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  1. // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
  2. {$CLEO .cs}
  3.  
  4. //-------------MAIN---------------
  5. if
  6. 0@ == 0
  7. else_jump @GFXXX_6205
  8. thread 'GFXXX'
  9. 5@ = 0
  10. 07FB: set_interior 'MADDOGS' access 1 // Madd Dogg's Crib
  11. 07FB: set_interior 'MDDOGS' access 1 // Madd Dogg's Crib
  12.  
  13. :GFXXX_62
  14. wait 0
  15. if
  16. Player.Defined($PLAYER_CHAR)
  17. else_jump @GFXXX_62
  18. if and
  19. $ONMISSION == 0
  20. 8818: not actor $PLAYER_ACTOR in_air
  21. 84AD: not actor $PLAYER_ACTOR in_water
  22. not Actor.Driving($PLAYER_ACTOR)
  23. else_jump @GFXXX_62
  24. if
  25. 0AB0: key_pressed 71
  26. else_jump @GFXXX_144
  27. 17@ = 1
  28. 33@ = 0
  29.  
  30. :GFXXX_144
  31. if and
  32. 17@ == 1
  33. 0AB0: key_pressed 70
  34. else_jump @GFXXX_180
  35. 17@ = 2
  36. 33@ = 0
  37.  
  38. :GFXXX_180
  39. if and
  40. 17@ == 2
  41. 0AB0: key_pressed 88
  42. else_jump @GFXXX_216
  43. 17@ = 0
  44. jump @GFXXX_1685
  45.  
  46. :GFXXX_216
  47. if
  48. 33@ > 5000
  49. else_jump @GFXXX_242
  50. 17@ = 0
  51.  
  52. :GFXXX_242
  53. 077E: get_active_interior_to 20@
  54. if
  55. 20@ == 0
  56. else_jump @GFXXX_1547
  57. if or
  58. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2402.1 -1716.5 13.63 radius 50.0 50.0 30.0
  59. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -1799.58 1198.5 24.1 radius 50.0 50.0 30.0
  60. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -373.3 -1427.6 25.72 radius 50.0 50.0 30.0
  61. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -1390.6 2633.1 55.9 radius 50.0 50.0 30.0
  62. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -2574.808 1151.744 55.7 radius 50.0 50.0 30.0
  63. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2037.362 2724.411 10.82 radius 50.0 50.0 30.0
  64. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1579.101 -1635.873 13.56 radius 50.0 50.0 30.0
  65. else_jump @GFXXX_1409
  66. if
  67. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2402.1 -1716.5 13.63 radius 50.5 50.5 30.0
  68. else_jump @GFXXX_645
  69. if
  70. 0102: actor $PLAYER_ACTOR in_sphere 2402.1 -1716.5 13.63 radius 3.0 3.0 3.0 sphere 1 stopped_on_foot
  71. else_jump @GFXXX_645
  72. 1@ = 1
  73. jump @GFXXX_2195
  74.  
  75. :GFXXX_645
  76. if
  77. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -1799.58 1198.5 24.1 radius 50.5 50.5 30.0
  78. else_jump @GFXXX_755
  79. if
  80. 0102: actor $PLAYER_ACTOR in_sphere -1799.58 1198.5 24.1 radius 2.0 2.0 3.0 sphere 1 stopped_on_foot
  81. else_jump @GFXXX_755
  82. 1@ = 2
  83. jump @GFXXX_2195
  84.  
  85. :GFXXX_755
  86. if
  87. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -373.3 -1427.6 25.72 radius 50.5 50.5 30.0
  88. else_jump @GFXXX_865
  89. if
  90. 0102: actor $PLAYER_ACTOR in_sphere -373.3 -1427.6 25.72 radius 2.0 2.0 3.0 sphere 1 stopped_on_foot
  91. else_jump @GFXXX_865
  92. 1@ = 3
  93. jump @GFXXX_2195
  94.  
  95. :GFXXX_865
  96. if
  97. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -1390.6 2633.1 55.9 radius 50.5 50.5 30.0
  98. else_jump @GFXXX_975
  99. if
  100. 0102: actor $PLAYER_ACTOR in_sphere -1390.6 2633.1 55.9 radius 2.0 2.0 3.0 sphere 1 stopped_on_foot
  101. else_jump @GFXXX_975
  102. 1@ = 4
  103. jump @GFXXX_2195
  104.  
  105. :GFXXX_975
  106. if
  107. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -2574.808 1151.744 55.7 radius 50.5 50.5 30.0
  108. else_jump @GFXXX_1085
  109. if
  110. 0102: actor $PLAYER_ACTOR in_sphere -2574.808 1151.744 55.7 radius 2.0 2.0 3.0 sphere 1 stopped_on_foot
  111. else_jump @GFXXX_1085
  112. 1@ = 5
  113. jump @GFXXX_2195
  114.  
  115. :GFXXX_1085
  116. if and
  117. $ONMISSION == 0
  118. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2037.362 2724.411 10.82 radius 50.5 50.5 30.0
  119. else_jump @GFXXX_1202
  120. if
  121. 0102: actor $PLAYER_ACTOR in_sphere 2037.362 2724.411 10.82 radius 2.0 2.0 3.0 sphere 1 stopped_on_foot
  122. else_jump @GFXXX_62
  123. 1@ = 6
  124. jump @GFXXX_2195
  125.  
  126. :GFXXX_1202
  127. if
  128. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1579.101 -1635.873 13.56 radius 50.5 50.5 30.0
  129. else_jump @GFXXX_1409
  130. if
  131. 0102: actor $PLAYER_ACTOR in_sphere 1579.101 -1635.873 13.56 radius 2.0 2.0 3.0 sphere 1 stopped_on_foot
  132. else_jump @GFXXX_62
  133. 1@ = 4
  134. set_weather 5
  135. 5@ = 1
  136. 7@ = 7
  137. 10@ = 1576.329
  138. 11@ = -1636.649
  139. 12@ = 13.56
  140. 13@ = 75.0
  141. 0A92: create_custom_thread "GFXXX.cs" 1@ 5@ 7@ 10@ 11@ 12@ 13@
  142. wait 3000
  143. jump @GFXXX_62
  144.  
  145. :GFXXX_1409
  146. if or
  147. 0AB0: key_pressed 83
  148. 0AB0: key_pressed 84
  149. else_jump @GFXXX_1442
  150. 19@ = 1
  151. 33@ = 0
  152.  
  153. :GFXXX_1442
  154. if and
  155. 19@ == 1
  156. 0AB0: key_pressed 69
  157. else_jump @GFXXX_1478
  158. 19@ = 2
  159. 33@ = 0
  160.  
  161. :GFXXX_1478
  162. if and
  163. 19@ == 2
  164. 0AB0: key_pressed 88
  165. else_jump @GFXXX_1514
  166. 19@ = 0
  167. jump @GFXXX_3615
  168.  
  169. :GFXXX_1514
  170. if
  171. 33@ > 5000
  172. else_jump @GFXXX_1540
  173. 19@ = 0
  174.  
  175. :GFXXX_1540
  176. jump @GFXXX_62
  177.  
  178. :GFXXX_1547
  179. if or
  180. 0AB0: key_pressed 83
  181. 0AB0: key_pressed 84
  182. else_jump @GFXXX_1580
  183. 19@ = 1
  184. 33@ = 0
  185.  
  186. :GFXXX_1580
  187. if and
  188. 19@ == 1
  189. 0AB0: key_pressed 69
  190. else_jump @GFXXX_1616
  191. 19@ = 2
  192. 33@ = 0
  193.  
  194. :GFXXX_1616
  195. if and
  196. 19@ == 2
  197. 0AB0: key_pressed 88
  198. else_jump @GFXXX_1652
  199. 19@ = 0
  200. jump @GFXXX_3615
  201.  
  202. :GFXXX_1652
  203. if
  204. 33@ > 5000
  205. else_jump @GFXXX_1678
  206. 19@ = 0
  207.  
  208. :GFXXX_1678
  209. jump @GRLXXB_14777
  210.  
  211. :GFXXX_1685
  212. Player.CanMove($PLAYER_CHAR) = False
  213. 015D: set_gamespeed 1.0
  214. 08D4: 15@ = create_panel_with_title 'GFX_1' position 400.0 150.0 width 200.0 columns 1 interactive 1 background 1 alignment 0
  215. 08D6: set_panel 15@ column 0 alignment 1
  216. 08DB: set_panel 15@ column 0 header 'dummy' data 'GFX_2' 'GFX_3' 'GFX_4' 'GFX_5' 'GFX_6' 'GFX_7' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy'
  217. 090E: set_panel 15@ active_row 0
  218. wait 1000
  219.  
  220. :GFXXX_1881
  221. wait 0
  222. if
  223. Player.Defined($PLAYER_CHAR)
  224. else_jump @GFXXX_2071
  225. if
  226. $ONMISSION == 0
  227. else_jump @GFXXX_2050
  228. if and
  229. 8818: not actor $PLAYER_ACTOR in_air
  230. 84AD: not actor $PLAYER_ACTOR in_water
  231. else_jump @GFXXX_2050
  232. if or
  233. 00E1: player 0 pressed_key 15
  234. Actor.Driving($PLAYER_ACTOR)
  235. else_jump @GFXXX_1992
  236. 015D: set_gamespeed 1.0
  237. gosub @GFXXX_2128
  238. Camera.SetBehindPlayer
  239. Camera.Restore_WithJumpCut
  240. wait 1000
  241. jump @GFXXX_62
  242.  
  243. :GFXXX_1992
  244. if
  245. 00E1: player 0 pressed_key 16
  246. else_jump @GFXXX_1881
  247. 015D: set_gamespeed 1.0
  248. 08D7: 1@ = panel 15@ active_row
  249. 1@ += 1
  250. gosub @GFXXX_2169
  251. wait 250
  252. jump @GFXXX_2195
  253.  
  254. :GFXXX_2050
  255. 015D: set_gamespeed 1.0
  256. gosub @GFXXX_2128
  257. jump @GFXXX_62
  258.  
  259. :GFXXX_2071
  260. 015D: set_gamespeed 1.0
  261. 08DA: remove_panel 15@
  262. 0826: enable_hud 1
  263. 0581: enable_radar 1
  264. Camera.SetBehindPlayer
  265. Camera.Restore_WithJumpCut
  266. 03F0: enable_text_draw 0
  267. Player.CanMove($PLAYER_CHAR) = True
  268. if
  269. 08FE: text_box_displayed
  270. else_jump @GFXXX_62
  271. 03E6: remove_text_box
  272. jump @GFXXX_62
  273.  
  274. :GFXXX_2128
  275. 08DA: remove_panel 15@
  276. if
  277. 08FE: text_box_displayed
  278. else_jump @GFXXX_2148
  279. 03E6: remove_text_box
  280.  
  281. :GFXXX_2148
  282. 03F0: enable_text_draw 0
  283. 0826: enable_hud 1
  284. 0581: enable_radar 1
  285. Player.CanMove($PLAYER_CHAR) = True
  286. return
  287.  
  288. :GFXXX_2169
  289. 08DA: remove_panel 15@
  290. if
  291. 08FE: text_box_displayed
  292. else_jump @GFXXX_2189
  293. 03E6: remove_text_box
  294.  
  295. :GFXXX_2189
  296. 03F0: enable_text_draw 0
  297. return
  298.  
  299. :GFXXX_2195
  300. gosub @GFXXX_3184
  301.  
  302. :GFXXX_2202
  303. wait 0
  304. 015D: set_gamespeed 1.0
  305. 08D4: 15@ = create_panel_with_title 'GFX_1' position 400.0 150.0 width 200.0 columns 1 interactive 1 background 1 alignment 0
  306. 08D6: set_panel 15@ column 0 alignment 1
  307. if
  308. 0500: player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17
  309. else_jump @GFXXX_2429
  310. 08DB: set_panel 15@ column 0 header 'dummy' data 'GFT_1' 'GFT_2' 'GFT_4' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy'
  311. 090E: set_panel 15@ active_row 0
  312. wait 1000
  313. jump @GFXXX_2572
  314.  
  315. :GFXXX_2429
  316. 08DB: set_panel 15@ column 0 header 'dummy' data 'GFT_1' 'GFT_2' 'GFT_3' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy'
  317. 090E: set_panel 15@ active_row 0
  318. wait 1000
  319. jump @GFXXX_2572
  320.  
  321. :GFXXX_2572
  322. wait 0
  323. if
  324. Player.Defined($PLAYER_CHAR)
  325. else_jump @GFXXX_2762
  326. if
  327. $ONMISSION == 0
  328. else_jump @GFXXX_2741
  329. if and
  330. 8818: not actor $PLAYER_ACTOR in_air
  331. 84AD: not actor $PLAYER_ACTOR in_water
  332. else_jump @GFXXX_2741
  333. if or
  334. 00E1: player 0 pressed_key 15
  335. Actor.Driving($PLAYER_ACTOR)
  336. else_jump @GFXXX_2683
  337. 015D: set_gamespeed 1.0
  338. gosub @GFXXX_2819
  339. Camera.SetBehindPlayer
  340. Camera.Restore_WithJumpCut
  341. wait 1000
  342. jump @GFXXX_62
  343.  
  344. :GFXXX_2683
  345. if
  346. 00E1: player 0 pressed_key 16
  347. else_jump @GFXXX_2572
  348. 015D: set_gamespeed 1.0
  349. 08D7: 16@ = panel 15@ active_row
  350. 16@ += 1
  351. gosub @GFXXX_2860
  352. wait 250
  353. jump @GFXXX_2886
  354.  
  355. :GFXXX_2741
  356. 015D: set_gamespeed 1.0
  357. gosub @GFXXX_2819
  358. jump @GFXXX_62
  359.  
  360. :GFXXX_2762
  361. 015D: set_gamespeed 1.0
  362. 08DA: remove_panel 15@
  363. 0826: enable_hud 1
  364. 0581: enable_radar 1
  365. Camera.SetBehindPlayer
  366. Camera.Restore_WithJumpCut
  367. 03F0: enable_text_draw 0
  368. Player.CanMove($PLAYER_CHAR) = True
  369. if
  370. 08FE: text_box_displayed
  371. else_jump @GFXXX_62
  372. 03E6: remove_text_box
  373. jump @GFXXX_62
  374.  
  375. :GFXXX_2819
  376. 08DA: remove_panel 15@
  377. if
  378. 08FE: text_box_displayed
  379. else_jump @GFXXX_2839
  380. 03E6: remove_text_box
  381.  
  382. :GFXXX_2839
  383. 03F0: enable_text_draw 0
  384. 0826: enable_hud 1
  385. 0581: enable_radar 1
  386. Player.CanMove($PLAYER_CHAR) = True
  387. return
  388.  
  389. :GFXXX_2860
  390. 08DA: remove_panel 15@
  391. if
  392. 08FE: text_box_displayed
  393. else_jump @GFXXX_2880
  394. 03E6: remove_text_box
  395.  
  396. :GFXXX_2880
  397. 03F0: enable_text_draw 0
  398. return
  399.  
  400. :GFXXX_2886
  401. 0871: init_jump_table 16@ total_jumps 7 default_jump 0 @GFXXX_3113 jumps 0 @GFXXX_3113 1 @GFXXX_2949 2 @GFXXX_2970 3 @GFXXX_2991 4 @GFXXX_3092 5 @GFXXX_3099 6 @GFXXX_3106
  402.  
  403. :GFXXX_2949
  404. 5@ = 0
  405. Player.CanMove($PLAYER_CHAR) = True
  406. jump @GFXXX_3127
  407.  
  408. :GFXXX_2970
  409. 5@ = 1
  410. Player.CanMove($PLAYER_CHAR) = True
  411. jump @GFXXX_3127
  412.  
  413. :GFXXX_2991
  414. if
  415. 8500: not player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17
  416. else_jump @GFXXX_3064
  417. Player.SetClothes($PLAYER_CHAR, "gimpleg", "gimpleg", Special)
  418. wait 50
  419. Player.Build($PLAYER_CHAR)
  420. wait 500
  421. jump @GFXXX_2202
  422.  
  423. :GFXXX_3064
  424. 0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17
  425. Player.Build($PLAYER_CHAR)
  426. wait 500
  427. jump @GFXXX_2202
  428.  
  429. :GFXXX_3092
  430. jump @GFXXX_3113
  431.  
  432. :GFXXX_3099
  433. jump @GFXXX_3113
  434.  
  435. :GFXXX_3106
  436. jump @GFXXX_3113
  437.  
  438. :GFXXX_3113
  439. Player.CanMove($PLAYER_CHAR) = True
  440. jump @GFXXX_62
  441.  
  442. :GFXXX_3127
  443. set_weather 5
  444. 0A92: create_custom_thread "GFXXX.cs" 1@ 5@ 7@ 10@ 11@ 12@ 13@
  445. wait 3000
  446. $ONMISSION = 1
  447. jump @GFXXX_62
  448.  
  449. :GFXXX_3184
  450. 0871: init_jump_table 1@ total_jumps 7 default_jump 0 @GFXXX_3613 jumps 0 @GFXXX_3613 1 @GFXXX_3247 2 @GFXXX_3308 3 @GFXXX_3369 4 @GFXXX_3430 5 @GFXXX_3491 6 @GFXXX_3552
  451.  
  452. :GFXXX_3247
  453. 5@ = 0
  454. 7@ = 1
  455. 10@ = 2401.965
  456. 11@ = -1723.22
  457. 12@ = 12.6005
  458. 13@ = 180.0
  459. jump @GFXXX_3613
  460.  
  461. :GFXXX_3308
  462. 5@ = 0
  463. 7@ = 1
  464. 10@ = -1799.5
  465. 11@ = 1195.5
  466. 12@ = 24.1094
  467. 13@ = 180.0
  468. jump @GFXXX_3613
  469.  
  470. :GFXXX_3369
  471. 5@ = 0
  472. 7@ = 7
  473. 10@ = -377.3978
  474. 11@ = -1438.692
  475. 12@ = 24.7209
  476. 13@ = 270.0
  477. jump @GFXXX_3613
  478.  
  479. :GFXXX_3430
  480. 5@ = 0
  481. 7@ = 7
  482. 10@ = -1398.101
  483. 11@ = 2636.873
  484. 12@ = 54.7031
  485. 13@ = 75.0
  486. jump @GFXXX_3613
  487.  
  488. :GFXXX_3491
  489. 5@ = 0
  490. 7@ = 1
  491. 10@ = -2576.808
  492. 11@ = 1144.744
  493. 12@ = 54.7422
  494. 13@ = 164.0
  495. jump @GFXXX_3613
  496.  
  497. :GFXXX_3552
  498. 5@ = 1
  499. 7@ = 7
  500. 10@ = 2035.362
  501. 11@ = 2732.411
  502. 12@ = 9.8203
  503. 13@ = 0.0
  504. jump @GFXXX_3613
  505.  
  506. :GFXXX_3613
  507. return
  508.  
  509. :GFXXX_3615
  510. Player.CanMove($PLAYER_CHAR) = False
  511. 015D: set_gamespeed 1.0
  512. 08D4: 15@ = create_panel_with_title 'GFX_1' position 400.0 150.0 width 200.0 columns 1 interactive 1 background 1 alignment 0
  513. 08D6: set_panel 15@ column 0 alignment 1
  514. 08DB: set_panel 15@ column 0 header 'dummy' data 'GFX_2' 'GFX_3' 'GFX_4' 'GFX_5' 'GFX_6' 'GFX_7' 'GFX_9' 'GFX_10' 'GFX_8' 'GFX_11' 'dummy' 'dummy'
  515. 090E: set_panel 15@ active_row 0
  516. wait 1000
  517.  
  518. :GFXXX_3811
  519. wait 0
  520. if
  521. Player.Defined($PLAYER_CHAR)
  522. else_jump @GFXXX_4001
  523. if
  524. $ONMISSION == 0
  525. else_jump @GFXXX_3980
  526. if and
  527. 8818: not actor $PLAYER_ACTOR in_air
  528. 84AD: not actor $PLAYER_ACTOR in_water
  529. else_jump @GFXXX_3980
  530. if or
  531. 00E1: player 0 pressed_key 15
  532. Actor.Driving($PLAYER_ACTOR)
  533. else_jump @GFXXX_3922
  534. 015D: set_gamespeed 1.0
  535. gosub @GFXXX_4058
  536. Camera.SetBehindPlayer
  537. Camera.Restore_WithJumpCut
  538. wait 1000
  539. jump @GFXXX_62
  540.  
  541. :GFXXX_3922
  542. if
  543. 00E1: player 0 pressed_key 16
  544. else_jump @GFXXX_3811
  545. 015D: set_gamespeed 1.0
  546. 08D7: 1@ = panel 15@ active_row
  547. 1@ += 1
  548. gosub @GFXXX_4099
  549. wait 250
  550. jump @GFXXX_4125
  551.  
  552. :GFXXX_3980
  553. 015D: set_gamespeed 1.0
  554. gosub @GFXXX_4058
  555. jump @GFXXX_62
  556.  
  557. :GFXXX_4001
  558. 015D: set_gamespeed 1.0
  559. 08DA: remove_panel 15@
  560. 0826: enable_hud 1
  561. 0581: enable_radar 1
  562. Camera.SetBehindPlayer
  563. Camera.Restore_WithJumpCut
  564. 03F0: enable_text_draw 0
  565. Player.CanMove($PLAYER_CHAR) = True
  566. if
  567. 08FE: text_box_displayed
  568. else_jump @GFXXX_62
  569. 03E6: remove_text_box
  570. jump @GFXXX_62
  571.  
  572. :GFXXX_4058
  573. 08DA: remove_panel 15@
  574. if
  575. 08FE: text_box_displayed
  576. else_jump @GFXXX_4078
  577. 03E6: remove_text_box
  578.  
  579. :GFXXX_4078
  580. 03F0: enable_text_draw 0
  581. 0826: enable_hud 1
  582. 0581: enable_radar 1
  583. Player.CanMove($PLAYER_CHAR) = True
  584. return
  585.  
  586. :GFXXX_4099
  587. 08DA: remove_panel 15@
  588. if
  589. 08FE: text_box_displayed
  590. else_jump @GFXXX_4119
  591. 03E6: remove_text_box
  592.  
  593. :GFXXX_4119
  594. 03F0: enable_text_draw 0
  595. return
  596.  
  597. :GFXXX_4125
  598. gosub @GRLXXB_7352
  599. 04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 2.0 0.05
  600. 13@ = Actor.Angle($PLAYER_ACTOR)
  601. 13@ += 180.0
  602. 24@ = Actor.Create(CivFemale, #SPECIAL01, 10@, 11@, 12@)
  603. Actor.Angle(24@) = 13@
  604. Actor.SetWalkStyle(24@, "SEXYWOMAN")
  605. 0296: unload_special_actor 1
  606. 17@ = 0
  607.  
  608. :GFXXX_4233
  609. wait 0
  610. 015D: set_gamespeed 1.0
  611. 08D4: 15@ = create_panel_with_title 'GFX_1' position 400.0 150.0 width 200.0 columns 1 interactive 1 background 1 alignment 0
  612. 08D6: set_panel 15@ column 0 alignment 1
  613. if
  614. 0500: player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17
  615. else_jump @GFXXX_4460
  616. 08DB: set_panel 15@ column 0 header 'dummy' data 'GFT_1' 'GFT_2' 'GFT_4' 'GFM_7' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy'
  617. 090E: set_panel 15@ active_row 0
  618. wait 1000
  619. jump @GFXXX_4603
  620.  
  621. :GFXXX_4460
  622. 08DB: set_panel 15@ column 0 header 'dummy' data 'GFT_1' 'GFT_2' 'GFT_3' 'GFM_7' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy'
  623. 090E: set_panel 15@ active_row 0
  624. wait 1000
  625. jump @GFXXX_4603
  626.  
  627. :GFXXX_4603
  628. wait 0
  629. if
  630. Player.Defined($PLAYER_CHAR)
  631. else_jump @GFXXX_4828
  632. if
  633. $ONMISSION == 0
  634. else_jump @GFXXX_4807
  635. if and
  636. 8818: not actor $PLAYER_ACTOR in_air
  637. 84AD: not actor $PLAYER_ACTOR in_water
  638. else_jump @GFXXX_4807
  639. if or
  640. 00E1: player 0 pressed_key 15
  641. Actor.Driving($PLAYER_ACTOR)
  642. 051A: actor 24@ damaged_by_actor $PLAYER_ACTOR
  643. Actor.Dead(24@)
  644. else_jump @GFXXX_4749
  645. 015D: set_gamespeed 1.0
  646. 07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 0
  647. gosub @GFXXX_4885
  648. Camera.SetBehindPlayer
  649. Camera.Restore_WithJumpCut
  650. 0850: AS_actor 24@ follow_actor $PLAYER_ACTOR
  651. wait 1000
  652. 07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1
  653. jump @GFXXX_5312
  654.  
  655. :GFXXX_4749
  656. if
  657. 00E1: player 0 pressed_key 16
  658. else_jump @GFXXX_4603
  659. 015D: set_gamespeed 1.0
  660. 08D7: 16@ = panel 15@ active_row
  661. 16@ += 1
  662. gosub @GFXXX_4926
  663. wait 250
  664. jump @GFXXX_4952
  665.  
  666. :GFXXX_4807
  667. 015D: set_gamespeed 1.0
  668. gosub @GFXXX_4885
  669. jump @GFXXX_5789
  670.  
  671. :GFXXX_4828
  672. 015D: set_gamespeed 1.0
  673. 08DA: remove_panel 15@
  674. 0826: enable_hud 1
  675. 0581: enable_radar 1
  676. Camera.SetBehindPlayer
  677. Camera.Restore_WithJumpCut
  678. 03F0: enable_text_draw 0
  679. Player.CanMove($PLAYER_CHAR) = True
  680. if
  681. 08FE: text_box_displayed
  682. else_jump @GFXXX_5789
  683. 03E6: remove_text_box
  684. jump @GFXXX_5789
  685.  
  686. :GFXXX_4885
  687. 08DA: remove_panel 15@
  688. if
  689. 08FE: text_box_displayed
  690. else_jump @GFXXX_4905
  691. 03E6: remove_text_box
  692.  
  693. :GFXXX_4905
  694. 03F0: enable_text_draw 0
  695. 0826: enable_hud 1
  696. 0581: enable_radar 1
  697. Player.CanMove($PLAYER_CHAR) = True
  698. return
  699.  
  700. :GFXXX_4926
  701. 08DA: remove_panel 15@
  702. if
  703. 08FE: text_box_displayed
  704. else_jump @GFXXX_4946
  705. 03E6: remove_text_box
  706.  
  707. :GFXXX_4946
  708. 03F0: enable_text_draw 0
  709. return
  710.  
  711. :GFXXX_4952
  712. 0871: init_jump_table 16@ total_jumps 7 default_jump 0 @GFXXX_5200 jumps 0 @GFXXX_5200 1 @GFXXX_5015 2 @GFXXX_5043 3 @GFXXX_5071 4 @GFXXX_5172 5 @GFXXX_5186 6 @GFXXX_5193
  713.  
  714. :GFXXX_5015
  715. 5@ = 2
  716. 7@ = 7
  717. Player.CanMove($PLAYER_CHAR) = True
  718. jump @GFXXX_5214
  719.  
  720. :GFXXX_5043
  721. 5@ = 3
  722. 7@ = 7
  723. Player.CanMove($PLAYER_CHAR) = True
  724. jump @GFXXX_5214
  725.  
  726. :GFXXX_5071
  727. if
  728. 8500: not player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17
  729. else_jump @GFXXX_5144
  730. Player.SetClothes($PLAYER_CHAR, "gimpleg", "gimpleg", Special)
  731. wait 50
  732. Player.Build($PLAYER_CHAR)
  733. wait 500
  734. jump @GFXXX_4233
  735.  
  736. :GFXXX_5144
  737. 0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17
  738. Player.Build($PLAYER_CHAR)
  739. wait 500
  740. jump @GFXXX_4233
  741.  
  742. :GFXXX_5172
  743. Player.CanMove($PLAYER_CHAR) = True
  744. jump @GFXXX_5808
  745.  
  746. :GFXXX_5186
  747. jump @GFXXX_5200
  748.  
  749. :GFXXX_5193
  750. jump @GFXXX_5200
  751.  
  752. :GFXXX_5200
  753. Player.CanMove($PLAYER_CHAR) = True
  754. jump @GFXXX_5789
  755.  
  756. :GFXXX_5214
  757. set_weather 10
  758. 04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.05
  759. 13@ = Actor.Angle($PLAYER_ACTOR)
  760. wait 0
  761. 0A92: create_custom_thread "GFXXX.cs" 24@ 5@ 7@ 10@ 11@ 12@ 13@
  762. wait 3000
  763. $ONMISSION = 1
  764. jump @GFXXX_5312
  765.  
  766. :GFXXX_5312
  767. wait 0
  768. if
  769. Player.Defined($PLAYER_CHAR)
  770. else_jump @GFXXX_5789
  771. if
  772. not Actor.Dead(24@)
  773. else_jump @GFXXX_5789
  774. if
  775. 00F2: actor 24@ near_actor $PLAYER_ACTOR radius 70.8 70.8 0
  776. else_jump @GFXXX_5751
  777. if
  778. 17@ == 0
  779. else_jump @GFXXX_5312
  780. if
  781. not Actor.Driving($PLAYER_ACTOR)
  782. else_jump @GFXXX_5513
  783. if
  784. 851A: not actor 24@ damaged_by_actor $PLAYER_ACTOR
  785. else_jump @GFXXX_5483
  786. if and
  787. 80E1: not player 0 pressed_key 17
  788. $ONMISSION == 0
  789. 00F3: actor $PLAYER_ACTOR near_actor 24@ radius 1.0 1.0 sphere 0 on_foot
  790. else_jump @GFXXX_5312
  791. jump @GFXXX_4233
  792.  
  793. :GFXXX_5483
  794. 05DD: AS_actor 24@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 30000
  795. 17@ = 1
  796. jump @GFXXX_5312
  797.  
  798. :GFXXX_5513
  799. 17@ = 1
  800. 26@ = Actor.CurrentCar($PLAYER_ACTOR)
  801. 01EA: 27@ = car 26@ max_passengers
  802. if
  803. 27@ > 0
  804. else_jump @GFXXX_5312
  805. 05CA: AS_actor 24@ enter_car 26@ passenger_seat 0 time 15000
  806. wait 2000
  807.  
  808. :GFXXX_5572
  809. wait 0
  810. if
  811. Player.Defined($PLAYER_CHAR)
  812. else_jump @GFXXX_5739
  813. if
  814. not Actor.Dead(24@)
  815. else_jump @GFXXX_5739
  816. if
  817. not Car.Wrecked(26@)
  818. else_jump @GFXXX_5727
  819. if
  820. 00F2: actor 24@ near_actor $PLAYER_ACTOR radius 40.8 40.8 0
  821. else_jump @GFXXX_5727
  822. if
  823. Actor.InCar(24@, 26@)
  824. else_jump @GFXXX_5572
  825. if
  826. not Actor.Driving($PLAYER_ACTOR)
  827. else_jump @GFXXX_5572
  828. 0633: AS_actor 24@ exit_car
  829. 17@ = 0
  830. Car.RemoveReferences(26@)
  831. wait 1000
  832. 0850: AS_actor 24@ follow_actor $PLAYER_ACTOR
  833. jump @GFXXX_5312
  834.  
  835. :GFXXX_5727
  836. Car.RemoveReferences(26@)
  837. jump @GFXXX_5751
  838.  
  839. :GFXXX_5739
  840. Car.RemoveReferences(26@)
  841. jump @GFXXX_5789
  842.  
  843. :GFXXX_5751
  844. 0619: enable_actor 24@ collision_detection 1
  845. Actor.SetWalkStyle(24@, "SEXYWOMAN")
  846. Actor.SetImmunities(24@, 0, 0, 0, 0, 0)
  847.  
  848. :GFXXX_5789
  849. Actor.RemoveReferences(24@)
  850. 17@ = 0
  851. jump @GFXXX_62
  852.  
  853. :GFXXX_5808
  854. $ONMISSION = 1
  855. gosub @GRLXXB_33805
  856. 0619: enable_actor 24@ collision_detection 0
  857. Player.CanMove($PLAYER_CHAR) = True
  858. wait 0
  859. 0638: AS_actor 24@ stay_put 1
  860. wait 0
  861. 0639: AS_actor $PLAYER_ACTOR rotate_to_actor 24@
  862. wait 1000
  863. 04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 1.05 -1.0
  864. 13@ = Actor.Angle($PLAYER_ACTOR)
  865. 13@ += 180.0
  866. 0638: AS_actor 24@ stay_put 0
  867. Actor.PutAt(24@, 10@, 11@, 12@)
  868. Actor.Angle(24@) = 13@
  869. 0812: AS_actor 24@ perform_animation "GRLFRD_KISS_03" IFP "KISSING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 6000 // versionB
  870. 0812: AS_actor $PLAYER_ACTOR perform_animation "PLAYA_KISS_03" IFP "KISSING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 6000 // versionB
  871. wait 500
  872.  
  873. :GFXXX_6036
  874. wait 0
  875. if
  876. Player.Defined($PLAYER_CHAR)
  877. else_jump @GFXXX_6168
  878. if
  879. not Actor.Dead(24@)
  880. else_jump @GFXXX_6168
  881. if
  882. Actor.Animation($PLAYER_ACTOR) == "PLAYA_KISS_03"
  883. else_jump @GFXXX_6147
  884. 0613: 30@ = actor $PLAYER_ACTOR animation "PLAYA_KISS_03" time
  885. if
  886. 30@ >= 0.95
  887. else_jump @GFXXX_6036
  888.  
  889. :GFXXX_6147
  890. $ONMISSION = 0
  891. 0619: enable_actor 24@ collision_detection 1
  892. jump @GFXXX_5312
  893.  
  894. :GFXXX_6168
  895. 04EF: release_animation "KISSING"
  896. Actor.RemoveReferences(24@)
  897. $ONMISSION = 0
  898. 17@ = 0
  899. jump @GFXXX_62
  900.  
  901. :GFXXX_6205
  902. if
  903. 2 > 1@
  904. else_jump @GRLXXB
  905. thread 'GFXXXA'
  906. 8@ = 0
  907. if
  908. 1@ > 0
  909. else_jump @GFXXXA_50
  910. $GFSEX_Erregung = 10
  911. jump @GFXXXA_57
  912.  
  913. :GFXXXA_50
  914. $GFSEX_Erregung = 5
  915.  
  916. :GFXXXA_57
  917. $GFSEX_POWER = 1
  918. 9@ = 0
  919. if
  920. 9@ > 0
  921. else_jump @GFXXXA_113
  922. 24@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)
  923.  
  924. :GFXXXA_113
  925. gosub @GFXXXA_7330
  926. gosub @GFXXXA_7890
  927.  
  928. :GFXXXA_127
  929. wait 0
  930. if and
  931. not Actor.Dead($PLAYER_ACTOR)
  932. not Actor.Dead(24@)
  933. else_jump @GFXXXA_180
  934. gosub @GFXXXA_194
  935. gosub @GFXXXA_410
  936. gosub @GFXXXA_13001
  937. jump @GFXXXA_187
  938.  
  939. :GFXXXA_180
  940. gosub @GFXXXA_14163
  941.  
  942. :GFXXXA_187
  943. jump @GFXXXA_127
  944.  
  945. :GFXXXA_194
  946. if
  947. 88B7: not test 9@ bit 1
  948. else_jump @GFXXXA_408
  949. if
  950. 00E1: player 0 pressed_key 17
  951. else_jump @GFXXXA_268
  952. if
  953. 88B7: not test 9@ bit 2
  954. else_jump @GFXXXA_261
  955. gosub @GFXXXA_9231
  956. 08BD: set 9@ bit 2
  957.  
  958. :GFXXXA_261
  959. jump @GFXXXA_275
  960.  
  961. :GFXXXA_268
  962. 08C3: clear 9@ bit 2
  963.  
  964. :GFXXXA_275
  965. if
  966. 00E1: player 0 pressed_key 14
  967. else_jump @GFXXXA_331
  968. if
  969. 88B7: not test 9@ bit 3
  970. else_jump @GFXXXA_324
  971. gosub @GFXXXA_10009
  972. 08BD: set 9@ bit 3
  973.  
  974. :GFXXXA_324
  975. jump @GFXXXA_338
  976.  
  977. :GFXXXA_331
  978. 08C3: clear 9@ bit 3
  979.  
  980. :GFXXXA_338
  981. if
  982. 00E1: player 0 pressed_key 15
  983. else_jump @GFXXXA_401
  984. if
  985. 88B7: not test 9@ bit 4
  986. else_jump @GFXXXA_394
  987. 7@ = 2
  988. 8@ = 0
  989. 08BD: set 9@ bit 4
  990.  
  991. :GFXXXA_394
  992. jump @GFXXXA_408
  993.  
  994. :GFXXXA_401
  995. 08C3: clear 9@ bit 4
  996.  
  997. :GFXXXA_408
  998. return
  999.  
  1000. :GFXXXA_410
  1001. 0871: init_jump_table 7@ total_jumps 10 default_jump 0 @GFXXXA_678 jumps 0 @GFXXXA_538 1 @GFXXXA_552 2 @GFXXXA_566 3 @GFXXXA_580 4 @GFXXXA_594 5 @GFXXXA_608 6 @GFXXXA_622
  1002. 0872: jump_table_jumps 7 @GFXXXA_636 8 @GFXXXA_650 9 @GFXXXA_664 -1 @GFXXXA_678 -1 @GFXXXA_678 -1 @GFXXXA_678 -1 @GFXXXA_678 -1 @GFXXXA_678 -1 @GFXXXA_678
  1003.  
  1004. :GFXXXA_538
  1005. gosub @GFXXXA_680
  1006. jump @GFXXXA_678
  1007.  
  1008. :GFXXXA_552
  1009. gosub @GFXXXA_858
  1010. jump @GFXXXA_678
  1011.  
  1012. :GFXXXA_566
  1013. gosub @GFXXXA_1607
  1014. jump @GFXXXA_678
  1015.  
  1016. :GFXXXA_580
  1017. gosub @GFXXXA_1852
  1018. jump @GFXXXA_678
  1019.  
  1020. :GFXXXA_594
  1021. gosub @GFXXXA_2965
  1022. jump @GFXXXA_678
  1023.  
  1024. :GFXXXA_608
  1025. gosub @GFXXXA_3387
  1026. jump @GFXXXA_678
  1027.  
  1028. :GFXXXA_622
  1029. gosub @GFXXXA_3941
  1030. jump @GFXXXA_678
  1031.  
  1032. :GFXXXA_636
  1033. gosub @GFXXXA_5154
  1034. jump @GFXXXA_678
  1035.  
  1036. :GFXXXA_650
  1037. gosub @GFXXXA_5903
  1038. jump @GFXXXA_678
  1039.  
  1040. :GFXXXA_664
  1041. gosub @GFXXXA_6505
  1042. jump @GFXXXA_678
  1043.  
  1044. :GFXXXA_678
  1045. return
  1046.  
  1047. :GFXXXA_680
  1048. 0871: init_jump_table 8@ total_jumps 2 default_jump 0 @GFXXXA_856 jumps 0 @GFXXXA_743 1 @GFXXXA_770 -1 @GFXXXA_856 -1 @GFXXXA_856 -1 @GFXXXA_856 -1 @GFXXXA_856 -1 @GFXXXA_856
  1049.  
  1050. :GFXXXA_743
  1051. 08BD: set 9@ bit 1
  1052. fade 0 0
  1053. 8@ += 1
  1054. jump @GFXXXA_856
  1055.  
  1056. :GFXXXA_770
  1057. if
  1058. not fading
  1059. else_jump @GFXXXA_849
  1060. Player.CanMove($PLAYER_CHAR) = False
  1061. 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
  1062. 06AB: set_actor 24@ all_weapons_hidden 1
  1063. 0826: enable_hud 0
  1064. 0581: enable_radar 0
  1065. 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
  1066. 02A3: enable_widescreen 1
  1067. 03F4: set_all_cars_apply_damage_rules 0
  1068. gosub @GFXXXA_8032
  1069. 0085: 7@ = 2@ // (int)
  1070. 8@ = 0
  1071.  
  1072. :GFXXXA_849
  1073. jump @GFXXXA_856
  1074.  
  1075. :GFXXXA_856
  1076. return
  1077.  
  1078. :GFXXXA_858
  1079. 0871: init_jump_table 8@ total_jumps 6 default_jump 0 @GFXXXA_1605 jumps 0 @GFXXXA_921 1 @GFXXXA_963 2 @GFXXXA_1086 3 @GFXXXA_1323 4 @GFXXXA_1482 5 @GFXXXA_1532 -1 @GFXXXA_1605
  1080.  
  1081. :GFXXXA_921
  1082. 08BD: set 9@ bit 1
  1083. 23@ = -1
  1084. gosub @GFXXXA_9231
  1085. fade 1 1500
  1086. 8@ += 1
  1087. jump @GFXXXA_1605
  1088.  
  1089. :GFXXXA_963
  1090. if
  1091. not fading
  1092. else_jump @GFXXXA_1079
  1093. 0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_COUCH_START_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  1094. 0812: AS_actor 24@ perform_animation "BJ_COUCH_START_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  1095. 8@ += 1
  1096.  
  1097. :GFXXXA_1079
  1098. jump @GFXXXA_1605
  1099.  
  1100. :GFXXXA_1086
  1101. 0613: 16@ = actor $PLAYER_ACTOR animation "BJ_COUCH_START_P" time
  1102. if and
  1103. 16@ > 0.5
  1104. 1.0 > 16@
  1105. else_jump @GFXXXA_1177
  1106. if
  1107. 08D0: should_skip_cutscene
  1108. else_jump @GFXXXA_1177
  1109. fade 0 500
  1110. 8@ = 5
  1111. jump @GFXXXA_1605
  1112.  
  1113. :GFXXXA_1177
  1114. if
  1115. 16@ == 1.0
  1116. else_jump @GFXXXA_1316
  1117. 0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_COUCH_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 6000 // versionB
  1118. 0812: AS_actor 24@ perform_animation "BJ_COUCH_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 6000 // versionB
  1119. 04AE: 30@ = 285 // = constant
  1120. 33@ = 0
  1121. 8@ += 1
  1122.  
  1123. :GFXXXA_1316
  1124. jump @GFXXXA_1605
  1125.  
  1126. :GFXXXA_1323
  1127. if
  1128. 08D0: should_skip_cutscene
  1129. else_jump @GFXXXA_1357
  1130. fade 0 500
  1131. 8@ = 5
  1132. jump @GFXXXA_1475
  1133.  
  1134. :GFXXXA_1357
  1135. if
  1136. 33@ > 6000
  1137. else_jump @GFXXXA_1475
  1138. 0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_COUCH_END_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB
  1139. 0812: AS_actor 24@ perform_animation "BJ_COUCH_END_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB
  1140. 8@ += 1
  1141.  
  1142. :GFXXXA_1475
  1143. jump @GFXXXA_1605
  1144.  
  1145. :GFXXXA_1482
  1146. 062E: get_actor 24@ task 2066 status_store_to 20@ // ret 7 if not found
  1147. if
  1148. 04A4: 20@ == 7 // == constant
  1149. else_jump @GFXXXA_1525
  1150. fade 0 500
  1151. 8@ += 1
  1152.  
  1153. :GFXXXA_1525
  1154. jump @GFXXXA_1605
  1155.  
  1156. :GFXXXA_1532
  1157. if
  1158. not fading
  1159. else_jump @GFXXXA_1598
  1160. if
  1161. 1@ > 0
  1162. else_jump @GFXXXA_1584
  1163. 7@ = 3
  1164. 8@ = 0
  1165. jump @GFXXXA_1598
  1166.  
  1167. :GFXXXA_1584
  1168. 7@ = 6
  1169. 8@ = 0
  1170.  
  1171. :GFXXXA_1598
  1172. jump @GFXXXA_1605
  1173.  
  1174. :GFXXXA_1605
  1175. return
  1176.  
  1177. :GFXXXA_1607
  1178. 0871: init_jump_table 8@ total_jumps 3 default_jump 0 @GFXXXA_1850 jumps 0 @GFXXXA_1670 1 @GFXXXA_1691 2 @GFXXXA_1823 -1 @GFXXXA_1850 -1 @GFXXXA_1850 -1 @GFXXXA_1850 -1 @GFXXXA_1850
  1179.  
  1180. :GFXXXA_1670
  1181. fade 0 1000
  1182. 8@ += 1
  1183. jump @GFXXXA_1850
  1184.  
  1185. :GFXXXA_1691
  1186. if
  1187. not fading
  1188. else_jump @GFXXXA_1816
  1189. gosub @GFXXXA_8752
  1190. if
  1191. 08B7: test 9@ bit 13
  1192. else_jump @GFXXXA_1741
  1193. 0151: remove_status_text $GFSEX_Erregung
  1194. 08C3: clear 9@ bit 13
  1195.  
  1196. :GFXXXA_1741
  1197. if
  1198. 08B7: test 9@ bit 9
  1199. else_jump @GFXXXA_1771
  1200. 0151: remove_status_text $GFSEX_POWER
  1201. 08C3: clear 9@ bit 9
  1202.  
  1203. :GFXXXA_1771
  1204. 03E6: remove_text_box
  1205. 02A3: enable_widescreen 0
  1206. Camera.SetBehindPlayer
  1207. Camera.Restore_WithJumpCut
  1208. Player.CanMove($PLAYER_CHAR) = True
  1209. 03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
  1210. 0619: enable_actor $PLAYER_ACTOR collision_detection 1
  1211. fade 1 1000
  1212. 8@ += 1
  1213.  
  1214. :GFXXXA_1816
  1215. jump @GFXXXA_1850
  1216.  
  1217. :GFXXXA_1823
  1218. if
  1219. not fading
  1220. else_jump @GFXXXA_1843
  1221. gosub @GFXXXA_14163
  1222.  
  1223. :GFXXXA_1843
  1224. jump @GFXXXA_1850
  1225.  
  1226. :GFXXXA_1850
  1227. return
  1228.  
  1229. :GFXXXA_1852
  1230. 0871: init_jump_table 8@ total_jumps 6 default_jump 0 @GFXXXA_2963 jumps 0 @GFXXXA_1915 1 @GFXXXA_2133 2 @GFXXXA_2328 3 @GFXXXA_2545 4 @GFXXXA_2787 5 @GFXXXA_2894 -1 @GFXXXA_2963
  1231.  
  1232. :GFXXXA_1915
  1233. if
  1234. not fading
  1235. else_jump @GFXXXA_2126
  1236. 02A3: enable_widescreen 0
  1237. 0792: disembark_instantly_actor $PLAYER_ACTOR
  1238. 0792: disembark_instantly_actor 24@
  1239. gosub @GFXXXA_8884
  1240. Actor.PutAt($PLAYER_ACTOR, 10@, 12@, 14@)
  1241. Actor.Angle($PLAYER_ACTOR) = 16@
  1242. 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0
  1243. 16@ = Actor.Angle($PLAYER_ACTOR)
  1244. Actor.PutAt(24@, 10@, 12@, 14@)
  1245. Actor.Angle(24@) = 16@
  1246. 0512: show_permanent_text_box 'GF_0043' // Press ~k~~PED_SPRINT~ when the power bar is full~n~~k~~PED_FIREWEAPON~ Change view~n~~k~~VEHICLE_ENTER_EXIT~ Quit
  1247. 04F7: status_text $GFSEX_Erregung type 1 line 1 GXT 'GF_0017' // global_variable // Excitement:
  1248. 04F7: status_text $GFSEX_POWER type 1 line 3 GXT 'GF_0040' // global_variable // Power:
  1249. 08BD: set 9@ bit 9
  1250. 08BD: set 9@ bit 13
  1251. 23@ = 1
  1252. gosub @GFXXXA_9231
  1253. fade 1 1000
  1254. 08C3: clear 9@ bit 1
  1255. 8@ += 1
  1256.  
  1257. :GFXXXA_2126
  1258. jump @GFXXXA_2963
  1259.  
  1260. :GFXXXA_2133
  1261. 0812: AS_actor 24@ perform_animation "SPANKING_IDLEW" IFP "SNM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
  1262. 0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKING_IDLEP" IFP "SNM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
  1263. 08C3: clear 9@ bit 8
  1264. gosub @GFXXXA_12835
  1265. if
  1266. 0 >= $GFSEX_Erregung
  1267. else_jump @GFXXXA_2275
  1268. 7@ = 4
  1269. 8@ = 0
  1270. jump @GFXXXA_2963
  1271. jump @GFXXXA_2314
  1272.  
  1273. :GFXXXA_2275
  1274. if
  1275. $GFSEX_Erregung >= 100
  1276. else_jump @GFXXXA_2314
  1277. 7@ = 5
  1278. 8@ = 0
  1279. jump @GFXXXA_2963
  1280.  
  1281. :GFXXXA_2314
  1282. 8@ += 1
  1283. jump @GFXXXA_2963
  1284.  
  1285. :GFXXXA_2328
  1286. gosub @GFXXXA_12835
  1287. if
  1288. $GFSEX_POWER >= 100
  1289. else_jump @GFXXXA_2360
  1290. 8@ += 1
  1291.  
  1292. :GFXXXA_2360
  1293. if
  1294. 00E1: player 0 pressed_key 16
  1295. else_jump @GFXXXA_2446
  1296. if and
  1297. 88B7: not test 9@ bit 8
  1298. not Actor.Animation($PLAYER_ACTOR) == "SPANKINGP"
  1299. else_jump @GFXXXA_2439
  1300. 08BD: set 9@ bit 8
  1301. gosub @GFXXXA_12414
  1302. 8@ = 4
  1303. jump @GFXXXA_2963
  1304.  
  1305. :GFXXXA_2439
  1306. jump @GFXXXA_2453
  1307.  
  1308. :GFXXXA_2446
  1309. 08C3: clear 9@ bit 8
  1310.  
  1311. :GFXXXA_2453
  1312. if
  1313. 0 >= $GFSEX_Erregung
  1314. else_jump @GFXXXA_2499
  1315. 7@ = 4
  1316. 8@ = 0
  1317. jump @GFXXXA_2963
  1318. jump @GFXXXA_2538
  1319.  
  1320. :GFXXXA_2499
  1321. if
  1322. $GFSEX_Erregung == 100
  1323. else_jump @GFXXXA_2538
  1324. 7@ = 5
  1325. 8@ = 0
  1326. jump @GFXXXA_2963
  1327.  
  1328. :GFXXXA_2538
  1329. jump @GFXXXA_2963
  1330.  
  1331. :GFXXXA_2545
  1332. gosub @GFXXXA_12835
  1333. if
  1334. $GFSEX_POWER >= 97
  1335. else_jump @GFXXXA_2663
  1336. if
  1337. 00E1: player 0 pressed_key 16
  1338. else_jump @GFXXXA_2656
  1339. if and
  1340. 88B7: not test 9@ bit 8
  1341. not Actor.Animation($PLAYER_ACTOR) == "SPANKINGP"
  1342. else_jump @GFXXXA_2649
  1343. 08BD: set 9@ bit 8
  1344. gosub @GFXXXA_12414
  1345. 8@ = 4
  1346. jump @GFXXXA_2963
  1347.  
  1348. :GFXXXA_2649
  1349. jump @GFXXXA_2663
  1350.  
  1351. :GFXXXA_2656
  1352. 08C3: clear 9@ bit 8
  1353.  
  1354. :GFXXXA_2663
  1355. if
  1356. 0 >= $GFSEX_POWER
  1357. else_jump @GFXXXA_2695
  1358. gosub @GFXXXA_12122
  1359. 8@ -= 1
  1360.  
  1361. :GFXXXA_2695
  1362. if
  1363. 0 >= $GFSEX_Erregung
  1364. else_jump @GFXXXA_2741
  1365. 7@ = 4
  1366. 8@ = 0
  1367. jump @GFXXXA_2963
  1368. jump @GFXXXA_2780
  1369.  
  1370. :GFXXXA_2741
  1371. if
  1372. $GFSEX_Erregung == 100
  1373. else_jump @GFXXXA_2780
  1374. 7@ = 5
  1375. 8@ = 0
  1376. jump @GFXXXA_2963
  1377.  
  1378. :GFXXXA_2780
  1379. jump @GFXXXA_2963
  1380.  
  1381. :GFXXXA_2787
  1382. gosub @GFXXXA_12835
  1383. gosub @GFXXXA_12455
  1384. 0812: AS_actor 24@ perform_animation "SPANKINGW" IFP "SNM" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  1385. 0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKINGP" IFP "SNM" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  1386. 08C3: clear 9@ bit 5
  1387. 8@ += 1
  1388. jump @GFXXXA_2963
  1389.  
  1390. :GFXXXA_2894
  1391. gosub @GFXXXA_12835
  1392. gosub @GFXXXA_12505
  1393. if
  1394. 08B7: test 9@ bit 5
  1395. else_jump @GFXXXA_2956
  1396. 04AE: 31@ = 238 // = constant
  1397. 09F1: play_audio_at_actor $PLAYER_ACTOR event 1190
  1398. gosub @GFXXXA_12701
  1399. 8@ = 1
  1400.  
  1401. :GFXXXA_2956
  1402. jump @GFXXXA_2963
  1403.  
  1404. :GFXXXA_2963
  1405. return
  1406.  
  1407. :GFXXXA_2965
  1408. 0871: init_jump_table 8@ total_jumps 3 default_jump 0 @GFXXXA_3385 jumps 0 @GFXXXA_3028 1 @GFXXXA_3111 2 @GFXXXA_3316 -1 @GFXXXA_3385 -1 @GFXXXA_3385 -1 @GFXXXA_3385 -1 @GFXXXA_3385
  1409.  
  1410. :GFXXXA_3028
  1411. if
  1412. 08B7: test 9@ bit 13
  1413. else_jump @GFXXXA_3058
  1414. 0151: remove_status_text $GFSEX_Erregung
  1415. 08C3: clear 9@ bit 13
  1416.  
  1417. :GFXXXA_3058
  1418. if
  1419. 08B7: test 9@ bit 9
  1420. else_jump @GFXXXA_3088
  1421. 0151: remove_status_text $GFSEX_POWER
  1422. 08C3: clear 9@ bit 9
  1423.  
  1424. :GFXXXA_3088
  1425. 03E6: remove_text_box
  1426. fade 0 1000
  1427. 8@ += 1
  1428. jump @GFXXXA_3385
  1429.  
  1430. :GFXXXA_3111
  1431. if
  1432. not fading
  1433. else_jump @GFXXXA_3309
  1434. gosub @GFXXXA_8884
  1435. Actor.PutAt($PLAYER_ACTOR, 10@, 12@, 14@)
  1436. Actor.Angle($PLAYER_ACTOR) = 16@
  1437. 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0
  1438. 16@ = Actor.Angle($PLAYER_ACTOR)
  1439. Actor.PutAt(24@, 10@, 12@, 14@)
  1440. Actor.Angle(24@) = 16@
  1441. 0812: AS_actor 24@ perform_animation "SPANKEDW" IFP "SNM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 600000 // versionB
  1442. 0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKEDP" IFP "SNM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 600000 // versionB
  1443. fade 1 1000
  1444. 33@ = 0
  1445. 8@ += 1
  1446.  
  1447. :GFXXXA_3309
  1448. jump @GFXXXA_3385
  1449.  
  1450. :GFXXXA_3316
  1451. if
  1452. not fading
  1453. else_jump @GFXXXA_3378
  1454. 04AE: 30@ = 291 // = constant
  1455. 04AE: 31@ = 237 // = constant
  1456. if
  1457. 33@ > 7000
  1458. else_jump @GFXXXA_3378
  1459. 7@ = 2
  1460. 8@ = 0
  1461.  
  1462. :GFXXXA_3378
  1463. jump @GFXXXA_3385
  1464.  
  1465. :GFXXXA_3385
  1466. return
  1467.  
  1468. :GFXXXA_3387
  1469. 0871: init_jump_table 8@ total_jumps 4 default_jump 0 @GFXXXA_3939 jumps 0 @GFXXXA_3450 1 @GFXXXA_3533 2 @GFXXXA_3832 3 @GFXXXA_3874 -1 @GFXXXA_3939 -1 @GFXXXA_3939 -1 @GFXXXA_3939
  1470.  
  1471. :GFXXXA_3450
  1472. if
  1473. 08B7: test 9@ bit 13
  1474. else_jump @GFXXXA_3480
  1475. 0151: remove_status_text $GFSEX_Erregung
  1476. 08C3: clear 9@ bit 13
  1477.  
  1478. :GFXXXA_3480
  1479. if
  1480. 08B7: test 9@ bit 9
  1481. else_jump @GFXXXA_3510
  1482. 0151: remove_status_text $GFSEX_POWER
  1483. 08C3: clear 9@ bit 9
  1484.  
  1485. :GFXXXA_3510
  1486. 03E6: remove_text_box
  1487. fade 0 1000
  1488. 8@ += 1
  1489. jump @GFXXXA_3939
  1490.  
  1491. :GFXXXA_3533
  1492. if
  1493. not fading
  1494. else_jump @GFXXXA_3825
  1495. gosub @GFXXXA_8884
  1496. Actor.PutAt($PLAYER_ACTOR, 10@, 12@, 14@)
  1497. Actor.Angle($PLAYER_ACTOR) = 16@
  1498. 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0
  1499. 16@ = Actor.Angle($PLAYER_ACTOR)
  1500. Actor.PutAt(24@, 10@, 12@, 14@)
  1501. Actor.Angle(24@) = 16@
  1502. 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.707 3.136 -0.163
  1503. 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.427 0.634 -0.5
  1504. Camera.SetPosition(10@, 12@, 14@, 0.0, 0.0, 0.0)
  1505. Camera.PointAt(11@, 13@, 15@, 2)
  1506. 0812: AS_actor 24@ perform_animation "SPANKING_ENDW" IFP "SNM" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  1507. 0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKING_ENDP" IFP "SNM" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  1508. fade 1 1000
  1509. 8@ += 1
  1510.  
  1511. :GFXXXA_3825
  1512. jump @GFXXXA_3939
  1513.  
  1514. :GFXXXA_3832
  1515. if
  1516. not fading
  1517. else_jump @GFXXXA_3867
  1518. 04AE: 30@ = 289 // = constant
  1519. 33@ = 0
  1520. 8@ += 1
  1521.  
  1522. :GFXXXA_3867
  1523. jump @GFXXXA_3939
  1524.  
  1525. :GFXXXA_3874
  1526. 0613: 16@ = actor $PLAYER_ACTOR animation "SPANKING_ENDP" time
  1527. if
  1528. 16@ == 1.0
  1529. else_jump @GFXXXA_3932
  1530. 7@ = 2
  1531. 8@ = 0
  1532.  
  1533. :GFXXXA_3932
  1534. jump @GFXXXA_3939
  1535.  
  1536. :GFXXXA_3939
  1537. return
  1538.  
  1539. :GFXXXA_3941
  1540. 0871: init_jump_table 8@ total_jumps 6 default_jump 0 @GFXXXA_5152 jumps 0 @GFXXXA_4004 1 @GFXXXA_4198 2 @GFXXXA_4779 3 @GFXXXA_4881 4 @GFXXXA_4991 5 @GFXXXA_5089 -1 @GFXXXA_5152
  1541.  
  1542. :GFXXXA_4004
  1543. if
  1544. not fading
  1545. else_jump @GFXXXA_4191
  1546. 02A3: enable_widescreen 0
  1547. 0792: disembark_instantly_actor $PLAYER_ACTOR
  1548. 0792: disembark_instantly_actor 24@
  1549. gosub @GFXXXA_8884
  1550. Actor.PutAt($PLAYER_ACTOR, 10@, 12@, 14@)
  1551. Actor.Angle($PLAYER_ACTOR) = 16@
  1552. 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 -1.0
  1553. 16@ = Actor.Angle($PLAYER_ACTOR)
  1554. 16@ += 180.0
  1555. Actor.PutAt(24@, 10@, 12@, 14@)
  1556. Actor.Angle(24@) = 16@
  1557. 03C4: set_status_text $GFSEX_Erregung type 1 GXT 'GF_0017' // global_variable // Excitement:
  1558. 08BD: set 9@ bit 13
  1559. gosub @GFXXXA_9231
  1560. 0512: show_permanent_text_box 'GF_0020' // Push ~k~~GO_FORWARD~ and ~k~~GO_BACK~ in rhythm~n~~k~~PED_FIREWEAPON~ Change view~n~~k~~PED_JUMPING~ Change position~n~~k~~VEHICLE_ENTER_EXIT~ Quit
  1561. fade 1 500
  1562. 08C3: clear 9@ bit 1
  1563. 8@ += 1
  1564.  
  1565. :GFXXXA_4191
  1566. jump @GFXXXA_5152
  1567.  
  1568. :GFXXXA_4198
  1569. 33@ = 0
  1570. if
  1571. 22@ == 0
  1572. else_jump @GFXXXA_4298
  1573. 0812: AS_actor 24@ perform_animation "SEX_1_W" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
  1574. 0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_1_P" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
  1575. 8@ += 1
  1576.  
  1577. :GFXXXA_4298
  1578. if
  1579. 22@ == 1
  1580. else_jump @GFXXXA_4535
  1581. if
  1582. Actor.Animation($PLAYER_ACTOR) == "SEX_1TO2_P"
  1583. else_jump @GFXXXA_4460
  1584. 0613: 16@ = actor $PLAYER_ACTOR animation "SEX_1TO2_P" time
  1585. if
  1586. 16@ >= 1.0
  1587. else_jump @GFXXXA_4453
  1588. 0812: AS_actor 24@ perform_animation "SEX_2_W" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
  1589. 0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_2_P" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
  1590.  
  1591. :GFXXXA_4453
  1592. jump @GFXXXA_4528
  1593.  
  1594. :GFXXXA_4460
  1595. 0812: AS_actor 24@ perform_animation "SEX_2_W" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
  1596. 0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_2_P" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
  1597.  
  1598. :GFXXXA_4528
  1599. 8@ += 1
  1600.  
  1601. :GFXXXA_4535
  1602. if
  1603. 22@ == 2
  1604. else_jump @GFXXXA_4772
  1605. if
  1606. Actor.Animation($PLAYER_ACTOR) == "SEX_2TO3_P"
  1607. else_jump @GFXXXA_4697
  1608. 0613: 16@ = actor $PLAYER_ACTOR animation "SEX_2TO3_P" time
  1609. if
  1610. 16@ >= 1.0
  1611. else_jump @GFXXXA_4690
  1612. 0812: AS_actor 24@ perform_animation "SEX_3_W" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
  1613. 0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_3_P" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
  1614.  
  1615. :GFXXXA_4690
  1616. jump @GFXXXA_4765
  1617.  
  1618. :GFXXXA_4697
  1619. 0812: AS_actor 24@ perform_animation "SEX_3_W" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
  1620. 0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_3_P" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
  1621.  
  1622. :GFXXXA_4765
  1623. 8@ += 1
  1624.  
  1625. :GFXXXA_4772
  1626. jump @GFXXXA_5152
  1627.  
  1628. :GFXXXA_4779
  1629. gosub @GFXXXA_10356
  1630. gosub @GFXXXA_11190
  1631. if
  1632. $GFSEX_Erregung == 100
  1633. else_jump @GFXXXA_4840
  1634. 04AE: 30@ = 286 // = constant
  1635. Player.CanMove($PLAYER_CHAR) = False
  1636. 08BD: set 9@ bit 1
  1637. 8@ += 1
  1638.  
  1639. :GFXXXA_4840
  1640. if
  1641. $GFSEX_Erregung == 0
  1642. else_jump @GFXXXA_4874
  1643. 03E6: remove_text_box
  1644. 7@ = 8
  1645. 8@ = 0
  1646.  
  1647. :GFXXXA_4874
  1648. jump @GFXXXA_5152
  1649.  
  1650. :GFXXXA_4881
  1651. if
  1652. 22@ == 0
  1653. else_jump @GFXXXA_4906
  1654. 8@ += 1
  1655.  
  1656. :GFXXXA_4906
  1657. if
  1658. 22@ == 1
  1659. else_jump @GFXXXA_4945
  1660. gosub @GFXXXA_9231
  1661. 22@ = 0
  1662. 8@ += 1
  1663.  
  1664. :GFXXXA_4945
  1665. if
  1666. 22@ == 2
  1667. else_jump @GFXXXA_4984
  1668. gosub @GFXXXA_9231
  1669. 22@ = 0
  1670. 8@ += 1
  1671.  
  1672. :GFXXXA_4984
  1673. jump @GFXXXA_5152
  1674.  
  1675. :GFXXXA_4991
  1676. 0812: AS_actor 24@ perform_animation "SEX_1_CUM_W" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  1677. 0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_1_CUM_P" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  1678. 04AE: 30@ = 289 // = constant
  1679. 8@ += 1
  1680. jump @GFXXXA_5152
  1681.  
  1682. :GFXXXA_5089
  1683. 0613: 16@ = actor $PLAYER_ACTOR animation "SEX_1_CUM_P" time
  1684. if
  1685. 16@ == 1.0
  1686. else_jump @GFXXXA_5145
  1687. 7@ = 2
  1688. 8@ = 0
  1689.  
  1690. :GFXXXA_5145
  1691. jump @GFXXXA_5152
  1692.  
  1693. :GFXXXA_5152
  1694. return
  1695.  
  1696. :GFXXXA_5154
  1697. 0871: init_jump_table 8@ total_jumps 6 default_jump 0 @GFXXXA_5901 jumps 0 @GFXXXA_5217 1 @GFXXXA_5259 2 @GFXXXA_5382 3 @GFXXXA_5619 4 @GFXXXA_5778 5 @GFXXXA_5828 -1 @GFXXXA_5901
  1698.  
  1699. :GFXXXA_5217
  1700. 08BD: set 9@ bit 1
  1701. 23@ = -1
  1702. gosub @GFXXXA_9231
  1703. fade 1 1500
  1704. 8@ += 1
  1705. jump @GFXXXA_5901
  1706.  
  1707. :GFXXXA_5259
  1708. if
  1709. not fading
  1710. else_jump @GFXXXA_5375
  1711. 0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_START_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  1712. 0812: AS_actor 24@ perform_animation "BJ_STAND_START_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  1713. 8@ += 1
  1714.  
  1715. :GFXXXA_5375
  1716. jump @GFXXXA_5901
  1717.  
  1718. :GFXXXA_5382
  1719. 0613: 16@ = actor $PLAYER_ACTOR animation "BJ_STAND_START_P" time
  1720. if and
  1721. 16@ > 0.5
  1722. 1.0 > 16@
  1723. else_jump @GFXXXA_5473
  1724. if
  1725. 08D0: should_skip_cutscene
  1726. else_jump @GFXXXA_5473
  1727. fade 0 500
  1728. 8@ = 5
  1729. jump @GFXXXA_5901
  1730.  
  1731. :GFXXXA_5473
  1732. if
  1733. 16@ == 1.0
  1734. else_jump @GFXXXA_5612
  1735. 0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 6000 // versionB
  1736. 0812: AS_actor 24@ perform_animation "BJ_STAND_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 6000 // versionB
  1737. 04AE: 30@ = 285 // = constant
  1738. 33@ = 0
  1739. 8@ += 1
  1740.  
  1741. :GFXXXA_5612
  1742. jump @GFXXXA_5901
  1743.  
  1744. :GFXXXA_5619
  1745. if
  1746. 08D0: should_skip_cutscene
  1747. else_jump @GFXXXA_5653
  1748. fade 0 500
  1749. 8@ = 5
  1750. jump @GFXXXA_5771
  1751.  
  1752. :GFXXXA_5653
  1753. if
  1754. 33@ > 6000
  1755. else_jump @GFXXXA_5771
  1756. 0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_END_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB
  1757. 0812: AS_actor 24@ perform_animation "BJ_STAND_END_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB
  1758. 8@ += 1
  1759.  
  1760. :GFXXXA_5771
  1761. jump @GFXXXA_5901
  1762.  
  1763. :GFXXXA_5778
  1764. 062E: get_actor 24@ task 2066 status_store_to 20@ // ret 7 if not found
  1765. if
  1766. 04A4: 20@ == 7 // == constant
  1767. else_jump @GFXXXA_5821
  1768. fade 0 500
  1769. 8@ += 1
  1770.  
  1771. :GFXXXA_5821
  1772. jump @GFXXXA_5901
  1773.  
  1774. :GFXXXA_5828
  1775. if
  1776. not fading
  1777. else_jump @GFXXXA_5894
  1778. if
  1779. 1@ > 0
  1780. else_jump @GFXXXA_5880
  1781. 7@ = 3
  1782. 8@ = 0
  1783. jump @GFXXXA_5894
  1784.  
  1785. :GFXXXA_5880
  1786. 7@ = 6
  1787. 8@ = 0
  1788.  
  1789. :GFXXXA_5894
  1790. jump @GFXXXA_5901
  1791.  
  1792. :GFXXXA_5901
  1793. return
  1794.  
  1795. :GFXXXA_5903
  1796. 0871: init_jump_table 8@ total_jumps 2 default_jump 0 @GFXXXA_6503 jumps 0 @GFXXXA_5966 1 @GFXXXA_6327 -1 @GFXXXA_6503 -1 @GFXXXA_6503 -1 @GFXXXA_6503 -1 @GFXXXA_6503 -1 @GFXXXA_6503
  1797.  
  1798. :GFXXXA_5966
  1799. if
  1800. 22@ == 0
  1801. else_jump @GFXXXA_6084
  1802. 0812: AS_actor 24@ perform_animation "SEX_1_FAIL_W" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  1803. 0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_1_FAIL_P" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  1804. 04AE: 30@ = 288 // = constant
  1805. 8@ += 1
  1806. jump @GFXXXA_6503
  1807.  
  1808. :GFXXXA_6084
  1809. if
  1810. 22@ == 1
  1811. else_jump @GFXXXA_6202
  1812. 0812: AS_actor 24@ perform_animation "SEX_2_FAIL_W" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  1813. 0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_2_FAIL_P" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  1814. 04AE: 30@ = 288 // = constant
  1815. 8@ += 1
  1816. jump @GFXXXA_6503
  1817.  
  1818. :GFXXXA_6202
  1819. if
  1820. 22@ == 2
  1821. else_jump @GFXXXA_6320
  1822. 0812: AS_actor 24@ perform_animation "SEX_3_FAIL_W" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  1823. 0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_3_FAIL_P" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  1824. 04AE: 30@ = 288 // = constant
  1825. 8@ += 1
  1826. jump @GFXXXA_6503
  1827.  
  1828. :GFXXXA_6320
  1829. jump @GFXXXA_6503
  1830.  
  1831. :GFXXXA_6327
  1832. if
  1833. 22@ == 0
  1834. else_jump @GFXXXA_6374
  1835. 0613: 16@ = actor $PLAYER_ACTOR animation "SEX_1_FAIL_P" time
  1836. jump @GFXXXA_6461
  1837.  
  1838. :GFXXXA_6374
  1839. if
  1840. 22@ == 1
  1841. else_jump @GFXXXA_6421
  1842. 0613: 16@ = actor $PLAYER_ACTOR animation "SEX_2_FAIL_P" time
  1843. jump @GFXXXA_6461
  1844.  
  1845. :GFXXXA_6421
  1846. if
  1847. 22@ == 2
  1848. else_jump @GFXXXA_6461
  1849. 0613: 16@ = actor $PLAYER_ACTOR animation "SEX_3_FAIL_P" time
  1850.  
  1851. :GFXXXA_6461
  1852. if
  1853. 16@ == 1.0
  1854. else_jump @GFXXXA_6496
  1855. 7@ = 2
  1856. 8@ = 0
  1857.  
  1858. :GFXXXA_6496
  1859. jump @GFXXXA_6503
  1860.  
  1861. :GFXXXA_6503
  1862. return
  1863.  
  1864. :GFXXXA_6505
  1865. 0871: init_jump_table 8@ total_jumps 8 default_jump 0 @GFXXXA_7328 jumps 0 @GFXXXA_6633 1 @GFXXXA_6668 2 @GFXXXA_6959 3 @GFXXXA_7001 4 @GFXXXA_7063 5 @GFXXXA_7164 6 @GFXXXA_7226
  1866. 0872: jump_table_jumps 7 @GFXXXA_7288 -1 @GFXXXA_7328 -1 @GFXXXA_7328 -1 @GFXXXA_7328 -1 @GFXXXA_7328 -1 @GFXXXA_7328 -1 @GFXXXA_7328 -1 @GFXXXA_7328 -1 @GFXXXA_7328
  1867.  
  1868. :GFXXXA_6633
  1869. Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
  1870. fade 0 0
  1871. 8@ += 1
  1872. jump @GFXXXA_7328
  1873.  
  1874. :GFXXXA_6668
  1875. if
  1876. not fading
  1877. else_jump @GFXXXA_6952
  1878. select_interior 0
  1879. 0860: link_actor 24@ to_interior 0
  1880. 0860: link_actor $PLAYER_ACTOR to_interior 0
  1881. if
  1882. 044B: actor $PLAYER_ACTOR on_foot
  1883. else_jump @GFXXXA_6739
  1884. Actor.PutAt($PLAYER_ACTOR, 3@, 4@, 5@)
  1885. Actor.Angle($PLAYER_ACTOR) = 6@
  1886. 01B7: release_weather
  1887.  
  1888. :GFXXXA_6739
  1889. Camera.SetAtPos(3@, 4@, 5@)
  1890. 04E4: refresh_game_renderer_at 3@ 4@
  1891. 0337: set_actor $PLAYER_ACTOR visibility 0
  1892. Player.CanMove($PLAYER_CHAR) = False
  1893. 02A3: enable_widescreen 1
  1894. 0826: enable_hud 0
  1895. 0581: enable_radar 0
  1896. 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
  1897. 03F4: set_all_cars_apply_damage_rules 0
  1898. gosub @GFXXXA_13696
  1899. Actor.PutAt(24@, 10@, 12@, 14@)
  1900. 0619: enable_actor 24@ collision_detection 0
  1901. 0337: set_actor 24@ visibility 0
  1902. Camera.SetPosition(10@, 12@, 14@, 0.0, 0.0, 0.0)
  1903. Camera.PointAt(11@, 13@, 15@, 2)
  1904. 099C: jiggle_camera type 5 timelimit 5000.0 intensity 10.0
  1905. 00BF: 20@ = current_time_hours, 25@ = current_time_minutes
  1906. 25@ += 30
  1907. if
  1908. 25@ > 60
  1909. else_jump @GFXXXA_6930
  1910. 25@ -= 60
  1911. 20@ += 1
  1912.  
  1913. :GFXXXA_6930
  1914. 00C0: set_current_time_hours_to 20@ minutes_to 25@
  1915. fade 1 1000
  1916. 8@ += 1
  1917.  
  1918. :GFXXXA_6952
  1919. jump @GFXXXA_7328
  1920.  
  1921. :GFXXXA_6959
  1922. if
  1923. not fading
  1924. else_jump @GFXXXA_6994
  1925. 04AE: 30@ = 284 // = constant
  1926. 33@ = 0
  1927. 8@ += 1
  1928.  
  1929. :GFXXXA_6994
  1930. jump @GFXXXA_7328
  1931.  
  1932. :GFXXXA_7001
  1933. if
  1934. 33@ > 3000
  1935. else_jump @GFXXXA_7056
  1936. 04AE: 30@ = 284 // = constant
  1937. 33@ = 0
  1938. 099C: jiggle_camera type 5 timelimit 3000.0 intensity 15.0
  1939. 8@ += 1
  1940.  
  1941. :GFXXXA_7056
  1942. jump @GFXXXA_7328
  1943.  
  1944. :GFXXXA_7063
  1945. if
  1946. 33@ > 3000
  1947. else_jump @GFXXXA_7157
  1948. 30@ = -2
  1949. if
  1950. 1@ > 0
  1951. else_jump @GFXXXA_7122
  1952. 04AE: 31@ = 239 // = constant
  1953. jump @GFXXXA_7129
  1954.  
  1955. :GFXXXA_7122
  1956. 04AE: 31@ = 117 // = constant
  1957.  
  1958. :GFXXXA_7129
  1959. 099C: jiggle_camera type 5 timelimit 3000.0 intensity 20.0
  1960. 33@ = 0
  1961. 8@ += 1
  1962.  
  1963. :GFXXXA_7157
  1964. jump @GFXXXA_7328
  1965.  
  1966. :GFXXXA_7164
  1967. if
  1968. 33@ > 3000
  1969. else_jump @GFXXXA_7219
  1970. 04AE: 30@ = 287 // = constant
  1971. 099C: jiggle_camera type 5 timelimit 4000.0 intensity 30.0
  1972. 33@ = 0
  1973. 8@ += 1
  1974.  
  1975. :GFXXXA_7219
  1976. jump @GFXXXA_7328
  1977.  
  1978. :GFXXXA_7226
  1979. if
  1980. 33@ > 4000
  1981. else_jump @GFXXXA_7281
  1982. 04AE: 30@ = 290 // = constant
  1983. 099C: jiggle_camera type 5 timelimit 3000.0 intensity 5.0
  1984. 33@ = 0
  1985. 8@ += 1
  1986.  
  1987. :GFXXXA_7281
  1988. jump @GFXXXA_7328
  1989.  
  1990. :GFXXXA_7288
  1991. if
  1992. 33@ > 3000
  1993. else_jump @GFXXXA_7321
  1994. 7@ = 2
  1995. 8@ = 0
  1996.  
  1997. :GFXXXA_7321
  1998. jump @GFXXXA_7328
  1999.  
  2000. :GFXXXA_7328
  2001. return
  2002.  
  2003. :GFXXXA_7330
  2004. 0871: init_jump_table 0@ total_jumps 7 default_jump 0 @GFXXXA_7747 jumps 0 @GFXXXA_7747 1 @GFXXXA_7393 2 @GFXXXA_7452 3 @GFXXXA_7511 4 @GFXXXA_7570 5 @GFXXXA_7629 6 @GFXXXA_7688
  2005.  
  2006. :GFXXXA_7393
  2007. 023C: load_special_actor 'Denise' as 1 // models 290-299
  2008.  
  2009. :GFXXXA_7406
  2010. if
  2011. 823D: not special_actor 1 loaded
  2012. else_jump @GFXXXA_7445
  2013. wait 0
  2014. 023C: load_special_actor 'Denise' as 1 // models 290-299
  2015. jump @GFXXXA_7406
  2016.  
  2017. :GFXXXA_7445
  2018. jump @GFXXXA_7747
  2019.  
  2020. :GFXXXA_7452
  2021. 023C: load_special_actor 'Michll' as 1 // models 290-299
  2022.  
  2023. :GFXXXA_7465
  2024. if
  2025. 823D: not special_actor 1 loaded
  2026. else_jump @GFXXXA_7504
  2027. wait 0
  2028. 023C: load_special_actor 'Michll' as 1 // models 290-299
  2029. jump @GFXXXA_7465
  2030.  
  2031. :GFXXXA_7504
  2032. jump @GFXXXA_7747
  2033.  
  2034. :GFXXXA_7511
  2035. 023C: load_special_actor 'Helena' as 1 // models 290-299
  2036.  
  2037. :GFXXXA_7524
  2038. if
  2039. 823D: not special_actor 1 loaded
  2040. else_jump @GFXXXA_7563
  2041. wait 0
  2042. 023C: load_special_actor 'Helena' as 1 // models 290-299
  2043. jump @GFXXXA_7524
  2044.  
  2045. :GFXXXA_7563
  2046. jump @GFXXXA_7747
  2047.  
  2048. :GFXXXA_7570
  2049. 023C: load_special_actor 'Barbara' as 1 // models 290-299
  2050.  
  2051. :GFXXXA_7583
  2052. if
  2053. 823D: not special_actor 1 loaded
  2054. else_jump @GFXXXA_7622
  2055. wait 0
  2056. 023C: load_special_actor 'Barbara' as 1 // models 290-299
  2057. jump @GFXXXA_7583
  2058.  
  2059. :GFXXXA_7622
  2060. jump @GFXXXA_7747
  2061.  
  2062. :GFXXXA_7629
  2063. 023C: load_special_actor 'Katie' as 1 // models 290-299
  2064.  
  2065. :GFXXXA_7642
  2066. if
  2067. 823D: not special_actor 1 loaded
  2068. else_jump @GFXXXA_7681
  2069. wait 0
  2070. 023C: load_special_actor 'Katie' as 1 // models 290-299
  2071. jump @GFXXXA_7642
  2072.  
  2073. :GFXXXA_7681
  2074. jump @GFXXXA_7747
  2075.  
  2076. :GFXXXA_7688
  2077. 023C: load_special_actor 'Millie' as 1 // models 290-299
  2078.  
  2079. :GFXXXA_7701
  2080. if
  2081. 823D: not special_actor 1 loaded
  2082. else_jump @GFXXXA_7740
  2083. wait 0
  2084. 023C: load_special_actor 'Millie' as 1 // models 290-299
  2085. jump @GFXXXA_7701
  2086.  
  2087. :GFXXXA_7740
  2088. jump @GFXXXA_7747
  2089.  
  2090. :GFXXXA_7747
  2091. 24@ = Actor.Create(CivFemale, #SPECIAL01, 0.0, 0.0, 0.0)
  2092. Actor.SetImmunities(24@, 1, 1, 1, 1, 1)
  2093. 0619: enable_actor 24@ collision_detection 0
  2094. Actor.RemoveFromMissionCleanupList(24@)
  2095. Model.Load(#GUNGRL3)
  2096.  
  2097. :GFXXXA_7804
  2098. wait 0
  2099. if
  2100. Model.Available(#GUNGRL3)
  2101. else_jump @GFXXXA_7804
  2102. 21@ = Actor.Create(CivFemale, #GUNGRL3, 0.0, 0.0, 0.0)
  2103. Actor.SetImmunities(21@, 1, 1, 1, 1, 1)
  2104. 0619: enable_actor 21@ collision_detection 0
  2105. Actor.RemoveFromMissionCleanupList(21@)
  2106. 0337: set_actor 21@ visibility 0
  2107. Model.Destroy(#GUNGRL3)
  2108. return
  2109.  
  2110. :GFXXXA_7890
  2111. 04ED: load_animation "BLOWJOBZ"
  2112. 04ED: load_animation "KISSING"
  2113. 04ED: load_animation "SEX"
  2114. 04ED: load_animation "SNM"
  2115.  
  2116. :GFXXXA_7927
  2117. wait 0
  2118. if and
  2119. 04EE: animation "BLOWJOBZ" loaded
  2120. 04EE: animation "SEX" loaded
  2121. 04EE: animation "KISSING" loaded
  2122. 04EE: animation "SNM" loaded
  2123. else_jump @GFXXXA_7988
  2124. return
  2125. jump @GFXXXA_8032
  2126.  
  2127. :GFXXXA_7988
  2128. 04ED: load_animation "BLOWJOBZ"
  2129. 04ED: load_animation "KISSING"
  2130. 04ED: load_animation "SEX"
  2131. 04ED: load_animation "SNM"
  2132. jump @GFXXXA_7927
  2133.  
  2134. :GFXXXA_8032
  2135. 0871: init_jump_table 0@ total_jumps 7 default_jump 0 @GFXXXA_8419 jumps 0 @GFXXXA_8419 1 @GFXXXA_8095 2 @GFXXXA_8149 3 @GFXXXA_8203 4 @GFXXXA_8257 5 @GFXXXA_8311 6 @GFXXXA_8365
  2136.  
  2137. :GFXXXA_8095
  2138. 10@ = 245.6252
  2139. 12@ = 304.1411
  2140. 14@ = 998.32
  2141. 16@ = 0.0
  2142. 29@ = 1
  2143. jump @GFXXXA_8419
  2144.  
  2145. :GFXXXA_8149
  2146. 10@ = 306.1999
  2147. 12@ = 305.1225
  2148. 14@ = 1002.297
  2149. 16@ = 90.0
  2150. 29@ = 4
  2151. jump @GFXXXA_8419
  2152.  
  2153. :GFXXXA_8203
  2154. 10@ = 288.7753
  2155. 12@ = 308.4772
  2156. 14@ = 998.1641
  2157. 16@ = 213.8029
  2158. 29@ = 3
  2159. jump @GFXXXA_8419
  2160.  
  2161. :GFXXXA_8257
  2162. 10@ = 324.6405
  2163. 12@ = 307.4622
  2164. 14@ = 998.1558
  2165. 16@ = 175.0
  2166. 29@ = 5
  2167. jump @GFXXXA_8419
  2168.  
  2169. :GFXXXA_8311
  2170. 10@ = 271.4699
  2171. 12@ = 307.2668
  2172. 14@ = 998.32
  2173. 16@ = 265.0
  2174. 29@ = 2
  2175. jump @GFXXXA_8419
  2176.  
  2177. :GFXXXA_8365
  2178. 10@ = 345.6252
  2179. 12@ = 304.1411
  2180. 14@ = 998.25
  2181. 16@ = 0.0
  2182. 29@ = 6
  2183. jump @GFXXXA_8419
  2184.  
  2185. :GFXXXA_8419
  2186. 0792: disembark_instantly_actor $PLAYER_ACTOR
  2187. 0792: disembark_instantly_actor 24@
  2188. 0619: enable_actor 24@ collision_detection 0
  2189. 0619: enable_actor $PLAYER_ACTOR collision_detection 0
  2190. Actor.PutAt($PLAYER_ACTOR, 10@, 12@, 14@)
  2191. Actor.Angle($PLAYER_ACTOR) = 16@
  2192. 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 -1.0
  2193. 16@ = Actor.Angle($PLAYER_ACTOR)
  2194. 16@ += 180.0
  2195. Actor.PutAt(24@, 10@, 12@, 14@)
  2196. Actor.Angle(24@) = 16@
  2197. select_interior 29@
  2198. 0860: link_actor 24@ to_interior 29@
  2199. 0860: link_actor $PLAYER_ACTOR to_interior 29@
  2200. if
  2201. 8500: not player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17
  2202. else_jump @GFXXXA_8692
  2203. 0793: save_player_clothes
  2204. wait 50
  2205. 0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 16
  2206. 0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17
  2207. Player.SetClothes($PLAYER_CHAR, "player_torso", "torso", Torso)
  2208. Player.SetClothes($PLAYER_CHAR, "player_legs", "legs", Legs)
  2209. Player.SetClothes($PLAYER_CHAR, "foot", "feet", Shoes)
  2210. Player.Build($PLAYER_CHAR)
  2211. wait 50
  2212.  
  2213. :GFXXXA_8692
  2214. Camera.SetAtPos(10@, 12@, 14@)
  2215. 04E4: refresh_game_renderer_at 10@ 12@
  2216. 14@ += 2.0
  2217. Actor.PutAt(21@, 10@, 12@, 14@)
  2218. 0860: link_actor 21@ to_interior 29@
  2219. 29@ = 0
  2220. return
  2221.  
  2222. :GFXXXA_8752
  2223. select_interior 0
  2224. 0860: link_actor $PLAYER_ACTOR to_interior 0
  2225. 0395: clear_area 1 at 3@ 4@ 5@ radius 3.0
  2226. if
  2227. 044B: actor $PLAYER_ACTOR on_foot
  2228. else_jump @GFXXXA_8861
  2229. Actor.PutAt($PLAYER_ACTOR, 3@, 4@, 5@)
  2230. Actor.Angle($PLAYER_ACTOR) = 6@
  2231. if
  2232. 8500: not player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17
  2233. else_jump @GFXXXA_8861
  2234. 0794: restore_player_clothes
  2235. wait 50
  2236. Player.Build($PLAYER_CHAR)
  2237. wait 50
  2238.  
  2239. :GFXXXA_8861
  2240. 01B7: release_weather
  2241. 04E4: refresh_game_renderer_at 3@ 4@
  2242. Camera.SetAtPos(3@, 4@, 5@)
  2243. return
  2244.  
  2245. :GFXXXA_8884
  2246. 0871: init_jump_table 0@ total_jumps 7 default_jump 0 @GFXXXA_9229 jumps 0 @GFXXXA_9229 1 @GFXXXA_8947 2 @GFXXXA_9041 3 @GFXXXA_9088 4 @GFXXXA_8994 5 @GFXXXA_9135 6 @GFXXXA_9182
  2247.  
  2248. :GFXXXA_8947
  2249. 10@ = 245.617
  2250. 12@ = 301.8
  2251. 14@ = 999.046
  2252. 16@ = 0.0
  2253. jump @GFXXXA_9229
  2254.  
  2255. :GFXXXA_8994
  2256. 10@ = 317.5
  2257. 12@ = 311.85
  2258. 14@ = 998.8
  2259. 16@ = 290.0
  2260. jump @GFXXXA_9229
  2261.  
  2262. :GFXXXA_9041
  2263. 10@ = 308.8862
  2264. 12@ = 301.5
  2265. 14@ = 1003.0
  2266. 16@ = 0.0
  2267. jump @GFXXXA_9229
  2268.  
  2269. :GFXXXA_9088
  2270. 10@ = 282.5775
  2271. 12@ = 307.7573
  2272. 14@ = 1002.391
  2273. 16@ = 0.0
  2274. jump @GFXXXA_9229
  2275.  
  2276. :GFXXXA_9135
  2277. 10@ = 270.12
  2278. 12@ = 307.9
  2279. 14@ = 999.0204
  2280. 16@ = 180.0
  2281. jump @GFXXXA_9229
  2282.  
  2283. :GFXXXA_9182
  2284. 10@ = 345.617
  2285. 12@ = 301.9
  2286. 14@ = 998.8
  2287. 16@ = 0.0
  2288. jump @GFXXXA_9229
  2289.  
  2290. :GFXXXA_9229
  2291. return
  2292.  
  2293. :GFXXXA_9231
  2294. 0871: init_jump_table 23@ total_jumps 5 default_jump 1 @GFXXXA_9835 jumps -1 @GFXXXA_9294 0 @GFXXXA_9359 1 @GFXXXA_9478 2 @GFXXXA_9597 3 @GFXXXA_9716 -1 @GFXXXA_9961 -1 @GFXXXA_9961
  2295.  
  2296. :GFXXXA_9294
  2297. 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 1.8 2.9 0.353
  2298. 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 1.0 0.8701 0.1828
  2299. jump @GFXXXA_9961
  2300.  
  2301. :GFXXXA_9359
  2302. 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset -0.6375 2.3043 0.1065
  2303. if
  2304. 7@ == 3
  2305. else_jump @GFXXXA_9442
  2306. 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.3435 1.4278 -0.1
  2307. jump @GFXXXA_9471
  2308.  
  2309. :GFXXXA_9442
  2310. 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.3435 1.4278 -0.2746
  2311.  
  2312. :GFXXXA_9471
  2313. jump @GFXXXA_9961
  2314.  
  2315. :GFXXXA_9478
  2316. 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 1.5989 0.7828 -0.2044
  2317. if
  2318. 7@ == 3
  2319. else_jump @GFXXXA_9561
  2320. 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.6223 0.6748 -0.2
  2321. jump @GFXXXA_9590
  2322.  
  2323. :GFXXXA_9561
  2324. 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.6223 0.6748 -0.3904
  2325.  
  2326. :GFXXXA_9590
  2327. jump @GFXXXA_9961
  2328.  
  2329. :GFXXXA_9597
  2330. 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.9748 -0.1026 0.7511
  2331. if
  2332. 7@ == 3
  2333. else_jump @GFXXXA_9680
  2334. 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.4155 0.3026 0.01
  2335. jump @GFXXXA_9709
  2336.  
  2337. :GFXXXA_9680
  2338. 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.4155 0.3026 0.0279
  2339.  
  2340. :GFXXXA_9709
  2341. jump @GFXXXA_9961
  2342.  
  2343. :GFXXXA_9716
  2344. 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset -1.3103 1.6396 -0.6208
  2345. if
  2346. 7@ == 3
  2347. else_jump @GFXXXA_9799
  2348. 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.49 1.0874 -0.2
  2349. jump @GFXXXA_9828
  2350.  
  2351. :GFXXXA_9799
  2352. 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.49 1.0874 -0.4726
  2353.  
  2354. :GFXXXA_9828
  2355. jump @GFXXXA_9961
  2356.  
  2357. :GFXXXA_9835
  2358. 23@ = 0
  2359. 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset -0.6375 2.3043 0.1065
  2360. if
  2361. 7@ == 3
  2362. else_jump @GFXXXA_9925
  2363. 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.3435 1.4278 0.0
  2364. jump @GFXXXA_9954
  2365.  
  2366. :GFXXXA_9925
  2367. 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.3435 1.4278 -0.2746
  2368.  
  2369. :GFXXXA_9954
  2370. jump @GFXXXA_9961
  2371.  
  2372. :GFXXXA_9961
  2373. Camera.SetPosition(10@, 12@, 14@, 0.0, 0.0, 0.0)
  2374. Camera.PointAt(11@, 13@, 15@, 2)
  2375. 23@ += 1
  2376. return
  2377.  
  2378. :GFXXXA_10009
  2379. if
  2380. 7@ == 6
  2381. else_jump @GFXXXA_10354
  2382. 22@ += 1
  2383. 0871: init_jump_table 22@ total_jumps 3 default_jump 0 @GFXXXA_10347 jumps 1 @GFXXXA_10097 2 @GFXXXA_10178 3 @GFXXXA_10259 -1 @GFXXXA_10347 -1 @GFXXXA_10347 -1 @GFXXXA_10347 -1 @GFXXXA_10347
  2384.  
  2385. :GFXXXA_10097
  2386. 0812: AS_actor 24@ perform_animation "SEX_1TO2_W" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
  2387. 0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_1TO2_P" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
  2388. jump @GFXXXA_10347
  2389.  
  2390. :GFXXXA_10178
  2391. 0812: AS_actor 24@ perform_animation "SEX_2TO3_W" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
  2392. 0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_2TO3_P" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
  2393. jump @GFXXXA_10347
  2394.  
  2395. :GFXXXA_10259
  2396. 22@ = 0
  2397. 0812: AS_actor 24@ perform_animation "SEX_3TO1_W" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
  2398. 0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_3TO1_P" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
  2399. jump @GFXXXA_10347
  2400.  
  2401. :GFXXXA_10347
  2402. 8@ = 1
  2403.  
  2404. :GFXXXA_10354
  2405. return
  2406.  
  2407. :GFXXXA_10356
  2408. 008B: 20@ = $GFSEX_Erregung // (int)
  2409. 20@ /= 5
  2410. if
  2411. 3 > 20@
  2412. else_jump @GFXXXA_10396
  2413. 20@ = 0
  2414.  
  2415. :GFXXXA_10396
  2416. 0871: init_jump_table 20@ total_jumps 21 default_jump 0 @GFXXXA_11188 jumps 0 @GFXXXA_10589 3 @GFXXXA_10620 4 @GFXXXA_10651 5 @GFXXXA_10682 6 @GFXXXA_10713 7 @GFXXXA_10744 8 @GFXXXA_10775
  2417. 0872: jump_table_jumps 9 @GFXXXA_10806 10 @GFXXXA_10837 11 @GFXXXA_10868 12 @GFXXXA_10899 13 @GFXXXA_10930 14 @GFXXXA_10961 15 @GFXXXA_10992 16 @GFXXXA_11023 17 @GFXXXA_11054
  2418. 0872: jump_table_jumps 18 @GFXXXA_11085 19 @GFXXXA_11116 20 @GFXXXA_11140 21 @GFXXXA_11164 -1 @GFXXXA_11188 -1 @GFXXXA_11188 -1 @GFXXXA_11188 -1 @GFXXXA_11188 -1 @GFXXXA_11188
  2419.  
  2420. :GFXXXA_10589
  2421. 16@ = 0.02
  2422. 08C3: clear 9@ bit 6
  2423. 08C3: clear 9@ bit 7
  2424. jump @GFXXXA_11188
  2425.  
  2426. :GFXXXA_10620
  2427. 16@ = 0.03
  2428. 08C3: clear 9@ bit 6
  2429. 08C3: clear 9@ bit 7
  2430. jump @GFXXXA_11188
  2431.  
  2432. :GFXXXA_10651
  2433. 16@ = 0.04
  2434. 08C3: clear 9@ bit 6
  2435. 08C3: clear 9@ bit 7
  2436. jump @GFXXXA_11188
  2437.  
  2438. :GFXXXA_10682
  2439. 16@ = 0.045
  2440. 08C3: clear 9@ bit 6
  2441. 08C3: clear 9@ bit 7
  2442. jump @GFXXXA_11188
  2443.  
  2444. :GFXXXA_10713
  2445. 16@ = 0.05
  2446. 08C3: clear 9@ bit 6
  2447. 08C3: clear 9@ bit 7
  2448. jump @GFXXXA_11188
  2449.  
  2450. :GFXXXA_10744
  2451. 16@ = 0.055
  2452. 08C3: clear 9@ bit 6
  2453. 08C3: clear 9@ bit 7
  2454. jump @GFXXXA_11188
  2455.  
  2456. :GFXXXA_10775
  2457. 16@ = 0.06
  2458. 08C3: clear 9@ bit 6
  2459. 08C3: clear 9@ bit 7
  2460. jump @GFXXXA_11188
  2461.  
  2462. :GFXXXA_10806
  2463. 16@ = 0.07
  2464. 08C3: clear 9@ bit 6
  2465. 08C3: clear 9@ bit 7
  2466. jump @GFXXXA_11188
  2467.  
  2468. :GFXXXA_10837
  2469. 16@ = 0.08
  2470. 08C3: clear 9@ bit 6
  2471. 08C3: clear 9@ bit 7
  2472. jump @GFXXXA_11188
  2473.  
  2474. :GFXXXA_10868
  2475. 16@ = 0.085
  2476. 08C3: clear 9@ bit 6
  2477. 08C3: clear 9@ bit 7
  2478. jump @GFXXXA_11188
  2479.  
  2480. :GFXXXA_10899
  2481. 16@ = 0.09
  2482. 08C3: clear 9@ bit 6
  2483. 08C3: clear 9@ bit 7
  2484. jump @GFXXXA_11188
  2485.  
  2486. :GFXXXA_10930
  2487. 16@ = 0.095
  2488. 08C3: clear 9@ bit 6
  2489. 08C3: clear 9@ bit 7
  2490. jump @GFXXXA_11188
  2491.  
  2492. :GFXXXA_10961
  2493. 16@ = 0.1
  2494. 08C3: clear 9@ bit 6
  2495. 08C3: clear 9@ bit 7
  2496. jump @GFXXXA_11188
  2497.  
  2498. :GFXXXA_10992
  2499. 16@ = 0.105
  2500. 08C3: clear 9@ bit 6
  2501. 08C3: clear 9@ bit 7
  2502. jump @GFXXXA_11188
  2503.  
  2504. :GFXXXA_11023
  2505. 16@ = 0.11
  2506. 08C3: clear 9@ bit 6
  2507. 08C3: clear 9@ bit 7
  2508. jump @GFXXXA_11188
  2509.  
  2510. :GFXXXA_11054
  2511. 16@ = 0.12
  2512. 08C3: clear 9@ bit 6
  2513. 08C3: clear 9@ bit 7
  2514. jump @GFXXXA_11188
  2515.  
  2516. :GFXXXA_11085
  2517. 16@ = 0.13
  2518. 08C3: clear 9@ bit 6
  2519. 08C3: clear 9@ bit 7
  2520. jump @GFXXXA_11188
  2521.  
  2522. :GFXXXA_11116
  2523. 16@ = 0.14
  2524. 08BD: set 9@ bit 7
  2525. jump @GFXXXA_11188
  2526.  
  2527. :GFXXXA_11140
  2528. 16@ = 0.14
  2529. 08BD: set 9@ bit 7
  2530. jump @GFXXXA_11188
  2531.  
  2532. :GFXXXA_11164
  2533. 16@ = 0.14
  2534. 08BD: set 9@ bit 7
  2535. jump @GFXXXA_11188
  2536.  
  2537. :GFXXXA_11188
  2538. return
  2539.  
  2540. :GFXXXA_11190
  2541. 0871: init_jump_table 22@ total_jumps 3 default_jump 0 @GFXXXA_11622 jumps 0 @GFXXXA_11253 1 @GFXXXA_11376 2 @GFXXXA_11499 -1 @GFXXXA_11622 -1 @GFXXXA_11622 -1 @GFXXXA_11622 -1 @GFXXXA_11622
  2542.  
  2543. :GFXXXA_11253
  2544. if
  2545. Actor.Animation($PLAYER_ACTOR) == "SEX_1_P"
  2546. else_jump @GFXXXA_11311
  2547. 0612: set_actor $PLAYER_ACTOR animation "SEX_1_P" paused 0
  2548. 0614: set_actor $PLAYER_ACTOR animation "SEX_1_P" progress_to 28@ // 0.0 to 1.0
  2549.  
  2550. :GFXXXA_11311
  2551. if
  2552. Actor.Animation(24@) == "SEX_1_W"
  2553. else_jump @GFXXXA_11369
  2554. 0612: set_actor 24@ animation "SEX_1_W" paused 0
  2555. 0614: set_actor 24@ animation "SEX_1_W" progress_to 28@ // 0.0 to 1.0
  2556.  
  2557. :GFXXXA_11369
  2558. jump @GFXXXA_11622
  2559.  
  2560. :GFXXXA_11376
  2561. if
  2562. Actor.Animation($PLAYER_ACTOR) == "SEX_2_P"
  2563. else_jump @GFXXXA_11434
  2564. 0612: set_actor $PLAYER_ACTOR animation "SEX_2_P" paused 0
  2565. 0614: set_actor $PLAYER_ACTOR animation "SEX_2_P" progress_to 28@ // 0.0 to 1.0
  2566.  
  2567. :GFXXXA_11434
  2568. if
  2569. Actor.Animation(24@) == "SEX_2_W"
  2570. else_jump @GFXXXA_11492
  2571. 0612: set_actor 24@ animation "SEX_2_W" paused 0
  2572. 0614: set_actor 24@ animation "SEX_2_W" progress_to 28@ // 0.0 to 1.0
  2573.  
  2574. :GFXXXA_11492
  2575. jump @GFXXXA_11622
  2576.  
  2577. :GFXXXA_11499
  2578. if
  2579. Actor.Animation($PLAYER_ACTOR) == "SEX_3_P"
  2580. else_jump @GFXXXA_11557
  2581. 0612: set_actor $PLAYER_ACTOR animation "SEX_3_P" paused 0
  2582. 0614: set_actor $PLAYER_ACTOR animation "SEX_3_P" progress_to 28@ // 0.0 to 1.0
  2583.  
  2584. :GFXXXA_11557
  2585. if
  2586. Actor.Animation(24@) == "SEX_3_W"
  2587. else_jump @GFXXXA_11615
  2588. 0612: set_actor 24@ animation "SEX_3_W" paused 0
  2589. 0614: set_actor 24@ animation "SEX_3_W" progress_to 28@ // 0.0 to 1.0
  2590.  
  2591. :GFXXXA_11615
  2592. jump @GFXXXA_11622
  2593.  
  2594. :GFXXXA_11622
  2595. if
  2596. 08B7: test 9@ bit 5
  2597. else_jump @GFXXXA_11655
  2598. 0063: 28@ -= 16@ // (float)
  2599. jump @GFXXXA_11663
  2600.  
  2601. :GFXXXA_11655
  2602. 005B: 28@ += 16@ // (float)
  2603.  
  2604. :GFXXXA_11663
  2605. if
  2606. 0.0 >= 28@
  2607. else_jump @GFXXXA_11708
  2608. 28@ = 0.01
  2609. 08C3: clear 9@ bit 5
  2610. gosub @GFXXXA_11783
  2611.  
  2612. :GFXXXA_11708
  2613. if
  2614. 28@ >= 1.0
  2615. else_jump @GFXXXA_11753
  2616. 28@ = 0.99
  2617. 08BD: set 9@ bit 5
  2618. gosub @GFXXXA_11783
  2619.  
  2620. :GFXXXA_11753
  2621. if
  2622. 28@ == 0.5
  2623. else_jump @GFXXXA_11781
  2624. gosub @GFXXXA_11783
  2625.  
  2626. :GFXXXA_11781
  2627. return
  2628.  
  2629. :GFXXXA_11783
  2630. 0494: get_joystick 0 direction_offset_to 2@ 25@ 26@ 27@
  2631. 0093: 17@ = integer 25@ to_float
  2632. 17@ /= 34.0
  2633. if
  2634. 28@ == 0.5
  2635. else_jump @GFXXXA_11882
  2636. if
  2637. 0.0 > 17@
  2638. else_jump @GFXXXA_11873
  2639. gosub @GFXXXA_12017
  2640. jump @GFXXXA_11882
  2641.  
  2642. :GFXXXA_11873
  2643. gosub @GFXXXA_12122
  2644. return
  2645.  
  2646. :GFXXXA_11882
  2647. if
  2648. 08B7: test 9@ bit 5
  2649. else_jump @GFXXXA_11973
  2650. 015B: shake_player_controller 0 time 200 intensity 50
  2651. 04AE: 30@ = 283 // = constant
  2652. 04AE: 31@ = 116 // = constant
  2653. if
  2654. -0.8 > 17@
  2655. else_jump @GFXXXA_11959
  2656. gosub @GFXXXA_12017
  2657. jump @GFXXXA_11966
  2658.  
  2659. :GFXXXA_11959
  2660. gosub @GFXXXA_12122
  2661.  
  2662. :GFXXXA_11966
  2663. jump @GFXXXA_12015
  2664.  
  2665. :GFXXXA_11973
  2666. if
  2667. 17@ > 0.8
  2668. else_jump @GFXXXA_12008
  2669. gosub @GFXXXA_12017
  2670. jump @GFXXXA_12015
  2671.  
  2672. :GFXXXA_12008
  2673. gosub @GFXXXA_12122
  2674.  
  2675. :GFXXXA_12015
  2676. return
  2677.  
  2678. :GFXXXA_12017
  2679. if
  2680. 100 > $GFSEX_Erregung
  2681. else_jump @GFXXXA_12113
  2682. if
  2683. 08B7: test 9@ bit 6
  2684. else_jump @GFXXXA_12067
  2685. $GFSEX_Erregung += 5
  2686. jump @GFXXXA_12106
  2687.  
  2688. :GFXXXA_12067
  2689. if
  2690. 08B7: test 9@ bit 7
  2691. else_jump @GFXXXA_12099
  2692. $GFSEX_Erregung += 10
  2693. jump @GFXXXA_12106
  2694.  
  2695. :GFXXXA_12099
  2696. $GFSEX_Erregung += 1
  2697.  
  2698. :GFXXXA_12106
  2699. jump @GFXXXA_12120
  2700.  
  2701. :GFXXXA_12113
  2702. $GFSEX_Erregung = 100
  2703.  
  2704. :GFXXXA_12120
  2705. return
  2706.  
  2707. :GFXXXA_12122
  2708. if
  2709. 33@ > 5000
  2710. else_jump @GFXXXA_12212
  2711. if
  2712. $GFSEX_Erregung > 0
  2713. else_jump @GFXXXA_12205
  2714. if and
  2715. $GFSEX_Erregung > 10
  2716. 88B7: not test 9@ bit 6
  2717. else_jump @GFXXXA_12198
  2718. $GFSEX_Erregung -= 2
  2719. jump @GFXXXA_12198
  2720.  
  2721. :GFXXXA_12198
  2722. jump @GFXXXA_12212
  2723.  
  2724. :GFXXXA_12205
  2725. $GFSEX_Erregung = 3
  2726.  
  2727. :GFXXXA_12212
  2728. return
  2729.  
  2730. :GFXXXA_12214
  2731. if
  2732. 18@ > 90.0
  2733. else_jump @GFXXXA_12245
  2734. 18@ = 0.0
  2735.  
  2736. :GFXXXA_12245
  2737. 02F6: 19@ = sine 18@ // (float)
  2738. 19@ *= 13.5
  2739. 0092: 20@ = float 19@ to_integer
  2740. 005C: 20@ += $GFSEX_POWER // (int)
  2741. if
  2742. 20@ >= 100
  2743. else_jump @GFXXXA_12311
  2744. $GFSEX_POWER = 100
  2745. jump @GFXXXA_12319
  2746.  
  2747. :GFXXXA_12311
  2748. 008A: $GFSEX_POWER = 20@ // (int)
  2749.  
  2750. :GFXXXA_12319
  2751. 18@ += 1.0
  2752. return
  2753.  
  2754. :GFXXXA_12331
  2755. 18@ = 0.0
  2756. if
  2757. $GFSEX_POWER >= 97
  2758. else_jump @GFXXXA_12373
  2759. $GFSEX_POWER -= 3
  2760. jump @GFXXXA_12412
  2761.  
  2762. :GFXXXA_12373
  2763. if
  2764. 7 >= $GFSEX_POWER
  2765. else_jump @GFXXXA_12405
  2766. $GFSEX_POWER = 0
  2767. jump @GFXXXA_12412
  2768.  
  2769. :GFXXXA_12405
  2770. $GFSEX_POWER -= 7
  2771.  
  2772. :GFXXXA_12412
  2773. return
  2774.  
  2775. :GFXXXA_12414
  2776. if
  2777. $GFSEX_POWER >= 97
  2778. else_jump @GFXXXA_12446
  2779. 08BD: set 9@ bit 10
  2780. jump @GFXXXA_12453
  2781.  
  2782. :GFXXXA_12446
  2783. 08C3: clear 9@ bit 10
  2784.  
  2785. :GFXXXA_12453
  2786. return
  2787.  
  2788. :GFXXXA_12455
  2789. 16@ = 0.025
  2790. if
  2791. 08B7: test 9@ bit 10
  2792. else_jump @GFXXXA_12493
  2793. 16@ += 0.015
  2794.  
  2795. :GFXXXA_12493
  2796. 28@ = 0.01
  2797. return
  2798.  
  2799. :GFXXXA_12505
  2800. if
  2801. Actor.Animation($PLAYER_ACTOR) == "SPANKINGP"
  2802. else_jump @GFXXXA_12569
  2803. 0612: set_actor $PLAYER_ACTOR animation "SPANKINGP" paused 0
  2804. 0614: set_actor $PLAYER_ACTOR animation "SPANKINGP" progress_to 28@ // 0.0 to 1.0
  2805.  
  2806. :GFXXXA_12569
  2807. if
  2808. Actor.Animation(24@) == "SPANKINGW"
  2809. else_jump @GFXXXA_12633
  2810. 0612: set_actor 24@ animation "SPANKINGW" paused 0
  2811. 0614: set_actor 24@ animation "SPANKINGW" progress_to 28@ // 0.0 to 1.0
  2812.  
  2813. :GFXXXA_12633
  2814. if
  2815. 88B7: not test 9@ bit 5
  2816. else_jump @GFXXXA_12659
  2817. 005B: 28@ += 16@ // (float)
  2818.  
  2819. :GFXXXA_12659
  2820. if
  2821. 28@ >= 1.0
  2822. else_jump @GFXXXA_12699
  2823. 28@ = 0.99
  2824. 08BD: set 9@ bit 5
  2825. return
  2826.  
  2827. :GFXXXA_12699
  2828. return
  2829.  
  2830. :GFXXXA_12701
  2831. if
  2832. 08B7: test 9@ bit 10
  2833. else_jump @GFXXXA_12773
  2834. 04AE: 30@ = 286 // = constant
  2835. if
  2836. 100 >= $GFSEX_Erregung
  2837. else_jump @GFXXXA_12759
  2838. $GFSEX_Erregung += 10
  2839. jump @GFXXXA_12766
  2840.  
  2841. :GFXXXA_12759
  2842. $GFSEX_Erregung = 100
  2843.  
  2844. :GFXXXA_12766
  2845. jump @GFXXXA_12812
  2846.  
  2847. :GFXXXA_12773
  2848. if
  2849. $GFSEX_Erregung >= 10
  2850. else_jump @GFXXXA_12805
  2851. $GFSEX_Erregung += 1
  2852. jump @GFXXXA_12812
  2853.  
  2854. :GFXXXA_12805
  2855. $GFSEX_Erregung = 0
  2856.  
  2857. :GFXXXA_12812
  2858. 08C3: clear 9@ bit 10
  2859. 08C3: clear 9@ bit 11
  2860. 08C3: clear 9@ bit 12
  2861. return
  2862.  
  2863. :GFXXXA_12835
  2864. if and
  2865. 100 > $GFSEX_POWER
  2866. $GFSEX_POWER > 0
  2867. 08B7: test 9@ bit 14
  2868. else_jump @GFXXXA_12876
  2869. gosub @GFXXXA_12331
  2870. return
  2871.  
  2872. :GFXXXA_12876
  2873. if and
  2874. 100 > $GFSEX_POWER
  2875. $GFSEX_POWER > 0
  2876. 88B7: not test 9@ bit 14
  2877. else_jump @GFXXXA_12917
  2878. gosub @GFXXXA_12214
  2879. return
  2880.  
  2881. :GFXXXA_12917
  2882. if
  2883. $GFSEX_POWER >= 100
  2884. else_jump @GFXXXA_12958
  2885. $GFSEX_POWER = 100
  2886. 08BD: set 9@ bit 14
  2887. gosub @GFXXXA_12331
  2888. return
  2889.  
  2890. :GFXXXA_12958
  2891. if
  2892. 0 >= $GFSEX_POWER
  2893. else_jump @GFXXXA_12999
  2894. $GFSEX_POWER = 0
  2895. 08C3: clear 9@ bit 14
  2896. gosub @GFXXXA_12214
  2897. return
  2898.  
  2899. :GFXXXA_12999
  2900. return
  2901.  
  2902. :GFXXXA_13001
  2903. 0871: init_jump_table 29@ total_jumps 7 default_jump 0 @GFXXXA_13533 jumps 0 @GFXXXA_13064 1 @GFXXXA_13096 2 @GFXXXA_13108 3 @GFXXXA_13122 4 @GFXXXA_13391 5 @GFXXXA_13491 6 @GFXXXA_13300
  2904.  
  2905. :GFXXXA_13064
  2906. if
  2907. 30@ > 0
  2908. else_jump @GFXXXA_13089
  2909. 29@ = 3
  2910.  
  2911. :GFXXXA_13089
  2912. jump @GFXXXA_13533
  2913.  
  2914. :GFXXXA_13096
  2915. 094F: enable_actor 21@ pain_audio
  2916. jump @GFXXXA_13533
  2917.  
  2918. :GFXXXA_13108
  2919. 094E: set_actor 21@ mute_pain_audio 0
  2920. jump @GFXXXA_13533
  2921.  
  2922. :GFXXXA_13122
  2923. if
  2924. 894D: not actor 21@ mutally_active
  2925. else_jump @GFXXXA_13293
  2926. if
  2927. 30@ > 0
  2928. else_jump @GFXXXA_13233
  2929. 09D5: play_sound_of_actor 21@ soundslot 30@ unknown_flags 1 1 1 as 2@ // extended 0947
  2930. gosub @GFXXXA_13535
  2931. 30@ = -1
  2932. if
  2933. 31@ > 0
  2934. else_jump @GFXXXA_13219
  2935. 29@ = 6
  2936. jump @GFXXXA_13226
  2937.  
  2938. :GFXXXA_13219
  2939. 29@ = 0
  2940.  
  2941. :GFXXXA_13226
  2942. jump @GFXXXA_13293
  2943.  
  2944. :GFXXXA_13233
  2945. if
  2946. 30@ == -2
  2947. else_jump @GFXXXA_13272
  2948. 30@ = -1
  2949. 29@ = 6
  2950. jump @GFXXXA_13293
  2951.  
  2952. :GFXXXA_13272
  2953. 30@ = -1
  2954. 31@ = -1
  2955. 29@ = 0
  2956.  
  2957. :GFXXXA_13293
  2958. jump @GFXXXA_13533
  2959.  
  2960. :GFXXXA_13300
  2961. if and
  2962. 894D: not actor $PLAYER_ACTOR mutally_active
  2963. 894D: not actor 21@ mutally_active
  2964. else_jump @GFXXXA_13384
  2965. if
  2966. 31@ > 0
  2967. else_jump @GFXXXA_13377
  2968. 09D5: play_sound_of_actor $PLAYER_ACTOR soundslot 31@ unknown_flags 1 1 1 as 2@ // extended 0947
  2969. 31@ = -1
  2970. 29@ = 0
  2971. jump @GFXXXA_13384
  2972.  
  2973. :GFXXXA_13377
  2974. 29@ = 0
  2975.  
  2976. :GFXXXA_13384
  2977. jump @GFXXXA_13533
  2978.  
  2979. :GFXXXA_13391
  2980. 094E: set_actor 21@ mute_pain_audio 0
  2981. if
  2982. 894D: not actor 21@ mutally_active
  2983. else_jump @GFXXXA_13484
  2984. if
  2985. 30@ > 0
  2986. else_jump @GFXXXA_13477
  2987. 09D5: play_sound_of_actor 21@ soundslot 30@ unknown_flags 1 1 1 as 2@ // extended 0947
  2988. gosub @GFXXXA_13535
  2989. 30@ = -1
  2990. 29@ = 5
  2991. jump @GFXXXA_13484
  2992.  
  2993. :GFXXXA_13477
  2994. 29@ = 0
  2995.  
  2996. :GFXXXA_13484
  2997. jump @GFXXXA_13533
  2998.  
  2999. :GFXXXA_13491
  3000. if
  3001. 894D: not actor 21@ mutally_active
  3002. else_jump @GFXXXA_13526
  3003. 094F: enable_actor 21@ pain_audio
  3004. 30@ = -1
  3005. 29@ = 0
  3006.  
  3007. :GFXXXA_13526
  3008. jump @GFXXXA_13533
  3009.  
  3010. :GFXXXA_13533
  3011. return
  3012.  
  3013. :GFXXXA_13535
  3014. 0871: init_jump_table 30@ total_jumps 4 default_jump 0 @GFXXXA_13694 jumps 286 @GFXXXA_13602 288 @GFXXXA_13625 289 @GFXXXA_13648 291 @GFXXXA_13671 -1 @GFXXXA_13694 -1 @GFXXXA_13694 -1 @GFXXXA_13694
  3015.  
  3016. :GFXXXA_13602
  3017. 00BC: show_text_highpriority GXT 'GF_0019' time 5000 flag 1 // That's the spot! Remember; nice guys finish last!
  3018. jump @GFXXXA_13694
  3019.  
  3020. :GFXXXA_13625
  3021. 00BC: show_text_highpriority GXT 'GF_0067' time 5000 flag 1 // Failure to satisfy a woman is a CRIME!
  3022. jump @GFXXXA_13694
  3023.  
  3024. :GFXXXA_13648
  3025. 00BC: show_text_highpriority GXT 'GF_0042' time 5000 flag 1 // You the man! Oh yeah! You the man!
  3026. jump @GFXXXA_13694
  3027.  
  3028. :GFXXXA_13671
  3029. 00BC: show_text_highpriority GXT 'GF_0067' time 5000 flag 1 // Failure to satisfy a woman is a CRIME!
  3030. jump @GFXXXA_13694
  3031.  
  3032. :GFXXXA_13694
  3033. return
  3034.  
  3035. :GFXXXA_13696
  3036. 0871: init_jump_table 0@ total_jumps 7 default_jump 0 @GFXXXA_14161 jumps 0 @GFXXXA_14161 1 @GFXXXA_13759 2 @GFXXXA_13893 3 @GFXXXA_13960 4 @GFXXXA_13826 5 @GFXXXA_14027 6 @GFXXXA_14094
  3037.  
  3038. :GFXXXA_13759
  3039. 10@ = 2394.408
  3040. 12@ = -1728.215
  3041. 14@ = 14.2715
  3042. 11@ = 2395.066
  3043. 13@ = -1727.465
  3044. 15@ = 14.2063
  3045. jump @GFXXXA_14161
  3046.  
  3047. :GFXXXA_13826
  3048. 10@ = -1401.494
  3049. 12@ = 2640.099
  3050. 14@ = 59.3883
  3051. 11@ = -1400.704
  3052. 13@ = 2639.641
  3053. 15@ = 58.9806
  3054. jump @GFXXXA_14161
  3055.  
  3056. :GFXXXA_13893
  3057. 10@ = -1799.737
  3058. 12@ = 1192.863
  3059. 14@ = 29.6868
  3060. 11@ = -1799.472
  3061. 13@ = 1193.683
  3062. 15@ = 29.1813
  3063. jump @GFXXXA_14161
  3064.  
  3065. :GFXXXA_13960
  3066. 10@ = -383.3153
  3067. 12@ = -1435.266
  3068. 14@ = 26.695
  3069. 11@ = -382.5756
  3070. 13@ = -1435.887
  3071. 15@ = 26.4366
  3072. jump @GFXXXA_14161
  3073.  
  3074. :GFXXXA_14027
  3075. 10@ = -2582.293
  3076. 12@ = 1147.762
  3077. 14@ = 59.6235
  3078. 11@ = -2581.406
  3079. 13@ = 1147.768
  3080. 15@ = 59.1605
  3081. jump @GFXXXA_14161
  3082.  
  3083. :GFXXXA_14094
  3084. 10@ = 2032.235
  3085. 12@ = 2734.541
  3086. 14@ = 13.3226
  3087. 11@ = 2032.744
  3088. 13@ = 2733.714
  3089. 15@ = 13.0817
  3090. jump @GFXXXA_14161
  3091.  
  3092. :GFXXXA_14161
  3093. return
  3094.  
  3095. :GFXXXA_14163
  3096. 04EF: release_animation "SNM"
  3097. 04EF: release_animation "SEX"
  3098. 04EF: release_animation "BLOWJOBZ"
  3099. 04EF: release_animation "KISSING"
  3100. 0296: unload_special_actor 1
  3101. Actor.DestroyInstantly(24@)
  3102. Actor.DestroyInstantly(21@)
  3103. if
  3104. Player.Defined($PLAYER_CHAR)
  3105. else_jump @GFXXXA_14268
  3106. 0337: set_actor $PLAYER_ACTOR visibility 1
  3107. Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
  3108. 0687: clear_actor $PLAYER_ACTOR task
  3109. Player.CanMove($PLAYER_CHAR) = True
  3110. 02A3: enable_widescreen 0
  3111.  
  3112. :GFXXXA_14268
  3113. 0826: enable_hud 1
  3114. 0581: enable_radar 1
  3115. $ONMISSION = 0
  3116. 0A93: end_custom_thread
  3117.  
  3118. :GRLXXB
  3119. thread 'GRLXXB'
  3120. if
  3121. 4 > 1@
  3122. else_jump @GRLXXB_35372
  3123. 1@ -= 2
  3124. 8@ = 0
  3125. if
  3126. 1@ > 0
  3127. else_jump @GRLXXB_75
  3128. $GFSEX_Erregung = 10
  3129. jump @GRLXXB_82
  3130.  
  3131. :GRLXXB_75
  3132. $GFSEX_Erregung = 5
  3133.  
  3134. :GRLXXB_82
  3135. $GFSEX_POWER = 1
  3136. 9@ = 0
  3137. if
  3138. 9@ > 0
  3139. else_jump @GRLXXB_138
  3140. 24@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)
  3141.  
  3142. :GRLXXB_138
  3143. gosub @GRLXXB_7337
  3144. gosub @GRLXXB_8185
  3145.  
  3146. :GRLXXB_152
  3147. wait 0
  3148. if and
  3149. not Actor.Dead($PLAYER_ACTOR)
  3150. not Actor.Dead(24@)
  3151. else_jump @GRLXXB_205
  3152. gosub @GRLXXB_219
  3153. gosub @GRLXXB_435
  3154. gosub @GRLXXB_13416
  3155. jump @GRLXXB_212
  3156.  
  3157. :GRLXXB_205
  3158. gosub @GRLXXB_14638
  3159.  
  3160. :GRLXXB_212
  3161. jump @GRLXXB_152
  3162.  
  3163. :GRLXXB_219
  3164. if
  3165. 88B7: not test 9@ bit 1
  3166. else_jump @GRLXXB_433
  3167. if
  3168. 00E1: player 0 pressed_key 17
  3169. else_jump @GRLXXB_293
  3170. if
  3171. 88B7: not test 9@ bit 2
  3172. else_jump @GRLXXB_286
  3173. gosub @GRLXXB_9646
  3174. 08BD: set 9@ bit 2
  3175.  
  3176. :GRLXXB_286
  3177. jump @GRLXXB_300
  3178.  
  3179. :GRLXXB_293
  3180. 08C3: clear 9@ bit 2
  3181.  
  3182. :GRLXXB_300
  3183. if
  3184. 00E1: player 0 pressed_key 14
  3185. else_jump @GRLXXB_356
  3186. if
  3187. 88B7: not test 9@ bit 3
  3188. else_jump @GRLXXB_349
  3189. gosub @GRLXXB_10424
  3190. 08BD: set 9@ bit 3
  3191.  
  3192. :GRLXXB_349
  3193. jump @GRLXXB_363
  3194.  
  3195. :GRLXXB_356
  3196. 08C3: clear 9@ bit 3
  3197.  
  3198. :GRLXXB_363
  3199. if
  3200. 00E1: player 0 pressed_key 15
  3201. else_jump @GRLXXB_426
  3202. if
  3203. 88B7: not test 9@ bit 4
  3204. else_jump @GRLXXB_419
  3205. 7@ = 2
  3206. 8@ = 0
  3207. 08BD: set 9@ bit 4
  3208.  
  3209. :GRLXXB_419
  3210. jump @GRLXXB_433
  3211.  
  3212. :GRLXXB_426
  3213. 08C3: clear 9@ bit 4
  3214.  
  3215. :GRLXXB_433
  3216. return
  3217.  
  3218. :GRLXXB_435
  3219. 0871: init_jump_table 7@ total_jumps 10 default_jump 0 @GRLXXB_703 jumps 0 @GRLXXB_563 1 @GRLXXB_577 2 @GRLXXB_591 3 @GRLXXB_605 4 @GRLXXB_619 5 @GRLXXB_633 6 @GRLXXB_647
  3220. 0872: jump_table_jumps 7 @GRLXXB_661 8 @GRLXXB_675 9 @GRLXXB_689 -1 @GRLXXB_703 -1 @GRLXXB_703 -1 @GRLXXB_703 -1 @GRLXXB_703 -1 @GRLXXB_703 -1 @GRLXXB_703
  3221.  
  3222. :GRLXXB_563
  3223. gosub @GRLXXB_705
  3224. jump @GRLXXB_703
  3225.  
  3226. :GRLXXB_577
  3227. gosub @GRLXXB_883
  3228. jump @GRLXXB_703
  3229.  
  3230. :GRLXXB_591
  3231. gosub @GRLXXB_1632
  3232. jump @GRLXXB_703
  3233.  
  3234. :GRLXXB_605
  3235. gosub @GRLXXB_1877
  3236. jump @GRLXXB_703
  3237.  
  3238. :GRLXXB_619
  3239. gosub @GRLXXB_2990
  3240. jump @GRLXXB_703
  3241.  
  3242. :GRLXXB_633
  3243. gosub @GRLXXB_3412
  3244. jump @GRLXXB_703
  3245.  
  3246. :GRLXXB_647
  3247. gosub @GRLXXB_3966
  3248. jump @GRLXXB_703
  3249.  
  3250. :GRLXXB_661
  3251. gosub @GRLXXB_5179
  3252. jump @GRLXXB_703
  3253.  
  3254. :GRLXXB_675
  3255. gosub @GRLXXB_5928
  3256. jump @GRLXXB_703
  3257.  
  3258. :GRLXXB_689
  3259. gosub @GRLXXB_6530
  3260. jump @GRLXXB_703
  3261.  
  3262. :GRLXXB_703
  3263. return
  3264.  
  3265. :GRLXXB_705
  3266. 0871: init_jump_table 8@ total_jumps 2 default_jump 0 @GRLXXB_881 jumps 0 @GRLXXB_768 1 @GRLXXB_795 -1 @GRLXXB_881 -1 @GRLXXB_881 -1 @GRLXXB_881 -1 @GRLXXB_881 -1 @GRLXXB_881
  3267.  
  3268. :GRLXXB_768
  3269. 08BD: set 9@ bit 1
  3270. fade 0 0
  3271. 8@ += 1
  3272. jump @GRLXXB_881
  3273.  
  3274. :GRLXXB_795
  3275. if
  3276. not fading
  3277. else_jump @GRLXXB_874
  3278. Player.CanMove($PLAYER_CHAR) = False
  3279. 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
  3280. 06AB: set_actor 24@ all_weapons_hidden 1
  3281. 0826: enable_hud 0
  3282. 0581: enable_radar 0
  3283. 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
  3284. 02A3: enable_widescreen 1
  3285. 03F4: set_all_cars_apply_damage_rules 0
  3286. gosub @GRLXXB_8327
  3287. 0085: 7@ = 2@ // (int)
  3288. 8@ = 0
  3289.  
  3290. :GRLXXB_874
  3291. jump @GRLXXB_881
  3292.  
  3293. :GRLXXB_881
  3294. return
  3295.  
  3296. :GRLXXB_883
  3297. 0871: init_jump_table 8@ total_jumps 6 default_jump 0 @GRLXXB_1630 jumps 0 @GRLXXB_946 1 @GRLXXB_988 2 @GRLXXB_1111 3 @GRLXXB_1348 4 @GRLXXB_1507 5 @GRLXXB_1557 -1 @GRLXXB_1630
  3298.  
  3299. :GRLXXB_946
  3300. 08BD: set 9@ bit 1
  3301. 23@ = -1
  3302. gosub @GRLXXB_9646
  3303. fade 1 1500
  3304. 8@ += 1
  3305. jump @GRLXXB_1630
  3306.  
  3307. :GRLXXB_988
  3308. if
  3309. not fading
  3310. else_jump @GRLXXB_1104
  3311. 0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_COUCH_START_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  3312. 0812: AS_actor 24@ perform_animation "BJ_COUCH_START_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  3313. 8@ += 1
  3314.  
  3315. :GRLXXB_1104
  3316. jump @GRLXXB_1630
  3317.  
  3318. :GRLXXB_1111
  3319. 0613: 16@ = actor $PLAYER_ACTOR animation "BJ_COUCH_START_P" time
  3320. if and
  3321. 16@ > 0.5
  3322. 1.0 > 16@
  3323. else_jump @GRLXXB_1202
  3324. if
  3325. 08D0: should_skip_cutscene
  3326. else_jump @GRLXXB_1202
  3327. fade 0 500
  3328. 8@ = 5
  3329. jump @GRLXXB_1630
  3330.  
  3331. :GRLXXB_1202
  3332. if
  3333. 16@ == 1.0
  3334. else_jump @GRLXXB_1341
  3335. 0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_COUCH_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 6000 // versionB
  3336. 0812: AS_actor 24@ perform_animation "BJ_COUCH_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 6000 // versionB
  3337. 04AE: 30@ = 285 // = constant
  3338. 33@ = 0
  3339. 8@ += 1
  3340.  
  3341. :GRLXXB_1341
  3342. jump @GRLXXB_1630
  3343.  
  3344. :GRLXXB_1348
  3345. if
  3346. 08D0: should_skip_cutscene
  3347. else_jump @GRLXXB_1382
  3348. fade 0 500
  3349. 8@ = 5
  3350. jump @GRLXXB_1500
  3351.  
  3352. :GRLXXB_1382
  3353. if
  3354. 33@ > 6000
  3355. else_jump @GRLXXB_1500
  3356. 0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_COUCH_END_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB
  3357. 0812: AS_actor 24@ perform_animation "BJ_COUCH_END_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB
  3358. 8@ += 1
  3359.  
  3360. :GRLXXB_1500
  3361. jump @GRLXXB_1630
  3362.  
  3363. :GRLXXB_1507
  3364. 062E: get_actor 24@ task 2066 status_store_to 20@ // ret 7 if not found
  3365. if
  3366. 04A4: 20@ == 7 // == constant
  3367. else_jump @GRLXXB_1550
  3368. fade 0 500
  3369. 8@ += 1
  3370.  
  3371. :GRLXXB_1550
  3372. jump @GRLXXB_1630
  3373.  
  3374. :GRLXXB_1557
  3375. if
  3376. not fading
  3377. else_jump @GRLXXB_1623
  3378. if
  3379. 1@ > 0
  3380. else_jump @GRLXXB_1609
  3381. 7@ = 3
  3382. 8@ = 0
  3383. jump @GRLXXB_1623
  3384.  
  3385. :GRLXXB_1609
  3386. 7@ = 6
  3387. 8@ = 0
  3388.  
  3389. :GRLXXB_1623
  3390. jump @GRLXXB_1630
  3391.  
  3392. :GRLXXB_1630
  3393. return
  3394.  
  3395. :GRLXXB_1632
  3396. 0871: init_jump_table 8@ total_jumps 3 default_jump 0 @GRLXXB_1875 jumps 0 @GRLXXB_1695 1 @GRLXXB_1716 2 @GRLXXB_1848 -1 @GRLXXB_1875 -1 @GRLXXB_1875 -1 @GRLXXB_1875 -1 @GRLXXB_1875
  3397.  
  3398. :GRLXXB_1695
  3399. fade 0 1000
  3400. 8@ += 1
  3401. jump @GRLXXB_1875
  3402.  
  3403. :GRLXXB_1716
  3404. if
  3405. not fading
  3406. else_jump @GRLXXB_1841
  3407. gosub @GRLXXB_9096
  3408. if
  3409. 08B7: test 9@ bit 13
  3410. else_jump @GRLXXB_1766
  3411. 0151: remove_status_text $GFSEX_Erregung
  3412. 08C3: clear 9@ bit 13
  3413.  
  3414. :GRLXXB_1766
  3415. if
  3416. 08B7: test 9@ bit 9
  3417. else_jump @GRLXXB_1796
  3418. 0151: remove_status_text $GFSEX_POWER
  3419. 08C3: clear 9@ bit 9
  3420.  
  3421. :GRLXXB_1796
  3422. 03E6: remove_text_box
  3423. 02A3: enable_widescreen 0
  3424. Camera.SetBehindPlayer
  3425. Camera.Restore_WithJumpCut
  3426. Player.CanMove($PLAYER_CHAR) = True
  3427. 03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
  3428. 0619: enable_actor $PLAYER_ACTOR collision_detection 1
  3429. fade 1 1000
  3430. 8@ += 1
  3431.  
  3432. :GRLXXB_1841
  3433. jump @GRLXXB_1875
  3434.  
  3435. :GRLXXB_1848
  3436. if
  3437. not fading
  3438. else_jump @GRLXXB_1868
  3439. gosub @GRLXXB_14638
  3440.  
  3441. :GRLXXB_1868
  3442. jump @GRLXXB_1875
  3443.  
  3444. :GRLXXB_1875
  3445. return
  3446.  
  3447. :GRLXXB_1877
  3448. 0871: init_jump_table 8@ total_jumps 6 default_jump 0 @GRLXXB_2988 jumps 0 @GRLXXB_1940 1 @GRLXXB_2158 2 @GRLXXB_2353 3 @GRLXXB_2570 4 @GRLXXB_2812 5 @GRLXXB_2919 -1 @GRLXXB_2988
  3449.  
  3450. :GRLXXB_1940
  3451. if
  3452. not fading
  3453. else_jump @GRLXXB_2151
  3454. 02A3: enable_widescreen 0
  3455. 0792: disembark_instantly_actor $PLAYER_ACTOR
  3456. 0792: disembark_instantly_actor 24@
  3457. gosub @GRLXXB_9260
  3458. Actor.PutAt($PLAYER_ACTOR, 10@, 12@, 14@)
  3459. Actor.Angle($PLAYER_ACTOR) = 16@
  3460. 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0
  3461. 16@ = Actor.Angle($PLAYER_ACTOR)
  3462. Actor.PutAt(24@, 10@, 12@, 14@)
  3463. Actor.Angle(24@) = 16@
  3464. 03E5: show_text_box 'GF_0043' // Press ~k~~PED_SPRINT~ when the power bar is full~n~~k~~PED_FIREWEAPON~ Change view~n~~k~~VEHICLE_ENTER_EXIT~ Quit
  3465. 04F7: status_text $GFSEX_Erregung type 1 line 1 GXT 'GF_0017' // global_variable // Excitement:
  3466. 04F7: status_text $GFSEX_POWER type 1 line 3 GXT 'GF_0040' // global_variable // Power:
  3467. 08BD: set 9@ bit 9
  3468. 08BD: set 9@ bit 13
  3469. 23@ = 1
  3470. gosub @GRLXXB_9646
  3471. fade 1 1000
  3472. 08C3: clear 9@ bit 1
  3473. 8@ += 1
  3474.  
  3475. :GRLXXB_2151
  3476. jump @GRLXXB_2988
  3477.  
  3478. :GRLXXB_2158
  3479. 0812: AS_actor 24@ perform_animation "SPANKING_IDLEW" IFP "SNM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
  3480. 0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKING_IDLEP" IFP "SNM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
  3481. 08C3: clear 9@ bit 8
  3482. gosub @GRLXXB_13250
  3483. if
  3484. 0 >= $GFSEX_Erregung
  3485. else_jump @GRLXXB_2300
  3486. 7@ = 4
  3487. 8@ = 0
  3488. jump @GRLXXB_2988
  3489. jump @GRLXXB_2339
  3490.  
  3491. :GRLXXB_2300
  3492. if
  3493. $GFSEX_Erregung >= 100
  3494. else_jump @GRLXXB_2339
  3495. 7@ = 5
  3496. 8@ = 0
  3497. jump @GRLXXB_2988
  3498.  
  3499. :GRLXXB_2339
  3500. 8@ += 1
  3501. jump @GRLXXB_2988
  3502.  
  3503. :GRLXXB_2353
  3504. gosub @GRLXXB_13250
  3505. if
  3506. $GFSEX_POWER >= 100
  3507. else_jump @GRLXXB_2385
  3508. 8@ += 1
  3509.  
  3510. :GRLXXB_2385
  3511. if
  3512. 00E1: player 0 pressed_key 16
  3513. else_jump @GRLXXB_2471
  3514. if and
  3515. 88B7: not test 9@ bit 8
  3516. not Actor.Animation($PLAYER_ACTOR) == "SPANKINGP"
  3517. else_jump @GRLXXB_2464
  3518. 08BD: set 9@ bit 8
  3519. gosub @GRLXXB_12829
  3520. 8@ = 4
  3521. jump @GRLXXB_2988
  3522.  
  3523. :GRLXXB_2464
  3524. jump @GRLXXB_2478
  3525.  
  3526. :GRLXXB_2471
  3527. 08C3: clear 9@ bit 8
  3528.  
  3529. :GRLXXB_2478
  3530. if
  3531. 0 >= $GFSEX_Erregung
  3532. else_jump @GRLXXB_2524
  3533. 7@ = 4
  3534. 8@ = 0
  3535. jump @GRLXXB_2988
  3536. jump @GRLXXB_2563
  3537.  
  3538. :GRLXXB_2524
  3539. if
  3540. $GFSEX_Erregung == 100
  3541. else_jump @GRLXXB_2563
  3542. 7@ = 5
  3543. 8@ = 0
  3544. jump @GRLXXB_2988
  3545.  
  3546. :GRLXXB_2563
  3547. jump @GRLXXB_2988
  3548.  
  3549. :GRLXXB_2570
  3550. gosub @GRLXXB_13250
  3551. if
  3552. $GFSEX_POWER >= 97
  3553. else_jump @GRLXXB_2688
  3554. if
  3555. 00E1: player 0 pressed_key 16
  3556. else_jump @GRLXXB_2681
  3557. if and
  3558. 88B7: not test 9@ bit 8
  3559. not Actor.Animation($PLAYER_ACTOR) == "SPANKINGP"
  3560. else_jump @GRLXXB_2674
  3561. 08BD: set 9@ bit 8
  3562. gosub @GRLXXB_12829
  3563. 8@ = 4
  3564. jump @GRLXXB_2988
  3565.  
  3566. :GRLXXB_2674
  3567. jump @GRLXXB_2688
  3568.  
  3569. :GRLXXB_2681
  3570. 08C3: clear 9@ bit 8
  3571.  
  3572. :GRLXXB_2688
  3573. if
  3574. 0 >= $GFSEX_POWER
  3575. else_jump @GRLXXB_2720
  3576. gosub @GRLXXB_12537
  3577. 8@ -= 1
  3578.  
  3579. :GRLXXB_2720
  3580. if
  3581. 0 >= $GFSEX_Erregung
  3582. else_jump @GRLXXB_2766
  3583. 7@ = 4
  3584. 8@ = 0
  3585. jump @GRLXXB_2988
  3586. jump @GRLXXB_2805
  3587.  
  3588. :GRLXXB_2766
  3589. if
  3590. $GFSEX_Erregung == 100
  3591. else_jump @GRLXXB_2805
  3592. 7@ = 5
  3593. 8@ = 0
  3594. jump @GRLXXB_2988
  3595.  
  3596. :GRLXXB_2805
  3597. jump @GRLXXB_2988
  3598.  
  3599. :GRLXXB_2812
  3600. gosub @GRLXXB_13250
  3601. gosub @GRLXXB_12870
  3602. 0812: AS_actor 24@ perform_animation "SPANKINGW" IFP "SNM" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  3603. 0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKINGP" IFP "SNM" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  3604. 08C3: clear 9@ bit 5
  3605. 8@ += 1
  3606. jump @GRLXXB_2988
  3607.  
  3608. :GRLXXB_2919
  3609. gosub @GRLXXB_13250
  3610. gosub @GRLXXB_12920
  3611. if
  3612. 08B7: test 9@ bit 5
  3613. else_jump @GRLXXB_2981
  3614. 04AE: 31@ = 238 // = constant
  3615. 09F1: play_audio_at_actor $PLAYER_ACTOR event 1190
  3616. gosub @GRLXXB_13116
  3617. 8@ = 1
  3618.  
  3619. :GRLXXB_2981
  3620. jump @GRLXXB_2988
  3621.  
  3622. :GRLXXB_2988
  3623. return
  3624.  
  3625. :GRLXXB_2990
  3626. 0871: init_jump_table 8@ total_jumps 3 default_jump 0 @GRLXXB_3410 jumps 0 @GRLXXB_3053 1 @GRLXXB_3136 2 @GRLXXB_3341 -1 @GRLXXB_3410 -1 @GRLXXB_3410 -1 @GRLXXB_3410 -1 @GRLXXB_3410
  3627.  
  3628. :GRLXXB_3053
  3629. if
  3630. 08B7: test 9@ bit 13
  3631. else_jump @GRLXXB_3083
  3632. 0151: remove_status_text $GFSEX_Erregung
  3633. 08C3: clear 9@ bit 13
  3634.  
  3635. :GRLXXB_3083
  3636. if
  3637. 08B7: test 9@ bit 9
  3638. else_jump @GRLXXB_3113
  3639. 0151: remove_status_text $GFSEX_POWER
  3640. 08C3: clear 9@ bit 9
  3641.  
  3642. :GRLXXB_3113
  3643. 03E6: remove_text_box
  3644. fade 0 1000
  3645. 8@ += 1
  3646. jump @GRLXXB_3410
  3647.  
  3648. :GRLXXB_3136
  3649. if
  3650. not fading
  3651. else_jump @GRLXXB_3334
  3652. gosub @GRLXXB_9260
  3653. Actor.PutAt($PLAYER_ACTOR, 10@, 12@, 14@)
  3654. Actor.Angle($PLAYER_ACTOR) = 16@
  3655. 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0
  3656. 16@ = Actor.Angle($PLAYER_ACTOR)
  3657. Actor.PutAt(24@, 10@, 12@, 14@)
  3658. Actor.Angle(24@) = 16@
  3659. 0812: AS_actor 24@ perform_animation "SPANKEDW" IFP "SNM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 600000 // versionB
  3660. 0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKEDP" IFP "SNM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 600000 // versionB
  3661. fade 1 1000
  3662. 33@ = 0
  3663. 8@ += 1
  3664.  
  3665. :GRLXXB_3334
  3666. jump @GRLXXB_3410
  3667.  
  3668. :GRLXXB_3341
  3669. if
  3670. not fading
  3671. else_jump @GRLXXB_3403
  3672. 04AE: 30@ = 291 // = constant
  3673. 04AE: 31@ = 237 // = constant
  3674. if
  3675. 33@ > 7000
  3676. else_jump @GRLXXB_3403
  3677. 7@ = 2
  3678. 8@ = 0
  3679.  
  3680. :GRLXXB_3403
  3681. jump @GRLXXB_3410
  3682.  
  3683. :GRLXXB_3410
  3684. return
  3685.  
  3686. :GRLXXB_3412
  3687. 0871: init_jump_table 8@ total_jumps 4 default_jump 0 @GRLXXB_3964 jumps 0 @GRLXXB_3475 1 @GRLXXB_3558 2 @GRLXXB_3857 3 @GRLXXB_3899 -1 @GRLXXB_3964 -1 @GRLXXB_3964 -1 @GRLXXB_3964
  3688.  
  3689. :GRLXXB_3475
  3690. if
  3691. 08B7: test 9@ bit 13
  3692. else_jump @GRLXXB_3505
  3693. 0151: remove_status_text $GFSEX_Erregung
  3694. 08C3: clear 9@ bit 13
  3695.  
  3696. :GRLXXB_3505
  3697. if
  3698. 08B7: test 9@ bit 9
  3699. else_jump @GRLXXB_3535
  3700. 0151: remove_status_text $GFSEX_POWER
  3701. 08C3: clear 9@ bit 9
  3702.  
  3703. :GRLXXB_3535
  3704. 03E6: remove_text_box
  3705. fade 0 1000
  3706. 8@ += 1
  3707. jump @GRLXXB_3964
  3708.  
  3709. :GRLXXB_3558
  3710. if
  3711. not fading
  3712. else_jump @GRLXXB_3850
  3713. gosub @GRLXXB_9260
  3714. Actor.PutAt($PLAYER_ACTOR, 10@, 12@, 14@)
  3715. Actor.Angle($PLAYER_ACTOR) = 16@
  3716. 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0
  3717. 16@ = Actor.Angle($PLAYER_ACTOR)
  3718. Actor.PutAt(24@, 10@, 12@, 14@)
  3719. Actor.Angle(24@) = 16@
  3720. 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.707 3.136 -0.163
  3721. 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.427 0.634 -0.5
  3722. Camera.SetPosition(10@, 12@, 14@, 0.0, 0.0, 0.0)
  3723. Camera.PointAt(11@, 13@, 15@, 2)
  3724. 0812: AS_actor 24@ perform_animation "SPANKING_ENDW" IFP "SNM" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  3725. 0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKING_ENDP" IFP "SNM" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  3726. fade 1 1000
  3727. 8@ += 1
  3728.  
  3729. :GRLXXB_3850
  3730. jump @GRLXXB_3964
  3731.  
  3732. :GRLXXB_3857
  3733. if
  3734. not fading
  3735. else_jump @GRLXXB_3892
  3736. 04AE: 30@ = 289 // = constant
  3737. 33@ = 0
  3738. 8@ += 1
  3739.  
  3740. :GRLXXB_3892
  3741. jump @GRLXXB_3964
  3742.  
  3743. :GRLXXB_3899
  3744. 0613: 16@ = actor $PLAYER_ACTOR animation "SPANKING_ENDP" time
  3745. if
  3746. 16@ == 1.0
  3747. else_jump @GRLXXB_3957
  3748. 7@ = 2
  3749. 8@ = 0
  3750.  
  3751. :GRLXXB_3957
  3752. jump @GRLXXB_3964
  3753.  
  3754. :GRLXXB_3964
  3755. return
  3756.  
  3757. :GRLXXB_3966
  3758. 0871: init_jump_table 8@ total_jumps 6 default_jump 0 @GRLXXB_5177 jumps 0 @GRLXXB_4029 1 @GRLXXB_4223 2 @GRLXXB_4804 3 @GRLXXB_4906 4 @GRLXXB_5016 5 @GRLXXB_5114 -1 @GRLXXB_5177
  3759.  
  3760. :GRLXXB_4029
  3761. if
  3762. not fading
  3763. else_jump @GRLXXB_4216
  3764. 02A3: enable_widescreen 0
  3765. 0792: disembark_instantly_actor $PLAYER_ACTOR
  3766. 0792: disembark_instantly_actor 24@
  3767. gosub @GRLXXB_9260
  3768. Actor.PutAt($PLAYER_ACTOR, 10@, 12@, 14@)
  3769. Actor.Angle($PLAYER_ACTOR) = 16@
  3770. 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 -1.0
  3771. 16@ = Actor.Angle($PLAYER_ACTOR)
  3772. 16@ += 180.0
  3773. Actor.PutAt(24@, 10@, 12@, 14@)
  3774. Actor.Angle(24@) = 16@
  3775. 03C4: set_status_text $GFSEX_Erregung type 1 GXT 'dummy' // global_variable
  3776. 08BD: set 9@ bit 13
  3777. gosub @GRLXXB_9646
  3778. 03E5: show_text_box 'GF_0020' // Push ~k~~GO_FORWARD~ and ~k~~GO_BACK~ in rhythm~n~~k~~PED_FIREWEAPON~ Change view~n~~k~~PED_JUMPING~ Change position~n~~k~~VEHICLE_ENTER_EXIT~ Quit
  3779. fade 1 500
  3780. 08C3: clear 9@ bit 1
  3781. 8@ += 1
  3782.  
  3783. :GRLXXB_4216
  3784. jump @GRLXXB_5177
  3785.  
  3786. :GRLXXB_4223
  3787. 33@ = 0
  3788. if
  3789. 22@ == 0
  3790. else_jump @GRLXXB_4323
  3791. 0812: AS_actor 24@ perform_animation "SEX_1_W" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
  3792. 0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_1_P" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
  3793. 8@ += 1
  3794.  
  3795. :GRLXXB_4323
  3796. if
  3797. 22@ == 1
  3798. else_jump @GRLXXB_4560
  3799. if
  3800. Actor.Animation($PLAYER_ACTOR) == "SEX_1TO2_P"
  3801. else_jump @GRLXXB_4485
  3802. 0613: 16@ = actor $PLAYER_ACTOR animation "SEX_1TO2_P" time
  3803. if
  3804. 16@ >= 1.0
  3805. else_jump @GRLXXB_4478
  3806. 0812: AS_actor 24@ perform_animation "SEX_2_W" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
  3807. 0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_2_P" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
  3808.  
  3809. :GRLXXB_4478
  3810. jump @GRLXXB_4553
  3811.  
  3812. :GRLXXB_4485
  3813. 0812: AS_actor 24@ perform_animation "SEX_2_W" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
  3814. 0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_2_P" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
  3815.  
  3816. :GRLXXB_4553
  3817. 8@ += 1
  3818.  
  3819. :GRLXXB_4560
  3820. if
  3821. 22@ == 2
  3822. else_jump @GRLXXB_4797
  3823. if
  3824. Actor.Animation($PLAYER_ACTOR) == "SEX_2TO3_P"
  3825. else_jump @GRLXXB_4722
  3826. 0613: 16@ = actor $PLAYER_ACTOR animation "SEX_2TO3_P" time
  3827. if
  3828. 16@ >= 1.0
  3829. else_jump @GRLXXB_4715
  3830. 0812: AS_actor 24@ perform_animation "SEX_3_W" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
  3831. 0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_3_P" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
  3832.  
  3833. :GRLXXB_4715
  3834. jump @GRLXXB_4790
  3835.  
  3836. :GRLXXB_4722
  3837. 0812: AS_actor 24@ perform_animation "SEX_3_W" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
  3838. 0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_3_P" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
  3839.  
  3840. :GRLXXB_4790
  3841. 8@ += 1
  3842.  
  3843. :GRLXXB_4797
  3844. jump @GRLXXB_5177
  3845.  
  3846. :GRLXXB_4804
  3847. gosub @GRLXXB_10771
  3848. gosub @GRLXXB_11605
  3849. if
  3850. $GFSEX_Erregung == 100
  3851. else_jump @GRLXXB_4865
  3852. 04AE: 30@ = 286 // = constant
  3853. Player.CanMove($PLAYER_CHAR) = False
  3854. 08BD: set 9@ bit 1
  3855. 8@ += 1
  3856.  
  3857. :GRLXXB_4865
  3858. if
  3859. $GFSEX_Erregung == 0
  3860. else_jump @GRLXXB_4899
  3861. 03E6: remove_text_box
  3862. 7@ = 8
  3863. 8@ = 0
  3864.  
  3865. :GRLXXB_4899
  3866. jump @GRLXXB_5177
  3867.  
  3868. :GRLXXB_4906
  3869. if
  3870. 22@ == 0
  3871. else_jump @GRLXXB_4931
  3872. 8@ += 1
  3873.  
  3874. :GRLXXB_4931
  3875. if
  3876. 22@ == 1
  3877. else_jump @GRLXXB_4970
  3878. gosub @GRLXXB_9646
  3879. 22@ = 0
  3880. 8@ += 1
  3881.  
  3882. :GRLXXB_4970
  3883. if
  3884. 22@ == 2
  3885. else_jump @GRLXXB_5009
  3886. gosub @GRLXXB_9646
  3887. 22@ = 0
  3888. 8@ += 1
  3889.  
  3890. :GRLXXB_5009
  3891. jump @GRLXXB_5177
  3892.  
  3893. :GRLXXB_5016
  3894. 0812: AS_actor 24@ perform_animation "SEX_1_CUM_W" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  3895. 0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_1_CUM_P" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  3896. 04AE: 30@ = 289 // = constant
  3897. 8@ += 1
  3898. jump @GRLXXB_5177
  3899.  
  3900. :GRLXXB_5114
  3901. 0613: 16@ = actor $PLAYER_ACTOR animation "SEX_1_CUM_P" time
  3902. if
  3903. 16@ == 1.0
  3904. else_jump @GRLXXB_5170
  3905. 7@ = 2
  3906. 8@ = 0
  3907.  
  3908. :GRLXXB_5170
  3909. jump @GRLXXB_5177
  3910.  
  3911. :GRLXXB_5177
  3912. return
  3913.  
  3914. :GRLXXB_5179
  3915. 0871: init_jump_table 8@ total_jumps 6 default_jump 0 @GRLXXB_5926 jumps 0 @GRLXXB_5242 1 @GRLXXB_5284 2 @GRLXXB_5407 3 @GRLXXB_5644 4 @GRLXXB_5803 5 @GRLXXB_5853 -1 @GRLXXB_5926
  3916.  
  3917. :GRLXXB_5242
  3918. 08BD: set 9@ bit 1
  3919. 23@ = -1
  3920. gosub @GRLXXB_9646
  3921. fade 1 1500
  3922. 8@ += 1
  3923. jump @GRLXXB_5926
  3924.  
  3925. :GRLXXB_5284
  3926. if
  3927. not fading
  3928. else_jump @GRLXXB_5400
  3929. 0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_START_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  3930. 0812: AS_actor 24@ perform_animation "BJ_STAND_START_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  3931. 8@ += 1
  3932.  
  3933. :GRLXXB_5400
  3934. jump @GRLXXB_5926
  3935.  
  3936. :GRLXXB_5407
  3937. 0613: 16@ = actor $PLAYER_ACTOR animation "BJ_STAND_START_P" time
  3938. if and
  3939. 16@ > 0.5
  3940. 1.0 > 16@
  3941. else_jump @GRLXXB_5498
  3942. if
  3943. 08D0: should_skip_cutscene
  3944. else_jump @GRLXXB_5498
  3945. fade 0 500
  3946. 8@ = 5
  3947. jump @GRLXXB_5926
  3948.  
  3949. :GRLXXB_5498
  3950. if
  3951. 16@ == 1.0
  3952. else_jump @GRLXXB_5637
  3953. 0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 6000 // versionB
  3954. 0812: AS_actor 24@ perform_animation "BJ_STAND_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 6000 // versionB
  3955. 04AE: 30@ = 285 // = constant
  3956. 33@ = 0
  3957. 8@ += 1
  3958.  
  3959. :GRLXXB_5637
  3960. jump @GRLXXB_5926
  3961.  
  3962. :GRLXXB_5644
  3963. if
  3964. 08D0: should_skip_cutscene
  3965. else_jump @GRLXXB_5678
  3966. fade 0 500
  3967. 8@ = 5
  3968. jump @GRLXXB_5796
  3969.  
  3970. :GRLXXB_5678
  3971. if
  3972. 33@ > 6000
  3973. else_jump @GRLXXB_5796
  3974. 0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_END_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB
  3975. 0812: AS_actor 24@ perform_animation "BJ_STAND_END_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB
  3976. 8@ += 1
  3977.  
  3978. :GRLXXB_5796
  3979. jump @GRLXXB_5926
  3980.  
  3981. :GRLXXB_5803
  3982. 062E: get_actor 24@ task 2066 status_store_to 20@ // ret 7 if not found
  3983. if
  3984. 04A4: 20@ == 7 // == constant
  3985. else_jump @GRLXXB_5846
  3986. fade 0 500
  3987. 8@ += 1
  3988.  
  3989. :GRLXXB_5846
  3990. jump @GRLXXB_5926
  3991.  
  3992. :GRLXXB_5853
  3993. if
  3994. not fading
  3995. else_jump @GRLXXB_5919
  3996. if
  3997. 1@ > 0
  3998. else_jump @GRLXXB_5905
  3999. 7@ = 3
  4000. 8@ = 0
  4001. jump @GRLXXB_5919
  4002.  
  4003. :GRLXXB_5905
  4004. 7@ = 6
  4005. 8@ = 0
  4006.  
  4007. :GRLXXB_5919
  4008. jump @GRLXXB_5926
  4009.  
  4010. :GRLXXB_5926
  4011. return
  4012.  
  4013. :GRLXXB_5928
  4014. 0871: init_jump_table 8@ total_jumps 2 default_jump 0 @GRLXXB_6528 jumps 0 @GRLXXB_5991 1 @GRLXXB_6352 -1 @GRLXXB_6528 -1 @GRLXXB_6528 -1 @GRLXXB_6528 -1 @GRLXXB_6528 -1 @GRLXXB_6528
  4015.  
  4016. :GRLXXB_5991
  4017. if
  4018. 22@ == 0
  4019. else_jump @GRLXXB_6109
  4020. 0812: AS_actor 24@ perform_animation "SEX_1_FAIL_W" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  4021. 0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_1_FAIL_P" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  4022. 04AE: 30@ = 288 // = constant
  4023. 8@ += 1
  4024. jump @GRLXXB_6528
  4025.  
  4026. :GRLXXB_6109
  4027. if
  4028. 22@ == 1
  4029. else_jump @GRLXXB_6227
  4030. 0812: AS_actor 24@ perform_animation "SEX_2_FAIL_W" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  4031. 0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_2_FAIL_P" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  4032. 04AE: 30@ = 288 // = constant
  4033. 8@ += 1
  4034. jump @GRLXXB_6528
  4035.  
  4036. :GRLXXB_6227
  4037. if
  4038. 22@ == 2
  4039. else_jump @GRLXXB_6345
  4040. 0812: AS_actor 24@ perform_animation "SEX_3_FAIL_W" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  4041. 0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_3_FAIL_P" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  4042. 04AE: 30@ = 288 // = constant
  4043. 8@ += 1
  4044. jump @GRLXXB_6528
  4045.  
  4046. :GRLXXB_6345
  4047. jump @GRLXXB_6528
  4048.  
  4049. :GRLXXB_6352
  4050. if
  4051. 22@ == 0
  4052. else_jump @GRLXXB_6399
  4053. 0613: 16@ = actor $PLAYER_ACTOR animation "SEX_1_FAIL_P" time
  4054. jump @GRLXXB_6486
  4055.  
  4056. :GRLXXB_6399
  4057. if
  4058. 22@ == 1
  4059. else_jump @GRLXXB_6446
  4060. 0613: 16@ = actor $PLAYER_ACTOR animation "SEX_2_FAIL_P" time
  4061. jump @GRLXXB_6486
  4062.  
  4063. :GRLXXB_6446
  4064. if
  4065. 22@ == 2
  4066. else_jump @GRLXXB_6486
  4067. 0613: 16@ = actor $PLAYER_ACTOR animation "SEX_3_FAIL_P" time
  4068.  
  4069. :GRLXXB_6486
  4070. if
  4071. 16@ == 1.0
  4072. else_jump @GRLXXB_6521
  4073. 7@ = 2
  4074. 8@ = 0
  4075.  
  4076. :GRLXXB_6521
  4077. jump @GRLXXB_6528
  4078.  
  4079. :GRLXXB_6528
  4080. return
  4081.  
  4082. :GRLXXB_6530
  4083. 0871: init_jump_table 8@ total_jumps 8 default_jump 0 @GRLXXB_7335 jumps 0 @GRLXXB_6658 1 @GRLXXB_6693 2 @GRLXXB_6966 3 @GRLXXB_7008 4 @GRLXXB_7070 5 @GRLXXB_7171 6 @GRLXXB_7233
  4084. 0872: jump_table_jumps 7 @GRLXXB_7295 -1 @GRLXXB_7335 -1 @GRLXXB_7335 -1 @GRLXXB_7335 -1 @GRLXXB_7335 -1 @GRLXXB_7335 -1 @GRLXXB_7335 -1 @GRLXXB_7335 -1 @GRLXXB_7335
  4085.  
  4086. :GRLXXB_6658
  4087. Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
  4088. fade 0 0
  4089. 8@ += 1
  4090. jump @GRLXXB_7335
  4091.  
  4092. :GRLXXB_6693
  4093. if
  4094. not fading
  4095. else_jump @GRLXXB_6959
  4096. if
  4097. 044B: actor $PLAYER_ACTOR on_foot
  4098. else_jump @GRLXXB_6746
  4099. Actor.PutAt($PLAYER_ACTOR, 3@, 4@, 5@)
  4100. Actor.Angle($PLAYER_ACTOR) = 6@
  4101. 01B7: release_weather
  4102.  
  4103. :GRLXXB_6746
  4104. Camera.SetAtPos(3@, 4@, 5@)
  4105. 04E4: refresh_game_renderer_at 3@ 4@
  4106. 0337: set_actor $PLAYER_ACTOR visibility 0
  4107. Player.CanMove($PLAYER_CHAR) = False
  4108. 02A3: enable_widescreen 1
  4109. 0826: enable_hud 0
  4110. 0581: enable_radar 0
  4111. 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
  4112. 03F4: set_all_cars_apply_damage_rules 0
  4113. gosub @GRLXXB_14111
  4114. Actor.PutAt(24@, 10@, 12@, 14@)
  4115. 0619: enable_actor 24@ collision_detection 0
  4116. 0337: set_actor 24@ visibility 0
  4117. Camera.SetPosition(10@, 12@, 14@, 0.0, 0.0, 0.0)
  4118. Camera.PointAt(11@, 13@, 15@, 2)
  4119. 099C: jiggle_camera type 5 timelimit 5000.0 intensity 10.0
  4120. 00BF: 20@ = current_time_hours, 25@ = current_time_minutes
  4121. 25@ += 30
  4122. if
  4123. 25@ > 60
  4124. else_jump @GRLXXB_6937
  4125. 25@ -= 60
  4126. 20@ += 1
  4127.  
  4128. :GRLXXB_6937
  4129. 00C0: set_current_time_hours_to 20@ minutes_to 25@
  4130. fade 1 1000
  4131. 8@ += 1
  4132.  
  4133. :GRLXXB_6959
  4134. jump @GRLXXB_7335
  4135.  
  4136. :GRLXXB_6966
  4137. if
  4138. not fading
  4139. else_jump @GRLXXB_7001
  4140. 04AE: 30@ = 284 // = constant
  4141. 33@ = 0
  4142. 8@ += 1
  4143.  
  4144. :GRLXXB_7001
  4145. jump @GRLXXB_7335
  4146.  
  4147. :GRLXXB_7008
  4148. if
  4149. 33@ > 3000
  4150. else_jump @GRLXXB_7063
  4151. 04AE: 30@ = 284 // = constant
  4152. 33@ = 0
  4153. 099C: jiggle_camera type 5 timelimit 3000.0 intensity 15.0
  4154. 8@ += 1
  4155.  
  4156. :GRLXXB_7063
  4157. jump @GRLXXB_7335
  4158.  
  4159. :GRLXXB_7070
  4160. if
  4161. 33@ > 3000
  4162. else_jump @GRLXXB_7164
  4163. 30@ = -2
  4164. if
  4165. 1@ > 0
  4166. else_jump @GRLXXB_7129
  4167. 04AE: 31@ = 239 // = constant
  4168. jump @GRLXXB_7136
  4169.  
  4170. :GRLXXB_7129
  4171. 04AE: 31@ = 117 // = constant
  4172.  
  4173. :GRLXXB_7136
  4174. 099C: jiggle_camera type 5 timelimit 3000.0 intensity 20.0
  4175. 33@ = 0
  4176. 8@ += 1
  4177.  
  4178. :GRLXXB_7164
  4179. jump @GRLXXB_7335
  4180.  
  4181. :GRLXXB_7171
  4182. if
  4183. 33@ > 3000
  4184. else_jump @GRLXXB_7226
  4185. 04AE: 30@ = 287 // = constant
  4186. 099C: jiggle_camera type 5 timelimit 4000.0 intensity 30.0
  4187. 33@ = 0
  4188. 8@ += 1
  4189.  
  4190. :GRLXXB_7226
  4191. jump @GRLXXB_7335
  4192.  
  4193. :GRLXXB_7233
  4194. if
  4195. 33@ > 4000
  4196. else_jump @GRLXXB_7288
  4197. 04AE: 30@ = 290 // = constant
  4198. 099C: jiggle_camera type 5 timelimit 3000.0 intensity 5.0
  4199. 33@ = 0
  4200. 8@ += 1
  4201.  
  4202. :GRLXXB_7288
  4203. jump @GRLXXB_7335
  4204.  
  4205. :GRLXXB_7295
  4206. if
  4207. 33@ > 3000
  4208. else_jump @GRLXXB_7328
  4209. 7@ = 2
  4210. 8@ = 0
  4211.  
  4212. :GRLXXB_7328
  4213. jump @GRLXXB_7335
  4214.  
  4215. :GRLXXB_7335
  4216. return
  4217.  
  4218. :GRLXXB_7337
  4219. 0085: 24@ = 0@ // (int)
  4220. jump @GRLXXB_8072
  4221.  
  4222. :GRLXXB_7352
  4223. 0871: init_jump_table 1@ total_jumps 11 default_jump 0 @GRLXXB_8070 jumps 0 @GRLXXB_8070 1 @GRLXXB_7480 2 @GRLXXB_7539 3 @GRLXXB_7598 4 @GRLXXB_7657 5 @GRLXXB_7716 6 @GRLXXB_7775
  4224. 0872: jump_table_jumps 7 @GRLXXB_7834 8 @GRLXXB_7893 9 @GRLXXB_7952 10 @GRLXXB_8011 -1 @GRLXXB_8070 -1 @GRLXXB_8070 -1 @GRLXXB_8070 -1 @GRLXXB_8070 -1 @GRLXXB_8070
  4225.  
  4226. :GRLXXB_7480
  4227. 023C: load_special_actor 'Denise' as 1 // models 290-299
  4228.  
  4229. :GRLXXB_7493
  4230. if
  4231. 823D: not special_actor 1 loaded
  4232. else_jump @GRLXXB_7532
  4233. wait 0
  4234. 023C: load_special_actor 'Denise' as 1 // models 290-299
  4235. jump @GRLXXB_7493
  4236.  
  4237. :GRLXXB_7532
  4238. jump @GRLXXB_8070
  4239.  
  4240. :GRLXXB_7539
  4241. 023C: load_special_actor 'Michll' as 1 // models 290-299
  4242.  
  4243. :GRLXXB_7552
  4244. if
  4245. 823D: not special_actor 1 loaded
  4246. else_jump @GRLXXB_7591
  4247. wait 0
  4248. 023C: load_special_actor 'Michll' as 1 // models 290-299
  4249. jump @GRLXXB_7552
  4250.  
  4251. :GRLXXB_7591
  4252. jump @GRLXXB_8070
  4253.  
  4254. :GRLXXB_7598
  4255. 023C: load_special_actor 'Helena' as 1 // models 290-299
  4256.  
  4257. :GRLXXB_7611
  4258. if
  4259. 823D: not special_actor 1 loaded
  4260. else_jump @GRLXXB_7650
  4261. wait 0
  4262. 023C: load_special_actor 'Helena' as 1 // models 290-299
  4263. jump @GRLXXB_7611
  4264.  
  4265. :GRLXXB_7650
  4266. jump @GRLXXB_8070
  4267.  
  4268. :GRLXXB_7657
  4269. 023C: load_special_actor 'Barbara' as 1 // models 290-299
  4270.  
  4271. :GRLXXB_7670
  4272. if
  4273. 823D: not special_actor 1 loaded
  4274. else_jump @GRLXXB_7709
  4275. wait 0
  4276. 023C: load_special_actor 'Barbara' as 1 // models 290-299
  4277. jump @GRLXXB_7670
  4278.  
  4279. :GRLXXB_7709
  4280. jump @GRLXXB_8070
  4281.  
  4282. :GRLXXB_7716
  4283. 023C: load_special_actor 'Katie' as 1 // models 290-299
  4284.  
  4285. :GRLXXB_7729
  4286. if
  4287. 823D: not special_actor 1 loaded
  4288. else_jump @GRLXXB_7768
  4289. wait 0
  4290. 023C: load_special_actor 'Katie' as 1 // models 290-299
  4291. jump @GRLXXB_7729
  4292.  
  4293. :GRLXXB_7768
  4294. jump @GRLXXB_8070
  4295.  
  4296. :GRLXXB_7775
  4297. 023C: load_special_actor 'Millie' as 1 // models 290-299
  4298.  
  4299. :GRLXXB_7788
  4300. if
  4301. 823D: not special_actor 1 loaded
  4302. else_jump @GRLXXB_7827
  4303. wait 0
  4304. 023C: load_special_actor 'Millie' as 1 // models 290-299
  4305. jump @GRLXXB_7788
  4306.  
  4307. :GRLXXB_7827
  4308. jump @GRLXXB_8070
  4309.  
  4310. :GRLXXB_7834
  4311. 023C: load_special_actor 'Lara' as 1 // models 290-299
  4312.  
  4313. :GRLXXB_7847
  4314. if
  4315. 823D: not special_actor 1 loaded
  4316. else_jump @GRLXXB_7886
  4317. wait 0
  4318. 023C: load_special_actor 'Lara' as 1 // models 290-299
  4319. jump @GRLXXB_7847
  4320.  
  4321. :GRLXXB_7886
  4322. jump @GRLXXB_8070
  4323.  
  4324. :GRLXXB_7893
  4325. 023C: load_special_actor 'Carmen' as 1 // models 290-299
  4326.  
  4327. :GRLXXB_7906
  4328. if
  4329. 823D: not special_actor 1 loaded
  4330. else_jump @GRLXXB_7945
  4331. wait 0
  4332. 023C: load_special_actor 'Carmen' as 1 // models 290-299
  4333. jump @GRLXXB_7906
  4334.  
  4335. :GRLXXB_7945
  4336. jump @GRLXXB_8070
  4337.  
  4338. :GRLXXB_7952
  4339. 023C: load_special_actor 'Bettina' as 1 // models 290-299
  4340.  
  4341. :GRLXXB_7965
  4342. if
  4343. 823D: not special_actor 1 loaded
  4344. else_jump @GRLXXB_8004
  4345. wait 0
  4346. 023C: load_special_actor 'Bettina' as 1 // models 290-299
  4347. jump @GRLXXB_7965
  4348.  
  4349. :GRLXXB_8004
  4350. jump @GRLXXB_8070
  4351.  
  4352. :GRLXXB_8011
  4353. 023C: load_special_actor 'Mary' as 1 // models 290-299
  4354.  
  4355. :GRLXXB_8024
  4356. if
  4357. 823D: not special_actor 1 loaded
  4358. else_jump @GRLXXB_8063
  4359. wait 0
  4360. 023C: load_special_actor 'Mary' as 1 // models 290-299
  4361. jump @GRLXXB_8024
  4362.  
  4363. :GRLXXB_8063
  4364. jump @GRLXXB_8070
  4365.  
  4366. :GRLXXB_8070
  4367. return
  4368.  
  4369. :GRLXXB_8072
  4370. Actor.SetImmunities(24@, 1, 1, 1, 1, 1)
  4371. 0619: enable_actor 24@ collision_detection 0
  4372. Model.Load(#GUNGRL3)
  4373.  
  4374. :GRLXXB_8099
  4375. wait 0
  4376. if
  4377. Model.Available(#GUNGRL3)
  4378. else_jump @GRLXXB_8099
  4379. 21@ = Actor.Create(CivFemale, #GUNGRL3, 0.0, 0.0, 0.0)
  4380. Actor.SetImmunities(21@, 1, 1, 1, 1, 1)
  4381. 0619: enable_actor 21@ collision_detection 0
  4382. Actor.RemoveFromMissionCleanupList(21@)
  4383. 0337: set_actor 21@ visibility 0
  4384. Model.Destroy(#GUNGRL3)
  4385. return
  4386.  
  4387. :GRLXXB_8185
  4388. 04ED: load_animation "BLOWJOBZ"
  4389. 04ED: load_animation "KISSING"
  4390. 04ED: load_animation "SEX"
  4391. 04ED: load_animation "SNM"
  4392.  
  4393. :GRLXXB_8222
  4394. wait 0
  4395. if and
  4396. 04EE: animation "BLOWJOBZ" loaded
  4397. 04EE: animation "SEX" loaded
  4398. 04EE: animation "KISSING" loaded
  4399. 04EE: animation "SNM" loaded
  4400. else_jump @GRLXXB_8283
  4401. return
  4402. jump @GRLXXB_8327
  4403.  
  4404. :GRLXXB_8283
  4405. 04ED: load_animation "BLOWJOBZ"
  4406. 04ED: load_animation "KISSING"
  4407. 04ED: load_animation "SEX"
  4408. 04ED: load_animation "SNM"
  4409. jump @GRLXXB_8222
  4410.  
  4411. :GRLXXB_8327
  4412. 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -0.95
  4413. 16@ = Actor.Angle($PLAYER_ACTOR)
  4414. 077E: get_active_interior_to 29@
  4415. jump @GRLXXB_8763
  4416. 0871: init_jump_table 0@ total_jumps 7 default_jump 0 @GRLXXB_8763 jumps 0 @GRLXXB_8763 1 @GRLXXB_8439 2 @GRLXXB_8493 3 @GRLXXB_8547 4 @GRLXXB_8601 5 @GRLXXB_8655 6 @GRLXXB_8709
  4417.  
  4418. :GRLXXB_8439
  4419. 10@ = 245.6252
  4420. 12@ = 304.1411
  4421. 14@ = 998.32
  4422. 16@ = 0.0
  4423. 29@ = 1
  4424. jump @GRLXXB_8763
  4425.  
  4426. :GRLXXB_8493
  4427. 10@ = 306.1999
  4428. 12@ = 305.1225
  4429. 14@ = 1002.297
  4430. 16@ = 90.0
  4431. 29@ = 4
  4432. jump @GRLXXB_8763
  4433.  
  4434. :GRLXXB_8547
  4435. 10@ = 288.7753
  4436. 12@ = 308.4772
  4437. 14@ = 998.1641
  4438. 16@ = 213.8029
  4439. 29@ = 3
  4440. jump @GRLXXB_8763
  4441.  
  4442. :GRLXXB_8601
  4443. 10@ = 324.6405
  4444. 12@ = 307.4622
  4445. 14@ = 998.1558
  4446. 16@ = 175.0
  4447. 29@ = 5
  4448. jump @GRLXXB_8763
  4449.  
  4450. :GRLXXB_8655
  4451. 10@ = 271.4699
  4452. 12@ = 307.2668
  4453. 14@ = 998.32
  4454. 16@ = 265.0
  4455. 29@ = 2
  4456. jump @GRLXXB_8763
  4457.  
  4458. :GRLXXB_8709
  4459. 10@ = 345.6252
  4460. 12@ = 304.1411
  4461. 14@ = 998.25
  4462. 16@ = 0.0
  4463. 29@ = 6
  4464. jump @GRLXXB_8763
  4465.  
  4466. :GRLXXB_8763
  4467. 0792: disembark_instantly_actor $PLAYER_ACTOR
  4468. 0792: disembark_instantly_actor 24@
  4469. 0619: enable_actor 24@ collision_detection 0
  4470. 0619: enable_actor $PLAYER_ACTOR collision_detection 0
  4471. Actor.PutAt($PLAYER_ACTOR, 10@, 12@, 14@)
  4472. Actor.Angle($PLAYER_ACTOR) = 16@
  4473. 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 -1.0
  4474. 16@ = Actor.Angle($PLAYER_ACTOR)
  4475. 16@ += 180.0
  4476. Actor.PutAt(24@, 10@, 12@, 14@)
  4477. Actor.Angle(24@) = 16@
  4478. select_interior 29@
  4479. 0860: link_actor 24@ to_interior 29@
  4480. 0860: link_actor $PLAYER_ACTOR to_interior 29@
  4481. if
  4482. 8500: not player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17
  4483. else_jump @GRLXXB_9036
  4484. 0793: save_player_clothes
  4485. wait 50
  4486. 0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 16
  4487. 0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17
  4488. Player.SetClothes($PLAYER_CHAR, "player_torso", "torso", Torso)
  4489. Player.SetClothes($PLAYER_CHAR, "player_legs", "legs", Legs)
  4490. Player.SetClothes($PLAYER_CHAR, "foot", "feet", Shoes)
  4491. Player.Build($PLAYER_CHAR)
  4492. wait 50
  4493.  
  4494. :GRLXXB_9036
  4495. Camera.SetAtPos(10@, 12@, 14@)
  4496. 04E4: refresh_game_renderer_at 10@ 12@
  4497. 14@ += 2.0
  4498. Actor.PutAt(21@, 10@, 12@, 14@)
  4499. 0860: link_actor 21@ to_interior 29@
  4500. 29@ = 0
  4501. return
  4502.  
  4503. :GRLXXB_9096
  4504. 0395: clear_area 1 at 3@ 4@ 5@ radius 3.0
  4505. if
  4506. 044B: actor $PLAYER_ACTOR on_foot
  4507. else_jump @GRLXXB_9237
  4508. Actor.PutAt($PLAYER_ACTOR, 3@, 4@, 5@)
  4509. Actor.Angle($PLAYER_ACTOR) = 6@
  4510. 4@ += 2.0
  4511. 0619: enable_actor 24@ collision_detection 1
  4512. Actor.PutAt(24@, 3@, 4@, 5@)
  4513. 0687: clear_actor 24@ task
  4514. 04EB: AS_actor 24@ crouch 0
  4515. if
  4516. 8500: not player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17
  4517. else_jump @GRLXXB_9237
  4518. 0794: restore_player_clothes
  4519. wait 50
  4520. Player.Build($PLAYER_CHAR)
  4521. wait 50
  4522.  
  4523. :GRLXXB_9237
  4524. 01B7: release_weather
  4525. 04E4: refresh_game_renderer_at 3@ 4@
  4526. Camera.SetAtPos(3@, 4@, 5@)
  4527. return
  4528.  
  4529. :GRLXXB_9260
  4530. 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -0.95
  4531. 16@ = Actor.Angle($PLAYER_ACTOR)
  4532. return
  4533. 0871: init_jump_table 0@ total_jumps 7 default_jump 0 @GRLXXB_9644 jumps 0 @GRLXXB_9644 1 @GRLXXB_9362 2 @GRLXXB_9456 3 @GRLXXB_9503 4 @GRLXXB_9409 5 @GRLXXB_9550 6 @GRLXXB_9597
  4534.  
  4535. :GRLXXB_9362
  4536. 10@ = 245.617
  4537. 12@ = 301.8
  4538. 14@ = 999.046
  4539. 16@ = 0.0
  4540. jump @GRLXXB_9644
  4541.  
  4542. :GRLXXB_9409
  4543. 10@ = 317.5
  4544. 12@ = 311.85
  4545. 14@ = 998.8
  4546. 16@ = 290.0
  4547. jump @GRLXXB_9644
  4548.  
  4549. :GRLXXB_9456
  4550. 10@ = 308.8862
  4551. 12@ = 301.5
  4552. 14@ = 1003.0
  4553. 16@ = 0.0
  4554. jump @GRLXXB_9644
  4555.  
  4556. :GRLXXB_9503
  4557. 10@ = 282.5775
  4558. 12@ = 307.7573
  4559. 14@ = 1002.391
  4560. 16@ = 0.0
  4561. jump @GRLXXB_9644
  4562.  
  4563. :GRLXXB_9550
  4564. 10@ = 270.12
  4565. 12@ = 307.9
  4566. 14@ = 999.0204
  4567. 16@ = 180.0
  4568. jump @GRLXXB_9644
  4569.  
  4570. :GRLXXB_9597
  4571. 10@ = 345.617
  4572. 12@ = 301.9
  4573. 14@ = 998.8
  4574. 16@ = 0.0
  4575. jump @GRLXXB_9644
  4576.  
  4577. :GRLXXB_9644
  4578. return
  4579.  
  4580. :GRLXXB_9646
  4581. 0871: init_jump_table 23@ total_jumps 5 default_jump 1 @GRLXXB_10250 jumps -1 @GRLXXB_9709 0 @GRLXXB_9774 1 @GRLXXB_9893 2 @GRLXXB_10012 3 @GRLXXB_10131 -1 @GRLXXB_10376 -1 @GRLXXB_10376
  4582.  
  4583. :GRLXXB_9709
  4584. 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 1.8 -0.5 -0.353
  4585. 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.0 0.2 -0.1
  4586. jump @GRLXXB_10376
  4587.  
  4588. :GRLXXB_9774
  4589. 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset -0.6375 2.3043 0.1065
  4590. if
  4591. 7@ == 3
  4592. else_jump @GRLXXB_9857
  4593. 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.3435 1.4278 -0.1
  4594. jump @GRLXXB_9886
  4595.  
  4596. :GRLXXB_9857
  4597. 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.3435 1.4278 -0.2746
  4598.  
  4599. :GRLXXB_9886
  4600. jump @GRLXXB_10376
  4601.  
  4602. :GRLXXB_9893
  4603. 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 1.5989 0.7828 -0.2044
  4604. if
  4605. 7@ == 3
  4606. else_jump @GRLXXB_9976
  4607. 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.6223 0.6748 -0.2
  4608. jump @GRLXXB_10005
  4609.  
  4610. :GRLXXB_9976
  4611. 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.6223 0.6748 -0.3904
  4612.  
  4613. :GRLXXB_10005
  4614. jump @GRLXXB_10376
  4615.  
  4616. :GRLXXB_10012
  4617. 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.9748 -0.1026 0.7511
  4618. if
  4619. 7@ == 3
  4620. else_jump @GRLXXB_10095
  4621. 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.4155 0.3026 0.01
  4622. jump @GRLXXB_10124
  4623.  
  4624. :GRLXXB_10095
  4625. 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.4155 0.3026 0.0279
  4626.  
  4627. :GRLXXB_10124
  4628. jump @GRLXXB_10376
  4629.  
  4630. :GRLXXB_10131
  4631. 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset -1.3103 1.6396 -0.6208
  4632. if
  4633. 7@ == 3
  4634. else_jump @GRLXXB_10214
  4635. 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.49 1.0874 -0.2
  4636. jump @GRLXXB_10243
  4637.  
  4638. :GRLXXB_10214
  4639. 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.49 1.0874 -0.4726
  4640.  
  4641. :GRLXXB_10243
  4642. jump @GRLXXB_10376
  4643.  
  4644. :GRLXXB_10250
  4645. 23@ = 0
  4646. 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset -0.6375 2.3043 0.1065
  4647. if
  4648. 7@ == 3
  4649. else_jump @GRLXXB_10340
  4650. 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.3435 1.4278 0.0
  4651. jump @GRLXXB_10369
  4652.  
  4653. :GRLXXB_10340
  4654. 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.3435 1.4278 -0.2746
  4655.  
  4656. :GRLXXB_10369
  4657. jump @GRLXXB_10376
  4658.  
  4659. :GRLXXB_10376
  4660. Camera.SetPosition(10@, 12@, 14@, 0.0, 0.0, 0.0)
  4661. Camera.PointAt(11@, 13@, 15@, 2)
  4662. 23@ += 1
  4663. return
  4664.  
  4665. :GRLXXB_10424
  4666. if
  4667. 7@ == 6
  4668. else_jump @GRLXXB_10769
  4669. 22@ += 1
  4670. 0871: init_jump_table 22@ total_jumps 3 default_jump 0 @GRLXXB_10762 jumps 1 @GRLXXB_10512 2 @GRLXXB_10593 3 @GRLXXB_10674 -1 @GRLXXB_10762 -1 @GRLXXB_10762 -1 @GRLXXB_10762 -1 @GRLXXB_10762
  4671.  
  4672. :GRLXXB_10512
  4673. 0812: AS_actor 24@ perform_animation "SEX_1TO2_W" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
  4674. 0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_1TO2_P" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
  4675. jump @GRLXXB_10762
  4676.  
  4677. :GRLXXB_10593
  4678. 0812: AS_actor 24@ perform_animation "SEX_2TO3_W" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
  4679. 0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_2TO3_P" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
  4680. jump @GRLXXB_10762
  4681.  
  4682. :GRLXXB_10674
  4683. 22@ = 0
  4684. 0812: AS_actor 24@ perform_animation "SEX_3TO1_W" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
  4685. 0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_3TO1_P" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
  4686. jump @GRLXXB_10762
  4687.  
  4688. :GRLXXB_10762
  4689. 8@ = 1
  4690.  
  4691. :GRLXXB_10769
  4692. return
  4693.  
  4694. :GRLXXB_10771
  4695. 008B: 20@ = $GFSEX_Erregung // (int)
  4696. 20@ /= 5
  4697. if
  4698. 3 > 20@
  4699. else_jump @GRLXXB_10811
  4700. 20@ = 0
  4701.  
  4702. :GRLXXB_10811
  4703. 0871: init_jump_table 20@ total_jumps 21 default_jump 0 @GRLXXB_11603 jumps 0 @GRLXXB_11004 3 @GRLXXB_11035 4 @GRLXXB_11066 5 @GRLXXB_11097 6 @GRLXXB_11128 7 @GRLXXB_11159 8 @GRLXXB_11190
  4704. 0872: jump_table_jumps 9 @GRLXXB_11221 10 @GRLXXB_11252 11 @GRLXXB_11283 12 @GRLXXB_11314 13 @GRLXXB_11345 14 @GRLXXB_11376 15 @GRLXXB_11407 16 @GRLXXB_11438 17 @GRLXXB_11469
  4705. 0872: jump_table_jumps 18 @GRLXXB_11500 19 @GRLXXB_11531 20 @GRLXXB_11555 21 @GRLXXB_11579 -1 @GRLXXB_11603 -1 @GRLXXB_11603 -1 @GRLXXB_11603 -1 @GRLXXB_11603 -1 @GRLXXB_11603
  4706.  
  4707. :GRLXXB_11004
  4708. 16@ = 0.05
  4709. 08C3: clear 9@ bit 6
  4710. 08C3: clear 9@ bit 7
  4711. jump @GRLXXB_11603
  4712.  
  4713. :GRLXXB_11035
  4714. 16@ = 0.055
  4715. 08C3: clear 9@ bit 6
  4716. 08C3: clear 9@ bit 7
  4717. jump @GRLXXB_11603
  4718.  
  4719. :GRLXXB_11066
  4720. 16@ = 0.06
  4721. 08C3: clear 9@ bit 6
  4722. 08C3: clear 9@ bit 7
  4723. jump @GRLXXB_11603
  4724.  
  4725. :GRLXXB_11097
  4726. 16@ = 0.065
  4727. 08C3: clear 9@ bit 6
  4728. 08C3: clear 9@ bit 7
  4729. jump @GRLXXB_11603
  4730.  
  4731. :GRLXXB_11128
  4732. 16@ = 0.07
  4733. 08C3: clear 9@ bit 6
  4734. 08C3: clear 9@ bit 7
  4735. jump @GRLXXB_11603
  4736.  
  4737. :GRLXXB_11159
  4738. 16@ = 0.07
  4739. 08C3: clear 9@ bit 6
  4740. 08C3: clear 9@ bit 7
  4741. jump @GRLXXB_11603
  4742.  
  4743. :GRLXXB_11190
  4744. 16@ = 0.07
  4745. 08C3: clear 9@ bit 6
  4746. 08C3: clear 9@ bit 7
  4747. jump @GRLXXB_11603
  4748.  
  4749. :GRLXXB_11221
  4750. 16@ = 0.06
  4751. 08C3: clear 9@ bit 6
  4752. 08C3: clear 9@ bit 7
  4753. jump @GRLXXB_11603
  4754.  
  4755. :GRLXXB_11252
  4756. 16@ = 0.05
  4757. 08C3: clear 9@ bit 6
  4758. 08C3: clear 9@ bit 7
  4759. jump @GRLXXB_11603
  4760.  
  4761. :GRLXXB_11283
  4762. 16@ = 0.035
  4763. 08C3: clear 9@ bit 6
  4764. 08C3: clear 9@ bit 7
  4765. jump @GRLXXB_11603
  4766.  
  4767. :GRLXXB_11314
  4768. 16@ = 0.035
  4769. 08C3: clear 9@ bit 6
  4770. 08C3: clear 9@ bit 7
  4771. jump @GRLXXB_11603
  4772.  
  4773. :GRLXXB_11345
  4774. 16@ = 0.05
  4775. 08C3: clear 9@ bit 6
  4776. 08C3: clear 9@ bit 7
  4777. jump @GRLXXB_11603
  4778.  
  4779. :GRLXXB_11376
  4780. 16@ = 0.06
  4781. 08C3: clear 9@ bit 6
  4782. 08C3: clear 9@ bit 7
  4783. jump @GRLXXB_11603
  4784.  
  4785. :GRLXXB_11407
  4786. 16@ = 0.07
  4787. 08C3: clear 9@ bit 6
  4788. 08C3: clear 9@ bit 7
  4789. jump @GRLXXB_11603
  4790.  
  4791. :GRLXXB_11438
  4792. 16@ = 0.075
  4793. 08C3: clear 9@ bit 6
  4794. 08C3: clear 9@ bit 7
  4795. jump @GRLXXB_11603
  4796.  
  4797. :GRLXXB_11469
  4798. 16@ = 0.08
  4799. 08C3: clear 9@ bit 6
  4800. 08C3: clear 9@ bit 7
  4801. jump @GRLXXB_11603
  4802.  
  4803. :GRLXXB_11500
  4804. 16@ = 0.09
  4805. 08C3: clear 9@ bit 6
  4806. 08C3: clear 9@ bit 7
  4807. jump @GRLXXB_11603
  4808.  
  4809. :GRLXXB_11531
  4810. 16@ = 0.1
  4811. 08BD: set 9@ bit 7
  4812. jump @GRLXXB_11603
  4813.  
  4814. :GRLXXB_11555
  4815. 16@ = 0.14
  4816. 08BD: set 9@ bit 7
  4817. jump @GRLXXB_11603
  4818.  
  4819. :GRLXXB_11579
  4820. 16@ = 0.14
  4821. 08BD: set 9@ bit 7
  4822. jump @GRLXXB_11603
  4823.  
  4824. :GRLXXB_11603
  4825. return
  4826.  
  4827. :GRLXXB_11605
  4828. 0871: init_jump_table 22@ total_jumps 3 default_jump 0 @GRLXXB_12037 jumps 0 @GRLXXB_11668 1 @GRLXXB_11791 2 @GRLXXB_11914 -1 @GRLXXB_12037 -1 @GRLXXB_12037 -1 @GRLXXB_12037 -1 @GRLXXB_12037
  4829.  
  4830. :GRLXXB_11668
  4831. if
  4832. Actor.Animation($PLAYER_ACTOR) == "SEX_1_P"
  4833. else_jump @GRLXXB_11726
  4834. 0612: set_actor $PLAYER_ACTOR animation "SEX_1_P" paused 0
  4835. 0614: set_actor $PLAYER_ACTOR animation "SEX_1_P" progress_to 28@ // 0.0 to 1.0
  4836.  
  4837. :GRLXXB_11726
  4838. if
  4839. Actor.Animation(24@) == "SEX_1_W"
  4840. else_jump @GRLXXB_11784
  4841. 0612: set_actor 24@ animation "SEX_1_W" paused 0
  4842. 0614: set_actor 24@ animation "SEX_1_W" progress_to 28@ // 0.0 to 1.0
  4843.  
  4844. :GRLXXB_11784
  4845. jump @GRLXXB_12037
  4846.  
  4847. :GRLXXB_11791
  4848. if
  4849. Actor.Animation($PLAYER_ACTOR) == "SEX_2_P"
  4850. else_jump @GRLXXB_11849
  4851. 0612: set_actor $PLAYER_ACTOR animation "SEX_2_P" paused 0
  4852. 0614: set_actor $PLAYER_ACTOR animation "SEX_2_P" progress_to 28@ // 0.0 to 1.0
  4853.  
  4854. :GRLXXB_11849
  4855. if
  4856. Actor.Animation(24@) == "SEX_2_W"
  4857. else_jump @GRLXXB_11907
  4858. 0612: set_actor 24@ animation "SEX_2_W" paused 0
  4859. 0614: set_actor 24@ animation "SEX_2_W" progress_to 28@ // 0.0 to 1.0
  4860.  
  4861. :GRLXXB_11907
  4862. jump @GRLXXB_12037
  4863.  
  4864. :GRLXXB_11914
  4865. if
  4866. Actor.Animation($PLAYER_ACTOR) == "SEX_3_P"
  4867. else_jump @GRLXXB_11972
  4868. 0612: set_actor $PLAYER_ACTOR animation "SEX_3_P" paused 0
  4869. 0614: set_actor $PLAYER_ACTOR animation "SEX_3_P" progress_to 28@ // 0.0 to 1.0
  4870.  
  4871. :GRLXXB_11972
  4872. if
  4873. Actor.Animation(24@) == "SEX_3_W"
  4874. else_jump @GRLXXB_12030
  4875. 0612: set_actor 24@ animation "SEX_3_W" paused 0
  4876. 0614: set_actor 24@ animation "SEX_3_W" progress_to 28@ // 0.0 to 1.0
  4877.  
  4878. :GRLXXB_12030
  4879. jump @GRLXXB_12037
  4880.  
  4881. :GRLXXB_12037
  4882. if
  4883. 08B7: test 9@ bit 5
  4884. else_jump @GRLXXB_12070
  4885. 0063: 28@ -= 16@ // (float)
  4886. jump @GRLXXB_12078
  4887.  
  4888. :GRLXXB_12070
  4889. 005B: 28@ += 16@ // (float)
  4890.  
  4891. :GRLXXB_12078
  4892. if
  4893. 0.0 >= 28@
  4894. else_jump @GRLXXB_12123
  4895. 28@ = 0.01
  4896. 08C3: clear 9@ bit 5
  4897. gosub @GRLXXB_12198
  4898.  
  4899. :GRLXXB_12123
  4900. if
  4901. 28@ >= 1.0
  4902. else_jump @GRLXXB_12168
  4903. 28@ = 0.99
  4904. 08BD: set 9@ bit 5
  4905. gosub @GRLXXB_12198
  4906.  
  4907. :GRLXXB_12168
  4908. if
  4909. 28@ == 0.5
  4910. else_jump @GRLXXB_12196
  4911. gosub @GRLXXB_12198
  4912.  
  4913. :GRLXXB_12196
  4914. return
  4915.  
  4916. :GRLXXB_12198
  4917. 0494: get_joystick 0 direction_offset_to 2@ 25@ 26@ 27@
  4918. 0093: 17@ = integer 25@ to_float
  4919. 17@ /= 34.0
  4920. if
  4921. 28@ == 0.5
  4922. else_jump @GRLXXB_12297
  4923. if
  4924. 0.0 > 17@
  4925. else_jump @GRLXXB_12288
  4926. gosub @GRLXXB_12432
  4927. jump @GRLXXB_12297
  4928.  
  4929. :GRLXXB_12288
  4930. gosub @GRLXXB_12537
  4931. return
  4932.  
  4933. :GRLXXB_12297
  4934. if
  4935. 08B7: test 9@ bit 5
  4936. else_jump @GRLXXB_12388
  4937. 015B: shake_player_controller 0 time 200 intensity 50
  4938. 04AE: 30@ = 283 // = constant
  4939. 04AE: 31@ = 116 // = constant
  4940. if
  4941. -0.8 > 17@
  4942. else_jump @GRLXXB_12374
  4943. gosub @GRLXXB_12432
  4944. jump @GRLXXB_12381
  4945.  
  4946. :GRLXXB_12374
  4947. gosub @GRLXXB_12537
  4948.  
  4949. :GRLXXB_12381
  4950. jump @GRLXXB_12430
  4951.  
  4952. :GRLXXB_12388
  4953. if
  4954. 17@ > 0.8
  4955. else_jump @GRLXXB_12423
  4956. gosub @GRLXXB_12432
  4957. jump @GRLXXB_12430
  4958.  
  4959. :GRLXXB_12423
  4960. gosub @GRLXXB_12537
  4961.  
  4962. :GRLXXB_12430
  4963. return
  4964.  
  4965. :GRLXXB_12432
  4966. if
  4967. 100 > $GFSEX_Erregung
  4968. else_jump @GRLXXB_12528
  4969. if
  4970. 08B7: test 9@ bit 6
  4971. else_jump @GRLXXB_12482
  4972. $GFSEX_Erregung += 5
  4973. jump @GRLXXB_12521
  4974.  
  4975. :GRLXXB_12482
  4976. if
  4977. 08B7: test 9@ bit 7
  4978. else_jump @GRLXXB_12514
  4979. $GFSEX_Erregung += 10
  4980. jump @GRLXXB_12521
  4981.  
  4982. :GRLXXB_12514
  4983. $GFSEX_Erregung += 1
  4984.  
  4985. :GRLXXB_12521
  4986. jump @GRLXXB_12535
  4987.  
  4988. :GRLXXB_12528
  4989. $GFSEX_Erregung = 100
  4990.  
  4991. :GRLXXB_12535
  4992. return
  4993.  
  4994. :GRLXXB_12537
  4995. if
  4996. 33@ > 5000
  4997. else_jump @GRLXXB_12627
  4998. if
  4999. $GFSEX_Erregung > 0
  5000. else_jump @GRLXXB_12620
  5001. if and
  5002. $GFSEX_Erregung > 10
  5003. 88B7: not test 9@ bit 6
  5004. else_jump @GRLXXB_12613
  5005. $GFSEX_Erregung -= 2
  5006. jump @GRLXXB_12613
  5007.  
  5008. :GRLXXB_12613
  5009. jump @GRLXXB_12627
  5010.  
  5011. :GRLXXB_12620
  5012. $GFSEX_Erregung = 3
  5013.  
  5014. :GRLXXB_12627
  5015. return
  5016.  
  5017. :GRLXXB_12629
  5018. if
  5019. 18@ > 90.0
  5020. else_jump @GRLXXB_12660
  5021. 18@ = 0.0
  5022.  
  5023. :GRLXXB_12660
  5024. 02F6: 19@ = sine 18@ // (float)
  5025. 19@ *= 13.5
  5026. 0092: 20@ = float 19@ to_integer
  5027. 005C: 20@ += $GFSEX_POWER // (int)
  5028. if
  5029. 20@ >= 100
  5030. else_jump @GRLXXB_12726
  5031. $GFSEX_POWER = 100
  5032. jump @GRLXXB_12734
  5033.  
  5034. :GRLXXB_12726
  5035. 008A: $GFSEX_POWER = 20@ // (int)
  5036.  
  5037. :GRLXXB_12734
  5038. 18@ += 1.0
  5039. return
  5040.  
  5041. :GRLXXB_12746
  5042. 18@ = 0.0
  5043. if
  5044. $GFSEX_POWER >= 97
  5045. else_jump @GRLXXB_12788
  5046. $GFSEX_POWER -= 3
  5047. jump @GRLXXB_12827
  5048.  
  5049. :GRLXXB_12788
  5050. if
  5051. 7 >= $GFSEX_POWER
  5052. else_jump @GRLXXB_12820
  5053. $GFSEX_POWER = 0
  5054. jump @GRLXXB_12827
  5055.  
  5056. :GRLXXB_12820
  5057. $GFSEX_POWER -= 7
  5058.  
  5059. :GRLXXB_12827
  5060. return
  5061.  
  5062. :GRLXXB_12829
  5063. if
  5064. $GFSEX_POWER >= 97
  5065. else_jump @GRLXXB_12861
  5066. 08BD: set 9@ bit 10
  5067. jump @GRLXXB_12868
  5068.  
  5069. :GRLXXB_12861
  5070. 08C3: clear 9@ bit 10
  5071.  
  5072. :GRLXXB_12868
  5073. return
  5074.  
  5075. :GRLXXB_12870
  5076. 16@ = 0.025
  5077. if
  5078. 08B7: test 9@ bit 10
  5079. else_jump @GRLXXB_12908
  5080. 16@ += 0.015
  5081.  
  5082. :GRLXXB_12908
  5083. 28@ = 0.01
  5084. return
  5085.  
  5086. :GRLXXB_12920
  5087. if
  5088. Actor.Animation($PLAYER_ACTOR) == "SPANKINGP"
  5089. else_jump @GRLXXB_12984
  5090. 0612: set_actor $PLAYER_ACTOR animation "SPANKINGP" paused 0
  5091. 0614: set_actor $PLAYER_ACTOR animation "SPANKINGP" progress_to 28@ // 0.0 to 1.0
  5092.  
  5093. :GRLXXB_12984
  5094. if
  5095. Actor.Animation(24@) == "SPANKINGW"
  5096. else_jump @GRLXXB_13048
  5097. 0612: set_actor 24@ animation "SPANKINGW" paused 0
  5098. 0614: set_actor 24@ animation "SPANKINGW" progress_to 28@ // 0.0 to 1.0
  5099.  
  5100. :GRLXXB_13048
  5101. if
  5102. 88B7: not test 9@ bit 5
  5103. else_jump @GRLXXB_13074
  5104. 005B: 28@ += 16@ // (float)
  5105.  
  5106. :GRLXXB_13074
  5107. if
  5108. 28@ >= 1.0
  5109. else_jump @GRLXXB_13114
  5110. 28@ = 0.99
  5111. 08BD: set 9@ bit 5
  5112. return
  5113.  
  5114. :GRLXXB_13114
  5115. return
  5116.  
  5117. :GRLXXB_13116
  5118. if
  5119. 08B7: test 9@ bit 10
  5120. else_jump @GRLXXB_13188
  5121. 04AE: 30@ = 286 // = constant
  5122. if
  5123. 100 >= $GFSEX_Erregung
  5124. else_jump @GRLXXB_13174
  5125. $GFSEX_Erregung += 10
  5126. jump @GRLXXB_13181
  5127.  
  5128. :GRLXXB_13174
  5129. $GFSEX_Erregung = 100
  5130.  
  5131. :GRLXXB_13181
  5132. jump @GRLXXB_13227
  5133.  
  5134. :GRLXXB_13188
  5135. if
  5136. $GFSEX_Erregung >= 10
  5137. else_jump @GRLXXB_13220
  5138. $GFSEX_Erregung += 1
  5139. jump @GRLXXB_13227
  5140.  
  5141. :GRLXXB_13220
  5142. $GFSEX_Erregung = 0
  5143.  
  5144. :GRLXXB_13227
  5145. 08C3: clear 9@ bit 10
  5146. 08C3: clear 9@ bit 11
  5147. 08C3: clear 9@ bit 12
  5148. return
  5149.  
  5150. :GRLXXB_13250
  5151. if and
  5152. 100 > $GFSEX_POWER
  5153. $GFSEX_POWER > 0
  5154. 08B7: test 9@ bit 14
  5155. else_jump @GRLXXB_13291
  5156. gosub @GRLXXB_12746
  5157. return
  5158.  
  5159. :GRLXXB_13291
  5160. if and
  5161. 100 > $GFSEX_POWER
  5162. $GFSEX_POWER > 0
  5163. 88B7: not test 9@ bit 14
  5164. else_jump @GRLXXB_13332
  5165. gosub @GRLXXB_12629
  5166. return
  5167.  
  5168. :GRLXXB_13332
  5169. if
  5170. $GFSEX_POWER >= 100
  5171. else_jump @GRLXXB_13373
  5172. $GFSEX_POWER = 100
  5173. 08BD: set 9@ bit 14
  5174. gosub @GRLXXB_12746
  5175. return
  5176.  
  5177. :GRLXXB_13373
  5178. if
  5179. 0 >= $GFSEX_POWER
  5180. else_jump @GRLXXB_13414
  5181. $GFSEX_POWER = 0
  5182. 08C3: clear 9@ bit 14
  5183. gosub @GRLXXB_12629
  5184. return
  5185.  
  5186. :GRLXXB_13414
  5187. return
  5188.  
  5189. :GRLXXB_13416
  5190. 0871: init_jump_table 29@ total_jumps 7 default_jump 0 @GRLXXB_13948 jumps 0 @GRLXXB_13479 1 @GRLXXB_13511 2 @GRLXXB_13523 3 @GRLXXB_13537 4 @GRLXXB_13806 5 @GRLXXB_13906 6 @GRLXXB_13715
  5191.  
  5192. :GRLXXB_13479
  5193. if
  5194. 30@ > 0
  5195. else_jump @GRLXXB_13504
  5196. 29@ = 3
  5197.  
  5198. :GRLXXB_13504
  5199. jump @GRLXXB_13948
  5200.  
  5201. :GRLXXB_13511
  5202. 094F: enable_actor 21@ pain_audio
  5203. jump @GRLXXB_13948
  5204.  
  5205. :GRLXXB_13523
  5206. 094E: set_actor 21@ mute_pain_audio 0
  5207. jump @GRLXXB_13948
  5208.  
  5209. :GRLXXB_13537
  5210. if
  5211. 894D: not actor 21@ mutally_active
  5212. else_jump @GRLXXB_13708
  5213. if
  5214. 30@ > 0
  5215. else_jump @GRLXXB_13648
  5216. 09D5: play_sound_of_actor 21@ soundslot 30@ unknown_flags 1 1 1 as 2@ // extended 0947
  5217. gosub @GRLXXB_13950
  5218. 30@ = -1
  5219. if
  5220. 31@ > 0
  5221. else_jump @GRLXXB_13634
  5222. 29@ = 6
  5223. jump @GRLXXB_13641
  5224.  
  5225. :GRLXXB_13634
  5226. 29@ = 0
  5227.  
  5228. :GRLXXB_13641
  5229. jump @GRLXXB_13708
  5230.  
  5231. :GRLXXB_13648
  5232. if
  5233. 30@ == -2
  5234. else_jump @GRLXXB_13687
  5235. 30@ = -1
  5236. 29@ = 6
  5237. jump @GRLXXB_13708
  5238.  
  5239. :GRLXXB_13687
  5240. 30@ = -1
  5241. 31@ = -1
  5242. 29@ = 0
  5243.  
  5244. :GRLXXB_13708
  5245. jump @GRLXXB_13948
  5246.  
  5247. :GRLXXB_13715
  5248. if and
  5249. 894D: not actor $PLAYER_ACTOR mutally_active
  5250. 894D: not actor 21@ mutally_active
  5251. else_jump @GRLXXB_13799
  5252. if
  5253. 31@ > 0
  5254. else_jump @GRLXXB_13792
  5255. 09D5: play_sound_of_actor $PLAYER_ACTOR soundslot 31@ unknown_flags 1 1 1 as 2@ // extended 0947
  5256. 31@ = -1
  5257. 29@ = 0
  5258. jump @GRLXXB_13799
  5259.  
  5260. :GRLXXB_13792
  5261. 29@ = 0
  5262.  
  5263. :GRLXXB_13799
  5264. jump @GRLXXB_13948
  5265.  
  5266. :GRLXXB_13806
  5267. 094E: set_actor 21@ mute_pain_audio 0
  5268. if
  5269. 894D: not actor 21@ mutally_active
  5270. else_jump @GRLXXB_13899
  5271. if
  5272. 30@ > 0
  5273. else_jump @GRLXXB_13892
  5274. 09D5: play_sound_of_actor 21@ soundslot 30@ unknown_flags 1 1 1 as 2@ // extended 0947
  5275. gosub @GRLXXB_13950
  5276. 30@ = -1
  5277. 29@ = 5
  5278. jump @GRLXXB_13899
  5279.  
  5280. :GRLXXB_13892
  5281. 29@ = 0
  5282.  
  5283. :GRLXXB_13899
  5284. jump @GRLXXB_13948
  5285.  
  5286. :GRLXXB_13906
  5287. if
  5288. 894D: not actor 21@ mutally_active
  5289. else_jump @GRLXXB_13941
  5290. 094F: enable_actor 21@ pain_audio
  5291. 30@ = -1
  5292. 29@ = 0
  5293.  
  5294. :GRLXXB_13941
  5295. jump @GRLXXB_13948
  5296.  
  5297. :GRLXXB_13948
  5298. return
  5299.  
  5300. :GRLXXB_13950
  5301. 0871: init_jump_table 30@ total_jumps 4 default_jump 0 @GRLXXB_14109 jumps 286 @GRLXXB_14017 288 @GRLXXB_14040 289 @GRLXXB_14063 291 @GRLXXB_14086 -1 @GRLXXB_14109 -1 @GRLXXB_14109 -1 @GRLXXB_14109
  5302.  
  5303. :GRLXXB_14017
  5304. 00BC: show_text_highpriority GXT 'GF_0019' time 5000 flag 1 // That's the spot! Remember; nice guys finish last!
  5305. jump @GRLXXB_14109
  5306.  
  5307. :GRLXXB_14040
  5308. 00BC: show_text_highpriority GXT 'GF_0067' time 5000 flag 1 // Failure to satisfy a woman is a CRIME!
  5309. jump @GRLXXB_14109
  5310.  
  5311. :GRLXXB_14063
  5312. 00BC: show_text_highpriority GXT 'GF_0042' time 5000 flag 1 // You the man! Oh yeah! You the man!
  5313. jump @GRLXXB_14109
  5314.  
  5315. :GRLXXB_14086
  5316. 00BC: show_text_highpriority GXT 'GF_0067' time 5000 flag 1 // Failure to satisfy a woman is a CRIME!
  5317. jump @GRLXXB_14109
  5318.  
  5319. :GRLXXB_14109
  5320. return
  5321.  
  5322. :GRLXXB_14111
  5323. 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 3.0 0.0 1.5
  5324. 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.5
  5325. return
  5326. 0871: init_jump_table 0@ total_jumps 7 default_jump 0 @GRLXXB_14636 jumps 0 @GRLXXB_14636 1 @GRLXXB_14234 2 @GRLXXB_14368 3 @GRLXXB_14435 4 @GRLXXB_14301 5 @GRLXXB_14502 6 @GRLXXB_14569
  5327.  
  5328. :GRLXXB_14234
  5329. 10@ = 2394.408
  5330. 12@ = -1728.215
  5331. 14@ = 14.2715
  5332. 11@ = 2395.066
  5333. 13@ = -1727.465
  5334. 15@ = 14.2063
  5335. jump @GRLXXB_14636
  5336.  
  5337. :GRLXXB_14301
  5338. 10@ = -1401.494
  5339. 12@ = 2640.099
  5340. 14@ = 59.3883
  5341. 11@ = -1400.704
  5342. 13@ = 2639.641
  5343. 15@ = 58.9806
  5344. jump @GRLXXB_14636
  5345.  
  5346. :GRLXXB_14368
  5347. 10@ = -1799.737
  5348. 12@ = 1192.863
  5349. 14@ = 29.6868
  5350. 11@ = -1799.472
  5351. 13@ = 1193.683
  5352. 15@ = 29.1813
  5353. jump @GRLXXB_14636
  5354.  
  5355. :GRLXXB_14435
  5356. 10@ = -383.3153
  5357. 12@ = -1435.266
  5358. 14@ = 26.695
  5359. 11@ = -382.5756
  5360. 13@ = -1435.887
  5361. 15@ = 26.4366
  5362. jump @GRLXXB_14636
  5363.  
  5364. :GRLXXB_14502
  5365. 10@ = -2582.293
  5366. 12@ = 1147.762
  5367. 14@ = 59.6235
  5368. 11@ = -2581.406
  5369. 13@ = 1147.768
  5370. 15@ = 59.1605
  5371. jump @GRLXXB_14636
  5372.  
  5373. :GRLXXB_14569
  5374. 10@ = 2032.235
  5375. 12@ = 2734.541
  5376. 14@ = 13.3226
  5377. 11@ = 2032.744
  5378. 13@ = 2733.714
  5379. 15@ = 13.0817
  5380. jump @GRLXXB_14636
  5381.  
  5382. :GRLXXB_14636
  5383. return
  5384.  
  5385. :GRLXXB_14638
  5386. 04EF: release_animation "SNM"
  5387. 04EF: release_animation "SEX"
  5388. 04EF: release_animation "BLOWJOBZ"
  5389. 04EF: release_animation "KISSING"
  5390. Actor.SetWalkStyle(24@, "SEXYWOMAN")
  5391. Actor.SetImmunities(24@, 0, 0, 0, 0, 0)
  5392. Actor.DestroyInstantly(21@)
  5393. if
  5394. Player.Defined($PLAYER_CHAR)
  5395. else_jump @GRLXXB_14760
  5396. 0337: set_actor $PLAYER_ACTOR visibility 1
  5397. Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
  5398. Player.CanMove($PLAYER_CHAR) = True
  5399. 02A3: enable_widescreen 0
  5400.  
  5401. :GRLXXB_14760
  5402. 0826: enable_hud 1
  5403. 0581: enable_radar 1
  5404. $ONMISSION = 0
  5405. 0A93: end_custom_thread
  5406.  
  5407. :GRLXXB_14777
  5408. wait 0
  5409. if
  5410. Player.Defined($PLAYER_CHAR)
  5411. else_jump @GFXXX_62
  5412. if and
  5413. Player.Controllable($PLAYER_CHAR)
  5414. 09E7: player $PLAYER_CHAR not_frozen
  5415. $ONMISSION == 0
  5416. else_jump @GFXXX_62
  5417. if
  5418. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2362.664 -1122.32 1051.2 radius 11.5 11.5 3.0
  5419. else_jump @GRLXXB_14880
  5420. jump @GRLXXB_15797
  5421.  
  5422. :GRLXXB_14880
  5423. if
  5424. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2230.664 -1106.32 1051.2 radius 21.5 21.5 3.0
  5425. else_jump @GRLXXB_14935
  5426. jump @GRLXXB_16199
  5427.  
  5428. :GRLXXB_14935
  5429. if
  5430. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2198.664 -1214.32 1050.1 radius 7.5 7.5 3.0
  5431. else_jump @GRLXXB_14990
  5432. jump @GRLXXB_16601
  5433.  
  5434. :GRLXXB_14990
  5435. if
  5436. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2326.44 -1008.1 1054.2 radius 7.5 7.5 3.0
  5437. else_jump @GRLXXB_15045
  5438. jump @GRLXXB_17001
  5439.  
  5440. :GRLXXB_15045
  5441. if
  5442. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2284.93 -1135.76 1051.2 radius 7.5 7.5 3.0
  5443. else_jump @GRLXXB_15100
  5444. jump @GRLXXB_17405
  5445.  
  5446. :GRLXXB_15100
  5447. if
  5448. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2206.93 -1072.76 1050.2 radius 7.5 7.5 3.0
  5449. else_jump @GRLXXB_15155
  5450. jump @GRLXXB_17811
  5451.  
  5452. :GRLXXB_15155
  5453. if
  5454. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1291.93 -806.76 1089.2 radius 9.5 9.5 3.0
  5455. else_jump @GRLXXB_15210
  5456. jump @GRLXXB_18217
  5457.  
  5458. :GRLXXB_15210
  5459. if
  5460. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2246.93 -1165.76 1029.2 radius 7.5 7.5 3.0
  5461. else_jump @GRLXXB_15265
  5462. jump @GRLXXB_18617
  5463.  
  5464. :GRLXXB_15265
  5465. if
  5466. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2230.93 -1183.76 1029.2 radius 7.5 7.5 3.0
  5467. else_jump @GRLXXB_15320
  5468. jump @GRLXXB_19027
  5469.  
  5470. :GRLXXB_15320
  5471. if
  5472. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2198.93 -1178.76 1029.2 radius 7.5 7.5 3.0
  5473. else_jump @GRLXXB_15375
  5474. jump @GRLXXB_19427
  5475.  
  5476. :GRLXXB_15375
  5477. if
  5478. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2181.93 -1158.76 1029.2 radius 7.5 7.5 3.0
  5479. else_jump @GRLXXB_15430
  5480. jump @GRLXXB_19831
  5481.  
  5482. :GRLXXB_15430
  5483. if
  5484. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2500.93 -1710.76 1014.05 radius 12.5 12.5 2.0
  5485. else_jump @GRLXXB_15485
  5486. jump @GRLXXB_22379
  5487.  
  5488. :GRLXXB_15485
  5489. if
  5490. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2320.93 -1209.76 1048.05 radius 15.5 15.5 2.0
  5491. else_jump @GRLXXB_15540
  5492. jump @GRLXXB_22844
  5493.  
  5494. :GRLXXB_15540
  5495. if
  5496. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2337.93 -1067.76 1048.05 radius 15.5 15.5 2.0
  5497. else_jump @GRLXXB_15595
  5498. jump @GRLXXB_23309
  5499.  
  5500. :GRLXXB_15595
  5501. if
  5502. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2248.93 -1209.76 1048.05 radius 15.5 15.5 2.0
  5503. else_jump @GRLXXB_15650
  5504. jump @GRLXXB_23774
  5505.  
  5506. :GRLXXB_15650
  5507. if
  5508. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1276.93 -813.76 1084.95 radius 13.5 13.5 1.5
  5509. else_jump @GRLXXB_15705
  5510. jump @GRLXXB_24239
  5511.  
  5512. :GRLXXB_15705
  5513. if or
  5514. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1210.755 4.362 1000.92 radius 35.0 35.0 5.5
  5515. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1206.625 -25.4638 1000.95 radius 35.0 35.0 5.5
  5516. else_jump @GFXXX_62
  5517. jump @GXBABES_15336
  5518.  
  5519. :GRLXXB_15797
  5520. 22@ = 6
  5521. 24@ = 10
  5522. 27@ = 7
  5523. 19@ = 0
  5524. 18@ = 0
  5525. 17@ = 0
  5526. 1@ = 2362.44
  5527. 2@ = -1122.108
  5528. 3@ = 1050.63
  5529. 4@ = 90.0
  5530. 0087: 10@ = 4@ // (float)
  5531. 10@ += 160.0
  5532. 04ED: load_animation "BEACH"
  5533. 023C: load_special_actor 'Millie' as 1 // models 290-299
  5534.  
  5535. :GRLXXB_15919
  5536. wait 0
  5537. if
  5538. 04EE: animation "BEACH" loaded
  5539. else_jump @GRLXXB_15950
  5540. jump @GRLXXB_15966
  5541.  
  5542. :GRLXXB_15950
  5543. 04ED: load_animation "BEACH"
  5544. jump @GRLXXB_15919
  5545.  
  5546. :GRLXXB_15966
  5547. if
  5548. 823D: not special_actor 1 loaded
  5549. else_jump @GRLXXB_16005
  5550. wait 0
  5551. 023C: load_special_actor 'Millie' as 1 // models 290-299
  5552. jump @GRLXXB_15966
  5553.  
  5554. :GRLXXB_16005
  5555. 6@ = Actor.Create(Prostitute, #SPECIAL01, 0.0, 0.0, 0.0)
  5556. 0860: link_actor 6@ to_interior 8
  5557. Actor.Angle(6@) = 10@
  5558. Actor.Health(6@) = 900
  5559. 0619: enable_actor 6@ collision_detection 0
  5560. 0087: 9@ = 3@ // (float)
  5561. Actor.PutAt(6@, 1@, 2@, 9@)
  5562. 094E: set_actor 6@ mute_pain_audio 0
  5563. gosub @GRLXXB_20235
  5564. 0615: define_AS_pack_begin 21@
  5565. 0605: actor -1 perform_animation "LAY_BAC_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  5566. 0616: define_AS_pack_end 21@
  5567. 0618: assign_actor 6@ to_AS_pack 21@
  5568. 061B: remove_references_to_AS_pack 21@
  5569. 0296: unload_special_actor 1
  5570. 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 298 -1
  5571. jump @GRLXXB_20363
  5572.  
  5573. :GRLXXB_16199
  5574. 22@ = 8
  5575. 24@ = 10
  5576. 27@ = 7
  5577. 19@ = 0
  5578. 18@ = 0
  5579. 17@ = 0
  5580. 1@ = 2230.251
  5581. 2@ = -1106.0
  5582. 3@ = 1050.55
  5583. 4@ = 90.0
  5584. 0087: 10@ = 4@ // (float)
  5585. 10@ += 160.0
  5586. 04ED: load_animation "BEACH"
  5587. 023C: load_special_actor 'Carmen' as 1 // models 290-299
  5588.  
  5589. :GRLXXB_16321
  5590. wait 0
  5591. if
  5592. 04EE: animation "BEACH" loaded
  5593. else_jump @GRLXXB_16352
  5594. jump @GRLXXB_16368
  5595.  
  5596. :GRLXXB_16352
  5597. 04ED: load_animation "BEACH"
  5598. jump @GRLXXB_16321
  5599.  
  5600. :GRLXXB_16368
  5601. if
  5602. 823D: not special_actor 1 loaded
  5603. else_jump @GRLXXB_16407
  5604. wait 0
  5605. 023C: load_special_actor 'Carmen' as 1 // models 290-299
  5606. jump @GRLXXB_16368
  5607.  
  5608. :GRLXXB_16407
  5609. 6@ = Actor.Create(Prostitute, #SPECIAL01, 0.0, 0.0, 0.0)
  5610. 0860: link_actor 6@ to_interior 3
  5611. Actor.Angle(6@) = 10@
  5612. Actor.Health(6@) = 900
  5613. 0619: enable_actor 6@ collision_detection 0
  5614. 0087: 9@ = 3@ // (float)
  5615. Actor.PutAt(6@, 1@, 2@, 9@)
  5616. 094E: set_actor 6@ mute_pain_audio 0
  5617. gosub @GRLXXB_20235
  5618. 0615: define_AS_pack_begin 21@
  5619. 0605: actor -1 perform_animation "LAY_BAC_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  5620. 0616: define_AS_pack_end 21@
  5621. 0618: assign_actor 6@ to_AS_pack 21@
  5622. 061B: remove_references_to_AS_pack 21@
  5623. 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 298 -1
  5624. 0296: unload_special_actor 1
  5625. jump @GRLXXB_20363
  5626.  
  5627. :GRLXXB_16601
  5628. 24@ = 10
  5629. 27@ = 7
  5630. 22@ = 9
  5631. 19@ = 0
  5632. 18@ = 0
  5633. 17@ = 0
  5634. 1@ = 2198.8
  5635. 2@ = -1214.3
  5636. 3@ = 1048.75
  5637. 4@ = 0.0
  5638. 0087: 10@ = 4@ // (float)
  5639. 10@ += 160.0
  5640. 04ED: load_animation "BEACH"
  5641. 023C: load_special_actor 'Carmen' as 1 // models 290-299
  5642.  
  5643. :GRLXXB_16723
  5644. wait 0
  5645. if
  5646. 04EE: animation "BEACH" loaded
  5647. else_jump @GRLXXB_16754
  5648. jump @GRLXXB_16770
  5649.  
  5650. :GRLXXB_16754
  5651. 04ED: load_animation "BEACH"
  5652. jump @GRLXXB_16723
  5653.  
  5654. :GRLXXB_16770
  5655. if
  5656. 823D: not special_actor 1 loaded
  5657. else_jump @GRLXXB_16809
  5658. wait 0
  5659. 023C: load_special_actor 'Carmen' as 1 // models 290-299
  5660. jump @GRLXXB_16770
  5661.  
  5662. :GRLXXB_16809
  5663. 6@ = Actor.Create(Prostitute, #SPECIAL01, 0.0, 0.0, 0.0)
  5664. 0860: link_actor 6@ to_interior 3
  5665. Actor.Angle(6@) = 10@
  5666. Actor.Health(6@) = 900
  5667. 0619: enable_actor 6@ collision_detection 0
  5668. 0087: 9@ = 3@ // (float)
  5669. Actor.PutAt(6@, 1@, 2@, 9@)
  5670. 094E: set_actor 6@ mute_pain_audio 0
  5671. gosub @GRLXXB_20235
  5672. 0615: define_AS_pack_begin 21@
  5673. 0605: actor -1 perform_animation "LAY_BAC_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  5674. 0616: define_AS_pack_end 21@
  5675. 0618: assign_actor 6@ to_AS_pack 21@
  5676. 061B: remove_references_to_AS_pack 21@
  5677. 0A92: create_custom_thread "GFXXX.cs" 28@ 5 0 1 0 18413
  5678. 0296: unload_special_actor 1
  5679. jump @GRLXXB_20363
  5680.  
  5681. :GRLXXB_17001
  5682. 24@ = 10
  5683. 27@ = 7
  5684. 22@ = 9
  5685. 19@ = 0
  5686. 18@ = 0
  5687. 17@ = 0
  5688. 1@ = 2326.44
  5689. 2@ = -1008.35
  5690. 3@ = 1054.43
  5691. 4@ = 0.0
  5692. 0087: 10@ = 4@ // (float)
  5693. 10@ += 160.0
  5694. 04ED: load_animation "BEACH"
  5695. 023C: load_special_actor 'Bettina' as 1 // models 290-299
  5696.  
  5697. :GRLXXB_17123
  5698. wait 0
  5699. if
  5700. 04EE: animation "BEACH" loaded
  5701. else_jump @GRLXXB_17154
  5702. jump @GRLXXB_17170
  5703.  
  5704. :GRLXXB_17154
  5705. 04ED: load_animation "BEACH"
  5706. jump @GRLXXB_17123
  5707.  
  5708. :GRLXXB_17170
  5709. if
  5710. 823D: not special_actor 1 loaded
  5711. else_jump @GRLXXB_17209
  5712. wait 0
  5713. 023C: load_special_actor 'Bettina' as 1 // models 290-299
  5714. jump @GRLXXB_17170
  5715.  
  5716. :GRLXXB_17209
  5717. 6@ = Actor.Create(Prostitute, #SPECIAL01, 0.0, 0.0, 0.0)
  5718. 0860: link_actor 6@ to_interior 8
  5719. Actor.Angle(6@) = 10@
  5720. Actor.Health(6@) = 900
  5721. 0619: enable_actor 6@ collision_detection 0
  5722. 0087: 9@ = 3@ // (float)
  5723. Actor.PutAt(6@, 1@, 2@, 9@)
  5724. 094E: set_actor 6@ mute_pain_audio 0
  5725. gosub @GRLXXB_20235
  5726. 0615: define_AS_pack_begin 21@
  5727. 0605: actor -1 perform_animation "LAY_BAC_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  5728. 0616: define_AS_pack_end 21@
  5729. 0618: assign_actor 6@ to_AS_pack 21@
  5730. 061B: remove_references_to_AS_pack 21@
  5731. 0296: unload_special_actor 1
  5732. 0A92: create_custom_thread "GFXXX.cs" 28@ 5 0 1 0 18413
  5733. 0296: unload_special_actor 1
  5734. jump @GRLXXB_20363
  5735.  
  5736. :GRLXXB_17405
  5737. 24@ = 10
  5738. 27@ = 6
  5739. 22@ = 5
  5740. 19@ = 0
  5741. 18@ = 0
  5742. 17@ = 0
  5743. 1@ = 2285.1
  5744. 2@ = -1135.4
  5745. 3@ = 1050.6
  5746. 4@ = 315.0
  5747. 0087: 10@ = 4@ // (float)
  5748. 10@ += 160.0
  5749. 04ED: load_animation "BEACH"
  5750. 023C: load_special_actor 'Katie' as 1 // models 290-299
  5751.  
  5752. :GRLXXB_17527
  5753. wait 0
  5754. if
  5755. 04EE: animation "BEACH" loaded
  5756. else_jump @GRLXXB_17558
  5757. jump @GRLXXB_17574
  5758.  
  5759. :GRLXXB_17558
  5760. 04ED: load_animation "BEACH"
  5761. jump @GRLXXB_17527
  5762.  
  5763. :GRLXXB_17574
  5764. if
  5765. 823D: not special_actor 1 loaded
  5766. else_jump @GRLXXB_17613
  5767. wait 0
  5768. 023C: load_special_actor 'Katie' as 1 // models 290-299
  5769. jump @GRLXXB_17574
  5770.  
  5771. :GRLXXB_17613
  5772. 6@ = Actor.Create(Prostitute, #SPECIAL01, 0.0, 0.0, 0.0)
  5773. 0860: link_actor 6@ to_interior 8
  5774. Actor.Angle(6@) = 10@
  5775. Actor.Health(6@) = 900
  5776. 0619: enable_actor 6@ collision_detection 0
  5777. 0087: 9@ = 3@ // (float)
  5778. 9@ -= 0.1
  5779. Actor.PutAt(6@, 1@, 2@, 9@)
  5780. 094E: set_actor 6@ mute_pain_audio 0
  5781. gosub @GRLXXB_20235
  5782. 0615: define_AS_pack_begin 21@
  5783. 0605: actor -1 perform_animation "BATHER" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  5784. 0616: define_AS_pack_end 21@
  5785. 0618: assign_actor 6@ to_AS_pack 21@
  5786. 061B: remove_references_to_AS_pack 21@
  5787. 0296: unload_special_actor 1
  5788. 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 298 -1
  5789. jump @GRLXXB_20363
  5790.  
  5791. :GRLXXB_17811
  5792. 24@ = 10
  5793. 27@ = 6
  5794. 22@ = 3
  5795. 19@ = 0
  5796. 18@ = 0
  5797. 17@ = 0
  5798. 1@ = 2206.8
  5799. 2@ = -1072.0
  5800. 3@ = 1050.3
  5801. 4@ = 10.0
  5802. 0087: 10@ = 4@ // (float)
  5803. 10@ += 160.0
  5804. 04ED: load_animation "BEACH"
  5805. 023C: load_special_actor 'Helena' as 1 // models 290-299
  5806.  
  5807. :GRLXXB_17933
  5808. wait 0
  5809. if
  5810. 04EE: animation "BEACH" loaded
  5811. else_jump @GRLXXB_17964
  5812. jump @GRLXXB_17980
  5813.  
  5814. :GRLXXB_17964
  5815. 04ED: load_animation "BEACH"
  5816. jump @GRLXXB_17933
  5817.  
  5818. :GRLXXB_17980
  5819. if
  5820. 823D: not special_actor 1 loaded
  5821. else_jump @GRLXXB_18019
  5822. wait 0
  5823. 023C: load_special_actor 'Helena' as 1 // models 290-299
  5824. jump @GRLXXB_17980
  5825.  
  5826. :GRLXXB_18019
  5827. 6@ = Actor.Create(Prostitute, #SPECIAL01, 0.0, 0.0, 0.0)
  5828. 0860: link_actor 6@ to_interior 3
  5829. Actor.Angle(6@) = 10@
  5830. Actor.Health(6@) = 900
  5831. 0619: enable_actor 6@ collision_detection 0
  5832. 0087: 9@ = 3@ // (float)
  5833. 9@ -= 0.1
  5834. Actor.PutAt(6@, 1@, 2@, 9@)
  5835. 094E: set_actor 6@ mute_pain_audio 0
  5836. gosub @GRLXXB_20235
  5837. 0615: define_AS_pack_begin 21@
  5838. 0605: actor -1 perform_animation "BATHER" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  5839. 0616: define_AS_pack_end 21@
  5840. 0618: assign_actor 6@ to_AS_pack 21@
  5841. 061B: remove_references_to_AS_pack 21@
  5842. 0296: unload_special_actor 1
  5843. 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 298 -1
  5844. jump @GRLXXB_20363
  5845.  
  5846. :GRLXXB_18217
  5847. 24@ = 10
  5848. 27@ = 7
  5849. 22@ = 9
  5850. 19@ = 0
  5851. 18@ = 0
  5852. 17@ = 0
  5853. 1@ = 1291.98
  5854. 2@ = -806.23
  5855. 3@ = 1089.65
  5856. 4@ = 280.0
  5857. 0087: 10@ = 4@ // (float)
  5858. 10@ += 160.0
  5859. 04ED: load_animation "BEACH"
  5860. 023C: load_special_actor 'Bettina' as 1 // models 290-299
  5861.  
  5862. :GRLXXB_18339
  5863. wait 0
  5864. if
  5865. 04EE: animation "BEACH" loaded
  5866. else_jump @GRLXXB_18370
  5867. jump @GRLXXB_18386
  5868.  
  5869. :GRLXXB_18370
  5870. 04ED: load_animation "BEACH"
  5871. jump @GRLXXB_18339
  5872.  
  5873. :GRLXXB_18386
  5874. if
  5875. 823D: not special_actor 1 loaded
  5876. else_jump @GRLXXB_18425
  5877. wait 0
  5878. 023C: load_special_actor 'Bettina' as 1 // models 290-299
  5879. jump @GRLXXB_18386
  5880.  
  5881. :GRLXXB_18425
  5882. 6@ = Actor.Create(Prostitute, #SPECIAL01, 0.0, 0.0, 0.0)
  5883. 0860: link_actor 6@ to_interior 3
  5884. Actor.Angle(6@) = 10@
  5885. Actor.Health(6@) = 900
  5886. 0619: enable_actor 6@ collision_detection 0
  5887. 0087: 9@ = 3@ // (float)
  5888. Actor.PutAt(6@, 1@, 2@, 9@)
  5889. 094E: set_actor 6@ mute_pain_audio 0
  5890. gosub @GRLXXB_20235
  5891. 0615: define_AS_pack_begin 21@
  5892. 0605: actor -1 perform_animation "LAY_BAC_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  5893. 0616: define_AS_pack_end 21@
  5894. 0618: assign_actor 6@ to_AS_pack 21@
  5895. 061B: remove_references_to_AS_pack 21@
  5896. 0296: unload_special_actor 1
  5897. 0A92: create_custom_thread "GFXXX.cs" 28@ 5 0 1 0 18413
  5898. jump @GRLXXB_20363
  5899.  
  5900. :GRLXXB_18617
  5901. 24@ = 10
  5902. 27@ = 7
  5903. 22@ = 8
  5904. 19@ = 0
  5905. 18@ = 0
  5906. 17@ = 0
  5907. 1@ = 2246.28
  5908. 2@ = -1165.13
  5909. 3@ = 1029.55
  5910. 4@ = 190.0
  5911. 0087: 10@ = 4@ // (float)
  5912. 10@ += 160.0
  5913. 04ED: load_animation "BEACH"
  5914. 023C: load_special_actor 'Carmen' as 1 // models 290-299
  5915.  
  5916. :GRLXXB_18739
  5917. wait 0
  5918. if
  5919. 04EE: animation "BEACH" loaded
  5920. else_jump @GRLXXB_18770
  5921. jump @GRLXXB_18786
  5922.  
  5923. :GRLXXB_18770
  5924. 04ED: load_animation "BEACH"
  5925. jump @GRLXXB_18739
  5926.  
  5927. :GRLXXB_18786
  5928. if
  5929. 823D: not special_actor 1 loaded
  5930. else_jump @GRLXXB_18825
  5931. wait 0
  5932. 023C: load_special_actor 'Carmen' as 1 // models 290-299
  5933. jump @GRLXXB_18786
  5934.  
  5935. :GRLXXB_18825
  5936. 6@ = Actor.Create(Prostitute, #SPECIAL01, 0.0, 0.0, 0.0)
  5937. 0860: link_actor 6@ to_interior 3
  5938. Actor.Angle(6@) = 10@
  5939. Actor.Health(6@) = 900
  5940. 0619: enable_actor 6@ collision_detection 0
  5941. 0087: 9@ = 3@ // (float)
  5942. 9@ -= 0.03
  5943. Actor.PutAt(6@, 1@, 2@, 9@)
  5944. 094E: set_actor 6@ mute_pain_audio 0
  5945. gosub @GRLXXB_20235
  5946. 0615: define_AS_pack_begin 21@
  5947. 0605: actor -1 perform_animation "LAY_BAC_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  5948. 0616: define_AS_pack_end 21@
  5949. 0618: assign_actor 6@ to_AS_pack 21@
  5950. 061B: remove_references_to_AS_pack 21@
  5951. 0296: unload_special_actor 1
  5952. 0A92: create_custom_thread "GFXXX.cs" 28@ 5 0 1 0 18413
  5953. jump @GRLXXB_20363
  5954.  
  5955. :GRLXXB_19027
  5956. 24@ = 11
  5957. 27@ = 7
  5958. 22@ = 10
  5959. 19@ = 0
  5960. 18@ = 0
  5961. 17@ = 0
  5962. 1@ = 2230.8
  5963. 2@ = -1183.4
  5964. 3@ = 1029.55
  5965. 4@ = 280.0
  5966. 0087: 10@ = 4@ // (float)
  5967. 10@ += 160.0
  5968. 04ED: load_animation "BEACH"
  5969. 023C: load_special_actor 'wyona' as 1 // models 290-299
  5970.  
  5971. :GRLXXB_19149
  5972. wait 0
  5973. if
  5974. 04EE: animation "BEACH" loaded
  5975. else_jump @GRLXXB_19180
  5976. jump @GRLXXB_19196
  5977.  
  5978. :GRLXXB_19180
  5979. 04ED: load_animation "BEACH"
  5980. jump @GRLXXB_19149
  5981.  
  5982. :GRLXXB_19196
  5983. if
  5984. 823D: not special_actor 1 loaded
  5985. else_jump @GRLXXB_19235
  5986. wait 0
  5987. 023C: load_special_actor 'wyona' as 1 // models 290-299
  5988. jump @GRLXXB_19196
  5989.  
  5990. :GRLXXB_19235
  5991. 6@ = Actor.Create(Prostitute, #SPECIAL01, 0.0, 0.0, 0.0)
  5992. 0860: link_actor 6@ to_interior 3
  5993. Actor.Angle(6@) = 10@
  5994. Actor.Health(6@) = 900
  5995. 0619: enable_actor 6@ collision_detection 0
  5996. 0087: 9@ = 3@ // (float)
  5997. Actor.PutAt(6@, 1@, 2@, 9@)
  5998. 094E: set_actor 6@ mute_pain_audio 0
  5999. gosub @GRLXXB_20235
  6000. 0615: define_AS_pack_begin 21@
  6001. 0605: actor -1 perform_animation "LAY_BAC_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  6002. 0616: define_AS_pack_end 21@
  6003. 0618: assign_actor 6@ to_AS_pack 21@
  6004. 061B: remove_references_to_AS_pack 21@
  6005. 0296: unload_special_actor 1
  6006. 0A92: create_custom_thread "GFXXX.cs" 28@ 5 0 1 0 18413
  6007. jump @GRLXXB_20363
  6008.  
  6009. :GRLXXB_19427
  6010. 24@ = 10
  6011. 27@ = 6
  6012. 22@ = 4
  6013. 19@ = 0
  6014. 18@ = 0
  6015. 17@ = 0
  6016. 1@ = 2198.5
  6017. 2@ = -1178.0
  6018. 3@ = 1029.55
  6019. 4@ = 170.0
  6020. 0087: 10@ = 4@ // (float)
  6021. 10@ += 160.0
  6022. 04ED: load_animation "BEACH"
  6023. 023C: load_special_actor 'Barbara' as 1 // models 290-299
  6024.  
  6025. :GRLXXB_19549
  6026. wait 0
  6027. if
  6028. 04EE: animation "BEACH" loaded
  6029. else_jump @GRLXXB_19580
  6030. jump @GRLXXB_19596
  6031.  
  6032. :GRLXXB_19580
  6033. 04ED: load_animation "BEACH"
  6034. jump @GRLXXB_19549
  6035.  
  6036. :GRLXXB_19596
  6037. if
  6038. 823D: not special_actor 1 loaded
  6039. else_jump @GRLXXB_19635
  6040. wait 0
  6041. 023C: load_special_actor 'Barbara' as 1 // models 290-299
  6042. jump @GRLXXB_19596
  6043.  
  6044. :GRLXXB_19635
  6045. 6@ = Actor.Create(Prostitute, #SPECIAL01, 0.0, 0.0, 0.0)
  6046. 0860: link_actor 6@ to_interior 3
  6047. Actor.Angle(6@) = 10@
  6048. Actor.Health(6@) = 900
  6049. 0619: enable_actor 6@ collision_detection 0
  6050. 0087: 9@ = 3@ // (float)
  6051. 9@ -= 0.1
  6052. Actor.PutAt(6@, 1@, 2@, 9@)
  6053. 094E: set_actor 6@ mute_pain_audio 0
  6054. gosub @GRLXXB_20235
  6055. 0615: define_AS_pack_begin 21@
  6056. 0605: actor -1 perform_animation "BATHER" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  6057. 0616: define_AS_pack_end 21@
  6058. 0618: assign_actor 6@ to_AS_pack 21@
  6059. 061B: remove_references_to_AS_pack 21@
  6060. 0296: unload_special_actor 1
  6061. 0A92: create_custom_thread "GFXXX.cs" 28@ 5 0 1 0 18413
  6062. jump @GRLXXB_20363
  6063.  
  6064. :GRLXXB_19831
  6065. 24@ = 10
  6066. 27@ = 6
  6067. 22@ = 5
  6068. 19@ = 0
  6069. 18@ = 0
  6070. 17@ = 0
  6071. 1@ = 2181.45
  6072. 2@ = -1158.5
  6073. 3@ = 1029.55
  6074. 4@ = 170.0
  6075. 0087: 10@ = 4@ // (float)
  6076. 10@ += 160.0
  6077. 04ED: load_animation "BEACH"
  6078. 023C: load_special_actor 'Katie' as 1 // models 290-299
  6079.  
  6080. :GRLXXB_19953
  6081. wait 0
  6082. if
  6083. 04EE: animation "BEACH" loaded
  6084. else_jump @GRLXXB_19984
  6085. jump @GRLXXB_20000
  6086.  
  6087. :GRLXXB_19984
  6088. 04ED: load_animation "BEACH"
  6089. jump @GRLXXB_19953
  6090.  
  6091. :GRLXXB_20000
  6092. if
  6093. 823D: not special_actor 1 loaded
  6094. else_jump @GRLXXB_20039
  6095. wait 0
  6096. 023C: load_special_actor 'Katie' as 1 // models 290-299
  6097. jump @GRLXXB_20000
  6098.  
  6099. :GRLXXB_20039
  6100. 6@ = Actor.Create(Prostitute, #SPECIAL01, 0.0, 0.0, 0.0)
  6101. 0860: link_actor 6@ to_interior 8
  6102. Actor.Angle(6@) = 10@
  6103. Actor.Health(6@) = 900
  6104. 0619: enable_actor 6@ collision_detection 0
  6105. 0087: 9@ = 3@ // (float)
  6106. 9@ -= 0.1
  6107. Actor.PutAt(6@, 1@, 2@, 9@)
  6108. 094E: set_actor 6@ mute_pain_audio 0
  6109. gosub @GRLXXB_20235
  6110. 0615: define_AS_pack_begin 21@
  6111. 0605: actor -1 perform_animation "BATHER" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  6112. 0616: define_AS_pack_end 21@
  6113. 0618: assign_actor 6@ to_AS_pack 21@
  6114. 061B: remove_references_to_AS_pack 21@
  6115. 0296: unload_special_actor 1
  6116. 0A92: create_custom_thread "GFXXX.cs" 28@ 5 0 1 0 18413
  6117. jump @GRLXXB_20363
  6118.  
  6119. :GRLXXB_20235
  6120. Model.Load(#GUNGRL3)
  6121.  
  6122. :GRLXXB_20240
  6123. wait 0
  6124. if
  6125. Model.Available(#GUNGRL3)
  6126. else_jump @GRLXXB_20240
  6127. 28@ = Actor.Create(CivFemale, #GUNGRL3, 0.0, 0.0, 0.0)
  6128. Actor.SetImmunities(28@, 1, 1, 1, 1, 1)
  6129. 0619: enable_actor 28@ collision_detection 0
  6130. Actor.RemoveFromMissionCleanupList(28@)
  6131. 0337: set_actor 28@ visibility 0
  6132. Model.Destroy(#GUNGRL3)
  6133. 9@ += 1.1
  6134. 077E: get_active_interior_to 29@
  6135. Actor.PutAt(28@, 1@, 2@, 9@)
  6136. 0860: link_actor 28@ to_interior 29@
  6137. return
  6138.  
  6139. :GRLXXB_20363
  6140. wait 50
  6141. if
  6142. Player.Defined($PLAYER_CHAR)
  6143. else_jump @GRLXXB_22346
  6144. if and
  6145. 09E7: player $PLAYER_CHAR not_frozen
  6146. $ONMISSION == 0
  6147. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1@ 2@ 3@ radius 20.0 20.0 3.0
  6148. else_jump @GRLXXB_22346
  6149. if
  6150. not Actor.Dead(6@)
  6151. else_jump @GRLXXB_20363
  6152. if
  6153. 17@ == 0
  6154. else_jump @GRLXXB_20646
  6155. if
  6156. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1@ 2@ 3@ radius 1.8 1.8 3.0
  6157. else_jump @GRLXXB_20520
  6158. jump @GRLXXB_21105
  6159.  
  6160. :GRLXXB_20520
  6161. if and
  6162. 02D8: actor $PLAYER_ACTOR current_weapon == 43
  6163. 00E1: player 0 pressed_key 6
  6164. else_jump @GRLXXB_20551
  6165. jump @GRLXXB_20775
  6166.  
  6167. :GRLXXB_20551
  6168. if
  6169. not Actor.Animation(6@) == "SEX_3_W"
  6170. else_jump @GRLXXB_20882
  6171. if and
  6172. 82D8: not actor $PLAYER_ACTOR current_weapon == 0
  6173. 82D8: not actor $PLAYER_ACTOR current_weapon == 43
  6174. 00E1: player 0 pressed_key 17
  6175. else_jump @GRLXXB_20646
  6176. 17@ = 1
  6177. 33@ = 0
  6178. 05BC: AS_actor 6@ jump 0
  6179. wait 0
  6180. 0619: enable_actor 6@ collision_detection 1
  6181. 094E: set_actor 6@ mute_pain_audio 1
  6182.  
  6183. :GRLXXB_20646
  6184. if and
  6185. 17@ == 1
  6186. 051A: actor 6@ damaged_by_actor $PLAYER_ACTOR
  6187. 00E1: player 0 pressed_key 17
  6188. else_jump @GRLXXB_20728
  6189. 17@ = 2
  6190. 33@ = 0
  6191. 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 347 -1
  6192. jump @GRLXXB_20363
  6193.  
  6194. :GRLXXB_20728
  6195. if and
  6196. 17@ == 2
  6197. 33@ >= 3500
  6198. else_jump @GRLXXB_20363
  6199. 17@ = 1
  6200. 33@ = 0
  6201. jump @GRLXXB_20363
  6202.  
  6203. :GRLXXB_20775
  6204. gosub @GRLXXB_33767
  6205. if
  6206. 00E1: player 0 pressed_key 14
  6207. else_jump @GRLXXB_20882
  6208. if
  6209. not Actor.Animation(6@) == "SEX_3_W"
  6210. else_jump @GRLXXB_20882
  6211. 0812: AS_actor 6@ perform_animation "SEX_3_W" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
  6212. 33@ = 0
  6213. 30@ = 0.05
  6214. jump @GRLXXB_20961
  6215.  
  6216. :GRLXXB_20882
  6217. if and
  6218. Actor.Animation(6@) == "SEX_3_W"
  6219. 80E1: not player 0 pressed_key 6
  6220. else_jump @GRLXXB_20961
  6221. 0605: actor 6@ perform_animation "LAY_BAC_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  6222. jump @GRLXXB_20363
  6223.  
  6224. :GRLXXB_20961
  6225. if
  6226. Actor.Animation(6@) == "SEX_3_W"
  6227. else_jump @GRLXXB_20363
  6228. 0612: set_actor 6@ animation "SEX_3_W" paused 0
  6229. 0614: set_actor 6@ animation "SEX_3_W" progress_to 30@ // 0.0 to 1.0
  6230. 30@ += 0.06
  6231. if
  6232. 30@ > 0.95
  6233. else_jump @GRLXXB_20363
  6234. 0605: actor 6@ perform_animation "LAY_BAC_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  6235. 33@ = 0
  6236. jump @GRLXXB_20363
  6237.  
  6238. :GRLXXB_21105
  6239. $ONMISSION = 1
  6240. 20@ = 0
  6241. gosub @GRLXXB_33851
  6242. jump @GRLXXB_21133
  6243.  
  6244. :GRLXXB_21133
  6245. 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
  6246. Player.CanMove($PLAYER_CHAR) = False
  6247. 0470: 25@ = actor $PLAYER_ACTOR current_weapon
  6248. 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
  6249. fade 0 0
  6250. wait 500
  6251. 0687: clear_actor 6@ task
  6252. 04EB: AS_actor 6@ crouch 0
  6253. gosub @GRLXXB_21290
  6254. 0A92: create_custom_thread "GFXXX.cs" 6@ 24@ 27@ 7@ 8@ 9@ 10@
  6255.  
  6256. :GRLXXB_21226
  6257. wait 0
  6258. if
  6259. Player.Defined($PLAYER_CHAR)
  6260. else_jump @GRLXXB_21226
  6261. if and
  6262. 09E7: player $PLAYER_CHAR not_frozen
  6263. $ONMISSION == 0
  6264. else_jump @GRLXXB_21226
  6265. $ONMISSION = 1
  6266. gosub @GRLXXB_21375
  6267. jump @GRLXXB_21565
  6268.  
  6269. :GRLXXB_21290
  6270. 0087: 7@ = 1@ // (float)
  6271. 0087: 8@ = 2@ // (float)
  6272. 0087: 9@ = 3@ // (float)
  6273. 0087: 10@ = 4@ // (float)
  6274. Actor.PutAt($PLAYER_ACTOR, 7@, 8@, 9@)
  6275. Actor.Angle($PLAYER_ACTOR) = 10@
  6276. 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 -0.9 0.0
  6277. return
  6278.  
  6279. :GRLXXB_21375
  6280. 0619: enable_actor $PLAYER_ACTOR collision_detection 0
  6281. 0087: 7@ = 1@ // (float)
  6282. 0087: 8@ = 2@ // (float)
  6283. 0087: 9@ = 3@ // (float)
  6284. 0087: 10@ = 4@ // (float)
  6285. Actor.PutAt($PLAYER_ACTOR, 7@, 8@, 9@)
  6286. Actor.Angle($PLAYER_ACTOR) = 10@
  6287. 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 -0.5 -1.1
  6288. 0619: enable_actor $PLAYER_ACTOR collision_detection 0
  6289. Actor.PutAt($PLAYER_ACTOR, 7@, 8@, 9@)
  6290. Actor.Angle($PLAYER_ACTOR) = 10@
  6291. 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 -1.0
  6292. 10@ = Actor.Angle($PLAYER_ACTOR)
  6293. 10@ += 180.0
  6294. Actor.PutAt(6@, 7@, 8@, 9@)
  6295. Actor.Angle(6@) = 10@
  6296. return
  6297.  
  6298. :GRLXXB_21565
  6299. wait 0
  6300. Player.CanMove($PLAYER_CHAR) = True
  6301. Camera.SetBehindPlayer
  6302. Camera.Restore_WithJumpCut
  6303. Actor.AddArmour($PLAYER_ACTOR, 250)
  6304. Actor.Health($PLAYER_ACTOR) = 250
  6305. 20@ = 0
  6306. if
  6307. 19@ == 3
  6308. else_jump @GRLXXB_21628
  6309. 19@ = 0
  6310.  
  6311. :GRLXXB_21628
  6312. 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset -0.4 0.5 -1.0
  6313. Actor.PutAt(6@, 0.0, 0.0, 0.0)
  6314. wait 0
  6315. Actor.PutAt($PLAYER_ACTOR, 7@, 8@, 9@)
  6316. 10@ -= 20.0
  6317. Actor.Angle($PLAYER_ACTOR) = 10@
  6318. 0812: AS_actor $PLAYER_ACTOR perform_animation "LAY_BAC_LOOP" IFP "BEACH" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  6319. wait 0
  6320. 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset -0.55 0.1 -0.96
  6321. 10@ -= 35.4
  6322. Actor.Angle(6@) = 10@
  6323. 0615: define_AS_pack_begin 23@
  6324. 0605: actor -1 perform_animation "CRCKIDLE2" IFP "CRACK" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  6325. 0616: define_AS_pack_end 23@
  6326. 0618: assign_actor 6@ to_AS_pack 23@
  6327. 061B: remove_references_to_AS_pack 23@
  6328. Actor.PutAt(6@, 7@, 8@, 9@)
  6329. wait 250
  6330. fade 1 0
  6331. 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 289 -1
  6332. 18@ = 0
  6333. 0087: 10@ = 4@ // (float)
  6334. 10@ += 90.3
  6335. 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 1.7 0.2 -1.7
  6336.  
  6337. :GRLXXB_21973
  6338. wait 0
  6339. if
  6340. Player.Defined($PLAYER_CHAR)
  6341. else_jump @GRLXXB_22194
  6342. if
  6343. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1@ 2@ 3@ radius 2.5 2.5 4.0
  6344. else_jump @GRLXXB_22194
  6345. if
  6346. 09E7: player $PLAYER_CHAR not_frozen
  6347. else_jump @GRLXXB_22194
  6348. if
  6349. 18@ == 0
  6350. else_jump @GRLXXB_21973
  6351. if or
  6352. 00E1: player 0 pressed_key 0
  6353. 00E1: player 0 pressed_key 1
  6354. 00E1: player 0 pressed_key 4
  6355. 00E1: player 0 pressed_key 8
  6356. 00E1: player 0 pressed_key 17
  6357. else_jump @GRLXXB_21973
  6358. 18@ = 1
  6359. 0605: actor $PLAYER_ACTOR perform_animation "FF_SIT_OUT_L_180" IFP "FOOD" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
  6360. wait 400
  6361. 0619: enable_actor $PLAYER_ACTOR collision_detection 1
  6362. Actor.PutAt($PLAYER_ACTOR, 7@, 8@, 9@)
  6363. jump @GRLXXB_21973
  6364.  
  6365. :GRLXXB_22194
  6366. 04EF: release_animation "CRACK"
  6367. 04EF: release_animation "SEX"
  6368. 04EF: release_animation "FOOD"
  6369. 03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
  6370. 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 25@
  6371. 0619: enable_actor 6@ collision_detection 1
  6372. 0615: define_AS_pack_begin 21@
  6373. 0605: actor -1 perform_animation "LAY_BAC_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  6374. 0616: define_AS_pack_end 21@
  6375. 0618: assign_actor 6@ to_AS_pack 21@
  6376. 061B: remove_references_to_AS_pack 21@
  6377. 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 292 -1
  6378. $ONMISSION = 0
  6379. jump @GRLXXB_20363
  6380.  
  6381. :GRLXXB_22346
  6382. 04EF: release_animation "BEACH"
  6383. Actor.DestroyInstantly(6@)
  6384. Actor.DestroyInstantly(28@)
  6385. 17@ = 0
  6386. jump @GFXXX_62
  6387.  
  6388. :GRLXXB_22379
  6389. 19@ = 0
  6390. 18@ = 0
  6391. 17@ = 0
  6392. 1@ = 2499.8
  6393. 2@ = -1710.4
  6394. 3@ = 1014.5
  6395. 4@ = 270.0
  6396. 0087: 10@ = 4@ // (float)
  6397. 10@ += 0.0
  6398. 26@ = 2498.6
  6399. 31@ = -1709.6
  6400. 27@ = 0.7
  6401. 04ED: load_animation "INT_HOUSE"
  6402. 023C: load_special_actor 'Lara' as 1 // models 290-299
  6403.  
  6404. :GRLXXB_22514
  6405. wait 0
  6406. if
  6407. 04EE: animation "INT_HOUSE" loaded
  6408. else_jump @GRLXXB_22549
  6409. jump @GRLXXB_22569
  6410.  
  6411. :GRLXXB_22549
  6412. 04ED: load_animation "INT_HOUSE"
  6413. jump @GRLXXB_22514
  6414.  
  6415. :GRLXXB_22569
  6416. if
  6417. 823D: not special_actor 1 loaded
  6418. else_jump @GRLXXB_22608
  6419. wait 0
  6420. 023C: load_special_actor 'Lara' as 1 // models 290-299
  6421. jump @GRLXXB_22569
  6422.  
  6423. :GRLXXB_22608
  6424. 6@ = Actor.Create(Prostitute, #SPECIAL01, 0.0, 0.0, 0.0)
  6425. 0860: link_actor 6@ to_interior 3
  6426. Actor.Angle(6@) = 10@
  6427. Actor.Health(6@) = 900
  6428. 0619: enable_actor 6@ collision_detection 0
  6429. 0087: 9@ = 3@ // (float)
  6430. 9@ -= 0.6
  6431. Actor.PutAt(6@, 1@, 2@, 9@)
  6432. 094E: set_actor 6@ mute_pain_audio 0
  6433. gosub @GRLXXB_20235
  6434. wait 0
  6435. 04C4: store_coords_to 11@ 12@ 13@ from_actor 6@ with_offset -4.0 0.0 0.0
  6436. 04C4: store_coords_to 14@ 19@ 16@ from_actor 6@ with_offset 1.2 0.0 0.0
  6437. 0615: define_AS_pack_begin 21@
  6438. 0605: actor -1 perform_animation "WASH_UP" IFP "INT_HOUSE" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  6439. 0616: define_AS_pack_end 21@
  6440. 0618: assign_actor 6@ to_AS_pack 21@
  6441. 061B: remove_references_to_AS_pack 21@
  6442. 0296: unload_special_actor 1
  6443. jump @GRLXXB_28028
  6444.  
  6445. :GRLXXB_22844
  6446. 19@ = 0
  6447. 18@ = 0
  6448. 17@ = 0
  6449. 1@ = 2320.4
  6450. 2@ = -1209.94
  6451. 3@ = 1048.75
  6452. 4@ = 270.0
  6453. 0087: 10@ = 4@ // (float)
  6454. 10@ += 0.0
  6455. 26@ = 2307.17
  6456. 31@ = -1210.8
  6457. 27@ = 0.65
  6458. 04ED: load_animation "INT_HOUSE"
  6459. 023C: load_special_actor 'nurse' as 1 // models 290-299
  6460.  
  6461. :GRLXXB_22979
  6462. wait 0
  6463. if
  6464. 04EE: animation "INT_HOUSE" loaded
  6465. else_jump @GRLXXB_23014
  6466. jump @GRLXXB_23034
  6467.  
  6468. :GRLXXB_23014
  6469. 04ED: load_animation "INT_HOUSE"
  6470. jump @GRLXXB_22979
  6471.  
  6472. :GRLXXB_23034
  6473. if
  6474. 823D: not special_actor 1 loaded
  6475. else_jump @GRLXXB_23073
  6476. wait 0
  6477. 023C: load_special_actor 'nurse' as 1 // models 290-299
  6478. jump @GRLXXB_23034
  6479.  
  6480. :GRLXXB_23073
  6481. 6@ = Actor.Create(Prostitute, #SPECIAL01, 0.0, 0.0, 0.0)
  6482. 0860: link_actor 6@ to_interior 3
  6483. Actor.Angle(6@) = 10@
  6484. Actor.Health(6@) = 900
  6485. 0619: enable_actor 6@ collision_detection 0
  6486. 0087: 9@ = 3@ // (float)
  6487. 9@ -= 0.6
  6488. Actor.PutAt(6@, 1@, 2@, 9@)
  6489. 094E: set_actor 6@ mute_pain_audio 0
  6490. gosub @GRLXXB_20235
  6491. wait 0
  6492. 04C4: store_coords_to 11@ 12@ 13@ from_actor 6@ with_offset 0.7 0.0 0.0
  6493. 04C4: store_coords_to 14@ 15@ 16@ from_actor 6@ with_offset 0.5 -3.55 0.0
  6494. 0615: define_AS_pack_begin 21@
  6495. 0605: actor -1 perform_animation "WASH_UP" IFP "INT_HOUSE" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  6496. 0616: define_AS_pack_end 21@
  6497. 0618: assign_actor 6@ to_AS_pack 21@
  6498. 061B: remove_references_to_AS_pack 21@
  6499. 0296: unload_special_actor 1
  6500. jump @GRLXXB_24704
  6501.  
  6502. :GRLXXB_23309
  6503. 19@ = 0
  6504. 18@ = 0
  6505. 17@ = 0
  6506. 1@ = 2337.74
  6507. 2@ = -1067.54
  6508. 3@ = 1048.55
  6509. 4@ = 270.0
  6510. 0087: 10@ = 4@ // (float)
  6511. 10@ += 0.0
  6512. 26@ = 2336.9
  6513. 31@ = -1066.5
  6514. 27@ = 0.45
  6515. 04ED: load_animation "INT_HOUSE"
  6516. 023C: load_special_actor 'conny' as 1 // models 290-299
  6517.  
  6518. :GRLXXB_23444
  6519. wait 0
  6520. if
  6521. 04EE: animation "INT_HOUSE" loaded
  6522. else_jump @GRLXXB_23479
  6523. jump @GRLXXB_23499
  6524.  
  6525. :GRLXXB_23479
  6526. 04ED: load_animation "INT_HOUSE"
  6527. jump @GRLXXB_23444
  6528.  
  6529. :GRLXXB_23499
  6530. if
  6531. 823D: not special_actor 1 loaded
  6532. else_jump @GRLXXB_23538
  6533. wait 0
  6534. 023C: load_special_actor 'conny' as 1 // models 290-299
  6535. jump @GRLXXB_23499
  6536.  
  6537. :GRLXXB_23538
  6538. 6@ = Actor.Create(Prostitute, #SPECIAL01, 0.0, 0.0, 0.0)
  6539. 0860: link_actor 6@ to_interior 3
  6540. Actor.Angle(6@) = 10@
  6541. Actor.Health(6@) = 900
  6542. 0619: enable_actor 6@ collision_detection 0
  6543. 0087: 9@ = 3@ // (float)
  6544. 9@ -= 0.6
  6545. Actor.PutAt(6@, 1@, 2@, 9@)
  6546. 094E: set_actor 6@ mute_pain_audio 0
  6547. gosub @GRLXXB_20235
  6548. wait 0
  6549. 04C4: store_coords_to 11@ 12@ 13@ from_actor 6@ with_offset 0.9 -1.2 0.0
  6550. 04C4: store_coords_to 14@ 15@ 16@ from_actor 6@ with_offset 0.9 0.0 0.0
  6551. 0615: define_AS_pack_begin 21@
  6552. 0605: actor -1 perform_animation "WASH_UP" IFP "INT_HOUSE" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  6553. 0616: define_AS_pack_end 21@
  6554. 0618: assign_actor 6@ to_AS_pack 21@
  6555. 061B: remove_references_to_AS_pack 21@
  6556. 0296: unload_special_actor 1
  6557. jump @GRLXXB_24704
  6558.  
  6559. :GRLXXB_23774
  6560. 19@ = 0
  6561. 18@ = 0
  6562. 17@ = 0
  6563. 1@ = 2248.14
  6564. 2@ = -1209.88
  6565. 3@ = 1048.55
  6566. 4@ = 90.0
  6567. 0087: 10@ = 4@ // (float)
  6568. 10@ += 0.0
  6569. 26@ = 2252.5
  6570. 31@ = -1208.6
  6571. 27@ = 0.5
  6572. 04ED: load_animation "INT_HOUSE"
  6573. 023C: load_special_actor 'Mary' as 1 // models 290-299
  6574.  
  6575. :GRLXXB_23909
  6576. wait 0
  6577. if
  6578. 04EE: animation "INT_HOUSE" loaded
  6579. else_jump @GRLXXB_23944
  6580. jump @GRLXXB_23964
  6581.  
  6582. :GRLXXB_23944
  6583. 04ED: load_animation "INT_HOUSE"
  6584. jump @GRLXXB_23909
  6585.  
  6586. :GRLXXB_23964
  6587. if
  6588. 823D: not special_actor 1 loaded
  6589. else_jump @GRLXXB_24003
  6590. wait 0
  6591. 023C: load_special_actor 'Mary' as 1 // models 290-299
  6592. jump @GRLXXB_23964
  6593.  
  6594. :GRLXXB_24003
  6595. 6@ = Actor.Create(Prostitute, #SPECIAL01, 0.0, 0.0, 0.0)
  6596. 0860: link_actor 6@ to_interior 3
  6597. Actor.Angle(6@) = 10@
  6598. Actor.Health(6@) = 900
  6599. 0619: enable_actor 6@ collision_detection 0
  6600. 0087: 9@ = 3@ // (float)
  6601. 9@ -= 0.6
  6602. Actor.PutAt(6@, 1@, 2@, 9@)
  6603. 094E: set_actor 6@ mute_pain_audio 0
  6604. gosub @GRLXXB_20235
  6605. wait 0
  6606. 04C4: store_coords_to 11@ 12@ 13@ from_actor 6@ with_offset -1.2 -1.3 0.0
  6607. 04C4: store_coords_to 14@ 15@ 16@ from_actor 6@ with_offset 2.5 0.0 0.0
  6608. 0615: define_AS_pack_begin 21@
  6609. 0605: actor -1 perform_animation "WASH_UP" IFP "INT_HOUSE" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  6610. 0616: define_AS_pack_end 21@
  6611. 0618: assign_actor 6@ to_AS_pack 21@
  6612. 061B: remove_references_to_AS_pack 21@
  6613. 0296: unload_special_actor 1
  6614. jump @GRLXXB_24704
  6615.  
  6616. :GRLXXB_24239
  6617. 19@ = 0
  6618. 18@ = 0
  6619. 17@ = 0
  6620. 1@ = 1276.9
  6621. 2@ = -813.36
  6622. 3@ = 1085.25
  6623. 4@ = 90.0
  6624. 0087: 10@ = 4@ // (float)
  6625. 10@ += 0.0
  6626. 26@ = 1278.7
  6627. 31@ = -814.9
  6628. 27@ = 0.53
  6629. 04ED: load_animation "INT_HOUSE"
  6630. 023C: load_special_actor 'Bettina' as 1 // models 290-299
  6631.  
  6632. :GRLXXB_24374
  6633. wait 0
  6634. if
  6635. 04EE: animation "INT_HOUSE" loaded
  6636. else_jump @GRLXXB_24409
  6637. jump @GRLXXB_24429
  6638.  
  6639. :GRLXXB_24409
  6640. 04ED: load_animation "INT_HOUSE"
  6641. jump @GRLXXB_24374
  6642.  
  6643. :GRLXXB_24429
  6644. if
  6645. 823D: not special_actor 1 loaded
  6646. else_jump @GRLXXB_24468
  6647. wait 0
  6648. 023C: load_special_actor 'Bettina' as 1 // models 290-299
  6649. jump @GRLXXB_24429
  6650.  
  6651. :GRLXXB_24468
  6652. 6@ = Actor.Create(Prostitute, #SPECIAL01, 0.0, 0.0, 0.0)
  6653. 0860: link_actor 6@ to_interior 3
  6654. Actor.Angle(6@) = 10@
  6655. Actor.Health(6@) = 900
  6656. 0619: enable_actor 6@ collision_detection 0
  6657. 0087: 9@ = 3@ // (float)
  6658. 9@ -= 0.6
  6659. Actor.PutAt(6@, 1@, 2@, 9@)
  6660. 094E: set_actor 6@ mute_pain_audio 0
  6661. gosub @GRLXXB_20235
  6662. wait 0
  6663. 04C4: store_coords_to 11@ 12@ 13@ from_actor 6@ with_offset 0.0 0.0 0.0
  6664. 04C4: store_coords_to 14@ 15@ 16@ from_actor 6@ with_offset 0.0 -4.2 0.0
  6665. 0615: define_AS_pack_begin 21@
  6666. 0605: actor -1 perform_animation "WASH_UP" IFP "INT_HOUSE" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  6667. 0616: define_AS_pack_end 21@
  6668. 0618: assign_actor 6@ to_AS_pack 21@
  6669. 061B: remove_references_to_AS_pack 21@
  6670. 0296: unload_special_actor 1
  6671. jump @GRLXXB_24704
  6672.  
  6673. :GRLXXB_24704
  6674. wait 50
  6675. if
  6676. Player.Defined($PLAYER_CHAR)
  6677. else_jump @GRLXXB_33730
  6678. if and
  6679. 09E7: player $PLAYER_CHAR not_frozen
  6680. $ONMISSION == 0
  6681. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1@ 2@ 3@ radius 20.0 20.0 3.0
  6682. else_jump @GRLXXB_33730
  6683. if
  6684. not Actor.Dead(6@)
  6685. else_jump @GRLXXB_24704
  6686. if
  6687. 00FE: actor 6@ sphere 0 in_sphere 1@ 2@ 3@ radius 20.0 20.0 2.0
  6688. else_jump @GRLXXB_33730
  6689. if
  6690. 17@ == 0
  6691. else_jump @GRLXXB_24704
  6692. if
  6693. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1@ 2@ 3@ radius 2.5 2.5 3.0
  6694. else_jump @GRLXXB_24948
  6695. 0619: enable_actor 6@ collision_detection 1
  6696. 0639: AS_actor 6@ rotate_to_actor $PLAYER_ACTOR
  6697. 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 298 240
  6698. jump @GRLXXB_25051
  6699.  
  6700. :GRLXXB_24948
  6701. if and
  6702. 82D8: not actor $PLAYER_ACTOR current_weapon == 0
  6703. 82D8: not actor $PLAYER_ACTOR current_weapon == 43
  6704. 00E1: player 0 pressed_key 17
  6705. else_jump @GRLXXB_24704
  6706. 17@ = 1
  6707. 0619: enable_actor 6@ collision_detection 1
  6708. 094E: set_actor 6@ mute_pain_audio 1
  6709. 05DD: AS_actor 6@ flee_from_actor $PLAYER_ACTOR from_origin_radius 2.0 timelimit 3000
  6710. 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 67 -1
  6711. jump @GRLXXB_24704
  6712.  
  6713. :GRLXXB_25051
  6714. $ONMISSION = 1
  6715. 20@ = 0
  6716. gosub @GRLXXB_33930
  6717. 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
  6718. 0470: 25@ = actor $PLAYER_ACTOR current_weapon
  6719. 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
  6720.  
  6721. :GRLXXB_25094
  6722. wait 0
  6723. if
  6724. Player.Defined($PLAYER_CHAR)
  6725. else_jump @GRLXXB_27684
  6726. if
  6727. not Actor.Dead(6@)
  6728. else_jump @GRLXXB_27684
  6729. if
  6730. Actor.Animation($PLAYER_ACTOR) == "PLAYA_KISS_03"
  6731. else_jump @GRLXXB_25236
  6732. 0613: 30@ = actor $PLAYER_ACTOR animation "PLAYA_KISS_03" time
  6733. if
  6734. 30@ >= 0.8
  6735. else_jump @GRLXXB_25955
  6736. if
  6737. 88FE: not text_box_displayed
  6738. else_jump @GRLXXB_25094
  6739. 03E5: show_text_box 'GFM_1'
  6740. jump @GRLXXB_25094
  6741.  
  6742. :GRLXXB_25236
  6743. wait 1000
  6744. if and
  6745. 80E1: not player 0 pressed_key 17
  6746. 00F3: actor $PLAYER_ACTOR near_actor 6@ radius 1.0 1.0 sphere 0 on_foot
  6747. else_jump @GRLXXB_27684
  6748. if
  6749. 0AB0: key_pressed 9
  6750. else_jump @GRLXXB_25531
  6751. fade 0 0
  6752. Actor.PutAt($PLAYER_ACTOR, 26@, 31@, 3@)
  6753. 0087: 10@ = 4@ // (float)
  6754. 10@ += 90.0
  6755. Actor.Angle($PLAYER_ACTOR) = 10@
  6756. 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0
  6757. 10@ = Actor.Angle($PLAYER_ACTOR)
  6758. 0063: 9@ -= 27@ // (float)
  6759. Actor.PutAt(6@, 7@, 8@, 9@)
  6760. Actor.Angle(6@) = 10@
  6761. 0812: AS_actor 6@ perform_animation "SPANKING_IDLEW" IFP "SNM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
  6762. 0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKING_IDLEP" IFP "SNM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
  6763. 33@ = 2500
  6764. wait 100
  6765. fade 1 0
  6766. gosub @GRLXXB_34106
  6767. 03E5: show_text_box 'GFM_3'
  6768. jump @GRLXXB_26027
  6769.  
  6770. :GRLXXB_25531
  6771. if
  6772. 0AB0: key_pressed 8
  6773. else_jump @GRLXXB_27449
  6774. fade 0 0
  6775. Actor.PutAt($PLAYER_ACTOR, 26@, 31@, 3@)
  6776. 0087: 10@ = 4@ // (float)
  6777. 10@ += 90.0
  6778. Actor.Angle($PLAYER_ACTOR) = 10@
  6779. 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 -1.0
  6780. 10@ = Actor.Angle($PLAYER_ACTOR)
  6781. 10@ += 180.0
  6782. 0063: 9@ -= 27@ // (float)
  6783. 9@ -= 0.07
  6784. Actor.PutAt(6@, 7@, 8@, 9@)
  6785. Actor.Angle(6@) = 10@
  6786. if
  6787. 8500: not player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17
  6788. else_jump @GRLXXB_25816
  6789. 0793: save_player_clothes
  6790. wait 50
  6791. 0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 16
  6792. 0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17
  6793. Player.SetClothes($PLAYER_CHAR, "player_torso", "torso", Torso)
  6794. Player.SetClothes($PLAYER_CHAR, "player_legs", "legs", Legs)
  6795. Player.SetClothes($PLAYER_CHAR, "foot", "feet", Shoes)
  6796. Player.Build($PLAYER_CHAR)
  6797. wait 50
  6798.  
  6799. :GRLXXB_25816
  6800. 0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_START_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  6801. 0812: AS_actor 6@ perform_animation "BJ_STAND_START_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  6802. 33@ = 2500
  6803. wait 100
  6804. fade 1 0
  6805. gosub @GRLXXB_34106
  6806. 03E5: show_text_box 'GFM_8'
  6807. jump @GRLXXB_26804
  6808.  
  6809. :GRLXXB_25955
  6810. if and
  6811. 0.8 > 30@
  6812. 30@ >= 0.5
  6813. else_jump @GRLXXB_25094
  6814. 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 285 -1
  6815. wait 250
  6816. jump @GRLXXB_25094
  6817.  
  6818. :GRLXXB_26027
  6819. wait 0
  6820. if
  6821. Player.Defined($PLAYER_CHAR)
  6822. else_jump @GRLXXB_27684
  6823. if
  6824. not Actor.Dead(6@)
  6825. else_jump @GRLXXB_27684
  6826. if
  6827. not Actor.Animation(6@) == "SPANKING_ENDW"
  6828. else_jump @GRLXXB_26484
  6829. if
  6830. 80E1: not player 0 pressed_key 15
  6831. else_jump @GRLXXB_26397
  6832. if and
  6833. Actor.Animation($PLAYER_ACTOR) == "SPANKING_IDLEP"
  6834. 00E1: player 0 pressed_key 17
  6835. else_jump @GRLXXB_26233
  6836. 0812: AS_actor 6@ perform_animation "SPANKINGW" IFP "SNM" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  6837. 0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKINGP" IFP "SNM" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  6838. wait 1000
  6839. jump @GRLXXB_26027
  6840.  
  6841. :GRLXXB_26233
  6842. if
  6843. Actor.Animation($PLAYER_ACTOR) == "SPANKINGP"
  6844. else_jump @GRLXXB_26027
  6845. 0613: 30@ = actor $PLAYER_ACTOR animation "SPANKINGP" time
  6846. gosub @GRLXXB_26633
  6847. if and
  6848. 30@ >= 1.0
  6849. 00E1: player 0 pressed_key 17
  6850. else_jump @GRLXXB_26027
  6851. 0812: AS_actor 6@ perform_animation "SPANKINGW" IFP "SNM" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  6852. 0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKINGP" IFP "SNM" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  6853. wait 1000
  6854. jump @GRLXXB_26027
  6855.  
  6856. :GRLXXB_26397
  6857. 0812: AS_actor 6@ perform_animation "SPANKING_ENDW" IFP "SNM" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  6858. 0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKING_ENDP" IFP "SNM" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  6859. 33@ = 0
  6860.  
  6861. :GRLXXB_26484
  6862. if
  6863. 33@ >= 5000
  6864. else_jump @GRLXXB_26721
  6865. fade 0 0
  6866. 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 1.5 -1.0
  6867. 10@ = Actor.Angle($PLAYER_ACTOR)
  6868. 10@ += 180.0
  6869. Actor.PutAt(6@, 7@, 8@, 9@)
  6870. Actor.Angle(6@) = 10@
  6871. 0812: AS_actor 6@ perform_animation "GETUP" IFP "PED" framedelta 6.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  6872. 0792: disembark_instantly_actor $PLAYER_ACTOR
  6873. wait 250
  6874. fade 1 0
  6875. jump @GRLXXB_27684
  6876.  
  6877. :GRLXXB_26633
  6878. if and
  6879. 30@ >= 0.5
  6880. 0.8 > 30@
  6881. else_jump @GRLXXB_26719
  6882. 018C: play_sound 1190 at 26@ 31@ 3@
  6883. wait 50
  6884. 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 345 238
  6885. jump @GRLXXB_26719
  6886.  
  6887. :GRLXXB_26719
  6888. return
  6889.  
  6890. :GRLXXB_26721
  6891. if and
  6892. 33@ >= 1000
  6893. 1250 > 33@
  6894. else_jump @GRLXXB_26027
  6895. 018C: play_sound 1190 at 26@ 31@ 3@
  6896. wait 500
  6897. 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 286 238
  6898. jump @GRLXXB_26027
  6899.  
  6900. :GRLXXB_26804
  6901. wait 0
  6902. if
  6903. Player.Defined($PLAYER_CHAR)
  6904. else_jump @GRLXXB_27684
  6905. if
  6906. not Actor.Dead(6@)
  6907. else_jump @GRLXXB_27684
  6908. if
  6909. not Actor.Animation(6@) == "BJ_STAND_END_W"
  6910. else_jump @GRLXXB_27326
  6911. if
  6912. 80E1: not player 0 pressed_key 15
  6913. else_jump @GRLXXB_27117
  6914. if
  6915. Actor.Animation($PLAYER_ACTOR) == "BJ_STAND_START_P"
  6916. else_jump @GRLXXB_27117
  6917. 0613: 30@ = actor $PLAYER_ACTOR animation "BJ_STAND_START_P" time
  6918. if
  6919. 30@ >= 1.0
  6920. else_jump @GRLXXB_26804
  6921. 0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 20000 // versionB
  6922. 0812: AS_actor 6@ perform_animation "BJ_STAND_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 20000 // versionB
  6923. 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 285 240
  6924. 33@ = 0
  6925. 32@ = 0
  6926. jump @GRLXXB_26804
  6927.  
  6928. :GRLXXB_27117
  6929. if and
  6930. Actor.Animation($PLAYER_ACTOR) == "BJ_STAND_LOOP_P"
  6931. 32@ > 2000
  6932. else_jump @GRLXXB_27195
  6933. 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 285 242
  6934. 32@ = 0
  6935.  
  6936. :GRLXXB_27195
  6937. if or
  6938. 00E1: player 0 pressed_key 15
  6939. 33@ > 20000
  6940. else_jump @GRLXXB_26804
  6941. 0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_END_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB
  6942. 0812: AS_actor 6@ perform_animation "BJ_STAND_END_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB
  6943. 33@ = 0
  6944. jump @GRLXXB_26804
  6945.  
  6946. :GRLXXB_27326
  6947. 0613: 30@ = actor 6@ animation "BJ_STAND_END_W" time
  6948. if
  6949. 30@ >= 1.0
  6950. else_jump @GRLXXB_26804
  6951. fade 0 0
  6952. 0638: AS_actor 6@ stay_put 1
  6953. 0792: disembark_instantly_actor $PLAYER_ACTOR
  6954. wait 250
  6955. if
  6956. 8500: not player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17
  6957. else_jump @GRLXXB_27436
  6958. 0794: restore_player_clothes
  6959. wait 50
  6960. Player.Build($PLAYER_CHAR)
  6961. wait 50
  6962.  
  6963. :GRLXXB_27436
  6964. fade 1 0
  6965. jump @GRLXXB_27684
  6966.  
  6967. :GRLXXB_27449
  6968. gosub @GRLXXB_34106
  6969. 0619: enable_actor 6@ collision_detection 0
  6970. Player.CanMove($PLAYER_CHAR) = False
  6971. wait 0
  6972. 0638: AS_actor 6@ stay_put 1
  6973. wait 0
  6974. 0639: AS_actor $PLAYER_ACTOR rotate_to_actor 6@
  6975. wait 1000
  6976. 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 -1.0
  6977. 10@ = Actor.Angle($PLAYER_ACTOR)
  6978. 10@ += 180.0
  6979. 0638: AS_actor 6@ stay_put 0
  6980. Actor.PutAt(6@, 7@, 8@, 9@)
  6981. Actor.Angle(6@) = 10@
  6982. 0812: AS_actor 6@ perform_animation "GRLFRD_KISS_03" IFP "KISSING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 6000 // versionB
  6983. 0812: AS_actor $PLAYER_ACTOR perform_animation "PLAYA_KISS_03" IFP "KISSING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 6000 // versionB
  6984. wait 1000
  6985. Player.CanMove($PLAYER_CHAR) = True
  6986. jump @GRLXXB_27684
  6987.  
  6988. :GRLXXB_27684
  6989. if
  6990. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1@ 2@ 3@ radius 2.5 2.5 4.0
  6991. else_jump @GRLXXB_27733
  6992. jump @GRLXXB_25094
  6993.  
  6994. :GRLXXB_27733
  6995. 0087: 10@ = 4@ // (float)
  6996. 10@ += 0.0
  6997. 0619: enable_actor 6@ collision_detection 1
  6998. 05D4: AS_actor 6@ rotate_angle 10@
  6999. 04EF: release_animation "KISSING"
  7000. 04EF: release_animation "SEX"
  7001. 04EF: release_animation "BLOWJOBZ"
  7002. 04EF: release_animation "SNM"
  7003. 03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
  7004. 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 25@
  7005. 0615: define_AS_pack_begin 23@
  7006. 05D3: AS_actor -1 goto_point 14@ 15@ 16@ mode 6 time 3500 ms // versionA
  7007. 0605: actor -1 perform_animation "WASH_UP" IFP "INT_HOUSE" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 2000
  7008. 05D3: AS_actor -1 goto_point 11@ 12@ 13@ mode 6 time 3500 ms // versionA
  7009. 0605: actor -1 perform_animation "WASH_UP" IFP "INT_HOUSE" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 1500
  7010. 05D3: AS_actor -1 goto_point 14@ 15@ 16@ mode 6 time 3500 ms // versionA
  7011. 0605: actor -1 perform_animation "WASH_UP" IFP "INT_HOUSE" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  7012. 0616: define_AS_pack_end 23@
  7013. 0618: assign_actor 6@ to_AS_pack 23@
  7014. 061B: remove_references_to_AS_pack 23@
  7015. $ONMISSION = 0
  7016. jump @GRLXXB_24704
  7017.  
  7018. :GRLXXB_28028
  7019. wait 50
  7020. if
  7021. Player.Defined($PLAYER_CHAR)
  7022. else_jump @GRLXXB_33730
  7023. if and
  7024. 09E7: player $PLAYER_CHAR not_frozen
  7025. $ONMISSION == 0
  7026. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1@ 2@ 3@ radius 20.0 20.0 3.0
  7027. else_jump @GRLXXB_33730
  7028. if
  7029. not Actor.Dead(6@)
  7030. else_jump @GRLXXB_28028
  7031. if
  7032. 00FE: actor 6@ sphere 0 in_sphere 1@ 2@ 3@ radius 20.0 20.0 2.0
  7033. else_jump @GRLXXB_33730
  7034. if
  7035. 17@ == 0
  7036. else_jump @GRLXXB_28375
  7037. if
  7038. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1@ 2@ 3@ radius 2.5 2.5 3.0
  7039. else_jump @GRLXXB_28272
  7040. 0619: enable_actor 6@ collision_detection 1
  7041. 0639: AS_actor 6@ rotate_to_actor $PLAYER_ACTOR
  7042. 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 298 240
  7043. jump @GRLXXB_28447
  7044.  
  7045. :GRLXXB_28272
  7046. if and
  7047. 82D8: not actor $PLAYER_ACTOR current_weapon == 0
  7048. 82D8: not actor $PLAYER_ACTOR current_weapon == 43
  7049. 00E1: player 0 pressed_key 17
  7050. else_jump @GRLXXB_28028
  7051. 17@ = 1
  7052. 0619: enable_actor 6@ collision_detection 1
  7053. 094E: set_actor 6@ mute_pain_audio 1
  7054. 05DD: AS_actor 6@ flee_from_actor $PLAYER_ACTOR from_origin_radius 2.0 timelimit 3000
  7055. 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 67 -1
  7056. jump @GRLXXB_28028
  7057.  
  7058. :GRLXXB_28375
  7059. if and
  7060. 17@ == 1
  7061. 051A: actor 6@ damaged_by_actor $PLAYER_ACTOR
  7062. else_jump @GRLXXB_28028
  7063. 17@ = 2
  7064. 33@ = 0
  7065. 061B: remove_references_to_AS_pack 23@
  7066. 04EF: release_animation "INT_HOUSE"
  7067. $ONMISSION = 0
  7068. jump @GRLXXB_34123
  7069.  
  7070. :GRLXXB_28447
  7071. $ONMISSION = 1
  7072. 20@ = 0
  7073. gosub @GRLXXB_33930
  7074. 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
  7075. 0470: 25@ = actor $PLAYER_ACTOR current_weapon
  7076. 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
  7077.  
  7078. :GRLXXB_28490
  7079. wait 0
  7080. if
  7081. Player.Defined($PLAYER_CHAR)
  7082. else_jump @GRLXXB_32573
  7083. if
  7084. not Actor.Dead(6@)
  7085. else_jump @GRLXXB_32573
  7086. if
  7087. Actor.Animation($PLAYER_ACTOR) == "PLAYA_KISS_03"
  7088. else_jump @GRLXXB_28632
  7089. 0613: 30@ = actor $PLAYER_ACTOR animation "PLAYA_KISS_03" time
  7090. if
  7091. 30@ >= 0.8
  7092. else_jump @GRLXXB_28700
  7093. if
  7094. 88FE: not text_box_displayed
  7095. else_jump @GRLXXB_28772
  7096. 03E5: show_text_box 'GFM_1'
  7097. jump @GRLXXB_28490
  7098.  
  7099. :GRLXXB_28632
  7100. wait 1000
  7101. if and
  7102. 80E1: not player 0 pressed_key 17
  7103. 00F3: actor $PLAYER_ACTOR near_actor 6@ radius 1.2 1.2 sphere 0 on_foot
  7104. else_jump @GRLXXB_32573
  7105. if or
  7106. 0AB0: key_pressed 9
  7107. 0AB0: key_pressed 8
  7108. else_jump @GRLXXB_32063
  7109. jump @GRLXXB_28798
  7110.  
  7111. :GRLXXB_28700
  7112. if and
  7113. 0.8 > 30@
  7114. 30@ >= 0.5
  7115. else_jump @GRLXXB_28772
  7116. 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 285 -1
  7117. wait 250
  7118. jump @GRLXXB_28772
  7119.  
  7120. :GRLXXB_28772
  7121. if or
  7122. 0AB0: key_pressed 9
  7123. 0AB0: key_pressed 8
  7124. else_jump @GRLXXB_28490
  7125. jump @GRLXXB_28798
  7126.  
  7127. :GRLXXB_28798
  7128. Player.CanMove($PLAYER_CHAR) = False
  7129. 015D: set_gamespeed 1.0
  7130. 08D4: 15@ = create_panel_with_title 'GFX_9' position 400.0 150.0 width 200.0 columns 1 interactive 1 background 1 alignment 0
  7131. 08D6: set_panel 15@ column 0 alignment 1
  7132. 08DB: set_panel 15@ column 0 header 'dummy' data 'GFM_4' 'GFM_5' 'GFM_6' 'GFM_7' 'GFM_9' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy'
  7133. 090E: set_panel 15@ active_row 0
  7134. wait 1000
  7135.  
  7136. :GRLXXB_28994
  7137. wait 0
  7138. if
  7139. Player.Defined($PLAYER_CHAR)
  7140. else_jump @GRLXXB_29163
  7141. if
  7142. $ONMISSION == 1
  7143. else_jump @GRLXXB_29142
  7144. if or
  7145. 00E1: player 0 pressed_key 15
  7146. Actor.Driving($PLAYER_ACTOR)
  7147. else_jump @GRLXXB_29084
  7148. 015D: set_gamespeed 1.0
  7149. gosub @GRLXXB_29220
  7150. Camera.SetBehindPlayer
  7151. Camera.Restore_WithJumpCut
  7152. wait 1000
  7153. jump @GRLXXB_32573
  7154.  
  7155. :GRLXXB_29084
  7156. if
  7157. 00E1: player 0 pressed_key 16
  7158. else_jump @GRLXXB_28994
  7159. 015D: set_gamespeed 1.0
  7160. 08D7: 8@ = panel 15@ active_row
  7161. 8@ += 1
  7162. gosub @GRLXXB_29261
  7163. wait 250
  7164. jump @GRLXXB_29287
  7165.  
  7166. :GRLXXB_29142
  7167. 015D: set_gamespeed 1.0
  7168. gosub @GRLXXB_29220
  7169. jump @GRLXXB_32573
  7170.  
  7171. :GRLXXB_29163
  7172. 015D: set_gamespeed 1.0
  7173. 08DA: remove_panel 15@
  7174. 0826: enable_hud 1
  7175. 0581: enable_radar 1
  7176. Camera.SetBehindPlayer
  7177. Camera.Restore_WithJumpCut
  7178. 03F0: enable_text_draw 0
  7179. Player.CanMove($PLAYER_CHAR) = True
  7180. if
  7181. 08FE: text_box_displayed
  7182. else_jump @GRLXXB_32622
  7183. 03E6: remove_text_box
  7184. jump @GRLXXB_32622
  7185.  
  7186. :GRLXXB_29220
  7187. 08DA: remove_panel 15@
  7188. if
  7189. 08FE: text_box_displayed
  7190. else_jump @GRLXXB_29240
  7191. 03E6: remove_text_box
  7192.  
  7193. :GRLXXB_29240
  7194. 03F0: enable_text_draw 0
  7195. 0826: enable_hud 1
  7196. 0581: enable_radar 1
  7197. Player.CanMove($PLAYER_CHAR) = True
  7198. return
  7199.  
  7200. :GRLXXB_29261
  7201. 08DA: remove_panel 15@
  7202. if
  7203. 08FE: text_box_displayed
  7204. else_jump @GRLXXB_29281
  7205. 03E6: remove_text_box
  7206.  
  7207. :GRLXXB_29281
  7208. 03F0: enable_text_draw 0
  7209. return
  7210.  
  7211. :GRLXXB_29287
  7212. 0871: init_jump_table 8@ total_jumps 6 default_jump 0 @GRLXXB_29415 jumps 0 @GRLXXB_29415 1 @GRLXXB_29422 2 @GRLXXB_29986 3 @GRLXXB_30233 4 @GRLXXB_32063 5 @GRLXXB_32397 6 @GRLXXB_29415
  7213. 0872: jump_table_jumps 7 @GRLXXB_29415 8 @GRLXXB_29415 9 @GRLXXB_29415 -1 @GRLXXB_29415 -1 @GRLXXB_29415 -1 @GRLXXB_29415 -1 @GRLXXB_29415 -1 @GRLXXB_29415 -1 @GRLXXB_29415
  7214.  
  7215. :GRLXXB_29415
  7216. jump @GRLXXB_32573
  7217.  
  7218. :GRLXXB_29422
  7219. 24@ = 10
  7220. 27@ = 6
  7221. 22@ = 8
  7222. 19@ = 0
  7223. 18@ = 0
  7224. 17@ = 0
  7225. 1@ = 2495.3
  7226. 2@ = -1702.5
  7227. 3@ = 1018.15
  7228. 4@ = 270.0
  7229. 0087: 10@ = 4@ // (float)
  7230. 10@ += 160.0
  7231. 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
  7232. Player.CanMove($PLAYER_CHAR) = False
  7233. 0470: 25@ = actor $PLAYER_ACTOR current_weapon
  7234. 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
  7235. fade 0 0
  7236. wait 500
  7237. 0687: clear_actor 6@ task
  7238. 04EB: AS_actor 6@ crouch 0
  7239. 04EF: release_animation "KISSING"
  7240. 04EF: release_animation "BLOWJOBZ"
  7241. 04EF: release_animation "SNM"
  7242. 04EF: release_animation "INT_HOUSE"
  7243. gosub @GRLXXB_32917
  7244. 0087: 7@ = 1@ // (float)
  7245. 0087: 8@ = 2@ // (float)
  7246. 0087: 9@ = 3@ // (float)
  7247. 0087: 10@ = 4@ // (float)
  7248. Actor.PutAt($PLAYER_ACTOR, 7@, 8@, 9@)
  7249. Actor.Angle($PLAYER_ACTOR) = 10@
  7250. 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 -0.9 0.0
  7251. 0A92: create_custom_thread "GFXXX.cs" 6@ 24@ 27@ 7@ 8@ 9@ 10@
  7252.  
  7253. :GRLXXB_29741
  7254. wait 0
  7255. if
  7256. Player.Defined($PLAYER_CHAR)
  7257. else_jump @GRLXXB_29741
  7258. if and
  7259. 09E7: player $PLAYER_CHAR not_frozen
  7260. $ONMISSION == 0
  7261. else_jump @GRLXXB_29741
  7262. $ONMISSION = 1
  7263. 0619: enable_actor $PLAYER_ACTOR collision_detection 0
  7264. 0087: 7@ = 1@ // (float)
  7265. 0087: 8@ = 2@ // (float)
  7266. 0087: 9@ = 3@ // (float)
  7267. 0087: 10@ = 4@ // (float)
  7268. Actor.PutAt($PLAYER_ACTOR, 7@, 8@, 9@)
  7269. Actor.Angle($PLAYER_ACTOR) = 10@
  7270. 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 -0.5 -1.1
  7271. 0619: enable_actor $PLAYER_ACTOR collision_detection 0
  7272. Actor.PutAt($PLAYER_ACTOR, 7@, 8@, 9@)
  7273. Actor.Angle($PLAYER_ACTOR) = 10@
  7274. 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 -1.0
  7275. 10@ = Actor.Angle($PLAYER_ACTOR)
  7276. 10@ += 180.0
  7277. Actor.PutAt(6@, 7@, 8@, 9@)
  7278. Actor.Angle(6@) = 10@
  7279. jump @GRLXXB_21565
  7280.  
  7281. :GRLXXB_29986
  7282. fade 0 0
  7283. Actor.PutAt($PLAYER_ACTOR, 26@, 31@, 3@)
  7284. 0087: 10@ = 4@ // (float)
  7285. 10@ += 90.0
  7286. Actor.Angle($PLAYER_ACTOR) = 10@
  7287. 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.45 -1.0
  7288. 10@ = Actor.Angle($PLAYER_ACTOR)
  7289. 9@ -= 0.65
  7290. Actor.PutAt(6@, 7@, 8@, 9@)
  7291. Actor.Angle(6@) = 10@
  7292. 0812: AS_actor 6@ perform_animation "SPANKING_IDLEW" IFP "SNM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
  7293. 0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKING_IDLEP" IFP "SNM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
  7294. 33@ = 2500
  7295. wait 100
  7296. fade 1 0
  7297. gosub @GRLXXB_34106
  7298. 03E5: show_text_box 'GFM_3'
  7299. Player.CanMove($PLAYER_CHAR) = True
  7300. jump @GRLXXB_30641
  7301.  
  7302. :GRLXXB_30233
  7303. fade 0 0
  7304. Actor.PutAt($PLAYER_ACTOR, 26@, 31@, 3@)
  7305. 0087: 10@ = 4@ // (float)
  7306. 10@ += 90.0
  7307. Actor.Angle($PLAYER_ACTOR) = 10@
  7308. 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 -1.0
  7309. 10@ = Actor.Angle($PLAYER_ACTOR)
  7310. 10@ += 180.0
  7311. 9@ -= 0.75
  7312. Actor.PutAt(6@, 7@, 8@, 9@)
  7313. Actor.Angle(6@) = 10@
  7314. if
  7315. 8500: not player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17
  7316. else_jump @GRLXXB_30495
  7317. 0793: save_player_clothes
  7318. wait 50
  7319. 0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 16
  7320. 0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17
  7321. Player.SetClothes($PLAYER_CHAR, "player_torso", "torso", Torso)
  7322. Player.SetClothes($PLAYER_CHAR, "player_legs", "legs", Legs)
  7323. Player.SetClothes($PLAYER_CHAR, "foot", "feet", Shoes)
  7324. Player.Build($PLAYER_CHAR)
  7325. wait 50
  7326.  
  7327. :GRLXXB_30495
  7328. 0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_START_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  7329. 0812: AS_actor 6@ perform_animation "BJ_STAND_START_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  7330. 33@ = 2500
  7331. wait 100
  7332. fade 1 0
  7333. gosub @GRLXXB_34106
  7334. 03E5: show_text_box 'GFM_8'
  7335. Player.CanMove($PLAYER_CHAR) = True
  7336. jump @GRLXXB_31418
  7337.  
  7338. :GRLXXB_30641
  7339. wait 0
  7340. if
  7341. Player.Defined($PLAYER_CHAR)
  7342. else_jump @GRLXXB_32573
  7343. if
  7344. not Actor.Dead(6@)
  7345. else_jump @GRLXXB_32573
  7346. if
  7347. not Actor.Animation(6@) == "SPANKING_ENDW"
  7348. else_jump @GRLXXB_31098
  7349. if
  7350. 80E1: not player 0 pressed_key 15
  7351. else_jump @GRLXXB_31011
  7352. if and
  7353. Actor.Animation($PLAYER_ACTOR) == "SPANKING_IDLEP"
  7354. 00E1: player 0 pressed_key 17
  7355. else_jump @GRLXXB_30847
  7356. 0812: AS_actor 6@ perform_animation "SPANKINGW" IFP "SNM" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  7357. 0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKINGP" IFP "SNM" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  7358. wait 1000
  7359. jump @GRLXXB_30641
  7360.  
  7361. :GRLXXB_30847
  7362. if
  7363. Actor.Animation($PLAYER_ACTOR) == "SPANKINGP"
  7364. else_jump @GRLXXB_30641
  7365. 0613: 30@ = actor $PLAYER_ACTOR animation "SPANKINGP" time
  7366. gosub @GRLXXB_31247
  7367. if and
  7368. 30@ >= 1.0
  7369. 00E1: player 0 pressed_key 17
  7370. else_jump @GRLXXB_30641
  7371. 0812: AS_actor 6@ perform_animation "SPANKINGW" IFP "SNM" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  7372. 0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKINGP" IFP "SNM" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  7373. wait 1000
  7374. jump @GRLXXB_30641
  7375.  
  7376. :GRLXXB_31011
  7377. 0812: AS_actor 6@ perform_animation "SPANKING_ENDW" IFP "SNM" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  7378. 0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKING_ENDP" IFP "SNM" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  7379. 33@ = 0
  7380.  
  7381. :GRLXXB_31098
  7382. if
  7383. 33@ >= 5000
  7384. else_jump @GRLXXB_31335
  7385. fade 0 0
  7386. 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 1.2 -1.0
  7387. 10@ = Actor.Angle($PLAYER_ACTOR)
  7388. 10@ += 180.0
  7389. Actor.PutAt(6@, 7@, 8@, 9@)
  7390. Actor.Angle(6@) = 10@
  7391. 0812: AS_actor 6@ perform_animation "GETUP" IFP "PED" framedelta 6.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  7392. 0792: disembark_instantly_actor $PLAYER_ACTOR
  7393. wait 250
  7394. fade 1 0
  7395. jump @GRLXXB_32573
  7396.  
  7397. :GRLXXB_31247
  7398. if and
  7399. 30@ >= 0.5
  7400. 0.8 > 30@
  7401. else_jump @GRLXXB_31333
  7402. 018C: play_sound 1190 at 26@ 31@ 3@
  7403. wait 50
  7404. 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 345 238
  7405. jump @GRLXXB_31333
  7406.  
  7407. :GRLXXB_31333
  7408. return
  7409.  
  7410. :GRLXXB_31335
  7411. if and
  7412. 33@ >= 1000
  7413. 1250 > 33@
  7414. else_jump @GRLXXB_30641
  7415. 018C: play_sound 1190 at 26@ 31@ 3@
  7416. wait 500
  7417. 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 286 238
  7418. jump @GRLXXB_30641
  7419.  
  7420. :GRLXXB_31418
  7421. wait 0
  7422. if
  7423. Player.Defined($PLAYER_CHAR)
  7424. else_jump @GRLXXB_32573
  7425. if
  7426. not Actor.Dead(6@)
  7427. else_jump @GRLXXB_32573
  7428. if
  7429. not Actor.Animation(6@) == "BJ_STAND_END_W"
  7430. else_jump @GRLXXB_31940
  7431. if
  7432. 80E1: not player 0 pressed_key 15
  7433. else_jump @GRLXXB_31731
  7434. if
  7435. Actor.Animation($PLAYER_ACTOR) == "BJ_STAND_START_P"
  7436. else_jump @GRLXXB_31731
  7437. 0613: 30@ = actor $PLAYER_ACTOR animation "BJ_STAND_START_P" time
  7438. if
  7439. 30@ >= 1.0
  7440. else_jump @GRLXXB_31418
  7441. 0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 20000 // versionB
  7442. 0812: AS_actor 6@ perform_animation "BJ_STAND_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 20000 // versionB
  7443. 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 285 240
  7444. 33@ = 0
  7445. 32@ = 0
  7446. jump @GRLXXB_31418
  7447.  
  7448. :GRLXXB_31731
  7449. if and
  7450. Actor.Animation($PLAYER_ACTOR) == "BJ_STAND_LOOP_P"
  7451. 32@ > 2000
  7452. else_jump @GRLXXB_31809
  7453. 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 285 242
  7454. 32@ = 0
  7455.  
  7456. :GRLXXB_31809
  7457. if or
  7458. 00E1: player 0 pressed_key 15
  7459. 33@ > 20000
  7460. else_jump @GRLXXB_31418
  7461. 0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_END_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB
  7462. 0812: AS_actor 6@ perform_animation "BJ_STAND_END_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB
  7463. 33@ = 0
  7464. jump @GRLXXB_31418
  7465.  
  7466. :GRLXXB_31940
  7467. 0613: 30@ = actor 6@ animation "BJ_STAND_END_W" time
  7468. if
  7469. 30@ >= 1.0
  7470. else_jump @GRLXXB_31418
  7471. fade 0 0
  7472. 0638: AS_actor 6@ stay_put 1
  7473. 0792: disembark_instantly_actor $PLAYER_ACTOR
  7474. wait 250
  7475. if
  7476. 8500: not player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17
  7477. else_jump @GRLXXB_32050
  7478. 0794: restore_player_clothes
  7479. wait 50
  7480. Player.Build($PLAYER_CHAR)
  7481. wait 50
  7482.  
  7483. :GRLXXB_32050
  7484. fade 1 0
  7485. jump @GRLXXB_32573
  7486.  
  7487. :GRLXXB_32063
  7488. gosub @GRLXXB_34106
  7489. 0619: enable_actor 6@ collision_detection 0
  7490. Player.CanMove($PLAYER_CHAR) = False
  7491. wait 0
  7492. 0638: AS_actor 6@ stay_put 1
  7493. wait 0
  7494. 0639: AS_actor $PLAYER_ACTOR rotate_to_actor 6@
  7495. if or
  7496. 0AB0: key_pressed 9
  7497. 0AB0: key_pressed 8
  7498. else_jump @GRLXXB_32140
  7499. Player.CanMove($PLAYER_CHAR) = True
  7500. jump @GRLXXB_28798
  7501.  
  7502. :GRLXXB_32140
  7503. wait 1000
  7504. if or
  7505. 0AB0: key_pressed 9
  7506. 0AB0: key_pressed 8
  7507. else_jump @GRLXXB_32178
  7508. Player.CanMove($PLAYER_CHAR) = True
  7509. jump @GRLXXB_28798
  7510.  
  7511. :GRLXXB_32178
  7512. 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 1.05 -1.0
  7513. 10@ = Actor.Angle($PLAYER_ACTOR)
  7514. 10@ += 180.0
  7515. 0638: AS_actor 6@ stay_put 0
  7516. Actor.PutAt(6@, 7@, 8@, 9@)
  7517. Actor.Angle(6@) = 10@
  7518. 0812: AS_actor 6@ perform_animation "GRLFRD_KISS_03" IFP "KISSING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 6000 // versionB
  7519. 0812: AS_actor $PLAYER_ACTOR perform_animation "PLAYA_KISS_03" IFP "KISSING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 6000 // versionB
  7520. if or
  7521. 0AB0: key_pressed 9
  7522. 0AB0: key_pressed 8
  7523. else_jump @GRLXXB_32378
  7524. Player.CanMove($PLAYER_CHAR) = True
  7525. jump @GRLXXB_28798
  7526.  
  7527. :GRLXXB_32378
  7528. wait 1000
  7529. Player.CanMove($PLAYER_CHAR) = True
  7530. jump @GRLXXB_32573
  7531.  
  7532. :GRLXXB_32397
  7533. gosub @GRLXXB_34106
  7534. 04EF: release_animation "KISSING"
  7535. 04EF: release_animation "SEX"
  7536. 04EF: release_animation "BLOWJOBZ"
  7537. 04EF: release_animation "SNM"
  7538. 04EF: release_animation "INT_HOUSE"
  7539. Player.CanMove($PLAYER_CHAR) = True
  7540. 0619: enable_actor 6@ collision_detection 1
  7541. 0615: define_AS_pack_begin 23@
  7542. 05D6: clear_scmpath
  7543. 05D7: add_point_to_scmpath 2496.056 -1707.165 1014.742
  7544. 05D7: add_point_to_scmpath 2495.761 -1702.747 1014.742
  7545. 05D7: add_point_to_scmpath 2494.351 -1702.837 1014.742
  7546. 05D8: AS_assign_scmpath to_actor -1 flags 7 3
  7547. 0616: define_AS_pack_end 23@
  7548. 0618: assign_actor 6@ to_AS_pack 23@
  7549. 061B: remove_references_to_AS_pack 23@
  7550. 20@ = 0
  7551. $ONMISSION = 0
  7552. jump @GRLXXB_33014
  7553.  
  7554. :GRLXXB_32573
  7555. if
  7556. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1@ 2@ 3@ radius 2.5 2.5 4.0
  7557. else_jump @GRLXXB_32622
  7558. jump @GRLXXB_28490
  7559.  
  7560. :GRLXXB_32622
  7561. 0087: 10@ = 4@ // (float)
  7562. 10@ += 0.0
  7563. 0619: enable_actor 6@ collision_detection 1
  7564. 05D4: AS_actor 6@ rotate_angle 10@
  7565. 04EF: release_animation "KISSING"
  7566. 04EF: release_animation "SEX"
  7567. 04EF: release_animation "BLOWJOBZ"
  7568. 04EF: release_animation "SNM"
  7569. 03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
  7570. 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 25@
  7571. 0615: define_AS_pack_begin 23@
  7572. 05D3: AS_actor -1 goto_point 14@ 19@ 16@ mode 6 time 3500 ms // versionA
  7573. 0605: actor -1 perform_animation "WASH_UP" IFP "INT_HOUSE" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 2000
  7574. 05D3: AS_actor -1 goto_point 11@ 12@ 13@ mode 6 time 3500 ms // versionA
  7575. 0605: actor -1 perform_animation "WASH_UP" IFP "INT_HOUSE" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 1500
  7576. 05D3: AS_actor -1 goto_point 14@ 19@ 16@ mode 6 time 3500 ms // versionA
  7577. 0605: actor -1 perform_animation "WASH_UP" IFP "INT_HOUSE" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  7578. 0616: define_AS_pack_end 23@
  7579. 0618: assign_actor 6@ to_AS_pack 23@
  7580. 061B: remove_references_to_AS_pack 23@
  7581. $ONMISSION = 0
  7582. jump @GRLXXB_28028
  7583.  
  7584. :GRLXXB_32917
  7585. wait 0
  7586. if and
  7587. 04EE: animation "FOOD" loaded
  7588. 04EE: animation "SEX" loaded
  7589. 04EE: animation "CRACK" loaded
  7590. 04EE: animation "BEACH" loaded
  7591. else_jump @GRLXXB_32972
  7592. jump @GRLXXB_33012
  7593.  
  7594. :GRLXXB_32972
  7595. 04ED: load_animation "FOOD"
  7596. 04ED: load_animation "SEX"
  7597. 04ED: load_animation "CRACK"
  7598. 04ED: load_animation "BEACH"
  7599. jump @GRLXXB_32917
  7600.  
  7601. :GRLXXB_33012
  7602. return
  7603.  
  7604. :GRLXXB_33014
  7605. wait 50
  7606. if
  7607. Player.Defined($PLAYER_CHAR)
  7608. else_jump @GRLXXB_33698
  7609. if and
  7610. 09E7: player $PLAYER_CHAR not_frozen
  7611. $ONMISSION == 0
  7612. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1@ 2@ 3@ radius 20.0 20.0 3.0
  7613. else_jump @GRLXXB_33698
  7614. if
  7615. not Actor.Dead(6@)
  7616. else_jump @GRLXXB_33014
  7617. if
  7618. 00FE: actor 6@ sphere 0 in_sphere 1@ 2@ 3@ radius 20.0 20.0 2.0
  7619. else_jump @GRLXXB_33698
  7620. if
  7621. 17@ == 0
  7622. else_jump @GRLXXB_33612
  7623. if
  7624. 20@ == 0
  7625. else_jump @GRLXXB_33509
  7626. if
  7627. 00FE: actor 6@ sphere 0 in_sphere 2494.351 -1702.837 1014.74 radius 0.2 0.2 0.5
  7628. else_jump @GRLXXB_33509
  7629. 0687: clear_actor 6@ task
  7630. 04EB: AS_actor 6@ crouch 0
  7631. Actor.Angle(6@) = 95.1
  7632. wait 50
  7633. 05BC: AS_actor 6@ jump 1
  7634. wait 1000
  7635. 05D4: AS_actor 6@ rotate_angle 277.0
  7636. gosub @GRLXXB_34035
  7637. wait 1000
  7638. 0615: define_AS_pack_begin 23@
  7639. 0605: actor -1 perform_animation "STR_B2C" IFP "STRIP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
  7640. 0605: actor -1 perform_animation "STR_LOOP_C" IFP "STRIP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
  7641. 0605: actor -1 perform_animation "STR_C2" IFP "STRIP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
  7642. 0605: actor -1 perform_animation "STR_LOOP_C" IFP "STRIP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
  7643. 0605: actor -1 perform_animation "STR_C2B" IFP "STRIP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
  7644. 0643: set_AS_pack 23@ loop 1
  7645. 0616: define_AS_pack_end 23@
  7646. 0618: assign_actor 6@ to_AS_pack 23@
  7647. 20@ = 1
  7648. jump @GRLXXB_33691
  7649.  
  7650. :GRLXXB_33509
  7651. if and
  7652. 82D8: not actor $PLAYER_ACTOR current_weapon == 0
  7653. 82D8: not actor $PLAYER_ACTOR current_weapon == 43
  7654. 00E1: player 0 pressed_key 17
  7655. else_jump @GRLXXB_33014
  7656. 17@ = 1
  7657. 0619: enable_actor 6@ collision_detection 1
  7658. 094E: set_actor 6@ mute_pain_audio 1
  7659. 05DD: AS_actor 6@ flee_from_actor $PLAYER_ACTOR from_origin_radius 2.0 timelimit 3000
  7660. 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 67 -1
  7661. jump @GRLXXB_33014
  7662.  
  7663. :GRLXXB_33612
  7664. if and
  7665. 17@ == 1
  7666. 051A: actor 6@ damaged_by_actor $PLAYER_ACTOR
  7667. else_jump @GRLXXB_33014
  7668. 17@ = 2
  7669. 33@ = 0
  7670. 061B: remove_references_to_AS_pack 23@
  7671. $ONMISSION = 0
  7672. 04EF: release_animation "STRIP"
  7673. 04EF: release_animation "DANCING"
  7674. jump @GRLXXB_34123
  7675.  
  7676. :GRLXXB_33691
  7677. jump @GRLXXB_33014
  7678.  
  7679. :GRLXXB_33698
  7680. 061B: remove_references_to_AS_pack 23@
  7681. $ONMISSION = 0
  7682. 04EF: release_animation "STRIP"
  7683. 04EF: release_animation "DANCING"
  7684.  
  7685. :GRLXXB_33730
  7686. 04EF: release_animation "INT_HOUSE"
  7687. Actor.DestroyInstantly(6@)
  7688. Actor.DestroyInstantly(28@)
  7689. 17@ = 0
  7690. jump @GFXXX_62
  7691.  
  7692. :GRLXXB_33767
  7693. wait 0
  7694. if
  7695. 04EE: animation "SEX" loaded
  7696. else_jump @GRLXXB_33791
  7697. return
  7698.  
  7699. :GRLXXB_33791
  7700. 04ED: load_animation "SEX"
  7701. jump @GRLXXB_33767
  7702.  
  7703. :GRLXXB_33805
  7704. wait 0
  7705. if
  7706. 04EE: animation "KISSING" loaded
  7707. else_jump @GRLXXB_33833
  7708. return
  7709.  
  7710. :GRLXXB_33833
  7711. 04ED: load_animation "KISSING"
  7712. jump @GRLXXB_33805
  7713.  
  7714. :GRLXXB_33851
  7715. wait 0
  7716. if and
  7717. 04EE: animation "SEX" loaded
  7718. 04EE: animation "FOOD" loaded
  7719. 04EE: animation "CRACK" loaded
  7720. else_jump @GRLXXB_33897
  7721. jump @GRLXXB_33928
  7722.  
  7723. :GRLXXB_33897
  7724. 04ED: load_animation "FOOD"
  7725. 04ED: load_animation "SEX"
  7726. 04ED: load_animation "CRACK"
  7727. jump @GRLXXB_33851
  7728.  
  7729. :GRLXXB_33928
  7730. return
  7731.  
  7732. :GRLXXB_33930
  7733. wait 0
  7734. if and
  7735. 04EE: animation "BLOWJOBZ" loaded
  7736. 04EE: animation "SEX" loaded
  7737. 04EE: animation "KISSING" loaded
  7738. 04EE: animation "SNM" loaded
  7739. else_jump @GRLXXB_33989
  7740. jump @GRLXXB_34033
  7741.  
  7742. :GRLXXB_33989
  7743. 04ED: load_animation "BLOWJOBZ"
  7744. 04ED: load_animation "KISSING"
  7745. 04ED: load_animation "SEX"
  7746. 04ED: load_animation "SNM"
  7747. jump @GRLXXB_33930
  7748.  
  7749. :GRLXXB_34033
  7750. return
  7751.  
  7752. :GRLXXB_34035
  7753. wait 0
  7754. if and
  7755. 04EE: animation "STRIP" loaded
  7756. 04EE: animation "DANCING" loaded
  7757. else_jump @GRLXXB_34077
  7758. jump @GRLXXB_34104
  7759.  
  7760. :GRLXXB_34077
  7761. 04ED: load_animation "DANCING"
  7762. 04ED: load_animation "STRIP"
  7763. jump @GRLXXB_34035
  7764.  
  7765. :GRLXXB_34104
  7766. return
  7767.  
  7768. :GRLXXB_34106
  7769. if
  7770. 08FE: text_box_displayed
  7771. else_jump @GRLXXB_34121
  7772. 03E6: remove_text_box
  7773.  
  7774. :GRLXXB_34121
  7775. return
  7776.  
  7777. :GRLXXB_34123
  7778. 04ED: load_animation "FIGHT_C"
  7779.  
  7780. :GRLXXB_34134
  7781. wait 0
  7782. if
  7783. 04EE: animation "FIGHT_C" loaded
  7784. else_jump @GRLXXB_34167
  7785. jump @GRLXXB_34185
  7786.  
  7787. :GRLXXB_34167
  7788. 04ED: load_animation "FIGHT_C"
  7789. jump @GRLXXB_34134
  7790.  
  7791. :GRLXXB_34185
  7792. 0946: set_actor 6@ actions_uninterupted_by_weapon_fire 1
  7793. 060B: set_actor 6@ decision_maker_to 32
  7794. 04C4: store_coords_to 11@ 12@ 13@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
  7795. 05D3: AS_actor 6@ goto_point 11@ 12@ 13@ mode 7 time 999999 ms // versionA
  7796. 3@ = Object.Create(3065, 0.0, 300.0, 0.0)
  7797. Object.RemoveFromMissionCleanupList(3@)
  7798.  
  7799. :GRLXXB_34277
  7800. wait 0
  7801. if
  7802. Player.Defined($PLAYER_CHAR)
  7803. else_jump @GRLXXB_35240
  7804. if
  7805. not Actor.Dead(6@)
  7806. else_jump @GRLXXB_35240
  7807. if
  7808. 00F2: actor $PLAYER_ACTOR near_actor 6@ radius 50.0 50.0 0
  7809. else_jump @GRLXXB_35240
  7810. if
  7811. 00F2: actor $PLAYER_ACTOR near_actor 6@ radius 2.0 2.0 0
  7812. else_jump @GRLXXB_34541
  7813. gosub @GRLXXB_34865
  7814. wait 50
  7815. 0605: actor 6@ perform_animation "FIGHTC_2" IFP "FIGHT_C" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
  7816. 0619: enable_actor 6@ collision_detection 0
  7817. gosub @GRLXXB_35048
  7818. wait 1000
  7819. Object.Destroy(3@)
  7820. 3@ = Object.Create(3065, 0.0, 300.0, 0.0)
  7821. Object.RemoveFromMissionCleanupList(3@)
  7822. 0619: enable_actor 6@ collision_detection 1
  7823. 04C4: store_coords_to 11@ 12@ 13@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
  7824. 05D3: AS_actor 6@ goto_point 11@ 12@ 13@ mode 7 time 999999 ms // versionA
  7825. jump @GRLXXB_34277
  7826.  
  7827. :GRLXXB_34541
  7828. if
  7829. 00F2: actor $PLAYER_ACTOR near_actor 6@ radius 3.0 3.0 0
  7830. else_jump @GRLXXB_34743
  7831. gosub @GRLXXB_34865
  7832. wait 50
  7833. 0605: actor 6@ perform_animation "FIGHTC_M" IFP "FIGHT_C" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
  7834. wait 500
  7835. 0619: enable_actor 6@ collision_detection 0
  7836. gosub @GRLXXB_35048
  7837. wait 500
  7838. 0619: enable_actor 6@ collision_detection 1
  7839. Object.Destroy(3@)
  7840. 3@ = Object.Create(3065, 0.0, 300.0, 0.0)
  7841. Object.RemoveFromMissionCleanupList(3@)
  7842. 04C4: store_coords_to 11@ 12@ 13@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
  7843. 05D3: AS_actor 6@ goto_point 11@ 12@ 13@ mode 7 time 999999 ms // versionA
  7844. jump @GRLXXB_34277
  7845.  
  7846. :GRLXXB_34743
  7847. if
  7848. 00FE: actor 6@ sphere 0 in_sphere 11@ 12@ 13@ radius 1.0 1.0 1.0
  7849. else_jump @GRLXXB_34277
  7850. 04C4: store_coords_to 11@ 12@ 13@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
  7851. 05D3: AS_actor 6@ goto_point 11@ 12@ 13@ mode 7 time 999999 ms // versionA
  7852. jump @GRLXXB_34277
  7853. 04EF: release_animation "FIGHT_C"
  7854. Model.Destroy(3065)
  7855. jump @GRLXXB_33014
  7856.  
  7857. :GRLXXB_34865
  7858. 04C4: store_coords_to 5@ 1@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
  7859. 04C4: store_coords_to 9@ 17@ 20@ from_actor 6@ with_offset 0.0 0.0 0.0
  7860. 0087: 20@ = 9@ // (float)
  7861. 0087: 30@ = 17@ // (float)
  7862. 0063: 20@ -= 5@ // (float)
  7863. 0063: 30@ -= 1@ // (float)
  7864. 20@ *= -2.0
  7865. 30@ *= -2.0
  7866. 005B: 9@ += 20@ // (float)
  7867. 005B: 17@ += 30@ // (float)
  7868. 0063: 9@ -= 5@ // (float)
  7869. 0063: 17@ -= 1@ // (float)
  7870. 9@ *= 5.0
  7871. 17@ *= 5.0
  7872. 0604: get_Z_angle_for_point 9@ 17@ store_to 30@
  7873. Actor.Angle(6@) = 30@
  7874. return
  7875.  
  7876. :GRLXXB_35048
  7877. 04D9: object 3@ set_scripted_collision_check 1
  7878. Object.CollisionDetection(3@) = True
  7879. 0906: set_object 3@ mass_to 3000.0 // float
  7880. 0908: set_object 3@ turn_mass_to 3000.0 // float
  7881. 0750: set_object 3@ visibility 0
  7882. 04C4: store_coords_to 11@ 12@ 13@ from_actor 6@ with_offset 0.0 0.0 0.3
  7883. 27@ = 1
  7884. Object.PutAt(3@, 11@, 12@, 13@)
  7885. 2@ = Actor.Angle(6@)
  7886. 0819: 18@ = actor 6@ distance_from_ground
  7887. 4@ = 20.1
  7888. 02F6: 5@ = sine 2@ // (float)
  7889. 02F7: 1@ = cosine 2@ // (float)
  7890. 006B: 5@ *= 4@ // (float)
  7891. 006B: 1@ *= 4@ // (float)
  7892. 5@ *= -1.0
  7893. 18@ += 1.0
  7894. Object.ToggleInMovingList(3@) = True
  7895. Object.Throw(3@, 5@, 1@, 18@)
  7896. return
  7897.  
  7898. :GRLXXB_35240
  7899. wait 50
  7900. if
  7901. Player.Defined($PLAYER_CHAR)
  7902. else_jump @GRLXXB_35327
  7903. if and
  7904. 09E7: player $PLAYER_CHAR not_frozen
  7905. $ONMISSION == 0
  7906. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2496.056 -1707.165 1014.742 radius 20.0 20.0 3.0
  7907. else_jump @GRLXXB_35327
  7908. jump @GRLXXB_35240
  7909.  
  7910. :GRLXXB_35327
  7911. Object.Destroy(3@)
  7912. 04EF: release_animation "FIGHT_C"
  7913. Model.Destroy(3065)
  7914. Actor.DestroyInstantly(6@)
  7915. Actor.DestroyInstantly(28@)
  7916. 17@ = 0
  7917. jump @GFXXX_62
  7918.  
  7919. :GRLXXB_35372
  7920. if
  7921. 1@ == 5
  7922. else_jump @AUDIOPL_468
  7923. thread 'AUDIOPL'
  7924. 8@ = 0
  7925. 32@ = 0
  7926.  
  7927. :AUDIOPL_25
  7928. wait 0
  7929. 0871: init_jump_table 8@ total_jumps 4 default_jump 0 @AUDIOPL_421 jumps 0 @AUDIOPL_92 1 @AUDIOPL_174 2 @AUDIOPL_308 3 @AUDIOPL_414 -1 @AUDIOPL_421 -1 @AUDIOPL_421 -1 @AUDIOPL_421
  7930.  
  7931. :AUDIOPL_92
  7932. if
  7933. 4@ == 0
  7934. else_jump @AUDIOPL_123
  7935. 040D: unload_wav 3@
  7936. 03CF: load_wav 5@ as 3@
  7937.  
  7938. :AUDIOPL_123
  7939. if
  7940. not Actor.Dead(0@)
  7941. else_jump @AUDIOPL_153
  7942. 094E: set_actor 0@ mute_pain_audio 1
  7943. 0A09: set_actor 0@ muted 1 // versionB
  7944.  
  7945. :AUDIOPL_153
  7946. 32@ = 0
  7947. 8@ += 1
  7948. jump @AUDIOPL_421
  7949.  
  7950. :AUDIOPL_174
  7951. if
  7952. 03D0: wav 3@ loaded
  7953. else_jump @AUDIOPL_275
  7954. if
  7955. not Actor.Dead(0@)
  7956. else_jump @AUDIOPL_256
  7957. if
  7958. 894D: not actor 0@ mutally_active
  7959. else_jump @AUDIOPL_248
  7960. if
  7961. 2@ == 1
  7962. else_jump @AUDIOPL_248
  7963. 0949: link_wav 3@ to_actor 0@
  7964.  
  7965. :AUDIOPL_248
  7966. 0967: actor 0@ move_mouth 10000 ms
  7967.  
  7968. :AUDIOPL_256
  7969. 03D1: play_wav 3@
  7970. 8@ += 1
  7971. jump @AUDIOPL_301
  7972.  
  7973. :AUDIOPL_275
  7974. if
  7975. 32@ > 5000
  7976. else_jump @AUDIOPL_301
  7977. 8@ += 1
  7978.  
  7979. :AUDIOPL_301
  7980. jump @AUDIOPL_421
  7981.  
  7982. :AUDIOPL_308
  7983. if
  7984. 03D0: wav 3@ loaded
  7985. else_jump @AUDIOPL_400
  7986. if
  7987. 03D2: wav 3@ ended
  7988. else_jump @AUDIOPL_354
  7989. 8@ += 1
  7990. jump @AUDIOPL_393
  7991.  
  7992. :AUDIOPL_354
  7993. if
  7994. 056D: actor 0@ defined
  7995. else_jump @AUDIOPL_393
  7996. if
  7997. Actor.Dead(0@)
  7998. else_jump @AUDIOPL_393
  7999. 8@ += 1
  8000.  
  8001. :AUDIOPL_393
  8002. jump @AUDIOPL_407
  8003.  
  8004. :AUDIOPL_400
  8005. 8@ += 1
  8006.  
  8007. :AUDIOPL_407
  8008. jump @AUDIOPL_421
  8009.  
  8010. :AUDIOPL_414
  8011. jump @AUDIOPL_428
  8012.  
  8013. :AUDIOPL_421
  8014. jump @AUDIOPL_25
  8015.  
  8016. :AUDIOPL_428
  8017. if
  8018. not Actor.Dead(0@)
  8019. else_jump @AUDIOPL_461
  8020. 094F: enable_actor 0@ pain_audio
  8021. 0A09: set_actor 0@ muted 0 // versionB
  8022. 0968: actor 0@ stop_mouth
  8023.  
  8024. :AUDIOPL_461
  8025. 040D: unload_wav 3@
  8026. 0A93: end_custom_thread
  8027.  
  8028. :AUDIOPL_468
  8029. if
  8030. 1@ == 6
  8031. else_jump @GXBABES
  8032. thread 'AUDIOA'
  8033. 29@ = 0
  8034. 32@ = 0
  8035.  
  8036. :AUDIOA_25
  8037. wait 0
  8038. if or
  8039. 5@ > 0
  8040. 6@ > 0
  8041. else_jump @AUDIOA_579
  8042. 0871: init_jump_table 29@ total_jumps 7 default_jump 0 @AUDIOA_572 jumps 0 @AUDIOA_117 1 @AUDIOA_149 2 @AUDIOA_161 3 @AUDIOA_175 4 @AUDIOA_437 5 @AUDIOA_530 6 @AUDIOA_346
  8043.  
  8044. :AUDIOA_117
  8045. if
  8046. 5@ > 0
  8047. else_jump @AUDIOA_142
  8048. 29@ = 3
  8049.  
  8050. :AUDIOA_142
  8051. jump @AUDIOA_572
  8052.  
  8053. :AUDIOA_149
  8054. 094F: enable_actor 0@ pain_audio
  8055. jump @AUDIOA_572
  8056.  
  8057. :AUDIOA_161
  8058. 094E: set_actor 0@ mute_pain_audio 0
  8059. jump @AUDIOA_572
  8060.  
  8061. :AUDIOA_175
  8062. if
  8063. 894D: not actor 0@ mutally_active
  8064. else_jump @AUDIOA_339
  8065. if
  8066. 5@ > 0
  8067. else_jump @AUDIOA_279
  8068. 09D5: play_sound_of_actor 0@ soundslot 5@ unknown_flags 1 1 1 as 12@ // extended 0947
  8069. 5@ = -1
  8070. if
  8071. 6@ > 0
  8072. else_jump @AUDIOA_265
  8073. 29@ = 6
  8074. jump @AUDIOA_272
  8075.  
  8076. :AUDIOA_265
  8077. 29@ = 0
  8078.  
  8079. :AUDIOA_272
  8080. jump @AUDIOA_339
  8081.  
  8082. :AUDIOA_279
  8083. if
  8084. 5@ == -2
  8085. else_jump @AUDIOA_318
  8086. 5@ = -1
  8087. 29@ = 6
  8088. jump @AUDIOA_339
  8089.  
  8090. :AUDIOA_318
  8091. 5@ = -1
  8092. 6@ = -1
  8093. 29@ = 0
  8094.  
  8095. :AUDIOA_339
  8096. jump @AUDIOA_572
  8097.  
  8098. :AUDIOA_346
  8099. if and
  8100. 894D: not actor $PLAYER_ACTOR mutally_active
  8101. 894D: not actor 0@ mutally_active
  8102. else_jump @AUDIOA_430
  8103. if
  8104. 6@ > 0
  8105. else_jump @AUDIOA_423
  8106. 09D5: play_sound_of_actor $PLAYER_ACTOR soundslot 6@ unknown_flags 1 1 1 as 12@ // extended 0947
  8107. 6@ = -1
  8108. 29@ = 0
  8109. jump @AUDIOA_430
  8110.  
  8111. :AUDIOA_423
  8112. 29@ = 0
  8113.  
  8114. :AUDIOA_430
  8115. jump @AUDIOA_572
  8116.  
  8117. :AUDIOA_437
  8118. 094E: set_actor 0@ mute_pain_audio 0
  8119. if
  8120. 894D: not actor 0@ mutally_active
  8121. else_jump @AUDIOA_523
  8122. if
  8123. 5@ > 0
  8124. else_jump @AUDIOA_516
  8125. 09D5: play_sound_of_actor 0@ soundslot 5@ unknown_flags 1 1 1 as 12@ // extended 0947
  8126. 5@ = -1
  8127. 29@ = 5
  8128. jump @AUDIOA_523
  8129.  
  8130. :AUDIOA_516
  8131. 29@ = 0
  8132.  
  8133. :AUDIOA_523
  8134. jump @AUDIOA_572
  8135.  
  8136. :AUDIOA_530
  8137. if
  8138. 894D: not actor 0@ mutally_active
  8139. else_jump @AUDIOA_565
  8140. 094F: enable_actor 0@ pain_audio
  8141. 5@ = -1
  8142. 29@ = 0
  8143.  
  8144. :AUDIOA_565
  8145. jump @AUDIOA_572
  8146.  
  8147. :AUDIOA_572
  8148. jump @AUDIOA_25
  8149.  
  8150. :AUDIOA_579
  8151. 0A93: end_custom_thread
  8152.  
  8153. :GXBABES
  8154. thread 'GXBabes'
  8155. if and
  8156. 1@ > 9
  8157. 18 > 1@
  8158. else_jump @GXBABES_15309
  8159. 1@ -= 10
  8160. 8@ = 0
  8161. if
  8162. 1@ > 0
  8163. else_jump @GXBABES_82
  8164. $GFSEX_Erregung = 10
  8165. jump @GXBABES_89
  8166.  
  8167. :GXBABES_82
  8168. $GFSEX_Erregung = 5
  8169.  
  8170. :GXBABES_89
  8171. $GFSEX_POWER = 1
  8172. 9@ = 0
  8173. if
  8174. 9@ > 0
  8175. else_jump @GXBABES_145
  8176. 24@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)
  8177.  
  8178. :GXBABES_145
  8179. gosub @GXBABES_7331
  8180. gosub @GXBABES_8172
  8181.  
  8182. :GXBABES_159
  8183. wait 0
  8184. if and
  8185. not Actor.Dead($PLAYER_ACTOR)
  8186. not Actor.Dead(24@)
  8187. else_jump @GXBABES_212
  8188. gosub @GXBABES_226
  8189. gosub @GXBABES_442
  8190. gosub @GXBABES_13971
  8191. jump @GXBABES_219
  8192.  
  8193. :GXBABES_212
  8194. gosub @GXBABES_15193
  8195.  
  8196. :GXBABES_219
  8197. jump @GXBABES_159
  8198.  
  8199. :GXBABES_226
  8200. if
  8201. 88B7: not test 9@ bit 1
  8202. else_jump @GXBABES_440
  8203. if
  8204. 00E1: player 0 pressed_key 17
  8205. else_jump @GXBABES_300
  8206. if
  8207. 88B7: not test 9@ bit 2
  8208. else_jump @GXBABES_293
  8209. gosub @GXBABES_9660
  8210. 08BD: set 9@ bit 2
  8211.  
  8212. :GXBABES_293
  8213. jump @GXBABES_307
  8214.  
  8215. :GXBABES_300
  8216. 08C3: clear 9@ bit 2
  8217.  
  8218. :GXBABES_307
  8219. if
  8220. 00E1: player 0 pressed_key 14
  8221. else_jump @GXBABES_363
  8222. if
  8223. 88B7: not test 9@ bit 3
  8224. else_jump @GXBABES_356
  8225. gosub @GXBABES_10979
  8226. 08BD: set 9@ bit 3
  8227.  
  8228. :GXBABES_356
  8229. jump @GXBABES_370
  8230.  
  8231. :GXBABES_363
  8232. 08C3: clear 9@ bit 3
  8233.  
  8234. :GXBABES_370
  8235. if
  8236. 00E1: player 0 pressed_key 15
  8237. else_jump @GXBABES_433
  8238. if
  8239. 88B7: not test 9@ bit 4
  8240. else_jump @GXBABES_426
  8241. 7@ = 2
  8242. 8@ = 0
  8243. 08BD: set 9@ bit 4
  8244.  
  8245. :GXBABES_426
  8246. jump @GXBABES_440
  8247.  
  8248. :GXBABES_433
  8249. 08C3: clear 9@ bit 4
  8250.  
  8251. :GXBABES_440
  8252. return
  8253.  
  8254. :GXBABES_442
  8255. 0871: init_jump_table 7@ total_jumps 10 default_jump 0 @GXBABES_710 jumps 0 @GXBABES_570 1 @GXBABES_584 2 @GXBABES_598 3 @GXBABES_612 4 @GXBABES_626 5 @GXBABES_640 6 @GXBABES_654
  8256. 0872: jump_table_jumps 7 @GXBABES_668 8 @GXBABES_682 9 @GXBABES_696 -1 @GXBABES_710 -1 @GXBABES_710 -1 @GXBABES_710 -1 @GXBABES_710 -1 @GXBABES_710 -1 @GXBABES_710
  8257.  
  8258. :GXBABES_570
  8259. gosub @GXBABES_712
  8260. jump @GXBABES_710
  8261.  
  8262. :GXBABES_584
  8263. gosub @GXBABES_884
  8264. jump @GXBABES_710
  8265.  
  8266. :GXBABES_598
  8267. gosub @GXBABES_1633
  8268. jump @GXBABES_710
  8269.  
  8270. :GXBABES_612
  8271. gosub @GXBABES_1871
  8272. jump @GXBABES_710
  8273.  
  8274. :GXBABES_626
  8275. gosub @GXBABES_2979
  8276. jump @GXBABES_710
  8277.  
  8278. :GXBABES_640
  8279. gosub @GXBABES_3401
  8280. jump @GXBABES_710
  8281.  
  8282. :GXBABES_654
  8283. gosub @GXBABES_3965
  8284. jump @GXBABES_710
  8285.  
  8286. :GXBABES_668
  8287. gosub @GXBABES_5173
  8288. jump @GXBABES_710
  8289.  
  8290. :GXBABES_682
  8291. gosub @GXBABES_5922
  8292. jump @GXBABES_710
  8293.  
  8294. :GXBABES_696
  8295. gosub @GXBABES_6524
  8296. jump @GXBABES_710
  8297.  
  8298. :GXBABES_710
  8299. return
  8300.  
  8301. :GXBABES_712
  8302. 0871: init_jump_table 8@ total_jumps 2 default_jump 0 @GXBABES_882 jumps 0 @GXBABES_775 1 @GXBABES_796 -1 @GXBABES_882 -1 @GXBABES_882 -1 @GXBABES_882 -1 @GXBABES_882 -1 @GXBABES_882
  8303.  
  8304. :GXBABES_775
  8305. 08BD: set 9@ bit 1
  8306. 8@ += 1
  8307. jump @GXBABES_882
  8308.  
  8309. :GXBABES_796
  8310. if
  8311. not fading
  8312. else_jump @GXBABES_875
  8313. Player.CanMove($PLAYER_CHAR) = False
  8314. 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
  8315. 06AB: set_actor 24@ all_weapons_hidden 1
  8316. 0826: enable_hud 0
  8317. 0581: enable_radar 0
  8318. 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
  8319. 02A3: enable_widescreen 1
  8320. 03F4: set_all_cars_apply_damage_rules 0
  8321. gosub @GXBABES_8307
  8322. 0085: 7@ = 2@ // (int)
  8323. 8@ = 0
  8324.  
  8325. :GXBABES_875
  8326. jump @GXBABES_882
  8327.  
  8328. :GXBABES_882
  8329. return
  8330.  
  8331. :GXBABES_884
  8332. 0871: init_jump_table 8@ total_jumps 6 default_jump 0 @GXBABES_1631 jumps 0 @GXBABES_947 1 @GXBABES_989 2 @GXBABES_1112 3 @GXBABES_1349 4 @GXBABES_1508 5 @GXBABES_1558 -1 @GXBABES_1631
  8333.  
  8334. :GXBABES_947
  8335. 08BD: set 9@ bit 1
  8336. 23@ = -1
  8337. gosub @GXBABES_9660
  8338. fade 1 1500
  8339. 8@ += 1
  8340. jump @GXBABES_1631
  8341.  
  8342. :GXBABES_989
  8343. if
  8344. not fading
  8345. else_jump @GXBABES_1105
  8346. 0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_COUCH_START_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  8347. 0812: AS_actor 24@ perform_animation "BJ_COUCH_START_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  8348. 8@ += 1
  8349.  
  8350. :GXBABES_1105
  8351. jump @GXBABES_1631
  8352.  
  8353. :GXBABES_1112
  8354. 0613: 16@ = actor $PLAYER_ACTOR animation "BJ_COUCH_START_P" time
  8355. if and
  8356. 16@ > 0.5
  8357. 1.0 > 16@
  8358. else_jump @GXBABES_1203
  8359. if
  8360. 08D0: should_skip_cutscene
  8361. else_jump @GXBABES_1203
  8362. fade 0 500
  8363. 8@ = 5
  8364. jump @GXBABES_1631
  8365.  
  8366. :GXBABES_1203
  8367. if
  8368. 16@ == 1.0
  8369. else_jump @GXBABES_1342
  8370. 0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_COUCH_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 6000 // versionB
  8371. 0812: AS_actor 24@ perform_animation "BJ_COUCH_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 6000 // versionB
  8372. 04AE: 30@ = 285 // = constant
  8373. 33@ = 0
  8374. 8@ += 1
  8375.  
  8376. :GXBABES_1342
  8377. jump @GXBABES_1631
  8378.  
  8379. :GXBABES_1349
  8380. if
  8381. 08D0: should_skip_cutscene
  8382. else_jump @GXBABES_1383
  8383. fade 0 500
  8384. 8@ = 5
  8385. jump @GXBABES_1501
  8386.  
  8387. :GXBABES_1383
  8388. if
  8389. 33@ > 6000
  8390. else_jump @GXBABES_1501
  8391. 0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_COUCH_END_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB
  8392. 0812: AS_actor 24@ perform_animation "BJ_COUCH_END_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB
  8393. 8@ += 1
  8394.  
  8395. :GXBABES_1501
  8396. jump @GXBABES_1631
  8397.  
  8398. :GXBABES_1508
  8399. 062E: get_actor 24@ task 2066 status_store_to 20@ // ret 7 if not found
  8400. if
  8401. 04A4: 20@ == 7 // == constant
  8402. else_jump @GXBABES_1551
  8403. fade 0 500
  8404. 8@ += 1
  8405.  
  8406. :GXBABES_1551
  8407. jump @GXBABES_1631
  8408.  
  8409. :GXBABES_1558
  8410. if
  8411. not fading
  8412. else_jump @GXBABES_1624
  8413. if
  8414. 1@ > 0
  8415. else_jump @GXBABES_1610
  8416. 7@ = 3
  8417. 8@ = 0
  8418. jump @GXBABES_1624
  8419.  
  8420. :GXBABES_1610
  8421. 7@ = 6
  8422. 8@ = 0
  8423.  
  8424. :GXBABES_1624
  8425. jump @GXBABES_1631
  8426.  
  8427. :GXBABES_1631
  8428. return
  8429.  
  8430. :GXBABES_1633
  8431. 0871: init_jump_table 8@ total_jumps 3 default_jump 0 @GXBABES_1869 jumps 0 @GXBABES_1696 1 @GXBABES_1717 2 @GXBABES_1842 -1 @GXBABES_1869 -1 @GXBABES_1869 -1 @GXBABES_1869 -1 @GXBABES_1869
  8432.  
  8433. :GXBABES_1696
  8434. fade 0 1000
  8435. 8@ += 1
  8436. jump @GXBABES_1869
  8437.  
  8438. :GXBABES_1717
  8439. if
  8440. not fading
  8441. else_jump @GXBABES_1835
  8442. gosub @GXBABES_9071
  8443. if
  8444. 08B7: test 9@ bit 13
  8445. else_jump @GXBABES_1767
  8446. 0151: remove_status_text $GFSEX_Erregung
  8447. 08C3: clear 9@ bit 13
  8448.  
  8449. :GXBABES_1767
  8450. if
  8451. 08B7: test 9@ bit 9
  8452. else_jump @GXBABES_1797
  8453. 0151: remove_status_text $GFSEX_POWER
  8454. 08C3: clear 9@ bit 9
  8455.  
  8456. :GXBABES_1797
  8457. 03E6: remove_text_box
  8458. 02A3: enable_widescreen 0
  8459. Camera.SetBehindPlayer
  8460. Camera.Restore_WithJumpCut
  8461. Player.CanMove($PLAYER_CHAR) = True
  8462. 03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
  8463. 0619: enable_actor $PLAYER_ACTOR collision_detection 1
  8464. 8@ += 1
  8465.  
  8466. :GXBABES_1835
  8467. jump @GXBABES_1869
  8468.  
  8469. :GXBABES_1842
  8470. if
  8471. not fading
  8472. else_jump @GXBABES_1862
  8473. gosub @GXBABES_15193
  8474.  
  8475. :GXBABES_1862
  8476. jump @GXBABES_1869
  8477.  
  8478. :GXBABES_1869
  8479. return
  8480.  
  8481. :GXBABES_1871
  8482. 0871: init_jump_table 8@ total_jumps 6 default_jump 0 @GXBABES_2977 jumps 0 @GXBABES_1934 1 @GXBABES_2147 2 @GXBABES_2342 3 @GXBABES_2559 4 @GXBABES_2801 5 @GXBABES_2908 -1 @GXBABES_2977
  8483.  
  8484. :GXBABES_1934
  8485. if
  8486. not fading
  8487. else_jump @GXBABES_2140
  8488. 02A3: enable_widescreen 0
  8489. 0792: disembark_instantly_actor $PLAYER_ACTOR
  8490. gosub @GXBABES_9269
  8491. Actor.PutAt($PLAYER_ACTOR, 10@, 12@, 14@)
  8492. Actor.Angle($PLAYER_ACTOR) = 16@
  8493. 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0
  8494. 16@ = Actor.Angle($PLAYER_ACTOR)
  8495. Actor.PutAt(24@, 10@, 12@, 14@)
  8496. Actor.Angle(24@) = 16@
  8497. 03E5: show_text_box 'GF_0043' // Press ~k~~PED_SPRINT~ when the power bar is full~n~~k~~PED_FIREWEAPON~ Change view~n~~k~~VEHICLE_ENTER_EXIT~ Quit
  8498. 04F7: status_text $GFSEX_Erregung type 1 line 1 GXT 'GF_0017' // global_variable // Excitement:
  8499. 04F7: status_text $GFSEX_POWER type 1 line 3 GXT 'GF_0040' // global_variable // Power:
  8500. 08BD: set 9@ bit 9
  8501. 08BD: set 9@ bit 13
  8502. 23@ = 1
  8503. gosub @GXBABES_9660
  8504. fade 1 1000
  8505. 08C3: clear 9@ bit 1
  8506. 8@ += 1
  8507.  
  8508. :GXBABES_2140
  8509. jump @GXBABES_2977
  8510.  
  8511. :GXBABES_2147
  8512. 0812: AS_actor 24@ perform_animation "SPANKING_IDLEW" IFP "SNM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
  8513. 0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKING_IDLEP" IFP "SNM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
  8514. 08C3: clear 9@ bit 8
  8515. gosub @GXBABES_13805
  8516. if
  8517. 0 >= $GFSEX_Erregung
  8518. else_jump @GXBABES_2289
  8519. 7@ = 4
  8520. 8@ = 0
  8521. jump @GXBABES_2977
  8522. jump @GXBABES_2328
  8523.  
  8524. :GXBABES_2289
  8525. if
  8526. $GFSEX_Erregung >= 100
  8527. else_jump @GXBABES_2328
  8528. 7@ = 5
  8529. 8@ = 0
  8530. jump @GXBABES_2977
  8531.  
  8532. :GXBABES_2328
  8533. 8@ += 1
  8534. jump @GXBABES_2977
  8535.  
  8536. :GXBABES_2342
  8537. gosub @GXBABES_13805
  8538. if
  8539. $GFSEX_POWER >= 100
  8540. else_jump @GXBABES_2374
  8541. 8@ += 1
  8542.  
  8543. :GXBABES_2374
  8544. if
  8545. 00E1: player 0 pressed_key 16
  8546. else_jump @GXBABES_2460
  8547. if and
  8548. 88B7: not test 9@ bit 8
  8549. not Actor.Animation($PLAYER_ACTOR) == "SPANKINGP"
  8550. else_jump @GXBABES_2453
  8551. 08BD: set 9@ bit 8
  8552. gosub @GXBABES_13384
  8553. 8@ = 4
  8554. jump @GXBABES_2977
  8555.  
  8556. :GXBABES_2453
  8557. jump @GXBABES_2467
  8558.  
  8559. :GXBABES_2460
  8560. 08C3: clear 9@ bit 8
  8561.  
  8562. :GXBABES_2467
  8563. if
  8564. 0 >= $GFSEX_Erregung
  8565. else_jump @GXBABES_2513
  8566. 7@ = 4
  8567. 8@ = 0
  8568. jump @GXBABES_2977
  8569. jump @GXBABES_2552
  8570.  
  8571. :GXBABES_2513
  8572. if
  8573. $GFSEX_Erregung == 100
  8574. else_jump @GXBABES_2552
  8575. 7@ = 5
  8576. 8@ = 0
  8577. jump @GXBABES_2977
  8578.  
  8579. :GXBABES_2552
  8580. jump @GXBABES_2977
  8581.  
  8582. :GXBABES_2559
  8583. gosub @GXBABES_13805
  8584. if
  8585. $GFSEX_POWER >= 97
  8586. else_jump @GXBABES_2677
  8587. if
  8588. 00E1: player 0 pressed_key 16
  8589. else_jump @GXBABES_2670
  8590. if and
  8591. 88B7: not test 9@ bit 8
  8592. not Actor.Animation($PLAYER_ACTOR) == "SPANKINGP"
  8593. else_jump @GXBABES_2663
  8594. 08BD: set 9@ bit 8
  8595. gosub @GXBABES_13384
  8596. 8@ = 4
  8597. jump @GXBABES_2977
  8598.  
  8599. :GXBABES_2663
  8600. jump @GXBABES_2677
  8601.  
  8602. :GXBABES_2670
  8603. 08C3: clear 9@ bit 8
  8604.  
  8605. :GXBABES_2677
  8606. if
  8607. 0 >= $GFSEX_POWER
  8608. else_jump @GXBABES_2709
  8609. gosub @GXBABES_13092
  8610. 8@ -= 1
  8611.  
  8612. :GXBABES_2709
  8613. if
  8614. 0 >= $GFSEX_Erregung
  8615. else_jump @GXBABES_2755
  8616. 7@ = 4
  8617. 8@ = 0
  8618. jump @GXBABES_2977
  8619. jump @GXBABES_2794
  8620.  
  8621. :GXBABES_2755
  8622. if
  8623. $GFSEX_Erregung == 100
  8624. else_jump @GXBABES_2794
  8625. 7@ = 5
  8626. 8@ = 0
  8627. jump @GXBABES_2977
  8628.  
  8629. :GXBABES_2794
  8630. jump @GXBABES_2977
  8631.  
  8632. :GXBABES_2801
  8633. gosub @GXBABES_13805
  8634. gosub @GXBABES_13425
  8635. 0812: AS_actor 24@ perform_animation "SPANKINGW" IFP "SNM" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  8636. 0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKINGP" IFP "SNM" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  8637. 08C3: clear 9@ bit 5
  8638. 8@ += 1
  8639. jump @GXBABES_2977
  8640.  
  8641. :GXBABES_2908
  8642. gosub @GXBABES_13805
  8643. gosub @GXBABES_13475
  8644. if
  8645. 08B7: test 9@ bit 5
  8646. else_jump @GXBABES_2970
  8647. 04AE: 31@ = 238 // = constant
  8648. 09F1: play_audio_at_actor $PLAYER_ACTOR event 1190
  8649. gosub @GXBABES_13671
  8650. 8@ = 1
  8651.  
  8652. :GXBABES_2970
  8653. jump @GXBABES_2977
  8654.  
  8655. :GXBABES_2977
  8656. return
  8657.  
  8658. :GXBABES_2979
  8659. 0871: init_jump_table 8@ total_jumps 3 default_jump 0 @GXBABES_3399 jumps 0 @GXBABES_3042 1 @GXBABES_3125 2 @GXBABES_3330 -1 @GXBABES_3399 -1 @GXBABES_3399 -1 @GXBABES_3399 -1 @GXBABES_3399
  8660.  
  8661. :GXBABES_3042
  8662. if
  8663. 08B7: test 9@ bit 13
  8664. else_jump @GXBABES_3072
  8665. 0151: remove_status_text $GFSEX_Erregung
  8666. 08C3: clear 9@ bit 13
  8667.  
  8668. :GXBABES_3072
  8669. if
  8670. 08B7: test 9@ bit 9
  8671. else_jump @GXBABES_3102
  8672. 0151: remove_status_text $GFSEX_POWER
  8673. 08C3: clear 9@ bit 9
  8674.  
  8675. :GXBABES_3102
  8676. 03E6: remove_text_box
  8677. fade 0 1000
  8678. 8@ += 1
  8679. jump @GXBABES_3399
  8680.  
  8681. :GXBABES_3125
  8682. if
  8683. not fading
  8684. else_jump @GXBABES_3323
  8685. gosub @GXBABES_9269
  8686. Actor.PutAt($PLAYER_ACTOR, 10@, 12@, 14@)
  8687. Actor.Angle($PLAYER_ACTOR) = 16@
  8688. 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0
  8689. 16@ = Actor.Angle($PLAYER_ACTOR)
  8690. Actor.PutAt(24@, 10@, 12@, 14@)
  8691. Actor.Angle(24@) = 16@
  8692. 0812: AS_actor 24@ perform_animation "SPANKEDW" IFP "SNM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 600000 // versionB
  8693. 0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKEDP" IFP "SNM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 600000 // versionB
  8694. fade 1 1000
  8695. 33@ = 0
  8696. 8@ += 1
  8697.  
  8698. :GXBABES_3323
  8699. jump @GXBABES_3399
  8700.  
  8701. :GXBABES_3330
  8702. if
  8703. not fading
  8704. else_jump @GXBABES_3392
  8705. 04AE: 30@ = 291 // = constant
  8706. 04AE: 31@ = 237 // = constant
  8707. if
  8708. 33@ > 7000
  8709. else_jump @GXBABES_3392
  8710. 7@ = 2
  8711. 8@ = 0
  8712.  
  8713. :GXBABES_3392
  8714. jump @GXBABES_3399
  8715.  
  8716. :GXBABES_3399
  8717. return
  8718.  
  8719. :GXBABES_3401
  8720. 0871: init_jump_table 8@ total_jumps 4 default_jump 0 @GXBABES_3963 jumps 0 @GXBABES_3464 1 @GXBABES_3547 2 @GXBABES_3856 3 @GXBABES_3898 -1 @GXBABES_3963 -1 @GXBABES_3963 -1 @GXBABES_3963
  8721.  
  8722. :GXBABES_3464
  8723. if
  8724. 08B7: test 9@ bit 13
  8725. else_jump @GXBABES_3494
  8726. 0151: remove_status_text $GFSEX_Erregung
  8727. 08C3: clear 9@ bit 13
  8728.  
  8729. :GXBABES_3494
  8730. if
  8731. 08B7: test 9@ bit 9
  8732. else_jump @GXBABES_3524
  8733. 0151: remove_status_text $GFSEX_POWER
  8734. 08C3: clear 9@ bit 9
  8735.  
  8736. :GXBABES_3524
  8737. 03E6: remove_text_box
  8738. fade 0 1000
  8739. 8@ += 1
  8740. jump @GXBABES_3963
  8741.  
  8742. :GXBABES_3547
  8743. if
  8744. not fading
  8745. else_jump @GXBABES_3849
  8746. gosub @GXBABES_9269
  8747. 16@ += 180.0
  8748. Actor.PutAt($PLAYER_ACTOR, 10@, 12@, 14@)
  8749. Actor.Angle($PLAYER_ACTOR) = 16@
  8750. 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0
  8751. 16@ = Actor.Angle($PLAYER_ACTOR)
  8752. Actor.PutAt(24@, 10@, 12@, 14@)
  8753. Actor.Angle(24@) = 16@
  8754. 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.707 3.136 -0.163
  8755. 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.427 0.634 -0.5
  8756. Camera.SetPosition(10@, 12@, 14@, 0.0, 0.0, 0.0)
  8757. Camera.PointAt(11@, 13@, 15@, 2)
  8758. 0812: AS_actor 24@ perform_animation "SPANKING_ENDW" IFP "SNM" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  8759. 0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKING_ENDP" IFP "SNM" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  8760. fade 1 1000
  8761. 8@ += 1
  8762.  
  8763. :GXBABES_3849
  8764. jump @GXBABES_3963
  8765.  
  8766. :GXBABES_3856
  8767. if
  8768. not fading
  8769. else_jump @GXBABES_3891
  8770. 04AE: 30@ = 289 // = constant
  8771. 33@ = 0
  8772. 8@ += 1
  8773.  
  8774. :GXBABES_3891
  8775. jump @GXBABES_3963
  8776.  
  8777. :GXBABES_3898
  8778. 0613: 16@ = actor $PLAYER_ACTOR animation "SPANKING_ENDP" time
  8779. if
  8780. 16@ == 1.0
  8781. else_jump @GXBABES_3956
  8782. 7@ = 2
  8783. 8@ = 0
  8784.  
  8785. :GXBABES_3956
  8786. jump @GXBABES_3963
  8787.  
  8788. :GXBABES_3963
  8789. return
  8790.  
  8791. :GXBABES_3965
  8792. 0871: init_jump_table 8@ total_jumps 6 default_jump 0 @GXBABES_5171 jumps 0 @GXBABES_4028 1 @GXBABES_4217 2 @GXBABES_4798 3 @GXBABES_4900 4 @GXBABES_5010 5 @GXBABES_5108 -1 @GXBABES_5171
  8793.  
  8794. :GXBABES_4028
  8795. if
  8796. not fading
  8797. else_jump @GXBABES_4210
  8798. 02A3: enable_widescreen 0
  8799. 0792: disembark_instantly_actor $PLAYER_ACTOR
  8800. gosub @GXBABES_9269
  8801. Actor.PutAt($PLAYER_ACTOR, 10@, 12@, 14@)
  8802. Actor.Angle($PLAYER_ACTOR) = 16@
  8803. 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 -1.0
  8804. 16@ = Actor.Angle($PLAYER_ACTOR)
  8805. 16@ += 180.0
  8806. Actor.PutAt(24@, 10@, 12@, 14@)
  8807. Actor.Angle(24@) = 16@
  8808. 03C4: set_status_text $GFSEX_Erregung type 1 GXT 'dummy' // global_variable
  8809. 08BD: set 9@ bit 13
  8810. gosub @GXBABES_9660
  8811. 03E5: show_text_box 'GF_0020' // Push ~k~~GO_FORWARD~ and ~k~~GO_BACK~ in rhythm~n~~k~~PED_FIREWEAPON~ Change view~n~~k~~PED_JUMPING~ Change position~n~~k~~VEHICLE_ENTER_EXIT~ Quit
  8812. fade 1 500
  8813. 08C3: clear 9@ bit 1
  8814. 8@ += 1
  8815.  
  8816. :GXBABES_4210
  8817. jump @GXBABES_5171
  8818.  
  8819. :GXBABES_4217
  8820. 33@ = 0
  8821. if
  8822. 22@ == 0
  8823. else_jump @GXBABES_4317
  8824. 0812: AS_actor 24@ perform_animation "SEX_1_W" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
  8825. 0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_1_P" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
  8826. 8@ += 1
  8827.  
  8828. :GXBABES_4317
  8829. if
  8830. 22@ == 1
  8831. else_jump @GXBABES_4554
  8832. if
  8833. Actor.Animation($PLAYER_ACTOR) == "SEX_1TO2_P"
  8834. else_jump @GXBABES_4479
  8835. 0613: 16@ = actor $PLAYER_ACTOR animation "SEX_1TO2_P" time
  8836. if
  8837. 16@ >= 1.0
  8838. else_jump @GXBABES_4472
  8839. 0812: AS_actor 24@ perform_animation "SEX_2_W" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
  8840. 0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_2_P" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
  8841.  
  8842. :GXBABES_4472
  8843. jump @GXBABES_4547
  8844.  
  8845. :GXBABES_4479
  8846. 0812: AS_actor 24@ perform_animation "SEX_2_W" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
  8847. 0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_2_P" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
  8848.  
  8849. :GXBABES_4547
  8850. 8@ += 1
  8851.  
  8852. :GXBABES_4554
  8853. if
  8854. 22@ == 2
  8855. else_jump @GXBABES_4791
  8856. if
  8857. Actor.Animation($PLAYER_ACTOR) == "SEX_2TO3_P"
  8858. else_jump @GXBABES_4716
  8859. 0613: 16@ = actor $PLAYER_ACTOR animation "SEX_2TO3_P" time
  8860. if
  8861. 16@ >= 1.0
  8862. else_jump @GXBABES_4709
  8863. 0812: AS_actor 24@ perform_animation "SEX_3_W" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
  8864. 0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_3_P" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
  8865.  
  8866. :GXBABES_4709
  8867. jump @GXBABES_4784
  8868.  
  8869. :GXBABES_4716
  8870. 0812: AS_actor 24@ perform_animation "SEX_3_W" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
  8871. 0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_3_P" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
  8872.  
  8873. :GXBABES_4784
  8874. 8@ += 1
  8875.  
  8876. :GXBABES_4791
  8877. jump @GXBABES_5171
  8878.  
  8879. :GXBABES_4798
  8880. gosub @GXBABES_11326
  8881. gosub @GXBABES_12160
  8882. if
  8883. $GFSEX_Erregung == 100
  8884. else_jump @GXBABES_4859
  8885. 04AE: 30@ = 286 // = constant
  8886. Player.CanMove($PLAYER_CHAR) = False
  8887. 08BD: set 9@ bit 1
  8888. 8@ += 1
  8889.  
  8890. :GXBABES_4859
  8891. if
  8892. $GFSEX_Erregung == 0
  8893. else_jump @GXBABES_4893
  8894. 03E6: remove_text_box
  8895. 7@ = 8
  8896. 8@ = 0
  8897.  
  8898. :GXBABES_4893
  8899. jump @GXBABES_5171
  8900.  
  8901. :GXBABES_4900
  8902. if
  8903. 22@ == 0
  8904. else_jump @GXBABES_4925
  8905. 8@ += 1
  8906.  
  8907. :GXBABES_4925
  8908. if
  8909. 22@ == 1
  8910. else_jump @GXBABES_4964
  8911. gosub @GXBABES_9660
  8912. 22@ = 0
  8913. 8@ += 1
  8914.  
  8915. :GXBABES_4964
  8916. if
  8917. 22@ == 2
  8918. else_jump @GXBABES_5003
  8919. gosub @GXBABES_9660
  8920. 22@ = 0
  8921. 8@ += 1
  8922.  
  8923. :GXBABES_5003
  8924. jump @GXBABES_5171
  8925.  
  8926. :GXBABES_5010
  8927. 0812: AS_actor 24@ perform_animation "SEX_1_CUM_W" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  8928. 0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_1_CUM_P" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  8929. 04AE: 30@ = 289 // = constant
  8930. 8@ += 1
  8931. jump @GXBABES_5171
  8932.  
  8933. :GXBABES_5108
  8934. 0613: 16@ = actor $PLAYER_ACTOR animation "SEX_1_CUM_P" time
  8935. if
  8936. 16@ == 1.0
  8937. else_jump @GXBABES_5164
  8938. 7@ = 2
  8939. 8@ = 0
  8940.  
  8941. :GXBABES_5164
  8942. jump @GXBABES_5171
  8943.  
  8944. :GXBABES_5171
  8945. return
  8946.  
  8947. :GXBABES_5173
  8948. 0871: init_jump_table 8@ total_jumps 6 default_jump 0 @GXBABES_5920 jumps 0 @GXBABES_5236 1 @GXBABES_5278 2 @GXBABES_5401 3 @GXBABES_5638 4 @GXBABES_5797 5 @GXBABES_5847 -1 @GXBABES_5920
  8949.  
  8950. :GXBABES_5236
  8951. 08BD: set 9@ bit 1
  8952. 23@ = -1
  8953. gosub @GXBABES_9660
  8954. fade 1 1500
  8955. 8@ += 1
  8956. jump @GXBABES_5920
  8957.  
  8958. :GXBABES_5278
  8959. if
  8960. not fading
  8961. else_jump @GXBABES_5394
  8962. 0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_START_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  8963. 0812: AS_actor 24@ perform_animation "BJ_STAND_START_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  8964. 8@ += 1
  8965.  
  8966. :GXBABES_5394
  8967. jump @GXBABES_5920
  8968.  
  8969. :GXBABES_5401
  8970. 0613: 16@ = actor $PLAYER_ACTOR animation "BJ_STAND_START_P" time
  8971. if and
  8972. 16@ > 0.5
  8973. 1.0 > 16@
  8974. else_jump @GXBABES_5492
  8975. if
  8976. 08D0: should_skip_cutscene
  8977. else_jump @GXBABES_5492
  8978. fade 0 500
  8979. 8@ = 5
  8980. jump @GXBABES_5920
  8981.  
  8982. :GXBABES_5492
  8983. if
  8984. 16@ == 1.0
  8985. else_jump @GXBABES_5631
  8986. 0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 6000 // versionB
  8987. 0812: AS_actor 24@ perform_animation "BJ_STAND_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 6000 // versionB
  8988. 04AE: 30@ = 285 // = constant
  8989. 33@ = 0
  8990. 8@ += 1
  8991.  
  8992. :GXBABES_5631
  8993. jump @GXBABES_5920
  8994.  
  8995. :GXBABES_5638
  8996. if
  8997. 08D0: should_skip_cutscene
  8998. else_jump @GXBABES_5672
  8999. fade 0 500
  9000. 8@ = 5
  9001. jump @GXBABES_5790
  9002.  
  9003. :GXBABES_5672
  9004. if
  9005. 33@ > 6000
  9006. else_jump @GXBABES_5790
  9007. 0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_END_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB
  9008. 0812: AS_actor 24@ perform_animation "BJ_STAND_END_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB
  9009. 8@ += 1
  9010.  
  9011. :GXBABES_5790
  9012. jump @GXBABES_5920
  9013.  
  9014. :GXBABES_5797
  9015. 062E: get_actor 24@ task 2066 status_store_to 20@ // ret 7 if not found
  9016. if
  9017. 04A4: 20@ == 7 // == constant
  9018. else_jump @GXBABES_5840
  9019. fade 0 500
  9020. 8@ += 1
  9021.  
  9022. :GXBABES_5840
  9023. jump @GXBABES_5920
  9024.  
  9025. :GXBABES_5847
  9026. if
  9027. not fading
  9028. else_jump @GXBABES_5913
  9029. if
  9030. 1@ > 0
  9031. else_jump @GXBABES_5899
  9032. 7@ = 3
  9033. 8@ = 0
  9034. jump @GXBABES_5913
  9035.  
  9036. :GXBABES_5899
  9037. 7@ = 6
  9038. 8@ = 0
  9039.  
  9040. :GXBABES_5913
  9041. jump @GXBABES_5920
  9042.  
  9043. :GXBABES_5920
  9044. return
  9045.  
  9046. :GXBABES_5922
  9047. 0871: init_jump_table 8@ total_jumps 2 default_jump 0 @GXBABES_6522 jumps 0 @GXBABES_5985 1 @GXBABES_6346 -1 @GXBABES_6522 -1 @GXBABES_6522 -1 @GXBABES_6522 -1 @GXBABES_6522 -1 @GXBABES_6522
  9048.  
  9049. :GXBABES_5985
  9050. if
  9051. 22@ == 0
  9052. else_jump @GXBABES_6103
  9053. 0812: AS_actor 24@ perform_animation "SEX_1_FAIL_W" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  9054. 0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_1_FAIL_P" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  9055. 04AE: 30@ = 288 // = constant
  9056. 8@ += 1
  9057. jump @GXBABES_6522
  9058.  
  9059. :GXBABES_6103
  9060. if
  9061. 22@ == 1
  9062. else_jump @GXBABES_6221
  9063. 0812: AS_actor 24@ perform_animation "SEX_2_FAIL_W" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  9064. 0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_2_FAIL_P" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  9065. 04AE: 30@ = 288 // = constant
  9066. 8@ += 1
  9067. jump @GXBABES_6522
  9068.  
  9069. :GXBABES_6221
  9070. if
  9071. 22@ == 2
  9072. else_jump @GXBABES_6339
  9073. 0812: AS_actor 24@ perform_animation "SEX_3_FAIL_W" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  9074. 0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_3_FAIL_P" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  9075. 04AE: 30@ = 288 // = constant
  9076. 8@ += 1
  9077. jump @GXBABES_6522
  9078.  
  9079. :GXBABES_6339
  9080. jump @GXBABES_6522
  9081.  
  9082. :GXBABES_6346
  9083. if
  9084. 22@ == 0
  9085. else_jump @GXBABES_6393
  9086. 0613: 16@ = actor $PLAYER_ACTOR animation "SEX_1_FAIL_P" time
  9087. jump @GXBABES_6480
  9088.  
  9089. :GXBABES_6393
  9090. if
  9091. 22@ == 1
  9092. else_jump @GXBABES_6440
  9093. 0613: 16@ = actor $PLAYER_ACTOR animation "SEX_2_FAIL_P" time
  9094. jump @GXBABES_6480
  9095.  
  9096. :GXBABES_6440
  9097. if
  9098. 22@ == 2
  9099. else_jump @GXBABES_6480
  9100. 0613: 16@ = actor $PLAYER_ACTOR animation "SEX_3_FAIL_P" time
  9101.  
  9102. :GXBABES_6480
  9103. if
  9104. 16@ == 1.0
  9105. else_jump @GXBABES_6515
  9106. 7@ = 2
  9107. 8@ = 0
  9108.  
  9109. :GXBABES_6515
  9110. jump @GXBABES_6522
  9111.  
  9112. :GXBABES_6522
  9113. return
  9114.  
  9115. :GXBABES_6524
  9116. 0871: init_jump_table 8@ total_jumps 8 default_jump 0 @GXBABES_7329 jumps 0 @GXBABES_6652 1 @GXBABES_6687 2 @GXBABES_6960 3 @GXBABES_7002 4 @GXBABES_7064 5 @GXBABES_7165 6 @GXBABES_7227
  9117. 0872: jump_table_jumps 7 @GXBABES_7289 -1 @GXBABES_7329 -1 @GXBABES_7329 -1 @GXBABES_7329 -1 @GXBABES_7329 -1 @GXBABES_7329 -1 @GXBABES_7329 -1 @GXBABES_7329 -1 @GXBABES_7329
  9118.  
  9119. :GXBABES_6652
  9120. Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
  9121. fade 0 0
  9122. 8@ += 1
  9123. jump @GXBABES_7329
  9124.  
  9125. :GXBABES_6687
  9126. if
  9127. not fading
  9128. else_jump @GXBABES_6953
  9129. if
  9130. 044B: actor $PLAYER_ACTOR on_foot
  9131. else_jump @GXBABES_6740
  9132. Actor.PutAt($PLAYER_ACTOR, 3@, 4@, 5@)
  9133. Actor.Angle($PLAYER_ACTOR) = 6@
  9134. 01B7: release_weather
  9135.  
  9136. :GXBABES_6740
  9137. Camera.SetAtPos(3@, 4@, 5@)
  9138. 04E4: refresh_game_renderer_at 3@ 4@
  9139. 0337: set_actor $PLAYER_ACTOR visibility 0
  9140. Player.CanMove($PLAYER_CHAR) = False
  9141. 02A3: enable_widescreen 1
  9142. 0826: enable_hud 0
  9143. 0581: enable_radar 0
  9144. 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
  9145. 03F4: set_all_cars_apply_damage_rules 0
  9146. gosub @GXBABES_14666
  9147. Actor.PutAt(24@, 10@, 12@, 14@)
  9148. 0619: enable_actor 24@ collision_detection 0
  9149. 0337: set_actor 24@ visibility 0
  9150. Camera.SetPosition(10@, 12@, 14@, 0.0, 0.0, 0.0)
  9151. Camera.PointAt(11@, 13@, 15@, 2)
  9152. 099C: jiggle_camera type 5 timelimit 5000.0 intensity 10.0
  9153. 00BF: 20@ = current_time_hours, 25@ = current_time_minutes
  9154. 25@ += 30
  9155. if
  9156. 25@ > 60
  9157. else_jump @GXBABES_6931
  9158. 25@ -= 60
  9159. 20@ += 1
  9160.  
  9161. :GXBABES_6931
  9162. 00C0: set_current_time_hours_to 20@ minutes_to 25@
  9163. fade 1 1000
  9164. 8@ += 1
  9165.  
  9166. :GXBABES_6953
  9167. jump @GXBABES_7329
  9168.  
  9169. :GXBABES_6960
  9170. if
  9171. not fading
  9172. else_jump @GXBABES_6995
  9173. 04AE: 30@ = 284 // = constant
  9174. 33@ = 0
  9175. 8@ += 1
  9176.  
  9177. :GXBABES_6995
  9178. jump @GXBABES_7329
  9179.  
  9180. :GXBABES_7002
  9181. if
  9182. 33@ > 3000
  9183. else_jump @GXBABES_7057
  9184. 04AE: 30@ = 284 // = constant
  9185. 33@ = 0
  9186. 099C: jiggle_camera type 5 timelimit 3000.0 intensity 15.0
  9187. 8@ += 1
  9188.  
  9189. :GXBABES_7057
  9190. jump @GXBABES_7329
  9191.  
  9192. :GXBABES_7064
  9193. if
  9194. 33@ > 3000
  9195. else_jump @GXBABES_7158
  9196. 30@ = -2
  9197. if
  9198. 1@ > 0
  9199. else_jump @GXBABES_7123
  9200. 04AE: 31@ = 239 // = constant
  9201. jump @GXBABES_7130
  9202.  
  9203. :GXBABES_7123
  9204. 04AE: 31@ = 117 // = constant
  9205.  
  9206. :GXBABES_7130
  9207. 099C: jiggle_camera type 5 timelimit 3000.0 intensity 20.0
  9208. 33@ = 0
  9209. 8@ += 1
  9210.  
  9211. :GXBABES_7158
  9212. jump @GXBABES_7329
  9213.  
  9214. :GXBABES_7165
  9215. if
  9216. 33@ > 3000
  9217. else_jump @GXBABES_7220
  9218. 04AE: 30@ = 287 // = constant
  9219. 099C: jiggle_camera type 5 timelimit 4000.0 intensity 30.0
  9220. 33@ = 0
  9221. 8@ += 1
  9222.  
  9223. :GXBABES_7220
  9224. jump @GXBABES_7329
  9225.  
  9226. :GXBABES_7227
  9227. if
  9228. 33@ > 4000
  9229. else_jump @GXBABES_7282
  9230. 04AE: 30@ = 290 // = constant
  9231. 099C: jiggle_camera type 5 timelimit 3000.0 intensity 5.0
  9232. 33@ = 0
  9233. 8@ += 1
  9234.  
  9235. :GXBABES_7282
  9236. jump @GXBABES_7329
  9237.  
  9238. :GXBABES_7289
  9239. if
  9240. 33@ > 3000
  9241. else_jump @GXBABES_7322
  9242. 7@ = 2
  9243. 8@ = 0
  9244.  
  9245. :GXBABES_7322
  9246. jump @GXBABES_7329
  9247.  
  9248. :GXBABES_7329
  9249. return
  9250.  
  9251. :GXBABES_7331
  9252. 0085: 24@ = 0@ // (int)
  9253. jump @GXBABES_8064
  9254. 0871: init_jump_table 0@ total_jumps 11 default_jump 0 @GXBABES_8064 jumps 0 @GXBABES_8064 1 @GXBABES_7474 2 @GXBABES_7533 3 @GXBABES_7592 4 @GXBABES_7651 5 @GXBABES_7710 6 @GXBABES_7769
  9255. 0872: jump_table_jumps 7 @GXBABES_7828 8 @GXBABES_7887 9 @GXBABES_7946 10 @GXBABES_8005 -1 @GXBABES_8064 -1 @GXBABES_8064 -1 @GXBABES_8064 -1 @GXBABES_8064 -1 @GXBABES_8064
  9256.  
  9257. :GXBABES_7474
  9258. 023C: load_special_actor 'Millie' as 1 // models 290-299
  9259.  
  9260. :GXBABES_7487
  9261. if
  9262. 823D: not special_actor 1 loaded
  9263. else_jump @GXBABES_7526
  9264. wait 0
  9265. 023C: load_special_actor 'Millie' as 1 // models 290-299
  9266. jump @GXBABES_7487
  9267.  
  9268. :GXBABES_7526
  9269. jump @GXBABES_8064
  9270.  
  9271. :GXBABES_7533
  9272. 023C: load_special_actor 'Michll' as 1 // models 290-299
  9273.  
  9274. :GXBABES_7546
  9275. if
  9276. 823D: not special_actor 1 loaded
  9277. else_jump @GXBABES_7585
  9278. wait 0
  9279. 023C: load_special_actor 'Michll' as 1 // models 290-299
  9280. jump @GXBABES_7546
  9281.  
  9282. :GXBABES_7585
  9283. jump @GXBABES_8064
  9284.  
  9285. :GXBABES_7592
  9286. 023C: load_special_actor 'Helena' as 1 // models 290-299
  9287.  
  9288. :GXBABES_7605
  9289. if
  9290. 823D: not special_actor 1 loaded
  9291. else_jump @GXBABES_7644
  9292. wait 0
  9293. 023C: load_special_actor 'Helena' as 1 // models 290-299
  9294. jump @GXBABES_7605
  9295.  
  9296. :GXBABES_7644
  9297. jump @GXBABES_8064
  9298.  
  9299. :GXBABES_7651
  9300. 023C: load_special_actor 'Barbara' as 1 // models 290-299
  9301.  
  9302. :GXBABES_7664
  9303. if
  9304. 823D: not special_actor 1 loaded
  9305. else_jump @GXBABES_7703
  9306. wait 0
  9307. 023C: load_special_actor 'Barbara' as 1 // models 290-299
  9308. jump @GXBABES_7664
  9309.  
  9310. :GXBABES_7703
  9311. jump @GXBABES_8064
  9312.  
  9313. :GXBABES_7710
  9314. 023C: load_special_actor 'Katie' as 1 // models 290-299
  9315.  
  9316. :GXBABES_7723
  9317. if
  9318. 823D: not special_actor 1 loaded
  9319. else_jump @GXBABES_7762
  9320. wait 0
  9321. 023C: load_special_actor 'Katie' as 1 // models 290-299
  9322. jump @GXBABES_7723
  9323.  
  9324. :GXBABES_7762
  9325. jump @GXBABES_8064
  9326.  
  9327. :GXBABES_7769
  9328. 023C: load_special_actor 'Millie' as 1 // models 290-299
  9329.  
  9330. :GXBABES_7782
  9331. if
  9332. 823D: not special_actor 1 loaded
  9333. else_jump @GXBABES_7821
  9334. wait 0
  9335. 023C: load_special_actor 'Millie' as 1 // models 290-299
  9336. jump @GXBABES_7782
  9337.  
  9338. :GXBABES_7821
  9339. jump @GXBABES_8064
  9340.  
  9341. :GXBABES_7828
  9342. 023C: load_special_actor 'Lara' as 1 // models 290-299
  9343.  
  9344. :GXBABES_7841
  9345. if
  9346. 823D: not special_actor 1 loaded
  9347. else_jump @GXBABES_7880
  9348. wait 0
  9349. 023C: load_special_actor 'Lara' as 1 // models 290-299
  9350. jump @GXBABES_7841
  9351.  
  9352. :GXBABES_7880
  9353. jump @GXBABES_8064
  9354.  
  9355. :GXBABES_7887
  9356. 023C: load_special_actor 'Carmen' as 1 // models 290-299
  9357.  
  9358. :GXBABES_7900
  9359. if
  9360. 823D: not special_actor 1 loaded
  9361. else_jump @GXBABES_7939
  9362. wait 0
  9363. 023C: load_special_actor 'Carmen' as 1 // models 290-299
  9364. jump @GXBABES_7900
  9365.  
  9366. :GXBABES_7939
  9367. jump @GXBABES_8064
  9368.  
  9369. :GXBABES_7946
  9370. 023C: load_special_actor 'Bettina' as 1 // models 290-299
  9371.  
  9372. :GXBABES_7959
  9373. if
  9374. 823D: not special_actor 1 loaded
  9375. else_jump @GXBABES_7998
  9376. wait 0
  9377. 023C: load_special_actor 'Bettina' as 1 // models 290-299
  9378. jump @GXBABES_7959
  9379.  
  9380. :GXBABES_7998
  9381. jump @GXBABES_8064
  9382.  
  9383. :GXBABES_8005
  9384. 023C: load_special_actor 'Mary' as 1 // models 290-299
  9385.  
  9386. :GXBABES_8018
  9387. if
  9388. 823D: not special_actor 1 loaded
  9389. else_jump @GXBABES_8057
  9390. wait 0
  9391. 023C: load_special_actor 'Mary' as 1 // models 290-299
  9392. jump @GXBABES_8018
  9393.  
  9394. :GXBABES_8057
  9395. jump @GXBABES_8064
  9396.  
  9397. :GXBABES_8064
  9398. Actor.SetImmunities(24@, 1, 1, 1, 1, 1)
  9399. 0619: enable_actor 24@ collision_detection 0
  9400. Model.Load(#GUNGRL3)
  9401.  
  9402. :GXBABES_8091
  9403. wait 0
  9404. if
  9405. Model.Available(#GUNGRL3)
  9406. else_jump @GXBABES_8091
  9407. 21@ = Actor.Create(CivFemale, #GUNGRL3, 0.0, 0.0, 0.0)
  9408. Actor.SetImmunities(21@, 1, 1, 1, 1, 1)
  9409. 0619: enable_actor 21@ collision_detection 0
  9410. 0337: set_actor 21@ visibility 0
  9411. Model.Destroy(#GUNGRL3)
  9412. return
  9413.  
  9414. :GXBABES_8172
  9415. 04ED: load_animation "BLOWJOBZ"
  9416. 04ED: load_animation "KISSING"
  9417. 04ED: load_animation "SNM"
  9418.  
  9419. :GXBABES_8202
  9420. wait 0
  9421. if and
  9422. 04EE: animation "BLOWJOBZ" loaded
  9423. 04EE: animation "SEX" loaded
  9424. 04EE: animation "KISSING" loaded
  9425. 04EE: animation "SNM" loaded
  9426. else_jump @GXBABES_8263
  9427. return
  9428. jump @GXBABES_8307
  9429.  
  9430. :GXBABES_8263
  9431. 04ED: load_animation "BLOWJOBZ"
  9432. 04ED: load_animation "KISSING"
  9433. 04ED: load_animation "SEX"
  9434. 04ED: load_animation "SNM"
  9435. jump @GXBABES_8202
  9436.  
  9437. :GXBABES_8307
  9438. 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -0.95
  9439. 16@ = Actor.Angle($PLAYER_ACTOR)
  9440. 077E: get_active_interior_to 29@
  9441. jump @GXBABES_8743
  9442. 0871: init_jump_table 0@ total_jumps 7 default_jump 0 @GXBABES_8743 jumps 0 @GXBABES_8743 1 @GXBABES_8419 2 @GXBABES_8473 3 @GXBABES_8527 4 @GXBABES_8581 5 @GXBABES_8635 6 @GXBABES_8689
  9443.  
  9444. :GXBABES_8419
  9445. 10@ = 245.6252
  9446. 12@ = 304.1411
  9447. 14@ = 998.32
  9448. 16@ = 0.0
  9449. 29@ = 1
  9450. jump @GXBABES_8743
  9451.  
  9452. :GXBABES_8473
  9453. 10@ = 306.1999
  9454. 12@ = 305.1225
  9455. 14@ = 1002.297
  9456. 16@ = 90.0
  9457. 29@ = 4
  9458. jump @GXBABES_8743
  9459.  
  9460. :GXBABES_8527
  9461. 10@ = 288.7753
  9462. 12@ = 308.4772
  9463. 14@ = 998.1641
  9464. 16@ = 213.8029
  9465. 29@ = 3
  9466. jump @GXBABES_8743
  9467.  
  9468. :GXBABES_8581
  9469. 10@ = 324.6405
  9470. 12@ = 307.4622
  9471. 14@ = 998.1558
  9472. 16@ = 175.0
  9473. 29@ = 5
  9474. jump @GXBABES_8743
  9475.  
  9476. :GXBABES_8635
  9477. 10@ = 271.4699
  9478. 12@ = 307.2668
  9479. 14@ = 998.32
  9480. 16@ = 265.0
  9481. 29@ = 2
  9482. jump @GXBABES_8743
  9483.  
  9484. :GXBABES_8689
  9485. 10@ = 345.6252
  9486. 12@ = 304.1411
  9487. 14@ = 998.25
  9488. 16@ = 0.0
  9489. 29@ = 6
  9490. jump @GXBABES_8743
  9491.  
  9492. :GXBABES_8743
  9493. 0792: disembark_instantly_actor $PLAYER_ACTOR
  9494. 0619: enable_actor 24@ collision_detection 0
  9495. 0619: enable_actor $PLAYER_ACTOR collision_detection 0
  9496. Actor.PutAt($PLAYER_ACTOR, 10@, 12@, 14@)
  9497. Actor.Angle($PLAYER_ACTOR) = 16@
  9498. 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 -1.0
  9499. 16@ = Actor.Angle($PLAYER_ACTOR)
  9500. 16@ += 180.0
  9501. Actor.PutAt(24@, 10@, 12@, 14@)
  9502. Actor.Angle(24@) = 16@
  9503. select_interior 29@
  9504. 0860: link_actor 24@ to_interior 29@
  9505. 0860: link_actor $PLAYER_ACTOR to_interior 29@
  9506. if
  9507. 8500: not player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17
  9508. else_jump @GXBABES_9011
  9509. 0793: save_player_clothes
  9510. wait 50
  9511. 0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 16
  9512. 0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17
  9513. Player.SetClothes($PLAYER_CHAR, "player_torso", "torso", Torso)
  9514. Player.SetClothes($PLAYER_CHAR, "player_legs", "legs", Legs)
  9515. Player.SetClothes($PLAYER_CHAR, "foot", "feet", Shoes)
  9516. Player.Build($PLAYER_CHAR)
  9517. wait 50
  9518.  
  9519. :GXBABES_9011
  9520. Camera.SetAtPos(10@, 12@, 14@)
  9521. 04E4: refresh_game_renderer_at 10@ 12@
  9522. 14@ += 2.0
  9523. Actor.PutAt(21@, 10@, 12@, 14@)
  9524. 0860: link_actor 21@ to_interior 29@
  9525. 29@ = 0
  9526. return
  9527.  
  9528. :GXBABES_9071
  9529. if
  9530. 8500: not player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17
  9531. else_jump @GXBABES_9113
  9532. 0794: restore_player_clothes
  9533. wait 50
  9534. Player.Build($PLAYER_CHAR)
  9535. wait 50
  9536.  
  9537. :GXBABES_9113
  9538. 01B7: release_weather
  9539. return
  9540. 0395: clear_area 1 at 3@ 4@ 5@ radius 3.0
  9541. if
  9542. 044B: actor $PLAYER_ACTOR on_foot
  9543. else_jump @GXBABES_9113
  9544. Actor.PutAt($PLAYER_ACTOR, 3@, 4@, 5@)
  9545. Actor.Angle($PLAYER_ACTOR) = 6@
  9546. 4@ += 2.0
  9547. 0619: enable_actor 24@ collision_detection 1
  9548. Actor.PutAt(24@, 3@, 4@, 5@)
  9549. if
  9550. 8500: not player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17
  9551. else_jump @GXBABES_9113
  9552. 0794: restore_player_clothes
  9553. wait 50
  9554. Player.Build($PLAYER_CHAR)
  9555. wait 50
  9556. 01B7: release_weather
  9557. 04E4: refresh_game_renderer_at 3@ 4@
  9558. Camera.SetAtPos(3@, 4@, 5@)
  9559. return
  9560.  
  9561. :GXBABES_9269
  9562. 0087: 10@ = 3@ // (float)
  9563. 0087: 12@ = 4@ // (float)
  9564. 0087: 14@ = 5@ // (float)
  9565. 14@ -= 1.05
  9566. 0087: 16@ = 6@ // (float)
  9567. return
  9568. 0871: init_jump_table 0@ total_jumps 7 default_jump 0 @GXBABES_9658 jumps 0 @GXBABES_9658 1 @GXBABES_9376 2 @GXBABES_9470 3 @GXBABES_9517 4 @GXBABES_9423 5 @GXBABES_9564 6 @GXBABES_9611
  9569.  
  9570. :GXBABES_9376
  9571. 10@ = 245.617
  9572. 12@ = 301.8
  9573. 14@ = 999.046
  9574. 16@ = 0.0
  9575. jump @GXBABES_9658
  9576.  
  9577. :GXBABES_9423
  9578. 10@ = 317.5
  9579. 12@ = 311.85
  9580. 14@ = 998.8
  9581. 16@ = 290.0
  9582. jump @GXBABES_9658
  9583.  
  9584. :GXBABES_9470
  9585. 10@ = 308.8862
  9586. 12@ = 301.5
  9587. 14@ = 1003.0
  9588. 16@ = 0.0
  9589. jump @GXBABES_9658
  9590.  
  9591. :GXBABES_9517
  9592. 10@ = 282.5775
  9593. 12@ = 307.7573
  9594. 14@ = 1002.391
  9595. 16@ = 0.0
  9596. jump @GXBABES_9658
  9597.  
  9598. :GXBABES_9564
  9599. 10@ = 270.12
  9600. 12@ = 307.9
  9601. 14@ = 999.0204
  9602. 16@ = 180.0
  9603. jump @GXBABES_9658
  9604.  
  9605. :GXBABES_9611
  9606. 10@ = 345.617
  9607. 12@ = 301.9
  9608. 14@ = 998.8
  9609. 16@ = 0.0
  9610. jump @GXBABES_9658
  9611.  
  9612. :GXBABES_9658
  9613. return
  9614.  
  9615. :GXBABES_9660
  9616. 0871: init_jump_table 23@ total_jumps 12 default_jump 1 @GXBABES_10574 jumps -1 @GXBABES_9788 0 @GXBABES_9853 1 @GXBABES_9972 2 @GXBABES_9788 3 @GXBABES_10336 4 @GXBABES_10091 5 @GXBABES_10455
  9617. 0872: jump_table_jumps 6 @GXBABES_10574 7 @GXBABES_10693 8 @GXBABES_10812 9 @GXBABES_9972 10 @GXBABES_10210 -1 @GXBABES_10812 -1 @GXBABES_10812 -1 @GXBABES_10812 -1 @GXBABES_10812
  9618.  
  9619. :GXBABES_9788
  9620. 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 1.8 -0.5 -0.353
  9621. 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.0 0.2 -0.1
  9622. jump @GXBABES_10931
  9623.  
  9624. :GXBABES_9853
  9625. 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset -0.6375 2.3043 0.1065
  9626. if
  9627. 7@ == 3
  9628. else_jump @GXBABES_9936
  9629. 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.3435 1.4278 -0.1
  9630. jump @GXBABES_9965
  9631.  
  9632. :GXBABES_9936
  9633. 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.3435 1.4278 -0.2746
  9634.  
  9635. :GXBABES_9965
  9636. jump @GXBABES_10931
  9637.  
  9638. :GXBABES_9972
  9639. 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 1.5989 0.7828 -0.2044
  9640. if
  9641. 7@ == 3
  9642. else_jump @GXBABES_10055
  9643. 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.6223 0.6748 -0.2
  9644. jump @GXBABES_10084
  9645.  
  9646. :GXBABES_10055
  9647. 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.6223 0.6748 -0.3904
  9648.  
  9649. :GXBABES_10084
  9650. jump @GXBABES_10931
  9651.  
  9652. :GXBABES_10091
  9653. 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.9748 -0.1026 0.7511
  9654. if
  9655. 7@ == 3
  9656. else_jump @GXBABES_10174
  9657. 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.4155 0.3026 0.01
  9658. jump @GXBABES_10203
  9659.  
  9660. :GXBABES_10174
  9661. 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.4155 0.3026 0.0279
  9662.  
  9663. :GXBABES_10203
  9664. jump @GXBABES_10931
  9665.  
  9666. :GXBABES_10210
  9667. 23@ = 2
  9668. 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 1.5 0.0 -0.353
  9669. if
  9670. 7@ == 3
  9671. else_jump @GXBABES_10300
  9672. 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.49 1.0874 -0.2
  9673. jump @GXBABES_10329
  9674.  
  9675. :GXBABES_10300
  9676. 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.0 0.7 -0.3
  9677.  
  9678. :GXBABES_10329
  9679. jump @GXBABES_10931
  9680.  
  9681. :GXBABES_10336
  9682. 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.95 1.1 -0.6
  9683. if
  9684. 7@ == 3
  9685. else_jump @GXBABES_10419
  9686. 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.49 1.0874 -0.2
  9687. jump @GXBABES_10448
  9688.  
  9689. :GXBABES_10419
  9690. 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.0 0.85 -0.6
  9691.  
  9692. :GXBABES_10448
  9693. jump @GXBABES_10931
  9694.  
  9695. :GXBABES_10455
  9696. 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset -0.8 1.51 -0.9
  9697. if
  9698. 7@ == 3
  9699. else_jump @GXBABES_10538
  9700. 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.49 1.0874 -0.2
  9701. jump @GXBABES_10567
  9702.  
  9703. :GXBABES_10538
  9704. 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.0 1.1 -0.5
  9705.  
  9706. :GXBABES_10567
  9707. jump @GXBABES_10931
  9708.  
  9709. :GXBABES_10574
  9710. 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset -1.3103 1.6396 -0.6208
  9711. if
  9712. 7@ == 3
  9713. else_jump @GXBABES_10657
  9714. 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.49 1.0874 -0.2
  9715. jump @GXBABES_10686
  9716.  
  9717. :GXBABES_10657
  9718. 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.49 1.0874 -0.4726
  9719.  
  9720. :GXBABES_10686
  9721. jump @GXBABES_10931
  9722.  
  9723. :GXBABES_10693
  9724. 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset -0.1 1.95 -0.9
  9725. if
  9726. 7@ == 3
  9727. else_jump @GXBABES_10776
  9728. 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.49 1.0874 -0.2
  9729. jump @GXBABES_10805
  9730.  
  9731. :GXBABES_10776
  9732. 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.0 1.1 -0.5
  9733.  
  9734. :GXBABES_10805
  9735. jump @GXBABES_10931
  9736.  
  9737. :GXBABES_10812
  9738. 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset -0.6375 2.3043 0.1065
  9739. if
  9740. 7@ == 3
  9741. else_jump @GXBABES_10895
  9742. 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.3435 1.4278 0.0
  9743. jump @GXBABES_10924
  9744.  
  9745. :GXBABES_10895
  9746. 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.3435 1.4278 -0.2746
  9747.  
  9748. :GXBABES_10924
  9749. jump @GXBABES_10931
  9750.  
  9751. :GXBABES_10931
  9752. Camera.SetPosition(10@, 12@, 14@, 0.0, 0.0, 0.0)
  9753. Camera.PointAt(11@, 13@, 15@, 2)
  9754. 23@ += 1
  9755. return
  9756.  
  9757. :GXBABES_10979
  9758. if
  9759. 7@ == 6
  9760. else_jump @GXBABES_11324
  9761. 22@ += 1
  9762. 0871: init_jump_table 22@ total_jumps 3 default_jump 0 @GXBABES_11317 jumps 1 @GXBABES_11067 2 @GXBABES_11148 3 @GXBABES_11229 -1 @GXBABES_11317 -1 @GXBABES_11317 -1 @GXBABES_11317 -1 @GXBABES_11317
  9763.  
  9764. :GXBABES_11067
  9765. 0812: AS_actor 24@ perform_animation "SEX_1TO2_W" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
  9766. 0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_1TO2_P" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
  9767. jump @GXBABES_11317
  9768.  
  9769. :GXBABES_11148
  9770. 0812: AS_actor 24@ perform_animation "SEX_2TO3_W" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
  9771. 0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_2TO3_P" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
  9772. jump @GXBABES_11317
  9773.  
  9774. :GXBABES_11229
  9775. 22@ = 0
  9776. 0812: AS_actor 24@ perform_animation "SEX_3TO1_W" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
  9777. 0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_3TO1_P" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
  9778. jump @GXBABES_11317
  9779.  
  9780. :GXBABES_11317
  9781. 8@ = 1
  9782.  
  9783. :GXBABES_11324
  9784. return
  9785.  
  9786. :GXBABES_11326
  9787. 008B: 20@ = $GFSEX_Erregung // (int)
  9788. 20@ /= 5
  9789. if
  9790. 3 > 20@
  9791. else_jump @GXBABES_11366
  9792. 20@ = 0
  9793.  
  9794. :GXBABES_11366
  9795. 0871: init_jump_table 20@ total_jumps 21 default_jump 0 @GXBABES_12158 jumps 0 @GXBABES_11559 3 @GXBABES_11590 4 @GXBABES_11621 5 @GXBABES_11652 6 @GXBABES_11683 7 @GXBABES_11714 8 @GXBABES_11745
  9796. 0872: jump_table_jumps 9 @GXBABES_11776 10 @GXBABES_11807 11 @GXBABES_11838 12 @GXBABES_11869 13 @GXBABES_11900 14 @GXBABES_11931 15 @GXBABES_11962 16 @GXBABES_11993 17 @GXBABES_12024
  9797. 0872: jump_table_jumps 18 @GXBABES_12055 19 @GXBABES_12086 20 @GXBABES_12110 21 @GXBABES_12134 -1 @GXBABES_12158 -1 @GXBABES_12158 -1 @GXBABES_12158 -1 @GXBABES_12158 -1 @GXBABES_12158
  9798.  
  9799. :GXBABES_11559
  9800. 16@ = 0.05
  9801. 08C3: clear 9@ bit 6
  9802. 08C3: clear 9@ bit 7
  9803. jump @GXBABES_12158
  9804.  
  9805. :GXBABES_11590
  9806. 16@ = 0.055
  9807. 08C3: clear 9@ bit 6
  9808. 08C3: clear 9@ bit 7
  9809. jump @GXBABES_12158
  9810.  
  9811. :GXBABES_11621
  9812. 16@ = 0.06
  9813. 08C3: clear 9@ bit 6
  9814. 08C3: clear 9@ bit 7
  9815. jump @GXBABES_12158
  9816.  
  9817. :GXBABES_11652
  9818. 16@ = 0.065
  9819. 08C3: clear 9@ bit 6
  9820. 08C3: clear 9@ bit 7
  9821. jump @GXBABES_12158
  9822.  
  9823. :GXBABES_11683
  9824. 16@ = 0.07
  9825. 08C3: clear 9@ bit 6
  9826. 08C3: clear 9@ bit 7
  9827. jump @GXBABES_12158
  9828.  
  9829. :GXBABES_11714
  9830. 16@ = 0.07
  9831. 08C3: clear 9@ bit 6
  9832. 08C3: clear 9@ bit 7
  9833. jump @GXBABES_12158
  9834.  
  9835. :GXBABES_11745
  9836. 16@ = 0.07
  9837. 08C3: clear 9@ bit 6
  9838. 08C3: clear 9@ bit 7
  9839. jump @GXBABES_12158
  9840.  
  9841. :GXBABES_11776
  9842. 16@ = 0.06
  9843. 08C3: clear 9@ bit 6
  9844. 08C3: clear 9@ bit 7
  9845. jump @GXBABES_12158
  9846.  
  9847. :GXBABES_11807
  9848. 16@ = 0.05
  9849. 08C3: clear 9@ bit 6
  9850. 08C3: clear 9@ bit 7
  9851. jump @GXBABES_12158
  9852.  
  9853. :GXBABES_11838
  9854. 16@ = 0.035
  9855. 08C3: clear 9@ bit 6
  9856. 08C3: clear 9@ bit 7
  9857. jump @GXBABES_12158
  9858.  
  9859. :GXBABES_11869
  9860. 16@ = 0.035
  9861. 08C3: clear 9@ bit 6
  9862. 08C3: clear 9@ bit 7
  9863. jump @GXBABES_12158
  9864.  
  9865. :GXBABES_11900
  9866. 16@ = 0.05
  9867. 08C3: clear 9@ bit 6
  9868. 08C3: clear 9@ bit 7
  9869. jump @GXBABES_12158
  9870.  
  9871. :GXBABES_11931
  9872. 16@ = 0.06
  9873. 08C3: clear 9@ bit 6
  9874. 08C3: clear 9@ bit 7
  9875. jump @GXBABES_12158
  9876.  
  9877. :GXBABES_11962
  9878. 16@ = 0.07
  9879. 08C3: clear 9@ bit 6
  9880. 08C3: clear 9@ bit 7
  9881. jump @GXBABES_12158
  9882.  
  9883. :GXBABES_11993
  9884. 16@ = 0.075
  9885. 08C3: clear 9@ bit 6
  9886. 08C3: clear 9@ bit 7
  9887. jump @GXBABES_12158
  9888.  
  9889. :GXBABES_12024
  9890. 16@ = 0.08
  9891. 08C3: clear 9@ bit 6
  9892. 08C3: clear 9@ bit 7
  9893. jump @GXBABES_12158
  9894.  
  9895. :GXBABES_12055
  9896. 16@ = 0.09
  9897. 08C3: clear 9@ bit 6
  9898. 08C3: clear 9@ bit 7
  9899. jump @GXBABES_12158
  9900.  
  9901. :GXBABES_12086
  9902. 16@ = 0.1
  9903. 08BD: set 9@ bit 7
  9904. jump @GXBABES_12158
  9905.  
  9906. :GXBABES_12110
  9907. 16@ = 0.14
  9908. 08BD: set 9@ bit 7
  9909. jump @GXBABES_12158
  9910.  
  9911. :GXBABES_12134
  9912. 16@ = 0.14
  9913. 08BD: set 9@ bit 7
  9914. jump @GXBABES_12158
  9915.  
  9916. :GXBABES_12158
  9917. return
  9918.  
  9919. :GXBABES_12160
  9920. 0871: init_jump_table 22@ total_jumps 3 default_jump 0 @GXBABES_12592 jumps 0 @GXBABES_12223 1 @GXBABES_12346 2 @GXBABES_12469 -1 @GXBABES_12592 -1 @GXBABES_12592 -1 @GXBABES_12592 -1 @GXBABES_12592
  9921.  
  9922. :GXBABES_12223
  9923. if
  9924. Actor.Animation($PLAYER_ACTOR) == "SEX_1_P"
  9925. else_jump @GXBABES_12281
  9926. 0612: set_actor $PLAYER_ACTOR animation "SEX_1_P" paused 0
  9927. 0614: set_actor $PLAYER_ACTOR animation "SEX_1_P" progress_to 28@ // 0.0 to 1.0
  9928.  
  9929. :GXBABES_12281
  9930. if
  9931. Actor.Animation(24@) == "SEX_1_W"
  9932. else_jump @GXBABES_12339
  9933. 0612: set_actor 24@ animation "SEX_1_W" paused 0
  9934. 0614: set_actor 24@ animation "SEX_1_W" progress_to 28@ // 0.0 to 1.0
  9935.  
  9936. :GXBABES_12339
  9937. jump @GXBABES_12592
  9938.  
  9939. :GXBABES_12346
  9940. if
  9941. Actor.Animation($PLAYER_ACTOR) == "SEX_2_P"
  9942. else_jump @GXBABES_12404
  9943. 0612: set_actor $PLAYER_ACTOR animation "SEX_2_P" paused 0
  9944. 0614: set_actor $PLAYER_ACTOR animation "SEX_2_P" progress_to 28@ // 0.0 to 1.0
  9945.  
  9946. :GXBABES_12404
  9947. if
  9948. Actor.Animation(24@) == "SEX_2_W"
  9949. else_jump @GXBABES_12462
  9950. 0612: set_actor 24@ animation "SEX_2_W" paused 0
  9951. 0614: set_actor 24@ animation "SEX_2_W" progress_to 28@ // 0.0 to 1.0
  9952.  
  9953. :GXBABES_12462
  9954. jump @GXBABES_12592
  9955.  
  9956. :GXBABES_12469
  9957. if
  9958. Actor.Animation($PLAYER_ACTOR) == "SEX_3_P"
  9959. else_jump @GXBABES_12527
  9960. 0612: set_actor $PLAYER_ACTOR animation "SEX_3_P" paused 0
  9961. 0614: set_actor $PLAYER_ACTOR animation "SEX_3_P" progress_to 28@ // 0.0 to 1.0
  9962.  
  9963. :GXBABES_12527
  9964. if
  9965. Actor.Animation(24@) == "SEX_3_W"
  9966. else_jump @GXBABES_12585
  9967. 0612: set_actor 24@ animation "SEX_3_W" paused 0
  9968. 0614: set_actor 24@ animation "SEX_3_W" progress_to 28@ // 0.0 to 1.0
  9969.  
  9970. :GXBABES_12585
  9971. jump @GXBABES_12592
  9972.  
  9973. :GXBABES_12592
  9974. if
  9975. 08B7: test 9@ bit 5
  9976. else_jump @GXBABES_12625
  9977. 0063: 28@ -= 16@ // (float)
  9978. jump @GXBABES_12633
  9979.  
  9980. :GXBABES_12625
  9981. 005B: 28@ += 16@ // (float)
  9982.  
  9983. :GXBABES_12633
  9984. if
  9985. 0.0 >= 28@
  9986. else_jump @GXBABES_12678
  9987. 28@ = 0.01
  9988. 08C3: clear 9@ bit 5
  9989. gosub @GXBABES_12753
  9990.  
  9991. :GXBABES_12678
  9992. if
  9993. 28@ >= 1.0
  9994. else_jump @GXBABES_12723
  9995. 28@ = 0.99
  9996. 08BD: set 9@ bit 5
  9997. gosub @GXBABES_12753
  9998.  
  9999. :GXBABES_12723
  10000. if
  10001. 28@ == 0.5
  10002. else_jump @GXBABES_12751
  10003. gosub @GXBABES_12753
  10004.  
  10005. :GXBABES_12751
  10006. return
  10007.  
  10008. :GXBABES_12753
  10009. 0494: get_joystick 0 direction_offset_to 2@ 25@ 26@ 27@
  10010. 0093: 17@ = integer 25@ to_float
  10011. 17@ /= 34.0
  10012. if
  10013. 28@ == 0.5
  10014. else_jump @GXBABES_12852
  10015. if
  10016. 0.0 > 17@
  10017. else_jump @GXBABES_12843
  10018. gosub @GXBABES_12987
  10019. jump @GXBABES_12852
  10020.  
  10021. :GXBABES_12843
  10022. gosub @GXBABES_13092
  10023. return
  10024.  
  10025. :GXBABES_12852
  10026. if
  10027. 08B7: test 9@ bit 5
  10028. else_jump @GXBABES_12943
  10029. 015B: shake_player_controller 0 time 200 intensity 50
  10030. 04AE: 30@ = 283 // = constant
  10031. 04AE: 31@ = 116 // = constant
  10032. if
  10033. -0.8 > 17@
  10034. else_jump @GXBABES_12929
  10035. gosub @GXBABES_12987
  10036. jump @GXBABES_12936
  10037.  
  10038. :GXBABES_12929
  10039. gosub @GXBABES_13092
  10040.  
  10041. :GXBABES_12936
  10042. jump @GXBABES_12985
  10043.  
  10044. :GXBABES_12943
  10045. if
  10046. 17@ > 0.8
  10047. else_jump @GXBABES_12978
  10048. gosub @GXBABES_12987
  10049. jump @GXBABES_12985
  10050.  
  10051. :GXBABES_12978
  10052. gosub @GXBABES_13092
  10053.  
  10054. :GXBABES_12985
  10055. return
  10056.  
  10057. :GXBABES_12987
  10058. if
  10059. 100 > $GFSEX_Erregung
  10060. else_jump @GXBABES_13083
  10061. if
  10062. 08B7: test 9@ bit 6
  10063. else_jump @GXBABES_13037
  10064. $GFSEX_Erregung += 5
  10065. jump @GXBABES_13076
  10066.  
  10067. :GXBABES_13037
  10068. if
  10069. 08B7: test 9@ bit 7
  10070. else_jump @GXBABES_13069
  10071. $GFSEX_Erregung += 10
  10072. jump @GXBABES_13076
  10073.  
  10074. :GXBABES_13069
  10075. $GFSEX_Erregung += 1
  10076.  
  10077. :GXBABES_13076
  10078. jump @GXBABES_13090
  10079.  
  10080. :GXBABES_13083
  10081. $GFSEX_Erregung = 100
  10082.  
  10083. :GXBABES_13090
  10084. return
  10085.  
  10086. :GXBABES_13092
  10087. if
  10088. 33@ > 5000
  10089. else_jump @GXBABES_13182
  10090. if
  10091. $GFSEX_Erregung > 0
  10092. else_jump @GXBABES_13175
  10093. if and
  10094. $GFSEX_Erregung > 10
  10095. 88B7: not test 9@ bit 6
  10096. else_jump @GXBABES_13168
  10097. $GFSEX_Erregung -= 2
  10098. jump @GXBABES_13168
  10099.  
  10100. :GXBABES_13168
  10101. jump @GXBABES_13182
  10102.  
  10103. :GXBABES_13175
  10104. $GFSEX_Erregung = 3
  10105.  
  10106. :GXBABES_13182
  10107. return
  10108.  
  10109. :GXBABES_13184
  10110. if
  10111. 18@ > 90.0
  10112. else_jump @GXBABES_13215
  10113. 18@ = 0.0
  10114.  
  10115. :GXBABES_13215
  10116. 02F6: 19@ = sine 18@ // (float)
  10117. 19@ *= 13.5
  10118. 0092: 20@ = float 19@ to_integer
  10119. 005C: 20@ += $GFSEX_POWER // (int)
  10120. if
  10121. 20@ >= 100
  10122. else_jump @GXBABES_13281
  10123. $GFSEX_POWER = 100
  10124. jump @GXBABES_13289
  10125.  
  10126. :GXBABES_13281
  10127. 008A: $GFSEX_POWER = 20@ // (int)
  10128.  
  10129. :GXBABES_13289
  10130. 18@ += 1.0
  10131. return
  10132.  
  10133. :GXBABES_13301
  10134. 18@ = 0.0
  10135. if
  10136. $GFSEX_POWER >= 97
  10137. else_jump @GXBABES_13343
  10138. $GFSEX_POWER -= 3
  10139. jump @GXBABES_13382
  10140.  
  10141. :GXBABES_13343
  10142. if
  10143. 7 >= $GFSEX_POWER
  10144. else_jump @GXBABES_13375
  10145. $GFSEX_POWER = 0
  10146. jump @GXBABES_13382
  10147.  
  10148. :GXBABES_13375
  10149. $GFSEX_POWER -= 7
  10150.  
  10151. :GXBABES_13382
  10152. return
  10153.  
  10154. :GXBABES_13384
  10155. if
  10156. $GFSEX_POWER >= 97
  10157. else_jump @GXBABES_13416
  10158. 08BD: set 9@ bit 10
  10159. jump @GXBABES_13423
  10160.  
  10161. :GXBABES_13416
  10162. 08C3: clear 9@ bit 10
  10163.  
  10164. :GXBABES_13423
  10165. return
  10166.  
  10167. :GXBABES_13425
  10168. 16@ = 0.025
  10169. if
  10170. 08B7: test 9@ bit 10
  10171. else_jump @GXBABES_13463
  10172. 16@ += 0.015
  10173.  
  10174. :GXBABES_13463
  10175. 28@ = 0.01
  10176. return
  10177.  
  10178. :GXBABES_13475
  10179. if
  10180. Actor.Animation($PLAYER_ACTOR) == "SPANKINGP"
  10181. else_jump @GXBABES_13539
  10182. 0612: set_actor $PLAYER_ACTOR animation "SPANKINGP" paused 0
  10183. 0614: set_actor $PLAYER_ACTOR animation "SPANKINGP" progress_to 28@ // 0.0 to 1.0
  10184.  
  10185. :GXBABES_13539
  10186. if
  10187. Actor.Animation(24@) == "SPANKINGW"
  10188. else_jump @GXBABES_13603
  10189. 0612: set_actor 24@ animation "SPANKINGW" paused 0
  10190. 0614: set_actor 24@ animation "SPANKINGW" progress_to 28@ // 0.0 to 1.0
  10191.  
  10192. :GXBABES_13603
  10193. if
  10194. 88B7: not test 9@ bit 5
  10195. else_jump @GXBABES_13629
  10196. 005B: 28@ += 16@ // (float)
  10197.  
  10198. :GXBABES_13629
  10199. if
  10200. 28@ >= 1.0
  10201. else_jump @GXBABES_13669
  10202. 28@ = 0.99
  10203. 08BD: set 9@ bit 5
  10204. return
  10205.  
  10206. :GXBABES_13669
  10207. return
  10208.  
  10209. :GXBABES_13671
  10210. if
  10211. 08B7: test 9@ bit 10
  10212. else_jump @GXBABES_13743
  10213. 04AE: 30@ = 286 // = constant
  10214. if
  10215. 100 >= $GFSEX_Erregung
  10216. else_jump @GXBABES_13729
  10217. $GFSEX_Erregung += 10
  10218. jump @GXBABES_13736
  10219.  
  10220. :GXBABES_13729
  10221. $GFSEX_Erregung = 100
  10222.  
  10223. :GXBABES_13736
  10224. jump @GXBABES_13782
  10225.  
  10226. :GXBABES_13743
  10227. if
  10228. $GFSEX_Erregung >= 10
  10229. else_jump @GXBABES_13775
  10230. $GFSEX_Erregung += 1
  10231. jump @GXBABES_13782
  10232.  
  10233. :GXBABES_13775
  10234. $GFSEX_Erregung = 0
  10235.  
  10236. :GXBABES_13782
  10237. 08C3: clear 9@ bit 10
  10238. 08C3: clear 9@ bit 11
  10239. 08C3: clear 9@ bit 12
  10240. return
  10241.  
  10242. :GXBABES_13805
  10243. if and
  10244. 100 > $GFSEX_POWER
  10245. $GFSEX_POWER > 0
  10246. 08B7: test 9@ bit 14
  10247. else_jump @GXBABES_13846
  10248. gosub @GXBABES_13301
  10249. return
  10250.  
  10251. :GXBABES_13846
  10252. if and
  10253. 100 > $GFSEX_POWER
  10254. $GFSEX_POWER > 0
  10255. 88B7: not test 9@ bit 14
  10256. else_jump @GXBABES_13887
  10257. gosub @GXBABES_13184
  10258. return
  10259.  
  10260. :GXBABES_13887
  10261. if
  10262. $GFSEX_POWER >= 100
  10263. else_jump @GXBABES_13928
  10264. $GFSEX_POWER = 100
  10265. 08BD: set 9@ bit 14
  10266. gosub @GXBABES_13301
  10267. return
  10268.  
  10269. :GXBABES_13928
  10270. if
  10271. 0 >= $GFSEX_POWER
  10272. else_jump @GXBABES_13969
  10273. $GFSEX_POWER = 0
  10274. 08C3: clear 9@ bit 14
  10275. gosub @GXBABES_13184
  10276. return
  10277.  
  10278. :GXBABES_13969
  10279. return
  10280.  
  10281. :GXBABES_13971
  10282. 0871: init_jump_table 29@ total_jumps 7 default_jump 0 @GXBABES_14503 jumps 0 @GXBABES_14034 1 @GXBABES_14066 2 @GXBABES_14078 3 @GXBABES_14092 4 @GXBABES_14361 5 @GXBABES_14461 6 @GXBABES_14270
  10283.  
  10284. :GXBABES_14034
  10285. if
  10286. 30@ > 0
  10287. else_jump @GXBABES_14059
  10288. 29@ = 3
  10289.  
  10290. :GXBABES_14059
  10291. jump @GXBABES_14503
  10292.  
  10293. :GXBABES_14066
  10294. 094F: enable_actor 21@ pain_audio
  10295. jump @GXBABES_14503
  10296.  
  10297. :GXBABES_14078
  10298. 094E: set_actor 21@ mute_pain_audio 0
  10299. jump @GXBABES_14503
  10300.  
  10301. :GXBABES_14092
  10302. if
  10303. 894D: not actor 21@ mutally_active
  10304. else_jump @GXBABES_14263
  10305. if
  10306. 30@ > 0
  10307. else_jump @GXBABES_14203
  10308. 09D5: play_sound_of_actor 21@ soundslot 30@ unknown_flags 1 1 1 as 2@ // extended 0947
  10309. gosub @GXBABES_14505
  10310. 30@ = -1
  10311. if
  10312. 31@ > 0
  10313. else_jump @GXBABES_14189
  10314. 29@ = 6
  10315. jump @GXBABES_14196
  10316.  
  10317. :GXBABES_14189
  10318. 29@ = 0
  10319.  
  10320. :GXBABES_14196
  10321. jump @GXBABES_14263
  10322.  
  10323. :GXBABES_14203
  10324. if
  10325. 30@ == -2
  10326. else_jump @GXBABES_14242
  10327. 30@ = -1
  10328. 29@ = 6
  10329. jump @GXBABES_14263
  10330.  
  10331. :GXBABES_14242
  10332. 30@ = -1
  10333. 31@ = -1
  10334. 29@ = 0
  10335.  
  10336. :GXBABES_14263
  10337. jump @GXBABES_14503
  10338.  
  10339. :GXBABES_14270
  10340. if and
  10341. 894D: not actor $PLAYER_ACTOR mutally_active
  10342. 894D: not actor 21@ mutally_active
  10343. else_jump @GXBABES_14354
  10344. if
  10345. 31@ > 0
  10346. else_jump @GXBABES_14347
  10347. 09D5: play_sound_of_actor $PLAYER_ACTOR soundslot 31@ unknown_flags 1 1 1 as 2@ // extended 0947
  10348. 31@ = -1
  10349. 29@ = 0
  10350. jump @GXBABES_14354
  10351.  
  10352. :GXBABES_14347
  10353. 29@ = 0
  10354.  
  10355. :GXBABES_14354
  10356. jump @GXBABES_14503
  10357.  
  10358. :GXBABES_14361
  10359. 094E: set_actor 21@ mute_pain_audio 0
  10360. if
  10361. 894D: not actor 21@ mutally_active
  10362. else_jump @GXBABES_14454
  10363. if
  10364. 30@ > 0
  10365. else_jump @GXBABES_14447
  10366. 09D5: play_sound_of_actor 21@ soundslot 30@ unknown_flags 1 1 1 as 2@ // extended 0947
  10367. gosub @GXBABES_14505
  10368. 30@ = -1
  10369. 29@ = 5
  10370. jump @GXBABES_14454
  10371.  
  10372. :GXBABES_14447
  10373. 29@ = 0
  10374.  
  10375. :GXBABES_14454
  10376. jump @GXBABES_14503
  10377.  
  10378. :GXBABES_14461
  10379. if
  10380. 894D: not actor 21@ mutally_active
  10381. else_jump @GXBABES_14496
  10382. 094F: enable_actor 21@ pain_audio
  10383. 30@ = -1
  10384. 29@ = 0
  10385.  
  10386. :GXBABES_14496
  10387. jump @GXBABES_14503
  10388.  
  10389. :GXBABES_14503
  10390. return
  10391.  
  10392. :GXBABES_14505
  10393. 0871: init_jump_table 30@ total_jumps 4 default_jump 0 @GXBABES_14664 jumps 286 @GXBABES_14572 288 @GXBABES_14595 289 @GXBABES_14618 291 @GXBABES_14641 -1 @GXBABES_14664 -1 @GXBABES_14664 -1 @GXBABES_14664
  10394.  
  10395. :GXBABES_14572
  10396. 00BC: show_text_highpriority GXT 'GF_0019' time 5000 flag 1 // That's the spot! Remember; nice guys finish last!
  10397. jump @GXBABES_14664
  10398.  
  10399. :GXBABES_14595
  10400. 00BC: show_text_highpriority GXT 'GF_0067' time 5000 flag 1 // Failure to satisfy a woman is a CRIME!
  10401. jump @GXBABES_14664
  10402.  
  10403. :GXBABES_14618
  10404. 00BC: show_text_highpriority GXT 'GF_0042' time 5000 flag 1 // You the man! Oh yeah! You the man!
  10405. jump @GXBABES_14664
  10406.  
  10407. :GXBABES_14641
  10408. 00BC: show_text_highpriority GXT 'GF_0067' time 5000 flag 1 // Failure to satisfy a woman is a CRIME!
  10409. jump @GXBABES_14664
  10410.  
  10411. :GXBABES_14664
  10412. return
  10413.  
  10414. :GXBABES_14666
  10415. 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 3.0 0.0 1.5
  10416. 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.5
  10417. return
  10418. 0871: init_jump_table 0@ total_jumps 7 default_jump 0 @GXBABES_15191 jumps 0 @GXBABES_15191 1 @GXBABES_14789 2 @GXBABES_14923 3 @GXBABES_14990 4 @GXBABES_14856 5 @GXBABES_15057 6 @GXBABES_15124
  10419.  
  10420. :GXBABES_14789
  10421. 10@ = 2394.408
  10422. 12@ = -1728.215
  10423. 14@ = 14.2715
  10424. 11@ = 2395.066
  10425. 13@ = -1727.465
  10426. 15@ = 14.2063
  10427. jump @GXBABES_15191
  10428.  
  10429. :GXBABES_14856
  10430. 10@ = -1401.494
  10431. 12@ = 2640.099
  10432. 14@ = 59.3883
  10433. 11@ = -1400.704
  10434. 13@ = 2639.641
  10435. 15@ = 58.9806
  10436. jump @GXBABES_15191
  10437.  
  10438. :GXBABES_14923
  10439. 10@ = -1799.737
  10440. 12@ = 1192.863
  10441. 14@ = 29.6868
  10442. 11@ = -1799.472
  10443. 13@ = 1193.683
  10444. 15@ = 29.1813
  10445. jump @GXBABES_15191
  10446.  
  10447. :GXBABES_14990
  10448. 10@ = -383.3153
  10449. 12@ = -1435.266
  10450. 14@ = 26.695
  10451. 11@ = -382.5756
  10452. 13@ = -1435.887
  10453. 15@ = 26.4366
  10454. jump @GXBABES_15191
  10455.  
  10456. :GXBABES_15057
  10457. 10@ = -2582.293
  10458. 12@ = 1147.762
  10459. 14@ = 59.6235
  10460. 11@ = -2581.406
  10461. 13@ = 1147.768
  10462. 15@ = 59.1605
  10463. jump @GXBABES_15191
  10464.  
  10465. :GXBABES_15124
  10466. 10@ = 2032.235
  10467. 12@ = 2734.541
  10468. 14@ = 13.3226
  10469. 11@ = 2032.744
  10470. 13@ = 2733.714
  10471. 15@ = 13.0817
  10472. jump @GXBABES_15191
  10473.  
  10474. :GXBABES_15191
  10475. return
  10476.  
  10477. :GXBABES_15193
  10478. 04EF: release_animation "SNM"
  10479. 04EF: release_animation "BLOWJOBZ"
  10480. 04EF: release_animation "KISSING"
  10481. Actor.SetImmunities(24@, 0, 0, 0, 0, 0)
  10482. Actor.DestroyInstantly(21@)
  10483. if
  10484. Player.Defined($PLAYER_CHAR)
  10485. else_jump @GXBABES_15292
  10486. 0337: set_actor $PLAYER_ACTOR visibility 1
  10487. Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
  10488. Player.CanMove($PLAYER_CHAR) = True
  10489. 02A3: enable_widescreen 0
  10490.  
  10491. :GXBABES_15292
  10492. 0826: enable_hud 1
  10493. 0581: enable_radar 1
  10494. $ONMISSION = 0
  10495. 0A93: end_custom_thread
  10496.  
  10497. :GXBABES_15309
  10498. if
  10499. 1@ == 20
  10500. else_jump @GXBABES_15334
  10501. jump @GSW
  10502.  
  10503. :GXBABES_15334
  10504. 0A93: end_custom_thread
  10505.  
  10506. :GXBABES_15336
  10507. wait 0
  10508. if
  10509. Player.Defined($PLAYER_CHAR)
  10510. else_jump @GXBABES_15336
  10511. if or
  10512. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1210.755 4.362 1000.92 radius 35.0 35.0 5.5
  10513. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1206.625 -25.4638 1000.95 radius 35.0 35.0 5.5
  10514. else_jump @GFXXX_62
  10515. if
  10516. $ONMISSION == 0
  10517. else_jump @GXBABES_15336
  10518. if
  10519. 00FE: actor $PLAYER_ACTOR sphere 1 in_sphere 1210.75 4.36 1000.01 radius 1.0 1.0 1.5
  10520. else_jump @GXBABES_15525
  10521. 20@ = 1
  10522. 043C: disable_sounds_after_fadeout 0
  10523. jump @GXBABES_15591
  10524.  
  10525. :GXBABES_15525
  10526. if
  10527. 00FE: actor $PLAYER_ACTOR sphere 1 in_sphere 1206.62 -25.46 1000.01 radius 1.0 1.0 1.5
  10528. else_jump @GXBABES_15336
  10529. 20@ = 2
  10530. 043C: disable_sounds_after_fadeout 0
  10531. jump @GXBABES_15591
  10532.  
  10533. :GXBABES_15591
  10534. Player.CanMove($PLAYER_CHAR) = False
  10535. gosub @GXBABES_16237
  10536. 0A92: create_custom_thread "GFXXX.cs" 5 20
  10537. wait 250
  10538. select_interior 3
  10539. 04E4: refresh_game_renderer_at 962.17 -48.8
  10540. Camera.SetAtPos(962.17, -48.8, 1001.2)
  10541. 04F9: set_sky_color 2 fade 1
  10542. if
  10543. Player.Defined($PLAYER_CHAR)
  10544. else_jump @GXBABES_15723
  10545. 0860: link_actor $PLAYER_ACTOR to_interior 3
  10546. Actor.PutAt($PLAYER_ACTOR, 962.356, -53.17, 1001.2)
  10547. Actor.Angle($PLAYER_ACTOR) = 84.0
  10548. Camera.SetBehindPlayer
  10549. Camera.Restore_WithJumpCut
  10550.  
  10551. :GXBABES_15723
  10552. wait 0
  10553. if
  10554. Player.Defined($PLAYER_CHAR)
  10555. else_jump @GXBABES_15723
  10556. wait 3000
  10557. fade 1 3000
  10558.  
  10559. :GXBABES_15755
  10560. wait 0
  10561. if
  10562. Player.Defined($PLAYER_CHAR)
  10563. else_jump @GXBABES_15755
  10564. Player.CanMove($PLAYER_CHAR) = True
  10565. wait 500
  10566. jump @GXBABES_15794
  10567.  
  10568. :GXBABES_15794
  10569. wait 0
  10570. if
  10571. Player.Defined($PLAYER_CHAR)
  10572. else_jump @GXBABES_15794
  10573. if
  10574. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 965.3 -53.25 1001.12 radius 35.0 35.0 5.5
  10575. else_jump @GXBABES_15336
  10576. if
  10577. 00FE: actor $PLAYER_ACTOR sphere 1 in_sphere 965.3 -53.25 1001.12 radius 1.0 1.0 1.5
  10578. else_jump @GXBABES_16278
  10579. if
  10580. 20@ == 1
  10581. else_jump @GXBABES_16045
  10582. Player.CanMove($PLAYER_CHAR) = False
  10583. gosub @GXBABES_16237
  10584. select_interior 2
  10585. 04E4: refresh_game_renderer_at 1210.75 0.4
  10586. Camera.SetAtPos(1210.75, 0.4, 1000.99)
  10587. 04F9: set_sky_color 1 fade 0
  10588. if
  10589. Player.Defined($PLAYER_CHAR)
  10590. else_jump @GXBABES_16162
  10591. 0860: link_actor $PLAYER_ACTOR to_interior 3
  10592. Actor.PutAt($PLAYER_ACTOR, 1210.75, 0.4, 1000.99)
  10593. Actor.Angle($PLAYER_ACTOR) = 180.0
  10594. Camera.SetBehindPlayer
  10595. Camera.Restore_WithJumpCut
  10596. jump @GXBABES_16162
  10597.  
  10598. :GXBABES_16045
  10599. Player.CanMove($PLAYER_CHAR) = False
  10600. gosub @GXBABES_16237
  10601. select_interior 3
  10602. 04E4: refresh_game_renderer_at 1209.5 -27.6
  10603. Camera.SetAtPos(1209.5, -27.6, 1000.99)
  10604. 04F9: set_sky_color 1 fade 0
  10605. if
  10606. Player.Defined($PLAYER_CHAR)
  10607. else_jump @GXBABES_16162
  10608. 0860: link_actor $PLAYER_ACTOR to_interior 3
  10609. Actor.PutAt($PLAYER_ACTOR, 1209.5, -27.6, 1000.99)
  10610. Actor.Angle($PLAYER_ACTOR) = 180.0
  10611. Camera.SetBehindPlayer
  10612. Camera.Restore_WithJumpCut
  10613. jump @GXBABES_16162
  10614.  
  10615. :GXBABES_16162
  10616. wait 0
  10617. if
  10618. Player.Defined($PLAYER_CHAR)
  10619. else_jump @GXBABES_16162
  10620. wait 1000
  10621. fade 1 500
  10622.  
  10623. :GXBABES_16194
  10624. wait 0
  10625. if
  10626. Player.Defined($PLAYER_CHAR)
  10627. else_jump @GXBABES_16194
  10628. Player.CanMove($PLAYER_CHAR) = True
  10629. wait 1500
  10630. 043C: disable_sounds_after_fadeout 1
  10631. jump @GXBABES_15336
  10632.  
  10633. :GXBABES_16237
  10634. 0169: set_fade_color_RGB 0 0 0
  10635. fade 0 500
  10636.  
  10637. :GXBABES_16252
  10638. if
  10639. fading
  10640. else_jump @GXBABES_16276
  10641. wait 0
  10642. jump @GXBABES_16252
  10643.  
  10644. :GXBABES_16276
  10645. return
  10646.  
  10647. :GXBABES_16278
  10648. if
  10649. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 944.9163 -49.144 1001.117 radius 1.0 1.0 3.0
  10650. else_jump @GXBABES_16333
  10651. jump @GXBABES_16794
  10652.  
  10653. :GXBABES_16333
  10654. if
  10655. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 951.8826 -49.0359 1001.11 radius 1.0 1.0 3.0
  10656. else_jump @GXBABES_15794
  10657. jump @GXBABES_16388
  10658.  
  10659. :GXBABES_16388
  10660. 24@ = 10
  10661. 27@ = 6
  10662. 22@ = 5
  10663. 19@ = 0
  10664. 18@ = 0
  10665. 17@ = 0
  10666. 1@ = 952.6
  10667. 2@ = -44.1
  10668. 3@ = 1000.95
  10669. 4@ = 30.0
  10670. 0087: 10@ = 4@ // (float)
  10671. 10@ += 160.0
  10672. 04ED: load_animation "BEACH"
  10673. 023C: load_special_actor 'Katie' as 1 // models 290-299
  10674.  
  10675. :GXBABES_16510
  10676. wait 0
  10677. if
  10678. 04EE: animation "BEACH" loaded
  10679. else_jump @GXBABES_16541
  10680. jump @GXBABES_16557
  10681.  
  10682. :GXBABES_16541
  10683. 04ED: load_animation "BEACH"
  10684. jump @GXBABES_16510
  10685.  
  10686. :GXBABES_16557
  10687. if
  10688. 823D: not special_actor 1 loaded
  10689. else_jump @GXBABES_16596
  10690. wait 0
  10691. 023C: load_special_actor 'Katie' as 1 // models 290-299
  10692. jump @GXBABES_16557
  10693.  
  10694. :GXBABES_16596
  10695. 6@ = Actor.Create(Prostitute, #SPECIAL01, 0.0, 0.0, 0.0)
  10696. 0860: link_actor 6@ to_interior 8
  10697. Actor.Angle(6@) = 10@
  10698. Actor.Health(6@) = 900
  10699. 0619: enable_actor 6@ collision_detection 0
  10700. 0087: 9@ = 3@ // (float)
  10701. 9@ -= 0.1
  10702. Actor.PutAt(6@, 1@, 2@, 9@)
  10703. 094E: set_actor 6@ mute_pain_audio 0
  10704. gosub @GRLXXB_20235
  10705. 0615: define_AS_pack_begin 21@
  10706. 0605: actor -1 perform_animation "BATHER" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  10707. 0616: define_AS_pack_end 21@
  10708. 0618: assign_actor 6@ to_AS_pack 21@
  10709. 061B: remove_references_to_AS_pack 21@
  10710. 0296: unload_special_actor 1
  10711. 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 298 -1
  10712. jump @GXBABES_17200
  10713.  
  10714. :GXBABES_16794
  10715. 24@ = 10
  10716. 27@ = 6
  10717. 22@ = 8
  10718. 19@ = 0
  10719. 18@ = 0
  10720. 17@ = 0
  10721. 1@ = 945.1
  10722. 2@ = -42.0
  10723. 3@ = 1000.88
  10724. 4@ = 0.0
  10725. 0087: 10@ = 4@ // (float)
  10726. 10@ += 160.0
  10727. 04ED: load_animation "BEACH"
  10728. 023C: load_special_actor 'Carmen' as 1 // models 290-299
  10729.  
  10730. :GXBABES_16916
  10731. wait 0
  10732. if
  10733. 04EE: animation "BEACH" loaded
  10734. else_jump @GXBABES_16947
  10735. jump @GXBABES_16963
  10736.  
  10737. :GXBABES_16947
  10738. 04ED: load_animation "BEACH"
  10739. jump @GXBABES_16916
  10740.  
  10741. :GXBABES_16963
  10742. if
  10743. 823D: not special_actor 1 loaded
  10744. else_jump @GXBABES_17002
  10745. wait 0
  10746. 023C: load_special_actor 'Carmen' as 1 // models 290-299
  10747. jump @GXBABES_16963
  10748.  
  10749. :GXBABES_17002
  10750. 6@ = Actor.Create(Prostitute, #SPECIAL01, 0.0, 0.0, 0.0)
  10751. 0860: link_actor 6@ to_interior 8
  10752. Actor.Angle(6@) = 10@
  10753. Actor.Health(6@) = 900
  10754. 0619: enable_actor 6@ collision_detection 0
  10755. 0087: 9@ = 3@ // (float)
  10756. 9@ -= 0.1
  10757. Actor.PutAt(6@, 1@, 2@, 9@)
  10758. 094E: set_actor 6@ mute_pain_audio 0
  10759. gosub @GRLXXB_20235
  10760. 0615: define_AS_pack_begin 21@
  10761. 0605: actor -1 perform_animation "BATHER" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  10762. 0616: define_AS_pack_end 21@
  10763. 0618: assign_actor 6@ to_AS_pack 21@
  10764. 061B: remove_references_to_AS_pack 21@
  10765. 0296: unload_special_actor 1
  10766. 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 298 -1
  10767. jump @GXBABES_17200
  10768.  
  10769. :GXBABES_17200
  10770. wait 50
  10771. if
  10772. Player.Defined($PLAYER_CHAR)
  10773. else_jump @GXBABES_19405
  10774. if
  10775. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1@ 2@ 3@ radius 50.0 50.0 5.0
  10776. else_jump @GXBABES_19405
  10777. if and
  10778. $ONMISSION == 0
  10779. 80FE: not actor $PLAYER_ACTOR sphere 0 in_sphere 948.25 -50.78 1001.1 radius 1.5 1.5 3.0
  10780. 80FE: not actor $PLAYER_ACTOR sphere 0 in_sphere 957.6 -50.75 1001.1 radius 2.5 2.5 3.0
  10781. else_jump @GXBABES_19278
  10782. if and
  10783. not Actor.Dead(6@)
  10784. 09E7: player $PLAYER_CHAR not_frozen
  10785. else_jump @GXBABES_17200
  10786. if
  10787. 17@ == 0
  10788. else_jump @GXBABES_17568
  10789. if
  10790. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1@ 2@ 3@ radius 1.8 1.8 3.0
  10791. else_jump @GXBABES_17442
  10792. jump @GXBABES_18021
  10793.  
  10794. :GXBABES_17442
  10795. if and
  10796. 02D8: actor $PLAYER_ACTOR current_weapon == 43
  10797. 00E1: player 0 pressed_key 6
  10798. else_jump @GXBABES_17473
  10799. jump @GXBABES_17691
  10800.  
  10801. :GXBABES_17473
  10802. if
  10803. not Actor.Animation(6@) == "SEX_3_W"
  10804. else_jump @GXBABES_17798
  10805. if and
  10806. 82D8: not actor $PLAYER_ACTOR current_weapon == 0
  10807. 82D8: not actor $PLAYER_ACTOR current_weapon == 43
  10808. 00E1: player 0 pressed_key 17
  10809. else_jump @GXBABES_17568
  10810. 17@ = 1
  10811. 33@ = 0
  10812. 05BC: AS_actor 6@ jump 0
  10813. wait 0
  10814. 0619: enable_actor 6@ collision_detection 1
  10815. 094E: set_actor 6@ mute_pain_audio 1
  10816.  
  10817. :GXBABES_17568
  10818. if and
  10819. 17@ == 1
  10820. 051A: actor 6@ damaged_by_actor $PLAYER_ACTOR
  10821. else_jump @GXBABES_17644
  10822. 17@ = 2
  10823. 33@ = 0
  10824. 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 347 -1
  10825. jump @GXBABES_17200
  10826.  
  10827. :GXBABES_17644
  10828. if and
  10829. 17@ == 2
  10830. 33@ >= 3500
  10831. else_jump @GXBABES_17200
  10832. 17@ = 1
  10833. 33@ = 0
  10834. jump @GXBABES_17200
  10835.  
  10836. :GXBABES_17691
  10837. gosub @GRLXXB_33767
  10838. if
  10839. 00E1: player 0 pressed_key 14
  10840. else_jump @GXBABES_17798
  10841. if
  10842. not Actor.Animation(6@) == "SEX_3_W"
  10843. else_jump @GXBABES_17798
  10844. 0812: AS_actor 6@ perform_animation "SEX_3_W" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
  10845. 33@ = 0
  10846. 30@ = 0.05
  10847. jump @GXBABES_17877
  10848.  
  10849. :GXBABES_17798
  10850. if and
  10851. Actor.Animation(6@) == "SEX_3_W"
  10852. 80E1: not player 0 pressed_key 6
  10853. else_jump @GXBABES_17877
  10854. 0605: actor 6@ perform_animation "LAY_BAC_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  10855. jump @GXBABES_17200
  10856.  
  10857. :GXBABES_17877
  10858. if
  10859. Actor.Animation(6@) == "SEX_3_W"
  10860. else_jump @GXBABES_17200
  10861. 0612: set_actor 6@ animation "SEX_3_W" paused 0
  10862. 0614: set_actor 6@ animation "SEX_3_W" progress_to 30@ // 0.0 to 1.0
  10863. 30@ += 0.06
  10864. if
  10865. 30@ > 0.95
  10866. else_jump @GXBABES_17200
  10867. 0605: actor 6@ perform_animation "LAY_BAC_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  10868. 33@ = 0
  10869. jump @GXBABES_17200
  10870.  
  10871. :GXBABES_18021
  10872. $ONMISSION = 1
  10873. gosub @GRLXXB_33851
  10874. jump @MS_SHOOTING_RANGE
  10875.  
  10876. :MS_SHOOTING_RANGE
  10877. 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
  10878. Player.CanMove($PLAYER_CHAR) = False
  10879. 0470: 25@ = actor $PLAYER_ACTOR current_weapon
  10880. 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
  10881. fade 0 0
  10882. wait 500
  10883. 0687: clear_actor 6@ task
  10884. 04EB: AS_actor 6@ crouch 0
  10885. gosub @GXBABES_18199
  10886. 0A92: create_custom_thread "GFXXX.cs" 6@ 24@ 27@ 7@ 8@ 9@ 10@
  10887.  
  10888. :GXBABES_18135
  10889. wait 0
  10890. if
  10891. Player.Defined($PLAYER_CHAR)
  10892. else_jump @GXBABES_18135
  10893. if and
  10894. 09E7: player $PLAYER_CHAR not_frozen
  10895. $ONMISSION == 0
  10896. else_jump @GXBABES_18135
  10897. $ONMISSION = 1
  10898. gosub @GXBABES_18284
  10899. jump @GXBABES_18474
  10900.  
  10901. :GXBABES_18199
  10902. 0087: 7@ = 1@ // (float)
  10903. 0087: 8@ = 2@ // (float)
  10904. 0087: 9@ = 3@ // (float)
  10905. 0087: 10@ = 4@ // (float)
  10906. Actor.PutAt($PLAYER_ACTOR, 7@, 8@, 9@)
  10907. Actor.Angle($PLAYER_ACTOR) = 10@
  10908. 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 -0.9 0.0
  10909. return
  10910.  
  10911. :GXBABES_18284
  10912. 0619: enable_actor $PLAYER_ACTOR collision_detection 0
  10913. 0087: 7@ = 1@ // (float)
  10914. 0087: 8@ = 2@ // (float)
  10915. 0087: 9@ = 3@ // (float)
  10916. 0087: 10@ = 4@ // (float)
  10917. Actor.PutAt($PLAYER_ACTOR, 7@, 8@, 9@)
  10918. Actor.Angle($PLAYER_ACTOR) = 10@
  10919. 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 -0.5 -1.1
  10920. 0619: enable_actor $PLAYER_ACTOR collision_detection 0
  10921. Actor.PutAt($PLAYER_ACTOR, 7@, 8@, 9@)
  10922. Actor.Angle($PLAYER_ACTOR) = 10@
  10923. 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 -1.0
  10924. 10@ = Actor.Angle($PLAYER_ACTOR)
  10925. 10@ += 180.0
  10926. Actor.PutAt(6@, 7@, 8@, 9@)
  10927. Actor.Angle(6@) = 10@
  10928. return
  10929.  
  10930. :GXBABES_18474
  10931. wait 0
  10932. Player.CanMove($PLAYER_CHAR) = True
  10933. Camera.SetBehindPlayer
  10934. Camera.Restore_WithJumpCut
  10935. Actor.AddArmour($PLAYER_ACTOR, 250)
  10936. Actor.Health($PLAYER_ACTOR) = 250
  10937. 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset -0.4 0.5 -1.0
  10938. Actor.PutAt(6@, 0.0, 0.0, 0.0)
  10939. wait 0
  10940. Actor.PutAt($PLAYER_ACTOR, 7@, 8@, 9@)
  10941. 10@ -= 20.0
  10942. Actor.Angle($PLAYER_ACTOR) = 10@
  10943. 0812: AS_actor $PLAYER_ACTOR perform_animation "LAY_BAC_LOOP" IFP "BEACH" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  10944. wait 0
  10945. 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset -0.55 0.1 -0.96
  10946. 10@ -= 35.4
  10947. Actor.Angle(6@) = 10@
  10948. 0615: define_AS_pack_begin 23@
  10949. 0605: actor -1 perform_animation "CRCKIDLE2" IFP "CRACK" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  10950. 0616: define_AS_pack_end 23@
  10951. 0618: assign_actor 6@ to_AS_pack 23@
  10952. 061B: remove_references_to_AS_pack 23@
  10953. Actor.PutAt(6@, 7@, 8@, 9@)
  10954. wait 250
  10955. fade 1 0
  10956. 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 289 -1
  10957. 18@ = 0
  10958. 0087: 10@ = 4@ // (float)
  10959. 10@ += 90.3
  10960. 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 1.7 0.2 -1.7
  10961.  
  10962. :GXBABES_18850
  10963. wait 0
  10964. if
  10965. Player.Defined($PLAYER_CHAR)
  10966. else_jump @GXBABES_19223
  10967. if
  10968. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1@ 2@ 3@ radius 2.5 2.5 4.0
  10969. else_jump @GXBABES_19071
  10970. if
  10971. 09E7: player $PLAYER_CHAR not_frozen
  10972. else_jump @GXBABES_18850
  10973. if
  10974. 18@ == 0
  10975. else_jump @GXBABES_18850
  10976. if or
  10977. 00E1: player 0 pressed_key 0
  10978. 00E1: player 0 pressed_key 1
  10979. 00E1: player 0 pressed_key 4
  10980. 00E1: player 0 pressed_key 8
  10981. 00E1: player 0 pressed_key 17
  10982. else_jump @GXBABES_18850
  10983. 18@ = 1
  10984. 0605: actor $PLAYER_ACTOR perform_animation "FF_SIT_OUT_L_180" IFP "FOOD" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
  10985. wait 400
  10986. 0619: enable_actor $PLAYER_ACTOR collision_detection 1
  10987. Actor.PutAt($PLAYER_ACTOR, 7@, 8@, 9@)
  10988. jump @GXBABES_18850
  10989.  
  10990. :GXBABES_19071
  10991. 04EF: release_animation "CRACK"
  10992. 04EF: release_animation "SEX"
  10993. 04EF: release_animation "FOOD"
  10994. 03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
  10995. 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 25@
  10996. 0619: enable_actor 6@ collision_detection 1
  10997. 0615: define_AS_pack_begin 21@
  10998. 0605: actor -1 perform_animation "LAY_BAC_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  10999. 0616: define_AS_pack_end 21@
  11000. 0618: assign_actor 6@ to_AS_pack 21@
  11001. 061B: remove_references_to_AS_pack 21@
  11002. 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 292 -1
  11003. $ONMISSION = 0
  11004. jump @GXBABES_17200
  11005.  
  11006. :GXBABES_19223
  11007. 04EF: release_animation "CRACK"
  11008. 04EF: release_animation "SEX"
  11009. 04EF: release_animation "FOOD"
  11010. Actor.DestroyInstantly(6@)
  11011. Actor.DestroyInstantly(28@)
  11012. 17@ = 0
  11013. $ONMISSION = 0
  11014. jump @GFXXX_62
  11015.  
  11016. :GXBABES_19278
  11017. 04EF: release_animation "BEACH"
  11018. if
  11019. not Actor.Dead(6@)
  11020. else_jump @GXBABES_19381
  11021. 0619: enable_actor 6@ collision_detection 1
  11022. Actor.SetWalkStyle(6@, "SEXYWOMAN")
  11023. Actor.Health(6@) = 5
  11024. if
  11025. 17@ == 0
  11026. else_jump @GXBABES_19381
  11027. Actor.PutAt(6@, 966.3, -53.25, 1001.12)
  11028. Actor.Angle(6@) = 93.0
  11029.  
  11030. :GXBABES_19381
  11031. Actor.RemoveReferences(6@)
  11032. Actor.DestroyInstantly(28@)
  11033. 17@ = 0
  11034. jump @GXBABES_15794
  11035.  
  11036. :GXBABES_19405
  11037. 04EF: release_animation "BEACH"
  11038. Actor.DestroyInstantly(6@)
  11039. Actor.DestroyInstantly(28@)
  11040. 17@ = 0
  11041. jump @GFXXX_62
  11042.  
  11043. :GSW
  11044. thread 'GSW'
  11045. 23@ = 0
  11046.  
  11047. :GSW_18
  11048. wait 0
  11049. if
  11050. Player.Defined($PLAYER_CHAR)
  11051. else_jump @GSW_18
  11052. if and
  11053. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 965.3 -53.25 1001.12 radius 35.0 35.0 5.5
  11054. not Actor.Driving($PLAYER_ACTOR)
  11055. else_jump @GSW_18
  11056. Model.Load(2226)
  11057. Model.Load(3044)
  11058. Model.Load(3044)
  11059. Model.Load(3045)
  11060.  
  11061. :GSW_111
  11062. wait 0
  11063. if
  11064. Model.Available(2226)
  11065. Model.Available(2601)
  11066. Model.Available(3044)
  11067. Model.Available(3045)else_jump @GSW_111
  11068. 20@ = Object.Init(2226, 960.767, -57.612, 1000.95)
  11069. 31@ = Object.Init(2601, 960.767, -58.1, 1001.03)
  11070. 26@ = Object.Init(3045, 0.0, 0.0, 0.0)
  11071. 27@ = Object.Init(3044, 0.0, 0.0, 0.0)
  11072. Object.RemoveFromMissionCleanupList(20@)
  11073. Object.RemoveFromMissionCleanupList(31@)
  11074. Object.RemoveFromMissionCleanupList(26@)
  11075. Object.RemoveFromMissionCleanupList(27@)
  11076. Object.Angle(20@) = 180.0
  11077. Object.Angle(31@) = 135.0
  11078. Object.CollisionDetection(31@) = False
  11079.  
  11080. :GSW_285
  11081. wait 0
  11082. if
  11083. Player.Defined($PLAYER_CHAR)
  11084. else_jump @GSW_285
  11085. if
  11086. 10 > 23@
  11087. else_jump @GSW_3180
  11088. 0871: init_jump_table 23@ total_jumps 12 default_jump 0 @GSW_1041 jumps 0 @GSW_451 1 @GSW_510 2 @GSW_569 3 @GSW_628 4 @GSW_687 5 @GSW_746 6 @GSW_805
  11089. 0872: jump_table_jumps 7 @GSW_864 8 @GSW_923 9 @GSW_982 10 @GSW_923 11 @GSW_1041 -1 @GSW_1041 -1 @GSW_1041 -1 @GSW_1041 -1 @GSW_1041
  11090.  
  11091. :GSW_451
  11092. 023C: load_special_actor 'wyona' as 1 // models 290-299
  11093.  
  11094. :GSW_464
  11095. wait 0
  11096. if
  11097. 823D: not special_actor 1 loaded
  11098. else_jump @GSW_503
  11099. 023C: load_special_actor 'wyona' as 1 // models 290-299
  11100. jump @GSW_464
  11101.  
  11102. :GSW_503
  11103. jump @GSW_1041
  11104.  
  11105. :GSW_510
  11106. 023C: load_special_actor 'Millie' as 2 // models 290-299
  11107.  
  11108. :GSW_523
  11109. wait 0
  11110. if
  11111. 823D: not special_actor 2 loaded
  11112. else_jump @GSW_562
  11113. 023C: load_special_actor 'Millie' as 2 // models 290-299
  11114. jump @GSW_523
  11115.  
  11116. :GSW_562
  11117. jump @GSW_1041
  11118.  
  11119. :GSW_569
  11120. 023C: load_special_actor 'Helena' as 3 // models 290-299
  11121.  
  11122. :GSW_582
  11123. wait 0
  11124. if
  11125. 823D: not special_actor 3 loaded
  11126. else_jump @GSW_621
  11127. 023C: load_special_actor 'Helena' as 3 // models 290-299
  11128. jump @GSW_582
  11129.  
  11130. :GSW_621
  11131. jump @GSW_1041
  11132.  
  11133. :GSW_628
  11134. 023C: load_special_actor 'Denise' as 4 // models 290-299
  11135.  
  11136. :GSW_641
  11137. wait 0
  11138. if
  11139. 823D: not special_actor 4 loaded
  11140. else_jump @GSW_680
  11141. 023C: load_special_actor 'Denise' as 4 // models 290-299
  11142. jump @GSW_641
  11143.  
  11144. :GSW_680
  11145. jump @GSW_1041
  11146.  
  11147. :GSW_687
  11148. 023C: load_special_actor 'conny' as 5 // models 290-299
  11149.  
  11150. :GSW_700
  11151. wait 0
  11152. if
  11153. 823D: not special_actor 5 loaded
  11154. else_jump @GSW_739
  11155. 023C: load_special_actor 'conny' as 5 // models 290-299
  11156. jump @GSW_700
  11157.  
  11158. :GSW_739
  11159. jump @GSW_1041
  11160.  
  11161. :GSW_746
  11162. 023C: load_special_actor 'Mary' as 6 // models 290-299
  11163.  
  11164. :GSW_759
  11165. wait 0
  11166. if
  11167. 823D: not special_actor 6 loaded
  11168. else_jump @GSW_798
  11169. 023C: load_special_actor 'Mary' as 6 // models 290-299
  11170. jump @GSW_759
  11171.  
  11172. :GSW_798
  11173. jump @GSW_1041
  11174.  
  11175. :GSW_805
  11176. 023C: load_special_actor 'Lara' as 7 // models 290-299
  11177.  
  11178. :GSW_818
  11179. wait 0
  11180. if
  11181. 823D: not special_actor 7 loaded
  11182. else_jump @GSW_857
  11183. 023C: load_special_actor 'Lara' as 7 // models 290-299
  11184. jump @GSW_818
  11185.  
  11186. :GSW_857
  11187. jump @GSW_1041
  11188.  
  11189. :GSW_864
  11190. 023C: load_special_actor 'Carmen' as 8 // models 290-299
  11191.  
  11192. :GSW_877
  11193. wait 0
  11194. if
  11195. 823D: not special_actor 8 loaded
  11196. else_jump @GSW_916
  11197. 023C: load_special_actor 'Carmen' as 8 // models 290-299
  11198. jump @GSW_877
  11199.  
  11200. :GSW_916
  11201. jump @GSW_1041
  11202.  
  11203. :GSW_923
  11204. 023C: load_special_actor 'Bettina' as 9 // models 290-299
  11205.  
  11206. :GSW_936
  11207. wait 0
  11208. if
  11209. 823D: not special_actor 9 loaded
  11210. else_jump @GSW_975
  11211. 023C: load_special_actor 'Bettina' as 9 // models 290-299
  11212. jump @GSW_936
  11213.  
  11214. :GSW_975
  11215. jump @GSW_1041
  11216.  
  11217. :GSW_982
  11218. 023C: load_special_actor 'nurse' as 10 // models 290-299
  11219.  
  11220. :GSW_995
  11221. wait 0
  11222. if
  11223. 823D: not special_actor 10 loaded
  11224. else_jump @GSW_1034
  11225. 023C: load_special_actor 'nurse' as 10 // models 290-299
  11226. jump @GSW_995
  11227.  
  11228. :GSW_1034
  11229. jump @GSW_1041
  11230.  
  11231. :GSW_1041
  11232. 0871: init_jump_table 23@ total_jumps 11 default_jump 0 @GSW_3166 jumps 0 @GSW_1169 1 @GSW_1455 2 @GSW_1599 3 @GSW_1739 4 @GSW_1880 5 @GSW_2239 6 @GSW_2356
  11233. 0872: jump_table_jumps 7 @GSW_2516 8 @GSW_2768 9 @GSW_2849 10 @GSW_3166 -1 @GSW_3166 -1 @GSW_3166 -1 @GSW_3166 -1 @GSW_3166 -1 @GSW_3166
  11234.  
  11235. :GSW_1169
  11236. 1@(23@,16i) = Actor.Create(Prostitute, #SPECIAL01, 958.3181, -53.88235, 1001.117)
  11237. Actor.Angle(1@(23@,16i)) = 265.3982
  11238. 0860: link_actor 1@(23@,16i) to_interior 3
  11239. 04F4: put_actor 1@(23@,16i) into_turret_on_object 20@ offset_from_object_origin 4.2 -8.05 0.15 orientation 1 both_side_angle_limit 0.0 lock_weapon 0
  11240. wait 0
  11241. gosub @GSW_5512
  11242. 0812: AS_actor 1@(23@,16i) perform_animation "F_smklean_loop" IFP "SMOKING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB
  11243. 069A: attach_object 26@ to_object 27@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0
  11244. 070A: AS_actor 1@(23@,16i) attach_to_object 27@ offset 0.04 0.1 0.05 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1
  11245. 0669: 29@ = attach_particle "EXHALE" to_actor 1@(23@,16i) with_offset -0.2 0.0 0.5 type 18
  11246. 064C: make_particle 29@ visible
  11247. 0296: unload_special_actor 1
  11248. jump @GSW_3129
  11249.  
  11250. :GSW_1455
  11251. 1@(23@,16i) = Actor.Create(Prostitute, #SPECIAL02, 957.55, -58.12615, 1001.2)
  11252. Actor.Angle(1@(23@,16i)) = 269.4482
  11253. 0860: link_actor 1@(23@,16i) to_interior 3
  11254. 04F4: put_actor 1@(23@,16i) into_turret_on_object 31@ offset_from_object_origin 2.1 3.15 -0.65 orientation 0 both_side_angle_limit 0.0 lock_weapon 0
  11255. 0296: unload_special_actor 2
  11256. 0812: AS_actor 1@(23@,16i) perform_animation "LAPDAN_P" IFP "LAPDAN1" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB
  11257. jump @GSW_3129
  11258.  
  11259. :GSW_1599
  11260. 1@(23@,16i) = Actor.Create(Prostitute, #SPECIAL03, 960.5, -61.12, 1001.63)
  11261. Actor.Angle(1@(23@,16i)) = 270.7016
  11262. 0860: link_actor 1@(23@,16i) to_interior 3
  11263. 04F4: put_actor 1@(23@,16i) into_turret_on_object 20@ offset_from_object_origin 0.5 3.45 0.83 orientation 1 both_side_angle_limit 0.0 lock_weapon 0
  11264. 0296: unload_special_actor 3
  11265. 0812: AS_actor 1@(23@,16i) perform_animation "BATHER" IFP "BEACH" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  11266. jump @GSW_3129
  11267.  
  11268. :GSW_1739
  11269. 1@(23@,16i) = Actor.Create(Prostitute, #SPECIAL04, 963.4, -58.40342, 1001.25)
  11270. Actor.Angle(1@(23@,16i)) = 87.66665
  11271. 0860: link_actor 1@(23@,16i) to_interior 3
  11272. 04F4: put_actor 1@(23@,16i) into_turret_on_object 20@ offset_from_object_origin -2.5 0.9 0.4 orientation 3 both_side_angle_limit 0.0 lock_weapon 0
  11273. 0296: unload_special_actor 4
  11274. 0812: AS_actor 1@(23@,16i) perform_animation "SEAT_idle" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB
  11275. jump @GSW_3129
  11276.  
  11277. :GSW_1880
  11278. 1@(23@,16i) = Actor.Create(Prostitute, #SPECIAL05, 962.684, -50.68929, 1001.125)
  11279. Actor.Angle(1@(23@,16i)) = 74.19315
  11280. 0860: link_actor 1@(23@,16i) to_interior 3
  11281. 04F4: put_actor 1@(23@,16i) into_turret_on_object 20@ offset_from_object_origin -1.5 -7.5 0.15 orientation 3 both_side_angle_limit 0.0 lock_weapon 0
  11282. wait 0
  11283. 0615: define_AS_pack_begin 22@
  11284. 0605: actor -1 perform_animation "gsign5" IFP "GHANDS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
  11285. 0605: actor -1 perform_animation "DAN_LOOP_A" IFP "DANCING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
  11286. 0605: actor -1 perform_animation "gsign3LH" IFP "GHANDS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
  11287. 0605: actor -1 perform_animation "DAN_LOOP_A" IFP "DANCING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
  11288. 0605: actor -1 perform_animation "gsign4" IFP "GHANDS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
  11289. 0605: actor -1 perform_animation "DNCE_M_C" IFP "DANCING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
  11290. 0643: set_AS_pack 22@ loop 1
  11291. 0616: define_AS_pack_end 22@
  11292. 0618: assign_actor 1@(23@,16i) to_AS_pack 22@
  11293. 0296: unload_special_actor 5
  11294. jump @GSW_3129
  11295.  
  11296. :GSW_2239
  11297. 1@(23@,16i) = Actor.Create(Prostitute, #SPECIAL06, 961.4539, -50.44983, 1001.117)
  11298. Actor.Angle(1@(23@,16i)) = 263.7381
  11299. 0860: link_actor 1@(23@,16i) to_interior 3
  11300. 04F4: put_actor 1@(23@,16i) into_turret_on_object 20@ offset_from_object_origin -0.9 -7.5 0.15 orientation 1 both_side_angle_limit 0.0 lock_weapon 0
  11301. wait 0
  11302. 0618: assign_actor 1@(23@,16i) to_AS_pack 22@
  11303. 0296: unload_special_actor 6
  11304. jump @GSW_3129
  11305.  
  11306. :GSW_2356
  11307. 1@(23@,16i) = Actor.Create(Prostitute, #SPECIAL07, 970.8618, -45.25, 1001.117)
  11308. Actor.Angle(1@(23@,16i)) = 84.48634
  11309. 0860: link_actor 1@(23@,16i) to_interior 3
  11310. 0446: set_actor 1@(23@,16i) dismemberment_possible 0
  11311. wait 0
  11312. 04F4: put_actor 1@(23@,16i) into_turret_on_object 20@ offset_from_object_origin -10.15 -12.5 0.15 orientation 3 both_side_angle_limit 0.0 lock_weapon 0
  11313. 0812: AS_actor 1@(23@,16i) perform_animation "BARSERVE_LOOP" IFP "BAR" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  11314. 0296: unload_special_actor 7
  11315. jump @GSW_3129
  11316.  
  11317. :GSW_2516
  11318. 1@(23@,16i) = Actor.Create(Prostitute, #SPECIAL08, 961.1014, -48.5275, 1001.117)
  11319. Actor.Angle(1@(23@,16i)) = 130.2
  11320. 0860: link_actor 1@(23@,16i) to_interior 3
  11321. wait 0
  11322. 0615: define_AS_pack_begin 21@
  11323. 0605: actor -1 perform_animation "DNCE_M_A" IFP "DANCING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
  11324. 0605: actor -1 perform_animation "DNCE_M_A" IFP "DANCING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
  11325. 0605: actor -1 perform_animation "DAN_LOOP_A" IFP "DANCING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
  11326. 0605: actor -1 perform_animation "DNCE_M_D" IFP "DANCING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
  11327. 0643: set_AS_pack 21@ loop 1
  11328. 0616: define_AS_pack_end 21@
  11329. 0618: assign_actor 1@(23@,16i) to_AS_pack 21@
  11330. 0296: unload_special_actor 8
  11331. jump @GSW_3129
  11332.  
  11333. :GSW_2768
  11334. 1@(23@,16i) = Actor.Create(Prostitute, #SPECIAL09, 960.1767, -49.3653, 1001.117)
  11335. Actor.Angle(1@(23@,16i)) = 312.39
  11336. 0860: link_actor 1@(23@,16i) to_interior 3
  11337. 0618: assign_actor 1@(23@,16i) to_AS_pack 21@
  11338. wait 0
  11339. 0296: unload_special_actor 9
  11340. jump @GSW_3129
  11341.  
  11342. :GSW_2849
  11343. 1@(23@,16i) = Actor.Create(Prostitute, #SPECIAL10, 956.5443, -54.4468, 1001.117)
  11344. Actor.Angle(1@(23@,16i)) = 84.4
  11345. 0860: link_actor 1@(23@,16i) to_interior 3
  11346. wait 0
  11347. 0615: define_AS_pack_begin 24@
  11348. 0605: actor -1 perform_animation "Barserve_glass" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
  11349. 05D3: AS_actor -1 goto_point 956.8207 -56.08364 1001.117 mode 4 time -1 ms // versionA
  11350. 05D3: AS_actor -1 goto_point 959.1592 -56.10821 1001.117 mode 4 time -1 ms // versionA
  11351. 05D3: AS_actor -1 goto_point 959.1352 -46.85521 1001.117 mode 4 time -1 ms // versionA
  11352. 05D3: AS_actor -1 goto_point 968.8503 -46.35917 1001.117 mode 4 time -1 ms // versionA
  11353. 0605: actor -1 perform_animation "gsign4LH" IFP "GHANDS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
  11354. 0616: define_AS_pack_end 24@
  11355. 0618: assign_actor 1@(23@,16i) to_AS_pack 24@
  11356. Actor.SetWalkStyle(1@(23@,16i), "SEXYWOMAN")
  11357. 0296: unload_special_actor 10
  11358. jump @GSW_3129
  11359.  
  11360. :GSW_3129
  11361. Actor.Health(1@(23@,16i)) = 1000
  11362. 060B: set_actor 1@(23@,16i) decision_maker_to 32
  11363. 23@ += 1
  11364. jump @GSW_285
  11365.  
  11366. :GSW_3166
  11367. 23@ += 1
  11368. jump @GSW_5064
  11369.  
  11370. :GSW_3180
  11371. gosub @GSW_5394
  11372. Model.Load(#HMYBE)
  11373. Model.Load(#WMOPJ)
  11374.  
  11375. :GSW_3195
  11376. wait 0
  11377. if and
  11378. Model.Available(#HMYBE)
  11379. Model.Available(#WMOPJ)
  11380. else_jump @GSW_3195
  11381. 1@(23@,16i) = Actor.Create(Prostitute, #HMYBE, 957.55, -58.12615, 1001.2)
  11382. Actor.Angle(1@(23@,16i)) = 269.4482
  11383. 0860: link_actor 1@(23@,16i) to_interior 3
  11384. 04F4: put_actor 1@(23@,16i) into_turret_on_object 20@ offset_from_object_origin 3.2 2.1 -0.6 orientation 0 both_side_angle_limit 0.0 lock_weapon 0
  11385. 0812: AS_actor 1@(23@,16i) perform_animation "LAPDAN_P" IFP "LAPDAN1" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB
  11386. Actor.Health(1@(23@,16i)) = 1000
  11387. 060B: set_actor 1@(23@,16i) decision_maker_to 32
  11388. 23@ += 1
  11389. 1@(23@,16i) = Actor.Create(Prostitute, #WMOPJ, 957.55, -58.12615, 1001.2)
  11390. Actor.Angle(1@(23@,16i)) = 269.4482
  11391. 0860: link_actor 1@(23@,16i) to_interior 3
  11392. 04F4: put_actor 1@(23@,16i) into_turret_on_object 20@ offset_from_object_origin 3.35 0.0 0.4 orientation 1 both_side_angle_limit 0.0 lock_weapon 0
  11393. 0812: AS_actor 1@(23@,16i) perform_animation "SEAT_idle" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB
  11394. Actor.Health(1@(23@,16i)) = 1000
  11395. 060B: set_actor 1@(23@,16i) decision_maker_to 32
  11396. Model.Destroy(#HMYBE)
  11397. Model.Destroy(#WMOPJ)
  11398. 23@ = 0
  11399. jump @GSW_3554
  11400.  
  11401. :GSW_3554
  11402. wait 0
  11403. if
  11404. Player.Defined($PLAYER_CHAR)
  11405. else_jump @GSW_3554
  11406. if
  11407. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 965.3 -53.25 1001.12 radius 35.0 35.0 5.5
  11408. else_jump @GSW_5057
  11409. if
  11410. 09E7: player $PLAYER_CHAR not_frozen
  11411. else_jump @GSW_3554
  11412. if
  11413. 12 > 23@
  11414. else_jump @GSW_4444
  11415. if
  11416. not Actor.Dead(1@(23@,16i))
  11417. else_jump @GSW_4458
  11418. if
  11419. 851A: not actor 1@(23@,16i) damaged_by_actor $PLAYER_ACTOR
  11420. else_jump @GSW_4458
  11421. if and
  11422. 80E1: not player 0 pressed_key 17
  11423. $ONMISSION == 0
  11424. 00F3: actor $PLAYER_ACTOR near_actor 1@(23@,16i) radius 0.8 0.8 sphere 0 on_foot
  11425. else_jump @GSW_3772
  11426. if
  11427. 10 > 23@
  11428. else_jump @GSW_3772
  11429. jump @GSW_5661
  11430.  
  11431. :GSW_3772
  11432. if
  11433. Actor.Animation(1@(23@,16i)) == "F_smklean_loop"
  11434. else_jump @GSW_3911
  11435. 0613: 30@ = actor 1@(23@,16i) animation "F_smklean_loop" time
  11436. if
  11437. 30@ >= 0.4
  11438. else_jump @GSW_4430
  11439. 064F: remove_references_to_particle 29@
  11440. 0669: 29@ = attach_particle "EXHALE" to_actor 1@(23@,16i) with_offset -0.2 0.0 0.5 type 18
  11441. 064C: make_particle 29@ visible
  11442. jump @GSW_4430
  11443.  
  11444. :GSW_3911
  11445. if
  11446. Actor.Animation(1@(23@,16i)) == "gsign4LH"
  11447. else_jump @GSW_4149
  11448. 0613: 30@ = actor 1@(23@,16i) animation "gsign4LH" time
  11449. if
  11450. 30@ >= 0.9
  11451. else_jump @GSW_4430
  11452. 061B: remove_references_to_AS_pack 24@
  11453. 0615: define_AS_pack_begin 24@
  11454. 05D3: AS_actor -1 goto_point 959.1352 -46.85521 1001.117 mode 4 time -1 ms // versionA
  11455. 05D3: AS_actor -1 goto_point 959.1592 -56.10821 1001.117 mode 4 time -1 ms // versionA
  11456. 05D3: AS_actor -1 goto_point 956.8207 -56.08364 1001.117 mode 4 time -1 ms // versionA
  11457. 05D3: AS_actor -1 goto_point 956.7899 -54.7927 1001.117 mode 4 time -1 ms // versionA
  11458. 0605: actor -1 perform_animation "turn_180" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
  11459. 0616: define_AS_pack_end 24@
  11460. 0618: assign_actor 1@(23@,16i) to_AS_pack 24@
  11461. wait 200
  11462. jump @GSW_4430
  11463.  
  11464. :GSW_4149
  11465. if
  11466. Actor.Animation(1@(23@,16i)) == "turn_180"
  11467. else_jump @GSW_4430
  11468. 0613: 30@ = actor 1@(23@,16i) animation "turn_180" time
  11469. if
  11470. 30@ >= 0.5
  11471. else_jump @GSW_4430
  11472. 061B: remove_references_to_AS_pack 24@
  11473. 0615: define_AS_pack_begin 24@
  11474. 0605: actor -1 perform_animation "Barserve_glass" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
  11475. 05D3: AS_actor -1 goto_point 956.8207 -56.08364 1001.117 mode 4 time -1 ms // versionA
  11476. 05D3: AS_actor -1 goto_point 959.1592 -56.10821 1001.117 mode 4 time -1 ms // versionA
  11477. 05D3: AS_actor -1 goto_point 959.1352 -46.85521 1001.117 mode 4 time -1 ms // versionA
  11478. 05D3: AS_actor -1 goto_point 968.8503 -46.35917 1001.117 mode 4 time -1 ms // versionA
  11479. 0605: actor -1 perform_animation "gsign4LH" IFP "GHANDS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
  11480. 0616: define_AS_pack_end 24@
  11481. 0618: assign_actor 1@(23@,16i) to_AS_pack 24@
  11482. wait 200
  11483. jump @GSW_4430
  11484.  
  11485. :GSW_4430
  11486. 23@ += 1
  11487. jump @GSW_3554
  11488.  
  11489. :GSW_4444
  11490. 23@ = 0
  11491. jump @GSW_3554
  11492.  
  11493. :GSW_4458
  11494. 23@ = 0
  11495. Model.Load(#DESERT_EAGLE)
  11496. Model.Load(#AK47)
  11497.  
  11498. :GSW_4475
  11499. wait 0
  11500. if and
  11501. Model.Available(#DESERT_EAGLE)
  11502. Model.Available(#AK47)
  11503. else_jump @GSW_4475
  11504.  
  11505. :GSW_4500
  11506. wait 0
  11507. if
  11508. Player.Defined($PLAYER_CHAR)
  11509. else_jump @GSW_4500
  11510. if
  11511. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 965.3 -53.25 1001.12 radius 35.0 35.0 5.5
  11512. else_jump @GSW_5057
  11513. if
  11514. 12 > 23@
  11515. else_jump @GSW_4913
  11516. if and
  11517. not 23@ == 7
  11518. not 23@ == 8
  11519. not 23@ == 9
  11520. else_jump @GSW_4627
  11521. 0465: remove_actor 1@(23@,16i) from_turret_mode
  11522.  
  11523. :GSW_4627
  11524. if
  11525. not Actor.Dead(1@(23@,16i))
  11526. else_jump @GSW_4899
  11527. if or
  11528. 23@ == 0
  11529. 23@ == 4
  11530. 23@ == 9
  11531. 23@ == 10
  11532. else_jump @GSW_4730
  11533. Actor.GiveWeaponAndAmmo(1@(23@,16i), DesertEagle, 6000)
  11534. Actor.WeaponAccuracy(1@(23@,16i)) = 100
  11535. 05E2: AS_actor 1@(23@,16i) kill_actor $PLAYER_ACTOR
  11536. jump @GSW_4899
  11537.  
  11538. :GSW_4730
  11539. if
  11540. 23@ == 6
  11541. else_jump @GSW_4819
  11542. 05BC: AS_actor 1@(23@,16i) jump 1
  11543. wait 250
  11544. Actor.GiveWeaponAndAmmo(1@(23@,16i), AK47, 6000)
  11545. Actor.WeaponAccuracy(1@(23@,16i)) = 100
  11546. 05E2: AS_actor 1@(23@,16i) kill_actor $PLAYER_ACTOR
  11547. 0446: set_actor 1@(23@,16i) dismemberment_possible 1
  11548. jump @GSW_4899
  11549.  
  11550. :GSW_4819
  11551. if or
  11552. 23@ == 1
  11553. 23@ == 2
  11554. 23@ == 3
  11555. 23@ == 5
  11556. 23@ == 7
  11557. 23@ == 8
  11558. 23@ == 11
  11559. else_jump @GSW_4899
  11560. 05DD: AS_actor 1@(23@,16i) flee_from_actor $PLAYER_ACTOR from_origin_radius 2.0 timelimit 30000
  11561.  
  11562. :GSW_4899
  11563. 23@ += 1
  11564. jump @GSW_4500
  11565.  
  11566. :GSW_4913
  11567. Model.Destroy(#DESERT_EAGLE)
  11568. Model.Destroy(#AK47)
  11569. 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 347 -1
  11570. 23@ = 0
  11571. jump @GSW_4966
  11572.  
  11573. :GSW_4966
  11574. wait 0
  11575. if
  11576. Player.Defined($PLAYER_CHAR)
  11577. else_jump @GSW_5057
  11578. if
  11579. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 965.3 -53.25 1001.12 radius 35.0 35.0 5.5
  11580. else_jump @GSW_5057
  11581. if
  11582. 09E7: player $PLAYER_CHAR not_frozen
  11583. else_jump @GSW_3554
  11584. jump @GSW_4966
  11585.  
  11586. :GSW_5057
  11587. 23@ = 0
  11588.  
  11589. :GSW_5064
  11590. if
  11591. 12 > 23@
  11592. else_jump @GSW_5105
  11593. Actor.DestroyInstantly(1@(23@,16i))
  11594. 23@ += 1
  11595. jump @GSW_5064
  11596.  
  11597. :GSW_5105
  11598. 064F: remove_references_to_particle 29@
  11599. Actor.DestroyInstantly(28@)
  11600. Object.Destroy(20@)
  11601. Object.Destroy(0@)
  11602. Object.Destroy(26@)
  11603. Object.Destroy(27@)
  11604. Model.Destroy(2226)
  11605. Model.Destroy(2601)
  11606. Model.Destroy(3044)
  11607. Model.Destroy(3045)
  11608. 061B: remove_references_to_AS_pack 21@
  11609. 061B: remove_references_to_AS_pack 22@
  11610. 061B: remove_references_to_AS_pack 24@
  11611. 1@ = 0
  11612. 2@ = 0
  11613. 3@ = 0
  11614. 4@ = 0
  11615. 5@ = 0
  11616. 6@ = 0
  11617. 7@ = 0
  11618. 8@ = 0
  11619. 9@ = 0
  11620. 10@ = 0
  11621. 11@ = 0
  11622. 12@ = 0
  11623. 13@ = 0
  11624. 14@ = 0
  11625. 16@ = 0
  11626. 17@ = 0
  11627. 18@ = 0
  11628. 19@ = 0
  11629. 20@ = 0
  11630. 23@ = 0
  11631. 24@ = 0
  11632. 043C: disable_sounds_after_fadeout 1
  11633. 04EF: release_animation "BEACH"
  11634. 04EF: release_animation "LAPDAN1"
  11635. 04EF: release_animation "BAR"
  11636. 04EF: release_animation "DANCING"
  11637. 04EF: release_animation "SMOKING"
  11638. 04EF: release_animation "GHANDS"
  11639. wait 1000
  11640. 0A93: end_custom_thread
  11641. jump @GSW_18
  11642.  
  11643. :GSW_5394
  11644. Model.Load(#GUNGRL3)
  11645.  
  11646. :GSW_5399
  11647. wait 0
  11648. if
  11649. Model.Available(#GUNGRL3)
  11650. else_jump @GSW_5399
  11651. 28@ = Actor.Create(CivFemale, #GUNGRL3, 0.0, 0.0, 0.0)
  11652. Actor.SetImmunities(28@, 1, 1, 1, 1, 1)
  11653. 0619: enable_actor 28@ collision_detection 0
  11654. Actor.RemoveFromMissionCleanupList(28@)
  11655. 0337: set_actor 28@ visibility 0
  11656. Model.Destroy(#GUNGRL3)
  11657. Actor.PutAt(28@, 964.0351, -54.5096, 1000.5)
  11658. 0860: link_actor 28@ to_interior 3
  11659. return
  11660.  
  11661. :GSW_5512
  11662. wait 0
  11663. if and
  11664. 04EE: animation "BEACH" loaded
  11665. 04EE: animation "LAPDAN1" loaded
  11666. 04EE: animation "BAR" loaded
  11667. 04EE: animation "DANCING" loaded
  11668. 04EE: animation "SMOKING" loaded
  11669. 04EE: animation "GHANDS" loaded
  11670. else_jump @GSW_5593
  11671. jump @GSW_5659
  11672.  
  11673. :GSW_5593
  11674. 04ED: load_animation "BEACH"
  11675. 04ED: load_animation "BAR"
  11676. 04ED: load_animation "LAPDAN1"
  11677. 04ED: load_animation "DANCING"
  11678. 04ED: load_animation "SMOKING"
  11679. 04ED: load_animation "GHANDS"
  11680. jump @GSW_5512
  11681.  
  11682. :GSW_5659
  11683. return
  11684.  
  11685. :GSW_5661
  11686. Player.CanMove($PLAYER_CHAR) = False
  11687. 015D: set_gamespeed 1.0
  11688. 08D4: 15@ = create_panel_with_title 'GFT_11' position 400.0 150.0 width 200.0 columns 1 interactive 1 background 1 alignment 0
  11689. 08D6: set_panel 15@ column 0 alignment 1
  11690. 08DB: set_panel 15@ column 0 header 'dummy' data 'GFM_4' 'GFM_5' 'GFM_6' 'GFM_7' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy'
  11691. 090E: set_panel 15@ active_row 0
  11692. wait 1000
  11693.  
  11694. :GSW_5857
  11695. wait 0
  11696. if
  11697. Player.Defined($PLAYER_CHAR)
  11698. else_jump @GSW_6026
  11699. if
  11700. $ONMISSION == 0
  11701. else_jump @GSW_6005
  11702. if or
  11703. 00E1: player 0 pressed_key 15
  11704. Actor.Driving($PLAYER_ACTOR)
  11705. else_jump @GSW_5947
  11706. 015D: set_gamespeed 1.0
  11707. gosub @GSW_6083
  11708. Camera.SetBehindPlayer
  11709. Camera.Restore_WithJumpCut
  11710. wait 2500
  11711. jump @GSW_3554
  11712.  
  11713. :GSW_5947
  11714. if
  11715. 00E1: player 0 pressed_key 16
  11716. else_jump @GSW_5857
  11717. 015D: set_gamespeed 1.0
  11718. 08D7: 18@ = panel 15@ active_row
  11719. 18@ += 1
  11720. gosub @GSW_6124
  11721. wait 250
  11722. jump @GSW_6150
  11723.  
  11724. :GSW_6005
  11725. 015D: set_gamespeed 1.0
  11726. gosub @GSW_6083
  11727. jump @GSW_3554
  11728.  
  11729. :GSW_6026
  11730. 015D: set_gamespeed 1.0
  11731. 08DA: remove_panel 15@
  11732. 0826: enable_hud 1
  11733. 0581: enable_radar 1
  11734. Camera.SetBehindPlayer
  11735. Camera.Restore_WithJumpCut
  11736. 03F0: enable_text_draw 0
  11737. Player.CanMove($PLAYER_CHAR) = True
  11738. if
  11739. 08FE: text_box_displayed
  11740. else_jump @GSW_3554
  11741. 03E6: remove_text_box
  11742. jump @GSW_3554
  11743.  
  11744. :GSW_6083
  11745. 08DA: remove_panel 15@
  11746. if
  11747. 08FE: text_box_displayed
  11748. else_jump @GSW_6103
  11749. 03E6: remove_text_box
  11750.  
  11751. :GSW_6103
  11752. 03F0: enable_text_draw 0
  11753. 0826: enable_hud 1
  11754. 0581: enable_radar 1
  11755. Player.CanMove($PLAYER_CHAR) = True
  11756. return
  11757.  
  11758. :GSW_6124
  11759. 08DA: remove_panel 15@
  11760. if
  11761. 08FE: text_box_displayed
  11762. else_jump @GSW_6144
  11763. 03E6: remove_text_box
  11764.  
  11765. :GSW_6144
  11766. 03F0: enable_text_draw 0
  11767. return
  11768.  
  11769. :GSW_6150
  11770. 0871: init_jump_table 18@ total_jumps 6 default_jump 0 @GSW_6278 jumps 0 @GSW_6278 1 @GSW_6285 2 @GSW_6637 3 @GSW_6913 4 @GSW_8910 5 @GSW_9365 6 @GSW_6278
  11771. 0872: jump_table_jumps 7 @GSW_6278 8 @GSW_6278 9 @GSW_6278 -1 @GSW_6278 -1 @GSW_6278 -1 @GSW_6278 -1 @GSW_6278 -1 @GSW_6278 -1 @GSW_6278
  11772.  
  11773. :GSW_6278
  11774. jump @GSW_3554
  11775.  
  11776. :GSW_6285
  11777. 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
  11778. Player.CanMove($PLAYER_CHAR) = False
  11779. 0470: 25@ = actor $PLAYER_ACTOR current_weapon
  11780. 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
  11781. fade 0 0
  11782. wait 500
  11783. gosub @GSW_9588
  11784. wait 500
  11785. 0687: clear_actor 1@(23@,16i) task
  11786. 04EB: AS_actor 1@(23@,16i) crouch 0
  11787. Actor.PutAt($PLAYER_ACTOR, 945.1, -44.0777, 1000.88)
  11788. Actor.Angle($PLAYER_ACTOR) = 0.0
  11789. 04C4: store_coords_to 13@ 14@ 19@ from_actor $PLAYER_ACTOR with_offset 0.0 2.5 0.0
  11790. 0085: 16@ = 1@(23@,16i) // (int)
  11791. 0A92: create_custom_thread "GFXXX.cs" 16@ 10 6 13@ 14@ 19@ 180.0
  11792.  
  11793. :GSW_6462
  11794. wait 0
  11795. if
  11796. Player.Defined($PLAYER_CHAR)
  11797. else_jump @GSW_6462
  11798. if and
  11799. 09E7: player $PLAYER_CHAR not_frozen
  11800. $ONMISSION == 0
  11801. else_jump @GSW_6462
  11802. 0619: enable_actor 1@(23@,16i) collision_detection 1
  11803. Actor.PutAt($PLAYER_ACTOR, 945.2373, -45.9884, 1001.117)
  11804. Actor.Angle($PLAYER_ACTOR) = 180.5
  11805. 0619: enable_actor $PLAYER_ACTOR collision_detection 1
  11806. Actor.PutAt(1@(23@,16i), 961.0832, -53.8423, 1001.117)
  11807. Player.CanMove($PLAYER_CHAR) = True
  11808. Camera.SetBehindPlayer
  11809. Camera.Restore_WithJumpCut
  11810. Actor.AddArmour($PLAYER_ACTOR, 250)
  11811. Actor.Health($PLAYER_ACTOR) = 250
  11812. 23@ = 0
  11813. gosub @GSW_10224
  11814. wait 1000
  11815. fade 1 2000
  11816. jump @GSW_3554
  11817.  
  11818. :GSW_6637
  11819. fade 0 0
  11820. gosub @GSW_9588
  11821. wait 100
  11822. $ONMISSION = 1
  11823. gosub @GSW_9483
  11824. Actor.PutAt($PLAYER_ACTOR, 961.0832, -53.8423, 1001.117)
  11825. Actor.Angle($PLAYER_ACTOR) = 6.5
  11826. 04C4: store_coords_to 13@ 14@ 19@ from_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.95
  11827. Actor.PutAt(1@(23@,16i), 13@, 14@, 19@)
  11828. Actor.Angle(1@(23@,16i)) = 6.5
  11829. 0619: enable_actor 1@(23@,16i) collision_detection 0
  11830. 0812: AS_actor 1@(23@,16i) perform_animation "SPANKING_IDLEW" IFP "SNM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
  11831. 0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKING_IDLEP" IFP "SNM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
  11832. 33@ = 2500
  11833. wait 100
  11834. gosub @GSW_10131
  11835. fade 1 0
  11836. gosub @GSW_9466
  11837. 03E5: show_text_box 'GFM_3'
  11838. Player.CanMove($PLAYER_CHAR) = True
  11839. jump @GSW_7355
  11840.  
  11841. :GSW_6913
  11842. fade 0 0
  11843. gosub @GSW_9588
  11844. wait 100
  11845. $ONMISSION = 1
  11846. gosub @GSW_9483
  11847. Actor.PutAt($PLAYER_ACTOR, 961.0832, -53.8423, 1001.117)
  11848. Actor.Angle($PLAYER_ACTOR) = 196.5
  11849. 04C4: store_coords_to 13@ 14@ 19@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 -1.0
  11850. 15@ = Actor.Angle($PLAYER_ACTOR)
  11851. 15@ += 180.0
  11852. 19@ -= 0.75
  11853. Actor.PutAt(1@(23@,16i), 13@, 14@, 19@)
  11854. Actor.Angle(1@(23@,16i)) = 15@
  11855. if
  11856. 8500: not player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17
  11857. else_jump @ESC_IMPOUND_GARAGES
  11858. 0793: save_player_clothes
  11859. wait 50
  11860. 0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 16
  11861. 0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17
  11862. Player.SetClothes($PLAYER_CHAR, "player_torso", "torso", Torso)
  11863. Player.SetClothes($PLAYER_CHAR, "player_legs", "legs", Legs)
  11864. Player.SetClothes($PLAYER_CHAR, "foot", "feet", Shoes)
  11865. Player.Build($PLAYER_CHAR)
  11866. wait 50
  11867.  
  11868. :ESC_IMPOUND_GARAGES
  11869. 0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_START_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  11870. 0812: AS_actor 1@(23@,16i) perform_animation "BJ_STAND_START_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  11871. 33@ = 2500
  11872. wait 100
  11873. gosub @GSW_10131
  11874. fade 1 0
  11875. gosub @GSW_9466
  11876. 03E5: show_text_box 'GFM_8'
  11877. Player.CanMove($PLAYER_CHAR) = True
  11878. jump @GSW_8208
  11879.  
  11880. :GSW_7355
  11881. wait 0
  11882. if
  11883. Player.Defined($PLAYER_CHAR)
  11884. else_jump @GSW_9404
  11885. if
  11886. not Actor.Dead(1@(23@,16i))
  11887. else_jump @GSW_9404
  11888. if
  11889. not Actor.Animation(1@(23@,16i)) == "SPANKING_ENDW"
  11890. else_jump @GSW_7832
  11891. if
  11892. 80E1: not player 0 pressed_key 15
  11893. else_jump @GSW_7741
  11894. if and
  11895. Actor.Animation($PLAYER_ACTOR) == "SPANKING_IDLEP"
  11896. 00E1: player 0 pressed_key 17
  11897. else_jump @GSW_7573
  11898. 0812: AS_actor 1@(23@,16i) perform_animation "SPANKINGW" IFP "SNM" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  11899. 0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKINGP" IFP "SNM" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  11900. wait 1000
  11901. jump @GSW_7355
  11902.  
  11903. :GSW_7573
  11904. if
  11905. Actor.Animation($PLAYER_ACTOR) == "SPANKINGP"
  11906. else_jump @GSW_7355
  11907. 0613: 30@ = actor $PLAYER_ACTOR animation "SPANKINGP" time
  11908. gosub @GSW_8037
  11909. if and
  11910. 30@ >= 1.0
  11911. 00E1: player 0 pressed_key 17
  11912. else_jump @GSW_7355
  11913. 0812: AS_actor 1@(23@,16i) perform_animation "SPANKINGW" IFP "SNM" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  11914. 0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKINGP" IFP "SNM" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  11915. wait 1000
  11916. jump @GSW_7355
  11917.  
  11918. :GSW_7741
  11919. 0812: AS_actor 1@(23@,16i) perform_animation "SPANKING_ENDW" IFP "SNM" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  11920. 0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKING_ENDP" IFP "SNM" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  11921. 33@ = 0
  11922.  
  11923. :GSW_7832
  11924. if
  11925. 33@ >= 5000
  11926. else_jump @GSW_8125
  11927. fade 0 0
  11928. 04C4: store_coords_to 13@ 14@ 19@ from_actor $PLAYER_ACTOR with_offset 0.0 1.2 -1.0
  11929. 15@ = Actor.Angle($PLAYER_ACTOR)
  11930. 19@ += 180.0
  11931. Actor.PutAt(1@(23@,16i), 13@, 14@, 19@)
  11932. Actor.Angle(1@(23@,16i)) = 15@
  11933. 0812: AS_actor 1@(23@,16i) perform_animation "GETUP" IFP "PED" framedelta 6.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
  11934. 0792: disembark_instantly_actor $PLAYER_ACTOR
  11935. 0619: enable_actor 1@(23@,16i) collision_detection 1
  11936. wait 250
  11937. $ONMISSION = 0
  11938. gosub @GSW_5512
  11939. 23@ = 0
  11940. gosub @GSW_10224
  11941. wait 1000
  11942. fade 1 0
  11943. jump @GSW_9404
  11944.  
  11945. :GSW_8037
  11946. if and
  11947. 30@ >= 0.5
  11948. 0.8 > 30@
  11949. else_jump @GSW_8123
  11950. 018C: play_sound 1190 at 13@ 14@ 19@
  11951. wait 50
  11952. 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 345 238
  11953. jump @GSW_8123
  11954.  
  11955. :GSW_8123
  11956. return
  11957.  
  11958. :GSW_8125
  11959. if and
  11960. 33@ >= 1000
  11961. 1250 > 33@
  11962. else_jump @GSW_7355
  11963. 018C: play_sound 1190 at 13@ 14@ 19@
  11964. wait 500
  11965. 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 286 238
  11966. jump @GSW_7355
  11967.  
  11968. :GSW_8208
  11969. wait 0
  11970. if
  11971. Player.Defined($PLAYER_CHAR)
  11972. else_jump @GSW_9404
  11973. if
  11974. not Actor.Dead(1@(23@,16i))
  11975. else_jump @GSW_9404
  11976. if
  11977. not Actor.Animation(1@(23@,16i)) == "BJ_STAND_END_W"
  11978. else_jump @GSW_8746
  11979. if
  11980. 80E1: not player 0 pressed_key 15
  11981. else_jump @GSW_8533
  11982. if
  11983. Actor.Animation($PLAYER_ACTOR) == "BJ_STAND_START_P"
  11984. else_jump @GSW_8533
  11985. 0613: 30@ = actor $PLAYER_ACTOR animation "BJ_STAND_START_P" time
  11986. if
  11987. 30@ >= 1.0
  11988. else_jump @GSW_8208
  11989. 0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 20000 // versionB
  11990. 0812: AS_actor 1@(23@,16i) perform_animation "BJ_STAND_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 20000 // versionB
  11991. 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 285 240
  11992. 33@ = 0
  11993. 32@ = 0
  11994. jump @GSW_8208
  11995.  
  11996. :GSW_8533
  11997. if and
  11998. Actor.Animation($PLAYER_ACTOR) == "BJ_STAND_LOOP_P"
  11999. 32@ > 2000
  12000. else_jump @GSW_8611
  12001. 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 285 242
  12002. 32@ = 0
  12003.  
  12004. :GSW_8611
  12005. if or
  12006. 00E1: player 0 pressed_key 15
  12007. 33@ > 20000
  12008. else_jump @GSW_8208
  12009. 0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_END_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB
  12010. 0812: AS_actor 1@(23@,16i) perform_animation "BJ_STAND_END_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB
  12011. 33@ = 0
  12012. jump @GSW_8208
  12013.  
  12014. :GSW_8746
  12015. 0613: 30@ = actor 1@(23@,16i) animation "BJ_STAND_END_W" time
  12016. if
  12017. 30@ >= 1.0
  12018. else_jump @GSW_8208
  12019. fade 0 0
  12020. 0638: AS_actor 1@(23@,16i) stay_put 1
  12021. 0792: disembark_instantly_actor $PLAYER_ACTOR
  12022. wait 250
  12023. if
  12024. 8500: not player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17
  12025. else_jump @GSW_8864
  12026. 0794: restore_player_clothes
  12027. wait 50
  12028. Player.Build($PLAYER_CHAR)
  12029. wait 50
  12030.  
  12031. :GSW_8864
  12032. $ONMISSION = 0
  12033. gosub @GSW_5512
  12034. 23@ = 0
  12035. gosub @GSW_10224
  12036. wait 1000
  12037. fade 1 0
  12038. jump @GSW_9404
  12039.  
  12040. :GSW_8910
  12041. gosub @GSW_9466
  12042. gosub @GSW_9588
  12043. $ONMISSION = 1
  12044. gosub @GSW_9483
  12045. 0619: enable_actor 1@(23@,16i) collision_detection 0
  12046. Player.CanMove($PLAYER_CHAR) = True
  12047. wait 0
  12048. 0638: AS_actor 1@(23@,16i) stay_put 1
  12049. wait 0
  12050. 0639: AS_actor $PLAYER_ACTOR rotate_to_actor 1@(23@,16i)
  12051. wait 1000
  12052. 04C4: store_coords_to 13@ 14@ 19@ from_actor $PLAYER_ACTOR with_offset 0.0 1.05 -1.0
  12053. 15@ = Actor.Angle($PLAYER_ACTOR)
  12054. 15@ += 180.0
  12055. 0638: AS_actor 1@(23@,16i) stay_put 0
  12056. Actor.PutAt(1@(23@,16i), 13@, 14@, 19@)
  12057. Actor.Angle(1@(23@,16i)) = 15@
  12058. 0812: AS_actor 1@(23@,16i) perform_animation "GRLFRD_KISS_03" IFP "KISSING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 6000 // versionB
  12059. 0812: AS_actor $PLAYER_ACTOR perform_animation "PLAYA_KISS_03" IFP "KISSING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 6000 // versionB
  12060. gosub @GSW_10131
  12061. wait 500
  12062.  
  12063. :GSW_9187
  12064. wait 0
  12065. if
  12066. Player.Defined($PLAYER_CHAR)
  12067. else_jump @GSW_9404
  12068. if
  12069. not Actor.Dead(1@(23@,16i))
  12070. else_jump @GSW_9404
  12071. if
  12072. Actor.Animation($PLAYER_ACTOR) == "PLAYA_KISS_03"
  12073. else_jump @GSW_9302
  12074. 0613: 30@ = actor $PLAYER_ACTOR animation "PLAYA_KISS_03" time
  12075. if
  12076. 30@ >= 0.95
  12077. else_jump @GSW_9187
  12078.  
  12079. :GSW_9302
  12080. fade 0 0
  12081. $ONMISSION = 0
  12082. 0619: enable_actor 1@(23@,16i) collision_detection 1
  12083. gosub @GSW_5512
  12084. 23@ = 0
  12085. gosub @GSW_10224
  12086. wait 500
  12087. fade 1 0
  12088. jump @GSW_9404
  12089.  
  12090. :GSW_9365
  12091. gosub @GSW_9466
  12092. Player.CanMove($PLAYER_CHAR) = True
  12093. 0619: enable_actor 1@(23@,16i) collision_detection 1
  12094. $ONMISSION = 0
  12095. jump @GSW_3554
  12096.  
  12097. :GSW_9404
  12098. 0619: enable_actor 1@(23@,16i) collision_detection 1
  12099. 04EF: release_animation "KISSING"
  12100. 04EF: release_animation "SEX"
  12101. 04EF: release_animation "BLOWJOBZ"
  12102. 04EF: release_animation "SNM"
  12103. $ONMISSION = 0
  12104. jump @GSW_3554
  12105.  
  12106. :GSW_9466
  12107. if
  12108. 08FE: text_box_displayed
  12109. else_jump @GSW_9481
  12110. 03E6: remove_text_box
  12111.  
  12112. :GSW_9481
  12113. return
  12114.  
  12115. :GSW_9483
  12116. wait 0
  12117. if and
  12118. 04EE: animation "BLOWJOBZ" loaded
  12119. 04EE: animation "SEX" loaded
  12120. 04EE: animation "KISSING" loaded
  12121. 04EE: animation "SNM" loaded
  12122. else_jump @GSW_9542
  12123. jump @GSW_9586
  12124.  
  12125. :GSW_9542
  12126. 04ED: load_animation "BLOWJOBZ"
  12127. 04ED: load_animation "KISSING"
  12128. 04ED: load_animation "SEX"
  12129. 04ED: load_animation "SNM"
  12130. jump @GSW_9483
  12131.  
  12132. :GSW_9586
  12133. return
  12134.  
  12135. :GSW_9588
  12136. 0085: 17@ = 23@ // (int)
  12137. 061B: remove_references_to_AS_pack 21@
  12138. 061B: remove_references_to_AS_pack 22@
  12139. 061B: remove_references_to_AS_pack 24@
  12140. 23@ = 0
  12141.  
  12142. :GSW_9618
  12143. wait 0
  12144. if
  12145. 12 > 23@
  12146. else_jump @GSW_9997
  12147. if and
  12148. not 23@ == 7
  12149. not 23@ == 8
  12150. not 23@ == 9
  12151. else_jump @GSW_9681
  12152. 0465: remove_actor 1@(23@,16i) from_turret_mode
  12153.  
  12154. :GSW_9681
  12155. if
  12156. not Actor.Dead(1@(23@,16i))
  12157. else_jump @GSW_9983
  12158. 0687: clear_actor 1@(23@,16i) task
  12159. 04EB: AS_actor 1@(23@,16i) crouch 0
  12160. if
  12161. 803B: not 23@ == 17@ // (int)
  12162. else_jump @GSW_9983
  12163. if or
  12164. 23@ == 1
  12165. 23@ == 2
  12166. 23@ == 3
  12167. else_jump @GSW_9946
  12168. 0871: init_jump_table 23@ total_jumps 5 default_jump 0 @GSW_9997 jumps 0 @GSW_9983 1 @GSW_9835 2 @GSW_9872 3 @GSW_9909 -1 @GSW_9983 -1 @GSW_9983 -1 @GSW_9983
  12169.  
  12170. :GSW_9835
  12171. Actor.PutAt(2@, 957.5992, -58.3931, 1001.125)
  12172. Actor.Angle(2@) = 325.2
  12173. jump @GSW_9983
  12174.  
  12175. :GSW_9872
  12176. Actor.PutAt(3@, 960.4612, -60.2817, 1001.117)
  12177. Actor.Angle(3@) = 355.8
  12178. jump @GSW_9983
  12179.  
  12180. :GSW_9909
  12181. Actor.PutAt(4@, 963.007, -57.8605, 1001.125)
  12182. Actor.Angle(4@) = 34.2
  12183. jump @GSW_9983
  12184.  
  12185. :GSW_9946
  12186. Actor.PutAt(4@, 963.007, -57.8605, 1001.125)
  12187. Actor.Angle(4@) = 34.2
  12188. jump @GSW_9983
  12189.  
  12190. :GSW_9983
  12191. 23@ += 1
  12192. jump @GSW_9618
  12193.  
  12194. :GSW_9997
  12195. Actor.PutAt(11@, 958.8594, -59.8002, 1001.11)
  12196. Actor.Angle(11@) = 325.2
  12197. Actor.PutAt(12@, 958.3193, -56.8132, 1001.117)
  12198. Actor.Angle(12@) = 325.2
  12199. 064F: remove_references_to_particle 29@
  12200. 04EF: release_animation "BEACH"
  12201. 04EF: release_animation "LAPDAN1"
  12202. 04EF: release_animation "BAR"
  12203. 04EF: release_animation "DANCING"
  12204. 04EF: release_animation "SMOKING"
  12205. 04EF: release_animation "GHANDS"
  12206. 0085: 23@ = 17@ // (int)
  12207. return
  12208.  
  12209. :GSW_10131
  12210. 23@ = 0
  12211.  
  12212. :GSW_10138
  12213. wait 0
  12214. if
  12215. 12 > 23@
  12216. else_jump @GSW_10214
  12217. if and
  12218. 803B: not 23@ == 17@ // (int)
  12219. not Actor.Dead(1@(23@,16i))
  12220. else_jump @GSW_10200
  12221. 0639: AS_actor 1@(23@,16i) rotate_to_actor $PLAYER_ACTOR
  12222.  
  12223. :GSW_10200
  12224. 23@ += 1
  12225. jump @GSW_10138
  12226.  
  12227. :GSW_10214
  12228. 0085: 23@ = 17@ // (int)
  12229. return
  12230.  
  12231. :GSW_10224
  12232. wait 0
  12233. if
  12234. 12 > 23@
  12235. else_jump @GSW_12162
  12236. if
  12237. not Actor.Dead(1@(23@,16i))
  12238. else_jump @GSW_12148
  12239. 0871: init_jump_table 23@ total_jumps 12 default_jump 0 @GSW_12148 jumps 0 @GSW_10394 1 @GSW_10615 2 @GSW_10701 3 @GSW_10783 4 @GSW_10866 5 @GSW_11171 6 @GSW_11234
  12240. 0872: jump_table_jumps 7 @GSW_11340 8 @GSW_11576 9 @GSW_11641 10 @GSW_11905 11 @GSW_12015 -1 @GSW_12148 -1 @GSW_12148 -1 @GSW_12148 -1 @GSW_12148
  12241.  
  12242. :GSW_10394
  12243. 04F4: put_actor 1@(23@,16i) into_turret_on_object 20@ offset_from_object_origin 4.2 -8.05 0.15 orientation 1 both_side_angle_limit 0.0 lock_weapon 0
  12244. wait 0
  12245. 0812: AS_actor 1@(23@,16i) perform_animation "F_smklean_loop" IFP "SMOKING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB
  12246. 069A: attach_object 26@ to_object 27@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0
  12247. 070A: AS_actor 1@(23@,16i) attach_to_object 27@ offset 0.04 0.1 0.05 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1
  12248. 0669: 29@ = attach_particle "EXHALE" to_actor 1@(23@,16i) with_offset -0.2 0.0 0.5 type 18
  12249. 064C: make_particle 29@ visible
  12250. jump @GSW_12122
  12251.  
  12252. :GSW_10615
  12253. 04F4: put_actor 1@(23@,16i) into_turret_on_object 31@ offset_from_object_origin 2.1 3.15 -0.65 orientation 0 both_side_angle_limit 0.0 lock_weapon 0
  12254. 0812: AS_actor 1@(23@,16i) perform_animation "LAPDAN_P" IFP "LAPDAN1" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB
  12255. jump @GSW_12122
  12256.  
  12257. :GSW_10701
  12258. 04F4: put_actor 1@(23@,16i) into_turret_on_object 20@ offset_from_object_origin 0.5 3.45 0.83 orientation 1 both_side_angle_limit 0.0 lock_weapon 0
  12259. 0812: AS_actor 1@(23@,16i) perform_animation "BATHER" IFP "BEACH" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  12260. jump @GSW_12122
  12261.  
  12262. :GSW_10783
  12263. 04F4: put_actor 1@(23@,16i) into_turret_on_object 20@ offset_from_object_origin -2.5 0.9 0.4 orientation 3 both_side_angle_limit 0.0 lock_weapon 0
  12264. 0812: AS_actor 1@(23@,16i) perform_animation "SEAT_idle" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB
  12265. jump @GSW_12122
  12266.  
  12267. :GSW_10866
  12268. 04F4: put_actor 1@(23@,16i) into_turret_on_object 20@ offset_from_object_origin -1.5 -7.5 0.15 orientation 3 both_side_angle_limit 0.0 lock_weapon 0
  12269. wait 0
  12270. 0615: define_AS_pack_begin 22@
  12271. 0605: actor -1 perform_animation "gsign5" IFP "GHANDS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
  12272. 0605: actor -1 perform_animation "DAN_LOOP_A" IFP "DANCING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
  12273. 0605: actor -1 perform_animation "gsign3LH" IFP "GHANDS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
  12274. 0605: actor -1 perform_animation "DAN_LOOP_A" IFP "DANCING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
  12275. 0605: actor -1 perform_animation "gsign4" IFP "GHANDS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
  12276. 0605: actor -1 perform_animation "DNCE_M_C" IFP "DANCING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
  12277. 0643: set_AS_pack 22@ loop 1
  12278. 0616: define_AS_pack_end 22@
  12279. 0618: assign_actor 1@(23@,16i) to_AS_pack 22@
  12280. 0296: unload_special_actor 5
  12281. jump @GSW_12122
  12282.  
  12283. :GSW_11171
  12284. 04F4: put_actor 1@(23@,16i) into_turret_on_object 20@ offset_from_object_origin -0.9 -7.5 0.15 orientation 1 both_side_angle_limit 0.0 lock_weapon 0
  12285. wait 0
  12286. 0618: assign_actor 1@(23@,16i) to_AS_pack 22@
  12287. 0296: unload_special_actor 6
  12288. jump @GSW_12122
  12289.  
  12290. :GSW_11234
  12291. 0446: set_actor 1@(23@,16i) dismemberment_possible 0
  12292. wait 0
  12293. 04F4: put_actor 1@(23@,16i) into_turret_on_object 20@ offset_from_object_origin -10.15 -12.5 0.15 orientation 3 both_side_angle_limit 0.0 lock_weapon 0
  12294. 0812: AS_actor 1@(23@,16i) perform_animation "BARSERVE_LOOP" IFP "BAR" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  12295. 0296: unload_special_actor 7
  12296. jump @GSW_12122
  12297.  
  12298. :GSW_11340
  12299. Actor.PutAt(1@(23@,16i), 961.1014, -48.5275, 1001.117)
  12300. Actor.Angle(1@(23@,16i)) = 130.2
  12301. wait 0
  12302. 0615: define_AS_pack_begin 21@
  12303. 0605: actor -1 perform_animation "DNCE_M_A" IFP "DANCING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
  12304. 0605: actor -1 perform_animation "DNCE_M_A" IFP "DANCING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
  12305. 0605: actor -1 perform_animation "DAN_LOOP_A" IFP "DANCING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
  12306. 0605: actor -1 perform_animation "DNCE_M_D" IFP "DANCING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
  12307. 0643: set_AS_pack 21@ loop 1
  12308. 0616: define_AS_pack_end 21@
  12309. 0618: assign_actor 1@(23@,16i) to_AS_pack 21@
  12310. 0296: unload_special_actor 8
  12311. jump @GSW_12122
  12312.  
  12313. :GSW_11576
  12314. Actor.PutAt(1@(23@,16i), 960.1767, -49.3653, 1001.117)
  12315. Actor.Angle(1@(23@,16i)) = 312.39
  12316. 0618: assign_actor 1@(23@,16i) to_AS_pack 21@
  12317. wait 0
  12318. 0296: unload_special_actor 9
  12319. jump @GSW_12122
  12320.  
  12321. :GSW_11641
  12322. Actor.PutAt(1@(23@,16i), 956.5443, -54.4468, 1001.117)
  12323. Actor.Angle(1@(23@,16i)) = 84.4
  12324. wait 0
  12325. 0615: define_AS_pack_begin 24@
  12326. 0605: actor -1 perform_animation "Barserve_glass" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
  12327. 05D3: AS_actor -1 goto_point 956.8207 -56.08364 1001.117 mode 4 time -1 ms // versionA
  12328. 05D3: AS_actor -1 goto_point 959.1592 -56.10821 1001.117 mode 4 time -1 ms // versionA
  12329. 05D3: AS_actor -1 goto_point 959.1352 -46.85521 1001.117 mode 4 time -1 ms // versionA
  12330. 05D3: AS_actor -1 goto_point 968.8503 -46.35917 1001.117 mode 4 time -1 ms // versionA
  12331. 0605: actor -1 perform_animation "gsign4LH" IFP "GHANDS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
  12332. 0616: define_AS_pack_end 24@
  12333. 0618: assign_actor 1@(23@,16i) to_AS_pack 24@
  12334. Actor.SetWalkStyle(1@(23@,16i), "SEXYWOMAN")
  12335. 0296: unload_special_actor 10
  12336. jump @GSW_12122
  12337.  
  12338. :GSW_11905
  12339. Actor.PutAt(1@(23@,16i), 957.55, -58.12615, 1001.2)
  12340. 04F4: put_actor 1@(23@,16i) into_turret_on_object 20@ offset_from_object_origin 3.2 2.1 -0.6 orientation 0 both_side_angle_limit 0.0 lock_weapon 0
  12341. 0812: AS_actor 1@(23@,16i) perform_animation "LAPDAN_P" IFP "LAPDAN1" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB
  12342. jump @GSW_12122
  12343.  
  12344. :GSW_12015
  12345. Actor.PutAt(1@(23@,16i), 957.55, -58.12615, 1001.2)
  12346. 04F4: put_actor 1@(23@,16i) into_turret_on_object 20@ offset_from_object_origin 3.35 0.0 0.4 orientation 1 both_side_angle_limit 0.0 lock_weapon 0
  12347. 0812: AS_actor 1@(23@,16i) perform_animation "SEAT_idle" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB
  12348. jump @GSW_12122
  12349.  
  12350. :GSW_12122
  12351. Actor.Health(1@(23@,16i)) = 1000
  12352. 23@ += 1
  12353. jump @GSW_10224
  12354.  
  12355. :GSW_12148
  12356. 23@ += 1
  12357. jump @GSW_10224
  12358.  
  12359. :GSW_12162
  12360. 23@ = 0
  12361. return
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