OF_DOLL                                                                                                            
                        THEN __NUMBER_OF_DOLL = 30                                                                                                         
                        ELSE __NUMBER_OF_DOLL--                                                                                                            
                        END                                                                                                                               
                    END                                                                                                                                   
                else                                                                                                                                       
                    if _item == 8                                                                                                                           
                    then                                                                                                                                  
                        IF and                                                                                                                            
                            $MOVE_AXIS_x > 0                                                                                                              
                            _cath == false                                                                                                                  
                        THEN _cath = true                                                                                                                   
                            IF __NUMBER_OF_ALFONS > 30                                                                                                     
                            THEN __NUMBER_OF_ALFONS = 1                                                                                                    
                            ELSE __NUMBER_OF_ALFONS++                                                                                                      
                            END                                                                                                                           
                        END                                                                                                                               
                        IF and                                                                                                                            
                            0 > $MOVE_AXIS_x                                                                                                              
                            _cath == false                                                                                                                  
                        THEN _cath = true                                                                                                                   
                            IF 1 > __NUMBER_OF_ALFONS                                                                                                      
                            THEN __NUMBER_OF_ALFONS = 30                                                                                                   
                            ELSE __NUMBER_OF_ALFONS--                                                                                                      
                            END                                                                                                                           
                        END                                                                                                                               
                    end
                end
            end
        end                                                                                                                                   
        if and                                                                                                                                            
            _cath == false                                                                                                                                  
            00E1:   player 0 pressed_key 16                                                                                                               
        then _cath = true                                                                                                                                             
            IF _item == 1                                                                                                                                   
            THEN                                                                                                                                          
                __MODE = 1                                                                                                                                
            END                                                                                                                                           
            IF _item == 2                                                                                                                                   
            THEN                                                                                                                                          
                __MODE = 2                                                                                                                                
            END                                                                                                                                           
            IF _item == 3                                                                                                                                   
            THEN                                                                                                                                          
                _CASE = 1                                                                                                                                  
            END                                                                                                                                           
            IF _item == 4                                                                                                                                   
            THEN                                                                                                                                          
                _CASE = 2                                                                                                                                  
            END                                                                                                                                           
            IF _item == 5                                                                                                                                   
            THEN                                                                                                                                          
                //value                                                                                                                                          
            END                                                                                                                                           
            IF _item == 6                                                                                                                                   
            THEN                                                                                                                                          
                //value                                                                                                                                               
            END                                                                                                                                           
            IF _item == 7                                                                                                                                   
            THEN                                                                                                                                          
                //value                                                                                                                                               
            END                                                                                                                                           
            IF _item == 8                                                                                                                                   
            THEN                                                                                                                                          
                //value                                                                                                                                               
            END                                                                                                                                           
            IF _item == 9                                                                                                                                   
            THEN GOTO @start_scene                                                                                                                       
                                                                                                                                                          
            END                                                                                                                                           
            IF _item == 10                                                                                                                                  
            THEN                                                                                                                                          
                GOTO @end_scene                                                                                                                          
            END
            IF _item == 11                                                                                                                                  
            THEN                                                                                                                                          
                GOTO @UNLOAD                                                                                                                          
            END
            IF _item == 12                                                                                                                                  
            THEN                                                                                                                                          
                0AB4: 13@ = var 661 
                if 13@ == FALSE                                             
                THEN 0AB3: var 661 = TRUE                                    
                ELSE 0AB3: var 661 = FALSE                                    
                END                                       
            END                                                                                                                                                      
        end                                                                                                                                               
        if and                                                                                                                                            
            80E1:   player 0 pressed_key 16                                                                                                               
            not 0 > $MOVE_AXIS_Y                                                                                                                          
            not $MOVE_AXIS_Y > 0                                                                                                                          
            not 0 > $MOVE_AXIS_x                                                                                                                          
            not $MOVE_AXIS_x > 0                                                                                                                          
        then _cath = false                                                                                                                                  
        end                                                                                                                                               
    END                                                                                                                                                   
    if and
        _CASE == 1
        _action == true
    then
        0AC6: _memory_addres = label @alfons_memory_handler offset                                                                              
        _memory_addres += _alfons_alocation // 3@ allocation memory + 4@ items offset                                                                                
        0A8D: __alfons = read_memory _memory_addres size 4 virtual_protect 0                                                                            
        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 and
            not __alfons == -1                                                                                                                              
            not __girl   == -1                                                                                                                                  
        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
        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                                                                                            
        0AC6: _memory_addres = label @alfons_memory_handler offset                                                                                                
        _memory_addres += _alfons_alocation // 3@ allocation memory + 4@ items offset                                                                                           
        0A8D: __alfons = read_memory _memory_addres size 4 virtual_protect 0                                                                                       
        if and                                                                                                                                         
           not __alfons == -1                                                                                                                              
           not   __girl == -1                                                                                                                                
        jf CONTINUE                                                                                                                                    
        if and                                                                                                                                         
            056D:   actor __girl defined                                                                                                                   
            056D:   actor __alfons defined                                                                                                              
        then                        
            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                                                                                                                               
                inc(_SCENES)                                                                                                                             
                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 _girl_alocation > _GET_OFFSET                                                                                                                       
        then _action = FALSE                                                                                                                          
        end                                                                                                                                            
    end
    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_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
    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

:UNLOAD   
_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
_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














                                                                                                                                                                                          