screen menuinteractive():
# Actual animation/movie to display - By default nothing
default anim = None
# How many animations/movies already displayed
default count = 0
# If there's an animation selected
if anim:
# show it centered
# /!\ I have a sudden doubt, but normally it works with this syntax /!\
add "[anim]" xalign 0.5 yalign 0.5
# Unless it's the creampie animation, show those buttons
if not anim = "codivoreyogaexit":
imagebutton:
idle "blowjob.jpg"
xpos 0.95
ypos 0.05
# Select the corresponding animation/movie
# and count one more animation/movie shown
action [ SetScreenVariable( "anim", "codivoreyogablowjob" ), SetScreenVariable( "count", count + 1 ) ]
imagebutton:
idle "titjob.jpg"
xpos 0.95
ypos 0.15
# Select the corresponding animation/movie
# and count one more animation/movie shown
action [ SetScreenVariable( "anim", "codivoreyogatitjob" ), SetScreenVariable( "count", count + 1 ) ]
# If at least 2 animations have been shown, now the player
# can possibly end this part.
if count >= 2:
imagebutton:
idle "creampie.jpg"
xpos 0.95
ypos 0.20
# Select the corresponding animation/movie
action SetScreenVariable( "anim", "codivoreyogaexit" )
imagebutton:
idle "exit.jpg"
xpos 0.95
ypos 0.05
# Return to the game flow
action Return()
label whatever:
call screen menuinteractive
girl "It was... wow, never had sex like that before."