// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
thread 'MIN'

$run[34579] = 9999999 //var fix
09E6: set_burglary_houses_accessible 1 
goto @go 
0661: NOP "/**" 
0661: NOP "Orgazmikus V4.2" 
0661: NOP "CREATED BY: DV HACK & FAN SCRIPT & DETR0X"
0661: NOP "PROHIBITION OF MODIFY" 
0661: NOP "**/"
:go


//make gxt
 
//----------------------------------------------------
0adf: "srekK" "__Orgazmikus v5.1"
0adf: "srekKm" "_______Main"
0adf: "srek1"  " Select Slut 1 ~>~" 
0adf: "srek2"  " Select Slut 2 ~>~" 
0adf: "srek3"  " Select Slut 3 ~>~"
0adf: "srek4"  " ~R~~H~ Hot~S~ Sex Scenes ~>~"
0adf: "srek5"  " ~Y~~H~ BDSM ~S~Scenes ~>~"
0adf: "srek6"  " ~R~~H~ Blowjobs ~S~Scenes ~>~"
0adf: "srek7" " ~p~~H~ miscellaneous ~s~Scenes ~>~"
0adf: "srek8" " ~p~~h~ Erotic Dance Scenes ~>~"
0adf: "srek9" " ~y~~h~ Group Scenes ~>~"
0adf: "srekA" " ~y~~h~ Setings ~>~"
//----------------------------------------------------
0adf: "sre4[1"   "~>~~r~~h~ Hot~s~ Sex ~s~1" 
0adf: "sre4[2"   "~>~~r~~h~ Hot~s~ Sex ~s~2" 
0adf: "sre4[3"   "~>~~r~~h~ Hot~s~ Sex ~s~3" 
0adf: "sre4[4"   "~>~~r~~h~ Hot~s~ Sex ~s~4" 
0adf: "sre4[5"   "~>~~r~~h~ Hot~s~ Sex ~s~5" 
0adf: "sre4[6"   "~>~~r~~h~ Hot~s~ Sex ~s~6" 
0adf: "sre4[7"   "~>~~r~~h~ Hot~s~ Sex ~s~7"
0adf: "sre4[8"   "~>~~r~~H~ Hot~s~ Sex ~s~8" 
0adf: "sre4[9"   "~>~~r~~H~ Hot~s~ Sex ~s~9"   
0adf: "sre4[a"   "~>~~r~~H~ Hot~s~ Sex ~s~10"   
0adf: "sre4[b"   "~>~~r~~H~ Hot~s~ Sex ~s~11"
0adf: "sre4[c"   "~>~~r~~H~ Hot~s~ Sex ~s~12"
0adf: "sre4[d"   "~>~~r~~h~ Hot~s~ Sex ~s~13" 
0adf: "sre4[e"   "~>~~r~~h~ Hot~s~ Sex ~s~14" 
0adf: "sre4[f"   "~>~~r~~h~ Hot~s~ Sex ~s~15" 
0adf: "sre4[10"  "~>~~r~~h~ Hot~s~ Sex ~s~16" 
0adf: "sre4[11"  "~>~~r~~h~ Hot~s~ Sex ~s~17" 
0adf: "sre4[12"  "~>~~r~~h~ Hot~s~ Sex ~s~18" 
0adf: "sre4[13"  "~>~~r~~h~ Hot~s~ Sex ~s~19"
0adf: "sre4[14"  "~>~~r~~H~ Hot~s~ Sex ~s~20"
0adf: "sre4[15"  "~>~~r~~H~ Hot~s~ Sex ~s~21" 

///--------------------------------------------------
0adf: "sre5[b" "~>~~Y~~H~ Sado Maso ~s~Scene 1"
0adf: "sre5[c" "~>~~Y~~H~ Sado Maso ~s~Scene 2"
0adf: "sre5[d" "~>~~Y~~H~ Sado Maso ~s~Scene 3"
0adf: "sre5[e" "~>~~Y~~H~ Sado Maso ~s~Scene 4"
0adf: "sre5[f" "~>~~Y~~H~ Sado Maso ~s~Scene 5"     
0adf: "sre5[10" "~>~~y~~h~ Penetration ~s~Scene 6"
0adf: "sre5[11" "~>~~Y~~H~ null"
0adf: "sre5[12" "~>~~Y~~H~ null"
0adf: "sre5[13" "~>~~Y~~H~ null"
0adf: "sre5[14" "~>~~Y~~H~ null"
0adf: "sre5[15" "~>~~Y~~H~ null"     
//---------------------------------------------------
0adf: "sre6[b" "~>~~R~~H~ Blowjobs ~s~in Car"   
0adf: "sre6[c" "~>~~R~~H~ Blowjobs ~s~Couch"
0adf: "sre6[d" "~>~~R~~H~ Blowjobs ~s~Stand"
0adf: "sre6[e" "~>~~R~~H~ Blowjobs ~s~Stand 2 Girls"
0adf: "sre6[f" "~>~~R~~H~ Blowjobs ~s~Couch 2 Girls"
0adf: "sre6[10" "~>~~Y~~H~ vip ~R~~H~Blowjobs 1"
0adf: "sre6[11" "~>~~Y~~H~ vip ~R~~H~Blowjobs 2"
0adf: "sre6[12" "~>~~Y~~H~ vip ~R~~H~Spicy lysip"
0adf: "sre6[13" "~>~~Y~~H~ Cum on Girls"
0adf: "sre6[14" "~>~~Y~~H~ Animation~Y~~H~ Speed~s~ >"
0adf: "sre6[15" "~>~~Y~~H~ Group Blowjob"                                
//---------------------------------------------------
0adf: "sre7[b"  "~>~~p~~H~ Carl Kiss Girl ~s~Scene"
0adf: "sre7[c"  "~>~~p~~H~ Girl Kiss Girl ~s~Scene"
0adf: "sre7[d"  "~>~~p~~H~ Lying with a Whores"
0adf: "sre7[e"  "~>~~Y~~H~ Pussy Lizing ~s~Scene"
0adf: "sre7[f"  "~>~~Y~~H~ null"
0adf: "sre7[10" "~>~~Y~~H~ null"
0adf: "sre7[11" "~>~~Y~~H~ null"
0adf: "sre7[12" "~>~~Y~~H~ null"
0adf: "sre7[13" "~>~~Y~~H~ null"
0adf: "sre7[14" "~>~~Y~~H~ null"
0adf: "sre7[15" "~>~~Y~~H~ null"     
//-----------------------------------------------------
0adf: "sre8[b"   "~>~~p~~H~ Erotic ~s~Dance 1"
0adf: "sre8[c"   "~>~~p~~H~ Erotic ~s~Dance 2"
0adf: "sre8[d"   "~>~~p~~H~ Pole ~s~Dance 3"
0adf: "sre8[e"   "~>~ Set STR_B2C"                                          
0adf: "sre8[f"   "~>~ Set STR_C1"                                           
0adf: "sre8[10"  "~>~ Set STR_C2"                                           
0adf: "sre8[11"  "~>~ Set STR_LOOP_A"                                       
0adf: "sre8[12"  "~>~ Set STR_LOOP_B"                                       
0adf: "sre8[13"  "~>~ Set STR_LOOP_C"                                       
0adf: "sre8[14"  "~>~ Set STRIP_E"                                          
0adf: "sre8[15"  "~>~ Set LAPDAN_D"                                         
0adf: "sre8[16"  "~>~ Set LAPDAN_D"                                         
0adf: "sre8[17"  "~>~ Set LAPDAN_D"                                         
0adf: "sre8[18"  "~>~ Set STR_A2B"     
//-----------------------------------------------------
0adf: "sre9[b"  "~>~~R~~H~ Orgy ~y~~H~System ~s~1"   
0adf: "sre9[c"  "~>~~R~~H~ Orgy ~y~~H~System ~s~2"
0adf: "sre9[d"  "~>~~R~~H~ Orgy ~y~~H~System ~s~3"  
0adf: "sre9[e"  "~>~~y~~H~ Add ~y~~H~Asistant"
0adf: "sre9[f"  "~>~~Y~~H~ Asistant Command"
0adf: "sre9[10" "~>~~Y~~H~ Command"
0adf: "sre9[11" "~>~~Y~~H~ Delete All Asistants"
0adf: "sre9[12" "~>~~Y~~H~ Game Group Sex"
0adf: "sre9[13" "~>~~Y~~H~ Position"
0adf: "sre9[14" "~>~~Y~~H~ Gfxxx Game"
0adf: "sre9[15" "~>~  Collective Sex"
0adf: "sre9[16" "~>~  Ride Around the Neck"
0adf: "sre9[17" "~>~  Orgy in a Limousine"

       
//----------- ------------------------------------------
0adf: "srea[b" "~>~~y~~h~ Camera ~>~"
0adf: "srea[c" "~>~~Y~~h~ Mode >"
0adf: "srea[d" "~>~~w~~H~ Index Girl >"
0adf: "srea[e" "~>~~y~~H~ Timer ~S~State"
0adf: "srea[f" "~>~~r~~H~  Rooms ~>~"
0adf: "srea[10" "~>~~Y~~H~ Suits ~>~"
0adf: "srea[11" "~>~~Y~~H~ Toys ~>~"
0adf: "srea[12" "~>~~Y~~H~ Animation Speed >"
0adf: "srea[13" "~>~~Y~~H~ Stop Scene Now"
0adf: "srea[14" "~>~~Y~~H~ Unload 1 Sirl"
0adf: "srea[15" "~>~~Y~~H~ Unload All"
0adf: "srea[16" "~>~~Y~~H~ Orgazm Audio id >"
0adf: "srea[17" "~>~~Y~~H~ Engine Type >"
0adf: "srea[18" "~>~~Y~~H~ take slut, from streets"
     
//---------------------------------------------------------
//perverted CAMERA
0adf: "sreb[b"  "~>~ ~Y~~H~Move Camera"                           
0adf: "sreb[c"  "~>~~R~~H~ Anim Camera"                          
0adf: "sreb[d"  "~>~~Y~~H~ Free Camera"                              
0adf: "sreb[e"  "~>~ ~Y~~H~Fp Cam"                             
0adf: "sreb[f"  "~>~ ~Y~~H~Restore Cam"                          
0adf: "sreb[10"  "~>~ ~Y~~H~Set on ~p~~h~Girl~S~ 1"              
0adf: "sreb[11"  "~>~ ~Y~~H~Set on ~p~~h~Girl~S~ 2"
0adf: "sreb[12"  "~>~ ~Y~~H~Set on ~p~~h~Girl~S~ 2"
0adf: "sreb[13"  "~>~ Pervert Cam (Girl)"
0adf: "sreb[14"  "~>~ Pervert Cam (CJ)"
0adf: "sreB[15" "~>~~Y~~H~ Snooping Girls"               
//-----------------------------------------------------------
0adf: "sree[b" "~>~ Purple Dildo" 
0adf: "sree[c" "~>~ White Dildo" 
0adf: "sree[d" "~>~ Long White Dildo" 
0adf: "sree[e" "~>~ White Dildo 2" 
0adf: "sree[f" "~>~  Strong Dildo"
0adf: "sree[10" "~>~ Artificial Dick"
//-----------------------------------------------------------
0adf: "sre[1"   "~>~ Hause_1" 
0adf: "sre[2"   "~>~ Hause_2" 
0adf: "sre[3"   "~>~ Hause_3" 
0adf: "sre[4"   "~>~ Hause_4" 
0adf: "sre[5"   "~>~ Hause_5" 
0adf: "sre[6"   "~>~ Hause_6" 
0adf: "sre[7"   "~>~ Hause_7"
0adf: "sre[8"   "~>~ Hause_8" 
0adf: "sre[9"   "~>~ Hause_9"   
0adf: "sre[a"   "~>~ Hause_10"   
0adf: "sre[b"   "~>~ Hause_11"
0adf: "sre[c"   "~>~ Hause_12"
0adf: "sre[d"   "~>~ Hause_13" 
0adf: "sre[e"   "~>~ Hause_14" 
0adf: "sre[f"   "~>~ Hause_15" 
0adf: "sre[10"  "~>~ Hause_16" 
0adf: "sre[11"  "~>~ Hause_17" 
0adf: "sre[12"  "~>~ Hause_18" 
0adf: "sre[13"  "~>~ Hause_19"
0adf: "sre[14"  "~>~ Hause_20"
0adf: "sre[15"  "~>~ Hause_21"
0adf: "sre[16"  "~>~ Hause_22"
0adf: "sre[17"  "~>~ Hause_23"
0adf: "sre[18"  "~>~ Hause_24"
0adf: "sre[19"  "~>~ Hause_25"
0adf: "sre[1a"  "~>~ Hause_26"
0adf: "sre[1b"  "~>~ Hause_27"
0adf: "sre[1c"  "~>~ Hause_28"
0adf: "sre[1d"  "~>~ Hause_29"
0adf: "sre[1e"  "~>~ Hause_30"
0adf: "sre[1f"  "~>~ ~Y~~H~brothel_~s~1"
0adf: "sre[20"  "~>~ ~Y~~H~brothel_~s~2"
0adf: "sre[21"  "~>~ ~Y~~H~brothel_~s~3"
0adf: "sre[22"  "~>~ Hause_other"
0adf: "sre[23"  "~>~ Hause_other"
0adf: "sre[24"  "~>~ Hause_other"
0adf: "sre[25"  "~>~ Hause_other"
               

//-----------------------------------------------------------
0adf: "sred[b"   "~Y~~H~Gimp Suit"
0adf: "sred[c"   "~r~~H~Remove ~S~Clothes"
0adf: "sred[d"   "~Y~~H~Restore ~S~Clothes"
//-----------------------------------------------------------
0adf: "valuex"  "~r~<~y~~H~0x~1~~r~>"  
0adf: "value"  "~Y~~H~<~W~~1~~Y~~H~>"
0adf: "SdITH1g"   "~Y~~H~Low"
0adf: "SdITH2g"   "~r~~H~Extreme"
0adf: "fuh1" "~p~~h~Power" 
0adf: "fuh2" "~p~~h~Orgasm" 
0adf: "fuh3" "~p~~h~Progress"


 0adf: "gfw0"  "~>~~w~~H~ your ~s~choice"       
 0adf: "gfw1"  "~>~~w~~H~ Prostitute"      
 0adf: "gfw2"  "~>~~w~~H~ Strippers"                                          
 0adf: "gfw3"  "~>~~w~~H~ Biznes Woman"                                          
 0adf: "gfw4"  "~>~~w~~H~ Bikini Woman"                                           
 0adf: "gfw5"  "~>~~w~~H~ Whores"                                           
 0adf: "gfw6"  "~>~~w~~H~ Other Woman"                                          
 0adf: "gfw7"  "~>~~w~~H~ Old Woman"
 
// [GIRL_GXT_1]
0ADF: "GFWT11" "BFYPRO"
0ADF: "GFWT12" "HFYPRO"
0ADF: "GFWT13" "SWFOPRO"
0ADF: "GFWT14" "VWFYPRO"
0ADF: "GFWT15" "WFYPRO"
0ADF: "GFWT16" "VHFYPRO"
0ADF: "GFWT17" "SHFYPRO"
0ADF: "GFWT18" "SBFYPRO"
0ADF: "GFWT19" "SFYPRO"
0ADF: "GFWT1A" "VBFYPRO"

//[GIRL_GXT_2]
0ADF: "GFWT21" "VWFYST1"
0ADF: "GFWT22" "VBFYST2"
0ADF: "GFWT23" "VHFYST3"
0ADF: "GFWT24" "SBFYSTR"
0ADF: "GFWT25" "SWFYST"
0ADF: "GFWT26" "SWFYSTR"

//[GIRL_GXT_3]
0ADF: "GFWT31" "BFYRI"
0ADF: "GFWT32" "HFYRI"
0ADF: "GFWT33" "OFYRI"
0ADF: "GFWT34" "WFYRI"
0ADF: "GFWT35" "SOFYBU"
0ADF: "GFWT36" "WFYBU"
0ADF: "GFWT37" "WFYSTEW"
0ADF: "GFWT38" "SOFYRI"
0ADF: "GFWT39" "SWFYRI"
0ADF: "GFWT3A" "SBFYRI"

//[GIRL_GXT_4]
0ADF: "GFWT41" "WFYRO"
0ADF: "GFWT42" "WFYBE"
0ADF: "GFWT43" "BFYBE"
0ADF: "GFWT44" "HFYBE"
0ADF: "GFWT45" "WFYCRK"
0ADF: "GFWT46" "WFYLG"

//[GIRL_GXT_5]
0ADF: "GFWT51" "~r~~H~Spicy Kitty"
0ADF: "GFWT52" "~r~~H~Barbara Nude"
0ADF: "GFWT53" "~r~~H~Barbara Date"
0ADF: "GFWT54" "~r~~H~Millie Nude"
0ADF: "GFWT55" "~r~~H~Millie Date"
0ADF: "GFWT56" "~r~~H~Denise Nude"
0ADF: "GFWT57" "~r~~H~Denise Date"
0ADF: "GFWT58" "~r~~H~Helena Nude"
0ADF: "GFWT59" "~r~~H~Helena Date"
0ADF: "GFWT5A" "~r~~H~Mishelle Nude"
0ADF: "GFWT5B" "~r~~H~Mishelle Date"
0ADF: "GFWT5C" "~r~~H~Katie Nude"
0ADF: "GFWT5D" "~r~~H~Katie Date"
0ADF: "GFWT5E" "~y~~H~Barbara"
0ADF: "GFWT5F" "~y~~H~Helena"
0ADF: "GFWT510" "~y~~H~Michelle"
0ADF: "GFWT511" "~y~~H~Katie"
0ADF: "GFWT512" "~y~~H~Millie"
0ADF: "GFWT513" "~y~~H~Denise"

//[GIRL_GXT_6]
0ADF: "GFWT61" "BFORI"
0ADF: "GFWT62" "BFYST"
0ADF: "GFWT63" "HFYST"
0ADF: "GFWT64" "OFYST"
0ADF: "GFWT65" "SBFYST"
0ADF: "GFWT66" "WFYJG"
0ADF: "GFWT67" "WFYST"
0ADF: "GFWT68" "DNFYLC"
0ADF: "GFWT69" "BFYBU"
0ADF: "GFWT6A" "DWFYLC1"
0ADF: "GFWT6B" "CWFYFR1"
0ADF: "GFWT6C" "DWFYLC2"
0ADF: "GFWT6D" "WFYCLOT"
0ADF: "GFWT6E" "SBFORI"
0ADF: "GFWT6F" "SOFORI"
0ADF: "GFWT610" "SOFOST"
0ADF: "GFWT611" "SOFYST"
0ADF: "GFWT612" "SWFYST"
0ADF: "GFWT613" "VWFYWA2"

//[GIRL_GXT_7]
0ADF: "GFWT71" "BFOST"
0ADF: "GFWT72" "DWFOLC"
0ADF: "GFWT73" "HFORI"
0ADF: "GFWT74" "HFOST"
0ADF: "GFWT75" "OFORI"
0ADF: "GFWT76" "OFOST"
0ADF: "GFWT77" "SWMOTR1"
0ADF: "GFWT78" "WFORI"
0ADF: "GFWT79" "WFOST"
0ADF: "GFWT7A" "DNFOLC1"
0ADF: "GFWT7B" "DNFOLC2"
0ADF: "GFWT7C" "CWFOFR"
0ADF: "GFWT7D" "CWFOHB"
0ADF: "GFWT7E" "CWFYFR2"
0ADF: "GFWT7F" "SBFOST"
0ADF: "GFWT710" "SWFORI"
0ADF: "GFWT711" "SWFOST"

0ADF: add_dynamic_GXT_entry "SdITH1h" text "~Y~~H~on" 
0ADF: add_dynamic_GXT_entry "SdITH2h" text "~W~~H~off"
0ADF: add_dynamic_GXT_entry "htxf" text "~1~/~1~"


  
0ADF: add_dynamic_GXT_entry "SdITH1" text  "~Y~~H~[X]" 
0ADF: add_dynamic_GXT_entry "SdITH2" text  "~W~~H~[X]"
0ADF: add_dynamic_GXT_entry "SdITH3" text  "~Y~~H~ ~p~~H~Girl One by One" 
0ADF: add_dynamic_GXT_entry "SdITH4" text  "~y~~H~ Only One ~p~~H~Girl"
0ADF: add_dynamic_GXT_entry "SdITH5" text  "~Y~~H~ ~p~~H~Girl & carl" 
0ADF: add_dynamic_GXT_entry "SdITH6" text  "~y~~H~ Girl & ~p~~H~girl"
0ADF: add_dynamic_GXT_entry "SdITH7" text  "~Y~~H~ Take all Girl" 
0ADF: add_dynamic_GXT_entry "SdITH8" text  "~y~~H~ Girl One by One"
0ADF: add_dynamic_GXT_entry "SdITH9" text  "~Y~~H~ Doggy Pos 1" 
0ADF: add_dynamic_GXT_entry "SdITH10" text "~y~~H~ Doggy Pos 2"
0ADF: add_dynamic_GXT_entry "SdITH11" text "~y~~H~ Doggy Pos 3"
0ADF: add_dynamic_GXT_entry "SdITH12" text "~y~~H~ Doggy Pos 4"
0ADF: add_dynamic_GXT_entry "SdITH3b" text "~y~~H~ manually"
0ADF: add_dynamic_GXT_entry "SdITH4b" text "~y~~H~ automatic"


                        
model.load(321) 
model.load(322) 
model.load(323) 
model.load(324)
model.load(341)
//load animation

04ED: load_animation "BLOWJOBZ" 
04ED: load_animation "CAR_CHAT"
04ED: load_animation "PAULNMAC" 
04ED: load_animation "ATTRACTORS"
04ED: load_animation "SNM"
04ED: load_animation "SEX"
04ED: load_animation "STRIP" 
04ED: load_animation "LAPDAN1" 
04ED: load_animation "LAPDAN2" 
04ED: load_animation "LAPDAN3"
04ED: load_animation "BEACH"
04ED: load_animation "kissing"
04ED: load_animation "MISC"
04ED: load_animation "CRACK"
04ED: load_animation "SUNBATHE"


038B: load_requested_models
//constru
const
   anim_rate_1       = 0@               
   anim_rate_2       = 1@               
   level             = 2@               
   count             = 3@               
   player_handler    = 30@             
   TO_X              = $TEMPVAR_FLOAT_1 //7         
   TO_Y              = $TEMPVAR_FLOAT_2 //8         
   TO_Z              = $TEMPVAR_FLOAT_3  //9        
   Girl              = 10@                        
   pos_y             = 11@                        
   cent              = 12@                        
   key_count         = 13@                        
   cath              = 15@                        
   status            = 16@                        
   to_angle          = 17@                        
   get_org           = 18@                        
   delay             = 6@                         
   index             = 31@                        
   camera_case       = 6@                         
   anim_case         = 21@                        
   sper              = 31@                        
   object_1          = 24@                        
   object_2          = 25@                        
   alfons_alocation  = 4@              
   selector          = 27@              
   items_offset      = 28@              
   addres            = 29@              
   func_ac           = 14@
   count_4           = 31@                
   TO_MODEL          = 22@
   org_count         = 20@
   stater            = 23@
   counter           = 5@
   to_key            = 31@
   item              = 26@
   alfons_alocation  = 4@
   girl_alocation    = 7@
   param             = 31@
   SCENE             = 14@      
end
VAR
   items_offset:INT
   GET_OFFSET:INT
   alfons_alocation:INT
   girl_alocation:int
   level:int
   item:int
   count:int
   count_4:int
   count_2:int
   items_offset:int
   SELECTOR:int
   addres:int
   mult:int
   counter:int
   $GYMFIGHT_INTERIOR:int
   $ACTIVE_INTERIOR:int
END
var
count:int
31@:int
end

9@ = 0.2
$max_items =  10
//read keys
//set deufault value
anim_rate_1 = 0.0                                                                                                                         
anim_rate_2 = 0.0
SELECTOR = 0
items_offset = 0
$girl_active  = false

0AC6: ADDRES = label @timer offset                                                                                                                 
0A8C: write_memory ADDRES size 4 value false virtual_protect 0
0AC6: ADDRES = label @mode_func offset                                       
ADDRES += 4                                                                          
0A8C: write_memory ADDRES size 4 value 1 virtual_protect 0    
0AC6: addres = label @BOOT_2_case offset //MODE                               
addres += 4                                                                   
0A8C: write_memory ADDRES size 4 value 1 virtual_protect 0
0AC6: addres = label @blow_anim_speed offset                     
0A8C: write_memory addres size 4 value 1.0 virtual_protect 0
0AC6: addres = label @sex_speed offset                     
0A8C: write_memory addres size 4 value 1.0 virtual_protect 0

0AC6: addres = label @gfx_type offset                     
0A8C: write_memory addres size 4 value 1 virtual_protect 0

IF 0AF0: 0@ = get_int_from_ini_file "CLEO\ORGAZMIKUS_AUDIO\ORGAZM_AUDIO.ini" section "ORGAZM_AUDIO" key "ID"
THEN
    0AC6: addres = label @SELECTED_AUDIO offset                     
    0A8C: write_memory addres size 4 value 0@ virtual_protect 0
ELSE 0AF1: write_int 1 to_ini_file "CLEO\ORGAZMIKUS_AUDIO\ORGAZM_AUDIO.ini" section "ORGAZM_AUDIO" key "ID"                            
     0AC6: addres = label @SELECTED_AUDIO offset                     
    0A8C: write_memory addres size 4 value 1 virtual_protect 0
END
IF 0AF0: 0@ = get_int_from_ini_file "CLEO\ORGAZMIKUS_CONFIG.ini" section "START_KEY" key "ID"     
THEN
    0AC6: addres = label @start_key offset                     
    0A8C: write_memory addres size 4 value 0@ virtual_protect 0
ELSE 
    0AF1: write_int 54 to_ini_file "CLEO\ORGAZMIKUS_CONFIG.ini" section "START_KEY" key "ID"                            
    0AC6: addres = label @start_key offset                     
    0A8C: write_memory addres size 4 value 54 virtual_protect 0
END
IF 0AF0: 0@ = get_int_from_ini_file "CLEO\ORGAZMIKUS_CONFIG.ini" section "ACTION_KEY" key "ID"     
THEN
    0AC6: addres = label @ACTION_key offset                     
    0A8C: write_memory addres size 4 value 0@ virtual_protect 0
ELSE 
    0AF1: write_int 55 to_ini_file "CLEO\ORGAZMIKUS_CONFIG.ini" section "ACTION_KEY" key "ID"                            
    0AC6: addres = label @ACTION_key offset                     
    0A8C: write_memory addres size 4 value 55 virtual_protect 0
END
                                       
    :show_error
    //0acd: "error not fund any girl" 1000
    
    :main_loop
                                                                                                                                                                                                          
    while true                                                                                                                                                                                                          
       repeat 
       wait 0
       until if Player.Defined(0)
       
       if $girl_active >= 1 // girl active                                  
       then //call func
           if 8@ == false                                                     
           then 0ab1: @follow_function_not_in_menu 0
           end
           0ab1: @stat_function 0 //call girl health stats                                           
           0ab1: @interior_function 0 //call interior tereporter                                      
       end
       0AC6: addres = label @start_key offset //MODE          
       0A8d: func_ac addres  4  0                                                                                         
       if OR
           00E1:   player 0 pressed_key 4
           0AB0: func_ac                                    
       then 8@ = true                                                   
           player.CanMove(0) = false                                          
           level = 0                                                        
           item = 1                                                                
           camera_case = 1                                                    
           anim_case = 1                                                      
           SELECTOR = 0
           0ab1: @delete_stater 0
           gosub @create_stater                                               
       end                                                                  
       if 8@ == true
       jf @if_open
       0ab1: @follow_function_in_menu  0
       pos_y = 40.0
       if level == 12
       then 31@ = 10
            0085: $max_items = 31@ 
       else 0085: 31@ = $max_items
       end                                                                                                                                                                                                     
       for count = 0 to 31@ step 1
           GOSUB @DRAW_VINDOW
           GOSUB @DRAW_TEXT
           GOSUB @DRAW_OTHER
           pos_y += 13.0                                                                                                                                                                                                
       end
       03F0: enable_text_draw 0
       if and
           level > 17
           25 > level
       then 0AB1: @GIRL_MENU 2 ITEM level
       END
       if OR
           level == 4
           level == 12
       then 0AB1: @GIRL_MENU1 2 ITEM level
       end
       GOSUB @MENU_ENGINE
       GOSUB @ANIM_ENGINE
       0494: get_joystick 0 direction_offset_to $Move_Axis_X  $Move_Axis_y  $Special_Axis_X  $Special_Axis_Y
       if level == 9                                                                                                                                                                                                    
       then //(indexing func)
           if item == 14
           then 0ACD: "Prees < or > to select number off alfons" 100         
               if and                                                                                                      
                   cath == false                                                         
                   $Move_Axis_X > 0                                                                                                                                                                                                 
               then cath = true                                                                                                                                                                                         
                   0AC6: addres = label @NUMBER_OFF_ALFONS offset //MODE          
                   0A8d: func_ac addres  4  0                                     
                   if not  func_ac >= 12  // (int)                                     
                   then                                                                     
                       func_ac += 1                                                    
                       0AC6: addres = label @NUMBER_OFF_ALFONS offset                     
                       0A8C: write_memory addres size 4 value func_ac virtual_protect 0                                                 
                   end                                                                                                                                                                                                                                                                                     
               end                                                                                                                                                                                                   
               if and                                                                                                                                                                                                   
                   0 > $Move_Axis_X                                                                                                                                                                                      
                   cath == false                                                                                                                                                                                        
               then cath = true                                                                                                                                                                                               
                   0AC6: addres = label @NUMBER_OFF_ALFONS offset //MODE          
                   0A8d: func_ac addres  4  0                                     
                   if func_ac > 0  // (int)                                     
                   then                                                                     
                       func_ac -= 1                                                    
                       0AC6: addres = label @NUMBER_OFF_ALFONS offset                     
                       0A8C: write_memory addres size 4 value func_ac virtual_protect 0                                                 
                   end                                                                                                                                                                                                   
               end
           END
       ELSE
           if level == 6                                                                                                                                                                                                
           then //(speed func)                                                                                                             
               if item == 20                                                                                                               
               then 0ACD: "Prees < or > to change value" 100                                                                                                                                
                   if $Move_Axis_X > 0                                                                                                                                                                                             
                   then                                                                                                                    
                       27@++                                                                                                               
                       if 27@ > 3                                                                                                          
                       then 27@ = 0                                                                                                                                                                                 
                           0AC6: addres = label @blow_anim_speed offset //MODE                                                             
                           0A8d: func_ac addres  4  0                                                                                      
                           if not  func_ac >= 5.0  // (int)                                                                                
                           then                                                                                                            
                               func_ac += 0.1                                                                                              
                               0AC6: addres = label @blow_anim_speed offset                                                                
                               0A8C: write_memory addres size 4 value func_ac virtual_protect 0                                            
                           end                                                                                                             
                       end                                                                                                                                                                                                                                                                                 
                   end                                                                                                                                                                                               
                   if 0 > $Move_Axis_X                                                                                                                                                                                  
                   then                                                                                                                    
                       27@++                                                                                                               
                       if 27@ > 3                                                                                                          
                       then 27@ = 0                                                                                                                                                                                                  
                           0AC6: addres = label @blow_anim_speed offset //MODE                                                             
                           0A8d: func_ac addres  4  0                                                                                      
                           if func_ac > 0.1  // (int)                                                                                      
                           then                                                                                                            
                               func_ac -= 0.1                                                                                              
                               0AC6: addres = label @blow_anim_speed offset                                                                
                               0A8C: write_memory addres size 4 value func_ac virtual_protect 0                                            
                           end                                                                                                             
                       end                                                                                                                                                                                               
                   end                                                                                                                     
               END                                                                                                                         
           ELSE                                                                                                                             
               if level == 10                                                                                                                                                                                            
               then //(speed func)                                                                                                                                                               
                   if item == 18                                                                                                                                                                 
                   then 0ACD: "Prees < or > to change value" 100                                                                                                                                                                                    
                       if $Move_Axis_X > 0                                                                                                                                                                                         
                       then                                                                                                                                                                      
                           27@++                                                                                                                                                                 
                           if 27@ > 3                                                                                                                                                            
                           then 27@ = 0                                                                                                                                                                             
                               0AC6: addres = label @sex_speed offset //MODE                                                                                                                     
                               0A8d: func_ac addres  4  0                                                                                                                                        
                               if not  func_ac >= 5.0  // (int)                                                                                                                                  
                               then                                                                                                                                                              
                                   func_ac += 0.1                                                                                                                                                
                                   0AC6: addres = label @sex_speed offset                                                                                                                        
                                   0A8C: write_memory addres size 4 value func_ac virtual_protect 0                                                                                              
                               end                                                                                                                                                               
                           end                                                                                                                                                                                                                                                                             
                       end                                                                                                                                                                                           
                       if 0 > $Move_Axis_X                                                                                                                                                                              
                       then                                                                                                                                                                      
                           27@++                                                                                                                                                                 
                           if 27@ > 3                                                                                                                                                            
                           then 27@ = 0                                                                                                                                                                                              
                               0AC6: addres = label @sex_speed offset //MODE                                                                                                                     
                               0A8d: func_ac addres  4  0                                                                                                                                        
                               if func_ac > 0.1  // (int)                                                                                                                                        
                               then                                                                                                                                                              
                                   func_ac -= 0.1                                                                                                                                                
                                   0AC6: addres = label @sex_speed offset                                                                                                                        
                                   0A8C: write_memory addres size 4 value func_ac virtual_protect 0                                                                                              
                               end                                                                                                                                                               
                           end                                                                                                                                                                                           
                       end                                                                                                                                                                       
                   END                                                                                                                                                                           
                   //(indexing func)                                                                                                                                                             
                   if item == 10                                                                                                                                                                 
                   then                                                                                                                                                                          
                       if and                                                                                                                                                                                                   
                       cath == false                                                                                                                                                                                       
                       00E1:   player 0 pressed_key 16                                                                                                                                                                     
                       then cath = true                                                                                                                                                          
                           0AC6: addres = label @mode_func offset                                                                                                                                                               
                           addres += 4                                                                                                                                                                               
                           0A8d: func_ac addres  4  0                                                                                                                                            
                           if func_ac == true                                                                                                                                                    
                           then                                                                                                                                                                  
                               0AC6: addres = label @mode_func offset                                                                                                                            
                               addres += 4                                                                                                                                                       
                               0A8C: write_memory addres size 4 value false virtual_protect 0
                                                                                                                          
                           else                                                                                                                                                                  
                               0AC6: addres = label @mode_func offset                                                                                                                            
                               addres += 4                                                                                                                                                       
                               0A8C: write_memory addres size 4 value true virtual_protect 0
                               0AC6: addres = label @counter offset                                                                                                                                                               
                               0A8C: write_memory addres size 4 value items_offset virtual_protect 0                                                                                                                                        
                           end                                                                                                                                                                   
                       end                                                                                                                                                                       
                   end                                                                                                                                                                           
                   if item == 13                                                                                                                                                                 
                   then 0ACD: "Prees < or > to change index" 100                                                                                                                                                                                  
                       if and                                                                                                                                                                    
                           cath == false                                                                                                                                                         
                           $Move_Axis_X > 0                                                                                                                                                                                         
                       then cath = true                                                                                                                                                                                 
                           if not  items_offset > 4  // (int)                                                                                                                                                                                                                                           
                           then                                                                                                                                                                           
                               items_offset += 4                                                                                                                                                                                
                               0AC6: addres = label @doll_memory_handler offset                                                                                                                                         
                               addres += items_offset                                                                                                                                                                             
                               0A8d: Girl addres  4  0                                                                                                                                                                  
                           end                                                                                                                                                                                          
                       end                                                                                                                                                                                           
                       if and                                                                                                                                                                                           
                           0 > $Move_Axis_X                                                                                                                                                                              
                           cath == false                                                                                                                                                                                
                       then cath = true                                                                                                                                                                                       
                           if items_offset > 0 // (int)                                                                                                                                                                                                                                         
                           then                                                                                                                                                                          
                               items_offset -= 4                                                                                                                                                                        
                               0AC6: addres = label @doll_memory_handler offset                                                                                                                                         
                               addres += items_offset                                                                                                                                                                             
                               0A8d: Girl addres  4  0                                                                                                                                                                  
                           end                                                                                                                                                                                          
                       end
                       GOSUB @GET_STATUS
                       IF 29@ == TRUE
                       THEN                                                                                                                                                                       
                           0AC6: addres = label @doll_memory_handler offset                                                                                                                                                           
                           addres += items_offset                                                                                                                                                                           
                           0A8d: Girl addres  4  0                                                                                                                                                                          
                           if Girl > 0x0                                                                                                                                                                                    
                           then                                                                                                                                                                          
                               IF 056D:   actor Girl defined                                                                                                                                                                    
                               THEN                                                                                                                                                                                             
                                   04C4: store_coords_to to_x to_y to_z from_object Girl with_offset 0.0 0.0 1.0                                                                                                                
                                   024F: create_corona_with_radius 0.06 type 2 lensflares 0 with_color 0 255 0 at to_x to_y to_z                                                                                                
                                   //0812: AS_actor Girl perform_animation "ENDCHAT_03" IFP "PED" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB                             
                                   0812: AS_actor Girl perform_animation "Scratchballs_01"  "misc"  4.0  false  false  false  false  -1  ///--// versionB                                        
                                   0acd: "~p~~h~you want me baby" 500                                                                                                                            
                                   05BF: AS_actor Girl look_at_actor $PLAYER_ACTOR 100 ms                                                                                                        
                                   0967: actor Girl move_mouth 100 ms                                                                                                                            
                               END                                                                                                                                                                                                                       
                           end                                                                                                                                                           
                       END                                                                                                                                                                       
                   end                                                                                                                                                                           
                   if item == 22                                                                                                                                                                 
                   then 0ACD: "Prees < or > / or Prees Space to Play" 100                                                                                                                                                                         
                       if $Move_Axis_X > 0                                                                                                                                                                                         
                       then                                                                                                                                                                      
                           27@++                                                                                                                                                                 
                           if 27@ > 3                                                                                                                                                            
                           then 27@ = 0                                                                                                                                                                             
                               0AC6: addres = label @SELECTED_AUDIO offset //MODE                                                                                                                
                               0A8d: func_ac addres  4  0                                                                                                                                        
                               if not  func_ac >= 28  // (int)                                                                                                                                   
                               then                                                                                                                                                              
                                   func_ac++                                                                                                                                                     
                                   0AC6: addres = label @SELECTED_AUDIO offset                                                                                                                   
                                   0A8C: write_memory addres size 4 value func_ac virtual_protect 0                                                                                              
                                   0AF1: write_int func_ac to_ini_file "ORGAZMIKUS_AUDIO\ORGAZM_AUDIO.ini" section "ORGAZM_AUDIO" key "ID"                                                       
                               end                                                                                                                                                               
                           end                                                                                                                                                                                                                                                                             
                       end                                                                                                                                                                                           
                       if 0 > $Move_Axis_X                                                                                                                                                                              
                       then                                                                                                                                                                      
                           27@++                                                                                                                                                                 
                           if 27@ > 3                                                                                                                                                            
                           then 27@ = 0                                                                                                                                                                                              
                               0AC6: addres = label @SELECTED_AUDIO offset //MODE                                                                                                                
                               0A8d: func_ac addres  4  0                                                                                                                                        
                               if func_ac > 0  // (int)                                                                                                                                          
                               then                                                                                                                                                              
                                   func_ac--                                                                                                                                                     
                                   0AC6: addres = label @SELECTED_AUDIO offset                                                                                                                   
                                   0A8C: write_memory addres size 4 value func_ac virtual_protect 0                                                                                              
                                   0AF1: write_int func_ac to_ini_file "ORGAZMIKUS_AUDIO\ORGAZM_AUDIO.ini" section "ORGAZM_AUDIO" key "ID"                                                       
                               end                                                                                                                                                               
                           end                                                                                                                                                                                           
                       end                                                                                                                                                                       
                       if and                                                                                                                                                                                                   
                           cath == false                                                                                                                                                                                       
                           00E1:   player 0 pressed_key 16                                                                                                                                                                     
                       then cath = true                                                                                                                                                          
                           GOSUB @PLAY_AUDIO //test                                                                                                                                                    
                       END                                                                                                                                                                       
                   END
                   
                   if item == 23                                                                                                                                                                 
                   then
                       if and                                                                                                                                                                                                   
                           cath == false                                                                                                                                                                                       
                           00E1:   player 0 pressed_key 16                                                                                                                                                                     
                       then cath = true                                                                                                                                                          
                           0AC6: addres = label @gfx_type offset                                                                                                                                                           
                            0A8d: func_ac addres  4  0                                                                                                           
                            if func_ac == 2                                                                                                                   
                            then                                                                                                                                 
                                0AC6: addres = label @gfx_type offset                                                                                      
                                0A8C: write_memory addres size 4 value 1 virtual_protect 0                                                                   
                            else                                                                                                                                 
                                0AC6: addres = label @gfx_type offset                                                                                      
                                0A8C: write_memory addres size 4 value 2 virtual_protect 0                                                                                                                                
                            end
                        end
                   end                                              
               ELSE                                                                                                                                                                               
                   if level == 11                                                                                                                                   
                   then                                                                                                                                                                                              
                       if and                                                                                                                                       
                          item > 10                                                                                                                                 
                          not item == 13                                                                                                                            
                          not item == 14                                                                                                                            
                          not item == 15                                                                                                                            
                          21 >= item                                                                                                                                
                       then ///0ACD: "Prees Space to on / Prees < or > to Select Segment" 100                                                                                                                                           
                           if and                                                                                                                                   
                               cath == false                                                                                                                        
                               $Move_Axis_X > 0                                                                                                                                                                                     
                           then cath = true                                                                                                                         
                                counter = item                                                                                                                      
                                counter *= 4                                                                                                                                                                        
                                0AC6: addres = label @camera_type offset                                                                                                                                                           
                                addres += counter                                                                                                                                                                           
                                0A8d: func_ac addres  4  0                                                                                                                                                                                                        
                                if not  func_ac >= 50  // (int)                                                                                                                                      
                                then                                                                                                                                                                                            
                                    func_ac += 1                                                                                                                                                                   
                                    0AC6: addres = label @camera_type offset                                                                                                                                              
                                    addres += counter                                                                                                                                                              
                                    0A8C: write_memory addres size 4 value func_ac virtual_protect 0                                                                                                                                                             
                                end                                                                                                                                 
                                if NOT item == 11                                                                                                                   
                                JF  @camera_type_1                                                                                                                  
                                if NOT item == 12                                                                                                                   
                                JF  @camera_type_2                                                                                                                  
                                if NOT item == 16                                                                                                                   
                                JF  @camera_type_6                                                                                                                  
                                if NOT item == 17                                                                                                                   
                                JF  @camera_type_7                                                                                                                  
                                if NOT item == 18                                                                                                                   
                                JF  @camera_type_8                                                                                                                  
                                if NOT item == 19                                                                                                                   
                                JF  @camera_type_9                                                                                                                  
                                if NOT item == 20                                                                                                                   
                                JF  @camera_type_10
                                                                                                                                           
                           end                                                                                                                                                                                       
                           if and                                                                                                                                                                                       
                               0 > $Move_Axis_X                                                                                                                                                                          
                               cath == false                                                                                                                                                                            
                           then cath = true                                                                                                                         
                                counter = item                                                                                                                      
                                counter *= 4                                                                                                                                                                                    
                                0AC6: addres = label @camera_type offset                                                                                                                                                           
                                addres += counter                                                                                                                                                                           
                                0A8d: func_ac addres  4  0                                                                                                                                                                                                
                                if func_ac > 0 // (int)                                                                                                                                             
                                then                                                                                                                                                                                    
                                    func_ac -= 1                                                                                                                                                                   
                                    0AC6: addres = label @camera_type offset                                                                                                                                              
                                    addres += counter                                                                                                                                                              
                                    0A8C: write_memory addres size 4 value func_ac virtual_protect 0                                                                                                                                                        
                                end                                                                                                                                 
                                if NOT item == 11                                                                                                                   
                                JF  @camera_type_1                                                                                                                  
                                if NOT item == 12                                                                                                                   
                                JF  @camera_type_2                                                                                                                  
                                if NOT item == 16                                                                                                                   
                                JF  @camera_type_6                                                                                                                  
                                if NOT item == 17                                                                                                                   
                                JF  @camera_type_7                                                                                                                  
                                if NOT item == 18                                                                                                                   
                                JF  @camera_type_8                                                                                                                  
                                if NOT item == 19                                                                                                                   
                                JF  @camera_type_9                                                                                                                  
                                if NOT item == 20                                                                                                                   
                                JF  @camera_type_10
                                                                                                                                     
                           end                                                                                                                                      
                       end
                       if or
                          item == 11
                          item == 12
                          item == 16
                          item == 17
                          item == 18
                          item == 19
                          item == 20
                       then
                           0acd: "Prees < or > to change Camera Position" 50
                       end                                                                                                                                          
                       if and                                                                                                                                       
                           00E1:   player 0 pressed_key 16                                                                                                          
                           cath == false                                                                                                                            
                       then cath = true                                                                                                                             
                           if NOT item == 13                                                                                                                        
                           JF  @camera_type_3                                                                                                                       
                           if NOT item == 14                                                                                                                        
                           JF  @camera_type_4                                                                                                                       
                           if NOT item == 15                                                                                                                        
                           JF  @camera_type_5
                           if NOT item == 21                                                                                                                   
                           JF  @camera_type_11                                                                                                                              
                           if item == 19                                                                                                                            
                           then                                                                                                                                     
                               0AC6: addres = label @pv_camera_girl offset                                                                                                                                                           
                               0A8d: func_ac addres  4  0                                                                                                           
                               if func_ac == true                                                                                                                   
                               then                                                                                                                                 
                                   0AC6: addres = label @pv_camera_girl offset                                                                                      
                                   0A8C: write_memory addres size 4 value false virtual_protect 0                                                                   
                               else                                                                                                                                 
                                   0AC6: addres = label @pv_camera_girl offset                                                                                      
                                   0A8C: write_memory addres size 4 value true virtual_protect 0                                                                                                                                
                               end                                                                                                                                  
                           end                                                                                                                                      
                           if item == 20                                                                                                                            
                           then                                                                                                                                     
                               0AC6: addres = label @pv_camera_carl offset                                                                                                                                                           
                               0A8d: func_ac addres  4  0                                                                                                           
                               if func_ac == true                                                                                                                   
                               then                                                                                                                                 
                                   0AC6: addres = label @pv_camera_carl offset                                                                                      
                                   0A8C: write_memory addres size 4 value false virtual_protect 0                                                                   
                               else                                                                                                                                 
                                   0AC6: addres = label @pv_camera_carl offset                                                                                      
                                   0A8C: write_memory addres size 4 value true virtual_protect 0                                                                                                                                
                               end                                                                                                                                  
                           end                                                                                                                                      
                       end                                                                                                                                          
                   END
               END
           END
       END                                                                                                                                              
       
       //________________________________action
       0AC6: addres = label @domina_penetration_SWITH offset                                                                                                                                                                       
       0A8d: FUNC_AC addres  4  0                                                                                                                                                                            
       if FUNC_AC == true //domina penetration func                                                                                                                                                                                                      
       then                                                                                                                                                                                                             
           0AC6: addres = label @doll_memory_handler offset                                                                                                                                                                       
           addres += items_offset                                                                                                                                                                                       
           0A8d: Girl addres  4  0                                                                                                                                                                                      
           if Girl > 0x0                                                                                                                                                                                                
           then                                                                                                                                                                                                         
               if 056D:   actor girl defined                                                                                                                                                                            
               then
                   0AC6: addres = label @domina_penetration_OBJECT offset                                                                                                                                                                       
                   addres += 4                                                                                                                                                                                       
                   0A8d: object_2 addres  4  0             
                   if 03CA:   object object_2 exists                                                                                                                                                                    
                   then 0750: set_object object_2 visibility 0                                                                                                                                                          
                   end                                                                                                                                                                                                  
                   0614: set_actor $PLAYER_ACTOR animation "SPANKING_SITTINGP" progress_to 0.4 // 0.0 to 1.0                                                                                                            
                   0393: actor girl perform_animation "SPANKING_SITTINGW" at 4.0 times_normal_rate                                                                                                                      
                   0614: set_actor girl animation "SPANKING_SITTINGw" progress_to 0.3 // 0.0 to 1.0                                                                                                                     
               end                                                                                                                                                                                                      
           end                                                                                                                                                                                                          
       end
       {$INCLUDE  cleo\ORGAZMIKUS_SOURCE\GIRL_MODEL_CASE.CPP}                                                                                                                                                                                                              
       if and                                                                                                                                                                                                           
            cath == false                                                                                                                                                                                               
            00E1:   player 0 pressed_key 16                                                                                                                                                                             
       then cath = true
           IF or                                                                                                                                                                                                       
               level == 4      //SEX                                                                                                                                                                                          
               level == 5      //SPANKING
               //not level == 10 //SETINGS
               //not level == 11 //CAMERA                                                                                                                                                                                                 
               //not actor.Driving($PLAYER_ACTOR)                                                                                                                                                                         
           THEN                                                                                                                                                                                                         
               0AC6: addres = label @doll_memory_handler offset                                                                                                                                                                   
               addres += items_offset // items allocation memory + level items offset                                                                                                                                   
               0A8D: Girl = read_memory addres size 4 virtual_protect 0                                                                                                                                                                                                        
               if Girl > 0x0                                                                                                                                                                                                                                                           
               THEN                                                                                                                                                                                          
                   if 056D:   actor Girl defined                                                                                                                                                                        
                   then                                                                                                                                                                                                 
                       0687: clear_actor $PLAYER_ACTOR task                                                                                                                                                             
                       //0687: clear_actor Girl task 
                       0812: AS_actor Girl perform_animation "Scratchballs_01"  "misc"  4.0  false  false  false  false  -1  ///--// versio                                                                                                                                                                     
                       //to_angle = Actor.Angle(Girl)                                                                                                                                                                     
                       //083E: set_actor Girl rotation 0.0 0.0 to_angle while_in_air//SUC                                                                                                                                 
                       //0619: enable_actor Girl collision_detection 1                                                                                                                                                       
                       //to_angle = Actor.Angle($PLAYER_ACTOR)                                                                                                                                                            
                       //083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 to_angle while_in_air//SUC                                                                                                                        
                       0619: enable_actor $PLAYER_ACTOR collision_detection 1
                       0AC6: addres  = label @stater_hdle offset                       
                       0A8d: stater addres 4 0                                                   
                       if stater > 0x0                                                           
                       then                                                                      
                           if 03CA:   object stater exists                                       
                           then                                                                  
                               0400: store_coords_to to_x to_y to_angle from_object stater with_offset 0.0 0.0 0.05
                               //04C4: store_coords_to to_x to_y to_z from_object $PLAYER_ACTOR with_offset 0.0 0.0 0.0
                               Actor.PutAt($PLAYER_ACTOR, to_x, to_y, to_angle)           
                           end                                                                   
                       end                                                                       
                   end                                                                                                
               END                                                                                                  
           END                                                                                                                                                                                                          
           0AC6: addres = label @mode_func offset                                                                                                                                                                            
           addres += 4                                                                                                                                                                                                 
           0A8d: func_ac addres  4  0                                                                                                                                                                                   
           if func_ac == 2                                                                                                                                                                                          
           then //NOT USE THIS FUNC ON ACTUAL LEVEL >..< FUNC (TAKE SLUTS ONE BY ONE)
               if and                                                                                                                                                                                          
                  NOT LEVEL == 8
                  NOT LEVEL == 9
                  NOT LEVEL == 10
                  NOT LEVEL == 11
                  NOT LEVEL == 12
                  NOT LEVEL == 13
               then
                   if level == 6
                   then 
                       if item == 20
                       then goto @ll  
                       end
                   end
                   0AC6: addres = label @doll_memory_handler offset                                                                                                                                                               
                   addres += items_offset // items allocation memory + level items offset                                                                                                                               
                   0A8D: Girl = read_memory addres size 4 virtual_protect 0                                                                                                                                                           
                   if Girl > 0x0                                                                                                                                                                                                                                                   
                   THEN                                                                                                                                                                                                                                                             
                       if 056D:   actor Girl defined                                                                                                                                                                    
                       then
                           gosub @get_girl
                       end
                   end                       
                   gosub @get_offset                                                                                                                                                                                                         
                   0AC6: addres = label @doll_memory_handler offset                                                                                                                                                               
                   addres += items_offset // items allocation memory + level items offset                                                                                                                               
                   0A8D: Girl = read_memory addres size 4 virtual_protect 0                                                                                                                                                           
                   if Girl > 0x0                                                                                                                                                                                                                                                   
                   THEN                                                                                                                                                                                                                                                             
                       if 056D:   actor Girl defined                                                                                                                                                                    
                       then                                                                                                                                                                                             
                           if 803B:   not  Girl == $PLAYER_ACTOR // (int)                                                                                                                                                        
                           then 
                               0acd: "~p~~h~which next" time 1000
                               
                               
                               
                               
                               
                               0AC6: addres = label @doll_memory_handler offset                                                                                                                                                   
                               addres += items_offset // items allocation memory + level items offset                                                                                                                              
                               0A8D: Girl = read_memory addres size 4 virtual_protect 0                                                                                                                                                                                    
                               if Girl > 0x0                                                                                                                                                                            
                               THEN                                                                                                                                                                         
                                   if 056D:   actor Girl defined                                                                                                                                                        
                                   then                                                                                                                                                     
                                   else goto @show_error                                                                                                        
                                   end
                               END
                           end                                                                                                                                                                                          
                       end
                   END                                                                                                                                                                                              
               end                                                                                                                                                                                                      
           end
           :ll
           //====================================
           //  sex scenes CASE
           //====================================
           if level == 4
           then status = true
               0AC6: addres = label @doll_memory_handler offset                                                                                                                                                           
               005a: addres += items_offset                                                                                                                                                                           
               0A8d: Girl addres  4  0 
               if NOT item == 1                                                                                                                                                                                                
               JF  @sex_scene_1
               if NOT item == 2                                                                                                                                                                                                
               JF  @sex_scene_2   
               if NOT item == 3                                                                                                                                                                                                
               JF  @sex_scene_3   
               if NOT item == 4                                                                                                                                                                                                
               JF  @sex_scene_4   
               if NOT item == 5                                                                                                                                                                                                
               JF  @sex_scene_5   
               if NOT item == 6                                                                                                                                                                                               
               JF  @sex_scene_6   
               if NOT item == 7                                                                                                                                                                                        
               JF  @sex_scene_7   
               if NOT item == 8                                                                                                                                                                                              
               JF  @sex_scene_8   
               if NOT item == 9                                                                                                                                                                                           
               JF  @sex_scene_9  
               if NOT item == 10                                                                                                                                                                                                
               JF  @sex_scene_10      
               if NOT item == 11                                                                                                                                                                                                
               JF  @sex_scene_11
               if NOT item == 12                                                                                                                                                                                                
               JF  @sex_scene_12   
               if NOT item == 13                                                                                                                                                                                                
               JF  @sex_scene_13   
               if NOT item == 14                                                                                                                                                                                                
               JF  @sex_scene_14   
               if NOT item == 15                                                                                                                                                                                                
               JF  @sex_scene_15   
               if NOT item == 16                                                                                                                                                                                                
               JF  @sex_scene_16   
               if NOT item == 17                                                                                                                                                                                                
               JF  @sex_scene_17   
               if NOT item == 18                                                                                                                                                                                                
               JF  @sex_scene_18   
               if NOT item == 19                                                                                                                                                                                                
               JF  @sex_scene_19   
               if NOT item == 20                                                                                                                                                                                                
               JF  @sex_scene_20
               if NOT item == 21                                                                                                                                                                                                
               JF  @sex_scene_21         
           end
           //====================================
           //  spanking scenes CASE
           //====================================
           if level == 5
           then
                0AC6: addres = label @doll_memory_handler offset                                                                                                                                                           
                005a: addres += items_offset                                                                                                                                                                           
                0A8d: Girl addres  4  0                     
                if NOT item == 11                                                                                                                                                                                                
                JF  @spanking_scene_1     
                if NOT item == 12                                                                                                                                                                                                
                JF  @spanking_scene_2 
                if NOT item == 13                                                                                                                                                                                                
                JF  @spanking_scene_3 
                if NOT item == 14                                                                                                                                                                                              
                JF  @spanking_scene_4                                                                                                                                                                                                        
                if NOT item == 15                                                                                                                                                                                                
                JF  @spanking_scene_5                                                                                                                                                                                                        
                if NOT item == 16                                                                                                                                                                                                
                JF  @spanking_scene_6                                                                                                                                                                                                        
                if NOT item == 17                                                                                                                                                                                                
                JF  @spanking_scene_7    
                if NOT item == 18                                                                                                                                                                                               
                JF  @spanking_scene_8    
                if NOT item == 19                                                                                                                                                                                                
                JF  @spanking_scene_9    
                if NOT item == 20                                                                                                                                                                                                
                JF  @spanking_scene_10    
                if NOT item == 21                                                                                                                                                                                                
                JF  @spanking_scene_11   
            end
           //====================================
           //  blowjob scenes CASE
           //====================================
           if level == 6                                                            
           then GOTO @BLOWJOBS_CASE_SET
           end
           //====================================
           //  kissing scenes CASE
           //====================================
           if level == 7
           then GOTO @KISSING_CASE
           end
           //====================================
           //  strips scenes CASE
           //====================================
           if level == 8
           then GOTO @STRIPTIZ_CASE
           end
           if level == 9
           then GOTO @GROUP_CASE
           end     
           //====================================
           // setings CASE
           //====================================
           if level == 10
           then GOTO @SETINGS_CASE
           END
           if level == 12 //hause manager
           then          
               goto @hause_coords                      
           end
           if level == 13 //suits manager
           then GOTO @SUITS_CASE
           end
           if level == 14 //toys manager
           then GOTO @VIBRATION_CASE
           end
       end
       if and                                                                                                                                                                                                           
           80E1:   not player 0 pressed_key 16
           80E1:   not player 0 pressed_key 15
           80E1:   player 0 pressed_key 7                                                                                                                                                                              
           not  $Move_Axis_y > 0                                                                                                                                                                                        
           not 0 > $Move_Axis_y 
           not  $Move_Axis_x > 0                                                                                                                                                                                        
           not 0 > $Move_Axis_x                                                                                                                                                                                                            
       then cath = false                                                                                                                                                                                                
       end 
       :if_open 
       goto @loop_func
   end     
end_thread

//=============================
//DRAW_VINDOW
//=============================
{$INCLUDE  CLEO\ORGAZMIKUS_SOURCE\DRAW_VINDOW.CPP}
//=============================
//DRAW_TEXT
//=============================
{$INCLUDE  CLEO\ORGAZMIKUS_SOURCE\DRAW_TEXT.CPP}
//=============================
//DRAW_OTHER
//=============================
{$INCLUDE  CLEO\ORGAZMIKUS_SOURCE\DRAW_OTHER.CPP}
//=============================
//MENU_ENGINE
//=============================
{$INCLUDE  CLEO\ORGAZMIKUS_SOURCE\MENU_ENGINE.CPP}
//=============================
//VIBRATION_CASE
//=============================
{$INCLUDE  CLEO\ORGAZMIKUS_SOURCE\VIBRATION_CASE.CPP}
//=============================
//SUITS_CASE
//=============================
{$INCLUDE  CLEO\ORGAZMIKUS_SOURCE\SUITS_CASE.CPP}
//=============================
//SETINGS_CASE
//=============================
{$INCLUDE  CLEO\ORGAZMIKUS_SOURCE\SETINGS_CASE.CPP}
//=============================
//GROUP_CASE
//=============================
{$INCLUDE  CLEO\ORGAZMIKUS_SOURCE\GROUP_CASE.CPP}
//=============================
//STRIPTIZ_CASE
//=============================
{$INCLUDE  CLEO\ORGAZMIKUS_SOURCE\STRIPTIZ_CASE.CPP}
//=============================
//KISING_CASE
//=============================
{$INCLUDE  CLEO\ORGAZMIKUS_SOURCE\KISING_CASE.CPP}
//=============================
//BLOWJOBS_CASE_SET
//=============================
{$INCLUDE  CLEO\ORGAZMIKUS_SOURCE\BLOWJOBS_CASE_SET.CPP}
//================================
// BDSM case
//================================
{$INCLUDE  CLEO\ORGAZMIKUS_SOURCE\BDSM_CASE.CPP}
//================================
// camera case
//================================
{$INCLUDE  CLEO\ORGAZMIKUS_SOURCE\CAMERA_CASE.CPP}
//=============================
//SET_FUNC
//=============================
{$INCLUDE  CLEO\ORGAZMIKUS_SOURCE\SET_FUNC.CPP}
//=============================
//ROOM_CASE
//=============================
{$INCLUDE  CLEO\ORGAZMIKUS_SOURCE\ROOM_CASE.CPP}
//=============================
//ADW_FUNC
//=============================
{$INCLUDE  CLEO\ORGAZMIKUS_SOURCE\ADW_FUNC.CPP}
//=============================
//GIRL_MENU
//=============================
{$INCLUDE  CLEO\ORGAZMIKUS_SOURCE\GIRL_MENU.CPP}

{$INCLUDE  CLEO\ORGAZMIKUS_SOURCE\ANIM_ANGINE.CPP}

{$INCLUDE  CLEO\ORGAZMIKUS_SOURCE\AUDIO_FUNC.CPP}
   
:loop_func
       
    {                                                                      
    for count = 0 to 3 step 1
                                                      
        0085: COUNTER = count
                                             
        COUNTER *= 4                                                               
        0AC6: addres = label @doll_memory_handler offset                                
        005A: addres += COUNTER                                                                                                                                                                                 
        0A8d: Girl addres  4  0                                                                                                                                                                          
        if Girl > 0x0                                                                   
        then                                                                                                                                                                                                                           
            if 056D:   actor GIRL defined                                               
            then                                                                
                IF COUNT == 0                                                   
                THEN 0AB3: 205 > GIRL //SEND_HANDLER * 3                                      
                ELSE                                                                                                       
                    IF COUNT == 1                             
                    THEN 0AB3: 206 > GIRL //SEND_HANDLER * 3                                  
                    ELSE                                      
                        IF COUNT == 2                         
                        THEN 0AB3: 207 > GIRL //SEND_HANDLER * 3                              
                        END                                   
                    END                                       
                END                                                                                                                                                                                                                                     
            ELSE //0AB3: COUNTER > -1 //IF NOT -1                                         
            END
        END                                                                         
    END
    }                                                                                 



0AC6: addres = label @ride offset                                                                                                                                                        
0A8D: 29@ = read_memory addres size 4 virtual_protect 0
if 29@ == true
then                      
    0AC6: addres = label @doll_memory_handler offset                                                                                                                                                        
    addres += items_offset // items allocation memory + level items offset                                                                                                                               
    0A8D: Girl = read_memory addres size 4 virtual_protect 0                                                                                                                                                                   
    if Girl > 0x0                                                                                                                                                                                                                     
    then                                                                                                                                                                                                                     
        if 056D:   actor Girl defined                                                                                                                                                                               
        then
            0AC6: addres = label @ride_stater offset                                                                                                                                                        
            0A8D: param = read_memory addres size 4 virtual_protect 0
            if not param == -1
            then 0750: set_object param visibility 0                                                                   
                if 03CA:   object param exists 
                then
                    if not actor.Dead(Girl)
                    then 0494: get_joystick 0 direction_offset_to $Move_Axis_X  $Move_Axis_y  $Special_Axis_X  $Special_Axis_Y
                        IF OR
                            0 > $Move_Axis_y
                            0 > $Move_Axis_X
                            $Move_Axis_X >0
                        THEN //0ACD: "D" 10
                            04F4: put_actor Girl  into_turret_on_object param offset_from_object_origin 0.08 0.4 0.1 orientation 3 both_side_angle_limit 360.0 lock_weapon 0 
                        ELSE 04F4: put_actor Girl  into_turret_on_object param offset_from_object_origin 0.08 0.2 0.1 orientation 3 both_side_angle_limit 360.0 lock_weapon 0 
                        END
                        TO_ANGLE = OBJECT.Angle(param)
                        TO_ANGLE += 0.0
                        ACTOR.Angle(Girl) = TO_ANGLE
                        if not Actor.Animation(Girl) == "LRGIRL_L1_LOOP"
                        then 
                            0812: AS_actor Girl perform_animation "LRGIRL_L1_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1                                                                                                                                                                                                                       
                            0393: actor Girl perform_animation "LRGIRL_L1_LOOP" at 0.0 times_normal_rate 
                        end
                    end
                end
            end
        end
    end
end
0AC6: addres  = label @special_param offset                            
0A8d: 29@ addres 4 0                                                    
if 29@ == true //not var == 0       
then pos_y = -0.5
    for count = 0 to 3 step 1
        0085: counter = count
        counter *= 4          
        0AC6: addres = label @doll_memory_handler offset                                                                                                                                                       
        005a: addres += counter                                                                                                                                                                           
        0A8d: Girl addres  4  0                                            
        if Girl > 0x0                                                                                                                                                                                            
        then
            if 056D:   actor GIRL defined                                                                                                                                                                                   
            then
                0619: enable_actor girl collision_detection 0                                                                                                                               
                04C4: store_coords_to to_x to_y to_z from_actor $PLAYER_ACTOR with_offset pos_y 0.8 -1.8                                                                                                                   
                to_angle = Actor.Angle($PLAYER_ACTOR)                                                                                                                                                                    
                to_angle += 180.0                                                                                                                                                                                                            
                Actor.PutAt(girl, to_x, to_y, to_z)                                                                                                                                                                                           
                Actor.Angle(girl) = to_angle
                pos_y += 0.5
            end
        end
    end                                                                                                                                       
end
//=============================                                                                                                                                       
// animation engine                                                                                                                                                                                
//=============================

       
//=============================
//:game_boot_1
//=============================
{$INCLUDE  CLEO\ORGAZMIKUS_SOURCE\GAME_BOOT_1.CPP}
//=============================
//:game_boot_2:
//=============================
{$INCLUDE  CLEO\ORGAZMIKUS_SOURCE\GAME_BOOT_2.CPP}
//=============================
//STRIPTIZ_BOOT
//=============================
{$INCLUDE  CLEO\ORGAZMIKUS_SOURCE\STRIPTIZ_BOOT.CPP}
//=============================
//:game_boot_3:
//=============================
{$INCLUDE  CLEO\ORGAZMIKUS_SOURCE\GAME_BOOT_3.CPP}
//=============================
//BLOWJOBS CASE
//=============================
{$INCLUDE  CLEO\ORGAZMIKUS_SOURCE\BLOWJOBS_CASE.CPP}
//=============================
//SEX CASE LOOP
//=============================
{$INCLUDE  CLEO\ORGAZMIKUS_SOURCE\SEX_CASE_LOOP.CPP}
//=============================
//SEX CASE SET
//=============================
{$INCLUDE  CLEO\ORGAZMIKUS_SOURCE\SEX_CASE_SET.CPP}
//==============================
// anim case for game boot
//==============================
{$INCLUDE  CLEO\ORGAZMIKUS_SOURCE\ANIM_CASE.CPP}
//=============================
// memory buffers for function
//=============================
{$INCLUDE  CLEO\ORGAZMIKUS_SOURCE\MEMORY.CPP}  
