;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment
;NEXT FRAGMENT INDEX 3
Scriptname SF_aHH0Temple3Scene_0200A374 Extends Scene Hidden

;BEGIN FRAGMENT Fragment_2
Function Fragment_2()
;BEGIN CODE
AzuraFadeToWhite.apply(2)
;END CODE
EndFunction
;END FRAGMENT

;END FRAGMENT CODE - Do not edit anything between this and the begin comment

Function TentacleAela()
	actor[] sexActors = new actor[1]   ;its an 2 actor anim
	sexActors[0] = aHH0AelaREF   ;actor in female role. Its an alias thats why  that .GetActorRef() is needed. If it would be property it would be just Vess (or whatever else that property would be named)
	sslBaseAnimation[] anims = SL.GetAnimationsByTags(1, "tentacle")   ;here you choose animation to be played. This one is by tags. It means it will pick random animation made for 2 actors which has both of those tags. You can also add tags to suppress for example SL.GetAnimationsByTags(2, "Aggressive,vaginal", "missionary") would still play random animation of vaginal aggressive sex but rough missionary animation would not be allowed.
	RegisterForModEvent("AnimationEnd_aHH", "aHH")   ;this is for hooks.
	SL.StartSex(sexActors, anims, victim = aHH0AelaREF , allowbed=false, hook="aHH")   ; and this starts the action. victim = Vess.GetActorRef() means this actor is considered as victim and other one as aggressor. allowbed=false means sexlab wont allow use of beds. hook="AQSS" and this is a hook, it allows you to do something on "AnimationEnd" in this example
EndFunction

Function TentacleSari()
	actor[] sexActors = new actor[1]   ;its an 2 actor anim
	sexActors[0] = aHH0SariREF   ;actor in female role. Its an alias thats why  that .GetActorRef() is needed. If it would be property it would be just Vess (or whatever else that property would be named)
	sslBaseAnimation[] anims = SL.GetAnimationsByTags(1, "tentacle")   ;here you choose animation to be played. This one is by tags. It means it will pick random animation made for 2 actors which has both of those tags. You can also add tags to suppress for example SL.GetAnimationsByTags(2, "Aggressive,vaginal", "missionary") would still play random animation of vaginal aggressive sex but rough missionary animation would not be allowed.
	RegisterForModEvent("AnimationEnd_aHH", "aHH")   ;this is for hooks.
	SL.StartSex(sexActors, anims, victim = aHH0SariREF , allowbed=false, hook="aHH")   ; and this starts the action. victim = Vess.GetActorRef() means this actor is considered as victim and other one as aggressor. allowbed=false means sexlab wont allow use of beds. hook="AQSS" and this is a hook, it allows you to do something on "AnimationEnd" in this example
EndFunction

Function TentaclePlayer()
	actor[] sexActors = new actor[1]   ;its an 2 actor anim
	sexActors[0] = Playerref  ;actor in female role. Its an alias thats why  that .GetActorRef() is needed. If it would be property it would be just Vess (or whatever else that property would be named)
	sslBaseAnimation[] anims = SL.GetAnimationsByTags(1, "tentacle")   ;here you choose animation to be played. This one is by tags. It means it will pick random animation made for 2 actors which has both of those tags. You can also add tags to suppress for example SL.GetAnimationsByTags(2, "Aggressive,vaginal", "missionary") would still play random animation of vaginal aggressive sex but rough missionary animation would not be allowed.
	RegisterForModEvent("AnimationEnd_aHH", "aHH")   ;this is for hooks.
	SL.StartSex(sexActors, anims, victim = Playerref , allowbed=false, hook="aHH")   ; and this starts the action. victim = Vess.GetActorRef() means this actor is considered as victim and other one as aggressor. allowbed=false means sexlab wont allow use of beds. hook="AQSS" and this is a hook, it allows you to do something on "AnimationEnd" in this example
EndFunction


SexLabFramework Property SL  Auto 
Actor property aHH0AelaREF  auto
Actor property aHH0SariREF  auto
Actor property Playerref  auto

ImageSpaceModifier Property AzuraFadeToWhite  Auto  
