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- // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
- {$CLEO .cs}
- //-------------MAIN---------------
- if
- 0@ == 0
- else_jump @GFXXX_6205
- thread 'GFXXX'
- 5@ = 0
- 07FB: set_interior 'MADDOGS' access 1 // Madd Dogg's Crib
- 07FB: set_interior 'MDDOGS' access 1 // Madd Dogg's Crib
- :GFXXX_62
- wait 0
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GFXXX_62
- if and
- $ONMISSION == 0
- 8818: not actor $PLAYER_ACTOR in_air
- 84AD: not actor $PLAYER_ACTOR in_water
- not Actor.Driving($PLAYER_ACTOR)
- else_jump @GFXXX_62
- if
- 0AB0: key_pressed 71
- else_jump @GFXXX_144
- 17@ = 1
- 33@ = 0
- :GFXXX_144
- if and
- 17@ == 1
- 0AB0: key_pressed 70
- else_jump @GFXXX_180
- 17@ = 2
- 33@ = 0
- :GFXXX_180
- if and
- 17@ == 2
- 0AB0: key_pressed 88
- else_jump @GFXXX_216
- 17@ = 0
- jump @GFXXX_1685
- :GFXXX_216
- if
- 33@ > 5000
- else_jump @GFXXX_242
- 17@ = 0
- :GFXXX_242
- 077E: get_active_interior_to 20@
- if
- 20@ == 0
- else_jump @GFXXX_1547
- if or
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2402.1 -1716.5 13.63 radius 50.0 50.0 30.0
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -1799.58 1198.5 24.1 radius 50.0 50.0 30.0
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -373.3 -1427.6 25.72 radius 50.0 50.0 30.0
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -1390.6 2633.1 55.9 radius 50.0 50.0 30.0
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -2574.808 1151.744 55.7 radius 50.0 50.0 30.0
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2037.362 2724.411 10.82 radius 50.0 50.0 30.0
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1579.101 -1635.873 13.56 radius 50.0 50.0 30.0
- else_jump @GFXXX_1409
- if
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2402.1 -1716.5 13.63 radius 50.5 50.5 30.0
- else_jump @GFXXX_645
- if
- 0102: actor $PLAYER_ACTOR in_sphere 2402.1 -1716.5 13.63 radius 3.0 3.0 3.0 sphere 1 stopped_on_foot
- else_jump @GFXXX_645
- 1@ = 1
- jump @GFXXX_2195
- :GFXXX_645
- if
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -1799.58 1198.5 24.1 radius 50.5 50.5 30.0
- else_jump @GFXXX_755
- if
- 0102: actor $PLAYER_ACTOR in_sphere -1799.58 1198.5 24.1 radius 2.0 2.0 3.0 sphere 1 stopped_on_foot
- else_jump @GFXXX_755
- 1@ = 2
- jump @GFXXX_2195
- :GFXXX_755
- if
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -373.3 -1427.6 25.72 radius 50.5 50.5 30.0
- else_jump @GFXXX_865
- if
- 0102: actor $PLAYER_ACTOR in_sphere -373.3 -1427.6 25.72 radius 2.0 2.0 3.0 sphere 1 stopped_on_foot
- else_jump @GFXXX_865
- 1@ = 3
- jump @GFXXX_2195
- :GFXXX_865
- if
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -1390.6 2633.1 55.9 radius 50.5 50.5 30.0
- else_jump @GFXXX_975
- if
- 0102: actor $PLAYER_ACTOR in_sphere -1390.6 2633.1 55.9 radius 2.0 2.0 3.0 sphere 1 stopped_on_foot
- else_jump @GFXXX_975
- 1@ = 4
- jump @GFXXX_2195
- :GFXXX_975
- if
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -2574.808 1151.744 55.7 radius 50.5 50.5 30.0
- else_jump @GFXXX_1085
- if
- 0102: actor $PLAYER_ACTOR in_sphere -2574.808 1151.744 55.7 radius 2.0 2.0 3.0 sphere 1 stopped_on_foot
- else_jump @GFXXX_1085
- 1@ = 5
- jump @GFXXX_2195
- :GFXXX_1085
- if and
- $ONMISSION == 0
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2037.362 2724.411 10.82 radius 50.5 50.5 30.0
- else_jump @GFXXX_1202
- if
- 0102: actor $PLAYER_ACTOR in_sphere 2037.362 2724.411 10.82 radius 2.0 2.0 3.0 sphere 1 stopped_on_foot
- else_jump @GFXXX_62
- 1@ = 6
- jump @GFXXX_2195
- :GFXXX_1202
- if
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1579.101 -1635.873 13.56 radius 50.5 50.5 30.0
- else_jump @GFXXX_1409
- if
- 0102: actor $PLAYER_ACTOR in_sphere 1579.101 -1635.873 13.56 radius 2.0 2.0 3.0 sphere 1 stopped_on_foot
- else_jump @GFXXX_62
- 1@ = 4
- set_weather 5
- 5@ = 1
- 7@ = 7
- 10@ = 1576.329
- 11@ = -1636.649
- 12@ = 13.56
- 13@ = 75.0
- 0A92: create_custom_thread "GFXXX.cs" 1@ 5@ 7@ 10@ 11@ 12@ 13@
- wait 3000
- jump @GFXXX_62
- :GFXXX_1409
- if or
- 0AB0: key_pressed 83
- 0AB0: key_pressed 84
- else_jump @GFXXX_1442
- 19@ = 1
- 33@ = 0
- :GFXXX_1442
- if and
- 19@ == 1
- 0AB0: key_pressed 69
- else_jump @GFXXX_1478
- 19@ = 2
- 33@ = 0
- :GFXXX_1478
- if and
- 19@ == 2
- 0AB0: key_pressed 88
- else_jump @GFXXX_1514
- 19@ = 0
- jump @GFXXX_3615
- :GFXXX_1514
- if
- 33@ > 5000
- else_jump @GFXXX_1540
- 19@ = 0
- :GFXXX_1540
- jump @GFXXX_62
- :GFXXX_1547
- if or
- 0AB0: key_pressed 83
- 0AB0: key_pressed 84
- else_jump @GFXXX_1580
- 19@ = 1
- 33@ = 0
- :GFXXX_1580
- if and
- 19@ == 1
- 0AB0: key_pressed 69
- else_jump @GFXXX_1616
- 19@ = 2
- 33@ = 0
- :GFXXX_1616
- if and
- 19@ == 2
- 0AB0: key_pressed 88
- else_jump @GFXXX_1652
- 19@ = 0
- jump @GFXXX_3615
- :GFXXX_1652
- if
- 33@ > 5000
- else_jump @GFXXX_1678
- 19@ = 0
- :GFXXX_1678
- jump @GRLXXB_14777
- :GFXXX_1685
- Player.CanMove($PLAYER_CHAR) = False
- 015D: set_gamespeed 1.0
- 08D4: 15@ = create_panel_with_title 'GFX_1' position 400.0 150.0 width 200.0 columns 1 interactive 1 background 1 alignment 0
- 08D6: set_panel 15@ column 0 alignment 1
- 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'
- 090E: set_panel 15@ active_row 0
- wait 1000
- :GFXXX_1881
- wait 0
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GFXXX_2071
- if
- $ONMISSION == 0
- else_jump @GFXXX_2050
- if and
- 8818: not actor $PLAYER_ACTOR in_air
- 84AD: not actor $PLAYER_ACTOR in_water
- else_jump @GFXXX_2050
- if or
- 00E1: player 0 pressed_key 15
- Actor.Driving($PLAYER_ACTOR)
- else_jump @GFXXX_1992
- 015D: set_gamespeed 1.0
- gosub @GFXXX_2128
- Camera.SetBehindPlayer
- Camera.Restore_WithJumpCut
- wait 1000
- jump @GFXXX_62
- :GFXXX_1992
- if
- 00E1: player 0 pressed_key 16
- else_jump @GFXXX_1881
- 015D: set_gamespeed 1.0
- 08D7: 1@ = panel 15@ active_row
- 1@ += 1
- gosub @GFXXX_2169
- wait 250
- jump @GFXXX_2195
- :GFXXX_2050
- 015D: set_gamespeed 1.0
- gosub @GFXXX_2128
- jump @GFXXX_62
- :GFXXX_2071
- 015D: set_gamespeed 1.0
- 08DA: remove_panel 15@
- 0826: enable_hud 1
- 0581: enable_radar 1
- Camera.SetBehindPlayer
- Camera.Restore_WithJumpCut
- 03F0: enable_text_draw 0
- Player.CanMove($PLAYER_CHAR) = True
- if
- 08FE: text_box_displayed
- else_jump @GFXXX_62
- 03E6: remove_text_box
- jump @GFXXX_62
- :GFXXX_2128
- 08DA: remove_panel 15@
- if
- 08FE: text_box_displayed
- else_jump @GFXXX_2148
- 03E6: remove_text_box
- :GFXXX_2148
- 03F0: enable_text_draw 0
- 0826: enable_hud 1
- 0581: enable_radar 1
- Player.CanMove($PLAYER_CHAR) = True
- return
- :GFXXX_2169
- 08DA: remove_panel 15@
- if
- 08FE: text_box_displayed
- else_jump @GFXXX_2189
- 03E6: remove_text_box
- :GFXXX_2189
- 03F0: enable_text_draw 0
- return
- :GFXXX_2195
- gosub @GFXXX_3184
- :GFXXX_2202
- wait 0
- 015D: set_gamespeed 1.0
- 08D4: 15@ = create_panel_with_title 'GFX_1' position 400.0 150.0 width 200.0 columns 1 interactive 1 background 1 alignment 0
- 08D6: set_panel 15@ column 0 alignment 1
- if
- 0500: player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17
- else_jump @GFXXX_2429
- 08DB: set_panel 15@ column 0 header 'dummy' data 'GFT_1' 'GFT_2' 'GFT_4' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy'
- 090E: set_panel 15@ active_row 0
- wait 1000
- jump @GFXXX_2572
- :GFXXX_2429
- 08DB: set_panel 15@ column 0 header 'dummy' data 'GFT_1' 'GFT_2' 'GFT_3' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy'
- 090E: set_panel 15@ active_row 0
- wait 1000
- jump @GFXXX_2572
- :GFXXX_2572
- wait 0
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GFXXX_2762
- if
- $ONMISSION == 0
- else_jump @GFXXX_2741
- if and
- 8818: not actor $PLAYER_ACTOR in_air
- 84AD: not actor $PLAYER_ACTOR in_water
- else_jump @GFXXX_2741
- if or
- 00E1: player 0 pressed_key 15
- Actor.Driving($PLAYER_ACTOR)
- else_jump @GFXXX_2683
- 015D: set_gamespeed 1.0
- gosub @GFXXX_2819
- Camera.SetBehindPlayer
- Camera.Restore_WithJumpCut
- wait 1000
- jump @GFXXX_62
- :GFXXX_2683
- if
- 00E1: player 0 pressed_key 16
- else_jump @GFXXX_2572
- 015D: set_gamespeed 1.0
- 08D7: 16@ = panel 15@ active_row
- 16@ += 1
- gosub @GFXXX_2860
- wait 250
- jump @GFXXX_2886
- :GFXXX_2741
- 015D: set_gamespeed 1.0
- gosub @GFXXX_2819
- jump @GFXXX_62
- :GFXXX_2762
- 015D: set_gamespeed 1.0
- 08DA: remove_panel 15@
- 0826: enable_hud 1
- 0581: enable_radar 1
- Camera.SetBehindPlayer
- Camera.Restore_WithJumpCut
- 03F0: enable_text_draw 0
- Player.CanMove($PLAYER_CHAR) = True
- if
- 08FE: text_box_displayed
- else_jump @GFXXX_62
- 03E6: remove_text_box
- jump @GFXXX_62
- :GFXXX_2819
- 08DA: remove_panel 15@
- if
- 08FE: text_box_displayed
- else_jump @GFXXX_2839
- 03E6: remove_text_box
- :GFXXX_2839
- 03F0: enable_text_draw 0
- 0826: enable_hud 1
- 0581: enable_radar 1
- Player.CanMove($PLAYER_CHAR) = True
- return
- :GFXXX_2860
- 08DA: remove_panel 15@
- if
- 08FE: text_box_displayed
- else_jump @GFXXX_2880
- 03E6: remove_text_box
- :GFXXX_2880
- 03F0: enable_text_draw 0
- return
- :GFXXX_2886
- 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
- :GFXXX_2949
- 5@ = 0
- Player.CanMove($PLAYER_CHAR) = True
- jump @GFXXX_3127
- :GFXXX_2970
- 5@ = 1
- Player.CanMove($PLAYER_CHAR) = True
- jump @GFXXX_3127
- :GFXXX_2991
- if
- 8500: not player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17
- else_jump @GFXXX_3064
- Player.SetClothes($PLAYER_CHAR, "gimpleg", "gimpleg", Special)
- wait 50
- Player.Build($PLAYER_CHAR)
- wait 500
- jump @GFXXX_2202
- :GFXXX_3064
- 0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17
- Player.Build($PLAYER_CHAR)
- wait 500
- jump @GFXXX_2202
- :GFXXX_3092
- jump @GFXXX_3113
- :GFXXX_3099
- jump @GFXXX_3113
- :GFXXX_3106
- jump @GFXXX_3113
- :GFXXX_3113
- Player.CanMove($PLAYER_CHAR) = True
- jump @GFXXX_62
- :GFXXX_3127
- set_weather 5
- 0A92: create_custom_thread "GFXXX.cs" 1@ 5@ 7@ 10@ 11@ 12@ 13@
- wait 3000
- $ONMISSION = 1
- jump @GFXXX_62
- :GFXXX_3184
- 0871: init_jump_table 1@ total_jumps 7 default_jump 0 @GFXXX_3613 jumps 0 @GFXXX_3613 1 @GFXXX_3247 2 @GFXXX_3308 3 @GFXXX_3369 4 @GFXXX_3430 5 @GFXXX_3491 6 @GFXXX_3552
- :GFXXX_3247
- 5@ = 0
- 7@ = 1
- 10@ = 2401.965
- 11@ = -1723.22
- 12@ = 12.6005
- 13@ = 180.0
- jump @GFXXX_3613
- :GFXXX_3308
- 5@ = 0
- 7@ = 1
- 10@ = -1799.5
- 11@ = 1195.5
- 12@ = 24.1094
- 13@ = 180.0
- jump @GFXXX_3613
- :GFXXX_3369
- 5@ = 0
- 7@ = 7
- 10@ = -377.3978
- 11@ = -1438.692
- 12@ = 24.7209
- 13@ = 270.0
- jump @GFXXX_3613
- :GFXXX_3430
- 5@ = 0
- 7@ = 7
- 10@ = -1398.101
- 11@ = 2636.873
- 12@ = 54.7031
- 13@ = 75.0
- jump @GFXXX_3613
- :GFXXX_3491
- 5@ = 0
- 7@ = 1
- 10@ = -2576.808
- 11@ = 1144.744
- 12@ = 54.7422
- 13@ = 164.0
- jump @GFXXX_3613
- :GFXXX_3552
- 5@ = 1
- 7@ = 7
- 10@ = 2035.362
- 11@ = 2732.411
- 12@ = 9.8203
- 13@ = 0.0
- jump @GFXXX_3613
- :GFXXX_3613
- return
- :GFXXX_3615
- Player.CanMove($PLAYER_CHAR) = False
- 015D: set_gamespeed 1.0
- 08D4: 15@ = create_panel_with_title 'GFX_1' position 400.0 150.0 width 200.0 columns 1 interactive 1 background 1 alignment 0
- 08D6: set_panel 15@ column 0 alignment 1
- 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'
- 090E: set_panel 15@ active_row 0
- wait 1000
- :GFXXX_3811
- wait 0
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GFXXX_4001
- if
- $ONMISSION == 0
- else_jump @GFXXX_3980
- if and
- 8818: not actor $PLAYER_ACTOR in_air
- 84AD: not actor $PLAYER_ACTOR in_water
- else_jump @GFXXX_3980
- if or
- 00E1: player 0 pressed_key 15
- Actor.Driving($PLAYER_ACTOR)
- else_jump @GFXXX_3922
- 015D: set_gamespeed 1.0
- gosub @GFXXX_4058
- Camera.SetBehindPlayer
- Camera.Restore_WithJumpCut
- wait 1000
- jump @GFXXX_62
- :GFXXX_3922
- if
- 00E1: player 0 pressed_key 16
- else_jump @GFXXX_3811
- 015D: set_gamespeed 1.0
- 08D7: 1@ = panel 15@ active_row
- 1@ += 1
- gosub @GFXXX_4099
- wait 250
- jump @GFXXX_4125
- :GFXXX_3980
- 015D: set_gamespeed 1.0
- gosub @GFXXX_4058
- jump @GFXXX_62
- :GFXXX_4001
- 015D: set_gamespeed 1.0
- 08DA: remove_panel 15@
- 0826: enable_hud 1
- 0581: enable_radar 1
- Camera.SetBehindPlayer
- Camera.Restore_WithJumpCut
- 03F0: enable_text_draw 0
- Player.CanMove($PLAYER_CHAR) = True
- if
- 08FE: text_box_displayed
- else_jump @GFXXX_62
- 03E6: remove_text_box
- jump @GFXXX_62
- :GFXXX_4058
- 08DA: remove_panel 15@
- if
- 08FE: text_box_displayed
- else_jump @GFXXX_4078
- 03E6: remove_text_box
- :GFXXX_4078
- 03F0: enable_text_draw 0
- 0826: enable_hud 1
- 0581: enable_radar 1
- Player.CanMove($PLAYER_CHAR) = True
- return
- :GFXXX_4099
- 08DA: remove_panel 15@
- if
- 08FE: text_box_displayed
- else_jump @GFXXX_4119
- 03E6: remove_text_box
- :GFXXX_4119
- 03F0: enable_text_draw 0
- return
- :GFXXX_4125
- gosub @GRLXXB_7352
- 04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 2.0 0.05
- 13@ = Actor.Angle($PLAYER_ACTOR)
- 13@ += 180.0
- 24@ = Actor.Create(CivFemale, #SPECIAL01, 10@, 11@, 12@)
- Actor.Angle(24@) = 13@
- Actor.SetWalkStyle(24@, "SEXYWOMAN")
- 0296: unload_special_actor 1
- 17@ = 0
- :GFXXX_4233
- wait 0
- 015D: set_gamespeed 1.0
- 08D4: 15@ = create_panel_with_title 'GFX_1' position 400.0 150.0 width 200.0 columns 1 interactive 1 background 1 alignment 0
- 08D6: set_panel 15@ column 0 alignment 1
- if
- 0500: player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17
- else_jump @GFXXX_4460
- 08DB: set_panel 15@ column 0 header 'dummy' data 'GFT_1' 'GFT_2' 'GFT_4' 'GFM_7' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy'
- 090E: set_panel 15@ active_row 0
- wait 1000
- jump @GFXXX_4603
- :GFXXX_4460
- 08DB: set_panel 15@ column 0 header 'dummy' data 'GFT_1' 'GFT_2' 'GFT_3' 'GFM_7' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy'
- 090E: set_panel 15@ active_row 0
- wait 1000
- jump @GFXXX_4603
- :GFXXX_4603
- wait 0
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GFXXX_4828
- if
- $ONMISSION == 0
- else_jump @GFXXX_4807
- if and
- 8818: not actor $PLAYER_ACTOR in_air
- 84AD: not actor $PLAYER_ACTOR in_water
- else_jump @GFXXX_4807
- if or
- 00E1: player 0 pressed_key 15
- Actor.Driving($PLAYER_ACTOR)
- 051A: actor 24@ damaged_by_actor $PLAYER_ACTOR
- Actor.Dead(24@)
- else_jump @GFXXX_4749
- 015D: set_gamespeed 1.0
- 07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 0
- gosub @GFXXX_4885
- Camera.SetBehindPlayer
- Camera.Restore_WithJumpCut
- 0850: AS_actor 24@ follow_actor $PLAYER_ACTOR
- wait 1000
- 07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1
- jump @GFXXX_5312
- :GFXXX_4749
- if
- 00E1: player 0 pressed_key 16
- else_jump @GFXXX_4603
- 015D: set_gamespeed 1.0
- 08D7: 16@ = panel 15@ active_row
- 16@ += 1
- gosub @GFXXX_4926
- wait 250
- jump @GFXXX_4952
- :GFXXX_4807
- 015D: set_gamespeed 1.0
- gosub @GFXXX_4885
- jump @GFXXX_5789
- :GFXXX_4828
- 015D: set_gamespeed 1.0
- 08DA: remove_panel 15@
- 0826: enable_hud 1
- 0581: enable_radar 1
- Camera.SetBehindPlayer
- Camera.Restore_WithJumpCut
- 03F0: enable_text_draw 0
- Player.CanMove($PLAYER_CHAR) = True
- if
- 08FE: text_box_displayed
- else_jump @GFXXX_5789
- 03E6: remove_text_box
- jump @GFXXX_5789
- :GFXXX_4885
- 08DA: remove_panel 15@
- if
- 08FE: text_box_displayed
- else_jump @GFXXX_4905
- 03E6: remove_text_box
- :GFXXX_4905
- 03F0: enable_text_draw 0
- 0826: enable_hud 1
- 0581: enable_radar 1
- Player.CanMove($PLAYER_CHAR) = True
- return
- :GFXXX_4926
- 08DA: remove_panel 15@
- if
- 08FE: text_box_displayed
- else_jump @GFXXX_4946
- 03E6: remove_text_box
- :GFXXX_4946
- 03F0: enable_text_draw 0
- return
- :GFXXX_4952
- 0871: init_jump_table 16@ total_jumps 7 default_jump 0 @GFXXX_5200 jumps 0 @GFXXX_5200 1 @GFXXX_5015 2 @GFXXX_5043 3 @GFXXX_5071 4 @GFXXX_5172 5 @GFXXX_5186 6 @GFXXX_5193
- :GFXXX_5015
- 5@ = 2
- 7@ = 7
- Player.CanMove($PLAYER_CHAR) = True
- jump @GFXXX_5214
- :GFXXX_5043
- 5@ = 3
- 7@ = 7
- Player.CanMove($PLAYER_CHAR) = True
- jump @GFXXX_5214
- :GFXXX_5071
- if
- 8500: not player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17
- else_jump @GFXXX_5144
- Player.SetClothes($PLAYER_CHAR, "gimpleg", "gimpleg", Special)
- wait 50
- Player.Build($PLAYER_CHAR)
- wait 500
- jump @GFXXX_4233
- :GFXXX_5144
- 0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17
- Player.Build($PLAYER_CHAR)
- wait 500
- jump @GFXXX_4233
- :GFXXX_5172
- Player.CanMove($PLAYER_CHAR) = True
- jump @GFXXX_5808
- :GFXXX_5186
- jump @GFXXX_5200
- :GFXXX_5193
- jump @GFXXX_5200
- :GFXXX_5200
- Player.CanMove($PLAYER_CHAR) = True
- jump @GFXXX_5789
- :GFXXX_5214
- set_weather 10
- 04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.05
- 13@ = Actor.Angle($PLAYER_ACTOR)
- wait 0
- 0A92: create_custom_thread "GFXXX.cs" 24@ 5@ 7@ 10@ 11@ 12@ 13@
- wait 3000
- $ONMISSION = 1
- jump @GFXXX_5312
- :GFXXX_5312
- wait 0
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GFXXX_5789
- if
- not Actor.Dead(24@)
- else_jump @GFXXX_5789
- if
- 00F2: actor 24@ near_actor $PLAYER_ACTOR radius 70.8 70.8 0
- else_jump @GFXXX_5751
- if
- 17@ == 0
- else_jump @GFXXX_5312
- if
- not Actor.Driving($PLAYER_ACTOR)
- else_jump @GFXXX_5513
- if
- 851A: not actor 24@ damaged_by_actor $PLAYER_ACTOR
- else_jump @GFXXX_5483
- if and
- 80E1: not player 0 pressed_key 17
- $ONMISSION == 0
- 00F3: actor $PLAYER_ACTOR near_actor 24@ radius 1.0 1.0 sphere 0 on_foot
- else_jump @GFXXX_5312
- jump @GFXXX_4233
- :GFXXX_5483
- 05DD: AS_actor 24@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 30000
- 17@ = 1
- jump @GFXXX_5312
- :GFXXX_5513
- 17@ = 1
- 26@ = Actor.CurrentCar($PLAYER_ACTOR)
- 01EA: 27@ = car 26@ max_passengers
- if
- 27@ > 0
- else_jump @GFXXX_5312
- 05CA: AS_actor 24@ enter_car 26@ passenger_seat 0 time 15000
- wait 2000
- :GFXXX_5572
- wait 0
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GFXXX_5739
- if
- not Actor.Dead(24@)
- else_jump @GFXXX_5739
- if
- not Car.Wrecked(26@)
- else_jump @GFXXX_5727
- if
- 00F2: actor 24@ near_actor $PLAYER_ACTOR radius 40.8 40.8 0
- else_jump @GFXXX_5727
- if
- Actor.InCar(24@, 26@)
- else_jump @GFXXX_5572
- if
- not Actor.Driving($PLAYER_ACTOR)
- else_jump @GFXXX_5572
- 0633: AS_actor 24@ exit_car
- 17@ = 0
- Car.RemoveReferences(26@)
- wait 1000
- 0850: AS_actor 24@ follow_actor $PLAYER_ACTOR
- jump @GFXXX_5312
- :GFXXX_5727
- Car.RemoveReferences(26@)
- jump @GFXXX_5751
- :GFXXX_5739
- Car.RemoveReferences(26@)
- jump @GFXXX_5789
- :GFXXX_5751
- 0619: enable_actor 24@ collision_detection 1
- Actor.SetWalkStyle(24@, "SEXYWOMAN")
- Actor.SetImmunities(24@, 0, 0, 0, 0, 0)
- :GFXXX_5789
- Actor.RemoveReferences(24@)
- 17@ = 0
- jump @GFXXX_62
- :GFXXX_5808
- $ONMISSION = 1
- gosub @GRLXXB_33805
- 0619: enable_actor 24@ collision_detection 0
- Player.CanMove($PLAYER_CHAR) = True
- wait 0
- 0638: AS_actor 24@ stay_put 1
- wait 0
- 0639: AS_actor $PLAYER_ACTOR rotate_to_actor 24@
- wait 1000
- 04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 1.05 -1.0
- 13@ = Actor.Angle($PLAYER_ACTOR)
- 13@ += 180.0
- 0638: AS_actor 24@ stay_put 0
- Actor.PutAt(24@, 10@, 11@, 12@)
- Actor.Angle(24@) = 13@
- 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
- 0812: AS_actor $PLAYER_ACTOR perform_animation "PLAYA_KISS_03" IFP "KISSING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 6000 // versionB
- wait 500
- :GFXXX_6036
- wait 0
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GFXXX_6168
- if
- not Actor.Dead(24@)
- else_jump @GFXXX_6168
- if
- Actor.Animation($PLAYER_ACTOR) == "PLAYA_KISS_03"
- else_jump @GFXXX_6147
- 0613: 30@ = actor $PLAYER_ACTOR animation "PLAYA_KISS_03" time
- if
- 30@ >= 0.95
- else_jump @GFXXX_6036
- :GFXXX_6147
- $ONMISSION = 0
- 0619: enable_actor 24@ collision_detection 1
- jump @GFXXX_5312
- :GFXXX_6168
- 04EF: release_animation "KISSING"
- Actor.RemoveReferences(24@)
- $ONMISSION = 0
- 17@ = 0
- jump @GFXXX_62
- :GFXXX_6205
- if
- 2 > 1@
- else_jump @GRLXXB
- thread 'GFXXXA'
- 8@ = 0
- if
- 1@ > 0
- else_jump @GFXXXA_50
- $GFSEX_Erregung = 10
- jump @GFXXXA_57
- :GFXXXA_50
- $GFSEX_Erregung = 5
- :GFXXXA_57
- $GFSEX_POWER = 1
- 9@ = 0
- if
- 9@ > 0
- else_jump @GFXXXA_113
- 24@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)
- :GFXXXA_113
- gosub @GFXXXA_7330
- gosub @GFXXXA_7890
- :GFXXXA_127
- wait 0
- if and
- not Actor.Dead($PLAYER_ACTOR)
- not Actor.Dead(24@)
- else_jump @GFXXXA_180
- gosub @GFXXXA_194
- gosub @GFXXXA_410
- gosub @GFXXXA_13001
- jump @GFXXXA_187
- :GFXXXA_180
- gosub @GFXXXA_14163
- :GFXXXA_187
- jump @GFXXXA_127
- :GFXXXA_194
- if
- 88B7: not test 9@ bit 1
- else_jump @GFXXXA_408
- if
- 00E1: player 0 pressed_key 17
- else_jump @GFXXXA_268
- if
- 88B7: not test 9@ bit 2
- else_jump @GFXXXA_261
- gosub @GFXXXA_9231
- 08BD: set 9@ bit 2
- :GFXXXA_261
- jump @GFXXXA_275
- :GFXXXA_268
- 08C3: clear 9@ bit 2
- :GFXXXA_275
- if
- 00E1: player 0 pressed_key 14
- else_jump @GFXXXA_331
- if
- 88B7: not test 9@ bit 3
- else_jump @GFXXXA_324
- gosub @GFXXXA_10009
- 08BD: set 9@ bit 3
- :GFXXXA_324
- jump @GFXXXA_338
- :GFXXXA_331
- 08C3: clear 9@ bit 3
- :GFXXXA_338
- if
- 00E1: player 0 pressed_key 15
- else_jump @GFXXXA_401
- if
- 88B7: not test 9@ bit 4
- else_jump @GFXXXA_394
- 7@ = 2
- 8@ = 0
- 08BD: set 9@ bit 4
- :GFXXXA_394
- jump @GFXXXA_408
- :GFXXXA_401
- 08C3: clear 9@ bit 4
- :GFXXXA_408
- return
- :GFXXXA_410
- 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
- 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
- :GFXXXA_538
- gosub @GFXXXA_680
- jump @GFXXXA_678
- :GFXXXA_552
- gosub @GFXXXA_858
- jump @GFXXXA_678
- :GFXXXA_566
- gosub @GFXXXA_1607
- jump @GFXXXA_678
- :GFXXXA_580
- gosub @GFXXXA_1852
- jump @GFXXXA_678
- :GFXXXA_594
- gosub @GFXXXA_2965
- jump @GFXXXA_678
- :GFXXXA_608
- gosub @GFXXXA_3387
- jump @GFXXXA_678
- :GFXXXA_622
- gosub @GFXXXA_3941
- jump @GFXXXA_678
- :GFXXXA_636
- gosub @GFXXXA_5154
- jump @GFXXXA_678
- :GFXXXA_650
- gosub @GFXXXA_5903
- jump @GFXXXA_678
- :GFXXXA_664
- gosub @GFXXXA_6505
- jump @GFXXXA_678
- :GFXXXA_678
- return
- :GFXXXA_680
- 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
- :GFXXXA_743
- 08BD: set 9@ bit 1
- fade 0 0
- 8@ += 1
- jump @GFXXXA_856
- :GFXXXA_770
- if
- not fading
- else_jump @GFXXXA_849
- Player.CanMove($PLAYER_CHAR) = False
- 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
- 06AB: set_actor 24@ all_weapons_hidden 1
- 0826: enable_hud 0
- 0581: enable_radar 0
- 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
- 02A3: enable_widescreen 1
- 03F4: set_all_cars_apply_damage_rules 0
- gosub @GFXXXA_8032
- 0085: 7@ = 2@ // (int)
- 8@ = 0
- :GFXXXA_849
- jump @GFXXXA_856
- :GFXXXA_856
- return
- :GFXXXA_858
- 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
- :GFXXXA_921
- 08BD: set 9@ bit 1
- 23@ = -1
- gosub @GFXXXA_9231
- fade 1 1500
- 8@ += 1
- jump @GFXXXA_1605
- :GFXXXA_963
- if
- not fading
- else_jump @GFXXXA_1079
- 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
- 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
- 8@ += 1
- :GFXXXA_1079
- jump @GFXXXA_1605
- :GFXXXA_1086
- 0613: 16@ = actor $PLAYER_ACTOR animation "BJ_COUCH_START_P" time
- if and
- 16@ > 0.5
- 1.0 > 16@
- else_jump @GFXXXA_1177
- if
- 08D0: should_skip_cutscene
- else_jump @GFXXXA_1177
- fade 0 500
- 8@ = 5
- jump @GFXXXA_1605
- :GFXXXA_1177
- if
- 16@ == 1.0
- else_jump @GFXXXA_1316
- 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
- 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
- 04AE: 30@ = 285 // = constant
- 33@ = 0
- 8@ += 1
- :GFXXXA_1316
- jump @GFXXXA_1605
- :GFXXXA_1323
- if
- 08D0: should_skip_cutscene
- else_jump @GFXXXA_1357
- fade 0 500
- 8@ = 5
- jump @GFXXXA_1475
- :GFXXXA_1357
- if
- 33@ > 6000
- else_jump @GFXXXA_1475
- 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
- 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
- 8@ += 1
- :GFXXXA_1475
- jump @GFXXXA_1605
- :GFXXXA_1482
- 062E: get_actor 24@ task 2066 status_store_to 20@ // ret 7 if not found
- if
- 04A4: 20@ == 7 // == constant
- else_jump @GFXXXA_1525
- fade 0 500
- 8@ += 1
- :GFXXXA_1525
- jump @GFXXXA_1605
- :GFXXXA_1532
- if
- not fading
- else_jump @GFXXXA_1598
- if
- 1@ > 0
- else_jump @GFXXXA_1584
- 7@ = 3
- 8@ = 0
- jump @GFXXXA_1598
- :GFXXXA_1584
- 7@ = 6
- 8@ = 0
- :GFXXXA_1598
- jump @GFXXXA_1605
- :GFXXXA_1605
- return
- :GFXXXA_1607
- 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
- :GFXXXA_1670
- fade 0 1000
- 8@ += 1
- jump @GFXXXA_1850
- :GFXXXA_1691
- if
- not fading
- else_jump @GFXXXA_1816
- gosub @GFXXXA_8752
- if
- 08B7: test 9@ bit 13
- else_jump @GFXXXA_1741
- 0151: remove_status_text $GFSEX_Erregung
- 08C3: clear 9@ bit 13
- :GFXXXA_1741
- if
- 08B7: test 9@ bit 9
- else_jump @GFXXXA_1771
- 0151: remove_status_text $GFSEX_POWER
- 08C3: clear 9@ bit 9
- :GFXXXA_1771
- 03E6: remove_text_box
- 02A3: enable_widescreen 0
- Camera.SetBehindPlayer
- Camera.Restore_WithJumpCut
- Player.CanMove($PLAYER_CHAR) = True
- 03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
- 0619: enable_actor $PLAYER_ACTOR collision_detection 1
- fade 1 1000
- 8@ += 1
- :GFXXXA_1816
- jump @GFXXXA_1850
- :GFXXXA_1823
- if
- not fading
- else_jump @GFXXXA_1843
- gosub @GFXXXA_14163
- :GFXXXA_1843
- jump @GFXXXA_1850
- :GFXXXA_1850
- return
- :GFXXXA_1852
- 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
- :GFXXXA_1915
- if
- not fading
- else_jump @GFXXXA_2126
- 02A3: enable_widescreen 0
- 0792: disembark_instantly_actor $PLAYER_ACTOR
- 0792: disembark_instantly_actor 24@
- gosub @GFXXXA_8884
- Actor.PutAt($PLAYER_ACTOR, 10@, 12@, 14@)
- Actor.Angle($PLAYER_ACTOR) = 16@
- 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0
- 16@ = Actor.Angle($PLAYER_ACTOR)
- Actor.PutAt(24@, 10@, 12@, 14@)
- Actor.Angle(24@) = 16@
- 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
- 04F7: status_text $GFSEX_Erregung type 1 line 1 GXT 'GF_0017' // global_variable // Excitement:
- 04F7: status_text $GFSEX_POWER type 1 line 3 GXT 'GF_0040' // global_variable // Power:
- 08BD: set 9@ bit 9
- 08BD: set 9@ bit 13
- 23@ = 1
- gosub @GFXXXA_9231
- fade 1 1000
- 08C3: clear 9@ bit 1
- 8@ += 1
- :GFXXXA_2126
- jump @GFXXXA_2963
- :GFXXXA_2133
- 0812: AS_actor 24@ perform_animation "SPANKING_IDLEW" IFP "SNM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
- 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
- 08C3: clear 9@ bit 8
- gosub @GFXXXA_12835
- if
- 0 >= $GFSEX_Erregung
- else_jump @GFXXXA_2275
- 7@ = 4
- 8@ = 0
- jump @GFXXXA_2963
- jump @GFXXXA_2314
- :GFXXXA_2275
- if
- $GFSEX_Erregung >= 100
- else_jump @GFXXXA_2314
- 7@ = 5
- 8@ = 0
- jump @GFXXXA_2963
- :GFXXXA_2314
- 8@ += 1
- jump @GFXXXA_2963
- :GFXXXA_2328
- gosub @GFXXXA_12835
- if
- $GFSEX_POWER >= 100
- else_jump @GFXXXA_2360
- 8@ += 1
- :GFXXXA_2360
- if
- 00E1: player 0 pressed_key 16
- else_jump @GFXXXA_2446
- if and
- 88B7: not test 9@ bit 8
- not Actor.Animation($PLAYER_ACTOR) == "SPANKINGP"
- else_jump @GFXXXA_2439
- 08BD: set 9@ bit 8
- gosub @GFXXXA_12414
- 8@ = 4
- jump @GFXXXA_2963
- :GFXXXA_2439
- jump @GFXXXA_2453
- :GFXXXA_2446
- 08C3: clear 9@ bit 8
- :GFXXXA_2453
- if
- 0 >= $GFSEX_Erregung
- else_jump @GFXXXA_2499
- 7@ = 4
- 8@ = 0
- jump @GFXXXA_2963
- jump @GFXXXA_2538
- :GFXXXA_2499
- if
- $GFSEX_Erregung == 100
- else_jump @GFXXXA_2538
- 7@ = 5
- 8@ = 0
- jump @GFXXXA_2963
- :GFXXXA_2538
- jump @GFXXXA_2963
- :GFXXXA_2545
- gosub @GFXXXA_12835
- if
- $GFSEX_POWER >= 97
- else_jump @GFXXXA_2663
- if
- 00E1: player 0 pressed_key 16
- else_jump @GFXXXA_2656
- if and
- 88B7: not test 9@ bit 8
- not Actor.Animation($PLAYER_ACTOR) == "SPANKINGP"
- else_jump @GFXXXA_2649
- 08BD: set 9@ bit 8
- gosub @GFXXXA_12414
- 8@ = 4
- jump @GFXXXA_2963
- :GFXXXA_2649
- jump @GFXXXA_2663
- :GFXXXA_2656
- 08C3: clear 9@ bit 8
- :GFXXXA_2663
- if
- 0 >= $GFSEX_POWER
- else_jump @GFXXXA_2695
- gosub @GFXXXA_12122
- 8@ -= 1
- :GFXXXA_2695
- if
- 0 >= $GFSEX_Erregung
- else_jump @GFXXXA_2741
- 7@ = 4
- 8@ = 0
- jump @GFXXXA_2963
- jump @GFXXXA_2780
- :GFXXXA_2741
- if
- $GFSEX_Erregung == 100
- else_jump @GFXXXA_2780
- 7@ = 5
- 8@ = 0
- jump @GFXXXA_2963
- :GFXXXA_2780
- jump @GFXXXA_2963
- :GFXXXA_2787
- gosub @GFXXXA_12835
- gosub @GFXXXA_12455
- 0812: AS_actor 24@ perform_animation "SPANKINGW" IFP "SNM" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
- 0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKINGP" IFP "SNM" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
- 08C3: clear 9@ bit 5
- 8@ += 1
- jump @GFXXXA_2963
- :GFXXXA_2894
- gosub @GFXXXA_12835
- gosub @GFXXXA_12505
- if
- 08B7: test 9@ bit 5
- else_jump @GFXXXA_2956
- 04AE: 31@ = 238 // = constant
- 09F1: play_audio_at_actor $PLAYER_ACTOR event 1190
- gosub @GFXXXA_12701
- 8@ = 1
- :GFXXXA_2956
- jump @GFXXXA_2963
- :GFXXXA_2963
- return
- :GFXXXA_2965
- 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
- :GFXXXA_3028
- if
- 08B7: test 9@ bit 13
- else_jump @GFXXXA_3058
- 0151: remove_status_text $GFSEX_Erregung
- 08C3: clear 9@ bit 13
- :GFXXXA_3058
- if
- 08B7: test 9@ bit 9
- else_jump @GFXXXA_3088
- 0151: remove_status_text $GFSEX_POWER
- 08C3: clear 9@ bit 9
- :GFXXXA_3088
- 03E6: remove_text_box
- fade 0 1000
- 8@ += 1
- jump @GFXXXA_3385
- :GFXXXA_3111
- if
- not fading
- else_jump @GFXXXA_3309
- gosub @GFXXXA_8884
- Actor.PutAt($PLAYER_ACTOR, 10@, 12@, 14@)
- Actor.Angle($PLAYER_ACTOR) = 16@
- 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0
- 16@ = Actor.Angle($PLAYER_ACTOR)
- Actor.PutAt(24@, 10@, 12@, 14@)
- Actor.Angle(24@) = 16@
- 0812: AS_actor 24@ perform_animation "SPANKEDW" IFP "SNM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 600000 // versionB
- 0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKEDP" IFP "SNM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 600000 // versionB
- fade 1 1000
- 33@ = 0
- 8@ += 1
- :GFXXXA_3309
- jump @GFXXXA_3385
- :GFXXXA_3316
- if
- not fading
- else_jump @GFXXXA_3378
- 04AE: 30@ = 291 // = constant
- 04AE: 31@ = 237 // = constant
- if
- 33@ > 7000
- else_jump @GFXXXA_3378
- 7@ = 2
- 8@ = 0
- :GFXXXA_3378
- jump @GFXXXA_3385
- :GFXXXA_3385
- return
- :GFXXXA_3387
- 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
- :GFXXXA_3450
- if
- 08B7: test 9@ bit 13
- else_jump @GFXXXA_3480
- 0151: remove_status_text $GFSEX_Erregung
- 08C3: clear 9@ bit 13
- :GFXXXA_3480
- if
- 08B7: test 9@ bit 9
- else_jump @GFXXXA_3510
- 0151: remove_status_text $GFSEX_POWER
- 08C3: clear 9@ bit 9
- :GFXXXA_3510
- 03E6: remove_text_box
- fade 0 1000
- 8@ += 1
- jump @GFXXXA_3939
- :GFXXXA_3533
- if
- not fading
- else_jump @GFXXXA_3825
- gosub @GFXXXA_8884
- Actor.PutAt($PLAYER_ACTOR, 10@, 12@, 14@)
- Actor.Angle($PLAYER_ACTOR) = 16@
- 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0
- 16@ = Actor.Angle($PLAYER_ACTOR)
- Actor.PutAt(24@, 10@, 12@, 14@)
- Actor.Angle(24@) = 16@
- 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.707 3.136 -0.163
- 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.427 0.634 -0.5
- Camera.SetPosition(10@, 12@, 14@, 0.0, 0.0, 0.0)
- Camera.PointAt(11@, 13@, 15@, 2)
- 0812: AS_actor 24@ perform_animation "SPANKING_ENDW" IFP "SNM" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
- 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
- fade 1 1000
- 8@ += 1
- :GFXXXA_3825
- jump @GFXXXA_3939
- :GFXXXA_3832
- if
- not fading
- else_jump @GFXXXA_3867
- 04AE: 30@ = 289 // = constant
- 33@ = 0
- 8@ += 1
- :GFXXXA_3867
- jump @GFXXXA_3939
- :GFXXXA_3874
- 0613: 16@ = actor $PLAYER_ACTOR animation "SPANKING_ENDP" time
- if
- 16@ == 1.0
- else_jump @GFXXXA_3932
- 7@ = 2
- 8@ = 0
- :GFXXXA_3932
- jump @GFXXXA_3939
- :GFXXXA_3939
- return
- :GFXXXA_3941
- 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
- :GFXXXA_4004
- if
- not fading
- else_jump @GFXXXA_4191
- 02A3: enable_widescreen 0
- 0792: disembark_instantly_actor $PLAYER_ACTOR
- 0792: disembark_instantly_actor 24@
- gosub @GFXXXA_8884
- Actor.PutAt($PLAYER_ACTOR, 10@, 12@, 14@)
- Actor.Angle($PLAYER_ACTOR) = 16@
- 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 -1.0
- 16@ = Actor.Angle($PLAYER_ACTOR)
- 16@ += 180.0
- Actor.PutAt(24@, 10@, 12@, 14@)
- Actor.Angle(24@) = 16@
- 03C4: set_status_text $GFSEX_Erregung type 1 GXT 'GF_0017' // global_variable // Excitement:
- 08BD: set 9@ bit 13
- gosub @GFXXXA_9231
- 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
- fade 1 500
- 08C3: clear 9@ bit 1
- 8@ += 1
- :GFXXXA_4191
- jump @GFXXXA_5152
- :GFXXXA_4198
- 33@ = 0
- if
- 22@ == 0
- else_jump @GFXXXA_4298
- 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
- 0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_1_P" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
- 8@ += 1
- :GFXXXA_4298
- if
- 22@ == 1
- else_jump @GFXXXA_4535
- if
- Actor.Animation($PLAYER_ACTOR) == "SEX_1TO2_P"
- else_jump @GFXXXA_4460
- 0613: 16@ = actor $PLAYER_ACTOR animation "SEX_1TO2_P" time
- if
- 16@ >= 1.0
- else_jump @GFXXXA_4453
- 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
- 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
- :GFXXXA_4453
- jump @GFXXXA_4528
- :GFXXXA_4460
- 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
- 0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_2_P" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
- :GFXXXA_4528
- 8@ += 1
- :GFXXXA_4535
- if
- 22@ == 2
- else_jump @GFXXXA_4772
- if
- Actor.Animation($PLAYER_ACTOR) == "SEX_2TO3_P"
- else_jump @GFXXXA_4697
- 0613: 16@ = actor $PLAYER_ACTOR animation "SEX_2TO3_P" time
- if
- 16@ >= 1.0
- else_jump @GFXXXA_4690
- 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
- 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
- :GFXXXA_4690
- jump @GFXXXA_4765
- :GFXXXA_4697
- 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
- 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
- :GFXXXA_4765
- 8@ += 1
- :GFXXXA_4772
- jump @GFXXXA_5152
- :GFXXXA_4779
- gosub @GFXXXA_10356
- gosub @GFXXXA_11190
- if
- $GFSEX_Erregung == 100
- else_jump @GFXXXA_4840
- 04AE: 30@ = 286 // = constant
- Player.CanMove($PLAYER_CHAR) = False
- 08BD: set 9@ bit 1
- 8@ += 1
- :GFXXXA_4840
- if
- $GFSEX_Erregung == 0
- else_jump @GFXXXA_4874
- 03E6: remove_text_box
- 7@ = 8
- 8@ = 0
- :GFXXXA_4874
- jump @GFXXXA_5152
- :GFXXXA_4881
- if
- 22@ == 0
- else_jump @GFXXXA_4906
- 8@ += 1
- :GFXXXA_4906
- if
- 22@ == 1
- else_jump @GFXXXA_4945
- gosub @GFXXXA_9231
- 22@ = 0
- 8@ += 1
- :GFXXXA_4945
- if
- 22@ == 2
- else_jump @GFXXXA_4984
- gosub @GFXXXA_9231
- 22@ = 0
- 8@ += 1
- :GFXXXA_4984
- jump @GFXXXA_5152
- :GFXXXA_4991
- 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
- 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
- 04AE: 30@ = 289 // = constant
- 8@ += 1
- jump @GFXXXA_5152
- :GFXXXA_5089
- 0613: 16@ = actor $PLAYER_ACTOR animation "SEX_1_CUM_P" time
- if
- 16@ == 1.0
- else_jump @GFXXXA_5145
- 7@ = 2
- 8@ = 0
- :GFXXXA_5145
- jump @GFXXXA_5152
- :GFXXXA_5152
- return
- :GFXXXA_5154
- 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
- :GFXXXA_5217
- 08BD: set 9@ bit 1
- 23@ = -1
- gosub @GFXXXA_9231
- fade 1 1500
- 8@ += 1
- jump @GFXXXA_5901
- :GFXXXA_5259
- if
- not fading
- else_jump @GFXXXA_5375
- 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
- 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
- 8@ += 1
- :GFXXXA_5375
- jump @GFXXXA_5901
- :GFXXXA_5382
- 0613: 16@ = actor $PLAYER_ACTOR animation "BJ_STAND_START_P" time
- if and
- 16@ > 0.5
- 1.0 > 16@
- else_jump @GFXXXA_5473
- if
- 08D0: should_skip_cutscene
- else_jump @GFXXXA_5473
- fade 0 500
- 8@ = 5
- jump @GFXXXA_5901
- :GFXXXA_5473
- if
- 16@ == 1.0
- else_jump @GFXXXA_5612
- 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
- 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
- 04AE: 30@ = 285 // = constant
- 33@ = 0
- 8@ += 1
- :GFXXXA_5612
- jump @GFXXXA_5901
- :GFXXXA_5619
- if
- 08D0: should_skip_cutscene
- else_jump @GFXXXA_5653
- fade 0 500
- 8@ = 5
- jump @GFXXXA_5771
- :GFXXXA_5653
- if
- 33@ > 6000
- else_jump @GFXXXA_5771
- 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
- 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
- 8@ += 1
- :GFXXXA_5771
- jump @GFXXXA_5901
- :GFXXXA_5778
- 062E: get_actor 24@ task 2066 status_store_to 20@ // ret 7 if not found
- if
- 04A4: 20@ == 7 // == constant
- else_jump @GFXXXA_5821
- fade 0 500
- 8@ += 1
- :GFXXXA_5821
- jump @GFXXXA_5901
- :GFXXXA_5828
- if
- not fading
- else_jump @GFXXXA_5894
- if
- 1@ > 0
- else_jump @GFXXXA_5880
- 7@ = 3
- 8@ = 0
- jump @GFXXXA_5894
- :GFXXXA_5880
- 7@ = 6
- 8@ = 0
- :GFXXXA_5894
- jump @GFXXXA_5901
- :GFXXXA_5901
- return
- :GFXXXA_5903
- 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
- :GFXXXA_5966
- if
- 22@ == 0
- else_jump @GFXXXA_6084
- 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
- 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
- 04AE: 30@ = 288 // = constant
- 8@ += 1
- jump @GFXXXA_6503
- :GFXXXA_6084
- if
- 22@ == 1
- else_jump @GFXXXA_6202
- 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
- 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
- 04AE: 30@ = 288 // = constant
- 8@ += 1
- jump @GFXXXA_6503
- :GFXXXA_6202
- if
- 22@ == 2
- else_jump @GFXXXA_6320
- 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
- 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
- 04AE: 30@ = 288 // = constant
- 8@ += 1
- jump @GFXXXA_6503
- :GFXXXA_6320
- jump @GFXXXA_6503
- :GFXXXA_6327
- if
- 22@ == 0
- else_jump @GFXXXA_6374
- 0613: 16@ = actor $PLAYER_ACTOR animation "SEX_1_FAIL_P" time
- jump @GFXXXA_6461
- :GFXXXA_6374
- if
- 22@ == 1
- else_jump @GFXXXA_6421
- 0613: 16@ = actor $PLAYER_ACTOR animation "SEX_2_FAIL_P" time
- jump @GFXXXA_6461
- :GFXXXA_6421
- if
- 22@ == 2
- else_jump @GFXXXA_6461
- 0613: 16@ = actor $PLAYER_ACTOR animation "SEX_3_FAIL_P" time
- :GFXXXA_6461
- if
- 16@ == 1.0
- else_jump @GFXXXA_6496
- 7@ = 2
- 8@ = 0
- :GFXXXA_6496
- jump @GFXXXA_6503
- :GFXXXA_6503
- return
- :GFXXXA_6505
- 0871: init_jump_table 8@ total_jumps 8 default_jump 0 @GFXXXA_7328 jumps 0 @GFXXXA_6633 1 @GFXXXA_6668 2 @GFXXXA_6959 3 @GFXXXA_7001 4 @GFXXXA_7063 5 @GFXXXA_7164 6 @GFXXXA_7226
- 0872: jump_table_jumps 7 @GFXXXA_7288 -1 @GFXXXA_7328 -1 @GFXXXA_7328 -1 @GFXXXA_7328 -1 @GFXXXA_7328 -1 @GFXXXA_7328 -1 @GFXXXA_7328 -1 @GFXXXA_7328 -1 @GFXXXA_7328
- :GFXXXA_6633
- Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
- fade 0 0
- 8@ += 1
- jump @GFXXXA_7328
- :GFXXXA_6668
- if
- not fading
- else_jump @GFXXXA_6952
- select_interior 0
- 0860: link_actor 24@ to_interior 0
- 0860: link_actor $PLAYER_ACTOR to_interior 0
- if
- 044B: actor $PLAYER_ACTOR on_foot
- else_jump @GFXXXA_6739
- Actor.PutAt($PLAYER_ACTOR, 3@, 4@, 5@)
- Actor.Angle($PLAYER_ACTOR) = 6@
- 01B7: release_weather
- :GFXXXA_6739
- Camera.SetAtPos(3@, 4@, 5@)
- 04E4: refresh_game_renderer_at 3@ 4@
- 0337: set_actor $PLAYER_ACTOR visibility 0
- Player.CanMove($PLAYER_CHAR) = False
- 02A3: enable_widescreen 1
- 0826: enable_hud 0
- 0581: enable_radar 0
- 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
- 03F4: set_all_cars_apply_damage_rules 0
- gosub @GFXXXA_13696
- Actor.PutAt(24@, 10@, 12@, 14@)
- 0619: enable_actor 24@ collision_detection 0
- 0337: set_actor 24@ visibility 0
- Camera.SetPosition(10@, 12@, 14@, 0.0, 0.0, 0.0)
- Camera.PointAt(11@, 13@, 15@, 2)
- 099C: jiggle_camera type 5 timelimit 5000.0 intensity 10.0
- 00BF: 20@ = current_time_hours, 25@ = current_time_minutes
- 25@ += 30
- if
- 25@ > 60
- else_jump @GFXXXA_6930
- 25@ -= 60
- 20@ += 1
- :GFXXXA_6930
- 00C0: set_current_time_hours_to 20@ minutes_to 25@
- fade 1 1000
- 8@ += 1
- :GFXXXA_6952
- jump @GFXXXA_7328
- :GFXXXA_6959
- if
- not fading
- else_jump @GFXXXA_6994
- 04AE: 30@ = 284 // = constant
- 33@ = 0
- 8@ += 1
- :GFXXXA_6994
- jump @GFXXXA_7328
- :GFXXXA_7001
- if
- 33@ > 3000
- else_jump @GFXXXA_7056
- 04AE: 30@ = 284 // = constant
- 33@ = 0
- 099C: jiggle_camera type 5 timelimit 3000.0 intensity 15.0
- 8@ += 1
- :GFXXXA_7056
- jump @GFXXXA_7328
- :GFXXXA_7063
- if
- 33@ > 3000
- else_jump @GFXXXA_7157
- 30@ = -2
- if
- 1@ > 0
- else_jump @GFXXXA_7122
- 04AE: 31@ = 239 // = constant
- jump @GFXXXA_7129
- :GFXXXA_7122
- 04AE: 31@ = 117 // = constant
- :GFXXXA_7129
- 099C: jiggle_camera type 5 timelimit 3000.0 intensity 20.0
- 33@ = 0
- 8@ += 1
- :GFXXXA_7157
- jump @GFXXXA_7328
- :GFXXXA_7164
- if
- 33@ > 3000
- else_jump @GFXXXA_7219
- 04AE: 30@ = 287 // = constant
- 099C: jiggle_camera type 5 timelimit 4000.0 intensity 30.0
- 33@ = 0
- 8@ += 1
- :GFXXXA_7219
- jump @GFXXXA_7328
- :GFXXXA_7226
- if
- 33@ > 4000
- else_jump @GFXXXA_7281
- 04AE: 30@ = 290 // = constant
- 099C: jiggle_camera type 5 timelimit 3000.0 intensity 5.0
- 33@ = 0
- 8@ += 1
- :GFXXXA_7281
- jump @GFXXXA_7328
- :GFXXXA_7288
- if
- 33@ > 3000
- else_jump @GFXXXA_7321
- 7@ = 2
- 8@ = 0
- :GFXXXA_7321
- jump @GFXXXA_7328
- :GFXXXA_7328
- return
- :GFXXXA_7330
- 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
- :GFXXXA_7393
- 023C: load_special_actor 'Denise' as 1 // models 290-299
- :GFXXXA_7406
- if
- 823D: not special_actor 1 loaded
- else_jump @GFXXXA_7445
- wait 0
- 023C: load_special_actor 'Denise' as 1 // models 290-299
- jump @GFXXXA_7406
- :GFXXXA_7445
- jump @GFXXXA_7747
- :GFXXXA_7452
- 023C: load_special_actor 'Michll' as 1 // models 290-299
- :GFXXXA_7465
- if
- 823D: not special_actor 1 loaded
- else_jump @GFXXXA_7504
- wait 0
- 023C: load_special_actor 'Michll' as 1 // models 290-299
- jump @GFXXXA_7465
- :GFXXXA_7504
- jump @GFXXXA_7747
- :GFXXXA_7511
- 023C: load_special_actor 'Helena' as 1 // models 290-299
- :GFXXXA_7524
- if
- 823D: not special_actor 1 loaded
- else_jump @GFXXXA_7563
- wait 0
- 023C: load_special_actor 'Helena' as 1 // models 290-299
- jump @GFXXXA_7524
- :GFXXXA_7563
- jump @GFXXXA_7747
- :GFXXXA_7570
- 023C: load_special_actor 'Barbara' as 1 // models 290-299
- :GFXXXA_7583
- if
- 823D: not special_actor 1 loaded
- else_jump @GFXXXA_7622
- wait 0
- 023C: load_special_actor 'Barbara' as 1 // models 290-299
- jump @GFXXXA_7583
- :GFXXXA_7622
- jump @GFXXXA_7747
- :GFXXXA_7629
- 023C: load_special_actor 'Katie' as 1 // models 290-299
- :GFXXXA_7642
- if
- 823D: not special_actor 1 loaded
- else_jump @GFXXXA_7681
- wait 0
- 023C: load_special_actor 'Katie' as 1 // models 290-299
- jump @GFXXXA_7642
- :GFXXXA_7681
- jump @GFXXXA_7747
- :GFXXXA_7688
- 023C: load_special_actor 'Millie' as 1 // models 290-299
- :GFXXXA_7701
- if
- 823D: not special_actor 1 loaded
- else_jump @GFXXXA_7740
- wait 0
- 023C: load_special_actor 'Millie' as 1 // models 290-299
- jump @GFXXXA_7701
- :GFXXXA_7740
- jump @GFXXXA_7747
- :GFXXXA_7747
- 24@ = Actor.Create(CivFemale, #SPECIAL01, 0.0, 0.0, 0.0)
- Actor.SetImmunities(24@, 1, 1, 1, 1, 1)
- 0619: enable_actor 24@ collision_detection 0
- Actor.RemoveFromMissionCleanupList(24@)
- Model.Load(#GUNGRL3)
- :GFXXXA_7804
- wait 0
- if
- Model.Available(#GUNGRL3)
- else_jump @GFXXXA_7804
- 21@ = Actor.Create(CivFemale, #GUNGRL3, 0.0, 0.0, 0.0)
- Actor.SetImmunities(21@, 1, 1, 1, 1, 1)
- 0619: enable_actor 21@ collision_detection 0
- Actor.RemoveFromMissionCleanupList(21@)
- 0337: set_actor 21@ visibility 0
- Model.Destroy(#GUNGRL3)
- return
- :GFXXXA_7890
- 04ED: load_animation "BLOWJOBZ"
- 04ED: load_animation "KISSING"
- 04ED: load_animation "SEX"
- 04ED: load_animation "SNM"
- :GFXXXA_7927
- wait 0
- if and
- 04EE: animation "BLOWJOBZ" loaded
- 04EE: animation "SEX" loaded
- 04EE: animation "KISSING" loaded
- 04EE: animation "SNM" loaded
- else_jump @GFXXXA_7988
- return
- jump @GFXXXA_8032
- :GFXXXA_7988
- 04ED: load_animation "BLOWJOBZ"
- 04ED: load_animation "KISSING"
- 04ED: load_animation "SEX"
- 04ED: load_animation "SNM"
- jump @GFXXXA_7927
- :GFXXXA_8032
- 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
- :GFXXXA_8095
- 10@ = 245.6252
- 12@ = 304.1411
- 14@ = 998.32
- 16@ = 0.0
- 29@ = 1
- jump @GFXXXA_8419
- :GFXXXA_8149
- 10@ = 306.1999
- 12@ = 305.1225
- 14@ = 1002.297
- 16@ = 90.0
- 29@ = 4
- jump @GFXXXA_8419
- :GFXXXA_8203
- 10@ = 288.7753
- 12@ = 308.4772
- 14@ = 998.1641
- 16@ = 213.8029
- 29@ = 3
- jump @GFXXXA_8419
- :GFXXXA_8257
- 10@ = 324.6405
- 12@ = 307.4622
- 14@ = 998.1558
- 16@ = 175.0
- 29@ = 5
- jump @GFXXXA_8419
- :GFXXXA_8311
- 10@ = 271.4699
- 12@ = 307.2668
- 14@ = 998.32
- 16@ = 265.0
- 29@ = 2
- jump @GFXXXA_8419
- :GFXXXA_8365
- 10@ = 345.6252
- 12@ = 304.1411
- 14@ = 998.25
- 16@ = 0.0
- 29@ = 6
- jump @GFXXXA_8419
- :GFXXXA_8419
- 0792: disembark_instantly_actor $PLAYER_ACTOR
- 0792: disembark_instantly_actor 24@
- 0619: enable_actor 24@ collision_detection 0
- 0619: enable_actor $PLAYER_ACTOR collision_detection 0
- Actor.PutAt($PLAYER_ACTOR, 10@, 12@, 14@)
- Actor.Angle($PLAYER_ACTOR) = 16@
- 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 -1.0
- 16@ = Actor.Angle($PLAYER_ACTOR)
- 16@ += 180.0
- Actor.PutAt(24@, 10@, 12@, 14@)
- Actor.Angle(24@) = 16@
- select_interior 29@
- 0860: link_actor 24@ to_interior 29@
- 0860: link_actor $PLAYER_ACTOR to_interior 29@
- if
- 8500: not player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17
- else_jump @GFXXXA_8692
- 0793: save_player_clothes
- wait 50
- 0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 16
- 0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17
- Player.SetClothes($PLAYER_CHAR, "player_torso", "torso", Torso)
- Player.SetClothes($PLAYER_CHAR, "player_legs", "legs", Legs)
- Player.SetClothes($PLAYER_CHAR, "foot", "feet", Shoes)
- Player.Build($PLAYER_CHAR)
- wait 50
- :GFXXXA_8692
- Camera.SetAtPos(10@, 12@, 14@)
- 04E4: refresh_game_renderer_at 10@ 12@
- 14@ += 2.0
- Actor.PutAt(21@, 10@, 12@, 14@)
- 0860: link_actor 21@ to_interior 29@
- 29@ = 0
- return
- :GFXXXA_8752
- select_interior 0
- 0860: link_actor $PLAYER_ACTOR to_interior 0
- 0395: clear_area 1 at 3@ 4@ 5@ radius 3.0
- if
- 044B: actor $PLAYER_ACTOR on_foot
- else_jump @GFXXXA_8861
- Actor.PutAt($PLAYER_ACTOR, 3@, 4@, 5@)
- Actor.Angle($PLAYER_ACTOR) = 6@
- if
- 8500: not player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17
- else_jump @GFXXXA_8861
- 0794: restore_player_clothes
- wait 50
- Player.Build($PLAYER_CHAR)
- wait 50
- :GFXXXA_8861
- 01B7: release_weather
- 04E4: refresh_game_renderer_at 3@ 4@
- Camera.SetAtPos(3@, 4@, 5@)
- return
- :GFXXXA_8884
- 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
- :GFXXXA_8947
- 10@ = 245.617
- 12@ = 301.8
- 14@ = 999.046
- 16@ = 0.0
- jump @GFXXXA_9229
- :GFXXXA_8994
- 10@ = 317.5
- 12@ = 311.85
- 14@ = 998.8
- 16@ = 290.0
- jump @GFXXXA_9229
- :GFXXXA_9041
- 10@ = 308.8862
- 12@ = 301.5
- 14@ = 1003.0
- 16@ = 0.0
- jump @GFXXXA_9229
- :GFXXXA_9088
- 10@ = 282.5775
- 12@ = 307.7573
- 14@ = 1002.391
- 16@ = 0.0
- jump @GFXXXA_9229
- :GFXXXA_9135
- 10@ = 270.12
- 12@ = 307.9
- 14@ = 999.0204
- 16@ = 180.0
- jump @GFXXXA_9229
- :GFXXXA_9182
- 10@ = 345.617
- 12@ = 301.9
- 14@ = 998.8
- 16@ = 0.0
- jump @GFXXXA_9229
- :GFXXXA_9229
- return
- :GFXXXA_9231
- 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
- :GFXXXA_9294
- 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 1.8 2.9 0.353
- 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 1.0 0.8701 0.1828
- jump @GFXXXA_9961
- :GFXXXA_9359
- 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset -0.6375 2.3043 0.1065
- if
- 7@ == 3
- else_jump @GFXXXA_9442
- 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.3435 1.4278 -0.1
- jump @GFXXXA_9471
- :GFXXXA_9442
- 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.3435 1.4278 -0.2746
- :GFXXXA_9471
- jump @GFXXXA_9961
- :GFXXXA_9478
- 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 1.5989 0.7828 -0.2044
- if
- 7@ == 3
- else_jump @GFXXXA_9561
- 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.6223 0.6748 -0.2
- jump @GFXXXA_9590
- :GFXXXA_9561
- 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.6223 0.6748 -0.3904
- :GFXXXA_9590
- jump @GFXXXA_9961
- :GFXXXA_9597
- 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.9748 -0.1026 0.7511
- if
- 7@ == 3
- else_jump @GFXXXA_9680
- 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.4155 0.3026 0.01
- jump @GFXXXA_9709
- :GFXXXA_9680
- 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.4155 0.3026 0.0279
- :GFXXXA_9709
- jump @GFXXXA_9961
- :GFXXXA_9716
- 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset -1.3103 1.6396 -0.6208
- if
- 7@ == 3
- else_jump @GFXXXA_9799
- 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.49 1.0874 -0.2
- jump @GFXXXA_9828
- :GFXXXA_9799
- 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.49 1.0874 -0.4726
- :GFXXXA_9828
- jump @GFXXXA_9961
- :GFXXXA_9835
- 23@ = 0
- 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset -0.6375 2.3043 0.1065
- if
- 7@ == 3
- else_jump @GFXXXA_9925
- 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.3435 1.4278 0.0
- jump @GFXXXA_9954
- :GFXXXA_9925
- 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.3435 1.4278 -0.2746
- :GFXXXA_9954
- jump @GFXXXA_9961
- :GFXXXA_9961
- Camera.SetPosition(10@, 12@, 14@, 0.0, 0.0, 0.0)
- Camera.PointAt(11@, 13@, 15@, 2)
- 23@ += 1
- return
- :GFXXXA_10009
- if
- 7@ == 6
- else_jump @GFXXXA_10354
- 22@ += 1
- 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
- :GFXXXA_10097
- 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
- 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
- jump @GFXXXA_10347
- :GFXXXA_10178
- 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
- 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
- jump @GFXXXA_10347
- :GFXXXA_10259
- 22@ = 0
- 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
- 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
- jump @GFXXXA_10347
- :GFXXXA_10347
- 8@ = 1
- :GFXXXA_10354
- return
- :GFXXXA_10356
- 008B: 20@ = $GFSEX_Erregung // (int)
- 20@ /= 5
- if
- 3 > 20@
- else_jump @GFXXXA_10396
- 20@ = 0
- :GFXXXA_10396
- 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
- 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
- 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
- :GFXXXA_10589
- 16@ = 0.02
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GFXXXA_11188
- :GFXXXA_10620
- 16@ = 0.03
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GFXXXA_11188
- :GFXXXA_10651
- 16@ = 0.04
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GFXXXA_11188
- :GFXXXA_10682
- 16@ = 0.045
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GFXXXA_11188
- :GFXXXA_10713
- 16@ = 0.05
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GFXXXA_11188
- :GFXXXA_10744
- 16@ = 0.055
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GFXXXA_11188
- :GFXXXA_10775
- 16@ = 0.06
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GFXXXA_11188
- :GFXXXA_10806
- 16@ = 0.07
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GFXXXA_11188
- :GFXXXA_10837
- 16@ = 0.08
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GFXXXA_11188
- :GFXXXA_10868
- 16@ = 0.085
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GFXXXA_11188
- :GFXXXA_10899
- 16@ = 0.09
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GFXXXA_11188
- :GFXXXA_10930
- 16@ = 0.095
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GFXXXA_11188
- :GFXXXA_10961
- 16@ = 0.1
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GFXXXA_11188
- :GFXXXA_10992
- 16@ = 0.105
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GFXXXA_11188
- :GFXXXA_11023
- 16@ = 0.11
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GFXXXA_11188
- :GFXXXA_11054
- 16@ = 0.12
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GFXXXA_11188
- :GFXXXA_11085
- 16@ = 0.13
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GFXXXA_11188
- :GFXXXA_11116
- 16@ = 0.14
- 08BD: set 9@ bit 7
- jump @GFXXXA_11188
- :GFXXXA_11140
- 16@ = 0.14
- 08BD: set 9@ bit 7
- jump @GFXXXA_11188
- :GFXXXA_11164
- 16@ = 0.14
- 08BD: set 9@ bit 7
- jump @GFXXXA_11188
- :GFXXXA_11188
- return
- :GFXXXA_11190
- 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
- :GFXXXA_11253
- if
- Actor.Animation($PLAYER_ACTOR) == "SEX_1_P"
- else_jump @GFXXXA_11311
- 0612: set_actor $PLAYER_ACTOR animation "SEX_1_P" paused 0
- 0614: set_actor $PLAYER_ACTOR animation "SEX_1_P" progress_to 28@ // 0.0 to 1.0
- :GFXXXA_11311
- if
- Actor.Animation(24@) == "SEX_1_W"
- else_jump @GFXXXA_11369
- 0612: set_actor 24@ animation "SEX_1_W" paused 0
- 0614: set_actor 24@ animation "SEX_1_W" progress_to 28@ // 0.0 to 1.0
- :GFXXXA_11369
- jump @GFXXXA_11622
- :GFXXXA_11376
- if
- Actor.Animation($PLAYER_ACTOR) == "SEX_2_P"
- else_jump @GFXXXA_11434
- 0612: set_actor $PLAYER_ACTOR animation "SEX_2_P" paused 0
- 0614: set_actor $PLAYER_ACTOR animation "SEX_2_P" progress_to 28@ // 0.0 to 1.0
- :GFXXXA_11434
- if
- Actor.Animation(24@) == "SEX_2_W"
- else_jump @GFXXXA_11492
- 0612: set_actor 24@ animation "SEX_2_W" paused 0
- 0614: set_actor 24@ animation "SEX_2_W" progress_to 28@ // 0.0 to 1.0
- :GFXXXA_11492
- jump @GFXXXA_11622
- :GFXXXA_11499
- if
- Actor.Animation($PLAYER_ACTOR) == "SEX_3_P"
- else_jump @GFXXXA_11557
- 0612: set_actor $PLAYER_ACTOR animation "SEX_3_P" paused 0
- 0614: set_actor $PLAYER_ACTOR animation "SEX_3_P" progress_to 28@ // 0.0 to 1.0
- :GFXXXA_11557
- if
- Actor.Animation(24@) == "SEX_3_W"
- else_jump @GFXXXA_11615
- 0612: set_actor 24@ animation "SEX_3_W" paused 0
- 0614: set_actor 24@ animation "SEX_3_W" progress_to 28@ // 0.0 to 1.0
- :GFXXXA_11615
- jump @GFXXXA_11622
- :GFXXXA_11622
- if
- 08B7: test 9@ bit 5
- else_jump @GFXXXA_11655
- 0063: 28@ -= 16@ // (float)
- jump @GFXXXA_11663
- :GFXXXA_11655
- 005B: 28@ += 16@ // (float)
- :GFXXXA_11663
- if
- 0.0 >= 28@
- else_jump @GFXXXA_11708
- 28@ = 0.01
- 08C3: clear 9@ bit 5
- gosub @GFXXXA_11783
- :GFXXXA_11708
- if
- 28@ >= 1.0
- else_jump @GFXXXA_11753
- 28@ = 0.99
- 08BD: set 9@ bit 5
- gosub @GFXXXA_11783
- :GFXXXA_11753
- if
- 28@ == 0.5
- else_jump @GFXXXA_11781
- gosub @GFXXXA_11783
- :GFXXXA_11781
- return
- :GFXXXA_11783
- 0494: get_joystick 0 direction_offset_to 2@ 25@ 26@ 27@
- 0093: 17@ = integer 25@ to_float
- 17@ /= 34.0
- if
- 28@ == 0.5
- else_jump @GFXXXA_11882
- if
- 0.0 > 17@
- else_jump @GFXXXA_11873
- gosub @GFXXXA_12017
- jump @GFXXXA_11882
- :GFXXXA_11873
- gosub @GFXXXA_12122
- return
- :GFXXXA_11882
- if
- 08B7: test 9@ bit 5
- else_jump @GFXXXA_11973
- 015B: shake_player_controller 0 time 200 intensity 50
- 04AE: 30@ = 283 // = constant
- 04AE: 31@ = 116 // = constant
- if
- -0.8 > 17@
- else_jump @GFXXXA_11959
- gosub @GFXXXA_12017
- jump @GFXXXA_11966
- :GFXXXA_11959
- gosub @GFXXXA_12122
- :GFXXXA_11966
- jump @GFXXXA_12015
- :GFXXXA_11973
- if
- 17@ > 0.8
- else_jump @GFXXXA_12008
- gosub @GFXXXA_12017
- jump @GFXXXA_12015
- :GFXXXA_12008
- gosub @GFXXXA_12122
- :GFXXXA_12015
- return
- :GFXXXA_12017
- if
- 100 > $GFSEX_Erregung
- else_jump @GFXXXA_12113
- if
- 08B7: test 9@ bit 6
- else_jump @GFXXXA_12067
- $GFSEX_Erregung += 5
- jump @GFXXXA_12106
- :GFXXXA_12067
- if
- 08B7: test 9@ bit 7
- else_jump @GFXXXA_12099
- $GFSEX_Erregung += 10
- jump @GFXXXA_12106
- :GFXXXA_12099
- $GFSEX_Erregung += 1
- :GFXXXA_12106
- jump @GFXXXA_12120
- :GFXXXA_12113
- $GFSEX_Erregung = 100
- :GFXXXA_12120
- return
- :GFXXXA_12122
- if
- 33@ > 5000
- else_jump @GFXXXA_12212
- if
- $GFSEX_Erregung > 0
- else_jump @GFXXXA_12205
- if and
- $GFSEX_Erregung > 10
- 88B7: not test 9@ bit 6
- else_jump @GFXXXA_12198
- $GFSEX_Erregung -= 2
- jump @GFXXXA_12198
- :GFXXXA_12198
- jump @GFXXXA_12212
- :GFXXXA_12205
- $GFSEX_Erregung = 3
- :GFXXXA_12212
- return
- :GFXXXA_12214
- if
- 18@ > 90.0
- else_jump @GFXXXA_12245
- 18@ = 0.0
- :GFXXXA_12245
- 02F6: 19@ = sine 18@ // (float)
- 19@ *= 13.5
- 0092: 20@ = float 19@ to_integer
- 005C: 20@ += $GFSEX_POWER // (int)
- if
- 20@ >= 100
- else_jump @GFXXXA_12311
- $GFSEX_POWER = 100
- jump @GFXXXA_12319
- :GFXXXA_12311
- 008A: $GFSEX_POWER = 20@ // (int)
- :GFXXXA_12319
- 18@ += 1.0
- return
- :GFXXXA_12331
- 18@ = 0.0
- if
- $GFSEX_POWER >= 97
- else_jump @GFXXXA_12373
- $GFSEX_POWER -= 3
- jump @GFXXXA_12412
- :GFXXXA_12373
- if
- 7 >= $GFSEX_POWER
- else_jump @GFXXXA_12405
- $GFSEX_POWER = 0
- jump @GFXXXA_12412
- :GFXXXA_12405
- $GFSEX_POWER -= 7
- :GFXXXA_12412
- return
- :GFXXXA_12414
- if
- $GFSEX_POWER >= 97
- else_jump @GFXXXA_12446
- 08BD: set 9@ bit 10
- jump @GFXXXA_12453
- :GFXXXA_12446
- 08C3: clear 9@ bit 10
- :GFXXXA_12453
- return
- :GFXXXA_12455
- 16@ = 0.025
- if
- 08B7: test 9@ bit 10
- else_jump @GFXXXA_12493
- 16@ += 0.015
- :GFXXXA_12493
- 28@ = 0.01
- return
- :GFXXXA_12505
- if
- Actor.Animation($PLAYER_ACTOR) == "SPANKINGP"
- else_jump @GFXXXA_12569
- 0612: set_actor $PLAYER_ACTOR animation "SPANKINGP" paused 0
- 0614: set_actor $PLAYER_ACTOR animation "SPANKINGP" progress_to 28@ // 0.0 to 1.0
- :GFXXXA_12569
- if
- Actor.Animation(24@) == "SPANKINGW"
- else_jump @GFXXXA_12633
- 0612: set_actor 24@ animation "SPANKINGW" paused 0
- 0614: set_actor 24@ animation "SPANKINGW" progress_to 28@ // 0.0 to 1.0
- :GFXXXA_12633
- if
- 88B7: not test 9@ bit 5
- else_jump @GFXXXA_12659
- 005B: 28@ += 16@ // (float)
- :GFXXXA_12659
- if
- 28@ >= 1.0
- else_jump @GFXXXA_12699
- 28@ = 0.99
- 08BD: set 9@ bit 5
- return
- :GFXXXA_12699
- return
- :GFXXXA_12701
- if
- 08B7: test 9@ bit 10
- else_jump @GFXXXA_12773
- 04AE: 30@ = 286 // = constant
- if
- 100 >= $GFSEX_Erregung
- else_jump @GFXXXA_12759
- $GFSEX_Erregung += 10
- jump @GFXXXA_12766
- :GFXXXA_12759
- $GFSEX_Erregung = 100
- :GFXXXA_12766
- jump @GFXXXA_12812
- :GFXXXA_12773
- if
- $GFSEX_Erregung >= 10
- else_jump @GFXXXA_12805
- $GFSEX_Erregung += 1
- jump @GFXXXA_12812
- :GFXXXA_12805
- $GFSEX_Erregung = 0
- :GFXXXA_12812
- 08C3: clear 9@ bit 10
- 08C3: clear 9@ bit 11
- 08C3: clear 9@ bit 12
- return
- :GFXXXA_12835
- if and
- 100 > $GFSEX_POWER
- $GFSEX_POWER > 0
- 08B7: test 9@ bit 14
- else_jump @GFXXXA_12876
- gosub @GFXXXA_12331
- return
- :GFXXXA_12876
- if and
- 100 > $GFSEX_POWER
- $GFSEX_POWER > 0
- 88B7: not test 9@ bit 14
- else_jump @GFXXXA_12917
- gosub @GFXXXA_12214
- return
- :GFXXXA_12917
- if
- $GFSEX_POWER >= 100
- else_jump @GFXXXA_12958
- $GFSEX_POWER = 100
- 08BD: set 9@ bit 14
- gosub @GFXXXA_12331
- return
- :GFXXXA_12958
- if
- 0 >= $GFSEX_POWER
- else_jump @GFXXXA_12999
- $GFSEX_POWER = 0
- 08C3: clear 9@ bit 14
- gosub @GFXXXA_12214
- return
- :GFXXXA_12999
- return
- :GFXXXA_13001
- 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
- :GFXXXA_13064
- if
- 30@ > 0
- else_jump @GFXXXA_13089
- 29@ = 3
- :GFXXXA_13089
- jump @GFXXXA_13533
- :GFXXXA_13096
- 094F: enable_actor 21@ pain_audio
- jump @GFXXXA_13533
- :GFXXXA_13108
- 094E: set_actor 21@ mute_pain_audio 0
- jump @GFXXXA_13533
- :GFXXXA_13122
- if
- 894D: not actor 21@ mutally_active
- else_jump @GFXXXA_13293
- if
- 30@ > 0
- else_jump @GFXXXA_13233
- 09D5: play_sound_of_actor 21@ soundslot 30@ unknown_flags 1 1 1 as 2@ // extended 0947
- gosub @GFXXXA_13535
- 30@ = -1
- if
- 31@ > 0
- else_jump @GFXXXA_13219
- 29@ = 6
- jump @GFXXXA_13226
- :GFXXXA_13219
- 29@ = 0
- :GFXXXA_13226
- jump @GFXXXA_13293
- :GFXXXA_13233
- if
- 30@ == -2
- else_jump @GFXXXA_13272
- 30@ = -1
- 29@ = 6
- jump @GFXXXA_13293
- :GFXXXA_13272
- 30@ = -1
- 31@ = -1
- 29@ = 0
- :GFXXXA_13293
- jump @GFXXXA_13533
- :GFXXXA_13300
- if and
- 894D: not actor $PLAYER_ACTOR mutally_active
- 894D: not actor 21@ mutally_active
- else_jump @GFXXXA_13384
- if
- 31@ > 0
- else_jump @GFXXXA_13377
- 09D5: play_sound_of_actor $PLAYER_ACTOR soundslot 31@ unknown_flags 1 1 1 as 2@ // extended 0947
- 31@ = -1
- 29@ = 0
- jump @GFXXXA_13384
- :GFXXXA_13377
- 29@ = 0
- :GFXXXA_13384
- jump @GFXXXA_13533
- :GFXXXA_13391
- 094E: set_actor 21@ mute_pain_audio 0
- if
- 894D: not actor 21@ mutally_active
- else_jump @GFXXXA_13484
- if
- 30@ > 0
- else_jump @GFXXXA_13477
- 09D5: play_sound_of_actor 21@ soundslot 30@ unknown_flags 1 1 1 as 2@ // extended 0947
- gosub @GFXXXA_13535
- 30@ = -1
- 29@ = 5
- jump @GFXXXA_13484
- :GFXXXA_13477
- 29@ = 0
- :GFXXXA_13484
- jump @GFXXXA_13533
- :GFXXXA_13491
- if
- 894D: not actor 21@ mutally_active
- else_jump @GFXXXA_13526
- 094F: enable_actor 21@ pain_audio
- 30@ = -1
- 29@ = 0
- :GFXXXA_13526
- jump @GFXXXA_13533
- :GFXXXA_13533
- return
- :GFXXXA_13535
- 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
- :GFXXXA_13602
- 00BC: show_text_highpriority GXT 'GF_0019' time 5000 flag 1 // That's the spot! Remember; nice guys finish last!
- jump @GFXXXA_13694
- :GFXXXA_13625
- 00BC: show_text_highpriority GXT 'GF_0067' time 5000 flag 1 // Failure to satisfy a woman is a CRIME!
- jump @GFXXXA_13694
- :GFXXXA_13648
- 00BC: show_text_highpriority GXT 'GF_0042' time 5000 flag 1 // You the man! Oh yeah! You the man!
- jump @GFXXXA_13694
- :GFXXXA_13671
- 00BC: show_text_highpriority GXT 'GF_0067' time 5000 flag 1 // Failure to satisfy a woman is a CRIME!
- jump @GFXXXA_13694
- :GFXXXA_13694
- return
- :GFXXXA_13696
- 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
- :GFXXXA_13759
- 10@ = 2394.408
- 12@ = -1728.215
- 14@ = 14.2715
- 11@ = 2395.066
- 13@ = -1727.465
- 15@ = 14.2063
- jump @GFXXXA_14161
- :GFXXXA_13826
- 10@ = -1401.494
- 12@ = 2640.099
- 14@ = 59.3883
- 11@ = -1400.704
- 13@ = 2639.641
- 15@ = 58.9806
- jump @GFXXXA_14161
- :GFXXXA_13893
- 10@ = -1799.737
- 12@ = 1192.863
- 14@ = 29.6868
- 11@ = -1799.472
- 13@ = 1193.683
- 15@ = 29.1813
- jump @GFXXXA_14161
- :GFXXXA_13960
- 10@ = -383.3153
- 12@ = -1435.266
- 14@ = 26.695
- 11@ = -382.5756
- 13@ = -1435.887
- 15@ = 26.4366
- jump @GFXXXA_14161
- :GFXXXA_14027
- 10@ = -2582.293
- 12@ = 1147.762
- 14@ = 59.6235
- 11@ = -2581.406
- 13@ = 1147.768
- 15@ = 59.1605
- jump @GFXXXA_14161
- :GFXXXA_14094
- 10@ = 2032.235
- 12@ = 2734.541
- 14@ = 13.3226
- 11@ = 2032.744
- 13@ = 2733.714
- 15@ = 13.0817
- jump @GFXXXA_14161
- :GFXXXA_14161
- return
- :GFXXXA_14163
- 04EF: release_animation "SNM"
- 04EF: release_animation "SEX"
- 04EF: release_animation "BLOWJOBZ"
- 04EF: release_animation "KISSING"
- 0296: unload_special_actor 1
- Actor.DestroyInstantly(24@)
- Actor.DestroyInstantly(21@)
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GFXXXA_14268
- 0337: set_actor $PLAYER_ACTOR visibility 1
- Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
- 0687: clear_actor $PLAYER_ACTOR task
- Player.CanMove($PLAYER_CHAR) = True
- 02A3: enable_widescreen 0
- :GFXXXA_14268
- 0826: enable_hud 1
- 0581: enable_radar 1
- $ONMISSION = 0
- 0A93: end_custom_thread
- :GRLXXB
- thread 'GRLXXB'
- if
- 4 > 1@
- else_jump @GRLXXB_35372
- 1@ -= 2
- 8@ = 0
- if
- 1@ > 0
- else_jump @GRLXXB_75
- $GFSEX_Erregung = 10
- jump @GRLXXB_82
- :GRLXXB_75
- $GFSEX_Erregung = 5
- :GRLXXB_82
- $GFSEX_POWER = 1
- 9@ = 0
- if
- 9@ > 0
- else_jump @GRLXXB_138
- 24@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)
- :GRLXXB_138
- gosub @GRLXXB_7337
- gosub @GRLXXB_8185
- :GRLXXB_152
- wait 0
- if and
- not Actor.Dead($PLAYER_ACTOR)
- not Actor.Dead(24@)
- else_jump @GRLXXB_205
- gosub @GRLXXB_219
- gosub @GRLXXB_435
- gosub @GRLXXB_13416
- jump @GRLXXB_212
- :GRLXXB_205
- gosub @GRLXXB_14638
- :GRLXXB_212
- jump @GRLXXB_152
- :GRLXXB_219
- if
- 88B7: not test 9@ bit 1
- else_jump @GRLXXB_433
- if
- 00E1: player 0 pressed_key 17
- else_jump @GRLXXB_293
- if
- 88B7: not test 9@ bit 2
- else_jump @GRLXXB_286
- gosub @GRLXXB_9646
- 08BD: set 9@ bit 2
- :GRLXXB_286
- jump @GRLXXB_300
- :GRLXXB_293
- 08C3: clear 9@ bit 2
- :GRLXXB_300
- if
- 00E1: player 0 pressed_key 14
- else_jump @GRLXXB_356
- if
- 88B7: not test 9@ bit 3
- else_jump @GRLXXB_349
- gosub @GRLXXB_10424
- 08BD: set 9@ bit 3
- :GRLXXB_349
- jump @GRLXXB_363
- :GRLXXB_356
- 08C3: clear 9@ bit 3
- :GRLXXB_363
- if
- 00E1: player 0 pressed_key 15
- else_jump @GRLXXB_426
- if
- 88B7: not test 9@ bit 4
- else_jump @GRLXXB_419
- 7@ = 2
- 8@ = 0
- 08BD: set 9@ bit 4
- :GRLXXB_419
- jump @GRLXXB_433
- :GRLXXB_426
- 08C3: clear 9@ bit 4
- :GRLXXB_433
- return
- :GRLXXB_435
- 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
- 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
- :GRLXXB_563
- gosub @GRLXXB_705
- jump @GRLXXB_703
- :GRLXXB_577
- gosub @GRLXXB_883
- jump @GRLXXB_703
- :GRLXXB_591
- gosub @GRLXXB_1632
- jump @GRLXXB_703
- :GRLXXB_605
- gosub @GRLXXB_1877
- jump @GRLXXB_703
- :GRLXXB_619
- gosub @GRLXXB_2990
- jump @GRLXXB_703
- :GRLXXB_633
- gosub @GRLXXB_3412
- jump @GRLXXB_703
- :GRLXXB_647
- gosub @GRLXXB_3966
- jump @GRLXXB_703
- :GRLXXB_661
- gosub @GRLXXB_5179
- jump @GRLXXB_703
- :GRLXXB_675
- gosub @GRLXXB_5928
- jump @GRLXXB_703
- :GRLXXB_689
- gosub @GRLXXB_6530
- jump @GRLXXB_703
- :GRLXXB_703
- return
- :GRLXXB_705
- 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
- :GRLXXB_768
- 08BD: set 9@ bit 1
- fade 0 0
- 8@ += 1
- jump @GRLXXB_881
- :GRLXXB_795
- if
- not fading
- else_jump @GRLXXB_874
- Player.CanMove($PLAYER_CHAR) = False
- 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
- 06AB: set_actor 24@ all_weapons_hidden 1
- 0826: enable_hud 0
- 0581: enable_radar 0
- 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
- 02A3: enable_widescreen 1
- 03F4: set_all_cars_apply_damage_rules 0
- gosub @GRLXXB_8327
- 0085: 7@ = 2@ // (int)
- 8@ = 0
- :GRLXXB_874
- jump @GRLXXB_881
- :GRLXXB_881
- return
- :GRLXXB_883
- 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
- :GRLXXB_946
- 08BD: set 9@ bit 1
- 23@ = -1
- gosub @GRLXXB_9646
- fade 1 1500
- 8@ += 1
- jump @GRLXXB_1630
- :GRLXXB_988
- if
- not fading
- else_jump @GRLXXB_1104
- 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
- 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
- 8@ += 1
- :GRLXXB_1104
- jump @GRLXXB_1630
- :GRLXXB_1111
- 0613: 16@ = actor $PLAYER_ACTOR animation "BJ_COUCH_START_P" time
- if and
- 16@ > 0.5
- 1.0 > 16@
- else_jump @GRLXXB_1202
- if
- 08D0: should_skip_cutscene
- else_jump @GRLXXB_1202
- fade 0 500
- 8@ = 5
- jump @GRLXXB_1630
- :GRLXXB_1202
- if
- 16@ == 1.0
- else_jump @GRLXXB_1341
- 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
- 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
- 04AE: 30@ = 285 // = constant
- 33@ = 0
- 8@ += 1
- :GRLXXB_1341
- jump @GRLXXB_1630
- :GRLXXB_1348
- if
- 08D0: should_skip_cutscene
- else_jump @GRLXXB_1382
- fade 0 500
- 8@ = 5
- jump @GRLXXB_1500
- :GRLXXB_1382
- if
- 33@ > 6000
- else_jump @GRLXXB_1500
- 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
- 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
- 8@ += 1
- :GRLXXB_1500
- jump @GRLXXB_1630
- :GRLXXB_1507
- 062E: get_actor 24@ task 2066 status_store_to 20@ // ret 7 if not found
- if
- 04A4: 20@ == 7 // == constant
- else_jump @GRLXXB_1550
- fade 0 500
- 8@ += 1
- :GRLXXB_1550
- jump @GRLXXB_1630
- :GRLXXB_1557
- if
- not fading
- else_jump @GRLXXB_1623
- if
- 1@ > 0
- else_jump @GRLXXB_1609
- 7@ = 3
- 8@ = 0
- jump @GRLXXB_1623
- :GRLXXB_1609
- 7@ = 6
- 8@ = 0
- :GRLXXB_1623
- jump @GRLXXB_1630
- :GRLXXB_1630
- return
- :GRLXXB_1632
- 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
- :GRLXXB_1695
- fade 0 1000
- 8@ += 1
- jump @GRLXXB_1875
- :GRLXXB_1716
- if
- not fading
- else_jump @GRLXXB_1841
- gosub @GRLXXB_9096
- if
- 08B7: test 9@ bit 13
- else_jump @GRLXXB_1766
- 0151: remove_status_text $GFSEX_Erregung
- 08C3: clear 9@ bit 13
- :GRLXXB_1766
- if
- 08B7: test 9@ bit 9
- else_jump @GRLXXB_1796
- 0151: remove_status_text $GFSEX_POWER
- 08C3: clear 9@ bit 9
- :GRLXXB_1796
- 03E6: remove_text_box
- 02A3: enable_widescreen 0
- Camera.SetBehindPlayer
- Camera.Restore_WithJumpCut
- Player.CanMove($PLAYER_CHAR) = True
- 03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
- 0619: enable_actor $PLAYER_ACTOR collision_detection 1
- fade 1 1000
- 8@ += 1
- :GRLXXB_1841
- jump @GRLXXB_1875
- :GRLXXB_1848
- if
- not fading
- else_jump @GRLXXB_1868
- gosub @GRLXXB_14638
- :GRLXXB_1868
- jump @GRLXXB_1875
- :GRLXXB_1875
- return
- :GRLXXB_1877
- 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
- :GRLXXB_1940
- if
- not fading
- else_jump @GRLXXB_2151
- 02A3: enable_widescreen 0
- 0792: disembark_instantly_actor $PLAYER_ACTOR
- 0792: disembark_instantly_actor 24@
- gosub @GRLXXB_9260
- Actor.PutAt($PLAYER_ACTOR, 10@, 12@, 14@)
- Actor.Angle($PLAYER_ACTOR) = 16@
- 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0
- 16@ = Actor.Angle($PLAYER_ACTOR)
- Actor.PutAt(24@, 10@, 12@, 14@)
- Actor.Angle(24@) = 16@
- 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
- 04F7: status_text $GFSEX_Erregung type 1 line 1 GXT 'GF_0017' // global_variable // Excitement:
- 04F7: status_text $GFSEX_POWER type 1 line 3 GXT 'GF_0040' // global_variable // Power:
- 08BD: set 9@ bit 9
- 08BD: set 9@ bit 13
- 23@ = 1
- gosub @GRLXXB_9646
- fade 1 1000
- 08C3: clear 9@ bit 1
- 8@ += 1
- :GRLXXB_2151
- jump @GRLXXB_2988
- :GRLXXB_2158
- 0812: AS_actor 24@ perform_animation "SPANKING_IDLEW" IFP "SNM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
- 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
- 08C3: clear 9@ bit 8
- gosub @GRLXXB_13250
- if
- 0 >= $GFSEX_Erregung
- else_jump @GRLXXB_2300
- 7@ = 4
- 8@ = 0
- jump @GRLXXB_2988
- jump @GRLXXB_2339
- :GRLXXB_2300
- if
- $GFSEX_Erregung >= 100
- else_jump @GRLXXB_2339
- 7@ = 5
- 8@ = 0
- jump @GRLXXB_2988
- :GRLXXB_2339
- 8@ += 1
- jump @GRLXXB_2988
- :GRLXXB_2353
- gosub @GRLXXB_13250
- if
- $GFSEX_POWER >= 100
- else_jump @GRLXXB_2385
- 8@ += 1
- :GRLXXB_2385
- if
- 00E1: player 0 pressed_key 16
- else_jump @GRLXXB_2471
- if and
- 88B7: not test 9@ bit 8
- not Actor.Animation($PLAYER_ACTOR) == "SPANKINGP"
- else_jump @GRLXXB_2464
- 08BD: set 9@ bit 8
- gosub @GRLXXB_12829
- 8@ = 4
- jump @GRLXXB_2988
- :GRLXXB_2464
- jump @GRLXXB_2478
- :GRLXXB_2471
- 08C3: clear 9@ bit 8
- :GRLXXB_2478
- if
- 0 >= $GFSEX_Erregung
- else_jump @GRLXXB_2524
- 7@ = 4
- 8@ = 0
- jump @GRLXXB_2988
- jump @GRLXXB_2563
- :GRLXXB_2524
- if
- $GFSEX_Erregung == 100
- else_jump @GRLXXB_2563
- 7@ = 5
- 8@ = 0
- jump @GRLXXB_2988
- :GRLXXB_2563
- jump @GRLXXB_2988
- :GRLXXB_2570
- gosub @GRLXXB_13250
- if
- $GFSEX_POWER >= 97
- else_jump @GRLXXB_2688
- if
- 00E1: player 0 pressed_key 16
- else_jump @GRLXXB_2681
- if and
- 88B7: not test 9@ bit 8
- not Actor.Animation($PLAYER_ACTOR) == "SPANKINGP"
- else_jump @GRLXXB_2674
- 08BD: set 9@ bit 8
- gosub @GRLXXB_12829
- 8@ = 4
- jump @GRLXXB_2988
- :GRLXXB_2674
- jump @GRLXXB_2688
- :GRLXXB_2681
- 08C3: clear 9@ bit 8
- :GRLXXB_2688
- if
- 0 >= $GFSEX_POWER
- else_jump @GRLXXB_2720
- gosub @GRLXXB_12537
- 8@ -= 1
- :GRLXXB_2720
- if
- 0 >= $GFSEX_Erregung
- else_jump @GRLXXB_2766
- 7@ = 4
- 8@ = 0
- jump @GRLXXB_2988
- jump @GRLXXB_2805
- :GRLXXB_2766
- if
- $GFSEX_Erregung == 100
- else_jump @GRLXXB_2805
- 7@ = 5
- 8@ = 0
- jump @GRLXXB_2988
- :GRLXXB_2805
- jump @GRLXXB_2988
- :GRLXXB_2812
- gosub @GRLXXB_13250
- gosub @GRLXXB_12870
- 0812: AS_actor 24@ perform_animation "SPANKINGW" IFP "SNM" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
- 0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKINGP" IFP "SNM" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
- 08C3: clear 9@ bit 5
- 8@ += 1
- jump @GRLXXB_2988
- :GRLXXB_2919
- gosub @GRLXXB_13250
- gosub @GRLXXB_12920
- if
- 08B7: test 9@ bit 5
- else_jump @GRLXXB_2981
- 04AE: 31@ = 238 // = constant
- 09F1: play_audio_at_actor $PLAYER_ACTOR event 1190
- gosub @GRLXXB_13116
- 8@ = 1
- :GRLXXB_2981
- jump @GRLXXB_2988
- :GRLXXB_2988
- return
- :GRLXXB_2990
- 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
- :GRLXXB_3053
- if
- 08B7: test 9@ bit 13
- else_jump @GRLXXB_3083
- 0151: remove_status_text $GFSEX_Erregung
- 08C3: clear 9@ bit 13
- :GRLXXB_3083
- if
- 08B7: test 9@ bit 9
- else_jump @GRLXXB_3113
- 0151: remove_status_text $GFSEX_POWER
- 08C3: clear 9@ bit 9
- :GRLXXB_3113
- 03E6: remove_text_box
- fade 0 1000
- 8@ += 1
- jump @GRLXXB_3410
- :GRLXXB_3136
- if
- not fading
- else_jump @GRLXXB_3334
- gosub @GRLXXB_9260
- Actor.PutAt($PLAYER_ACTOR, 10@, 12@, 14@)
- Actor.Angle($PLAYER_ACTOR) = 16@
- 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0
- 16@ = Actor.Angle($PLAYER_ACTOR)
- Actor.PutAt(24@, 10@, 12@, 14@)
- Actor.Angle(24@) = 16@
- 0812: AS_actor 24@ perform_animation "SPANKEDW" IFP "SNM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 600000 // versionB
- 0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKEDP" IFP "SNM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 600000 // versionB
- fade 1 1000
- 33@ = 0
- 8@ += 1
- :GRLXXB_3334
- jump @GRLXXB_3410
- :GRLXXB_3341
- if
- not fading
- else_jump @GRLXXB_3403
- 04AE: 30@ = 291 // = constant
- 04AE: 31@ = 237 // = constant
- if
- 33@ > 7000
- else_jump @GRLXXB_3403
- 7@ = 2
- 8@ = 0
- :GRLXXB_3403
- jump @GRLXXB_3410
- :GRLXXB_3410
- return
- :GRLXXB_3412
- 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
- :GRLXXB_3475
- if
- 08B7: test 9@ bit 13
- else_jump @GRLXXB_3505
- 0151: remove_status_text $GFSEX_Erregung
- 08C3: clear 9@ bit 13
- :GRLXXB_3505
- if
- 08B7: test 9@ bit 9
- else_jump @GRLXXB_3535
- 0151: remove_status_text $GFSEX_POWER
- 08C3: clear 9@ bit 9
- :GRLXXB_3535
- 03E6: remove_text_box
- fade 0 1000
- 8@ += 1
- jump @GRLXXB_3964
- :GRLXXB_3558
- if
- not fading
- else_jump @GRLXXB_3850
- gosub @GRLXXB_9260
- Actor.PutAt($PLAYER_ACTOR, 10@, 12@, 14@)
- Actor.Angle($PLAYER_ACTOR) = 16@
- 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0
- 16@ = Actor.Angle($PLAYER_ACTOR)
- Actor.PutAt(24@, 10@, 12@, 14@)
- Actor.Angle(24@) = 16@
- 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.707 3.136 -0.163
- 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.427 0.634 -0.5
- Camera.SetPosition(10@, 12@, 14@, 0.0, 0.0, 0.0)
- Camera.PointAt(11@, 13@, 15@, 2)
- 0812: AS_actor 24@ perform_animation "SPANKING_ENDW" IFP "SNM" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
- 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
- fade 1 1000
- 8@ += 1
- :GRLXXB_3850
- jump @GRLXXB_3964
- :GRLXXB_3857
- if
- not fading
- else_jump @GRLXXB_3892
- 04AE: 30@ = 289 // = constant
- 33@ = 0
- 8@ += 1
- :GRLXXB_3892
- jump @GRLXXB_3964
- :GRLXXB_3899
- 0613: 16@ = actor $PLAYER_ACTOR animation "SPANKING_ENDP" time
- if
- 16@ == 1.0
- else_jump @GRLXXB_3957
- 7@ = 2
- 8@ = 0
- :GRLXXB_3957
- jump @GRLXXB_3964
- :GRLXXB_3964
- return
- :GRLXXB_3966
- 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
- :GRLXXB_4029
- if
- not fading
- else_jump @GRLXXB_4216
- 02A3: enable_widescreen 0
- 0792: disembark_instantly_actor $PLAYER_ACTOR
- 0792: disembark_instantly_actor 24@
- gosub @GRLXXB_9260
- Actor.PutAt($PLAYER_ACTOR, 10@, 12@, 14@)
- Actor.Angle($PLAYER_ACTOR) = 16@
- 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 -1.0
- 16@ = Actor.Angle($PLAYER_ACTOR)
- 16@ += 180.0
- Actor.PutAt(24@, 10@, 12@, 14@)
- Actor.Angle(24@) = 16@
- 03C4: set_status_text $GFSEX_Erregung type 1 GXT 'dummy' // global_variable
- 08BD: set 9@ bit 13
- gosub @GRLXXB_9646
- 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
- fade 1 500
- 08C3: clear 9@ bit 1
- 8@ += 1
- :GRLXXB_4216
- jump @GRLXXB_5177
- :GRLXXB_4223
- 33@ = 0
- if
- 22@ == 0
- else_jump @GRLXXB_4323
- 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
- 0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_1_P" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
- 8@ += 1
- :GRLXXB_4323
- if
- 22@ == 1
- else_jump @GRLXXB_4560
- if
- Actor.Animation($PLAYER_ACTOR) == "SEX_1TO2_P"
- else_jump @GRLXXB_4485
- 0613: 16@ = actor $PLAYER_ACTOR animation "SEX_1TO2_P" time
- if
- 16@ >= 1.0
- else_jump @GRLXXB_4478
- 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
- 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
- :GRLXXB_4478
- jump @GRLXXB_4553
- :GRLXXB_4485
- 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
- 0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_2_P" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
- :GRLXXB_4553
- 8@ += 1
- :GRLXXB_4560
- if
- 22@ == 2
- else_jump @GRLXXB_4797
- if
- Actor.Animation($PLAYER_ACTOR) == "SEX_2TO3_P"
- else_jump @GRLXXB_4722
- 0613: 16@ = actor $PLAYER_ACTOR animation "SEX_2TO3_P" time
- if
- 16@ >= 1.0
- else_jump @GRLXXB_4715
- 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
- 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
- :GRLXXB_4715
- jump @GRLXXB_4790
- :GRLXXB_4722
- 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
- 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
- :GRLXXB_4790
- 8@ += 1
- :GRLXXB_4797
- jump @GRLXXB_5177
- :GRLXXB_4804
- gosub @GRLXXB_10771
- gosub @GRLXXB_11605
- if
- $GFSEX_Erregung == 100
- else_jump @GRLXXB_4865
- 04AE: 30@ = 286 // = constant
- Player.CanMove($PLAYER_CHAR) = False
- 08BD: set 9@ bit 1
- 8@ += 1
- :GRLXXB_4865
- if
- $GFSEX_Erregung == 0
- else_jump @GRLXXB_4899
- 03E6: remove_text_box
- 7@ = 8
- 8@ = 0
- :GRLXXB_4899
- jump @GRLXXB_5177
- :GRLXXB_4906
- if
- 22@ == 0
- else_jump @GRLXXB_4931
- 8@ += 1
- :GRLXXB_4931
- if
- 22@ == 1
- else_jump @GRLXXB_4970
- gosub @GRLXXB_9646
- 22@ = 0
- 8@ += 1
- :GRLXXB_4970
- if
- 22@ == 2
- else_jump @GRLXXB_5009
- gosub @GRLXXB_9646
- 22@ = 0
- 8@ += 1
- :GRLXXB_5009
- jump @GRLXXB_5177
- :GRLXXB_5016
- 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
- 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
- 04AE: 30@ = 289 // = constant
- 8@ += 1
- jump @GRLXXB_5177
- :GRLXXB_5114
- 0613: 16@ = actor $PLAYER_ACTOR animation "SEX_1_CUM_P" time
- if
- 16@ == 1.0
- else_jump @GRLXXB_5170
- 7@ = 2
- 8@ = 0
- :GRLXXB_5170
- jump @GRLXXB_5177
- :GRLXXB_5177
- return
- :GRLXXB_5179
- 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
- :GRLXXB_5242
- 08BD: set 9@ bit 1
- 23@ = -1
- gosub @GRLXXB_9646
- fade 1 1500
- 8@ += 1
- jump @GRLXXB_5926
- :GRLXXB_5284
- if
- not fading
- else_jump @GRLXXB_5400
- 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
- 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
- 8@ += 1
- :GRLXXB_5400
- jump @GRLXXB_5926
- :GRLXXB_5407
- 0613: 16@ = actor $PLAYER_ACTOR animation "BJ_STAND_START_P" time
- if and
- 16@ > 0.5
- 1.0 > 16@
- else_jump @GRLXXB_5498
- if
- 08D0: should_skip_cutscene
- else_jump @GRLXXB_5498
- fade 0 500
- 8@ = 5
- jump @GRLXXB_5926
- :GRLXXB_5498
- if
- 16@ == 1.0
- else_jump @GRLXXB_5637
- 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
- 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
- 04AE: 30@ = 285 // = constant
- 33@ = 0
- 8@ += 1
- :GRLXXB_5637
- jump @GRLXXB_5926
- :GRLXXB_5644
- if
- 08D0: should_skip_cutscene
- else_jump @GRLXXB_5678
- fade 0 500
- 8@ = 5
- jump @GRLXXB_5796
- :GRLXXB_5678
- if
- 33@ > 6000
- else_jump @GRLXXB_5796
- 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
- 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
- 8@ += 1
- :GRLXXB_5796
- jump @GRLXXB_5926
- :GRLXXB_5803
- 062E: get_actor 24@ task 2066 status_store_to 20@ // ret 7 if not found
- if
- 04A4: 20@ == 7 // == constant
- else_jump @GRLXXB_5846
- fade 0 500
- 8@ += 1
- :GRLXXB_5846
- jump @GRLXXB_5926
- :GRLXXB_5853
- if
- not fading
- else_jump @GRLXXB_5919
- if
- 1@ > 0
- else_jump @GRLXXB_5905
- 7@ = 3
- 8@ = 0
- jump @GRLXXB_5919
- :GRLXXB_5905
- 7@ = 6
- 8@ = 0
- :GRLXXB_5919
- jump @GRLXXB_5926
- :GRLXXB_5926
- return
- :GRLXXB_5928
- 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
- :GRLXXB_5991
- if
- 22@ == 0
- else_jump @GRLXXB_6109
- 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
- 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
- 04AE: 30@ = 288 // = constant
- 8@ += 1
- jump @GRLXXB_6528
- :GRLXXB_6109
- if
- 22@ == 1
- else_jump @GRLXXB_6227
- 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
- 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
- 04AE: 30@ = 288 // = constant
- 8@ += 1
- jump @GRLXXB_6528
- :GRLXXB_6227
- if
- 22@ == 2
- else_jump @GRLXXB_6345
- 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
- 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
- 04AE: 30@ = 288 // = constant
- 8@ += 1
- jump @GRLXXB_6528
- :GRLXXB_6345
- jump @GRLXXB_6528
- :GRLXXB_6352
- if
- 22@ == 0
- else_jump @GRLXXB_6399
- 0613: 16@ = actor $PLAYER_ACTOR animation "SEX_1_FAIL_P" time
- jump @GRLXXB_6486
- :GRLXXB_6399
- if
- 22@ == 1
- else_jump @GRLXXB_6446
- 0613: 16@ = actor $PLAYER_ACTOR animation "SEX_2_FAIL_P" time
- jump @GRLXXB_6486
- :GRLXXB_6446
- if
- 22@ == 2
- else_jump @GRLXXB_6486
- 0613: 16@ = actor $PLAYER_ACTOR animation "SEX_3_FAIL_P" time
- :GRLXXB_6486
- if
- 16@ == 1.0
- else_jump @GRLXXB_6521
- 7@ = 2
- 8@ = 0
- :GRLXXB_6521
- jump @GRLXXB_6528
- :GRLXXB_6528
- return
- :GRLXXB_6530
- 0871: init_jump_table 8@ total_jumps 8 default_jump 0 @GRLXXB_7335 jumps 0 @GRLXXB_6658 1 @GRLXXB_6693 2 @GRLXXB_6966 3 @GRLXXB_7008 4 @GRLXXB_7070 5 @GRLXXB_7171 6 @GRLXXB_7233
- 0872: jump_table_jumps 7 @GRLXXB_7295 -1 @GRLXXB_7335 -1 @GRLXXB_7335 -1 @GRLXXB_7335 -1 @GRLXXB_7335 -1 @GRLXXB_7335 -1 @GRLXXB_7335 -1 @GRLXXB_7335 -1 @GRLXXB_7335
- :GRLXXB_6658
- Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
- fade 0 0
- 8@ += 1
- jump @GRLXXB_7335
- :GRLXXB_6693
- if
- not fading
- else_jump @GRLXXB_6959
- if
- 044B: actor $PLAYER_ACTOR on_foot
- else_jump @GRLXXB_6746
- Actor.PutAt($PLAYER_ACTOR, 3@, 4@, 5@)
- Actor.Angle($PLAYER_ACTOR) = 6@
- 01B7: release_weather
- :GRLXXB_6746
- Camera.SetAtPos(3@, 4@, 5@)
- 04E4: refresh_game_renderer_at 3@ 4@
- 0337: set_actor $PLAYER_ACTOR visibility 0
- Player.CanMove($PLAYER_CHAR) = False
- 02A3: enable_widescreen 1
- 0826: enable_hud 0
- 0581: enable_radar 0
- 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
- 03F4: set_all_cars_apply_damage_rules 0
- gosub @GRLXXB_14111
- Actor.PutAt(24@, 10@, 12@, 14@)
- 0619: enable_actor 24@ collision_detection 0
- 0337: set_actor 24@ visibility 0
- Camera.SetPosition(10@, 12@, 14@, 0.0, 0.0, 0.0)
- Camera.PointAt(11@, 13@, 15@, 2)
- 099C: jiggle_camera type 5 timelimit 5000.0 intensity 10.0
- 00BF: 20@ = current_time_hours, 25@ = current_time_minutes
- 25@ += 30
- if
- 25@ > 60
- else_jump @GRLXXB_6937
- 25@ -= 60
- 20@ += 1
- :GRLXXB_6937
- 00C0: set_current_time_hours_to 20@ minutes_to 25@
- fade 1 1000
- 8@ += 1
- :GRLXXB_6959
- jump @GRLXXB_7335
- :GRLXXB_6966
- if
- not fading
- else_jump @GRLXXB_7001
- 04AE: 30@ = 284 // = constant
- 33@ = 0
- 8@ += 1
- :GRLXXB_7001
- jump @GRLXXB_7335
- :GRLXXB_7008
- if
- 33@ > 3000
- else_jump @GRLXXB_7063
- 04AE: 30@ = 284 // = constant
- 33@ = 0
- 099C: jiggle_camera type 5 timelimit 3000.0 intensity 15.0
- 8@ += 1
- :GRLXXB_7063
- jump @GRLXXB_7335
- :GRLXXB_7070
- if
- 33@ > 3000
- else_jump @GRLXXB_7164
- 30@ = -2
- if
- 1@ > 0
- else_jump @GRLXXB_7129
- 04AE: 31@ = 239 // = constant
- jump @GRLXXB_7136
- :GRLXXB_7129
- 04AE: 31@ = 117 // = constant
- :GRLXXB_7136
- 099C: jiggle_camera type 5 timelimit 3000.0 intensity 20.0
- 33@ = 0
- 8@ += 1
- :GRLXXB_7164
- jump @GRLXXB_7335
- :GRLXXB_7171
- if
- 33@ > 3000
- else_jump @GRLXXB_7226
- 04AE: 30@ = 287 // = constant
- 099C: jiggle_camera type 5 timelimit 4000.0 intensity 30.0
- 33@ = 0
- 8@ += 1
- :GRLXXB_7226
- jump @GRLXXB_7335
- :GRLXXB_7233
- if
- 33@ > 4000
- else_jump @GRLXXB_7288
- 04AE: 30@ = 290 // = constant
- 099C: jiggle_camera type 5 timelimit 3000.0 intensity 5.0
- 33@ = 0
- 8@ += 1
- :GRLXXB_7288
- jump @GRLXXB_7335
- :GRLXXB_7295
- if
- 33@ > 3000
- else_jump @GRLXXB_7328
- 7@ = 2
- 8@ = 0
- :GRLXXB_7328
- jump @GRLXXB_7335
- :GRLXXB_7335
- return
- :GRLXXB_7337
- 0085: 24@ = 0@ // (int)
- jump @GRLXXB_8072
- :GRLXXB_7352
- 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
- 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
- :GRLXXB_7480
- 023C: load_special_actor 'Denise' as 1 // models 290-299
- :GRLXXB_7493
- if
- 823D: not special_actor 1 loaded
- else_jump @GRLXXB_7532
- wait 0
- 023C: load_special_actor 'Denise' as 1 // models 290-299
- jump @GRLXXB_7493
- :GRLXXB_7532
- jump @GRLXXB_8070
- :GRLXXB_7539
- 023C: load_special_actor 'Michll' as 1 // models 290-299
- :GRLXXB_7552
- if
- 823D: not special_actor 1 loaded
- else_jump @GRLXXB_7591
- wait 0
- 023C: load_special_actor 'Michll' as 1 // models 290-299
- jump @GRLXXB_7552
- :GRLXXB_7591
- jump @GRLXXB_8070
- :GRLXXB_7598
- 023C: load_special_actor 'Helena' as 1 // models 290-299
- :GRLXXB_7611
- if
- 823D: not special_actor 1 loaded
- else_jump @GRLXXB_7650
- wait 0
- 023C: load_special_actor 'Helena' as 1 // models 290-299
- jump @GRLXXB_7611
- :GRLXXB_7650
- jump @GRLXXB_8070
- :GRLXXB_7657
- 023C: load_special_actor 'Barbara' as 1 // models 290-299
- :GRLXXB_7670
- if
- 823D: not special_actor 1 loaded
- else_jump @GRLXXB_7709
- wait 0
- 023C: load_special_actor 'Barbara' as 1 // models 290-299
- jump @GRLXXB_7670
- :GRLXXB_7709
- jump @GRLXXB_8070
- :GRLXXB_7716
- 023C: load_special_actor 'Katie' as 1 // models 290-299
- :GRLXXB_7729
- if
- 823D: not special_actor 1 loaded
- else_jump @GRLXXB_7768
- wait 0
- 023C: load_special_actor 'Katie' as 1 // models 290-299
- jump @GRLXXB_7729
- :GRLXXB_7768
- jump @GRLXXB_8070
- :GRLXXB_7775
- 023C: load_special_actor 'Millie' as 1 // models 290-299
- :GRLXXB_7788
- if
- 823D: not special_actor 1 loaded
- else_jump @GRLXXB_7827
- wait 0
- 023C: load_special_actor 'Millie' as 1 // models 290-299
- jump @GRLXXB_7788
- :GRLXXB_7827
- jump @GRLXXB_8070
- :GRLXXB_7834
- 023C: load_special_actor 'Lara' as 1 // models 290-299
- :GRLXXB_7847
- if
- 823D: not special_actor 1 loaded
- else_jump @GRLXXB_7886
- wait 0
- 023C: load_special_actor 'Lara' as 1 // models 290-299
- jump @GRLXXB_7847
- :GRLXXB_7886
- jump @GRLXXB_8070
- :GRLXXB_7893
- 023C: load_special_actor 'Carmen' as 1 // models 290-299
- :GRLXXB_7906
- if
- 823D: not special_actor 1 loaded
- else_jump @GRLXXB_7945
- wait 0
- 023C: load_special_actor 'Carmen' as 1 // models 290-299
- jump @GRLXXB_7906
- :GRLXXB_7945
- jump @GRLXXB_8070
- :GRLXXB_7952
- 023C: load_special_actor 'Bettina' as 1 // models 290-299
- :GRLXXB_7965
- if
- 823D: not special_actor 1 loaded
- else_jump @GRLXXB_8004
- wait 0
- 023C: load_special_actor 'Bettina' as 1 // models 290-299
- jump @GRLXXB_7965
- :GRLXXB_8004
- jump @GRLXXB_8070
- :GRLXXB_8011
- 023C: load_special_actor 'Mary' as 1 // models 290-299
- :GRLXXB_8024
- if
- 823D: not special_actor 1 loaded
- else_jump @GRLXXB_8063
- wait 0
- 023C: load_special_actor 'Mary' as 1 // models 290-299
- jump @GRLXXB_8024
- :GRLXXB_8063
- jump @GRLXXB_8070
- :GRLXXB_8070
- return
- :GRLXXB_8072
- Actor.SetImmunities(24@, 1, 1, 1, 1, 1)
- 0619: enable_actor 24@ collision_detection 0
- Model.Load(#GUNGRL3)
- :GRLXXB_8099
- wait 0
- if
- Model.Available(#GUNGRL3)
- else_jump @GRLXXB_8099
- 21@ = Actor.Create(CivFemale, #GUNGRL3, 0.0, 0.0, 0.0)
- Actor.SetImmunities(21@, 1, 1, 1, 1, 1)
- 0619: enable_actor 21@ collision_detection 0
- Actor.RemoveFromMissionCleanupList(21@)
- 0337: set_actor 21@ visibility 0
- Model.Destroy(#GUNGRL3)
- return
- :GRLXXB_8185
- 04ED: load_animation "BLOWJOBZ"
- 04ED: load_animation "KISSING"
- 04ED: load_animation "SEX"
- 04ED: load_animation "SNM"
- :GRLXXB_8222
- wait 0
- if and
- 04EE: animation "BLOWJOBZ" loaded
- 04EE: animation "SEX" loaded
- 04EE: animation "KISSING" loaded
- 04EE: animation "SNM" loaded
- else_jump @GRLXXB_8283
- return
- jump @GRLXXB_8327
- :GRLXXB_8283
- 04ED: load_animation "BLOWJOBZ"
- 04ED: load_animation "KISSING"
- 04ED: load_animation "SEX"
- 04ED: load_animation "SNM"
- jump @GRLXXB_8222
- :GRLXXB_8327
- 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -0.95
- 16@ = Actor.Angle($PLAYER_ACTOR)
- 077E: get_active_interior_to 29@
- jump @GRLXXB_8763
- 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
- :GRLXXB_8439
- 10@ = 245.6252
- 12@ = 304.1411
- 14@ = 998.32
- 16@ = 0.0
- 29@ = 1
- jump @GRLXXB_8763
- :GRLXXB_8493
- 10@ = 306.1999
- 12@ = 305.1225
- 14@ = 1002.297
- 16@ = 90.0
- 29@ = 4
- jump @GRLXXB_8763
- :GRLXXB_8547
- 10@ = 288.7753
- 12@ = 308.4772
- 14@ = 998.1641
- 16@ = 213.8029
- 29@ = 3
- jump @GRLXXB_8763
- :GRLXXB_8601
- 10@ = 324.6405
- 12@ = 307.4622
- 14@ = 998.1558
- 16@ = 175.0
- 29@ = 5
- jump @GRLXXB_8763
- :GRLXXB_8655
- 10@ = 271.4699
- 12@ = 307.2668
- 14@ = 998.32
- 16@ = 265.0
- 29@ = 2
- jump @GRLXXB_8763
- :GRLXXB_8709
- 10@ = 345.6252
- 12@ = 304.1411
- 14@ = 998.25
- 16@ = 0.0
- 29@ = 6
- jump @GRLXXB_8763
- :GRLXXB_8763
- 0792: disembark_instantly_actor $PLAYER_ACTOR
- 0792: disembark_instantly_actor 24@
- 0619: enable_actor 24@ collision_detection 0
- 0619: enable_actor $PLAYER_ACTOR collision_detection 0
- Actor.PutAt($PLAYER_ACTOR, 10@, 12@, 14@)
- Actor.Angle($PLAYER_ACTOR) = 16@
- 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 -1.0
- 16@ = Actor.Angle($PLAYER_ACTOR)
- 16@ += 180.0
- Actor.PutAt(24@, 10@, 12@, 14@)
- Actor.Angle(24@) = 16@
- select_interior 29@
- 0860: link_actor 24@ to_interior 29@
- 0860: link_actor $PLAYER_ACTOR to_interior 29@
- if
- 8500: not player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17
- else_jump @GRLXXB_9036
- 0793: save_player_clothes
- wait 50
- 0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 16
- 0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17
- Player.SetClothes($PLAYER_CHAR, "player_torso", "torso", Torso)
- Player.SetClothes($PLAYER_CHAR, "player_legs", "legs", Legs)
- Player.SetClothes($PLAYER_CHAR, "foot", "feet", Shoes)
- Player.Build($PLAYER_CHAR)
- wait 50
- :GRLXXB_9036
- Camera.SetAtPos(10@, 12@, 14@)
- 04E4: refresh_game_renderer_at 10@ 12@
- 14@ += 2.0
- Actor.PutAt(21@, 10@, 12@, 14@)
- 0860: link_actor 21@ to_interior 29@
- 29@ = 0
- return
- :GRLXXB_9096
- 0395: clear_area 1 at 3@ 4@ 5@ radius 3.0
- if
- 044B: actor $PLAYER_ACTOR on_foot
- else_jump @GRLXXB_9237
- Actor.PutAt($PLAYER_ACTOR, 3@, 4@, 5@)
- Actor.Angle($PLAYER_ACTOR) = 6@
- 4@ += 2.0
- 0619: enable_actor 24@ collision_detection 1
- Actor.PutAt(24@, 3@, 4@, 5@)
- 0687: clear_actor 24@ task
- 04EB: AS_actor 24@ crouch 0
- if
- 8500: not player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17
- else_jump @GRLXXB_9237
- 0794: restore_player_clothes
- wait 50
- Player.Build($PLAYER_CHAR)
- wait 50
- :GRLXXB_9237
- 01B7: release_weather
- 04E4: refresh_game_renderer_at 3@ 4@
- Camera.SetAtPos(3@, 4@, 5@)
- return
- :GRLXXB_9260
- 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -0.95
- 16@ = Actor.Angle($PLAYER_ACTOR)
- return
- 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
- :GRLXXB_9362
- 10@ = 245.617
- 12@ = 301.8
- 14@ = 999.046
- 16@ = 0.0
- jump @GRLXXB_9644
- :GRLXXB_9409
- 10@ = 317.5
- 12@ = 311.85
- 14@ = 998.8
- 16@ = 290.0
- jump @GRLXXB_9644
- :GRLXXB_9456
- 10@ = 308.8862
- 12@ = 301.5
- 14@ = 1003.0
- 16@ = 0.0
- jump @GRLXXB_9644
- :GRLXXB_9503
- 10@ = 282.5775
- 12@ = 307.7573
- 14@ = 1002.391
- 16@ = 0.0
- jump @GRLXXB_9644
- :GRLXXB_9550
- 10@ = 270.12
- 12@ = 307.9
- 14@ = 999.0204
- 16@ = 180.0
- jump @GRLXXB_9644
- :GRLXXB_9597
- 10@ = 345.617
- 12@ = 301.9
- 14@ = 998.8
- 16@ = 0.0
- jump @GRLXXB_9644
- :GRLXXB_9644
- return
- :GRLXXB_9646
- 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
- :GRLXXB_9709
- 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 1.8 -0.5 -0.353
- 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.0 0.2 -0.1
- jump @GRLXXB_10376
- :GRLXXB_9774
- 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset -0.6375 2.3043 0.1065
- if
- 7@ == 3
- else_jump @GRLXXB_9857
- 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.3435 1.4278 -0.1
- jump @GRLXXB_9886
- :GRLXXB_9857
- 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.3435 1.4278 -0.2746
- :GRLXXB_9886
- jump @GRLXXB_10376
- :GRLXXB_9893
- 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 1.5989 0.7828 -0.2044
- if
- 7@ == 3
- else_jump @GRLXXB_9976
- 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.6223 0.6748 -0.2
- jump @GRLXXB_10005
- :GRLXXB_9976
- 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.6223 0.6748 -0.3904
- :GRLXXB_10005
- jump @GRLXXB_10376
- :GRLXXB_10012
- 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.9748 -0.1026 0.7511
- if
- 7@ == 3
- else_jump @GRLXXB_10095
- 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.4155 0.3026 0.01
- jump @GRLXXB_10124
- :GRLXXB_10095
- 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.4155 0.3026 0.0279
- :GRLXXB_10124
- jump @GRLXXB_10376
- :GRLXXB_10131
- 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset -1.3103 1.6396 -0.6208
- if
- 7@ == 3
- else_jump @GRLXXB_10214
- 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.49 1.0874 -0.2
- jump @GRLXXB_10243
- :GRLXXB_10214
- 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.49 1.0874 -0.4726
- :GRLXXB_10243
- jump @GRLXXB_10376
- :GRLXXB_10250
- 23@ = 0
- 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset -0.6375 2.3043 0.1065
- if
- 7@ == 3
- else_jump @GRLXXB_10340
- 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.3435 1.4278 0.0
- jump @GRLXXB_10369
- :GRLXXB_10340
- 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.3435 1.4278 -0.2746
- :GRLXXB_10369
- jump @GRLXXB_10376
- :GRLXXB_10376
- Camera.SetPosition(10@, 12@, 14@, 0.0, 0.0, 0.0)
- Camera.PointAt(11@, 13@, 15@, 2)
- 23@ += 1
- return
- :GRLXXB_10424
- if
- 7@ == 6
- else_jump @GRLXXB_10769
- 22@ += 1
- 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
- :GRLXXB_10512
- 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
- 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
- jump @GRLXXB_10762
- :GRLXXB_10593
- 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
- 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
- jump @GRLXXB_10762
- :GRLXXB_10674
- 22@ = 0
- 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
- 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
- jump @GRLXXB_10762
- :GRLXXB_10762
- 8@ = 1
- :GRLXXB_10769
- return
- :GRLXXB_10771
- 008B: 20@ = $GFSEX_Erregung // (int)
- 20@ /= 5
- if
- 3 > 20@
- else_jump @GRLXXB_10811
- 20@ = 0
- :GRLXXB_10811
- 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
- 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
- 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
- :GRLXXB_11004
- 16@ = 0.05
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GRLXXB_11603
- :GRLXXB_11035
- 16@ = 0.055
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GRLXXB_11603
- :GRLXXB_11066
- 16@ = 0.06
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GRLXXB_11603
- :GRLXXB_11097
- 16@ = 0.065
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GRLXXB_11603
- :GRLXXB_11128
- 16@ = 0.07
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GRLXXB_11603
- :GRLXXB_11159
- 16@ = 0.07
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GRLXXB_11603
- :GRLXXB_11190
- 16@ = 0.07
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GRLXXB_11603
- :GRLXXB_11221
- 16@ = 0.06
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GRLXXB_11603
- :GRLXXB_11252
- 16@ = 0.05
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GRLXXB_11603
- :GRLXXB_11283
- 16@ = 0.035
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GRLXXB_11603
- :GRLXXB_11314
- 16@ = 0.035
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GRLXXB_11603
- :GRLXXB_11345
- 16@ = 0.05
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GRLXXB_11603
- :GRLXXB_11376
- 16@ = 0.06
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GRLXXB_11603
- :GRLXXB_11407
- 16@ = 0.07
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GRLXXB_11603
- :GRLXXB_11438
- 16@ = 0.075
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GRLXXB_11603
- :GRLXXB_11469
- 16@ = 0.08
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GRLXXB_11603
- :GRLXXB_11500
- 16@ = 0.09
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GRLXXB_11603
- :GRLXXB_11531
- 16@ = 0.1
- 08BD: set 9@ bit 7
- jump @GRLXXB_11603
- :GRLXXB_11555
- 16@ = 0.14
- 08BD: set 9@ bit 7
- jump @GRLXXB_11603
- :GRLXXB_11579
- 16@ = 0.14
- 08BD: set 9@ bit 7
- jump @GRLXXB_11603
- :GRLXXB_11603
- return
- :GRLXXB_11605
- 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
- :GRLXXB_11668
- if
- Actor.Animation($PLAYER_ACTOR) == "SEX_1_P"
- else_jump @GRLXXB_11726
- 0612: set_actor $PLAYER_ACTOR animation "SEX_1_P" paused 0
- 0614: set_actor $PLAYER_ACTOR animation "SEX_1_P" progress_to 28@ // 0.0 to 1.0
- :GRLXXB_11726
- if
- Actor.Animation(24@) == "SEX_1_W"
- else_jump @GRLXXB_11784
- 0612: set_actor 24@ animation "SEX_1_W" paused 0
- 0614: set_actor 24@ animation "SEX_1_W" progress_to 28@ // 0.0 to 1.0
- :GRLXXB_11784
- jump @GRLXXB_12037
- :GRLXXB_11791
- if
- Actor.Animation($PLAYER_ACTOR) == "SEX_2_P"
- else_jump @GRLXXB_11849
- 0612: set_actor $PLAYER_ACTOR animation "SEX_2_P" paused 0
- 0614: set_actor $PLAYER_ACTOR animation "SEX_2_P" progress_to 28@ // 0.0 to 1.0
- :GRLXXB_11849
- if
- Actor.Animation(24@) == "SEX_2_W"
- else_jump @GRLXXB_11907
- 0612: set_actor 24@ animation "SEX_2_W" paused 0
- 0614: set_actor 24@ animation "SEX_2_W" progress_to 28@ // 0.0 to 1.0
- :GRLXXB_11907
- jump @GRLXXB_12037
- :GRLXXB_11914
- if
- Actor.Animation($PLAYER_ACTOR) == "SEX_3_P"
- else_jump @GRLXXB_11972
- 0612: set_actor $PLAYER_ACTOR animation "SEX_3_P" paused 0
- 0614: set_actor $PLAYER_ACTOR animation "SEX_3_P" progress_to 28@ // 0.0 to 1.0
- :GRLXXB_11972
- if
- Actor.Animation(24@) == "SEX_3_W"
- else_jump @GRLXXB_12030
- 0612: set_actor 24@ animation "SEX_3_W" paused 0
- 0614: set_actor 24@ animation "SEX_3_W" progress_to 28@ // 0.0 to 1.0
- :GRLXXB_12030
- jump @GRLXXB_12037
- :GRLXXB_12037
- if
- 08B7: test 9@ bit 5
- else_jump @GRLXXB_12070
- 0063: 28@ -= 16@ // (float)
- jump @GRLXXB_12078
- :GRLXXB_12070
- 005B: 28@ += 16@ // (float)
- :GRLXXB_12078
- if
- 0.0 >= 28@
- else_jump @GRLXXB_12123
- 28@ = 0.01
- 08C3: clear 9@ bit 5
- gosub @GRLXXB_12198
- :GRLXXB_12123
- if
- 28@ >= 1.0
- else_jump @GRLXXB_12168
- 28@ = 0.99
- 08BD: set 9@ bit 5
- gosub @GRLXXB_12198
- :GRLXXB_12168
- if
- 28@ == 0.5
- else_jump @GRLXXB_12196
- gosub @GRLXXB_12198
- :GRLXXB_12196
- return
- :GRLXXB_12198
- 0494: get_joystick 0 direction_offset_to 2@ 25@ 26@ 27@
- 0093: 17@ = integer 25@ to_float
- 17@ /= 34.0
- if
- 28@ == 0.5
- else_jump @GRLXXB_12297
- if
- 0.0 > 17@
- else_jump @GRLXXB_12288
- gosub @GRLXXB_12432
- jump @GRLXXB_12297
- :GRLXXB_12288
- gosub @GRLXXB_12537
- return
- :GRLXXB_12297
- if
- 08B7: test 9@ bit 5
- else_jump @GRLXXB_12388
- 015B: shake_player_controller 0 time 200 intensity 50
- 04AE: 30@ = 283 // = constant
- 04AE: 31@ = 116 // = constant
- if
- -0.8 > 17@
- else_jump @GRLXXB_12374
- gosub @GRLXXB_12432
- jump @GRLXXB_12381
- :GRLXXB_12374
- gosub @GRLXXB_12537
- :GRLXXB_12381
- jump @GRLXXB_12430
- :GRLXXB_12388
- if
- 17@ > 0.8
- else_jump @GRLXXB_12423
- gosub @GRLXXB_12432
- jump @GRLXXB_12430
- :GRLXXB_12423
- gosub @GRLXXB_12537
- :GRLXXB_12430
- return
- :GRLXXB_12432
- if
- 100 > $GFSEX_Erregung
- else_jump @GRLXXB_12528
- if
- 08B7: test 9@ bit 6
- else_jump @GRLXXB_12482
- $GFSEX_Erregung += 5
- jump @GRLXXB_12521
- :GRLXXB_12482
- if
- 08B7: test 9@ bit 7
- else_jump @GRLXXB_12514
- $GFSEX_Erregung += 10
- jump @GRLXXB_12521
- :GRLXXB_12514
- $GFSEX_Erregung += 1
- :GRLXXB_12521
- jump @GRLXXB_12535
- :GRLXXB_12528
- $GFSEX_Erregung = 100
- :GRLXXB_12535
- return
- :GRLXXB_12537
- if
- 33@ > 5000
- else_jump @GRLXXB_12627
- if
- $GFSEX_Erregung > 0
- else_jump @GRLXXB_12620
- if and
- $GFSEX_Erregung > 10
- 88B7: not test 9@ bit 6
- else_jump @GRLXXB_12613
- $GFSEX_Erregung -= 2
- jump @GRLXXB_12613
- :GRLXXB_12613
- jump @GRLXXB_12627
- :GRLXXB_12620
- $GFSEX_Erregung = 3
- :GRLXXB_12627
- return
- :GRLXXB_12629
- if
- 18@ > 90.0
- else_jump @GRLXXB_12660
- 18@ = 0.0
- :GRLXXB_12660
- 02F6: 19@ = sine 18@ // (float)
- 19@ *= 13.5
- 0092: 20@ = float 19@ to_integer
- 005C: 20@ += $GFSEX_POWER // (int)
- if
- 20@ >= 100
- else_jump @GRLXXB_12726
- $GFSEX_POWER = 100
- jump @GRLXXB_12734
- :GRLXXB_12726
- 008A: $GFSEX_POWER = 20@ // (int)
- :GRLXXB_12734
- 18@ += 1.0
- return
- :GRLXXB_12746
- 18@ = 0.0
- if
- $GFSEX_POWER >= 97
- else_jump @GRLXXB_12788
- $GFSEX_POWER -= 3
- jump @GRLXXB_12827
- :GRLXXB_12788
- if
- 7 >= $GFSEX_POWER
- else_jump @GRLXXB_12820
- $GFSEX_POWER = 0
- jump @GRLXXB_12827
- :GRLXXB_12820
- $GFSEX_POWER -= 7
- :GRLXXB_12827
- return
- :GRLXXB_12829
- if
- $GFSEX_POWER >= 97
- else_jump @GRLXXB_12861
- 08BD: set 9@ bit 10
- jump @GRLXXB_12868
- :GRLXXB_12861
- 08C3: clear 9@ bit 10
- :GRLXXB_12868
- return
- :GRLXXB_12870
- 16@ = 0.025
- if
- 08B7: test 9@ bit 10
- else_jump @GRLXXB_12908
- 16@ += 0.015
- :GRLXXB_12908
- 28@ = 0.01
- return
- :GRLXXB_12920
- if
- Actor.Animation($PLAYER_ACTOR) == "SPANKINGP"
- else_jump @GRLXXB_12984
- 0612: set_actor $PLAYER_ACTOR animation "SPANKINGP" paused 0
- 0614: set_actor $PLAYER_ACTOR animation "SPANKINGP" progress_to 28@ // 0.0 to 1.0
- :GRLXXB_12984
- if
- Actor.Animation(24@) == "SPANKINGW"
- else_jump @GRLXXB_13048
- 0612: set_actor 24@ animation "SPANKINGW" paused 0
- 0614: set_actor 24@ animation "SPANKINGW" progress_to 28@ // 0.0 to 1.0
- :GRLXXB_13048
- if
- 88B7: not test 9@ bit 5
- else_jump @GRLXXB_13074
- 005B: 28@ += 16@ // (float)
- :GRLXXB_13074
- if
- 28@ >= 1.0
- else_jump @GRLXXB_13114
- 28@ = 0.99
- 08BD: set 9@ bit 5
- return
- :GRLXXB_13114
- return
- :GRLXXB_13116
- if
- 08B7: test 9@ bit 10
- else_jump @GRLXXB_13188
- 04AE: 30@ = 286 // = constant
- if
- 100 >= $GFSEX_Erregung
- else_jump @GRLXXB_13174
- $GFSEX_Erregung += 10
- jump @GRLXXB_13181
- :GRLXXB_13174
- $GFSEX_Erregung = 100
- :GRLXXB_13181
- jump @GRLXXB_13227
- :GRLXXB_13188
- if
- $GFSEX_Erregung >= 10
- else_jump @GRLXXB_13220
- $GFSEX_Erregung += 1
- jump @GRLXXB_13227
- :GRLXXB_13220
- $GFSEX_Erregung = 0
- :GRLXXB_13227
- 08C3: clear 9@ bit 10
- 08C3: clear 9@ bit 11
- 08C3: clear 9@ bit 12
- return
- :GRLXXB_13250
- if and
- 100 > $GFSEX_POWER
- $GFSEX_POWER > 0
- 08B7: test 9@ bit 14
- else_jump @GRLXXB_13291
- gosub @GRLXXB_12746
- return
- :GRLXXB_13291
- if and
- 100 > $GFSEX_POWER
- $GFSEX_POWER > 0
- 88B7: not test 9@ bit 14
- else_jump @GRLXXB_13332
- gosub @GRLXXB_12629
- return
- :GRLXXB_13332
- if
- $GFSEX_POWER >= 100
- else_jump @GRLXXB_13373
- $GFSEX_POWER = 100
- 08BD: set 9@ bit 14
- gosub @GRLXXB_12746
- return
- :GRLXXB_13373
- if
- 0 >= $GFSEX_POWER
- else_jump @GRLXXB_13414
- $GFSEX_POWER = 0
- 08C3: clear 9@ bit 14
- gosub @GRLXXB_12629
- return
- :GRLXXB_13414
- return
- :GRLXXB_13416
- 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
- :GRLXXB_13479
- if
- 30@ > 0
- else_jump @GRLXXB_13504
- 29@ = 3
- :GRLXXB_13504
- jump @GRLXXB_13948
- :GRLXXB_13511
- 094F: enable_actor 21@ pain_audio
- jump @GRLXXB_13948
- :GRLXXB_13523
- 094E: set_actor 21@ mute_pain_audio 0
- jump @GRLXXB_13948
- :GRLXXB_13537
- if
- 894D: not actor 21@ mutally_active
- else_jump @GRLXXB_13708
- if
- 30@ > 0
- else_jump @GRLXXB_13648
- 09D5: play_sound_of_actor 21@ soundslot 30@ unknown_flags 1 1 1 as 2@ // extended 0947
- gosub @GRLXXB_13950
- 30@ = -1
- if
- 31@ > 0
- else_jump @GRLXXB_13634
- 29@ = 6
- jump @GRLXXB_13641
- :GRLXXB_13634
- 29@ = 0
- :GRLXXB_13641
- jump @GRLXXB_13708
- :GRLXXB_13648
- if
- 30@ == -2
- else_jump @GRLXXB_13687
- 30@ = -1
- 29@ = 6
- jump @GRLXXB_13708
- :GRLXXB_13687
- 30@ = -1
- 31@ = -1
- 29@ = 0
- :GRLXXB_13708
- jump @GRLXXB_13948
- :GRLXXB_13715
- if and
- 894D: not actor $PLAYER_ACTOR mutally_active
- 894D: not actor 21@ mutally_active
- else_jump @GRLXXB_13799
- if
- 31@ > 0
- else_jump @GRLXXB_13792
- 09D5: play_sound_of_actor $PLAYER_ACTOR soundslot 31@ unknown_flags 1 1 1 as 2@ // extended 0947
- 31@ = -1
- 29@ = 0
- jump @GRLXXB_13799
- :GRLXXB_13792
- 29@ = 0
- :GRLXXB_13799
- jump @GRLXXB_13948
- :GRLXXB_13806
- 094E: set_actor 21@ mute_pain_audio 0
- if
- 894D: not actor 21@ mutally_active
- else_jump @GRLXXB_13899
- if
- 30@ > 0
- else_jump @GRLXXB_13892
- 09D5: play_sound_of_actor 21@ soundslot 30@ unknown_flags 1 1 1 as 2@ // extended 0947
- gosub @GRLXXB_13950
- 30@ = -1
- 29@ = 5
- jump @GRLXXB_13899
- :GRLXXB_13892
- 29@ = 0
- :GRLXXB_13899
- jump @GRLXXB_13948
- :GRLXXB_13906
- if
- 894D: not actor 21@ mutally_active
- else_jump @GRLXXB_13941
- 094F: enable_actor 21@ pain_audio
- 30@ = -1
- 29@ = 0
- :GRLXXB_13941
- jump @GRLXXB_13948
- :GRLXXB_13948
- return
- :GRLXXB_13950
- 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
- :GRLXXB_14017
- 00BC: show_text_highpriority GXT 'GF_0019' time 5000 flag 1 // That's the spot! Remember; nice guys finish last!
- jump @GRLXXB_14109
- :GRLXXB_14040
- 00BC: show_text_highpriority GXT 'GF_0067' time 5000 flag 1 // Failure to satisfy a woman is a CRIME!
- jump @GRLXXB_14109
- :GRLXXB_14063
- 00BC: show_text_highpriority GXT 'GF_0042' time 5000 flag 1 // You the man! Oh yeah! You the man!
- jump @GRLXXB_14109
- :GRLXXB_14086
- 00BC: show_text_highpriority GXT 'GF_0067' time 5000 flag 1 // Failure to satisfy a woman is a CRIME!
- jump @GRLXXB_14109
- :GRLXXB_14109
- return
- :GRLXXB_14111
- 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 3.0 0.0 1.5
- 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.5
- return
- 0871: init_jump_table 0@ total_jumps 7 default_jump 0 @GRLXXB_14636 jumps 0 @GRLXXB_14636 1 @GRLXXB_14234 2 @GRLXXB_14368 3 @GRLXXB_14435 4 @GRLXXB_14301 5 @GRLXXB_14502 6 @GRLXXB_14569
- :GRLXXB_14234
- 10@ = 2394.408
- 12@ = -1728.215
- 14@ = 14.2715
- 11@ = 2395.066
- 13@ = -1727.465
- 15@ = 14.2063
- jump @GRLXXB_14636
- :GRLXXB_14301
- 10@ = -1401.494
- 12@ = 2640.099
- 14@ = 59.3883
- 11@ = -1400.704
- 13@ = 2639.641
- 15@ = 58.9806
- jump @GRLXXB_14636
- :GRLXXB_14368
- 10@ = -1799.737
- 12@ = 1192.863
- 14@ = 29.6868
- 11@ = -1799.472
- 13@ = 1193.683
- 15@ = 29.1813
- jump @GRLXXB_14636
- :GRLXXB_14435
- 10@ = -383.3153
- 12@ = -1435.266
- 14@ = 26.695
- 11@ = -382.5756
- 13@ = -1435.887
- 15@ = 26.4366
- jump @GRLXXB_14636
- :GRLXXB_14502
- 10@ = -2582.293
- 12@ = 1147.762
- 14@ = 59.6235
- 11@ = -2581.406
- 13@ = 1147.768
- 15@ = 59.1605
- jump @GRLXXB_14636
- :GRLXXB_14569
- 10@ = 2032.235
- 12@ = 2734.541
- 14@ = 13.3226
- 11@ = 2032.744
- 13@ = 2733.714
- 15@ = 13.0817
- jump @GRLXXB_14636
- :GRLXXB_14636
- return
- :GRLXXB_14638
- 04EF: release_animation "SNM"
- 04EF: release_animation "SEX"
- 04EF: release_animation "BLOWJOBZ"
- 04EF: release_animation "KISSING"
- Actor.SetWalkStyle(24@, "SEXYWOMAN")
- Actor.SetImmunities(24@, 0, 0, 0, 0, 0)
- Actor.DestroyInstantly(21@)
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GRLXXB_14760
- 0337: set_actor $PLAYER_ACTOR visibility 1
- Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
- Player.CanMove($PLAYER_CHAR) = True
- 02A3: enable_widescreen 0
- :GRLXXB_14760
- 0826: enable_hud 1
- 0581: enable_radar 1
- $ONMISSION = 0
- 0A93: end_custom_thread
- :GRLXXB_14777
- wait 0
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GFXXX_62
- if and
- Player.Controllable($PLAYER_CHAR)
- 09E7: player $PLAYER_CHAR not_frozen
- $ONMISSION == 0
- else_jump @GFXXX_62
- if
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2362.664 -1122.32 1051.2 radius 11.5 11.5 3.0
- else_jump @GRLXXB_14880
- jump @GRLXXB_15797
- :GRLXXB_14880
- if
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2230.664 -1106.32 1051.2 radius 21.5 21.5 3.0
- else_jump @GRLXXB_14935
- jump @GRLXXB_16199
- :GRLXXB_14935
- if
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2198.664 -1214.32 1050.1 radius 7.5 7.5 3.0
- else_jump @GRLXXB_14990
- jump @GRLXXB_16601
- :GRLXXB_14990
- if
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2326.44 -1008.1 1054.2 radius 7.5 7.5 3.0
- else_jump @GRLXXB_15045
- jump @GRLXXB_17001
- :GRLXXB_15045
- if
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2284.93 -1135.76 1051.2 radius 7.5 7.5 3.0
- else_jump @GRLXXB_15100
- jump @GRLXXB_17405
- :GRLXXB_15100
- if
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2206.93 -1072.76 1050.2 radius 7.5 7.5 3.0
- else_jump @GRLXXB_15155
- jump @GRLXXB_17811
- :GRLXXB_15155
- if
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1291.93 -806.76 1089.2 radius 9.5 9.5 3.0
- else_jump @GRLXXB_15210
- jump @GRLXXB_18217
- :GRLXXB_15210
- if
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2246.93 -1165.76 1029.2 radius 7.5 7.5 3.0
- else_jump @GRLXXB_15265
- jump @GRLXXB_18617
- :GRLXXB_15265
- if
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2230.93 -1183.76 1029.2 radius 7.5 7.5 3.0
- else_jump @GRLXXB_15320
- jump @GRLXXB_19027
- :GRLXXB_15320
- if
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2198.93 -1178.76 1029.2 radius 7.5 7.5 3.0
- else_jump @GRLXXB_15375
- jump @GRLXXB_19427
- :GRLXXB_15375
- if
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2181.93 -1158.76 1029.2 radius 7.5 7.5 3.0
- else_jump @GRLXXB_15430
- jump @GRLXXB_19831
- :GRLXXB_15430
- if
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2500.93 -1710.76 1014.05 radius 12.5 12.5 2.0
- else_jump @GRLXXB_15485
- jump @GRLXXB_22379
- :GRLXXB_15485
- if
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2320.93 -1209.76 1048.05 radius 15.5 15.5 2.0
- else_jump @GRLXXB_15540
- jump @GRLXXB_22844
- :GRLXXB_15540
- if
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2337.93 -1067.76 1048.05 radius 15.5 15.5 2.0
- else_jump @GRLXXB_15595
- jump @GRLXXB_23309
- :GRLXXB_15595
- if
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2248.93 -1209.76 1048.05 radius 15.5 15.5 2.0
- else_jump @GRLXXB_15650
- jump @GRLXXB_23774
- :GRLXXB_15650
- if
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1276.93 -813.76 1084.95 radius 13.5 13.5 1.5
- else_jump @GRLXXB_15705
- jump @GRLXXB_24239
- :GRLXXB_15705
- if or
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1210.755 4.362 1000.92 radius 35.0 35.0 5.5
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1206.625 -25.4638 1000.95 radius 35.0 35.0 5.5
- else_jump @GFXXX_62
- jump @GXBABES_15336
- :GRLXXB_15797
- 22@ = 6
- 24@ = 10
- 27@ = 7
- 19@ = 0
- 18@ = 0
- 17@ = 0
- 1@ = 2362.44
- 2@ = -1122.108
- 3@ = 1050.63
- 4@ = 90.0
- 0087: 10@ = 4@ // (float)
- 10@ += 160.0
- 04ED: load_animation "BEACH"
- 023C: load_special_actor 'Millie' as 1 // models 290-299
- :GRLXXB_15919
- wait 0
- if
- 04EE: animation "BEACH" loaded
- else_jump @GRLXXB_15950
- jump @GRLXXB_15966
- :GRLXXB_15950
- 04ED: load_animation "BEACH"
- jump @GRLXXB_15919
- :GRLXXB_15966
- if
- 823D: not special_actor 1 loaded
- else_jump @GRLXXB_16005
- wait 0
- 023C: load_special_actor 'Millie' as 1 // models 290-299
- jump @GRLXXB_15966
- :GRLXXB_16005
- 6@ = Actor.Create(Prostitute, #SPECIAL01, 0.0, 0.0, 0.0)
- 0860: link_actor 6@ to_interior 8
- Actor.Angle(6@) = 10@
- Actor.Health(6@) = 900
- 0619: enable_actor 6@ collision_detection 0
- 0087: 9@ = 3@ // (float)
- Actor.PutAt(6@, 1@, 2@, 9@)
- 094E: set_actor 6@ mute_pain_audio 0
- gosub @GRLXXB_20235
- 0615: define_AS_pack_begin 21@
- 0605: actor -1 perform_animation "LAY_BAC_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- 0616: define_AS_pack_end 21@
- 0618: assign_actor 6@ to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- 0296: unload_special_actor 1
- 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 298 -1
- jump @GRLXXB_20363
- :GRLXXB_16199
- 22@ = 8
- 24@ = 10
- 27@ = 7
- 19@ = 0
- 18@ = 0
- 17@ = 0
- 1@ = 2230.251
- 2@ = -1106.0
- 3@ = 1050.55
- 4@ = 90.0
- 0087: 10@ = 4@ // (float)
- 10@ += 160.0
- 04ED: load_animation "BEACH"
- 023C: load_special_actor 'Carmen' as 1 // models 290-299
- :GRLXXB_16321
- wait 0
- if
- 04EE: animation "BEACH" loaded
- else_jump @GRLXXB_16352
- jump @GRLXXB_16368
- :GRLXXB_16352
- 04ED: load_animation "BEACH"
- jump @GRLXXB_16321
- :GRLXXB_16368
- if
- 823D: not special_actor 1 loaded
- else_jump @GRLXXB_16407
- wait 0
- 023C: load_special_actor 'Carmen' as 1 // models 290-299
- jump @GRLXXB_16368
- :GRLXXB_16407
- 6@ = Actor.Create(Prostitute, #SPECIAL01, 0.0, 0.0, 0.0)
- 0860: link_actor 6@ to_interior 3
- Actor.Angle(6@) = 10@
- Actor.Health(6@) = 900
- 0619: enable_actor 6@ collision_detection 0
- 0087: 9@ = 3@ // (float)
- Actor.PutAt(6@, 1@, 2@, 9@)
- 094E: set_actor 6@ mute_pain_audio 0
- gosub @GRLXXB_20235
- 0615: define_AS_pack_begin 21@
- 0605: actor -1 perform_animation "LAY_BAC_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- 0616: define_AS_pack_end 21@
- 0618: assign_actor 6@ to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 298 -1
- 0296: unload_special_actor 1
- jump @GRLXXB_20363
- :GRLXXB_16601
- 24@ = 10
- 27@ = 7
- 22@ = 9
- 19@ = 0
- 18@ = 0
- 17@ = 0
- 1@ = 2198.8
- 2@ = -1214.3
- 3@ = 1048.75
- 4@ = 0.0
- 0087: 10@ = 4@ // (float)
- 10@ += 160.0
- 04ED: load_animation "BEACH"
- 023C: load_special_actor 'Carmen' as 1 // models 290-299
- :GRLXXB_16723
- wait 0
- if
- 04EE: animation "BEACH" loaded
- else_jump @GRLXXB_16754
- jump @GRLXXB_16770
- :GRLXXB_16754
- 04ED: load_animation "BEACH"
- jump @GRLXXB_16723
- :GRLXXB_16770
- if
- 823D: not special_actor 1 loaded
- else_jump @GRLXXB_16809
- wait 0
- 023C: load_special_actor 'Carmen' as 1 // models 290-299
- jump @GRLXXB_16770
- :GRLXXB_16809
- 6@ = Actor.Create(Prostitute, #SPECIAL01, 0.0, 0.0, 0.0)
- 0860: link_actor 6@ to_interior 3
- Actor.Angle(6@) = 10@
- Actor.Health(6@) = 900
- 0619: enable_actor 6@ collision_detection 0
- 0087: 9@ = 3@ // (float)
- Actor.PutAt(6@, 1@, 2@, 9@)
- 094E: set_actor 6@ mute_pain_audio 0
- gosub @GRLXXB_20235
- 0615: define_AS_pack_begin 21@
- 0605: actor -1 perform_animation "LAY_BAC_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- 0616: define_AS_pack_end 21@
- 0618: assign_actor 6@ to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- 0A92: create_custom_thread "GFXXX.cs" 28@ 5 0 1 0 18413
- 0296: unload_special_actor 1
- jump @GRLXXB_20363
- :GRLXXB_17001
- 24@ = 10
- 27@ = 7
- 22@ = 9
- 19@ = 0
- 18@ = 0
- 17@ = 0
- 1@ = 2326.44
- 2@ = -1008.35
- 3@ = 1054.43
- 4@ = 0.0
- 0087: 10@ = 4@ // (float)
- 10@ += 160.0
- 04ED: load_animation "BEACH"
- 023C: load_special_actor 'Bettina' as 1 // models 290-299
- :GRLXXB_17123
- wait 0
- if
- 04EE: animation "BEACH" loaded
- else_jump @GRLXXB_17154
- jump @GRLXXB_17170
- :GRLXXB_17154
- 04ED: load_animation "BEACH"
- jump @GRLXXB_17123
- :GRLXXB_17170
- if
- 823D: not special_actor 1 loaded
- else_jump @GRLXXB_17209
- wait 0
- 023C: load_special_actor 'Bettina' as 1 // models 290-299
- jump @GRLXXB_17170
- :GRLXXB_17209
- 6@ = Actor.Create(Prostitute, #SPECIAL01, 0.0, 0.0, 0.0)
- 0860: link_actor 6@ to_interior 8
- Actor.Angle(6@) = 10@
- Actor.Health(6@) = 900
- 0619: enable_actor 6@ collision_detection 0
- 0087: 9@ = 3@ // (float)
- Actor.PutAt(6@, 1@, 2@, 9@)
- 094E: set_actor 6@ mute_pain_audio 0
- gosub @GRLXXB_20235
- 0615: define_AS_pack_begin 21@
- 0605: actor -1 perform_animation "LAY_BAC_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- 0616: define_AS_pack_end 21@
- 0618: assign_actor 6@ to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- 0296: unload_special_actor 1
- 0A92: create_custom_thread "GFXXX.cs" 28@ 5 0 1 0 18413
- 0296: unload_special_actor 1
- jump @GRLXXB_20363
- :GRLXXB_17405
- 24@ = 10
- 27@ = 6
- 22@ = 5
- 19@ = 0
- 18@ = 0
- 17@ = 0
- 1@ = 2285.1
- 2@ = -1135.4
- 3@ = 1050.6
- 4@ = 315.0
- 0087: 10@ = 4@ // (float)
- 10@ += 160.0
- 04ED: load_animation "BEACH"
- 023C: load_special_actor 'Katie' as 1 // models 290-299
- :GRLXXB_17527
- wait 0
- if
- 04EE: animation "BEACH" loaded
- else_jump @GRLXXB_17558
- jump @GRLXXB_17574
- :GRLXXB_17558
- 04ED: load_animation "BEACH"
- jump @GRLXXB_17527
- :GRLXXB_17574
- if
- 823D: not special_actor 1 loaded
- else_jump @GRLXXB_17613
- wait 0
- 023C: load_special_actor 'Katie' as 1 // models 290-299
- jump @GRLXXB_17574
- :GRLXXB_17613
- 6@ = Actor.Create(Prostitute, #SPECIAL01, 0.0, 0.0, 0.0)
- 0860: link_actor 6@ to_interior 8
- Actor.Angle(6@) = 10@
- Actor.Health(6@) = 900
- 0619: enable_actor 6@ collision_detection 0
- 0087: 9@ = 3@ // (float)
- 9@ -= 0.1
- Actor.PutAt(6@, 1@, 2@, 9@)
- 094E: set_actor 6@ mute_pain_audio 0
- gosub @GRLXXB_20235
- 0615: define_AS_pack_begin 21@
- 0605: actor -1 perform_animation "BATHER" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- 0616: define_AS_pack_end 21@
- 0618: assign_actor 6@ to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- 0296: unload_special_actor 1
- 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 298 -1
- jump @GRLXXB_20363
- :GRLXXB_17811
- 24@ = 10
- 27@ = 6
- 22@ = 3
- 19@ = 0
- 18@ = 0
- 17@ = 0
- 1@ = 2206.8
- 2@ = -1072.0
- 3@ = 1050.3
- 4@ = 10.0
- 0087: 10@ = 4@ // (float)
- 10@ += 160.0
- 04ED: load_animation "BEACH"
- 023C: load_special_actor 'Helena' as 1 // models 290-299
- :GRLXXB_17933
- wait 0
- if
- 04EE: animation "BEACH" loaded
- else_jump @GRLXXB_17964
- jump @GRLXXB_17980
- :GRLXXB_17964
- 04ED: load_animation "BEACH"
- jump @GRLXXB_17933
- :GRLXXB_17980
- if
- 823D: not special_actor 1 loaded
- else_jump @GRLXXB_18019
- wait 0
- 023C: load_special_actor 'Helena' as 1 // models 290-299
- jump @GRLXXB_17980
- :GRLXXB_18019
- 6@ = Actor.Create(Prostitute, #SPECIAL01, 0.0, 0.0, 0.0)
- 0860: link_actor 6@ to_interior 3
- Actor.Angle(6@) = 10@
- Actor.Health(6@) = 900
- 0619: enable_actor 6@ collision_detection 0
- 0087: 9@ = 3@ // (float)
- 9@ -= 0.1
- Actor.PutAt(6@, 1@, 2@, 9@)
- 094E: set_actor 6@ mute_pain_audio 0
- gosub @GRLXXB_20235
- 0615: define_AS_pack_begin 21@
- 0605: actor -1 perform_animation "BATHER" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- 0616: define_AS_pack_end 21@
- 0618: assign_actor 6@ to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- 0296: unload_special_actor 1
- 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 298 -1
- jump @GRLXXB_20363
- :GRLXXB_18217
- 24@ = 10
- 27@ = 7
- 22@ = 9
- 19@ = 0
- 18@ = 0
- 17@ = 0
- 1@ = 1291.98
- 2@ = -806.23
- 3@ = 1089.65
- 4@ = 280.0
- 0087: 10@ = 4@ // (float)
- 10@ += 160.0
- 04ED: load_animation "BEACH"
- 023C: load_special_actor 'Bettina' as 1 // models 290-299
- :GRLXXB_18339
- wait 0
- if
- 04EE: animation "BEACH" loaded
- else_jump @GRLXXB_18370
- jump @GRLXXB_18386
- :GRLXXB_18370
- 04ED: load_animation "BEACH"
- jump @GRLXXB_18339
- :GRLXXB_18386
- if
- 823D: not special_actor 1 loaded
- else_jump @GRLXXB_18425
- wait 0
- 023C: load_special_actor 'Bettina' as 1 // models 290-299
- jump @GRLXXB_18386
- :GRLXXB_18425
- 6@ = Actor.Create(Prostitute, #SPECIAL01, 0.0, 0.0, 0.0)
- 0860: link_actor 6@ to_interior 3
- Actor.Angle(6@) = 10@
- Actor.Health(6@) = 900
- 0619: enable_actor 6@ collision_detection 0
- 0087: 9@ = 3@ // (float)
- Actor.PutAt(6@, 1@, 2@, 9@)
- 094E: set_actor 6@ mute_pain_audio 0
- gosub @GRLXXB_20235
- 0615: define_AS_pack_begin 21@
- 0605: actor -1 perform_animation "LAY_BAC_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- 0616: define_AS_pack_end 21@
- 0618: assign_actor 6@ to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- 0296: unload_special_actor 1
- 0A92: create_custom_thread "GFXXX.cs" 28@ 5 0 1 0 18413
- jump @GRLXXB_20363
- :GRLXXB_18617
- 24@ = 10
- 27@ = 7
- 22@ = 8
- 19@ = 0
- 18@ = 0
- 17@ = 0
- 1@ = 2246.28
- 2@ = -1165.13
- 3@ = 1029.55
- 4@ = 190.0
- 0087: 10@ = 4@ // (float)
- 10@ += 160.0
- 04ED: load_animation "BEACH"
- 023C: load_special_actor 'Carmen' as 1 // models 290-299
- :GRLXXB_18739
- wait 0
- if
- 04EE: animation "BEACH" loaded
- else_jump @GRLXXB_18770
- jump @GRLXXB_18786
- :GRLXXB_18770
- 04ED: load_animation "BEACH"
- jump @GRLXXB_18739
- :GRLXXB_18786
- if
- 823D: not special_actor 1 loaded
- else_jump @GRLXXB_18825
- wait 0
- 023C: load_special_actor 'Carmen' as 1 // models 290-299
- jump @GRLXXB_18786
- :GRLXXB_18825
- 6@ = Actor.Create(Prostitute, #SPECIAL01, 0.0, 0.0, 0.0)
- 0860: link_actor 6@ to_interior 3
- Actor.Angle(6@) = 10@
- Actor.Health(6@) = 900
- 0619: enable_actor 6@ collision_detection 0
- 0087: 9@ = 3@ // (float)
- 9@ -= 0.03
- Actor.PutAt(6@, 1@, 2@, 9@)
- 094E: set_actor 6@ mute_pain_audio 0
- gosub @GRLXXB_20235
- 0615: define_AS_pack_begin 21@
- 0605: actor -1 perform_animation "LAY_BAC_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- 0616: define_AS_pack_end 21@
- 0618: assign_actor 6@ to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- 0296: unload_special_actor 1
- 0A92: create_custom_thread "GFXXX.cs" 28@ 5 0 1 0 18413
- jump @GRLXXB_20363
- :GRLXXB_19027
- 24@ = 11
- 27@ = 7
- 22@ = 10
- 19@ = 0
- 18@ = 0
- 17@ = 0
- 1@ = 2230.8
- 2@ = -1183.4
- 3@ = 1029.55
- 4@ = 280.0
- 0087: 10@ = 4@ // (float)
- 10@ += 160.0
- 04ED: load_animation "BEACH"
- 023C: load_special_actor 'wyona' as 1 // models 290-299
- :GRLXXB_19149
- wait 0
- if
- 04EE: animation "BEACH" loaded
- else_jump @GRLXXB_19180
- jump @GRLXXB_19196
- :GRLXXB_19180
- 04ED: load_animation "BEACH"
- jump @GRLXXB_19149
- :GRLXXB_19196
- if
- 823D: not special_actor 1 loaded
- else_jump @GRLXXB_19235
- wait 0
- 023C: load_special_actor 'wyona' as 1 // models 290-299
- jump @GRLXXB_19196
- :GRLXXB_19235
- 6@ = Actor.Create(Prostitute, #SPECIAL01, 0.0, 0.0, 0.0)
- 0860: link_actor 6@ to_interior 3
- Actor.Angle(6@) = 10@
- Actor.Health(6@) = 900
- 0619: enable_actor 6@ collision_detection 0
- 0087: 9@ = 3@ // (float)
- Actor.PutAt(6@, 1@, 2@, 9@)
- 094E: set_actor 6@ mute_pain_audio 0
- gosub @GRLXXB_20235
- 0615: define_AS_pack_begin 21@
- 0605: actor -1 perform_animation "LAY_BAC_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- 0616: define_AS_pack_end 21@
- 0618: assign_actor 6@ to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- 0296: unload_special_actor 1
- 0A92: create_custom_thread "GFXXX.cs" 28@ 5 0 1 0 18413
- jump @GRLXXB_20363
- :GRLXXB_19427
- 24@ = 10
- 27@ = 6
- 22@ = 4
- 19@ = 0
- 18@ = 0
- 17@ = 0
- 1@ = 2198.5
- 2@ = -1178.0
- 3@ = 1029.55
- 4@ = 170.0
- 0087: 10@ = 4@ // (float)
- 10@ += 160.0
- 04ED: load_animation "BEACH"
- 023C: load_special_actor 'Barbara' as 1 // models 290-299
- :GRLXXB_19549
- wait 0
- if
- 04EE: animation "BEACH" loaded
- else_jump @GRLXXB_19580
- jump @GRLXXB_19596
- :GRLXXB_19580
- 04ED: load_animation "BEACH"
- jump @GRLXXB_19549
- :GRLXXB_19596
- if
- 823D: not special_actor 1 loaded
- else_jump @GRLXXB_19635
- wait 0
- 023C: load_special_actor 'Barbara' as 1 // models 290-299
- jump @GRLXXB_19596
- :GRLXXB_19635
- 6@ = Actor.Create(Prostitute, #SPECIAL01, 0.0, 0.0, 0.0)
- 0860: link_actor 6@ to_interior 3
- Actor.Angle(6@) = 10@
- Actor.Health(6@) = 900
- 0619: enable_actor 6@ collision_detection 0
- 0087: 9@ = 3@ // (float)
- 9@ -= 0.1
- Actor.PutAt(6@, 1@, 2@, 9@)
- 094E: set_actor 6@ mute_pain_audio 0
- gosub @GRLXXB_20235
- 0615: define_AS_pack_begin 21@
- 0605: actor -1 perform_animation "BATHER" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- 0616: define_AS_pack_end 21@
- 0618: assign_actor 6@ to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- 0296: unload_special_actor 1
- 0A92: create_custom_thread "GFXXX.cs" 28@ 5 0 1 0 18413
- jump @GRLXXB_20363
- :GRLXXB_19831
- 24@ = 10
- 27@ = 6
- 22@ = 5
- 19@ = 0
- 18@ = 0
- 17@ = 0
- 1@ = 2181.45
- 2@ = -1158.5
- 3@ = 1029.55
- 4@ = 170.0
- 0087: 10@ = 4@ // (float)
- 10@ += 160.0
- 04ED: load_animation "BEACH"
- 023C: load_special_actor 'Katie' as 1 // models 290-299
- :GRLXXB_19953
- wait 0
- if
- 04EE: animation "BEACH" loaded
- else_jump @GRLXXB_19984
- jump @GRLXXB_20000
- :GRLXXB_19984
- 04ED: load_animation "BEACH"
- jump @GRLXXB_19953
- :GRLXXB_20000
- if
- 823D: not special_actor 1 loaded
- else_jump @GRLXXB_20039
- wait 0
- 023C: load_special_actor 'Katie' as 1 // models 290-299
- jump @GRLXXB_20000
- :GRLXXB_20039
- 6@ = Actor.Create(Prostitute, #SPECIAL01, 0.0, 0.0, 0.0)
- 0860: link_actor 6@ to_interior 8
- Actor.Angle(6@) = 10@
- Actor.Health(6@) = 900
- 0619: enable_actor 6@ collision_detection 0
- 0087: 9@ = 3@ // (float)
- 9@ -= 0.1
- Actor.PutAt(6@, 1@, 2@, 9@)
- 094E: set_actor 6@ mute_pain_audio 0
- gosub @GRLXXB_20235
- 0615: define_AS_pack_begin 21@
- 0605: actor -1 perform_animation "BATHER" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- 0616: define_AS_pack_end 21@
- 0618: assign_actor 6@ to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- 0296: unload_special_actor 1
- 0A92: create_custom_thread "GFXXX.cs" 28@ 5 0 1 0 18413
- jump @GRLXXB_20363
- :GRLXXB_20235
- Model.Load(#GUNGRL3)
- :GRLXXB_20240
- wait 0
- if
- Model.Available(#GUNGRL3)
- else_jump @GRLXXB_20240
- 28@ = Actor.Create(CivFemale, #GUNGRL3, 0.0, 0.0, 0.0)
- Actor.SetImmunities(28@, 1, 1, 1, 1, 1)
- 0619: enable_actor 28@ collision_detection 0
- Actor.RemoveFromMissionCleanupList(28@)
- 0337: set_actor 28@ visibility 0
- Model.Destroy(#GUNGRL3)
- 9@ += 1.1
- 077E: get_active_interior_to 29@
- Actor.PutAt(28@, 1@, 2@, 9@)
- 0860: link_actor 28@ to_interior 29@
- return
- :GRLXXB_20363
- wait 50
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GRLXXB_22346
- if and
- 09E7: player $PLAYER_CHAR not_frozen
- $ONMISSION == 0
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1@ 2@ 3@ radius 20.0 20.0 3.0
- else_jump @GRLXXB_22346
- if
- not Actor.Dead(6@)
- else_jump @GRLXXB_20363
- if
- 17@ == 0
- else_jump @GRLXXB_20646
- if
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1@ 2@ 3@ radius 1.8 1.8 3.0
- else_jump @GRLXXB_20520
- jump @GRLXXB_21105
- :GRLXXB_20520
- if and
- 02D8: actor $PLAYER_ACTOR current_weapon == 43
- 00E1: player 0 pressed_key 6
- else_jump @GRLXXB_20551
- jump @GRLXXB_20775
- :GRLXXB_20551
- if
- not Actor.Animation(6@) == "SEX_3_W"
- else_jump @GRLXXB_20882
- if and
- 82D8: not actor $PLAYER_ACTOR current_weapon == 0
- 82D8: not actor $PLAYER_ACTOR current_weapon == 43
- 00E1: player 0 pressed_key 17
- else_jump @GRLXXB_20646
- 17@ = 1
- 33@ = 0
- 05BC: AS_actor 6@ jump 0
- wait 0
- 0619: enable_actor 6@ collision_detection 1
- 094E: set_actor 6@ mute_pain_audio 1
- :GRLXXB_20646
- if and
- 17@ == 1
- 051A: actor 6@ damaged_by_actor $PLAYER_ACTOR
- 00E1: player 0 pressed_key 17
- else_jump @GRLXXB_20728
- 17@ = 2
- 33@ = 0
- 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 347 -1
- jump @GRLXXB_20363
- :GRLXXB_20728
- if and
- 17@ == 2
- 33@ >= 3500
- else_jump @GRLXXB_20363
- 17@ = 1
- 33@ = 0
- jump @GRLXXB_20363
- :GRLXXB_20775
- gosub @GRLXXB_33767
- if
- 00E1: player 0 pressed_key 14
- else_jump @GRLXXB_20882
- if
- not Actor.Animation(6@) == "SEX_3_W"
- else_jump @GRLXXB_20882
- 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
- 33@ = 0
- 30@ = 0.05
- jump @GRLXXB_20961
- :GRLXXB_20882
- if and
- Actor.Animation(6@) == "SEX_3_W"
- 80E1: not player 0 pressed_key 6
- else_jump @GRLXXB_20961
- 0605: actor 6@ perform_animation "LAY_BAC_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- jump @GRLXXB_20363
- :GRLXXB_20961
- if
- Actor.Animation(6@) == "SEX_3_W"
- else_jump @GRLXXB_20363
- 0612: set_actor 6@ animation "SEX_3_W" paused 0
- 0614: set_actor 6@ animation "SEX_3_W" progress_to 30@ // 0.0 to 1.0
- 30@ += 0.06
- if
- 30@ > 0.95
- else_jump @GRLXXB_20363
- 0605: actor 6@ perform_animation "LAY_BAC_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- 33@ = 0
- jump @GRLXXB_20363
- :GRLXXB_21105
- $ONMISSION = 1
- 20@ = 0
- gosub @GRLXXB_33851
- jump @GRLXXB_21133
- :GRLXXB_21133
- 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
- Player.CanMove($PLAYER_CHAR) = False
- 0470: 25@ = actor $PLAYER_ACTOR current_weapon
- 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
- fade 0 0
- wait 500
- 0687: clear_actor 6@ task
- 04EB: AS_actor 6@ crouch 0
- gosub @GRLXXB_21290
- 0A92: create_custom_thread "GFXXX.cs" 6@ 24@ 27@ 7@ 8@ 9@ 10@
- :GRLXXB_21226
- wait 0
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GRLXXB_21226
- if and
- 09E7: player $PLAYER_CHAR not_frozen
- $ONMISSION == 0
- else_jump @GRLXXB_21226
- $ONMISSION = 1
- gosub @GRLXXB_21375
- jump @GRLXXB_21565
- :GRLXXB_21290
- 0087: 7@ = 1@ // (float)
- 0087: 8@ = 2@ // (float)
- 0087: 9@ = 3@ // (float)
- 0087: 10@ = 4@ // (float)
- Actor.PutAt($PLAYER_ACTOR, 7@, 8@, 9@)
- Actor.Angle($PLAYER_ACTOR) = 10@
- 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 -0.9 0.0
- return
- :GRLXXB_21375
- 0619: enable_actor $PLAYER_ACTOR collision_detection 0
- 0087: 7@ = 1@ // (float)
- 0087: 8@ = 2@ // (float)
- 0087: 9@ = 3@ // (float)
- 0087: 10@ = 4@ // (float)
- Actor.PutAt($PLAYER_ACTOR, 7@, 8@, 9@)
- Actor.Angle($PLAYER_ACTOR) = 10@
- 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 -0.5 -1.1
- 0619: enable_actor $PLAYER_ACTOR collision_detection 0
- Actor.PutAt($PLAYER_ACTOR, 7@, 8@, 9@)
- Actor.Angle($PLAYER_ACTOR) = 10@
- 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 -1.0
- 10@ = Actor.Angle($PLAYER_ACTOR)
- 10@ += 180.0
- Actor.PutAt(6@, 7@, 8@, 9@)
- Actor.Angle(6@) = 10@
- return
- :GRLXXB_21565
- wait 0
- Player.CanMove($PLAYER_CHAR) = True
- Camera.SetBehindPlayer
- Camera.Restore_WithJumpCut
- Actor.AddArmour($PLAYER_ACTOR, 250)
- Actor.Health($PLAYER_ACTOR) = 250
- 20@ = 0
- if
- 19@ == 3
- else_jump @GRLXXB_21628
- 19@ = 0
- :GRLXXB_21628
- 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset -0.4 0.5 -1.0
- Actor.PutAt(6@, 0.0, 0.0, 0.0)
- wait 0
- Actor.PutAt($PLAYER_ACTOR, 7@, 8@, 9@)
- 10@ -= 20.0
- Actor.Angle($PLAYER_ACTOR) = 10@
- 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
- wait 0
- 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset -0.55 0.1 -0.96
- 10@ -= 35.4
- Actor.Angle(6@) = 10@
- 0615: define_AS_pack_begin 23@
- 0605: actor -1 perform_animation "CRCKIDLE2" IFP "CRACK" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- 0616: define_AS_pack_end 23@
- 0618: assign_actor 6@ to_AS_pack 23@
- 061B: remove_references_to_AS_pack 23@
- Actor.PutAt(6@, 7@, 8@, 9@)
- wait 250
- fade 1 0
- 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 289 -1
- 18@ = 0
- 0087: 10@ = 4@ // (float)
- 10@ += 90.3
- 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 1.7 0.2 -1.7
- :GRLXXB_21973
- wait 0
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GRLXXB_22194
- if
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1@ 2@ 3@ radius 2.5 2.5 4.0
- else_jump @GRLXXB_22194
- if
- 09E7: player $PLAYER_CHAR not_frozen
- else_jump @GRLXXB_22194
- if
- 18@ == 0
- else_jump @GRLXXB_21973
- if or
- 00E1: player 0 pressed_key 0
- 00E1: player 0 pressed_key 1
- 00E1: player 0 pressed_key 4
- 00E1: player 0 pressed_key 8
- 00E1: player 0 pressed_key 17
- else_jump @GRLXXB_21973
- 18@ = 1
- 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
- wait 400
- 0619: enable_actor $PLAYER_ACTOR collision_detection 1
- Actor.PutAt($PLAYER_ACTOR, 7@, 8@, 9@)
- jump @GRLXXB_21973
- :GRLXXB_22194
- 04EF: release_animation "CRACK"
- 04EF: release_animation "SEX"
- 04EF: release_animation "FOOD"
- 03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
- 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 25@
- 0619: enable_actor 6@ collision_detection 1
- 0615: define_AS_pack_begin 21@
- 0605: actor -1 perform_animation "LAY_BAC_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- 0616: define_AS_pack_end 21@
- 0618: assign_actor 6@ to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 292 -1
- $ONMISSION = 0
- jump @GRLXXB_20363
- :GRLXXB_22346
- 04EF: release_animation "BEACH"
- Actor.DestroyInstantly(6@)
- Actor.DestroyInstantly(28@)
- 17@ = 0
- jump @GFXXX_62
- :GRLXXB_22379
- 19@ = 0
- 18@ = 0
- 17@ = 0
- 1@ = 2499.8
- 2@ = -1710.4
- 3@ = 1014.5
- 4@ = 270.0
- 0087: 10@ = 4@ // (float)
- 10@ += 0.0
- 26@ = 2498.6
- 31@ = -1709.6
- 27@ = 0.7
- 04ED: load_animation "INT_HOUSE"
- 023C: load_special_actor 'Lara' as 1 // models 290-299
- :GRLXXB_22514
- wait 0
- if
- 04EE: animation "INT_HOUSE" loaded
- else_jump @GRLXXB_22549
- jump @GRLXXB_22569
- :GRLXXB_22549
- 04ED: load_animation "INT_HOUSE"
- jump @GRLXXB_22514
- :GRLXXB_22569
- if
- 823D: not special_actor 1 loaded
- else_jump @GRLXXB_22608
- wait 0
- 023C: load_special_actor 'Lara' as 1 // models 290-299
- jump @GRLXXB_22569
- :GRLXXB_22608
- 6@ = Actor.Create(Prostitute, #SPECIAL01, 0.0, 0.0, 0.0)
- 0860: link_actor 6@ to_interior 3
- Actor.Angle(6@) = 10@
- Actor.Health(6@) = 900
- 0619: enable_actor 6@ collision_detection 0
- 0087: 9@ = 3@ // (float)
- 9@ -= 0.6
- Actor.PutAt(6@, 1@, 2@, 9@)
- 094E: set_actor 6@ mute_pain_audio 0
- gosub @GRLXXB_20235
- wait 0
- 04C4: store_coords_to 11@ 12@ 13@ from_actor 6@ with_offset -4.0 0.0 0.0
- 04C4: store_coords_to 14@ 19@ 16@ from_actor 6@ with_offset 1.2 0.0 0.0
- 0615: define_AS_pack_begin 21@
- 0605: actor -1 perform_animation "WASH_UP" IFP "INT_HOUSE" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- 0616: define_AS_pack_end 21@
- 0618: assign_actor 6@ to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- 0296: unload_special_actor 1
- jump @GRLXXB_28028
- :GRLXXB_22844
- 19@ = 0
- 18@ = 0
- 17@ = 0
- 1@ = 2320.4
- 2@ = -1209.94
- 3@ = 1048.75
- 4@ = 270.0
- 0087: 10@ = 4@ // (float)
- 10@ += 0.0
- 26@ = 2307.17
- 31@ = -1210.8
- 27@ = 0.65
- 04ED: load_animation "INT_HOUSE"
- 023C: load_special_actor 'nurse' as 1 // models 290-299
- :GRLXXB_22979
- wait 0
- if
- 04EE: animation "INT_HOUSE" loaded
- else_jump @GRLXXB_23014
- jump @GRLXXB_23034
- :GRLXXB_23014
- 04ED: load_animation "INT_HOUSE"
- jump @GRLXXB_22979
- :GRLXXB_23034
- if
- 823D: not special_actor 1 loaded
- else_jump @GRLXXB_23073
- wait 0
- 023C: load_special_actor 'nurse' as 1 // models 290-299
- jump @GRLXXB_23034
- :GRLXXB_23073
- 6@ = Actor.Create(Prostitute, #SPECIAL01, 0.0, 0.0, 0.0)
- 0860: link_actor 6@ to_interior 3
- Actor.Angle(6@) = 10@
- Actor.Health(6@) = 900
- 0619: enable_actor 6@ collision_detection 0
- 0087: 9@ = 3@ // (float)
- 9@ -= 0.6
- Actor.PutAt(6@, 1@, 2@, 9@)
- 094E: set_actor 6@ mute_pain_audio 0
- gosub @GRLXXB_20235
- wait 0
- 04C4: store_coords_to 11@ 12@ 13@ from_actor 6@ with_offset 0.7 0.0 0.0
- 04C4: store_coords_to 14@ 15@ 16@ from_actor 6@ with_offset 0.5 -3.55 0.0
- 0615: define_AS_pack_begin 21@
- 0605: actor -1 perform_animation "WASH_UP" IFP "INT_HOUSE" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- 0616: define_AS_pack_end 21@
- 0618: assign_actor 6@ to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- 0296: unload_special_actor 1
- jump @GRLXXB_24704
- :GRLXXB_23309
- 19@ = 0
- 18@ = 0
- 17@ = 0
- 1@ = 2337.74
- 2@ = -1067.54
- 3@ = 1048.55
- 4@ = 270.0
- 0087: 10@ = 4@ // (float)
- 10@ += 0.0
- 26@ = 2336.9
- 31@ = -1066.5
- 27@ = 0.45
- 04ED: load_animation "INT_HOUSE"
- 023C: load_special_actor 'conny' as 1 // models 290-299
- :GRLXXB_23444
- wait 0
- if
- 04EE: animation "INT_HOUSE" loaded
- else_jump @GRLXXB_23479
- jump @GRLXXB_23499
- :GRLXXB_23479
- 04ED: load_animation "INT_HOUSE"
- jump @GRLXXB_23444
- :GRLXXB_23499
- if
- 823D: not special_actor 1 loaded
- else_jump @GRLXXB_23538
- wait 0
- 023C: load_special_actor 'conny' as 1 // models 290-299
- jump @GRLXXB_23499
- :GRLXXB_23538
- 6@ = Actor.Create(Prostitute, #SPECIAL01, 0.0, 0.0, 0.0)
- 0860: link_actor 6@ to_interior 3
- Actor.Angle(6@) = 10@
- Actor.Health(6@) = 900
- 0619: enable_actor 6@ collision_detection 0
- 0087: 9@ = 3@ // (float)
- 9@ -= 0.6
- Actor.PutAt(6@, 1@, 2@, 9@)
- 094E: set_actor 6@ mute_pain_audio 0
- gosub @GRLXXB_20235
- wait 0
- 04C4: store_coords_to 11@ 12@ 13@ from_actor 6@ with_offset 0.9 -1.2 0.0
- 04C4: store_coords_to 14@ 15@ 16@ from_actor 6@ with_offset 0.9 0.0 0.0
- 0615: define_AS_pack_begin 21@
- 0605: actor -1 perform_animation "WASH_UP" IFP "INT_HOUSE" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- 0616: define_AS_pack_end 21@
- 0618: assign_actor 6@ to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- 0296: unload_special_actor 1
- jump @GRLXXB_24704
- :GRLXXB_23774
- 19@ = 0
- 18@ = 0
- 17@ = 0
- 1@ = 2248.14
- 2@ = -1209.88
- 3@ = 1048.55
- 4@ = 90.0
- 0087: 10@ = 4@ // (float)
- 10@ += 0.0
- 26@ = 2252.5
- 31@ = -1208.6
- 27@ = 0.5
- 04ED: load_animation "INT_HOUSE"
- 023C: load_special_actor 'Mary' as 1 // models 290-299
- :GRLXXB_23909
- wait 0
- if
- 04EE: animation "INT_HOUSE" loaded
- else_jump @GRLXXB_23944
- jump @GRLXXB_23964
- :GRLXXB_23944
- 04ED: load_animation "INT_HOUSE"
- jump @GRLXXB_23909
- :GRLXXB_23964
- if
- 823D: not special_actor 1 loaded
- else_jump @GRLXXB_24003
- wait 0
- 023C: load_special_actor 'Mary' as 1 // models 290-299
- jump @GRLXXB_23964
- :GRLXXB_24003
- 6@ = Actor.Create(Prostitute, #SPECIAL01, 0.0, 0.0, 0.0)
- 0860: link_actor 6@ to_interior 3
- Actor.Angle(6@) = 10@
- Actor.Health(6@) = 900
- 0619: enable_actor 6@ collision_detection 0
- 0087: 9@ = 3@ // (float)
- 9@ -= 0.6
- Actor.PutAt(6@, 1@, 2@, 9@)
- 094E: set_actor 6@ mute_pain_audio 0
- gosub @GRLXXB_20235
- wait 0
- 04C4: store_coords_to 11@ 12@ 13@ from_actor 6@ with_offset -1.2 -1.3 0.0
- 04C4: store_coords_to 14@ 15@ 16@ from_actor 6@ with_offset 2.5 0.0 0.0
- 0615: define_AS_pack_begin 21@
- 0605: actor -1 perform_animation "WASH_UP" IFP "INT_HOUSE" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- 0616: define_AS_pack_end 21@
- 0618: assign_actor 6@ to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- 0296: unload_special_actor 1
- jump @GRLXXB_24704
- :GRLXXB_24239
- 19@ = 0
- 18@ = 0
- 17@ = 0
- 1@ = 1276.9
- 2@ = -813.36
- 3@ = 1085.25
- 4@ = 90.0
- 0087: 10@ = 4@ // (float)
- 10@ += 0.0
- 26@ = 1278.7
- 31@ = -814.9
- 27@ = 0.53
- 04ED: load_animation "INT_HOUSE"
- 023C: load_special_actor 'Bettina' as 1 // models 290-299
- :GRLXXB_24374
- wait 0
- if
- 04EE: animation "INT_HOUSE" loaded
- else_jump @GRLXXB_24409
- jump @GRLXXB_24429
- :GRLXXB_24409
- 04ED: load_animation "INT_HOUSE"
- jump @GRLXXB_24374
- :GRLXXB_24429
- if
- 823D: not special_actor 1 loaded
- else_jump @GRLXXB_24468
- wait 0
- 023C: load_special_actor 'Bettina' as 1 // models 290-299
- jump @GRLXXB_24429
- :GRLXXB_24468
- 6@ = Actor.Create(Prostitute, #SPECIAL01, 0.0, 0.0, 0.0)
- 0860: link_actor 6@ to_interior 3
- Actor.Angle(6@) = 10@
- Actor.Health(6@) = 900
- 0619: enable_actor 6@ collision_detection 0
- 0087: 9@ = 3@ // (float)
- 9@ -= 0.6
- Actor.PutAt(6@, 1@, 2@, 9@)
- 094E: set_actor 6@ mute_pain_audio 0
- gosub @GRLXXB_20235
- wait 0
- 04C4: store_coords_to 11@ 12@ 13@ from_actor 6@ with_offset 0.0 0.0 0.0
- 04C4: store_coords_to 14@ 15@ 16@ from_actor 6@ with_offset 0.0 -4.2 0.0
- 0615: define_AS_pack_begin 21@
- 0605: actor -1 perform_animation "WASH_UP" IFP "INT_HOUSE" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- 0616: define_AS_pack_end 21@
- 0618: assign_actor 6@ to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- 0296: unload_special_actor 1
- jump @GRLXXB_24704
- :GRLXXB_24704
- wait 50
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GRLXXB_33730
- if and
- 09E7: player $PLAYER_CHAR not_frozen
- $ONMISSION == 0
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1@ 2@ 3@ radius 20.0 20.0 3.0
- else_jump @GRLXXB_33730
- if
- not Actor.Dead(6@)
- else_jump @GRLXXB_24704
- if
- 00FE: actor 6@ sphere 0 in_sphere 1@ 2@ 3@ radius 20.0 20.0 2.0
- else_jump @GRLXXB_33730
- if
- 17@ == 0
- else_jump @GRLXXB_24704
- if
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1@ 2@ 3@ radius 2.5 2.5 3.0
- else_jump @GRLXXB_24948
- 0619: enable_actor 6@ collision_detection 1
- 0639: AS_actor 6@ rotate_to_actor $PLAYER_ACTOR
- 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 298 240
- jump @GRLXXB_25051
- :GRLXXB_24948
- if and
- 82D8: not actor $PLAYER_ACTOR current_weapon == 0
- 82D8: not actor $PLAYER_ACTOR current_weapon == 43
- 00E1: player 0 pressed_key 17
- else_jump @GRLXXB_24704
- 17@ = 1
- 0619: enable_actor 6@ collision_detection 1
- 094E: set_actor 6@ mute_pain_audio 1
- 05DD: AS_actor 6@ flee_from_actor $PLAYER_ACTOR from_origin_radius 2.0 timelimit 3000
- 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 67 -1
- jump @GRLXXB_24704
- :GRLXXB_25051
- $ONMISSION = 1
- 20@ = 0
- gosub @GRLXXB_33930
- 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
- 0470: 25@ = actor $PLAYER_ACTOR current_weapon
- 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
- :GRLXXB_25094
- wait 0
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GRLXXB_27684
- if
- not Actor.Dead(6@)
- else_jump @GRLXXB_27684
- if
- Actor.Animation($PLAYER_ACTOR) == "PLAYA_KISS_03"
- else_jump @GRLXXB_25236
- 0613: 30@ = actor $PLAYER_ACTOR animation "PLAYA_KISS_03" time
- if
- 30@ >= 0.8
- else_jump @GRLXXB_25955
- if
- 88FE: not text_box_displayed
- else_jump @GRLXXB_25094
- 03E5: show_text_box 'GFM_1'
- jump @GRLXXB_25094
- :GRLXXB_25236
- wait 1000
- if and
- 80E1: not player 0 pressed_key 17
- 00F3: actor $PLAYER_ACTOR near_actor 6@ radius 1.0 1.0 sphere 0 on_foot
- else_jump @GRLXXB_27684
- if
- 0AB0: key_pressed 9
- else_jump @GRLXXB_25531
- fade 0 0
- Actor.PutAt($PLAYER_ACTOR, 26@, 31@, 3@)
- 0087: 10@ = 4@ // (float)
- 10@ += 90.0
- Actor.Angle($PLAYER_ACTOR) = 10@
- 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0
- 10@ = Actor.Angle($PLAYER_ACTOR)
- 0063: 9@ -= 27@ // (float)
- Actor.PutAt(6@, 7@, 8@, 9@)
- Actor.Angle(6@) = 10@
- 0812: AS_actor 6@ perform_animation "SPANKING_IDLEW" IFP "SNM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
- 0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKING_IDLEP" IFP "SNM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
- 33@ = 2500
- wait 100
- fade 1 0
- gosub @GRLXXB_34106
- 03E5: show_text_box 'GFM_3'
- jump @GRLXXB_26027
- :GRLXXB_25531
- if
- 0AB0: key_pressed 8
- else_jump @GRLXXB_27449
- fade 0 0
- Actor.PutAt($PLAYER_ACTOR, 26@, 31@, 3@)
- 0087: 10@ = 4@ // (float)
- 10@ += 90.0
- Actor.Angle($PLAYER_ACTOR) = 10@
- 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 -1.0
- 10@ = Actor.Angle($PLAYER_ACTOR)
- 10@ += 180.0
- 0063: 9@ -= 27@ // (float)
- 9@ -= 0.07
- Actor.PutAt(6@, 7@, 8@, 9@)
- Actor.Angle(6@) = 10@
- if
- 8500: not player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17
- else_jump @GRLXXB_25816
- 0793: save_player_clothes
- wait 50
- 0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 16
- 0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17
- Player.SetClothes($PLAYER_CHAR, "player_torso", "torso", Torso)
- Player.SetClothes($PLAYER_CHAR, "player_legs", "legs", Legs)
- Player.SetClothes($PLAYER_CHAR, "foot", "feet", Shoes)
- Player.Build($PLAYER_CHAR)
- wait 50
- :GRLXXB_25816
- 0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_START_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
- 0812: AS_actor 6@ perform_animation "BJ_STAND_START_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
- 33@ = 2500
- wait 100
- fade 1 0
- gosub @GRLXXB_34106
- 03E5: show_text_box 'GFM_8'
- jump @GRLXXB_26804
- :GRLXXB_25955
- if and
- 0.8 > 30@
- 30@ >= 0.5
- else_jump @GRLXXB_25094
- 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 285 -1
- wait 250
- jump @GRLXXB_25094
- :GRLXXB_26027
- wait 0
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GRLXXB_27684
- if
- not Actor.Dead(6@)
- else_jump @GRLXXB_27684
- if
- not Actor.Animation(6@) == "SPANKING_ENDW"
- else_jump @GRLXXB_26484
- if
- 80E1: not player 0 pressed_key 15
- else_jump @GRLXXB_26397
- if and
- Actor.Animation($PLAYER_ACTOR) == "SPANKING_IDLEP"
- 00E1: player 0 pressed_key 17
- else_jump @GRLXXB_26233
- 0812: AS_actor 6@ perform_animation "SPANKINGW" IFP "SNM" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
- 0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKINGP" IFP "SNM" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
- wait 1000
- jump @GRLXXB_26027
- :GRLXXB_26233
- if
- Actor.Animation($PLAYER_ACTOR) == "SPANKINGP"
- else_jump @GRLXXB_26027
- 0613: 30@ = actor $PLAYER_ACTOR animation "SPANKINGP" time
- gosub @GRLXXB_26633
- if and
- 30@ >= 1.0
- 00E1: player 0 pressed_key 17
- else_jump @GRLXXB_26027
- 0812: AS_actor 6@ perform_animation "SPANKINGW" IFP "SNM" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
- 0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKINGP" IFP "SNM" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
- wait 1000
- jump @GRLXXB_26027
- :GRLXXB_26397
- 0812: AS_actor 6@ perform_animation "SPANKING_ENDW" IFP "SNM" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
- 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
- 33@ = 0
- :GRLXXB_26484
- if
- 33@ >= 5000
- else_jump @GRLXXB_26721
- fade 0 0
- 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 1.5 -1.0
- 10@ = Actor.Angle($PLAYER_ACTOR)
- 10@ += 180.0
- Actor.PutAt(6@, 7@, 8@, 9@)
- Actor.Angle(6@) = 10@
- 0812: AS_actor 6@ perform_animation "GETUP" IFP "PED" framedelta 6.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
- 0792: disembark_instantly_actor $PLAYER_ACTOR
- wait 250
- fade 1 0
- jump @GRLXXB_27684
- :GRLXXB_26633
- if and
- 30@ >= 0.5
- 0.8 > 30@
- else_jump @GRLXXB_26719
- 018C: play_sound 1190 at 26@ 31@ 3@
- wait 50
- 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 345 238
- jump @GRLXXB_26719
- :GRLXXB_26719
- return
- :GRLXXB_26721
- if and
- 33@ >= 1000
- 1250 > 33@
- else_jump @GRLXXB_26027
- 018C: play_sound 1190 at 26@ 31@ 3@
- wait 500
- 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 286 238
- jump @GRLXXB_26027
- :GRLXXB_26804
- wait 0
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GRLXXB_27684
- if
- not Actor.Dead(6@)
- else_jump @GRLXXB_27684
- if
- not Actor.Animation(6@) == "BJ_STAND_END_W"
- else_jump @GRLXXB_27326
- if
- 80E1: not player 0 pressed_key 15
- else_jump @GRLXXB_27117
- if
- Actor.Animation($PLAYER_ACTOR) == "BJ_STAND_START_P"
- else_jump @GRLXXB_27117
- 0613: 30@ = actor $PLAYER_ACTOR animation "BJ_STAND_START_P" time
- if
- 30@ >= 1.0
- else_jump @GRLXXB_26804
- 0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 20000 // versionB
- 0812: AS_actor 6@ perform_animation "BJ_STAND_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 20000 // versionB
- 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 285 240
- 33@ = 0
- 32@ = 0
- jump @GRLXXB_26804
- :GRLXXB_27117
- if and
- Actor.Animation($PLAYER_ACTOR) == "BJ_STAND_LOOP_P"
- 32@ > 2000
- else_jump @GRLXXB_27195
- 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 285 242
- 32@ = 0
- :GRLXXB_27195
- if or
- 00E1: player 0 pressed_key 15
- 33@ > 20000
- else_jump @GRLXXB_26804
- 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
- 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
- 33@ = 0
- jump @GRLXXB_26804
- :GRLXXB_27326
- 0613: 30@ = actor 6@ animation "BJ_STAND_END_W" time
- if
- 30@ >= 1.0
- else_jump @GRLXXB_26804
- fade 0 0
- 0638: AS_actor 6@ stay_put 1
- 0792: disembark_instantly_actor $PLAYER_ACTOR
- wait 250
- if
- 8500: not player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17
- else_jump @GRLXXB_27436
- 0794: restore_player_clothes
- wait 50
- Player.Build($PLAYER_CHAR)
- wait 50
- :GRLXXB_27436
- fade 1 0
- jump @GRLXXB_27684
- :GRLXXB_27449
- gosub @GRLXXB_34106
- 0619: enable_actor 6@ collision_detection 0
- Player.CanMove($PLAYER_CHAR) = False
- wait 0
- 0638: AS_actor 6@ stay_put 1
- wait 0
- 0639: AS_actor $PLAYER_ACTOR rotate_to_actor 6@
- wait 1000
- 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 -1.0
- 10@ = Actor.Angle($PLAYER_ACTOR)
- 10@ += 180.0
- 0638: AS_actor 6@ stay_put 0
- Actor.PutAt(6@, 7@, 8@, 9@)
- Actor.Angle(6@) = 10@
- 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
- 0812: AS_actor $PLAYER_ACTOR perform_animation "PLAYA_KISS_03" IFP "KISSING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 6000 // versionB
- wait 1000
- Player.CanMove($PLAYER_CHAR) = True
- jump @GRLXXB_27684
- :GRLXXB_27684
- if
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1@ 2@ 3@ radius 2.5 2.5 4.0
- else_jump @GRLXXB_27733
- jump @GRLXXB_25094
- :GRLXXB_27733
- 0087: 10@ = 4@ // (float)
- 10@ += 0.0
- 0619: enable_actor 6@ collision_detection 1
- 05D4: AS_actor 6@ rotate_angle 10@
- 04EF: release_animation "KISSING"
- 04EF: release_animation "SEX"
- 04EF: release_animation "BLOWJOBZ"
- 04EF: release_animation "SNM"
- 03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
- 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 25@
- 0615: define_AS_pack_begin 23@
- 05D3: AS_actor -1 goto_point 14@ 15@ 16@ mode 6 time 3500 ms // versionA
- 0605: actor -1 perform_animation "WASH_UP" IFP "INT_HOUSE" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 2000
- 05D3: AS_actor -1 goto_point 11@ 12@ 13@ mode 6 time 3500 ms // versionA
- 0605: actor -1 perform_animation "WASH_UP" IFP "INT_HOUSE" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 1500
- 05D3: AS_actor -1 goto_point 14@ 15@ 16@ mode 6 time 3500 ms // versionA
- 0605: actor -1 perform_animation "WASH_UP" IFP "INT_HOUSE" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- 0616: define_AS_pack_end 23@
- 0618: assign_actor 6@ to_AS_pack 23@
- 061B: remove_references_to_AS_pack 23@
- $ONMISSION = 0
- jump @GRLXXB_24704
- :GRLXXB_28028
- wait 50
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GRLXXB_33730
- if and
- 09E7: player $PLAYER_CHAR not_frozen
- $ONMISSION == 0
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1@ 2@ 3@ radius 20.0 20.0 3.0
- else_jump @GRLXXB_33730
- if
- not Actor.Dead(6@)
- else_jump @GRLXXB_28028
- if
- 00FE: actor 6@ sphere 0 in_sphere 1@ 2@ 3@ radius 20.0 20.0 2.0
- else_jump @GRLXXB_33730
- if
- 17@ == 0
- else_jump @GRLXXB_28375
- if
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1@ 2@ 3@ radius 2.5 2.5 3.0
- else_jump @GRLXXB_28272
- 0619: enable_actor 6@ collision_detection 1
- 0639: AS_actor 6@ rotate_to_actor $PLAYER_ACTOR
- 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 298 240
- jump @GRLXXB_28447
- :GRLXXB_28272
- if and
- 82D8: not actor $PLAYER_ACTOR current_weapon == 0
- 82D8: not actor $PLAYER_ACTOR current_weapon == 43
- 00E1: player 0 pressed_key 17
- else_jump @GRLXXB_28028
- 17@ = 1
- 0619: enable_actor 6@ collision_detection 1
- 094E: set_actor 6@ mute_pain_audio 1
- 05DD: AS_actor 6@ flee_from_actor $PLAYER_ACTOR from_origin_radius 2.0 timelimit 3000
- 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 67 -1
- jump @GRLXXB_28028
- :GRLXXB_28375
- if and
- 17@ == 1
- 051A: actor 6@ damaged_by_actor $PLAYER_ACTOR
- else_jump @GRLXXB_28028
- 17@ = 2
- 33@ = 0
- 061B: remove_references_to_AS_pack 23@
- 04EF: release_animation "INT_HOUSE"
- $ONMISSION = 0
- jump @GRLXXB_34123
- :GRLXXB_28447
- $ONMISSION = 1
- 20@ = 0
- gosub @GRLXXB_33930
- 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
- 0470: 25@ = actor $PLAYER_ACTOR current_weapon
- 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
- :GRLXXB_28490
- wait 0
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GRLXXB_32573
- if
- not Actor.Dead(6@)
- else_jump @GRLXXB_32573
- if
- Actor.Animation($PLAYER_ACTOR) == "PLAYA_KISS_03"
- else_jump @GRLXXB_28632
- 0613: 30@ = actor $PLAYER_ACTOR animation "PLAYA_KISS_03" time
- if
- 30@ >= 0.8
- else_jump @GRLXXB_28700
- if
- 88FE: not text_box_displayed
- else_jump @GRLXXB_28772
- 03E5: show_text_box 'GFM_1'
- jump @GRLXXB_28490
- :GRLXXB_28632
- wait 1000
- if and
- 80E1: not player 0 pressed_key 17
- 00F3: actor $PLAYER_ACTOR near_actor 6@ radius 1.2 1.2 sphere 0 on_foot
- else_jump @GRLXXB_32573
- if or
- 0AB0: key_pressed 9
- 0AB0: key_pressed 8
- else_jump @GRLXXB_32063
- jump @GRLXXB_28798
- :GRLXXB_28700
- if and
- 0.8 > 30@
- 30@ >= 0.5
- else_jump @GRLXXB_28772
- 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 285 -1
- wait 250
- jump @GRLXXB_28772
- :GRLXXB_28772
- if or
- 0AB0: key_pressed 9
- 0AB0: key_pressed 8
- else_jump @GRLXXB_28490
- jump @GRLXXB_28798
- :GRLXXB_28798
- Player.CanMove($PLAYER_CHAR) = False
- 015D: set_gamespeed 1.0
- 08D4: 15@ = create_panel_with_title 'GFX_9' position 400.0 150.0 width 200.0 columns 1 interactive 1 background 1 alignment 0
- 08D6: set_panel 15@ column 0 alignment 1
- 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'
- 090E: set_panel 15@ active_row 0
- wait 1000
- :GRLXXB_28994
- wait 0
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GRLXXB_29163
- if
- $ONMISSION == 1
- else_jump @GRLXXB_29142
- if or
- 00E1: player 0 pressed_key 15
- Actor.Driving($PLAYER_ACTOR)
- else_jump @GRLXXB_29084
- 015D: set_gamespeed 1.0
- gosub @GRLXXB_29220
- Camera.SetBehindPlayer
- Camera.Restore_WithJumpCut
- wait 1000
- jump @GRLXXB_32573
- :GRLXXB_29084
- if
- 00E1: player 0 pressed_key 16
- else_jump @GRLXXB_28994
- 015D: set_gamespeed 1.0
- 08D7: 8@ = panel 15@ active_row
- 8@ += 1
- gosub @GRLXXB_29261
- wait 250
- jump @GRLXXB_29287
- :GRLXXB_29142
- 015D: set_gamespeed 1.0
- gosub @GRLXXB_29220
- jump @GRLXXB_32573
- :GRLXXB_29163
- 015D: set_gamespeed 1.0
- 08DA: remove_panel 15@
- 0826: enable_hud 1
- 0581: enable_radar 1
- Camera.SetBehindPlayer
- Camera.Restore_WithJumpCut
- 03F0: enable_text_draw 0
- Player.CanMove($PLAYER_CHAR) = True
- if
- 08FE: text_box_displayed
- else_jump @GRLXXB_32622
- 03E6: remove_text_box
- jump @GRLXXB_32622
- :GRLXXB_29220
- 08DA: remove_panel 15@
- if
- 08FE: text_box_displayed
- else_jump @GRLXXB_29240
- 03E6: remove_text_box
- :GRLXXB_29240
- 03F0: enable_text_draw 0
- 0826: enable_hud 1
- 0581: enable_radar 1
- Player.CanMove($PLAYER_CHAR) = True
- return
- :GRLXXB_29261
- 08DA: remove_panel 15@
- if
- 08FE: text_box_displayed
- else_jump @GRLXXB_29281
- 03E6: remove_text_box
- :GRLXXB_29281
- 03F0: enable_text_draw 0
- return
- :GRLXXB_29287
- 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
- 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
- :GRLXXB_29415
- jump @GRLXXB_32573
- :GRLXXB_29422
- 24@ = 10
- 27@ = 6
- 22@ = 8
- 19@ = 0
- 18@ = 0
- 17@ = 0
- 1@ = 2495.3
- 2@ = -1702.5
- 3@ = 1018.15
- 4@ = 270.0
- 0087: 10@ = 4@ // (float)
- 10@ += 160.0
- 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
- Player.CanMove($PLAYER_CHAR) = False
- 0470: 25@ = actor $PLAYER_ACTOR current_weapon
- 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
- fade 0 0
- wait 500
- 0687: clear_actor 6@ task
- 04EB: AS_actor 6@ crouch 0
- 04EF: release_animation "KISSING"
- 04EF: release_animation "BLOWJOBZ"
- 04EF: release_animation "SNM"
- 04EF: release_animation "INT_HOUSE"
- gosub @GRLXXB_32917
- 0087: 7@ = 1@ // (float)
- 0087: 8@ = 2@ // (float)
- 0087: 9@ = 3@ // (float)
- 0087: 10@ = 4@ // (float)
- Actor.PutAt($PLAYER_ACTOR, 7@, 8@, 9@)
- Actor.Angle($PLAYER_ACTOR) = 10@
- 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 -0.9 0.0
- 0A92: create_custom_thread "GFXXX.cs" 6@ 24@ 27@ 7@ 8@ 9@ 10@
- :GRLXXB_29741
- wait 0
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GRLXXB_29741
- if and
- 09E7: player $PLAYER_CHAR not_frozen
- $ONMISSION == 0
- else_jump @GRLXXB_29741
- $ONMISSION = 1
- 0619: enable_actor $PLAYER_ACTOR collision_detection 0
- 0087: 7@ = 1@ // (float)
- 0087: 8@ = 2@ // (float)
- 0087: 9@ = 3@ // (float)
- 0087: 10@ = 4@ // (float)
- Actor.PutAt($PLAYER_ACTOR, 7@, 8@, 9@)
- Actor.Angle($PLAYER_ACTOR) = 10@
- 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 -0.5 -1.1
- 0619: enable_actor $PLAYER_ACTOR collision_detection 0
- Actor.PutAt($PLAYER_ACTOR, 7@, 8@, 9@)
- Actor.Angle($PLAYER_ACTOR) = 10@
- 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 -1.0
- 10@ = Actor.Angle($PLAYER_ACTOR)
- 10@ += 180.0
- Actor.PutAt(6@, 7@, 8@, 9@)
- Actor.Angle(6@) = 10@
- jump @GRLXXB_21565
- :GRLXXB_29986
- fade 0 0
- Actor.PutAt($PLAYER_ACTOR, 26@, 31@, 3@)
- 0087: 10@ = 4@ // (float)
- 10@ += 90.0
- Actor.Angle($PLAYER_ACTOR) = 10@
- 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.45 -1.0
- 10@ = Actor.Angle($PLAYER_ACTOR)
- 9@ -= 0.65
- Actor.PutAt(6@, 7@, 8@, 9@)
- Actor.Angle(6@) = 10@
- 0812: AS_actor 6@ perform_animation "SPANKING_IDLEW" IFP "SNM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
- 0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKING_IDLEP" IFP "SNM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
- 33@ = 2500
- wait 100
- fade 1 0
- gosub @GRLXXB_34106
- 03E5: show_text_box 'GFM_3'
- Player.CanMove($PLAYER_CHAR) = True
- jump @GRLXXB_30641
- :GRLXXB_30233
- fade 0 0
- Actor.PutAt($PLAYER_ACTOR, 26@, 31@, 3@)
- 0087: 10@ = 4@ // (float)
- 10@ += 90.0
- Actor.Angle($PLAYER_ACTOR) = 10@
- 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 -1.0
- 10@ = Actor.Angle($PLAYER_ACTOR)
- 10@ += 180.0
- 9@ -= 0.75
- Actor.PutAt(6@, 7@, 8@, 9@)
- Actor.Angle(6@) = 10@
- if
- 8500: not player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17
- else_jump @GRLXXB_30495
- 0793: save_player_clothes
- wait 50
- 0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 16
- 0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17
- Player.SetClothes($PLAYER_CHAR, "player_torso", "torso", Torso)
- Player.SetClothes($PLAYER_CHAR, "player_legs", "legs", Legs)
- Player.SetClothes($PLAYER_CHAR, "foot", "feet", Shoes)
- Player.Build($PLAYER_CHAR)
- wait 50
- :GRLXXB_30495
- 0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_START_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
- 0812: AS_actor 6@ perform_animation "BJ_STAND_START_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
- 33@ = 2500
- wait 100
- fade 1 0
- gosub @GRLXXB_34106
- 03E5: show_text_box 'GFM_8'
- Player.CanMove($PLAYER_CHAR) = True
- jump @GRLXXB_31418
- :GRLXXB_30641
- wait 0
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GRLXXB_32573
- if
- not Actor.Dead(6@)
- else_jump @GRLXXB_32573
- if
- not Actor.Animation(6@) == "SPANKING_ENDW"
- else_jump @GRLXXB_31098
- if
- 80E1: not player 0 pressed_key 15
- else_jump @GRLXXB_31011
- if and
- Actor.Animation($PLAYER_ACTOR) == "SPANKING_IDLEP"
- 00E1: player 0 pressed_key 17
- else_jump @GRLXXB_30847
- 0812: AS_actor 6@ perform_animation "SPANKINGW" IFP "SNM" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
- 0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKINGP" IFP "SNM" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
- wait 1000
- jump @GRLXXB_30641
- :GRLXXB_30847
- if
- Actor.Animation($PLAYER_ACTOR) == "SPANKINGP"
- else_jump @GRLXXB_30641
- 0613: 30@ = actor $PLAYER_ACTOR animation "SPANKINGP" time
- gosub @GRLXXB_31247
- if and
- 30@ >= 1.0
- 00E1: player 0 pressed_key 17
- else_jump @GRLXXB_30641
- 0812: AS_actor 6@ perform_animation "SPANKINGW" IFP "SNM" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
- 0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKINGP" IFP "SNM" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
- wait 1000
- jump @GRLXXB_30641
- :GRLXXB_31011
- 0812: AS_actor 6@ perform_animation "SPANKING_ENDW" IFP "SNM" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
- 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
- 33@ = 0
- :GRLXXB_31098
- if
- 33@ >= 5000
- else_jump @GRLXXB_31335
- fade 0 0
- 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 1.2 -1.0
- 10@ = Actor.Angle($PLAYER_ACTOR)
- 10@ += 180.0
- Actor.PutAt(6@, 7@, 8@, 9@)
- Actor.Angle(6@) = 10@
- 0812: AS_actor 6@ perform_animation "GETUP" IFP "PED" framedelta 6.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
- 0792: disembark_instantly_actor $PLAYER_ACTOR
- wait 250
- fade 1 0
- jump @GRLXXB_32573
- :GRLXXB_31247
- if and
- 30@ >= 0.5
- 0.8 > 30@
- else_jump @GRLXXB_31333
- 018C: play_sound 1190 at 26@ 31@ 3@
- wait 50
- 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 345 238
- jump @GRLXXB_31333
- :GRLXXB_31333
- return
- :GRLXXB_31335
- if and
- 33@ >= 1000
- 1250 > 33@
- else_jump @GRLXXB_30641
- 018C: play_sound 1190 at 26@ 31@ 3@
- wait 500
- 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 286 238
- jump @GRLXXB_30641
- :GRLXXB_31418
- wait 0
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GRLXXB_32573
- if
- not Actor.Dead(6@)
- else_jump @GRLXXB_32573
- if
- not Actor.Animation(6@) == "BJ_STAND_END_W"
- else_jump @GRLXXB_31940
- if
- 80E1: not player 0 pressed_key 15
- else_jump @GRLXXB_31731
- if
- Actor.Animation($PLAYER_ACTOR) == "BJ_STAND_START_P"
- else_jump @GRLXXB_31731
- 0613: 30@ = actor $PLAYER_ACTOR animation "BJ_STAND_START_P" time
- if
- 30@ >= 1.0
- else_jump @GRLXXB_31418
- 0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 20000 // versionB
- 0812: AS_actor 6@ perform_animation "BJ_STAND_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 20000 // versionB
- 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 285 240
- 33@ = 0
- 32@ = 0
- jump @GRLXXB_31418
- :GRLXXB_31731
- if and
- Actor.Animation($PLAYER_ACTOR) == "BJ_STAND_LOOP_P"
- 32@ > 2000
- else_jump @GRLXXB_31809
- 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 285 242
- 32@ = 0
- :GRLXXB_31809
- if or
- 00E1: player 0 pressed_key 15
- 33@ > 20000
- else_jump @GRLXXB_31418
- 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
- 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
- 33@ = 0
- jump @GRLXXB_31418
- :GRLXXB_31940
- 0613: 30@ = actor 6@ animation "BJ_STAND_END_W" time
- if
- 30@ >= 1.0
- else_jump @GRLXXB_31418
- fade 0 0
- 0638: AS_actor 6@ stay_put 1
- 0792: disembark_instantly_actor $PLAYER_ACTOR
- wait 250
- if
- 8500: not player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17
- else_jump @GRLXXB_32050
- 0794: restore_player_clothes
- wait 50
- Player.Build($PLAYER_CHAR)
- wait 50
- :GRLXXB_32050
- fade 1 0
- jump @GRLXXB_32573
- :GRLXXB_32063
- gosub @GRLXXB_34106
- 0619: enable_actor 6@ collision_detection 0
- Player.CanMove($PLAYER_CHAR) = False
- wait 0
- 0638: AS_actor 6@ stay_put 1
- wait 0
- 0639: AS_actor $PLAYER_ACTOR rotate_to_actor 6@
- if or
- 0AB0: key_pressed 9
- 0AB0: key_pressed 8
- else_jump @GRLXXB_32140
- Player.CanMove($PLAYER_CHAR) = True
- jump @GRLXXB_28798
- :GRLXXB_32140
- wait 1000
- if or
- 0AB0: key_pressed 9
- 0AB0: key_pressed 8
- else_jump @GRLXXB_32178
- Player.CanMove($PLAYER_CHAR) = True
- jump @GRLXXB_28798
- :GRLXXB_32178
- 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 1.05 -1.0
- 10@ = Actor.Angle($PLAYER_ACTOR)
- 10@ += 180.0
- 0638: AS_actor 6@ stay_put 0
- Actor.PutAt(6@, 7@, 8@, 9@)
- Actor.Angle(6@) = 10@
- 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
- 0812: AS_actor $PLAYER_ACTOR perform_animation "PLAYA_KISS_03" IFP "KISSING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 6000 // versionB
- if or
- 0AB0: key_pressed 9
- 0AB0: key_pressed 8
- else_jump @GRLXXB_32378
- Player.CanMove($PLAYER_CHAR) = True
- jump @GRLXXB_28798
- :GRLXXB_32378
- wait 1000
- Player.CanMove($PLAYER_CHAR) = True
- jump @GRLXXB_32573
- :GRLXXB_32397
- gosub @GRLXXB_34106
- 04EF: release_animation "KISSING"
- 04EF: release_animation "SEX"
- 04EF: release_animation "BLOWJOBZ"
- 04EF: release_animation "SNM"
- 04EF: release_animation "INT_HOUSE"
- Player.CanMove($PLAYER_CHAR) = True
- 0619: enable_actor 6@ collision_detection 1
- 0615: define_AS_pack_begin 23@
- 05D6: clear_scmpath
- 05D7: add_point_to_scmpath 2496.056 -1707.165 1014.742
- 05D7: add_point_to_scmpath 2495.761 -1702.747 1014.742
- 05D7: add_point_to_scmpath 2494.351 -1702.837 1014.742
- 05D8: AS_assign_scmpath to_actor -1 flags 7 3
- 0616: define_AS_pack_end 23@
- 0618: assign_actor 6@ to_AS_pack 23@
- 061B: remove_references_to_AS_pack 23@
- 20@ = 0
- $ONMISSION = 0
- jump @GRLXXB_33014
- :GRLXXB_32573
- if
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1@ 2@ 3@ radius 2.5 2.5 4.0
- else_jump @GRLXXB_32622
- jump @GRLXXB_28490
- :GRLXXB_32622
- 0087: 10@ = 4@ // (float)
- 10@ += 0.0
- 0619: enable_actor 6@ collision_detection 1
- 05D4: AS_actor 6@ rotate_angle 10@
- 04EF: release_animation "KISSING"
- 04EF: release_animation "SEX"
- 04EF: release_animation "BLOWJOBZ"
- 04EF: release_animation "SNM"
- 03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
- 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 25@
- 0615: define_AS_pack_begin 23@
- 05D3: AS_actor -1 goto_point 14@ 19@ 16@ mode 6 time 3500 ms // versionA
- 0605: actor -1 perform_animation "WASH_UP" IFP "INT_HOUSE" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 2000
- 05D3: AS_actor -1 goto_point 11@ 12@ 13@ mode 6 time 3500 ms // versionA
- 0605: actor -1 perform_animation "WASH_UP" IFP "INT_HOUSE" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 1500
- 05D3: AS_actor -1 goto_point 14@ 19@ 16@ mode 6 time 3500 ms // versionA
- 0605: actor -1 perform_animation "WASH_UP" IFP "INT_HOUSE" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- 0616: define_AS_pack_end 23@
- 0618: assign_actor 6@ to_AS_pack 23@
- 061B: remove_references_to_AS_pack 23@
- $ONMISSION = 0
- jump @GRLXXB_28028
- :GRLXXB_32917
- wait 0
- if and
- 04EE: animation "FOOD" loaded
- 04EE: animation "SEX" loaded
- 04EE: animation "CRACK" loaded
- 04EE: animation "BEACH" loaded
- else_jump @GRLXXB_32972
- jump @GRLXXB_33012
- :GRLXXB_32972
- 04ED: load_animation "FOOD"
- 04ED: load_animation "SEX"
- 04ED: load_animation "CRACK"
- 04ED: load_animation "BEACH"
- jump @GRLXXB_32917
- :GRLXXB_33012
- return
- :GRLXXB_33014
- wait 50
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GRLXXB_33698
- if and
- 09E7: player $PLAYER_CHAR not_frozen
- $ONMISSION == 0
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1@ 2@ 3@ radius 20.0 20.0 3.0
- else_jump @GRLXXB_33698
- if
- not Actor.Dead(6@)
- else_jump @GRLXXB_33014
- if
- 00FE: actor 6@ sphere 0 in_sphere 1@ 2@ 3@ radius 20.0 20.0 2.0
- else_jump @GRLXXB_33698
- if
- 17@ == 0
- else_jump @GRLXXB_33612
- if
- 20@ == 0
- else_jump @GRLXXB_33509
- if
- 00FE: actor 6@ sphere 0 in_sphere 2494.351 -1702.837 1014.74 radius 0.2 0.2 0.5
- else_jump @GRLXXB_33509
- 0687: clear_actor 6@ task
- 04EB: AS_actor 6@ crouch 0
- Actor.Angle(6@) = 95.1
- wait 50
- 05BC: AS_actor 6@ jump 1
- wait 1000
- 05D4: AS_actor 6@ rotate_angle 277.0
- gosub @GRLXXB_34035
- wait 1000
- 0615: define_AS_pack_begin 23@
- 0605: actor -1 perform_animation "STR_B2C" IFP "STRIP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
- 0605: actor -1 perform_animation "STR_LOOP_C" IFP "STRIP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
- 0605: actor -1 perform_animation "STR_C2" IFP "STRIP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
- 0605: actor -1 perform_animation "STR_LOOP_C" IFP "STRIP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
- 0605: actor -1 perform_animation "STR_C2B" IFP "STRIP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
- 0643: set_AS_pack 23@ loop 1
- 0616: define_AS_pack_end 23@
- 0618: assign_actor 6@ to_AS_pack 23@
- 20@ = 1
- jump @GRLXXB_33691
- :GRLXXB_33509
- if and
- 82D8: not actor $PLAYER_ACTOR current_weapon == 0
- 82D8: not actor $PLAYER_ACTOR current_weapon == 43
- 00E1: player 0 pressed_key 17
- else_jump @GRLXXB_33014
- 17@ = 1
- 0619: enable_actor 6@ collision_detection 1
- 094E: set_actor 6@ mute_pain_audio 1
- 05DD: AS_actor 6@ flee_from_actor $PLAYER_ACTOR from_origin_radius 2.0 timelimit 3000
- 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 67 -1
- jump @GRLXXB_33014
- :GRLXXB_33612
- if and
- 17@ == 1
- 051A: actor 6@ damaged_by_actor $PLAYER_ACTOR
- else_jump @GRLXXB_33014
- 17@ = 2
- 33@ = 0
- 061B: remove_references_to_AS_pack 23@
- $ONMISSION = 0
- 04EF: release_animation "STRIP"
- 04EF: release_animation "DANCING"
- jump @GRLXXB_34123
- :GRLXXB_33691
- jump @GRLXXB_33014
- :GRLXXB_33698
- 061B: remove_references_to_AS_pack 23@
- $ONMISSION = 0
- 04EF: release_animation "STRIP"
- 04EF: release_animation "DANCING"
- :GRLXXB_33730
- 04EF: release_animation "INT_HOUSE"
- Actor.DestroyInstantly(6@)
- Actor.DestroyInstantly(28@)
- 17@ = 0
- jump @GFXXX_62
- :GRLXXB_33767
- wait 0
- if
- 04EE: animation "SEX" loaded
- else_jump @GRLXXB_33791
- return
- :GRLXXB_33791
- 04ED: load_animation "SEX"
- jump @GRLXXB_33767
- :GRLXXB_33805
- wait 0
- if
- 04EE: animation "KISSING" loaded
- else_jump @GRLXXB_33833
- return
- :GRLXXB_33833
- 04ED: load_animation "KISSING"
- jump @GRLXXB_33805
- :GRLXXB_33851
- wait 0
- if and
- 04EE: animation "SEX" loaded
- 04EE: animation "FOOD" loaded
- 04EE: animation "CRACK" loaded
- else_jump @GRLXXB_33897
- jump @GRLXXB_33928
- :GRLXXB_33897
- 04ED: load_animation "FOOD"
- 04ED: load_animation "SEX"
- 04ED: load_animation "CRACK"
- jump @GRLXXB_33851
- :GRLXXB_33928
- return
- :GRLXXB_33930
- wait 0
- if and
- 04EE: animation "BLOWJOBZ" loaded
- 04EE: animation "SEX" loaded
- 04EE: animation "KISSING" loaded
- 04EE: animation "SNM" loaded
- else_jump @GRLXXB_33989
- jump @GRLXXB_34033
- :GRLXXB_33989
- 04ED: load_animation "BLOWJOBZ"
- 04ED: load_animation "KISSING"
- 04ED: load_animation "SEX"
- 04ED: load_animation "SNM"
- jump @GRLXXB_33930
- :GRLXXB_34033
- return
- :GRLXXB_34035
- wait 0
- if and
- 04EE: animation "STRIP" loaded
- 04EE: animation "DANCING" loaded
- else_jump @GRLXXB_34077
- jump @GRLXXB_34104
- :GRLXXB_34077
- 04ED: load_animation "DANCING"
- 04ED: load_animation "STRIP"
- jump @GRLXXB_34035
- :GRLXXB_34104
- return
- :GRLXXB_34106
- if
- 08FE: text_box_displayed
- else_jump @GRLXXB_34121
- 03E6: remove_text_box
- :GRLXXB_34121
- return
- :GRLXXB_34123
- 04ED: load_animation "FIGHT_C"
- :GRLXXB_34134
- wait 0
- if
- 04EE: animation "FIGHT_C" loaded
- else_jump @GRLXXB_34167
- jump @GRLXXB_34185
- :GRLXXB_34167
- 04ED: load_animation "FIGHT_C"
- jump @GRLXXB_34134
- :GRLXXB_34185
- 0946: set_actor 6@ actions_uninterupted_by_weapon_fire 1
- 060B: set_actor 6@ decision_maker_to 32
- 04C4: store_coords_to 11@ 12@ 13@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
- 05D3: AS_actor 6@ goto_point 11@ 12@ 13@ mode 7 time 999999 ms // versionA
- 3@ = Object.Create(3065, 0.0, 300.0, 0.0)
- Object.RemoveFromMissionCleanupList(3@)
- :GRLXXB_34277
- wait 0
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GRLXXB_35240
- if
- not Actor.Dead(6@)
- else_jump @GRLXXB_35240
- if
- 00F2: actor $PLAYER_ACTOR near_actor 6@ radius 50.0 50.0 0
- else_jump @GRLXXB_35240
- if
- 00F2: actor $PLAYER_ACTOR near_actor 6@ radius 2.0 2.0 0
- else_jump @GRLXXB_34541
- gosub @GRLXXB_34865
- wait 50
- 0605: actor 6@ perform_animation "FIGHTC_2" IFP "FIGHT_C" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
- 0619: enable_actor 6@ collision_detection 0
- gosub @GRLXXB_35048
- wait 1000
- Object.Destroy(3@)
- 3@ = Object.Create(3065, 0.0, 300.0, 0.0)
- Object.RemoveFromMissionCleanupList(3@)
- 0619: enable_actor 6@ collision_detection 1
- 04C4: store_coords_to 11@ 12@ 13@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
- 05D3: AS_actor 6@ goto_point 11@ 12@ 13@ mode 7 time 999999 ms // versionA
- jump @GRLXXB_34277
- :GRLXXB_34541
- if
- 00F2: actor $PLAYER_ACTOR near_actor 6@ radius 3.0 3.0 0
- else_jump @GRLXXB_34743
- gosub @GRLXXB_34865
- wait 50
- 0605: actor 6@ perform_animation "FIGHTC_M" IFP "FIGHT_C" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
- wait 500
- 0619: enable_actor 6@ collision_detection 0
- gosub @GRLXXB_35048
- wait 500
- 0619: enable_actor 6@ collision_detection 1
- Object.Destroy(3@)
- 3@ = Object.Create(3065, 0.0, 300.0, 0.0)
- Object.RemoveFromMissionCleanupList(3@)
- 04C4: store_coords_to 11@ 12@ 13@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
- 05D3: AS_actor 6@ goto_point 11@ 12@ 13@ mode 7 time 999999 ms // versionA
- jump @GRLXXB_34277
- :GRLXXB_34743
- if
- 00FE: actor 6@ sphere 0 in_sphere 11@ 12@ 13@ radius 1.0 1.0 1.0
- else_jump @GRLXXB_34277
- 04C4: store_coords_to 11@ 12@ 13@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
- 05D3: AS_actor 6@ goto_point 11@ 12@ 13@ mode 7 time 999999 ms // versionA
- jump @GRLXXB_34277
- 04EF: release_animation "FIGHT_C"
- Model.Destroy(3065)
- jump @GRLXXB_33014
- :GRLXXB_34865
- 04C4: store_coords_to 5@ 1@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
- 04C4: store_coords_to 9@ 17@ 20@ from_actor 6@ with_offset 0.0 0.0 0.0
- 0087: 20@ = 9@ // (float)
- 0087: 30@ = 17@ // (float)
- 0063: 20@ -= 5@ // (float)
- 0063: 30@ -= 1@ // (float)
- 20@ *= -2.0
- 30@ *= -2.0
- 005B: 9@ += 20@ // (float)
- 005B: 17@ += 30@ // (float)
- 0063: 9@ -= 5@ // (float)
- 0063: 17@ -= 1@ // (float)
- 9@ *= 5.0
- 17@ *= 5.0
- 0604: get_Z_angle_for_point 9@ 17@ store_to 30@
- Actor.Angle(6@) = 30@
- return
- :GRLXXB_35048
- 04D9: object 3@ set_scripted_collision_check 1
- Object.CollisionDetection(3@) = True
- 0906: set_object 3@ mass_to 3000.0 // float
- 0908: set_object 3@ turn_mass_to 3000.0 // float
- 0750: set_object 3@ visibility 0
- 04C4: store_coords_to 11@ 12@ 13@ from_actor 6@ with_offset 0.0 0.0 0.3
- 27@ = 1
- Object.PutAt(3@, 11@, 12@, 13@)
- 2@ = Actor.Angle(6@)
- 0819: 18@ = actor 6@ distance_from_ground
- 4@ = 20.1
- 02F6: 5@ = sine 2@ // (float)
- 02F7: 1@ = cosine 2@ // (float)
- 006B: 5@ *= 4@ // (float)
- 006B: 1@ *= 4@ // (float)
- 5@ *= -1.0
- 18@ += 1.0
- Object.ToggleInMovingList(3@) = True
- Object.Throw(3@, 5@, 1@, 18@)
- return
- :GRLXXB_35240
- wait 50
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GRLXXB_35327
- if and
- 09E7: player $PLAYER_CHAR not_frozen
- $ONMISSION == 0
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2496.056 -1707.165 1014.742 radius 20.0 20.0 3.0
- else_jump @GRLXXB_35327
- jump @GRLXXB_35240
- :GRLXXB_35327
- Object.Destroy(3@)
- 04EF: release_animation "FIGHT_C"
- Model.Destroy(3065)
- Actor.DestroyInstantly(6@)
- Actor.DestroyInstantly(28@)
- 17@ = 0
- jump @GFXXX_62
- :GRLXXB_35372
- if
- 1@ == 5
- else_jump @AUDIOPL_468
- thread 'AUDIOPL'
- 8@ = 0
- 32@ = 0
- :AUDIOPL_25
- wait 0
- 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
- :AUDIOPL_92
- if
- 4@ == 0
- else_jump @AUDIOPL_123
- 040D: unload_wav 3@
- 03CF: load_wav 5@ as 3@
- :AUDIOPL_123
- if
- not Actor.Dead(0@)
- else_jump @AUDIOPL_153
- 094E: set_actor 0@ mute_pain_audio 1
- 0A09: set_actor 0@ muted 1 // versionB
- :AUDIOPL_153
- 32@ = 0
- 8@ += 1
- jump @AUDIOPL_421
- :AUDIOPL_174
- if
- 03D0: wav 3@ loaded
- else_jump @AUDIOPL_275
- if
- not Actor.Dead(0@)
- else_jump @AUDIOPL_256
- if
- 894D: not actor 0@ mutally_active
- else_jump @AUDIOPL_248
- if
- 2@ == 1
- else_jump @AUDIOPL_248
- 0949: link_wav 3@ to_actor 0@
- :AUDIOPL_248
- 0967: actor 0@ move_mouth 10000 ms
- :AUDIOPL_256
- 03D1: play_wav 3@
- 8@ += 1
- jump @AUDIOPL_301
- :AUDIOPL_275
- if
- 32@ > 5000
- else_jump @AUDIOPL_301
- 8@ += 1
- :AUDIOPL_301
- jump @AUDIOPL_421
- :AUDIOPL_308
- if
- 03D0: wav 3@ loaded
- else_jump @AUDIOPL_400
- if
- 03D2: wav 3@ ended
- else_jump @AUDIOPL_354
- 8@ += 1
- jump @AUDIOPL_393
- :AUDIOPL_354
- if
- 056D: actor 0@ defined
- else_jump @AUDIOPL_393
- if
- Actor.Dead(0@)
- else_jump @AUDIOPL_393
- 8@ += 1
- :AUDIOPL_393
- jump @AUDIOPL_407
- :AUDIOPL_400
- 8@ += 1
- :AUDIOPL_407
- jump @AUDIOPL_421
- :AUDIOPL_414
- jump @AUDIOPL_428
- :AUDIOPL_421
- jump @AUDIOPL_25
- :AUDIOPL_428
- if
- not Actor.Dead(0@)
- else_jump @AUDIOPL_461
- 094F: enable_actor 0@ pain_audio
- 0A09: set_actor 0@ muted 0 // versionB
- 0968: actor 0@ stop_mouth
- :AUDIOPL_461
- 040D: unload_wav 3@
- 0A93: end_custom_thread
- :AUDIOPL_468
- if
- 1@ == 6
- else_jump @GXBABES
- thread 'AUDIOA'
- 29@ = 0
- 32@ = 0
- :AUDIOA_25
- wait 0
- if or
- 5@ > 0
- 6@ > 0
- else_jump @AUDIOA_579
- 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
- :AUDIOA_117
- if
- 5@ > 0
- else_jump @AUDIOA_142
- 29@ = 3
- :AUDIOA_142
- jump @AUDIOA_572
- :AUDIOA_149
- 094F: enable_actor 0@ pain_audio
- jump @AUDIOA_572
- :AUDIOA_161
- 094E: set_actor 0@ mute_pain_audio 0
- jump @AUDIOA_572
- :AUDIOA_175
- if
- 894D: not actor 0@ mutally_active
- else_jump @AUDIOA_339
- if
- 5@ > 0
- else_jump @AUDIOA_279
- 09D5: play_sound_of_actor 0@ soundslot 5@ unknown_flags 1 1 1 as 12@ // extended 0947
- 5@ = -1
- if
- 6@ > 0
- else_jump @AUDIOA_265
- 29@ = 6
- jump @AUDIOA_272
- :AUDIOA_265
- 29@ = 0
- :AUDIOA_272
- jump @AUDIOA_339
- :AUDIOA_279
- if
- 5@ == -2
- else_jump @AUDIOA_318
- 5@ = -1
- 29@ = 6
- jump @AUDIOA_339
- :AUDIOA_318
- 5@ = -1
- 6@ = -1
- 29@ = 0
- :AUDIOA_339
- jump @AUDIOA_572
- :AUDIOA_346
- if and
- 894D: not actor $PLAYER_ACTOR mutally_active
- 894D: not actor 0@ mutally_active
- else_jump @AUDIOA_430
- if
- 6@ > 0
- else_jump @AUDIOA_423
- 09D5: play_sound_of_actor $PLAYER_ACTOR soundslot 6@ unknown_flags 1 1 1 as 12@ // extended 0947
- 6@ = -1
- 29@ = 0
- jump @AUDIOA_430
- :AUDIOA_423
- 29@ = 0
- :AUDIOA_430
- jump @AUDIOA_572
- :AUDIOA_437
- 094E: set_actor 0@ mute_pain_audio 0
- if
- 894D: not actor 0@ mutally_active
- else_jump @AUDIOA_523
- if
- 5@ > 0
- else_jump @AUDIOA_516
- 09D5: play_sound_of_actor 0@ soundslot 5@ unknown_flags 1 1 1 as 12@ // extended 0947
- 5@ = -1
- 29@ = 5
- jump @AUDIOA_523
- :AUDIOA_516
- 29@ = 0
- :AUDIOA_523
- jump @AUDIOA_572
- :AUDIOA_530
- if
- 894D: not actor 0@ mutally_active
- else_jump @AUDIOA_565
- 094F: enable_actor 0@ pain_audio
- 5@ = -1
- 29@ = 0
- :AUDIOA_565
- jump @AUDIOA_572
- :AUDIOA_572
- jump @AUDIOA_25
- :AUDIOA_579
- 0A93: end_custom_thread
- :GXBABES
- thread 'GXBabes'
- if and
- 1@ > 9
- 18 > 1@
- else_jump @GXBABES_15309
- 1@ -= 10
- 8@ = 0
- if
- 1@ > 0
- else_jump @GXBABES_82
- $GFSEX_Erregung = 10
- jump @GXBABES_89
- :GXBABES_82
- $GFSEX_Erregung = 5
- :GXBABES_89
- $GFSEX_POWER = 1
- 9@ = 0
- if
- 9@ > 0
- else_jump @GXBABES_145
- 24@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)
- :GXBABES_145
- gosub @GXBABES_7331
- gosub @GXBABES_8172
- :GXBABES_159
- wait 0
- if and
- not Actor.Dead($PLAYER_ACTOR)
- not Actor.Dead(24@)
- else_jump @GXBABES_212
- gosub @GXBABES_226
- gosub @GXBABES_442
- gosub @GXBABES_13971
- jump @GXBABES_219
- :GXBABES_212
- gosub @GXBABES_15193
- :GXBABES_219
- jump @GXBABES_159
- :GXBABES_226
- if
- 88B7: not test 9@ bit 1
- else_jump @GXBABES_440
- if
- 00E1: player 0 pressed_key 17
- else_jump @GXBABES_300
- if
- 88B7: not test 9@ bit 2
- else_jump @GXBABES_293
- gosub @GXBABES_9660
- 08BD: set 9@ bit 2
- :GXBABES_293
- jump @GXBABES_307
- :GXBABES_300
- 08C3: clear 9@ bit 2
- :GXBABES_307
- if
- 00E1: player 0 pressed_key 14
- else_jump @GXBABES_363
- if
- 88B7: not test 9@ bit 3
- else_jump @GXBABES_356
- gosub @GXBABES_10979
- 08BD: set 9@ bit 3
- :GXBABES_356
- jump @GXBABES_370
- :GXBABES_363
- 08C3: clear 9@ bit 3
- :GXBABES_370
- if
- 00E1: player 0 pressed_key 15
- else_jump @GXBABES_433
- if
- 88B7: not test 9@ bit 4
- else_jump @GXBABES_426
- 7@ = 2
- 8@ = 0
- 08BD: set 9@ bit 4
- :GXBABES_426
- jump @GXBABES_440
- :GXBABES_433
- 08C3: clear 9@ bit 4
- :GXBABES_440
- return
- :GXBABES_442
- 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
- 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
- :GXBABES_570
- gosub @GXBABES_712
- jump @GXBABES_710
- :GXBABES_584
- gosub @GXBABES_884
- jump @GXBABES_710
- :GXBABES_598
- gosub @GXBABES_1633
- jump @GXBABES_710
- :GXBABES_612
- gosub @GXBABES_1871
- jump @GXBABES_710
- :GXBABES_626
- gosub @GXBABES_2979
- jump @GXBABES_710
- :GXBABES_640
- gosub @GXBABES_3401
- jump @GXBABES_710
- :GXBABES_654
- gosub @GXBABES_3965
- jump @GXBABES_710
- :GXBABES_668
- gosub @GXBABES_5173
- jump @GXBABES_710
- :GXBABES_682
- gosub @GXBABES_5922
- jump @GXBABES_710
- :GXBABES_696
- gosub @GXBABES_6524
- jump @GXBABES_710
- :GXBABES_710
- return
- :GXBABES_712
- 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
- :GXBABES_775
- 08BD: set 9@ bit 1
- 8@ += 1
- jump @GXBABES_882
- :GXBABES_796
- if
- not fading
- else_jump @GXBABES_875
- Player.CanMove($PLAYER_CHAR) = False
- 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
- 06AB: set_actor 24@ all_weapons_hidden 1
- 0826: enable_hud 0
- 0581: enable_radar 0
- 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
- 02A3: enable_widescreen 1
- 03F4: set_all_cars_apply_damage_rules 0
- gosub @GXBABES_8307
- 0085: 7@ = 2@ // (int)
- 8@ = 0
- :GXBABES_875
- jump @GXBABES_882
- :GXBABES_882
- return
- :GXBABES_884
- 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
- :GXBABES_947
- 08BD: set 9@ bit 1
- 23@ = -1
- gosub @GXBABES_9660
- fade 1 1500
- 8@ += 1
- jump @GXBABES_1631
- :GXBABES_989
- if
- not fading
- else_jump @GXBABES_1105
- 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
- 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
- 8@ += 1
- :GXBABES_1105
- jump @GXBABES_1631
- :GXBABES_1112
- 0613: 16@ = actor $PLAYER_ACTOR animation "BJ_COUCH_START_P" time
- if and
- 16@ > 0.5
- 1.0 > 16@
- else_jump @GXBABES_1203
- if
- 08D0: should_skip_cutscene
- else_jump @GXBABES_1203
- fade 0 500
- 8@ = 5
- jump @GXBABES_1631
- :GXBABES_1203
- if
- 16@ == 1.0
- else_jump @GXBABES_1342
- 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
- 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
- 04AE: 30@ = 285 // = constant
- 33@ = 0
- 8@ += 1
- :GXBABES_1342
- jump @GXBABES_1631
- :GXBABES_1349
- if
- 08D0: should_skip_cutscene
- else_jump @GXBABES_1383
- fade 0 500
- 8@ = 5
- jump @GXBABES_1501
- :GXBABES_1383
- if
- 33@ > 6000
- else_jump @GXBABES_1501
- 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
- 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
- 8@ += 1
- :GXBABES_1501
- jump @GXBABES_1631
- :GXBABES_1508
- 062E: get_actor 24@ task 2066 status_store_to 20@ // ret 7 if not found
- if
- 04A4: 20@ == 7 // == constant
- else_jump @GXBABES_1551
- fade 0 500
- 8@ += 1
- :GXBABES_1551
- jump @GXBABES_1631
- :GXBABES_1558
- if
- not fading
- else_jump @GXBABES_1624
- if
- 1@ > 0
- else_jump @GXBABES_1610
- 7@ = 3
- 8@ = 0
- jump @GXBABES_1624
- :GXBABES_1610
- 7@ = 6
- 8@ = 0
- :GXBABES_1624
- jump @GXBABES_1631
- :GXBABES_1631
- return
- :GXBABES_1633
- 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
- :GXBABES_1696
- fade 0 1000
- 8@ += 1
- jump @GXBABES_1869
- :GXBABES_1717
- if
- not fading
- else_jump @GXBABES_1835
- gosub @GXBABES_9071
- if
- 08B7: test 9@ bit 13
- else_jump @GXBABES_1767
- 0151: remove_status_text $GFSEX_Erregung
- 08C3: clear 9@ bit 13
- :GXBABES_1767
- if
- 08B7: test 9@ bit 9
- else_jump @GXBABES_1797
- 0151: remove_status_text $GFSEX_POWER
- 08C3: clear 9@ bit 9
- :GXBABES_1797
- 03E6: remove_text_box
- 02A3: enable_widescreen 0
- Camera.SetBehindPlayer
- Camera.Restore_WithJumpCut
- Player.CanMove($PLAYER_CHAR) = True
- 03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
- 0619: enable_actor $PLAYER_ACTOR collision_detection 1
- 8@ += 1
- :GXBABES_1835
- jump @GXBABES_1869
- :GXBABES_1842
- if
- not fading
- else_jump @GXBABES_1862
- gosub @GXBABES_15193
- :GXBABES_1862
- jump @GXBABES_1869
- :GXBABES_1869
- return
- :GXBABES_1871
- 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
- :GXBABES_1934
- if
- not fading
- else_jump @GXBABES_2140
- 02A3: enable_widescreen 0
- 0792: disembark_instantly_actor $PLAYER_ACTOR
- gosub @GXBABES_9269
- Actor.PutAt($PLAYER_ACTOR, 10@, 12@, 14@)
- Actor.Angle($PLAYER_ACTOR) = 16@
- 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0
- 16@ = Actor.Angle($PLAYER_ACTOR)
- Actor.PutAt(24@, 10@, 12@, 14@)
- Actor.Angle(24@) = 16@
- 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
- 04F7: status_text $GFSEX_Erregung type 1 line 1 GXT 'GF_0017' // global_variable // Excitement:
- 04F7: status_text $GFSEX_POWER type 1 line 3 GXT 'GF_0040' // global_variable // Power:
- 08BD: set 9@ bit 9
- 08BD: set 9@ bit 13
- 23@ = 1
- gosub @GXBABES_9660
- fade 1 1000
- 08C3: clear 9@ bit 1
- 8@ += 1
- :GXBABES_2140
- jump @GXBABES_2977
- :GXBABES_2147
- 0812: AS_actor 24@ perform_animation "SPANKING_IDLEW" IFP "SNM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
- 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
- 08C3: clear 9@ bit 8
- gosub @GXBABES_13805
- if
- 0 >= $GFSEX_Erregung
- else_jump @GXBABES_2289
- 7@ = 4
- 8@ = 0
- jump @GXBABES_2977
- jump @GXBABES_2328
- :GXBABES_2289
- if
- $GFSEX_Erregung >= 100
- else_jump @GXBABES_2328
- 7@ = 5
- 8@ = 0
- jump @GXBABES_2977
- :GXBABES_2328
- 8@ += 1
- jump @GXBABES_2977
- :GXBABES_2342
- gosub @GXBABES_13805
- if
- $GFSEX_POWER >= 100
- else_jump @GXBABES_2374
- 8@ += 1
- :GXBABES_2374
- if
- 00E1: player 0 pressed_key 16
- else_jump @GXBABES_2460
- if and
- 88B7: not test 9@ bit 8
- not Actor.Animation($PLAYER_ACTOR) == "SPANKINGP"
- else_jump @GXBABES_2453
- 08BD: set 9@ bit 8
- gosub @GXBABES_13384
- 8@ = 4
- jump @GXBABES_2977
- :GXBABES_2453
- jump @GXBABES_2467
- :GXBABES_2460
- 08C3: clear 9@ bit 8
- :GXBABES_2467
- if
- 0 >= $GFSEX_Erregung
- else_jump @GXBABES_2513
- 7@ = 4
- 8@ = 0
- jump @GXBABES_2977
- jump @GXBABES_2552
- :GXBABES_2513
- if
- $GFSEX_Erregung == 100
- else_jump @GXBABES_2552
- 7@ = 5
- 8@ = 0
- jump @GXBABES_2977
- :GXBABES_2552
- jump @GXBABES_2977
- :GXBABES_2559
- gosub @GXBABES_13805
- if
- $GFSEX_POWER >= 97
- else_jump @GXBABES_2677
- if
- 00E1: player 0 pressed_key 16
- else_jump @GXBABES_2670
- if and
- 88B7: not test 9@ bit 8
- not Actor.Animation($PLAYER_ACTOR) == "SPANKINGP"
- else_jump @GXBABES_2663
- 08BD: set 9@ bit 8
- gosub @GXBABES_13384
- 8@ = 4
- jump @GXBABES_2977
- :GXBABES_2663
- jump @GXBABES_2677
- :GXBABES_2670
- 08C3: clear 9@ bit 8
- :GXBABES_2677
- if
- 0 >= $GFSEX_POWER
- else_jump @GXBABES_2709
- gosub @GXBABES_13092
- 8@ -= 1
- :GXBABES_2709
- if
- 0 >= $GFSEX_Erregung
- else_jump @GXBABES_2755
- 7@ = 4
- 8@ = 0
- jump @GXBABES_2977
- jump @GXBABES_2794
- :GXBABES_2755
- if
- $GFSEX_Erregung == 100
- else_jump @GXBABES_2794
- 7@ = 5
- 8@ = 0
- jump @GXBABES_2977
- :GXBABES_2794
- jump @GXBABES_2977
- :GXBABES_2801
- gosub @GXBABES_13805
- gosub @GXBABES_13425
- 0812: AS_actor 24@ perform_animation "SPANKINGW" IFP "SNM" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
- 0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKINGP" IFP "SNM" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
- 08C3: clear 9@ bit 5
- 8@ += 1
- jump @GXBABES_2977
- :GXBABES_2908
- gosub @GXBABES_13805
- gosub @GXBABES_13475
- if
- 08B7: test 9@ bit 5
- else_jump @GXBABES_2970
- 04AE: 31@ = 238 // = constant
- 09F1: play_audio_at_actor $PLAYER_ACTOR event 1190
- gosub @GXBABES_13671
- 8@ = 1
- :GXBABES_2970
- jump @GXBABES_2977
- :GXBABES_2977
- return
- :GXBABES_2979
- 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
- :GXBABES_3042
- if
- 08B7: test 9@ bit 13
- else_jump @GXBABES_3072
- 0151: remove_status_text $GFSEX_Erregung
- 08C3: clear 9@ bit 13
- :GXBABES_3072
- if
- 08B7: test 9@ bit 9
- else_jump @GXBABES_3102
- 0151: remove_status_text $GFSEX_POWER
- 08C3: clear 9@ bit 9
- :GXBABES_3102
- 03E6: remove_text_box
- fade 0 1000
- 8@ += 1
- jump @GXBABES_3399
- :GXBABES_3125
- if
- not fading
- else_jump @GXBABES_3323
- gosub @GXBABES_9269
- Actor.PutAt($PLAYER_ACTOR, 10@, 12@, 14@)
- Actor.Angle($PLAYER_ACTOR) = 16@
- 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0
- 16@ = Actor.Angle($PLAYER_ACTOR)
- Actor.PutAt(24@, 10@, 12@, 14@)
- Actor.Angle(24@) = 16@
- 0812: AS_actor 24@ perform_animation "SPANKEDW" IFP "SNM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 600000 // versionB
- 0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKEDP" IFP "SNM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 600000 // versionB
- fade 1 1000
- 33@ = 0
- 8@ += 1
- :GXBABES_3323
- jump @GXBABES_3399
- :GXBABES_3330
- if
- not fading
- else_jump @GXBABES_3392
- 04AE: 30@ = 291 // = constant
- 04AE: 31@ = 237 // = constant
- if
- 33@ > 7000
- else_jump @GXBABES_3392
- 7@ = 2
- 8@ = 0
- :GXBABES_3392
- jump @GXBABES_3399
- :GXBABES_3399
- return
- :GXBABES_3401
- 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
- :GXBABES_3464
- if
- 08B7: test 9@ bit 13
- else_jump @GXBABES_3494
- 0151: remove_status_text $GFSEX_Erregung
- 08C3: clear 9@ bit 13
- :GXBABES_3494
- if
- 08B7: test 9@ bit 9
- else_jump @GXBABES_3524
- 0151: remove_status_text $GFSEX_POWER
- 08C3: clear 9@ bit 9
- :GXBABES_3524
- 03E6: remove_text_box
- fade 0 1000
- 8@ += 1
- jump @GXBABES_3963
- :GXBABES_3547
- if
- not fading
- else_jump @GXBABES_3849
- gosub @GXBABES_9269
- 16@ += 180.0
- Actor.PutAt($PLAYER_ACTOR, 10@, 12@, 14@)
- Actor.Angle($PLAYER_ACTOR) = 16@
- 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0
- 16@ = Actor.Angle($PLAYER_ACTOR)
- Actor.PutAt(24@, 10@, 12@, 14@)
- Actor.Angle(24@) = 16@
- 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.707 3.136 -0.163
- 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.427 0.634 -0.5
- Camera.SetPosition(10@, 12@, 14@, 0.0, 0.0, 0.0)
- Camera.PointAt(11@, 13@, 15@, 2)
- 0812: AS_actor 24@ perform_animation "SPANKING_ENDW" IFP "SNM" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
- 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
- fade 1 1000
- 8@ += 1
- :GXBABES_3849
- jump @GXBABES_3963
- :GXBABES_3856
- if
- not fading
- else_jump @GXBABES_3891
- 04AE: 30@ = 289 // = constant
- 33@ = 0
- 8@ += 1
- :GXBABES_3891
- jump @GXBABES_3963
- :GXBABES_3898
- 0613: 16@ = actor $PLAYER_ACTOR animation "SPANKING_ENDP" time
- if
- 16@ == 1.0
- else_jump @GXBABES_3956
- 7@ = 2
- 8@ = 0
- :GXBABES_3956
- jump @GXBABES_3963
- :GXBABES_3963
- return
- :GXBABES_3965
- 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
- :GXBABES_4028
- if
- not fading
- else_jump @GXBABES_4210
- 02A3: enable_widescreen 0
- 0792: disembark_instantly_actor $PLAYER_ACTOR
- gosub @GXBABES_9269
- Actor.PutAt($PLAYER_ACTOR, 10@, 12@, 14@)
- Actor.Angle($PLAYER_ACTOR) = 16@
- 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 -1.0
- 16@ = Actor.Angle($PLAYER_ACTOR)
- 16@ += 180.0
- Actor.PutAt(24@, 10@, 12@, 14@)
- Actor.Angle(24@) = 16@
- 03C4: set_status_text $GFSEX_Erregung type 1 GXT 'dummy' // global_variable
- 08BD: set 9@ bit 13
- gosub @GXBABES_9660
- 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
- fade 1 500
- 08C3: clear 9@ bit 1
- 8@ += 1
- :GXBABES_4210
- jump @GXBABES_5171
- :GXBABES_4217
- 33@ = 0
- if
- 22@ == 0
- else_jump @GXBABES_4317
- 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
- 0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_1_P" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
- 8@ += 1
- :GXBABES_4317
- if
- 22@ == 1
- else_jump @GXBABES_4554
- if
- Actor.Animation($PLAYER_ACTOR) == "SEX_1TO2_P"
- else_jump @GXBABES_4479
- 0613: 16@ = actor $PLAYER_ACTOR animation "SEX_1TO2_P" time
- if
- 16@ >= 1.0
- else_jump @GXBABES_4472
- 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
- 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
- :GXBABES_4472
- jump @GXBABES_4547
- :GXBABES_4479
- 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
- 0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_2_P" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
- :GXBABES_4547
- 8@ += 1
- :GXBABES_4554
- if
- 22@ == 2
- else_jump @GXBABES_4791
- if
- Actor.Animation($PLAYER_ACTOR) == "SEX_2TO3_P"
- else_jump @GXBABES_4716
- 0613: 16@ = actor $PLAYER_ACTOR animation "SEX_2TO3_P" time
- if
- 16@ >= 1.0
- else_jump @GXBABES_4709
- 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
- 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
- :GXBABES_4709
- jump @GXBABES_4784
- :GXBABES_4716
- 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
- 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
- :GXBABES_4784
- 8@ += 1
- :GXBABES_4791
- jump @GXBABES_5171
- :GXBABES_4798
- gosub @GXBABES_11326
- gosub @GXBABES_12160
- if
- $GFSEX_Erregung == 100
- else_jump @GXBABES_4859
- 04AE: 30@ = 286 // = constant
- Player.CanMove($PLAYER_CHAR) = False
- 08BD: set 9@ bit 1
- 8@ += 1
- :GXBABES_4859
- if
- $GFSEX_Erregung == 0
- else_jump @GXBABES_4893
- 03E6: remove_text_box
- 7@ = 8
- 8@ = 0
- :GXBABES_4893
- jump @GXBABES_5171
- :GXBABES_4900
- if
- 22@ == 0
- else_jump @GXBABES_4925
- 8@ += 1
- :GXBABES_4925
- if
- 22@ == 1
- else_jump @GXBABES_4964
- gosub @GXBABES_9660
- 22@ = 0
- 8@ += 1
- :GXBABES_4964
- if
- 22@ == 2
- else_jump @GXBABES_5003
- gosub @GXBABES_9660
- 22@ = 0
- 8@ += 1
- :GXBABES_5003
- jump @GXBABES_5171
- :GXBABES_5010
- 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
- 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
- 04AE: 30@ = 289 // = constant
- 8@ += 1
- jump @GXBABES_5171
- :GXBABES_5108
- 0613: 16@ = actor $PLAYER_ACTOR animation "SEX_1_CUM_P" time
- if
- 16@ == 1.0
- else_jump @GXBABES_5164
- 7@ = 2
- 8@ = 0
- :GXBABES_5164
- jump @GXBABES_5171
- :GXBABES_5171
- return
- :GXBABES_5173
- 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
- :GXBABES_5236
- 08BD: set 9@ bit 1
- 23@ = -1
- gosub @GXBABES_9660
- fade 1 1500
- 8@ += 1
- jump @GXBABES_5920
- :GXBABES_5278
- if
- not fading
- else_jump @GXBABES_5394
- 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
- 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
- 8@ += 1
- :GXBABES_5394
- jump @GXBABES_5920
- :GXBABES_5401
- 0613: 16@ = actor $PLAYER_ACTOR animation "BJ_STAND_START_P" time
- if and
- 16@ > 0.5
- 1.0 > 16@
- else_jump @GXBABES_5492
- if
- 08D0: should_skip_cutscene
- else_jump @GXBABES_5492
- fade 0 500
- 8@ = 5
- jump @GXBABES_5920
- :GXBABES_5492
- if
- 16@ == 1.0
- else_jump @GXBABES_5631
- 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
- 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
- 04AE: 30@ = 285 // = constant
- 33@ = 0
- 8@ += 1
- :GXBABES_5631
- jump @GXBABES_5920
- :GXBABES_5638
- if
- 08D0: should_skip_cutscene
- else_jump @GXBABES_5672
- fade 0 500
- 8@ = 5
- jump @GXBABES_5790
- :GXBABES_5672
- if
- 33@ > 6000
- else_jump @GXBABES_5790
- 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
- 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
- 8@ += 1
- :GXBABES_5790
- jump @GXBABES_5920
- :GXBABES_5797
- 062E: get_actor 24@ task 2066 status_store_to 20@ // ret 7 if not found
- if
- 04A4: 20@ == 7 // == constant
- else_jump @GXBABES_5840
- fade 0 500
- 8@ += 1
- :GXBABES_5840
- jump @GXBABES_5920
- :GXBABES_5847
- if
- not fading
- else_jump @GXBABES_5913
- if
- 1@ > 0
- else_jump @GXBABES_5899
- 7@ = 3
- 8@ = 0
- jump @GXBABES_5913
- :GXBABES_5899
- 7@ = 6
- 8@ = 0
- :GXBABES_5913
- jump @GXBABES_5920
- :GXBABES_5920
- return
- :GXBABES_5922
- 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
- :GXBABES_5985
- if
- 22@ == 0
- else_jump @GXBABES_6103
- 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
- 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
- 04AE: 30@ = 288 // = constant
- 8@ += 1
- jump @GXBABES_6522
- :GXBABES_6103
- if
- 22@ == 1
- else_jump @GXBABES_6221
- 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
- 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
- 04AE: 30@ = 288 // = constant
- 8@ += 1
- jump @GXBABES_6522
- :GXBABES_6221
- if
- 22@ == 2
- else_jump @GXBABES_6339
- 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
- 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
- 04AE: 30@ = 288 // = constant
- 8@ += 1
- jump @GXBABES_6522
- :GXBABES_6339
- jump @GXBABES_6522
- :GXBABES_6346
- if
- 22@ == 0
- else_jump @GXBABES_6393
- 0613: 16@ = actor $PLAYER_ACTOR animation "SEX_1_FAIL_P" time
- jump @GXBABES_6480
- :GXBABES_6393
- if
- 22@ == 1
- else_jump @GXBABES_6440
- 0613: 16@ = actor $PLAYER_ACTOR animation "SEX_2_FAIL_P" time
- jump @GXBABES_6480
- :GXBABES_6440
- if
- 22@ == 2
- else_jump @GXBABES_6480
- 0613: 16@ = actor $PLAYER_ACTOR animation "SEX_3_FAIL_P" time
- :GXBABES_6480
- if
- 16@ == 1.0
- else_jump @GXBABES_6515
- 7@ = 2
- 8@ = 0
- :GXBABES_6515
- jump @GXBABES_6522
- :GXBABES_6522
- return
- :GXBABES_6524
- 0871: init_jump_table 8@ total_jumps 8 default_jump 0 @GXBABES_7329 jumps 0 @GXBABES_6652 1 @GXBABES_6687 2 @GXBABES_6960 3 @GXBABES_7002 4 @GXBABES_7064 5 @GXBABES_7165 6 @GXBABES_7227
- 0872: jump_table_jumps 7 @GXBABES_7289 -1 @GXBABES_7329 -1 @GXBABES_7329 -1 @GXBABES_7329 -1 @GXBABES_7329 -1 @GXBABES_7329 -1 @GXBABES_7329 -1 @GXBABES_7329 -1 @GXBABES_7329
- :GXBABES_6652
- Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
- fade 0 0
- 8@ += 1
- jump @GXBABES_7329
- :GXBABES_6687
- if
- not fading
- else_jump @GXBABES_6953
- if
- 044B: actor $PLAYER_ACTOR on_foot
- else_jump @GXBABES_6740
- Actor.PutAt($PLAYER_ACTOR, 3@, 4@, 5@)
- Actor.Angle($PLAYER_ACTOR) = 6@
- 01B7: release_weather
- :GXBABES_6740
- Camera.SetAtPos(3@, 4@, 5@)
- 04E4: refresh_game_renderer_at 3@ 4@
- 0337: set_actor $PLAYER_ACTOR visibility 0
- Player.CanMove($PLAYER_CHAR) = False
- 02A3: enable_widescreen 1
- 0826: enable_hud 0
- 0581: enable_radar 0
- 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
- 03F4: set_all_cars_apply_damage_rules 0
- gosub @GXBABES_14666
- Actor.PutAt(24@, 10@, 12@, 14@)
- 0619: enable_actor 24@ collision_detection 0
- 0337: set_actor 24@ visibility 0
- Camera.SetPosition(10@, 12@, 14@, 0.0, 0.0, 0.0)
- Camera.PointAt(11@, 13@, 15@, 2)
- 099C: jiggle_camera type 5 timelimit 5000.0 intensity 10.0
- 00BF: 20@ = current_time_hours, 25@ = current_time_minutes
- 25@ += 30
- if
- 25@ > 60
- else_jump @GXBABES_6931
- 25@ -= 60
- 20@ += 1
- :GXBABES_6931
- 00C0: set_current_time_hours_to 20@ minutes_to 25@
- fade 1 1000
- 8@ += 1
- :GXBABES_6953
- jump @GXBABES_7329
- :GXBABES_6960
- if
- not fading
- else_jump @GXBABES_6995
- 04AE: 30@ = 284 // = constant
- 33@ = 0
- 8@ += 1
- :GXBABES_6995
- jump @GXBABES_7329
- :GXBABES_7002
- if
- 33@ > 3000
- else_jump @GXBABES_7057
- 04AE: 30@ = 284 // = constant
- 33@ = 0
- 099C: jiggle_camera type 5 timelimit 3000.0 intensity 15.0
- 8@ += 1
- :GXBABES_7057
- jump @GXBABES_7329
- :GXBABES_7064
- if
- 33@ > 3000
- else_jump @GXBABES_7158
- 30@ = -2
- if
- 1@ > 0
- else_jump @GXBABES_7123
- 04AE: 31@ = 239 // = constant
- jump @GXBABES_7130
- :GXBABES_7123
- 04AE: 31@ = 117 // = constant
- :GXBABES_7130
- 099C: jiggle_camera type 5 timelimit 3000.0 intensity 20.0
- 33@ = 0
- 8@ += 1
- :GXBABES_7158
- jump @GXBABES_7329
- :GXBABES_7165
- if
- 33@ > 3000
- else_jump @GXBABES_7220
- 04AE: 30@ = 287 // = constant
- 099C: jiggle_camera type 5 timelimit 4000.0 intensity 30.0
- 33@ = 0
- 8@ += 1
- :GXBABES_7220
- jump @GXBABES_7329
- :GXBABES_7227
- if
- 33@ > 4000
- else_jump @GXBABES_7282
- 04AE: 30@ = 290 // = constant
- 099C: jiggle_camera type 5 timelimit 3000.0 intensity 5.0
- 33@ = 0
- 8@ += 1
- :GXBABES_7282
- jump @GXBABES_7329
- :GXBABES_7289
- if
- 33@ > 3000
- else_jump @GXBABES_7322
- 7@ = 2
- 8@ = 0
- :GXBABES_7322
- jump @GXBABES_7329
- :GXBABES_7329
- return
- :GXBABES_7331
- 0085: 24@ = 0@ // (int)
- jump @GXBABES_8064
- 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
- 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
- :GXBABES_7474
- 023C: load_special_actor 'Millie' as 1 // models 290-299
- :GXBABES_7487
- if
- 823D: not special_actor 1 loaded
- else_jump @GXBABES_7526
- wait 0
- 023C: load_special_actor 'Millie' as 1 // models 290-299
- jump @GXBABES_7487
- :GXBABES_7526
- jump @GXBABES_8064
- :GXBABES_7533
- 023C: load_special_actor 'Michll' as 1 // models 290-299
- :GXBABES_7546
- if
- 823D: not special_actor 1 loaded
- else_jump @GXBABES_7585
- wait 0
- 023C: load_special_actor 'Michll' as 1 // models 290-299
- jump @GXBABES_7546
- :GXBABES_7585
- jump @GXBABES_8064
- :GXBABES_7592
- 023C: load_special_actor 'Helena' as 1 // models 290-299
- :GXBABES_7605
- if
- 823D: not special_actor 1 loaded
- else_jump @GXBABES_7644
- wait 0
- 023C: load_special_actor 'Helena' as 1 // models 290-299
- jump @GXBABES_7605
- :GXBABES_7644
- jump @GXBABES_8064
- :GXBABES_7651
- 023C: load_special_actor 'Barbara' as 1 // models 290-299
- :GXBABES_7664
- if
- 823D: not special_actor 1 loaded
- else_jump @GXBABES_7703
- wait 0
- 023C: load_special_actor 'Barbara' as 1 // models 290-299
- jump @GXBABES_7664
- :GXBABES_7703
- jump @GXBABES_8064
- :GXBABES_7710
- 023C: load_special_actor 'Katie' as 1 // models 290-299
- :GXBABES_7723
- if
- 823D: not special_actor 1 loaded
- else_jump @GXBABES_7762
- wait 0
- 023C: load_special_actor 'Katie' as 1 // models 290-299
- jump @GXBABES_7723
- :GXBABES_7762
- jump @GXBABES_8064
- :GXBABES_7769
- 023C: load_special_actor 'Millie' as 1 // models 290-299
- :GXBABES_7782
- if
- 823D: not special_actor 1 loaded
- else_jump @GXBABES_7821
- wait 0
- 023C: load_special_actor 'Millie' as 1 // models 290-299
- jump @GXBABES_7782
- :GXBABES_7821
- jump @GXBABES_8064
- :GXBABES_7828
- 023C: load_special_actor 'Lara' as 1 // models 290-299
- :GXBABES_7841
- if
- 823D: not special_actor 1 loaded
- else_jump @GXBABES_7880
- wait 0
- 023C: load_special_actor 'Lara' as 1 // models 290-299
- jump @GXBABES_7841
- :GXBABES_7880
- jump @GXBABES_8064
- :GXBABES_7887
- 023C: load_special_actor 'Carmen' as 1 // models 290-299
- :GXBABES_7900
- if
- 823D: not special_actor 1 loaded
- else_jump @GXBABES_7939
- wait 0
- 023C: load_special_actor 'Carmen' as 1 // models 290-299
- jump @GXBABES_7900
- :GXBABES_7939
- jump @GXBABES_8064
- :GXBABES_7946
- 023C: load_special_actor 'Bettina' as 1 // models 290-299
- :GXBABES_7959
- if
- 823D: not special_actor 1 loaded
- else_jump @GXBABES_7998
- wait 0
- 023C: load_special_actor 'Bettina' as 1 // models 290-299
- jump @GXBABES_7959
- :GXBABES_7998
- jump @GXBABES_8064
- :GXBABES_8005
- 023C: load_special_actor 'Mary' as 1 // models 290-299
- :GXBABES_8018
- if
- 823D: not special_actor 1 loaded
- else_jump @GXBABES_8057
- wait 0
- 023C: load_special_actor 'Mary' as 1 // models 290-299
- jump @GXBABES_8018
- :GXBABES_8057
- jump @GXBABES_8064
- :GXBABES_8064
- Actor.SetImmunities(24@, 1, 1, 1, 1, 1)
- 0619: enable_actor 24@ collision_detection 0
- Model.Load(#GUNGRL3)
- :GXBABES_8091
- wait 0
- if
- Model.Available(#GUNGRL3)
- else_jump @GXBABES_8091
- 21@ = Actor.Create(CivFemale, #GUNGRL3, 0.0, 0.0, 0.0)
- Actor.SetImmunities(21@, 1, 1, 1, 1, 1)
- 0619: enable_actor 21@ collision_detection 0
- 0337: set_actor 21@ visibility 0
- Model.Destroy(#GUNGRL3)
- return
- :GXBABES_8172
- 04ED: load_animation "BLOWJOBZ"
- 04ED: load_animation "KISSING"
- 04ED: load_animation "SNM"
- :GXBABES_8202
- wait 0
- if and
- 04EE: animation "BLOWJOBZ" loaded
- 04EE: animation "SEX" loaded
- 04EE: animation "KISSING" loaded
- 04EE: animation "SNM" loaded
- else_jump @GXBABES_8263
- return
- jump @GXBABES_8307
- :GXBABES_8263
- 04ED: load_animation "BLOWJOBZ"
- 04ED: load_animation "KISSING"
- 04ED: load_animation "SEX"
- 04ED: load_animation "SNM"
- jump @GXBABES_8202
- :GXBABES_8307
- 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -0.95
- 16@ = Actor.Angle($PLAYER_ACTOR)
- 077E: get_active_interior_to 29@
- jump @GXBABES_8743
- 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
- :GXBABES_8419
- 10@ = 245.6252
- 12@ = 304.1411
- 14@ = 998.32
- 16@ = 0.0
- 29@ = 1
- jump @GXBABES_8743
- :GXBABES_8473
- 10@ = 306.1999
- 12@ = 305.1225
- 14@ = 1002.297
- 16@ = 90.0
- 29@ = 4
- jump @GXBABES_8743
- :GXBABES_8527
- 10@ = 288.7753
- 12@ = 308.4772
- 14@ = 998.1641
- 16@ = 213.8029
- 29@ = 3
- jump @GXBABES_8743
- :GXBABES_8581
- 10@ = 324.6405
- 12@ = 307.4622
- 14@ = 998.1558
- 16@ = 175.0
- 29@ = 5
- jump @GXBABES_8743
- :GXBABES_8635
- 10@ = 271.4699
- 12@ = 307.2668
- 14@ = 998.32
- 16@ = 265.0
- 29@ = 2
- jump @GXBABES_8743
- :GXBABES_8689
- 10@ = 345.6252
- 12@ = 304.1411
- 14@ = 998.25
- 16@ = 0.0
- 29@ = 6
- jump @GXBABES_8743
- :GXBABES_8743
- 0792: disembark_instantly_actor $PLAYER_ACTOR
- 0619: enable_actor 24@ collision_detection 0
- 0619: enable_actor $PLAYER_ACTOR collision_detection 0
- Actor.PutAt($PLAYER_ACTOR, 10@, 12@, 14@)
- Actor.Angle($PLAYER_ACTOR) = 16@
- 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 -1.0
- 16@ = Actor.Angle($PLAYER_ACTOR)
- 16@ += 180.0
- Actor.PutAt(24@, 10@, 12@, 14@)
- Actor.Angle(24@) = 16@
- select_interior 29@
- 0860: link_actor 24@ to_interior 29@
- 0860: link_actor $PLAYER_ACTOR to_interior 29@
- if
- 8500: not player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17
- else_jump @GXBABES_9011
- 0793: save_player_clothes
- wait 50
- 0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 16
- 0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17
- Player.SetClothes($PLAYER_CHAR, "player_torso", "torso", Torso)
- Player.SetClothes($PLAYER_CHAR, "player_legs", "legs", Legs)
- Player.SetClothes($PLAYER_CHAR, "foot", "feet", Shoes)
- Player.Build($PLAYER_CHAR)
- wait 50
- :GXBABES_9011
- Camera.SetAtPos(10@, 12@, 14@)
- 04E4: refresh_game_renderer_at 10@ 12@
- 14@ += 2.0
- Actor.PutAt(21@, 10@, 12@, 14@)
- 0860: link_actor 21@ to_interior 29@
- 29@ = 0
- return
- :GXBABES_9071
- if
- 8500: not player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17
- else_jump @GXBABES_9113
- 0794: restore_player_clothes
- wait 50
- Player.Build($PLAYER_CHAR)
- wait 50
- :GXBABES_9113
- 01B7: release_weather
- return
- 0395: clear_area 1 at 3@ 4@ 5@ radius 3.0
- if
- 044B: actor $PLAYER_ACTOR on_foot
- else_jump @GXBABES_9113
- Actor.PutAt($PLAYER_ACTOR, 3@, 4@, 5@)
- Actor.Angle($PLAYER_ACTOR) = 6@
- 4@ += 2.0
- 0619: enable_actor 24@ collision_detection 1
- Actor.PutAt(24@, 3@, 4@, 5@)
- if
- 8500: not player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17
- else_jump @GXBABES_9113
- 0794: restore_player_clothes
- wait 50
- Player.Build($PLAYER_CHAR)
- wait 50
- 01B7: release_weather
- 04E4: refresh_game_renderer_at 3@ 4@
- Camera.SetAtPos(3@, 4@, 5@)
- return
- :GXBABES_9269
- 0087: 10@ = 3@ // (float)
- 0087: 12@ = 4@ // (float)
- 0087: 14@ = 5@ // (float)
- 14@ -= 1.05
- 0087: 16@ = 6@ // (float)
- return
- 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
- :GXBABES_9376
- 10@ = 245.617
- 12@ = 301.8
- 14@ = 999.046
- 16@ = 0.0
- jump @GXBABES_9658
- :GXBABES_9423
- 10@ = 317.5
- 12@ = 311.85
- 14@ = 998.8
- 16@ = 290.0
- jump @GXBABES_9658
- :GXBABES_9470
- 10@ = 308.8862
- 12@ = 301.5
- 14@ = 1003.0
- 16@ = 0.0
- jump @GXBABES_9658
- :GXBABES_9517
- 10@ = 282.5775
- 12@ = 307.7573
- 14@ = 1002.391
- 16@ = 0.0
- jump @GXBABES_9658
- :GXBABES_9564
- 10@ = 270.12
- 12@ = 307.9
- 14@ = 999.0204
- 16@ = 180.0
- jump @GXBABES_9658
- :GXBABES_9611
- 10@ = 345.617
- 12@ = 301.9
- 14@ = 998.8
- 16@ = 0.0
- jump @GXBABES_9658
- :GXBABES_9658
- return
- :GXBABES_9660
- 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
- 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
- :GXBABES_9788
- 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 1.8 -0.5 -0.353
- 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.0 0.2 -0.1
- jump @GXBABES_10931
- :GXBABES_9853
- 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset -0.6375 2.3043 0.1065
- if
- 7@ == 3
- else_jump @GXBABES_9936
- 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.3435 1.4278 -0.1
- jump @GXBABES_9965
- :GXBABES_9936
- 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.3435 1.4278 -0.2746
- :GXBABES_9965
- jump @GXBABES_10931
- :GXBABES_9972
- 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 1.5989 0.7828 -0.2044
- if
- 7@ == 3
- else_jump @GXBABES_10055
- 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.6223 0.6748 -0.2
- jump @GXBABES_10084
- :GXBABES_10055
- 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.6223 0.6748 -0.3904
- :GXBABES_10084
- jump @GXBABES_10931
- :GXBABES_10091
- 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.9748 -0.1026 0.7511
- if
- 7@ == 3
- else_jump @GXBABES_10174
- 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.4155 0.3026 0.01
- jump @GXBABES_10203
- :GXBABES_10174
- 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.4155 0.3026 0.0279
- :GXBABES_10203
- jump @GXBABES_10931
- :GXBABES_10210
- 23@ = 2
- 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 1.5 0.0 -0.353
- if
- 7@ == 3
- else_jump @GXBABES_10300
- 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.49 1.0874 -0.2
- jump @GXBABES_10329
- :GXBABES_10300
- 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.0 0.7 -0.3
- :GXBABES_10329
- jump @GXBABES_10931
- :GXBABES_10336
- 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.95 1.1 -0.6
- if
- 7@ == 3
- else_jump @GXBABES_10419
- 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.49 1.0874 -0.2
- jump @GXBABES_10448
- :GXBABES_10419
- 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.0 0.85 -0.6
- :GXBABES_10448
- jump @GXBABES_10931
- :GXBABES_10455
- 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset -0.8 1.51 -0.9
- if
- 7@ == 3
- else_jump @GXBABES_10538
- 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.49 1.0874 -0.2
- jump @GXBABES_10567
- :GXBABES_10538
- 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.0 1.1 -0.5
- :GXBABES_10567
- jump @GXBABES_10931
- :GXBABES_10574
- 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset -1.3103 1.6396 -0.6208
- if
- 7@ == 3
- else_jump @GXBABES_10657
- 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.49 1.0874 -0.2
- jump @GXBABES_10686
- :GXBABES_10657
- 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.49 1.0874 -0.4726
- :GXBABES_10686
- jump @GXBABES_10931
- :GXBABES_10693
- 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset -0.1 1.95 -0.9
- if
- 7@ == 3
- else_jump @GXBABES_10776
- 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.49 1.0874 -0.2
- jump @GXBABES_10805
- :GXBABES_10776
- 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.0 1.1 -0.5
- :GXBABES_10805
- jump @GXBABES_10931
- :GXBABES_10812
- 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset -0.6375 2.3043 0.1065
- if
- 7@ == 3
- else_jump @GXBABES_10895
- 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.3435 1.4278 0.0
- jump @GXBABES_10924
- :GXBABES_10895
- 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.3435 1.4278 -0.2746
- :GXBABES_10924
- jump @GXBABES_10931
- :GXBABES_10931
- Camera.SetPosition(10@, 12@, 14@, 0.0, 0.0, 0.0)
- Camera.PointAt(11@, 13@, 15@, 2)
- 23@ += 1
- return
- :GXBABES_10979
- if
- 7@ == 6
- else_jump @GXBABES_11324
- 22@ += 1
- 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
- :GXBABES_11067
- 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
- 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
- jump @GXBABES_11317
- :GXBABES_11148
- 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
- 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
- jump @GXBABES_11317
- :GXBABES_11229
- 22@ = 0
- 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
- 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
- jump @GXBABES_11317
- :GXBABES_11317
- 8@ = 1
- :GXBABES_11324
- return
- :GXBABES_11326
- 008B: 20@ = $GFSEX_Erregung // (int)
- 20@ /= 5
- if
- 3 > 20@
- else_jump @GXBABES_11366
- 20@ = 0
- :GXBABES_11366
- 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
- 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
- 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
- :GXBABES_11559
- 16@ = 0.05
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GXBABES_12158
- :GXBABES_11590
- 16@ = 0.055
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GXBABES_12158
- :GXBABES_11621
- 16@ = 0.06
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GXBABES_12158
- :GXBABES_11652
- 16@ = 0.065
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GXBABES_12158
- :GXBABES_11683
- 16@ = 0.07
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GXBABES_12158
- :GXBABES_11714
- 16@ = 0.07
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GXBABES_12158
- :GXBABES_11745
- 16@ = 0.07
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GXBABES_12158
- :GXBABES_11776
- 16@ = 0.06
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GXBABES_12158
- :GXBABES_11807
- 16@ = 0.05
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GXBABES_12158
- :GXBABES_11838
- 16@ = 0.035
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GXBABES_12158
- :GXBABES_11869
- 16@ = 0.035
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GXBABES_12158
- :GXBABES_11900
- 16@ = 0.05
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GXBABES_12158
- :GXBABES_11931
- 16@ = 0.06
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GXBABES_12158
- :GXBABES_11962
- 16@ = 0.07
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GXBABES_12158
- :GXBABES_11993
- 16@ = 0.075
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GXBABES_12158
- :GXBABES_12024
- 16@ = 0.08
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GXBABES_12158
- :GXBABES_12055
- 16@ = 0.09
- 08C3: clear 9@ bit 6
- 08C3: clear 9@ bit 7
- jump @GXBABES_12158
- :GXBABES_12086
- 16@ = 0.1
- 08BD: set 9@ bit 7
- jump @GXBABES_12158
- :GXBABES_12110
- 16@ = 0.14
- 08BD: set 9@ bit 7
- jump @GXBABES_12158
- :GXBABES_12134
- 16@ = 0.14
- 08BD: set 9@ bit 7
- jump @GXBABES_12158
- :GXBABES_12158
- return
- :GXBABES_12160
- 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
- :GXBABES_12223
- if
- Actor.Animation($PLAYER_ACTOR) == "SEX_1_P"
- else_jump @GXBABES_12281
- 0612: set_actor $PLAYER_ACTOR animation "SEX_1_P" paused 0
- 0614: set_actor $PLAYER_ACTOR animation "SEX_1_P" progress_to 28@ // 0.0 to 1.0
- :GXBABES_12281
- if
- Actor.Animation(24@) == "SEX_1_W"
- else_jump @GXBABES_12339
- 0612: set_actor 24@ animation "SEX_1_W" paused 0
- 0614: set_actor 24@ animation "SEX_1_W" progress_to 28@ // 0.0 to 1.0
- :GXBABES_12339
- jump @GXBABES_12592
- :GXBABES_12346
- if
- Actor.Animation($PLAYER_ACTOR) == "SEX_2_P"
- else_jump @GXBABES_12404
- 0612: set_actor $PLAYER_ACTOR animation "SEX_2_P" paused 0
- 0614: set_actor $PLAYER_ACTOR animation "SEX_2_P" progress_to 28@ // 0.0 to 1.0
- :GXBABES_12404
- if
- Actor.Animation(24@) == "SEX_2_W"
- else_jump @GXBABES_12462
- 0612: set_actor 24@ animation "SEX_2_W" paused 0
- 0614: set_actor 24@ animation "SEX_2_W" progress_to 28@ // 0.0 to 1.0
- :GXBABES_12462
- jump @GXBABES_12592
- :GXBABES_12469
- if
- Actor.Animation($PLAYER_ACTOR) == "SEX_3_P"
- else_jump @GXBABES_12527
- 0612: set_actor $PLAYER_ACTOR animation "SEX_3_P" paused 0
- 0614: set_actor $PLAYER_ACTOR animation "SEX_3_P" progress_to 28@ // 0.0 to 1.0
- :GXBABES_12527
- if
- Actor.Animation(24@) == "SEX_3_W"
- else_jump @GXBABES_12585
- 0612: set_actor 24@ animation "SEX_3_W" paused 0
- 0614: set_actor 24@ animation "SEX_3_W" progress_to 28@ // 0.0 to 1.0
- :GXBABES_12585
- jump @GXBABES_12592
- :GXBABES_12592
- if
- 08B7: test 9@ bit 5
- else_jump @GXBABES_12625
- 0063: 28@ -= 16@ // (float)
- jump @GXBABES_12633
- :GXBABES_12625
- 005B: 28@ += 16@ // (float)
- :GXBABES_12633
- if
- 0.0 >= 28@
- else_jump @GXBABES_12678
- 28@ = 0.01
- 08C3: clear 9@ bit 5
- gosub @GXBABES_12753
- :GXBABES_12678
- if
- 28@ >= 1.0
- else_jump @GXBABES_12723
- 28@ = 0.99
- 08BD: set 9@ bit 5
- gosub @GXBABES_12753
- :GXBABES_12723
- if
- 28@ == 0.5
- else_jump @GXBABES_12751
- gosub @GXBABES_12753
- :GXBABES_12751
- return
- :GXBABES_12753
- 0494: get_joystick 0 direction_offset_to 2@ 25@ 26@ 27@
- 0093: 17@ = integer 25@ to_float
- 17@ /= 34.0
- if
- 28@ == 0.5
- else_jump @GXBABES_12852
- if
- 0.0 > 17@
- else_jump @GXBABES_12843
- gosub @GXBABES_12987
- jump @GXBABES_12852
- :GXBABES_12843
- gosub @GXBABES_13092
- return
- :GXBABES_12852
- if
- 08B7: test 9@ bit 5
- else_jump @GXBABES_12943
- 015B: shake_player_controller 0 time 200 intensity 50
- 04AE: 30@ = 283 // = constant
- 04AE: 31@ = 116 // = constant
- if
- -0.8 > 17@
- else_jump @GXBABES_12929
- gosub @GXBABES_12987
- jump @GXBABES_12936
- :GXBABES_12929
- gosub @GXBABES_13092
- :GXBABES_12936
- jump @GXBABES_12985
- :GXBABES_12943
- if
- 17@ > 0.8
- else_jump @GXBABES_12978
- gosub @GXBABES_12987
- jump @GXBABES_12985
- :GXBABES_12978
- gosub @GXBABES_13092
- :GXBABES_12985
- return
- :GXBABES_12987
- if
- 100 > $GFSEX_Erregung
- else_jump @GXBABES_13083
- if
- 08B7: test 9@ bit 6
- else_jump @GXBABES_13037
- $GFSEX_Erregung += 5
- jump @GXBABES_13076
- :GXBABES_13037
- if
- 08B7: test 9@ bit 7
- else_jump @GXBABES_13069
- $GFSEX_Erregung += 10
- jump @GXBABES_13076
- :GXBABES_13069
- $GFSEX_Erregung += 1
- :GXBABES_13076
- jump @GXBABES_13090
- :GXBABES_13083
- $GFSEX_Erregung = 100
- :GXBABES_13090
- return
- :GXBABES_13092
- if
- 33@ > 5000
- else_jump @GXBABES_13182
- if
- $GFSEX_Erregung > 0
- else_jump @GXBABES_13175
- if and
- $GFSEX_Erregung > 10
- 88B7: not test 9@ bit 6
- else_jump @GXBABES_13168
- $GFSEX_Erregung -= 2
- jump @GXBABES_13168
- :GXBABES_13168
- jump @GXBABES_13182
- :GXBABES_13175
- $GFSEX_Erregung = 3
- :GXBABES_13182
- return
- :GXBABES_13184
- if
- 18@ > 90.0
- else_jump @GXBABES_13215
- 18@ = 0.0
- :GXBABES_13215
- 02F6: 19@ = sine 18@ // (float)
- 19@ *= 13.5
- 0092: 20@ = float 19@ to_integer
- 005C: 20@ += $GFSEX_POWER // (int)
- if
- 20@ >= 100
- else_jump @GXBABES_13281
- $GFSEX_POWER = 100
- jump @GXBABES_13289
- :GXBABES_13281
- 008A: $GFSEX_POWER = 20@ // (int)
- :GXBABES_13289
- 18@ += 1.0
- return
- :GXBABES_13301
- 18@ = 0.0
- if
- $GFSEX_POWER >= 97
- else_jump @GXBABES_13343
- $GFSEX_POWER -= 3
- jump @GXBABES_13382
- :GXBABES_13343
- if
- 7 >= $GFSEX_POWER
- else_jump @GXBABES_13375
- $GFSEX_POWER = 0
- jump @GXBABES_13382
- :GXBABES_13375
- $GFSEX_POWER -= 7
- :GXBABES_13382
- return
- :GXBABES_13384
- if
- $GFSEX_POWER >= 97
- else_jump @GXBABES_13416
- 08BD: set 9@ bit 10
- jump @GXBABES_13423
- :GXBABES_13416
- 08C3: clear 9@ bit 10
- :GXBABES_13423
- return
- :GXBABES_13425
- 16@ = 0.025
- if
- 08B7: test 9@ bit 10
- else_jump @GXBABES_13463
- 16@ += 0.015
- :GXBABES_13463
- 28@ = 0.01
- return
- :GXBABES_13475
- if
- Actor.Animation($PLAYER_ACTOR) == "SPANKINGP"
- else_jump @GXBABES_13539
- 0612: set_actor $PLAYER_ACTOR animation "SPANKINGP" paused 0
- 0614: set_actor $PLAYER_ACTOR animation "SPANKINGP" progress_to 28@ // 0.0 to 1.0
- :GXBABES_13539
- if
- Actor.Animation(24@) == "SPANKINGW"
- else_jump @GXBABES_13603
- 0612: set_actor 24@ animation "SPANKINGW" paused 0
- 0614: set_actor 24@ animation "SPANKINGW" progress_to 28@ // 0.0 to 1.0
- :GXBABES_13603
- if
- 88B7: not test 9@ bit 5
- else_jump @GXBABES_13629
- 005B: 28@ += 16@ // (float)
- :GXBABES_13629
- if
- 28@ >= 1.0
- else_jump @GXBABES_13669
- 28@ = 0.99
- 08BD: set 9@ bit 5
- return
- :GXBABES_13669
- return
- :GXBABES_13671
- if
- 08B7: test 9@ bit 10
- else_jump @GXBABES_13743
- 04AE: 30@ = 286 // = constant
- if
- 100 >= $GFSEX_Erregung
- else_jump @GXBABES_13729
- $GFSEX_Erregung += 10
- jump @GXBABES_13736
- :GXBABES_13729
- $GFSEX_Erregung = 100
- :GXBABES_13736
- jump @GXBABES_13782
- :GXBABES_13743
- if
- $GFSEX_Erregung >= 10
- else_jump @GXBABES_13775
- $GFSEX_Erregung += 1
- jump @GXBABES_13782
- :GXBABES_13775
- $GFSEX_Erregung = 0
- :GXBABES_13782
- 08C3: clear 9@ bit 10
- 08C3: clear 9@ bit 11
- 08C3: clear 9@ bit 12
- return
- :GXBABES_13805
- if and
- 100 > $GFSEX_POWER
- $GFSEX_POWER > 0
- 08B7: test 9@ bit 14
- else_jump @GXBABES_13846
- gosub @GXBABES_13301
- return
- :GXBABES_13846
- if and
- 100 > $GFSEX_POWER
- $GFSEX_POWER > 0
- 88B7: not test 9@ bit 14
- else_jump @GXBABES_13887
- gosub @GXBABES_13184
- return
- :GXBABES_13887
- if
- $GFSEX_POWER >= 100
- else_jump @GXBABES_13928
- $GFSEX_POWER = 100
- 08BD: set 9@ bit 14
- gosub @GXBABES_13301
- return
- :GXBABES_13928
- if
- 0 >= $GFSEX_POWER
- else_jump @GXBABES_13969
- $GFSEX_POWER = 0
- 08C3: clear 9@ bit 14
- gosub @GXBABES_13184
- return
- :GXBABES_13969
- return
- :GXBABES_13971
- 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
- :GXBABES_14034
- if
- 30@ > 0
- else_jump @GXBABES_14059
- 29@ = 3
- :GXBABES_14059
- jump @GXBABES_14503
- :GXBABES_14066
- 094F: enable_actor 21@ pain_audio
- jump @GXBABES_14503
- :GXBABES_14078
- 094E: set_actor 21@ mute_pain_audio 0
- jump @GXBABES_14503
- :GXBABES_14092
- if
- 894D: not actor 21@ mutally_active
- else_jump @GXBABES_14263
- if
- 30@ > 0
- else_jump @GXBABES_14203
- 09D5: play_sound_of_actor 21@ soundslot 30@ unknown_flags 1 1 1 as 2@ // extended 0947
- gosub @GXBABES_14505
- 30@ = -1
- if
- 31@ > 0
- else_jump @GXBABES_14189
- 29@ = 6
- jump @GXBABES_14196
- :GXBABES_14189
- 29@ = 0
- :GXBABES_14196
- jump @GXBABES_14263
- :GXBABES_14203
- if
- 30@ == -2
- else_jump @GXBABES_14242
- 30@ = -1
- 29@ = 6
- jump @GXBABES_14263
- :GXBABES_14242
- 30@ = -1
- 31@ = -1
- 29@ = 0
- :GXBABES_14263
- jump @GXBABES_14503
- :GXBABES_14270
- if and
- 894D: not actor $PLAYER_ACTOR mutally_active
- 894D: not actor 21@ mutally_active
- else_jump @GXBABES_14354
- if
- 31@ > 0
- else_jump @GXBABES_14347
- 09D5: play_sound_of_actor $PLAYER_ACTOR soundslot 31@ unknown_flags 1 1 1 as 2@ // extended 0947
- 31@ = -1
- 29@ = 0
- jump @GXBABES_14354
- :GXBABES_14347
- 29@ = 0
- :GXBABES_14354
- jump @GXBABES_14503
- :GXBABES_14361
- 094E: set_actor 21@ mute_pain_audio 0
- if
- 894D: not actor 21@ mutally_active
- else_jump @GXBABES_14454
- if
- 30@ > 0
- else_jump @GXBABES_14447
- 09D5: play_sound_of_actor 21@ soundslot 30@ unknown_flags 1 1 1 as 2@ // extended 0947
- gosub @GXBABES_14505
- 30@ = -1
- 29@ = 5
- jump @GXBABES_14454
- :GXBABES_14447
- 29@ = 0
- :GXBABES_14454
- jump @GXBABES_14503
- :GXBABES_14461
- if
- 894D: not actor 21@ mutally_active
- else_jump @GXBABES_14496
- 094F: enable_actor 21@ pain_audio
- 30@ = -1
- 29@ = 0
- :GXBABES_14496
- jump @GXBABES_14503
- :GXBABES_14503
- return
- :GXBABES_14505
- 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
- :GXBABES_14572
- 00BC: show_text_highpriority GXT 'GF_0019' time 5000 flag 1 // That's the spot! Remember; nice guys finish last!
- jump @GXBABES_14664
- :GXBABES_14595
- 00BC: show_text_highpriority GXT 'GF_0067' time 5000 flag 1 // Failure to satisfy a woman is a CRIME!
- jump @GXBABES_14664
- :GXBABES_14618
- 00BC: show_text_highpriority GXT 'GF_0042' time 5000 flag 1 // You the man! Oh yeah! You the man!
- jump @GXBABES_14664
- :GXBABES_14641
- 00BC: show_text_highpriority GXT 'GF_0067' time 5000 flag 1 // Failure to satisfy a woman is a CRIME!
- jump @GXBABES_14664
- :GXBABES_14664
- return
- :GXBABES_14666
- 04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 3.0 0.0 1.5
- 04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.5
- return
- 0871: init_jump_table 0@ total_jumps 7 default_jump 0 @GXBABES_15191 jumps 0 @GXBABES_15191 1 @GXBABES_14789 2 @GXBABES_14923 3 @GXBABES_14990 4 @GXBABES_14856 5 @GXBABES_15057 6 @GXBABES_15124
- :GXBABES_14789
- 10@ = 2394.408
- 12@ = -1728.215
- 14@ = 14.2715
- 11@ = 2395.066
- 13@ = -1727.465
- 15@ = 14.2063
- jump @GXBABES_15191
- :GXBABES_14856
- 10@ = -1401.494
- 12@ = 2640.099
- 14@ = 59.3883
- 11@ = -1400.704
- 13@ = 2639.641
- 15@ = 58.9806
- jump @GXBABES_15191
- :GXBABES_14923
- 10@ = -1799.737
- 12@ = 1192.863
- 14@ = 29.6868
- 11@ = -1799.472
- 13@ = 1193.683
- 15@ = 29.1813
- jump @GXBABES_15191
- :GXBABES_14990
- 10@ = -383.3153
- 12@ = -1435.266
- 14@ = 26.695
- 11@ = -382.5756
- 13@ = -1435.887
- 15@ = 26.4366
- jump @GXBABES_15191
- :GXBABES_15057
- 10@ = -2582.293
- 12@ = 1147.762
- 14@ = 59.6235
- 11@ = -2581.406
- 13@ = 1147.768
- 15@ = 59.1605
- jump @GXBABES_15191
- :GXBABES_15124
- 10@ = 2032.235
- 12@ = 2734.541
- 14@ = 13.3226
- 11@ = 2032.744
- 13@ = 2733.714
- 15@ = 13.0817
- jump @GXBABES_15191
- :GXBABES_15191
- return
- :GXBABES_15193
- 04EF: release_animation "SNM"
- 04EF: release_animation "BLOWJOBZ"
- 04EF: release_animation "KISSING"
- Actor.SetImmunities(24@, 0, 0, 0, 0, 0)
- Actor.DestroyInstantly(21@)
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GXBABES_15292
- 0337: set_actor $PLAYER_ACTOR visibility 1
- Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
- Player.CanMove($PLAYER_CHAR) = True
- 02A3: enable_widescreen 0
- :GXBABES_15292
- 0826: enable_hud 1
- 0581: enable_radar 1
- $ONMISSION = 0
- 0A93: end_custom_thread
- :GXBABES_15309
- if
- 1@ == 20
- else_jump @GXBABES_15334
- jump @GSW
- :GXBABES_15334
- 0A93: end_custom_thread
- :GXBABES_15336
- wait 0
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GXBABES_15336
- if or
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1210.755 4.362 1000.92 radius 35.0 35.0 5.5
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1206.625 -25.4638 1000.95 radius 35.0 35.0 5.5
- else_jump @GFXXX_62
- if
- $ONMISSION == 0
- else_jump @GXBABES_15336
- if
- 00FE: actor $PLAYER_ACTOR sphere 1 in_sphere 1210.75 4.36 1000.01 radius 1.0 1.0 1.5
- else_jump @GXBABES_15525
- 20@ = 1
- 043C: disable_sounds_after_fadeout 0
- jump @GXBABES_15591
- :GXBABES_15525
- if
- 00FE: actor $PLAYER_ACTOR sphere 1 in_sphere 1206.62 -25.46 1000.01 radius 1.0 1.0 1.5
- else_jump @GXBABES_15336
- 20@ = 2
- 043C: disable_sounds_after_fadeout 0
- jump @GXBABES_15591
- :GXBABES_15591
- Player.CanMove($PLAYER_CHAR) = False
- gosub @GXBABES_16237
- 0A92: create_custom_thread "GFXXX.cs" 5 20
- wait 250
- select_interior 3
- 04E4: refresh_game_renderer_at 962.17 -48.8
- Camera.SetAtPos(962.17, -48.8, 1001.2)
- 04F9: set_sky_color 2 fade 1
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GXBABES_15723
- 0860: link_actor $PLAYER_ACTOR to_interior 3
- Actor.PutAt($PLAYER_ACTOR, 962.356, -53.17, 1001.2)
- Actor.Angle($PLAYER_ACTOR) = 84.0
- Camera.SetBehindPlayer
- Camera.Restore_WithJumpCut
- :GXBABES_15723
- wait 0
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GXBABES_15723
- wait 3000
- fade 1 3000
- :GXBABES_15755
- wait 0
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GXBABES_15755
- Player.CanMove($PLAYER_CHAR) = True
- wait 500
- jump @GXBABES_15794
- :GXBABES_15794
- wait 0
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GXBABES_15794
- if
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 965.3 -53.25 1001.12 radius 35.0 35.0 5.5
- else_jump @GXBABES_15336
- if
- 00FE: actor $PLAYER_ACTOR sphere 1 in_sphere 965.3 -53.25 1001.12 radius 1.0 1.0 1.5
- else_jump @GXBABES_16278
- if
- 20@ == 1
- else_jump @GXBABES_16045
- Player.CanMove($PLAYER_CHAR) = False
- gosub @GXBABES_16237
- select_interior 2
- 04E4: refresh_game_renderer_at 1210.75 0.4
- Camera.SetAtPos(1210.75, 0.4, 1000.99)
- 04F9: set_sky_color 1 fade 0
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GXBABES_16162
- 0860: link_actor $PLAYER_ACTOR to_interior 3
- Actor.PutAt($PLAYER_ACTOR, 1210.75, 0.4, 1000.99)
- Actor.Angle($PLAYER_ACTOR) = 180.0
- Camera.SetBehindPlayer
- Camera.Restore_WithJumpCut
- jump @GXBABES_16162
- :GXBABES_16045
- Player.CanMove($PLAYER_CHAR) = False
- gosub @GXBABES_16237
- select_interior 3
- 04E4: refresh_game_renderer_at 1209.5 -27.6
- Camera.SetAtPos(1209.5, -27.6, 1000.99)
- 04F9: set_sky_color 1 fade 0
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GXBABES_16162
- 0860: link_actor $PLAYER_ACTOR to_interior 3
- Actor.PutAt($PLAYER_ACTOR, 1209.5, -27.6, 1000.99)
- Actor.Angle($PLAYER_ACTOR) = 180.0
- Camera.SetBehindPlayer
- Camera.Restore_WithJumpCut
- jump @GXBABES_16162
- :GXBABES_16162
- wait 0
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GXBABES_16162
- wait 1000
- fade 1 500
- :GXBABES_16194
- wait 0
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GXBABES_16194
- Player.CanMove($PLAYER_CHAR) = True
- wait 1500
- 043C: disable_sounds_after_fadeout 1
- jump @GXBABES_15336
- :GXBABES_16237
- 0169: set_fade_color_RGB 0 0 0
- fade 0 500
- :GXBABES_16252
- if
- fading
- else_jump @GXBABES_16276
- wait 0
- jump @GXBABES_16252
- :GXBABES_16276
- return
- :GXBABES_16278
- if
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 944.9163 -49.144 1001.117 radius 1.0 1.0 3.0
- else_jump @GXBABES_16333
- jump @GXBABES_16794
- :GXBABES_16333
- if
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 951.8826 -49.0359 1001.11 radius 1.0 1.0 3.0
- else_jump @GXBABES_15794
- jump @GXBABES_16388
- :GXBABES_16388
- 24@ = 10
- 27@ = 6
- 22@ = 5
- 19@ = 0
- 18@ = 0
- 17@ = 0
- 1@ = 952.6
- 2@ = -44.1
- 3@ = 1000.95
- 4@ = 30.0
- 0087: 10@ = 4@ // (float)
- 10@ += 160.0
- 04ED: load_animation "BEACH"
- 023C: load_special_actor 'Katie' as 1 // models 290-299
- :GXBABES_16510
- wait 0
- if
- 04EE: animation "BEACH" loaded
- else_jump @GXBABES_16541
- jump @GXBABES_16557
- :GXBABES_16541
- 04ED: load_animation "BEACH"
- jump @GXBABES_16510
- :GXBABES_16557
- if
- 823D: not special_actor 1 loaded
- else_jump @GXBABES_16596
- wait 0
- 023C: load_special_actor 'Katie' as 1 // models 290-299
- jump @GXBABES_16557
- :GXBABES_16596
- 6@ = Actor.Create(Prostitute, #SPECIAL01, 0.0, 0.0, 0.0)
- 0860: link_actor 6@ to_interior 8
- Actor.Angle(6@) = 10@
- Actor.Health(6@) = 900
- 0619: enable_actor 6@ collision_detection 0
- 0087: 9@ = 3@ // (float)
- 9@ -= 0.1
- Actor.PutAt(6@, 1@, 2@, 9@)
- 094E: set_actor 6@ mute_pain_audio 0
- gosub @GRLXXB_20235
- 0615: define_AS_pack_begin 21@
- 0605: actor -1 perform_animation "BATHER" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- 0616: define_AS_pack_end 21@
- 0618: assign_actor 6@ to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- 0296: unload_special_actor 1
- 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 298 -1
- jump @GXBABES_17200
- :GXBABES_16794
- 24@ = 10
- 27@ = 6
- 22@ = 8
- 19@ = 0
- 18@ = 0
- 17@ = 0
- 1@ = 945.1
- 2@ = -42.0
- 3@ = 1000.88
- 4@ = 0.0
- 0087: 10@ = 4@ // (float)
- 10@ += 160.0
- 04ED: load_animation "BEACH"
- 023C: load_special_actor 'Carmen' as 1 // models 290-299
- :GXBABES_16916
- wait 0
- if
- 04EE: animation "BEACH" loaded
- else_jump @GXBABES_16947
- jump @GXBABES_16963
- :GXBABES_16947
- 04ED: load_animation "BEACH"
- jump @GXBABES_16916
- :GXBABES_16963
- if
- 823D: not special_actor 1 loaded
- else_jump @GXBABES_17002
- wait 0
- 023C: load_special_actor 'Carmen' as 1 // models 290-299
- jump @GXBABES_16963
- :GXBABES_17002
- 6@ = Actor.Create(Prostitute, #SPECIAL01, 0.0, 0.0, 0.0)
- 0860: link_actor 6@ to_interior 8
- Actor.Angle(6@) = 10@
- Actor.Health(6@) = 900
- 0619: enable_actor 6@ collision_detection 0
- 0087: 9@ = 3@ // (float)
- 9@ -= 0.1
- Actor.PutAt(6@, 1@, 2@, 9@)
- 094E: set_actor 6@ mute_pain_audio 0
- gosub @GRLXXB_20235
- 0615: define_AS_pack_begin 21@
- 0605: actor -1 perform_animation "BATHER" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- 0616: define_AS_pack_end 21@
- 0618: assign_actor 6@ to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- 0296: unload_special_actor 1
- 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 298 -1
- jump @GXBABES_17200
- :GXBABES_17200
- wait 50
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GXBABES_19405
- if
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1@ 2@ 3@ radius 50.0 50.0 5.0
- else_jump @GXBABES_19405
- if and
- $ONMISSION == 0
- 80FE: not actor $PLAYER_ACTOR sphere 0 in_sphere 948.25 -50.78 1001.1 radius 1.5 1.5 3.0
- 80FE: not actor $PLAYER_ACTOR sphere 0 in_sphere 957.6 -50.75 1001.1 radius 2.5 2.5 3.0
- else_jump @GXBABES_19278
- if and
- not Actor.Dead(6@)
- 09E7: player $PLAYER_CHAR not_frozen
- else_jump @GXBABES_17200
- if
- 17@ == 0
- else_jump @GXBABES_17568
- if
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1@ 2@ 3@ radius 1.8 1.8 3.0
- else_jump @GXBABES_17442
- jump @GXBABES_18021
- :GXBABES_17442
- if and
- 02D8: actor $PLAYER_ACTOR current_weapon == 43
- 00E1: player 0 pressed_key 6
- else_jump @GXBABES_17473
- jump @GXBABES_17691
- :GXBABES_17473
- if
- not Actor.Animation(6@) == "SEX_3_W"
- else_jump @GXBABES_17798
- if and
- 82D8: not actor $PLAYER_ACTOR current_weapon == 0
- 82D8: not actor $PLAYER_ACTOR current_weapon == 43
- 00E1: player 0 pressed_key 17
- else_jump @GXBABES_17568
- 17@ = 1
- 33@ = 0
- 05BC: AS_actor 6@ jump 0
- wait 0
- 0619: enable_actor 6@ collision_detection 1
- 094E: set_actor 6@ mute_pain_audio 1
- :GXBABES_17568
- if and
- 17@ == 1
- 051A: actor 6@ damaged_by_actor $PLAYER_ACTOR
- else_jump @GXBABES_17644
- 17@ = 2
- 33@ = 0
- 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 347 -1
- jump @GXBABES_17200
- :GXBABES_17644
- if and
- 17@ == 2
- 33@ >= 3500
- else_jump @GXBABES_17200
- 17@ = 1
- 33@ = 0
- jump @GXBABES_17200
- :GXBABES_17691
- gosub @GRLXXB_33767
- if
- 00E1: player 0 pressed_key 14
- else_jump @GXBABES_17798
- if
- not Actor.Animation(6@) == "SEX_3_W"
- else_jump @GXBABES_17798
- 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
- 33@ = 0
- 30@ = 0.05
- jump @GXBABES_17877
- :GXBABES_17798
- if and
- Actor.Animation(6@) == "SEX_3_W"
- 80E1: not player 0 pressed_key 6
- else_jump @GXBABES_17877
- 0605: actor 6@ perform_animation "LAY_BAC_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- jump @GXBABES_17200
- :GXBABES_17877
- if
- Actor.Animation(6@) == "SEX_3_W"
- else_jump @GXBABES_17200
- 0612: set_actor 6@ animation "SEX_3_W" paused 0
- 0614: set_actor 6@ animation "SEX_3_W" progress_to 30@ // 0.0 to 1.0
- 30@ += 0.06
- if
- 30@ > 0.95
- else_jump @GXBABES_17200
- 0605: actor 6@ perform_animation "LAY_BAC_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- 33@ = 0
- jump @GXBABES_17200
- :GXBABES_18021
- $ONMISSION = 1
- gosub @GRLXXB_33851
- jump @MS_SHOOTING_RANGE
- :MS_SHOOTING_RANGE
- 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
- Player.CanMove($PLAYER_CHAR) = False
- 0470: 25@ = actor $PLAYER_ACTOR current_weapon
- 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
- fade 0 0
- wait 500
- 0687: clear_actor 6@ task
- 04EB: AS_actor 6@ crouch 0
- gosub @GXBABES_18199
- 0A92: create_custom_thread "GFXXX.cs" 6@ 24@ 27@ 7@ 8@ 9@ 10@
- :GXBABES_18135
- wait 0
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GXBABES_18135
- if and
- 09E7: player $PLAYER_CHAR not_frozen
- $ONMISSION == 0
- else_jump @GXBABES_18135
- $ONMISSION = 1
- gosub @GXBABES_18284
- jump @GXBABES_18474
- :GXBABES_18199
- 0087: 7@ = 1@ // (float)
- 0087: 8@ = 2@ // (float)
- 0087: 9@ = 3@ // (float)
- 0087: 10@ = 4@ // (float)
- Actor.PutAt($PLAYER_ACTOR, 7@, 8@, 9@)
- Actor.Angle($PLAYER_ACTOR) = 10@
- 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 -0.9 0.0
- return
- :GXBABES_18284
- 0619: enable_actor $PLAYER_ACTOR collision_detection 0
- 0087: 7@ = 1@ // (float)
- 0087: 8@ = 2@ // (float)
- 0087: 9@ = 3@ // (float)
- 0087: 10@ = 4@ // (float)
- Actor.PutAt($PLAYER_ACTOR, 7@, 8@, 9@)
- Actor.Angle($PLAYER_ACTOR) = 10@
- 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 -0.5 -1.1
- 0619: enable_actor $PLAYER_ACTOR collision_detection 0
- Actor.PutAt($PLAYER_ACTOR, 7@, 8@, 9@)
- Actor.Angle($PLAYER_ACTOR) = 10@
- 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 -1.0
- 10@ = Actor.Angle($PLAYER_ACTOR)
- 10@ += 180.0
- Actor.PutAt(6@, 7@, 8@, 9@)
- Actor.Angle(6@) = 10@
- return
- :GXBABES_18474
- wait 0
- Player.CanMove($PLAYER_CHAR) = True
- Camera.SetBehindPlayer
- Camera.Restore_WithJumpCut
- Actor.AddArmour($PLAYER_ACTOR, 250)
- Actor.Health($PLAYER_ACTOR) = 250
- 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset -0.4 0.5 -1.0
- Actor.PutAt(6@, 0.0, 0.0, 0.0)
- wait 0
- Actor.PutAt($PLAYER_ACTOR, 7@, 8@, 9@)
- 10@ -= 20.0
- Actor.Angle($PLAYER_ACTOR) = 10@
- 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
- wait 0
- 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset -0.55 0.1 -0.96
- 10@ -= 35.4
- Actor.Angle(6@) = 10@
- 0615: define_AS_pack_begin 23@
- 0605: actor -1 perform_animation "CRCKIDLE2" IFP "CRACK" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- 0616: define_AS_pack_end 23@
- 0618: assign_actor 6@ to_AS_pack 23@
- 061B: remove_references_to_AS_pack 23@
- Actor.PutAt(6@, 7@, 8@, 9@)
- wait 250
- fade 1 0
- 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 289 -1
- 18@ = 0
- 0087: 10@ = 4@ // (float)
- 10@ += 90.3
- 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 1.7 0.2 -1.7
- :GXBABES_18850
- wait 0
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GXBABES_19223
- if
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1@ 2@ 3@ radius 2.5 2.5 4.0
- else_jump @GXBABES_19071
- if
- 09E7: player $PLAYER_CHAR not_frozen
- else_jump @GXBABES_18850
- if
- 18@ == 0
- else_jump @GXBABES_18850
- if or
- 00E1: player 0 pressed_key 0
- 00E1: player 0 pressed_key 1
- 00E1: player 0 pressed_key 4
- 00E1: player 0 pressed_key 8
- 00E1: player 0 pressed_key 17
- else_jump @GXBABES_18850
- 18@ = 1
- 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
- wait 400
- 0619: enable_actor $PLAYER_ACTOR collision_detection 1
- Actor.PutAt($PLAYER_ACTOR, 7@, 8@, 9@)
- jump @GXBABES_18850
- :GXBABES_19071
- 04EF: release_animation "CRACK"
- 04EF: release_animation "SEX"
- 04EF: release_animation "FOOD"
- 03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
- 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 25@
- 0619: enable_actor 6@ collision_detection 1
- 0615: define_AS_pack_begin 21@
- 0605: actor -1 perform_animation "LAY_BAC_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- 0616: define_AS_pack_end 21@
- 0618: assign_actor 6@ to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 292 -1
- $ONMISSION = 0
- jump @GXBABES_17200
- :GXBABES_19223
- 04EF: release_animation "CRACK"
- 04EF: release_animation "SEX"
- 04EF: release_animation "FOOD"
- Actor.DestroyInstantly(6@)
- Actor.DestroyInstantly(28@)
- 17@ = 0
- $ONMISSION = 0
- jump @GFXXX_62
- :GXBABES_19278
- 04EF: release_animation "BEACH"
- if
- not Actor.Dead(6@)
- else_jump @GXBABES_19381
- 0619: enable_actor 6@ collision_detection 1
- Actor.SetWalkStyle(6@, "SEXYWOMAN")
- Actor.Health(6@) = 5
- if
- 17@ == 0
- else_jump @GXBABES_19381
- Actor.PutAt(6@, 966.3, -53.25, 1001.12)
- Actor.Angle(6@) = 93.0
- :GXBABES_19381
- Actor.RemoveReferences(6@)
- Actor.DestroyInstantly(28@)
- 17@ = 0
- jump @GXBABES_15794
- :GXBABES_19405
- 04EF: release_animation "BEACH"
- Actor.DestroyInstantly(6@)
- Actor.DestroyInstantly(28@)
- 17@ = 0
- jump @GFXXX_62
- :GSW
- thread 'GSW'
- 23@ = 0
- :GSW_18
- wait 0
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GSW_18
- if and
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 965.3 -53.25 1001.12 radius 35.0 35.0 5.5
- not Actor.Driving($PLAYER_ACTOR)
- else_jump @GSW_18
- Model.Load(2226)
- Model.Load(3044)
- Model.Load(3044)
- Model.Load(3045)
- :GSW_111
- wait 0
- if
- Model.Available(2226)
- Model.Available(2601)
- Model.Available(3044)
- Model.Available(3045)else_jump @GSW_111
- 20@ = Object.Init(2226, 960.767, -57.612, 1000.95)
- 31@ = Object.Init(2601, 960.767, -58.1, 1001.03)
- 26@ = Object.Init(3045, 0.0, 0.0, 0.0)
- 27@ = Object.Init(3044, 0.0, 0.0, 0.0)
- Object.RemoveFromMissionCleanupList(20@)
- Object.RemoveFromMissionCleanupList(31@)
- Object.RemoveFromMissionCleanupList(26@)
- Object.RemoveFromMissionCleanupList(27@)
- Object.Angle(20@) = 180.0
- Object.Angle(31@) = 135.0
- Object.CollisionDetection(31@) = False
- :GSW_285
- wait 0
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GSW_285
- if
- 10 > 23@
- else_jump @GSW_3180
- 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
- 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
- :GSW_451
- 023C: load_special_actor 'wyona' as 1 // models 290-299
- :GSW_464
- wait 0
- if
- 823D: not special_actor 1 loaded
- else_jump @GSW_503
- 023C: load_special_actor 'wyona' as 1 // models 290-299
- jump @GSW_464
- :GSW_503
- jump @GSW_1041
- :GSW_510
- 023C: load_special_actor 'Millie' as 2 // models 290-299
- :GSW_523
- wait 0
- if
- 823D: not special_actor 2 loaded
- else_jump @GSW_562
- 023C: load_special_actor 'Millie' as 2 // models 290-299
- jump @GSW_523
- :GSW_562
- jump @GSW_1041
- :GSW_569
- 023C: load_special_actor 'Helena' as 3 // models 290-299
- :GSW_582
- wait 0
- if
- 823D: not special_actor 3 loaded
- else_jump @GSW_621
- 023C: load_special_actor 'Helena' as 3 // models 290-299
- jump @GSW_582
- :GSW_621
- jump @GSW_1041
- :GSW_628
- 023C: load_special_actor 'Denise' as 4 // models 290-299
- :GSW_641
- wait 0
- if
- 823D: not special_actor 4 loaded
- else_jump @GSW_680
- 023C: load_special_actor 'Denise' as 4 // models 290-299
- jump @GSW_641
- :GSW_680
- jump @GSW_1041
- :GSW_687
- 023C: load_special_actor 'conny' as 5 // models 290-299
- :GSW_700
- wait 0
- if
- 823D: not special_actor 5 loaded
- else_jump @GSW_739
- 023C: load_special_actor 'conny' as 5 // models 290-299
- jump @GSW_700
- :GSW_739
- jump @GSW_1041
- :GSW_746
- 023C: load_special_actor 'Mary' as 6 // models 290-299
- :GSW_759
- wait 0
- if
- 823D: not special_actor 6 loaded
- else_jump @GSW_798
- 023C: load_special_actor 'Mary' as 6 // models 290-299
- jump @GSW_759
- :GSW_798
- jump @GSW_1041
- :GSW_805
- 023C: load_special_actor 'Lara' as 7 // models 290-299
- :GSW_818
- wait 0
- if
- 823D: not special_actor 7 loaded
- else_jump @GSW_857
- 023C: load_special_actor 'Lara' as 7 // models 290-299
- jump @GSW_818
- :GSW_857
- jump @GSW_1041
- :GSW_864
- 023C: load_special_actor 'Carmen' as 8 // models 290-299
- :GSW_877
- wait 0
- if
- 823D: not special_actor 8 loaded
- else_jump @GSW_916
- 023C: load_special_actor 'Carmen' as 8 // models 290-299
- jump @GSW_877
- :GSW_916
- jump @GSW_1041
- :GSW_923
- 023C: load_special_actor 'Bettina' as 9 // models 290-299
- :GSW_936
- wait 0
- if
- 823D: not special_actor 9 loaded
- else_jump @GSW_975
- 023C: load_special_actor 'Bettina' as 9 // models 290-299
- jump @GSW_936
- :GSW_975
- jump @GSW_1041
- :GSW_982
- 023C: load_special_actor 'nurse' as 10 // models 290-299
- :GSW_995
- wait 0
- if
- 823D: not special_actor 10 loaded
- else_jump @GSW_1034
- 023C: load_special_actor 'nurse' as 10 // models 290-299
- jump @GSW_995
- :GSW_1034
- jump @GSW_1041
- :GSW_1041
- 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
- 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
- :GSW_1169
- 1@(23@,16i) = Actor.Create(Prostitute, #SPECIAL01, 958.3181, -53.88235, 1001.117)
- Actor.Angle(1@(23@,16i)) = 265.3982
- 0860: link_actor 1@(23@,16i) to_interior 3
- 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
- wait 0
- gosub @GSW_5512
- 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
- 069A: attach_object 26@ to_object 27@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0
- 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
- 0669: 29@ = attach_particle "EXHALE" to_actor 1@(23@,16i) with_offset -0.2 0.0 0.5 type 18
- 064C: make_particle 29@ visible
- 0296: unload_special_actor 1
- jump @GSW_3129
- :GSW_1455
- 1@(23@,16i) = Actor.Create(Prostitute, #SPECIAL02, 957.55, -58.12615, 1001.2)
- Actor.Angle(1@(23@,16i)) = 269.4482
- 0860: link_actor 1@(23@,16i) to_interior 3
- 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
- 0296: unload_special_actor 2
- 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
- jump @GSW_3129
- :GSW_1599
- 1@(23@,16i) = Actor.Create(Prostitute, #SPECIAL03, 960.5, -61.12, 1001.63)
- Actor.Angle(1@(23@,16i)) = 270.7016
- 0860: link_actor 1@(23@,16i) to_interior 3
- 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
- 0296: unload_special_actor 3
- 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
- jump @GSW_3129
- :GSW_1739
- 1@(23@,16i) = Actor.Create(Prostitute, #SPECIAL04, 963.4, -58.40342, 1001.25)
- Actor.Angle(1@(23@,16i)) = 87.66665
- 0860: link_actor 1@(23@,16i) to_interior 3
- 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
- 0296: unload_special_actor 4
- 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
- jump @GSW_3129
- :GSW_1880
- 1@(23@,16i) = Actor.Create(Prostitute, #SPECIAL05, 962.684, -50.68929, 1001.125)
- Actor.Angle(1@(23@,16i)) = 74.19315
- 0860: link_actor 1@(23@,16i) to_interior 3
- 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
- wait 0
- 0615: define_AS_pack_begin 22@
- 0605: actor -1 perform_animation "gsign5" IFP "GHANDS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
- 0605: actor -1 perform_animation "DAN_LOOP_A" IFP "DANCING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
- 0605: actor -1 perform_animation "gsign3LH" IFP "GHANDS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
- 0605: actor -1 perform_animation "DAN_LOOP_A" IFP "DANCING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
- 0605: actor -1 perform_animation "gsign4" IFP "GHANDS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
- 0605: actor -1 perform_animation "DNCE_M_C" IFP "DANCING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
- 0643: set_AS_pack 22@ loop 1
- 0616: define_AS_pack_end 22@
- 0618: assign_actor 1@(23@,16i) to_AS_pack 22@
- 0296: unload_special_actor 5
- jump @GSW_3129
- :GSW_2239
- 1@(23@,16i) = Actor.Create(Prostitute, #SPECIAL06, 961.4539, -50.44983, 1001.117)
- Actor.Angle(1@(23@,16i)) = 263.7381
- 0860: link_actor 1@(23@,16i) to_interior 3
- 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
- wait 0
- 0618: assign_actor 1@(23@,16i) to_AS_pack 22@
- 0296: unload_special_actor 6
- jump @GSW_3129
- :GSW_2356
- 1@(23@,16i) = Actor.Create(Prostitute, #SPECIAL07, 970.8618, -45.25, 1001.117)
- Actor.Angle(1@(23@,16i)) = 84.48634
- 0860: link_actor 1@(23@,16i) to_interior 3
- 0446: set_actor 1@(23@,16i) dismemberment_possible 0
- wait 0
- 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
- 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
- 0296: unload_special_actor 7
- jump @GSW_3129
- :GSW_2516
- 1@(23@,16i) = Actor.Create(Prostitute, #SPECIAL08, 961.1014, -48.5275, 1001.117)
- Actor.Angle(1@(23@,16i)) = 130.2
- 0860: link_actor 1@(23@,16i) to_interior 3
- wait 0
- 0615: define_AS_pack_begin 21@
- 0605: actor -1 perform_animation "DNCE_M_A" IFP "DANCING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
- 0605: actor -1 perform_animation "DNCE_M_A" IFP "DANCING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
- 0605: actor -1 perform_animation "DAN_LOOP_A" IFP "DANCING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
- 0605: actor -1 perform_animation "DNCE_M_D" IFP "DANCING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
- 0643: set_AS_pack 21@ loop 1
- 0616: define_AS_pack_end 21@
- 0618: assign_actor 1@(23@,16i) to_AS_pack 21@
- 0296: unload_special_actor 8
- jump @GSW_3129
- :GSW_2768
- 1@(23@,16i) = Actor.Create(Prostitute, #SPECIAL09, 960.1767, -49.3653, 1001.117)
- Actor.Angle(1@(23@,16i)) = 312.39
- 0860: link_actor 1@(23@,16i) to_interior 3
- 0618: assign_actor 1@(23@,16i) to_AS_pack 21@
- wait 0
- 0296: unload_special_actor 9
- jump @GSW_3129
- :GSW_2849
- 1@(23@,16i) = Actor.Create(Prostitute, #SPECIAL10, 956.5443, -54.4468, 1001.117)
- Actor.Angle(1@(23@,16i)) = 84.4
- 0860: link_actor 1@(23@,16i) to_interior 3
- wait 0
- 0615: define_AS_pack_begin 24@
- 0605: actor -1 perform_animation "Barserve_glass" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
- 05D3: AS_actor -1 goto_point 956.8207 -56.08364 1001.117 mode 4 time -1 ms // versionA
- 05D3: AS_actor -1 goto_point 959.1592 -56.10821 1001.117 mode 4 time -1 ms // versionA
- 05D3: AS_actor -1 goto_point 959.1352 -46.85521 1001.117 mode 4 time -1 ms // versionA
- 05D3: AS_actor -1 goto_point 968.8503 -46.35917 1001.117 mode 4 time -1 ms // versionA
- 0605: actor -1 perform_animation "gsign4LH" IFP "GHANDS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
- 0616: define_AS_pack_end 24@
- 0618: assign_actor 1@(23@,16i) to_AS_pack 24@
- Actor.SetWalkStyle(1@(23@,16i), "SEXYWOMAN")
- 0296: unload_special_actor 10
- jump @GSW_3129
- :GSW_3129
- Actor.Health(1@(23@,16i)) = 1000
- 060B: set_actor 1@(23@,16i) decision_maker_to 32
- 23@ += 1
- jump @GSW_285
- :GSW_3166
- 23@ += 1
- jump @GSW_5064
- :GSW_3180
- gosub @GSW_5394
- Model.Load(#HMYBE)
- Model.Load(#WMOPJ)
- :GSW_3195
- wait 0
- if and
- Model.Available(#HMYBE)
- Model.Available(#WMOPJ)
- else_jump @GSW_3195
- 1@(23@,16i) = Actor.Create(Prostitute, #HMYBE, 957.55, -58.12615, 1001.2)
- Actor.Angle(1@(23@,16i)) = 269.4482
- 0860: link_actor 1@(23@,16i) to_interior 3
- 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
- 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
- Actor.Health(1@(23@,16i)) = 1000
- 060B: set_actor 1@(23@,16i) decision_maker_to 32
- 23@ += 1
- 1@(23@,16i) = Actor.Create(Prostitute, #WMOPJ, 957.55, -58.12615, 1001.2)
- Actor.Angle(1@(23@,16i)) = 269.4482
- 0860: link_actor 1@(23@,16i) to_interior 3
- 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
- 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
- Actor.Health(1@(23@,16i)) = 1000
- 060B: set_actor 1@(23@,16i) decision_maker_to 32
- Model.Destroy(#HMYBE)
- Model.Destroy(#WMOPJ)
- 23@ = 0
- jump @GSW_3554
- :GSW_3554
- wait 0
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GSW_3554
- if
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 965.3 -53.25 1001.12 radius 35.0 35.0 5.5
- else_jump @GSW_5057
- if
- 09E7: player $PLAYER_CHAR not_frozen
- else_jump @GSW_3554
- if
- 12 > 23@
- else_jump @GSW_4444
- if
- not Actor.Dead(1@(23@,16i))
- else_jump @GSW_4458
- if
- 851A: not actor 1@(23@,16i) damaged_by_actor $PLAYER_ACTOR
- else_jump @GSW_4458
- if and
- 80E1: not player 0 pressed_key 17
- $ONMISSION == 0
- 00F3: actor $PLAYER_ACTOR near_actor 1@(23@,16i) radius 0.8 0.8 sphere 0 on_foot
- else_jump @GSW_3772
- if
- 10 > 23@
- else_jump @GSW_3772
- jump @GSW_5661
- :GSW_3772
- if
- Actor.Animation(1@(23@,16i)) == "F_smklean_loop"
- else_jump @GSW_3911
- 0613: 30@ = actor 1@(23@,16i) animation "F_smklean_loop" time
- if
- 30@ >= 0.4
- else_jump @GSW_4430
- 064F: remove_references_to_particle 29@
- 0669: 29@ = attach_particle "EXHALE" to_actor 1@(23@,16i) with_offset -0.2 0.0 0.5 type 18
- 064C: make_particle 29@ visible
- jump @GSW_4430
- :GSW_3911
- if
- Actor.Animation(1@(23@,16i)) == "gsign4LH"
- else_jump @GSW_4149
- 0613: 30@ = actor 1@(23@,16i) animation "gsign4LH" time
- if
- 30@ >= 0.9
- else_jump @GSW_4430
- 061B: remove_references_to_AS_pack 24@
- 0615: define_AS_pack_begin 24@
- 05D3: AS_actor -1 goto_point 959.1352 -46.85521 1001.117 mode 4 time -1 ms // versionA
- 05D3: AS_actor -1 goto_point 959.1592 -56.10821 1001.117 mode 4 time -1 ms // versionA
- 05D3: AS_actor -1 goto_point 956.8207 -56.08364 1001.117 mode 4 time -1 ms // versionA
- 05D3: AS_actor -1 goto_point 956.7899 -54.7927 1001.117 mode 4 time -1 ms // versionA
- 0605: actor -1 perform_animation "turn_180" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
- 0616: define_AS_pack_end 24@
- 0618: assign_actor 1@(23@,16i) to_AS_pack 24@
- wait 200
- jump @GSW_4430
- :GSW_4149
- if
- Actor.Animation(1@(23@,16i)) == "turn_180"
- else_jump @GSW_4430
- 0613: 30@ = actor 1@(23@,16i) animation "turn_180" time
- if
- 30@ >= 0.5
- else_jump @GSW_4430
- 061B: remove_references_to_AS_pack 24@
- 0615: define_AS_pack_begin 24@
- 0605: actor -1 perform_animation "Barserve_glass" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
- 05D3: AS_actor -1 goto_point 956.8207 -56.08364 1001.117 mode 4 time -1 ms // versionA
- 05D3: AS_actor -1 goto_point 959.1592 -56.10821 1001.117 mode 4 time -1 ms // versionA
- 05D3: AS_actor -1 goto_point 959.1352 -46.85521 1001.117 mode 4 time -1 ms // versionA
- 05D3: AS_actor -1 goto_point 968.8503 -46.35917 1001.117 mode 4 time -1 ms // versionA
- 0605: actor -1 perform_animation "gsign4LH" IFP "GHANDS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
- 0616: define_AS_pack_end 24@
- 0618: assign_actor 1@(23@,16i) to_AS_pack 24@
- wait 200
- jump @GSW_4430
- :GSW_4430
- 23@ += 1
- jump @GSW_3554
- :GSW_4444
- 23@ = 0
- jump @GSW_3554
- :GSW_4458
- 23@ = 0
- Model.Load(#DESERT_EAGLE)
- Model.Load(#AK47)
- :GSW_4475
- wait 0
- if and
- Model.Available(#DESERT_EAGLE)
- Model.Available(#AK47)
- else_jump @GSW_4475
- :GSW_4500
- wait 0
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GSW_4500
- if
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 965.3 -53.25 1001.12 radius 35.0 35.0 5.5
- else_jump @GSW_5057
- if
- 12 > 23@
- else_jump @GSW_4913
- if and
- not 23@ == 7
- not 23@ == 8
- not 23@ == 9
- else_jump @GSW_4627
- 0465: remove_actor 1@(23@,16i) from_turret_mode
- :GSW_4627
- if
- not Actor.Dead(1@(23@,16i))
- else_jump @GSW_4899
- if or
- 23@ == 0
- 23@ == 4
- 23@ == 9
- 23@ == 10
- else_jump @GSW_4730
- Actor.GiveWeaponAndAmmo(1@(23@,16i), DesertEagle, 6000)
- Actor.WeaponAccuracy(1@(23@,16i)) = 100
- 05E2: AS_actor 1@(23@,16i) kill_actor $PLAYER_ACTOR
- jump @GSW_4899
- :GSW_4730
- if
- 23@ == 6
- else_jump @GSW_4819
- 05BC: AS_actor 1@(23@,16i) jump 1
- wait 250
- Actor.GiveWeaponAndAmmo(1@(23@,16i), AK47, 6000)
- Actor.WeaponAccuracy(1@(23@,16i)) = 100
- 05E2: AS_actor 1@(23@,16i) kill_actor $PLAYER_ACTOR
- 0446: set_actor 1@(23@,16i) dismemberment_possible 1
- jump @GSW_4899
- :GSW_4819
- if or
- 23@ == 1
- 23@ == 2
- 23@ == 3
- 23@ == 5
- 23@ == 7
- 23@ == 8
- 23@ == 11
- else_jump @GSW_4899
- 05DD: AS_actor 1@(23@,16i) flee_from_actor $PLAYER_ACTOR from_origin_radius 2.0 timelimit 30000
- :GSW_4899
- 23@ += 1
- jump @GSW_4500
- :GSW_4913
- Model.Destroy(#DESERT_EAGLE)
- Model.Destroy(#AK47)
- 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 347 -1
- 23@ = 0
- jump @GSW_4966
- :GSW_4966
- wait 0
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GSW_5057
- if
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 965.3 -53.25 1001.12 radius 35.0 35.0 5.5
- else_jump @GSW_5057
- if
- 09E7: player $PLAYER_CHAR not_frozen
- else_jump @GSW_3554
- jump @GSW_4966
- :GSW_5057
- 23@ = 0
- :GSW_5064
- if
- 12 > 23@
- else_jump @GSW_5105
- Actor.DestroyInstantly(1@(23@,16i))
- 23@ += 1
- jump @GSW_5064
- :GSW_5105
- 064F: remove_references_to_particle 29@
- Actor.DestroyInstantly(28@)
- Object.Destroy(20@)
- Object.Destroy(0@)
- Object.Destroy(26@)
- Object.Destroy(27@)
- Model.Destroy(2226)
- Model.Destroy(2601)
- Model.Destroy(3044)
- Model.Destroy(3045)
- 061B: remove_references_to_AS_pack 21@
- 061B: remove_references_to_AS_pack 22@
- 061B: remove_references_to_AS_pack 24@
- 1@ = 0
- 2@ = 0
- 3@ = 0
- 4@ = 0
- 5@ = 0
- 6@ = 0
- 7@ = 0
- 8@ = 0
- 9@ = 0
- 10@ = 0
- 11@ = 0
- 12@ = 0
- 13@ = 0
- 14@ = 0
- 16@ = 0
- 17@ = 0
- 18@ = 0
- 19@ = 0
- 20@ = 0
- 23@ = 0
- 24@ = 0
- 043C: disable_sounds_after_fadeout 1
- 04EF: release_animation "BEACH"
- 04EF: release_animation "LAPDAN1"
- 04EF: release_animation "BAR"
- 04EF: release_animation "DANCING"
- 04EF: release_animation "SMOKING"
- 04EF: release_animation "GHANDS"
- wait 1000
- 0A93: end_custom_thread
- jump @GSW_18
- :GSW_5394
- Model.Load(#GUNGRL3)
- :GSW_5399
- wait 0
- if
- Model.Available(#GUNGRL3)
- else_jump @GSW_5399
- 28@ = Actor.Create(CivFemale, #GUNGRL3, 0.0, 0.0, 0.0)
- Actor.SetImmunities(28@, 1, 1, 1, 1, 1)
- 0619: enable_actor 28@ collision_detection 0
- Actor.RemoveFromMissionCleanupList(28@)
- 0337: set_actor 28@ visibility 0
- Model.Destroy(#GUNGRL3)
- Actor.PutAt(28@, 964.0351, -54.5096, 1000.5)
- 0860: link_actor 28@ to_interior 3
- return
- :GSW_5512
- wait 0
- if and
- 04EE: animation "BEACH" loaded
- 04EE: animation "LAPDAN1" loaded
- 04EE: animation "BAR" loaded
- 04EE: animation "DANCING" loaded
- 04EE: animation "SMOKING" loaded
- 04EE: animation "GHANDS" loaded
- else_jump @GSW_5593
- jump @GSW_5659
- :GSW_5593
- 04ED: load_animation "BEACH"
- 04ED: load_animation "BAR"
- 04ED: load_animation "LAPDAN1"
- 04ED: load_animation "DANCING"
- 04ED: load_animation "SMOKING"
- 04ED: load_animation "GHANDS"
- jump @GSW_5512
- :GSW_5659
- return
- :GSW_5661
- Player.CanMove($PLAYER_CHAR) = False
- 015D: set_gamespeed 1.0
- 08D4: 15@ = create_panel_with_title 'GFT_11' position 400.0 150.0 width 200.0 columns 1 interactive 1 background 1 alignment 0
- 08D6: set_panel 15@ column 0 alignment 1
- 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'
- 090E: set_panel 15@ active_row 0
- wait 1000
- :GSW_5857
- wait 0
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GSW_6026
- if
- $ONMISSION == 0
- else_jump @GSW_6005
- if or
- 00E1: player 0 pressed_key 15
- Actor.Driving($PLAYER_ACTOR)
- else_jump @GSW_5947
- 015D: set_gamespeed 1.0
- gosub @GSW_6083
- Camera.SetBehindPlayer
- Camera.Restore_WithJumpCut
- wait 2500
- jump @GSW_3554
- :GSW_5947
- if
- 00E1: player 0 pressed_key 16
- else_jump @GSW_5857
- 015D: set_gamespeed 1.0
- 08D7: 18@ = panel 15@ active_row
- 18@ += 1
- gosub @GSW_6124
- wait 250
- jump @GSW_6150
- :GSW_6005
- 015D: set_gamespeed 1.0
- gosub @GSW_6083
- jump @GSW_3554
- :GSW_6026
- 015D: set_gamespeed 1.0
- 08DA: remove_panel 15@
- 0826: enable_hud 1
- 0581: enable_radar 1
- Camera.SetBehindPlayer
- Camera.Restore_WithJumpCut
- 03F0: enable_text_draw 0
- Player.CanMove($PLAYER_CHAR) = True
- if
- 08FE: text_box_displayed
- else_jump @GSW_3554
- 03E6: remove_text_box
- jump @GSW_3554
- :GSW_6083
- 08DA: remove_panel 15@
- if
- 08FE: text_box_displayed
- else_jump @GSW_6103
- 03E6: remove_text_box
- :GSW_6103
- 03F0: enable_text_draw 0
- 0826: enable_hud 1
- 0581: enable_radar 1
- Player.CanMove($PLAYER_CHAR) = True
- return
- :GSW_6124
- 08DA: remove_panel 15@
- if
- 08FE: text_box_displayed
- else_jump @GSW_6144
- 03E6: remove_text_box
- :GSW_6144
- 03F0: enable_text_draw 0
- return
- :GSW_6150
- 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
- 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
- :GSW_6278
- jump @GSW_3554
- :GSW_6285
- 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
- Player.CanMove($PLAYER_CHAR) = False
- 0470: 25@ = actor $PLAYER_ACTOR current_weapon
- 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
- fade 0 0
- wait 500
- gosub @GSW_9588
- wait 500
- 0687: clear_actor 1@(23@,16i) task
- 04EB: AS_actor 1@(23@,16i) crouch 0
- Actor.PutAt($PLAYER_ACTOR, 945.1, -44.0777, 1000.88)
- Actor.Angle($PLAYER_ACTOR) = 0.0
- 04C4: store_coords_to 13@ 14@ 19@ from_actor $PLAYER_ACTOR with_offset 0.0 2.5 0.0
- 0085: 16@ = 1@(23@,16i) // (int)
- 0A92: create_custom_thread "GFXXX.cs" 16@ 10 6 13@ 14@ 19@ 180.0
- :GSW_6462
- wait 0
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GSW_6462
- if and
- 09E7: player $PLAYER_CHAR not_frozen
- $ONMISSION == 0
- else_jump @GSW_6462
- 0619: enable_actor 1@(23@,16i) collision_detection 1
- Actor.PutAt($PLAYER_ACTOR, 945.2373, -45.9884, 1001.117)
- Actor.Angle($PLAYER_ACTOR) = 180.5
- 0619: enable_actor $PLAYER_ACTOR collision_detection 1
- Actor.PutAt(1@(23@,16i), 961.0832, -53.8423, 1001.117)
- Player.CanMove($PLAYER_CHAR) = True
- Camera.SetBehindPlayer
- Camera.Restore_WithJumpCut
- Actor.AddArmour($PLAYER_ACTOR, 250)
- Actor.Health($PLAYER_ACTOR) = 250
- 23@ = 0
- gosub @GSW_10224
- wait 1000
- fade 1 2000
- jump @GSW_3554
- :GSW_6637
- fade 0 0
- gosub @GSW_9588
- wait 100
- $ONMISSION = 1
- gosub @GSW_9483
- Actor.PutAt($PLAYER_ACTOR, 961.0832, -53.8423, 1001.117)
- Actor.Angle($PLAYER_ACTOR) = 6.5
- 04C4: store_coords_to 13@ 14@ 19@ from_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.95
- Actor.PutAt(1@(23@,16i), 13@, 14@, 19@)
- Actor.Angle(1@(23@,16i)) = 6.5
- 0619: enable_actor 1@(23@,16i) collision_detection 0
- 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
- 0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKING_IDLEP" IFP "SNM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB
- 33@ = 2500
- wait 100
- gosub @GSW_10131
- fade 1 0
- gosub @GSW_9466
- 03E5: show_text_box 'GFM_3'
- Player.CanMove($PLAYER_CHAR) = True
- jump @GSW_7355
- :GSW_6913
- fade 0 0
- gosub @GSW_9588
- wait 100
- $ONMISSION = 1
- gosub @GSW_9483
- Actor.PutAt($PLAYER_ACTOR, 961.0832, -53.8423, 1001.117)
- Actor.Angle($PLAYER_ACTOR) = 196.5
- 04C4: store_coords_to 13@ 14@ 19@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 -1.0
- 15@ = Actor.Angle($PLAYER_ACTOR)
- 15@ += 180.0
- 19@ -= 0.75
- Actor.PutAt(1@(23@,16i), 13@, 14@, 19@)
- Actor.Angle(1@(23@,16i)) = 15@
- if
- 8500: not player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17
- else_jump @ESC_IMPOUND_GARAGES
- 0793: save_player_clothes
- wait 50
- 0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 16
- 0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17
- Player.SetClothes($PLAYER_CHAR, "player_torso", "torso", Torso)
- Player.SetClothes($PLAYER_CHAR, "player_legs", "legs", Legs)
- Player.SetClothes($PLAYER_CHAR, "foot", "feet", Shoes)
- Player.Build($PLAYER_CHAR)
- wait 50
- :ESC_IMPOUND_GARAGES
- 0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_START_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
- 0812: AS_actor 1@(23@,16i) perform_animation "BJ_STAND_START_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
- 33@ = 2500
- wait 100
- gosub @GSW_10131
- fade 1 0
- gosub @GSW_9466
- 03E5: show_text_box 'GFM_8'
- Player.CanMove($PLAYER_CHAR) = True
- jump @GSW_8208
- :GSW_7355
- wait 0
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GSW_9404
- if
- not Actor.Dead(1@(23@,16i))
- else_jump @GSW_9404
- if
- not Actor.Animation(1@(23@,16i)) == "SPANKING_ENDW"
- else_jump @GSW_7832
- if
- 80E1: not player 0 pressed_key 15
- else_jump @GSW_7741
- if and
- Actor.Animation($PLAYER_ACTOR) == "SPANKING_IDLEP"
- 00E1: player 0 pressed_key 17
- else_jump @GSW_7573
- 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
- 0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKINGP" IFP "SNM" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
- wait 1000
- jump @GSW_7355
- :GSW_7573
- if
- Actor.Animation($PLAYER_ACTOR) == "SPANKINGP"
- else_jump @GSW_7355
- 0613: 30@ = actor $PLAYER_ACTOR animation "SPANKINGP" time
- gosub @GSW_8037
- if and
- 30@ >= 1.0
- 00E1: player 0 pressed_key 17
- else_jump @GSW_7355
- 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
- 0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKINGP" IFP "SNM" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
- wait 1000
- jump @GSW_7355
- :GSW_7741
- 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
- 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
- 33@ = 0
- :GSW_7832
- if
- 33@ >= 5000
- else_jump @GSW_8125
- fade 0 0
- 04C4: store_coords_to 13@ 14@ 19@ from_actor $PLAYER_ACTOR with_offset 0.0 1.2 -1.0
- 15@ = Actor.Angle($PLAYER_ACTOR)
- 19@ += 180.0
- Actor.PutAt(1@(23@,16i), 13@, 14@, 19@)
- Actor.Angle(1@(23@,16i)) = 15@
- 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
- 0792: disembark_instantly_actor $PLAYER_ACTOR
- 0619: enable_actor 1@(23@,16i) collision_detection 1
- wait 250
- $ONMISSION = 0
- gosub @GSW_5512
- 23@ = 0
- gosub @GSW_10224
- wait 1000
- fade 1 0
- jump @GSW_9404
- :GSW_8037
- if and
- 30@ >= 0.5
- 0.8 > 30@
- else_jump @GSW_8123
- 018C: play_sound 1190 at 13@ 14@ 19@
- wait 50
- 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 345 238
- jump @GSW_8123
- :GSW_8123
- return
- :GSW_8125
- if and
- 33@ >= 1000
- 1250 > 33@
- else_jump @GSW_7355
- 018C: play_sound 1190 at 13@ 14@ 19@
- wait 500
- 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 286 238
- jump @GSW_7355
- :GSW_8208
- wait 0
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GSW_9404
- if
- not Actor.Dead(1@(23@,16i))
- else_jump @GSW_9404
- if
- not Actor.Animation(1@(23@,16i)) == "BJ_STAND_END_W"
- else_jump @GSW_8746
- if
- 80E1: not player 0 pressed_key 15
- else_jump @GSW_8533
- if
- Actor.Animation($PLAYER_ACTOR) == "BJ_STAND_START_P"
- else_jump @GSW_8533
- 0613: 30@ = actor $PLAYER_ACTOR animation "BJ_STAND_START_P" time
- if
- 30@ >= 1.0
- else_jump @GSW_8208
- 0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 20000 // versionB
- 0812: AS_actor 1@(23@,16i) perform_animation "BJ_STAND_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 20000 // versionB
- 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 285 240
- 33@ = 0
- 32@ = 0
- jump @GSW_8208
- :GSW_8533
- if and
- Actor.Animation($PLAYER_ACTOR) == "BJ_STAND_LOOP_P"
- 32@ > 2000
- else_jump @GSW_8611
- 0A92: create_custom_thread "GFXXX.cs" 28@ 6 0 0 0 285 242
- 32@ = 0
- :GSW_8611
- if or
- 00E1: player 0 pressed_key 15
- 33@ > 20000
- else_jump @GSW_8208
- 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
- 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
- 33@ = 0
- jump @GSW_8208
- :GSW_8746
- 0613: 30@ = actor 1@(23@,16i) animation "BJ_STAND_END_W" time
- if
- 30@ >= 1.0
- else_jump @GSW_8208
- fade 0 0
- 0638: AS_actor 1@(23@,16i) stay_put 1
- 0792: disembark_instantly_actor $PLAYER_ACTOR
- wait 250
- if
- 8500: not player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17
- else_jump @GSW_8864
- 0794: restore_player_clothes
- wait 50
- Player.Build($PLAYER_CHAR)
- wait 50
- :GSW_8864
- $ONMISSION = 0
- gosub @GSW_5512
- 23@ = 0
- gosub @GSW_10224
- wait 1000
- fade 1 0
- jump @GSW_9404
- :GSW_8910
- gosub @GSW_9466
- gosub @GSW_9588
- $ONMISSION = 1
- gosub @GSW_9483
- 0619: enable_actor 1@(23@,16i) collision_detection 0
- Player.CanMove($PLAYER_CHAR) = True
- wait 0
- 0638: AS_actor 1@(23@,16i) stay_put 1
- wait 0
- 0639: AS_actor $PLAYER_ACTOR rotate_to_actor 1@(23@,16i)
- wait 1000
- 04C4: store_coords_to 13@ 14@ 19@ from_actor $PLAYER_ACTOR with_offset 0.0 1.05 -1.0
- 15@ = Actor.Angle($PLAYER_ACTOR)
- 15@ += 180.0
- 0638: AS_actor 1@(23@,16i) stay_put 0
- Actor.PutAt(1@(23@,16i), 13@, 14@, 19@)
- Actor.Angle(1@(23@,16i)) = 15@
- 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
- 0812: AS_actor $PLAYER_ACTOR perform_animation "PLAYA_KISS_03" IFP "KISSING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 6000 // versionB
- gosub @GSW_10131
- wait 500
- :GSW_9187
- wait 0
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @GSW_9404
- if
- not Actor.Dead(1@(23@,16i))
- else_jump @GSW_9404
- if
- Actor.Animation($PLAYER_ACTOR) == "PLAYA_KISS_03"
- else_jump @GSW_9302
- 0613: 30@ = actor $PLAYER_ACTOR animation "PLAYA_KISS_03" time
- if
- 30@ >= 0.95
- else_jump @GSW_9187
- :GSW_9302
- fade 0 0
- $ONMISSION = 0
- 0619: enable_actor 1@(23@,16i) collision_detection 1
- gosub @GSW_5512
- 23@ = 0
- gosub @GSW_10224
- wait 500
- fade 1 0
- jump @GSW_9404
- :GSW_9365
- gosub @GSW_9466
- Player.CanMove($PLAYER_CHAR) = True
- 0619: enable_actor 1@(23@,16i) collision_detection 1
- $ONMISSION = 0
- jump @GSW_3554
- :GSW_9404
- 0619: enable_actor 1@(23@,16i) collision_detection 1
- 04EF: release_animation "KISSING"
- 04EF: release_animation "SEX"
- 04EF: release_animation "BLOWJOBZ"
- 04EF: release_animation "SNM"
- $ONMISSION = 0
- jump @GSW_3554
- :GSW_9466
- if
- 08FE: text_box_displayed
- else_jump @GSW_9481
- 03E6: remove_text_box
- :GSW_9481
- return
- :GSW_9483
- wait 0
- if and
- 04EE: animation "BLOWJOBZ" loaded
- 04EE: animation "SEX" loaded
- 04EE: animation "KISSING" loaded
- 04EE: animation "SNM" loaded
- else_jump @GSW_9542
- jump @GSW_9586
- :GSW_9542
- 04ED: load_animation "BLOWJOBZ"
- 04ED: load_animation "KISSING"
- 04ED: load_animation "SEX"
- 04ED: load_animation "SNM"
- jump @GSW_9483
- :GSW_9586
- return
- :GSW_9588
- 0085: 17@ = 23@ // (int)
- 061B: remove_references_to_AS_pack 21@
- 061B: remove_references_to_AS_pack 22@
- 061B: remove_references_to_AS_pack 24@
- 23@ = 0
- :GSW_9618
- wait 0
- if
- 12 > 23@
- else_jump @GSW_9997
- if and
- not 23@ == 7
- not 23@ == 8
- not 23@ == 9
- else_jump @GSW_9681
- 0465: remove_actor 1@(23@,16i) from_turret_mode
- :GSW_9681
- if
- not Actor.Dead(1@(23@,16i))
- else_jump @GSW_9983
- 0687: clear_actor 1@(23@,16i) task
- 04EB: AS_actor 1@(23@,16i) crouch 0
- if
- 803B: not 23@ == 17@ // (int)
- else_jump @GSW_9983
- if or
- 23@ == 1
- 23@ == 2
- 23@ == 3
- else_jump @GSW_9946
- 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
- :GSW_9835
- Actor.PutAt(2@, 957.5992, -58.3931, 1001.125)
- Actor.Angle(2@) = 325.2
- jump @GSW_9983
- :GSW_9872
- Actor.PutAt(3@, 960.4612, -60.2817, 1001.117)
- Actor.Angle(3@) = 355.8
- jump @GSW_9983
- :GSW_9909
- Actor.PutAt(4@, 963.007, -57.8605, 1001.125)
- Actor.Angle(4@) = 34.2
- jump @GSW_9983
- :GSW_9946
- Actor.PutAt(4@, 963.007, -57.8605, 1001.125)
- Actor.Angle(4@) = 34.2
- jump @GSW_9983
- :GSW_9983
- 23@ += 1
- jump @GSW_9618
- :GSW_9997
- Actor.PutAt(11@, 958.8594, -59.8002, 1001.11)
- Actor.Angle(11@) = 325.2
- Actor.PutAt(12@, 958.3193, -56.8132, 1001.117)
- Actor.Angle(12@) = 325.2
- 064F: remove_references_to_particle 29@
- 04EF: release_animation "BEACH"
- 04EF: release_animation "LAPDAN1"
- 04EF: release_animation "BAR"
- 04EF: release_animation "DANCING"
- 04EF: release_animation "SMOKING"
- 04EF: release_animation "GHANDS"
- 0085: 23@ = 17@ // (int)
- return
- :GSW_10131
- 23@ = 0
- :GSW_10138
- wait 0
- if
- 12 > 23@
- else_jump @GSW_10214
- if and
- 803B: not 23@ == 17@ // (int)
- not Actor.Dead(1@(23@,16i))
- else_jump @GSW_10200
- 0639: AS_actor 1@(23@,16i) rotate_to_actor $PLAYER_ACTOR
- :GSW_10200
- 23@ += 1
- jump @GSW_10138
- :GSW_10214
- 0085: 23@ = 17@ // (int)
- return
- :GSW_10224
- wait 0
- if
- 12 > 23@
- else_jump @GSW_12162
- if
- not Actor.Dead(1@(23@,16i))
- else_jump @GSW_12148
- 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
- 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
- :GSW_10394
- 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
- wait 0
- 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
- 069A: attach_object 26@ to_object 27@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0
- 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
- 0669: 29@ = attach_particle "EXHALE" to_actor 1@(23@,16i) with_offset -0.2 0.0 0.5 type 18
- 064C: make_particle 29@ visible
- jump @GSW_12122
- :GSW_10615
- 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
- 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
- jump @GSW_12122
- :GSW_10701
- 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
- 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
- jump @GSW_12122
- :GSW_10783
- 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
- 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
- jump @GSW_12122
- :GSW_10866
- 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
- wait 0
- 0615: define_AS_pack_begin 22@
- 0605: actor -1 perform_animation "gsign5" IFP "GHANDS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
- 0605: actor -1 perform_animation "DAN_LOOP_A" IFP "DANCING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
- 0605: actor -1 perform_animation "gsign3LH" IFP "GHANDS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
- 0605: actor -1 perform_animation "DAN_LOOP_A" IFP "DANCING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
- 0605: actor -1 perform_animation "gsign4" IFP "GHANDS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
- 0605: actor -1 perform_animation "DNCE_M_C" IFP "DANCING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
- 0643: set_AS_pack 22@ loop 1
- 0616: define_AS_pack_end 22@
- 0618: assign_actor 1@(23@,16i) to_AS_pack 22@
- 0296: unload_special_actor 5
- jump @GSW_12122
- :GSW_11171
- 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
- wait 0
- 0618: assign_actor 1@(23@,16i) to_AS_pack 22@
- 0296: unload_special_actor 6
- jump @GSW_12122
- :GSW_11234
- 0446: set_actor 1@(23@,16i) dismemberment_possible 0
- wait 0
- 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
- 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
- 0296: unload_special_actor 7
- jump @GSW_12122
- :GSW_11340
- Actor.PutAt(1@(23@,16i), 961.1014, -48.5275, 1001.117)
- Actor.Angle(1@(23@,16i)) = 130.2
- wait 0
- 0615: define_AS_pack_begin 21@
- 0605: actor -1 perform_animation "DNCE_M_A" IFP "DANCING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
- 0605: actor -1 perform_animation "DNCE_M_A" IFP "DANCING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
- 0605: actor -1 perform_animation "DAN_LOOP_A" IFP "DANCING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
- 0605: actor -1 perform_animation "DNCE_M_D" IFP "DANCING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
- 0643: set_AS_pack 21@ loop 1
- 0616: define_AS_pack_end 21@
- 0618: assign_actor 1@(23@,16i) to_AS_pack 21@
- 0296: unload_special_actor 8
- jump @GSW_12122
- :GSW_11576
- Actor.PutAt(1@(23@,16i), 960.1767, -49.3653, 1001.117)
- Actor.Angle(1@(23@,16i)) = 312.39
- 0618: assign_actor 1@(23@,16i) to_AS_pack 21@
- wait 0
- 0296: unload_special_actor 9
- jump @GSW_12122
- :GSW_11641
- Actor.PutAt(1@(23@,16i), 956.5443, -54.4468, 1001.117)
- Actor.Angle(1@(23@,16i)) = 84.4
- wait 0
- 0615: define_AS_pack_begin 24@
- 0605: actor -1 perform_animation "Barserve_glass" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
- 05D3: AS_actor -1 goto_point 956.8207 -56.08364 1001.117 mode 4 time -1 ms // versionA
- 05D3: AS_actor -1 goto_point 959.1592 -56.10821 1001.117 mode 4 time -1 ms // versionA
- 05D3: AS_actor -1 goto_point 959.1352 -46.85521 1001.117 mode 4 time -1 ms // versionA
- 05D3: AS_actor -1 goto_point 968.8503 -46.35917 1001.117 mode 4 time -1 ms // versionA
- 0605: actor -1 perform_animation "gsign4LH" IFP "GHANDS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
- 0616: define_AS_pack_end 24@
- 0618: assign_actor 1@(23@,16i) to_AS_pack 24@
- Actor.SetWalkStyle(1@(23@,16i), "SEXYWOMAN")
- 0296: unload_special_actor 10
- jump @GSW_12122
- :GSW_11905
- Actor.PutAt(1@(23@,16i), 957.55, -58.12615, 1001.2)
- 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
- 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
- jump @GSW_12122
- :GSW_12015
- Actor.PutAt(1@(23@,16i), 957.55, -58.12615, 1001.2)
- 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
- 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
- jump @GSW_12122
- :GSW_12122
- Actor.Health(1@(23@,16i)) = 1000
- 23@ += 1
- jump @GSW_10224
- :GSW_12148
- 23@ += 1
- jump @GSW_10224
- :GSW_12162
- 23@ = 0
- return
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