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DO ~ClearAllActions() StartCutSceneMode() StartCutScene("c-restco")~ /* Camping Out */
DO ~ClearAllActions() StartCutSceneMode() StartCutScene("c-restdg")~ /* Dungeon */
DO ~ClearAllActions() StartCutSceneMode() StartCutScene("c-restin")~ /* Inn */
DO ~ClearAllActions() StartCutSceneMode() StartCutScene("c-restpp")~ /* PocketPlane */
IF ~~ t1eb10.0f2
SAY ~(Gavin folds you in his arms and eases you onto the bedroll. Tender kisses become more urgent, and the night sounds fade away.)~
IF ~!AreaCheck("AR0085")
!AreaCheck("AR1100")
!AreaCheck("AR1101")
!AreaCheck("AR1102")
!AreaCheck("AR1104")
!AreaCheck("AR1105")
!AreaCheck("AR1106")
!AreaCheck("AR1107")
!AreaCheck("AR1200")
!AreaCheck("AR1204")
!AreaCheck("AR1300")
!AreaCheck("AR1304")
!AreaCheck("AR1400")
!AreaCheck("AR1404")
!AreaCheck("AR1700")
!AreaCheck("AR1800")
!AreaCheck("AR1900")
!AreaCheck("AR1901")
!AreaCheck("AR1902")
!AreaCheck("AR1904")
!AreaCheck("AR1905")
!AreaCheck("AR2500")
!AreaCheck("AR2600")
!AreaCheck("AR2602")
!AreaCheck("AR2603")
!AreaCheck("AR2700")
!AreaCheck("AR2800")~ THEN DO ~SetGlobal("B!GavSex","GLOBAL",1)
IncrementGlobal("B!GavLove","GLOBAL",19)
SetGlobal("B!GavSerious","GLOBAL",3)
SetGlobal("B!GavRA","GLOBAL",2)
ClearAllActions()
StartCutSceneMode()
StartCutScene("b!rest1")~ EXIT
IF ~OR(27)
AreaCheck("AR0085")
AreaCheck("AR1100")
AreaCheck("AR1101")
AreaCheck("AR1102")
AreaCheck("AR1104")
AreaCheck("AR1105")
AreaCheck("AR1106")
AreaCheck("AR1107")
AreaCheck("AR1200")
AreaCheck("AR1204")
AreaCheck("AR1300")
AreaCheck("AR1304")
AreaCheck("AR1400")
AreaCheck("AR1404")
AreaCheck("AR1700")
AreaCheck("AR1800")
AreaCheck("AR1900")
AreaCheck("AR1901")
AreaCheck("AR1902")
AreaCheck("AR1904")
AreaCheck("AR1905")
AreaCheck("AR2500")
AreaCheck("AR2600")
AreaCheck("AR2602")
AreaCheck("AR2603")
AreaCheck("AR2700")
AreaCheck("AR2800")~ THEN DO ~SetGlobal("B!GavSex","GLOBAL",1)
IncrementGlobal("B!GavLove","GLOBAL",19)
SetGlobal("B!GavSerious","GLOBAL",3)
SetGlobal("B!GavRA","GLOBAL",2)
ClearAllActions()
StartCutSceneMode()
StartCutScene("b!rest2")~ EXIT // camp
END
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