{$CLEO .cs}
0000: NOP
0ACD: show_text_highpriority "~r~It's started." time 3000

:begin
model.load(#gun_vibe2 )
model.load(#gun_vibe1 )
model.load(#gun_dildo2 )
model.load(#gun_dildo1 )
model.load(#GUN_PARA)
038B: load_requested_models
04ED: load_animation  "knife"

8@ = 16525520 //marker color

31@ = 0
20@ = 0
29@ = 0
32@ = 0
33@ = 0
30@ = 0
0@ = 0
7@ = 0     
9@ = 0
//7@ = 60.0
jump @BACK_MENU

:create_zombie

wait 0
if 
0ADC:   test_cheat "mess"

jf @create_zombie 
:BACK_MENU
:AI_Menus
0ADF: add_dynamic_GXT_entry "whoname" text "~w~Bodyguards"   
0ADF: add_dynamic_GXT_entry "whoinfo" text "Select your bodyguard."
0ADF: add_dynamic_GXT_entry "AI01" text "GANGRL2"
0ADF: add_dynamic_GXT_entry "AI02" text "GANGRL1"
0ADF: add_dynamic_GXT_entry "AI03" text "GUNGRL2"
0ADF: add_dynamic_GXT_entry "AI04" text "GUNGRL1"
0ADF: add_dynamic_GXT_entry "AI05" text "MECGRL2"
0ADF: add_dynamic_GXT_entry "AI06" text "MECGRL1"
0ADF: add_dynamic_GXT_entry "AI07" text "COPGRL2"
0ADF: add_dynamic_GXT_entry "AI08" text "COPGRL1"
0ADF: add_dynamic_GXT_entry "AI09" text "CROGRL2"
0ADF: add_dynamic_GXT_entry "AI10" text "CROGRL1"
0ADF: add_dynamic_GXT_entry "AI11" text "NURGRL2"
0ADF: add_dynamic_GXT_entry "AI12" text "NURGRL1"
0ADF: add_dynamic_GXT_entry "CUSTOMA" text "CUSTOMA" 
0ADF: add_dynamic_GXT_entry "CUSTOMB" text "CUSTOMB" 
0ADF: add_dynamic_GXT_entry "CUSTOMC" text "CUSTOMC" 
0ADF: add_dynamic_GXT_entry "CUSTOMD" text "CUSTOMD" 
0ADF: add_dynamic_GXT_entry "CUSTOME" text "CUSTOME" 
0ADF: add_dynamic_GXT_entry "CUSTOMF" text "CUSTOMF" 
0ADF: add_dynamic_GXT_entry "CUSTOMG" text "CUSTOMG" 
0ADF: add_dynamic_GXT_entry "CUSTOMH" text "CUSTOMH" 
0ADF: add_dynamic_GXT_entry "CUSTOMI" text "CUSTOMI" 
0ADF: add_dynamic_GXT_entry "CUSTOMJ" text "CUSTOMJ" 
0ADF: add_dynamic_GXT_entry "GUARD1" text "GUARD1" 
0ADF: add_dynamic_GXT_entry "GUARD2" text "GUARD2" 
0ADF: add_dynamic_GXT_entry "GUARD3" text "GUARD3" 
0ADF: add_dynamic_GXT_entry "CUSTOMA" text "CUSTOMA"
0ADF: add_dynamic_GXT_entry "CUSTOMB" text "CUSTOMB"

0ADF: add_dynamic_GXT_entry "CUSTOMC" text "CUSTOMC"
0ADF: add_dynamic_GXT_entry "CUSTOMD" text "CUSTOMD"


0ADF: add_dynamic_GXT_entry "CUSTOME" text "CUSTOME"
0ADF: add_dynamic_GXT_entry "CUSTOMF" text "CUSTOMF"

0ADF: add_dynamic_GXT_entry "CUSTOMG" text "CUSTOMG"
0ADF: add_dynamic_GXT_entry "CUSTOMH" text "CUSTOMH"

0ADF: add_dynamic_GXT_entry "CUSTOMI" text "CUSTOMI"
0ADF: add_dynamic_GXT_entry "CUSTOMJ" text "CUSTOMJ"
0ADF: add_dynamic_GXT_entry "GIRL1" text "GIRL1"
0ADF: add_dynamic_GXT_entry "GIRL2" text "GIRL2"

0ADF: add_dynamic_GXT_entry "GIRL3" text "GIRL3"
0ADF: add_dynamic_GXT_entry "GIRL4" text "GIRL4"


0ADF: add_dynamic_GXT_entry "GIRL5" text "GIRL5"
0ADF: add_dynamic_GXT_entry "GIRL6" text "GIRL6"

0ADF: add_dynamic_GXT_entry "GIRL7" text "GIRL7"
0ADF: add_dynamic_GXT_entry "GIRL8" text "GIRL8"

0ADF: add_dynamic_GXT_entry "GIRL9" text "GIRL9"
0ADF: add_dynamic_GXT_entry "GIRL10" text "GIRL10"

0ADF: add_dynamic_GXT_entry "GIRL11" text "GIRL11"
0ADF: add_dynamic_GXT_entry "GIRL12" text "GIRL12"

0ADF: add_dynamic_GXT_entry "GIRL13" text "GIRL13"
0ADF: add_dynamic_GXT_entry "GIRL14" text "GIRL14"
0ADF: add_dynamic_GXT_entry "GIRL15" text "GIRL15"


0ADF: add_dynamic_GXT_entry "TRACKER" text "TRACKER" 
0ADF: add_dynamic_GXT_entry "SOLDIER" text "SOLDIER" 
0ADF: add_dynamic_GXT_entry "FIGHTER" text "FIGHTER" 
0ADF: add_dynamic_GXT_entry "HITMAN" text "HITMAN" 
0ADF: add_dynamic_GXT_entry "HITMAN2" text "HITMAN2" 
0ADF: add_dynamic_GXT_entry "SPY1" text "SPY1" 
0ADF: add_dynamic_GXT_entry "SPY2" text "SPY2" 
0ADF: add_dynamic_GXT_entry "PARKOUR" text "PARKOUR" 
0ADF: add_dynamic_GXT_entry "MAID" text "MAID" 
0ADF: add_dynamic_GXT_entry "NEXT002" text "Next -->"
0ADF: add_dynamic_GXT_entry "PREVER" text "<-- Previous"



0512: show_permanent_text_box 'whoinfo' 
08D4: 1@ = create_panel_with_title 'dummy' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel 1@ column  0 header 'whoname' data 'AI01' 'AI02' 'AI03' 'AI04' 'AI05' 'AI06' 'AI07' 'AI08' 'AI09' 'AI10' 'AI11' 'AI12'
090E: set_panel 1@ active_row  0
01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
:AI_Menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @AI_Menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @AI_Menu_left //AI_Menu_2
jump @AI_Menu_21//--jump to menue exit
//0AB0:   key_pressed 37  //left
//0AB0:   key_pressed 39  //right




:AI_Menu_left
if
0AB0:   key_pressed 37  //left
jf @AI_Menu_right
//01B4: set_player $PLAYER_CHAR can_move 1
//03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 1@
03E6: remove_text_box
wait 400
jump @AI_Menus_F

:AI_Menu_right
if
0AB0:   key_pressed 39  //right
jf @AI_Menu_2
//01B4: set_player $PLAYER_CHAR can_move 1
//03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 1@
03E6: remove_text_box
wait 400
//0ACD: show_text_highpriority "Nothing extended yet." time 100

jump @AI_Menus_B

:AI_Menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @AI_Menu_1
03E6: remove_text_box
08D7: 2@ = panel 1@ active_row//-- submit number of the highlighted button into variable
if
0039:   2@ ==  0  // integer values
jf @AI_Menu_3      
023C: load_special_actor 'gangrl2' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 
jump @AI_Menu_21

:AI_Menu_3
if
0039:   2@ ==  1  // integer values
jf @AI_Menu_4
023C: load_special_actor 'gangrl1' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_4
if
0039:   2@ ==  2  // integer values
jf @AI_Menu_5
023C: load_special_actor 'gungrl2' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_5
if
0039:   2@ ==  3  // integer values
jf @AI_Menu_6
023C: load_special_actor 'gungrl1' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_6
if
0039:   2@ ==  4  // integer values
jf @AI_Menu_7
023C: load_special_actor 'mecgrl2' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_7
if
0039:   2@ ==  5  // integer values
jf @AI_Menu_8
023C: load_special_actor 'mecgrl1' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_8
if
0039:   2@ ==  6  // integer values
jf @AI_Menu_9
                                                    
023C: load_special_actor 'copgrl2' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_9
if
0039:   2@ ==  7  // integer values
jf @AI_Menu_10
023C: load_special_actor 'copgrl1' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_10
if
0039:   2@ ==  8  // integer values
jf @AI_Menu_11
023C: load_special_actor 'crogrl2' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_11
if
0039:   2@ ==  9  // integer values
jf @AI_Menu_12
023C: load_special_actor 'crogrl1' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_12
if
0039:   2@ ==  10  // integer values
jf @AI_Menu_13
023C: load_special_actor 'nurgrl2' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_13
if
0039:   2@ ==  11  // integer values
jf @AI_Menu_1          //release
023C: load_special_actor 'nurgrl1' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_21

01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 1@
03E6: remove_text_box
0ACD: show_text_highpriority "~r~Exited." time 3000
end_thread
jump @AI_Menus

:bodyguard 
wait 0
if
023D:   special_actor 5 loaded
jf @else
08DA: remove_panel 1@
03E6: remove_text_box
01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
//0ACD: show_text_highpriority 0x969110 time 100
jump @spawn_him

:else
08DA: remove_panel 1@
03E6: remove_text_box
01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
0ACD: show_text_highpriority "~r~Bodyguard's model loaded failed!" time 3000

end_thread

:AI_Menus_B
0ADF: add_dynamic_GXT_entry "whoname" text "~w~Bodyguards"   
0ADF: add_dynamic_GXT_entry "whoinfo" text "Select your bodyguard."

0ADF: add_dynamic_GXT_entry "AI10" text "CROGRL1"
0ADF: add_dynamic_GXT_entry "AI11" text "NURGRL2"
0ADF: add_dynamic_GXT_entry "AI12" text "NURGRL1"
0ADF: add_dynamic_GXT_entry "CUSTOMA" text "CUSTOMA" 
0ADF: add_dynamic_GXT_entry "CUSTOMB" text "CUSTOMB" 
0ADF: add_dynamic_GXT_entry "CUSTOMC" text "CUSTOMC" 
0ADF: add_dynamic_GXT_entry "CUSTOMD" text "CUSTOMD" 
0ADF: add_dynamic_GXT_entry "CUSTOME" text "CUSTOME" 
0ADF: add_dynamic_GXT_entry "CUSTOMF" text "CUSTOMF" 
0ADF: add_dynamic_GXT_entry "CUSTOMG" text "CUSTOMG" 
0ADF: add_dynamic_GXT_entry "CUSTOMH" text "CUSTOMH" 
0ADF: add_dynamic_GXT_entry "CUSTOMI" text "CUSTOMI" 
0ADF: add_dynamic_GXT_entry "CUSTOMJ" text "CUSTOMJ" 
0ADF: add_dynamic_GXT_entry "GUARD1" text "GUARD1" 
0ADF: add_dynamic_GXT_entry "GUARD2" text "GUARD2" 
0ADF: add_dynamic_GXT_entry "GUARD3" text "GUARD3" 
0ADF: add_dynamic_GXT_entry "CUSTOMA" text "CUSTOMA"
0ADF: add_dynamic_GXT_entry "CUSTOMB" text "CUSTOMB"

0ADF: add_dynamic_GXT_entry "CUSTOMC" text "CUSTOMC"
0ADF: add_dynamic_GXT_entry "CUSTOMD" text "CUSTOMD"


0ADF: add_dynamic_GXT_entry "CUSTOME" text "CUSTOME"
0ADF: add_dynamic_GXT_entry "CUSTOMF" text "CUSTOMF"

0ADF: add_dynamic_GXT_entry "CUSTOMG" text "CUSTOMG"
0ADF: add_dynamic_GXT_entry "CUSTOMH" text "CUSTOMH"

0ADF: add_dynamic_GXT_entry "CUSTOMI" text "CUSTOMI"
0ADF: add_dynamic_GXT_entry "CUSTOMJ" text "CUSTOMJ"
0ADF: add_dynamic_GXT_entry "GIRL1" text "GIRL1"
0ADF: add_dynamic_GXT_entry "GIRL2" text "GIRL2"

0ADF: add_dynamic_GXT_entry "GIRL3" text "GIRL3"
0ADF: add_dynamic_GXT_entry "GIRL4" text "GIRL4"


0ADF: add_dynamic_GXT_entry "GIRL5" text "GIRL5"
0ADF: add_dynamic_GXT_entry "GIRL6" text "GIRL6"

0ADF: add_dynamic_GXT_entry "GIRL7" text "GIRL7"
0ADF: add_dynamic_GXT_entry "GIRL8" text "GIRL8"

0ADF: add_dynamic_GXT_entry "GIRL9" text "GIRL9"
0ADF: add_dynamic_GXT_entry "GIRL10" text "GIRL10"

0ADF: add_dynamic_GXT_entry "GIRL11" text "GIRL11"
0ADF: add_dynamic_GXT_entry "GIRL12" text "GIRL12"

0ADF: add_dynamic_GXT_entry "GIRL13" text "GIRL13"
0ADF: add_dynamic_GXT_entry "GIRL14" text "GIRL14"
0ADF: add_dynamic_GXT_entry "GIRL15" text "GIRL15"


0ADF: add_dynamic_GXT_entry "TRACKER" text "TRACKER" 
0ADF: add_dynamic_GXT_entry "SOLDIER" text "SOLDIER" 
0ADF: add_dynamic_GXT_entry "FIGHTER" text "FIGHTER" 
0ADF: add_dynamic_GXT_entry "HITMAN" text "HITMAN" 
0ADF: add_dynamic_GXT_entry "HITMAN2" text "HITMAN2" 
0ADF: add_dynamic_GXT_entry "SPY1" text "SPY1" 
0ADF: add_dynamic_GXT_entry "SPY2" text "SPY2" 
0ADF: add_dynamic_GXT_entry "PARKOUR" text "PARKOUR" 
0ADF: add_dynamic_GXT_entry "MAID" text "MAID" 
0ADF: add_dynamic_GXT_entry "NEXT002" text "Next -->"
0ADF: add_dynamic_GXT_entry "PREVER" text "<-- Previous"



0512: show_permanent_text_box 'whoinfo' 
08D4: 1@ = create_panel_with_title 'dummy' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel 1@ column  0 header 'whoname' data 'Girl1' 'Girl2' 'Girl3' 'Girl4' 'Girl5' 'Girl6' 'Girl7' 'Girl8' 'Girl9' 'GIRL10' 'GIRL11' 'GIRL12'
090E: set_panel 1@ active_row  0
01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
:AI_Menu_B_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @AI_Menu_B_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @AI_Menu_B_left //AI_Menu_B_2
jump @AI_Menu_B_21//--jump to menue exit



:AI_Menu_B_left
if
0AB0:   key_pressed 37  //left
jf @AI_Menu_B_right
//01B4: set_player $PLAYER_CHAR can_move 1
//03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 1@
03E6: remove_text_box
wait 400
jump @AI_Menus

:AI_Menu_B_right
if
0AB0:   key_pressed 39  //right
jf @AI_Menu_B_2
//01B4: set_player $PLAYER_CHAR can_move 1
//03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 1@
03E6: remove_text_box
wait 400
//0ACD: show_text_highpriority "Nothing extended yet." time 100

jump @AI_Menus_C


:AI_Menu_B_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @AI_Menu_B_1
03E6: remove_text_box
08D7: 2@ = panel 1@ active_row//-- submit number of the highlighted button into variable
if
0039:   2@ ==  0  // integer values
jf @AI_Menu_B_3      
023C: load_special_actor 'girl1' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 
jump @AI_Menu_B_21

:AI_Menu_B_3
if
0039:   2@ ==  1  // integer values
jf @AI_Menu_B_4
023C: load_special_actor 'girl2' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_B_4
if
0039:   2@ ==  2  // integer values
jf @AI_Menu_B_5
023C: load_special_actor 'girl3' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_B_5
if
0039:   2@ ==  3  // integer values
jf @AI_Menu_B_6
023C: load_special_actor 'girl4' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_B_6
if
0039:   2@ ==  4  // integer values
jf @AI_Menu_B_7
023C: load_special_actor 'girl5' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_B_7
if
0039:   2@ ==  5  // integer values
jf @AI_Menu_B_8
023C: load_special_actor 'girl6' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_B_8
if
0039:   2@ ==  6  // integer values
jf @AI_Menu_B_9
                                                    
023C: load_special_actor 'girl7' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_B_9
if
0039:   2@ ==  7  // integer values
jf @AI_Menu_B_10
023C: load_special_actor 'girl8' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_B_10
if
0039:   2@ ==  8  // integer values
jf @AI_Menu_B_11
023C: load_special_actor 'girl9' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_B_11
if
0039:   2@ ==  9  // integer values
jf @AI_Menu_B_12
023C: load_special_actor 'girl10' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_B_12
if
0039:   2@ ==  10  // integer values
jf @AI_Menu_B_13
023C: load_special_actor 'girl11' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_B_13
if
0039:   2@ ==  11  // integer values
jf @AI_Menu_B_1          //release
023C: load_special_actor 'girl12' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_B_21

01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 1@
03E6: remove_text_box
//0ACD: show_text_highpriority "~r~Exited." time 3000
//end_thread
jump @create_zombie



:AI_Menus_C
0ADF: add_dynamic_GXT_entry "whoname" text "~w~Bodyguards"   
0ADF: add_dynamic_GXT_entry "whoinfo" text "Select your bodyguard."

0ADF: add_dynamic_GXT_entry "AI10" text "CROGRL1"
0ADF: add_dynamic_GXT_entry "AI11" text "NURGRL2"
0ADF: add_dynamic_GXT_entry "AI12" text "NURGRL1"
0ADF: add_dynamic_GXT_entry "CUSTOMA" text "CUSTOMA" 
0ADF: add_dynamic_GXT_entry "CUSTOMB" text "CUSTOMB" 
0ADF: add_dynamic_GXT_entry "CUSTOMC" text "CUSTOMC" 
0ADF: add_dynamic_GXT_entry "CUSTOMD" text "CUSTOMD" 
0ADF: add_dynamic_GXT_entry "CUSTOME" text "CUSTOME" 
0ADF: add_dynamic_GXT_entry "CUSTOMF" text "CUSTOMF" 
0ADF: add_dynamic_GXT_entry "CUSTOMG" text "CUSTOMG" 
0ADF: add_dynamic_GXT_entry "CUSTOMH" text "CUSTOMH" 
0ADF: add_dynamic_GXT_entry "CUSTOMI" text "CUSTOMI" 
0ADF: add_dynamic_GXT_entry "CUSTOMJ" text "CUSTOMJ" 
0ADF: add_dynamic_GXT_entry "GUARD1" text "GUARD1" 
0ADF: add_dynamic_GXT_entry "GUARD2" text "GUARD2" 
0ADF: add_dynamic_GXT_entry "GUARD3" text "GUARD3" 
0ADF: add_dynamic_GXT_entry "CUSTOMA" text "CUSTOMA"
0ADF: add_dynamic_GXT_entry "CUSTOMB" text "CUSTOMB"

0ADF: add_dynamic_GXT_entry "CUSTOMC" text "CUSTOMC"
0ADF: add_dynamic_GXT_entry "CUSTOMD" text "CUSTOMD"


0ADF: add_dynamic_GXT_entry "CUSTOME" text "CUSTOME"
0ADF: add_dynamic_GXT_entry "CUSTOMF" text "CUSTOMF"

0ADF: add_dynamic_GXT_entry "CUSTOMG" text "CUSTOMG"
0ADF: add_dynamic_GXT_entry "CUSTOMH" text "CUSTOMH"

0ADF: add_dynamic_GXT_entry "CUSTOMI" text "CUSTOMI"
0ADF: add_dynamic_GXT_entry "CUSTOMJ" text "CUSTOMJ"
0ADF: add_dynamic_GXT_entry "GIRL1" text "GIRL1"
0ADF: add_dynamic_GXT_entry "GIRL2" text "GIRL2"

0ADF: add_dynamic_GXT_entry "GIRL3" text "GIRL3"
0ADF: add_dynamic_GXT_entry "TRACKER" text "TRACKER"


0ADF: add_dynamic_GXT_entry "SOLDIER" text "SOLDIER"
0ADF: add_dynamic_GXT_entry "FIGHTER" text "FIGHTER"

0ADF: add_dynamic_GXT_entry "HITMAN" text "HITMAN"
0ADF: add_dynamic_GXT_entry "HITMAN2" text "HITMAN2"

0ADF: add_dynamic_GXT_entry "SPY1" text "SPY1"
0ADF: add_dynamic_GXT_entry "SPY2" text "SPY2"

0ADF: add_dynamic_GXT_entry "PARKOUR" text "PARKOUR"
0ADF: add_dynamic_GXT_entry "MAID" text "MAID"

0ADF: add_dynamic_GXT_entry "GIRL13" text "GIRL13"
0ADF: add_dynamic_GXT_entry "GIRL14" text "GIRL14"
0ADF: add_dynamic_GXT_entry "GIRL15" text "GIRL15"


0ADF: add_dynamic_GXT_entry "TRACKER" text "TRACKER" 
0ADF: add_dynamic_GXT_entry "SOLDIER" text "SOLDIER" 
0ADF: add_dynamic_GXT_entry "FIGHTER" text "FIGHTER" 
0ADF: add_dynamic_GXT_entry "HITMAN" text "HITMAN" 
0ADF: add_dynamic_GXT_entry "HITMAN2" text "HITMAN2" 
0ADF: add_dynamic_GXT_entry "SPY1" text "SPY1" 
0ADF: add_dynamic_GXT_entry "SPY2" text "SPY2" 
0ADF: add_dynamic_GXT_entry "PARKOUR" text "PARKOUR" 
0ADF: add_dynamic_GXT_entry "MAID" text "MAID" 
0ADF: add_dynamic_GXT_entry "NEXT002" text "Next -->"
0ADF: add_dynamic_GXT_entry "PREVER" text "<-- Previous"



0512: show_permanent_text_box 'whoinfo' 
08D4: 1@ = create_panel_with_title 'dummy' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel 1@ column  0 header 'whoname' data 'Girl13' 'Girl14' 'Girl15' 'TRACKER' 'SOLDIER' 'FIGHTER' 'HITMAN' 'HITMAN2' 'SPY1' 'SPY2' 'PARKOUR' 'MAID'
090E: set_panel 1@ active_row  0
01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
:AI_Menu_C_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @AI_Menu_C_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @AI_Menu_C_left //AI_Menu_C_2
jump @AI_Menu_C_21//--jump to menue exit



:AI_Menu_C_left
if
0AB0:   key_pressed 37  //left
jf @AI_Menu_C_right
//01B4: set_player $PLAYER_CHAR can_move 1
//03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 1@
03E6: remove_text_box
wait 400
jump @AI_Menus_B

:AI_Menu_C_right
if
0AB0:   key_pressed 39  //right
jf @AI_Menu_C_2
//01B4: set_player $PLAYER_CHAR can_move 1
//03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 1@
03E6: remove_text_box
wait 400

jump @AI_Menus_D


:AI_Menu_C_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @AI_Menu_C_1
03E6: remove_text_box
08D7: 2@ = panel 1@ active_row//-- submit number of the highlighted button into variable
if
0039:   2@ ==  0  // integer values
jf @AI_Menu_C_3      
023C: load_special_actor 'girl13' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_C_3
if
0039:   2@ ==  1  // integer values
jf @AI_Menu_C_4
023C: load_special_actor 'girl14' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_C_4
if
0039:   2@ ==  2  // integer values
jf @AI_Menu_C_5
023C: load_special_actor 'girl15' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_C_5
if
0039:   2@ ==  3  // integer values
jf @AI_Menu_C_6
023C: load_special_actor 'TRACKER' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_C_6
if
0039:   2@ ==  4  // integer values
jf @AI_Menu_C_7
023C: load_special_actor 'SOLDIER' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_C_7
if
0039:   2@ ==  5  // integer values
jf @AI_Menu_C_8
023C: load_special_actor 'FIGHTER' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_C_8
if
0039:   2@ ==  6  // integer values
jf @AI_Menu_C_9
                                                    
023C: load_special_actor 'HITMAN' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_C_9
if
0039:   2@ ==  7  // integer values
jf @AI_Menu_C_10
023C: load_special_actor 'HITMAN2' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_C_10
if
0039:   2@ ==  8  // integer values
jf @AI_Menu_C_11
023C: load_special_actor 'SPY1' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_C_11
if
0039:   2@ ==  9  // integer values
jf @AI_Menu_C_12
023C: load_special_actor 'SPY2' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_C_12
if
0039:   2@ ==  10  // integer values
jf @AI_Menu_C_13
023C: load_special_actor 'PARKOUR' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_C_13
if
0039:   2@ ==  11  // integer values
jf @AI_Menu_C_1          //release
023C: load_special_actor 'MAID' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_C_21

01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 1@
03E6: remove_text_box
//0ACD: show_text_highpriority "~r~Exited." time 3000
//end_thread
jump @create_zombie




:AI_Menus_D
0ADF: add_dynamic_GXT_entry "whoname" text "~w~Bodyguards"   
0ADF: add_dynamic_GXT_entry "whoinfo" text "Select your bodyguard."

0ADF: add_dynamic_GXT_entry "AI10" text "CROGRL1"
0ADF: add_dynamic_GXT_entry "AI11" text "NURGRL2"
0ADF: add_dynamic_GXT_entry "AI12" text "NURGRL1"
0ADF: add_dynamic_GXT_entry "CUSTOMA" text "CUSTOMA" 
0ADF: add_dynamic_GXT_entry "CUSTOMB" text "CUSTOMB" 
0ADF: add_dynamic_GXT_entry "CUSTOMC" text "CUSTOMC" 
0ADF: add_dynamic_GXT_entry "CUSTOMD" text "CUSTOMD" 
0ADF: add_dynamic_GXT_entry "CUSTOME" text "CUSTOME" 
0ADF: add_dynamic_GXT_entry "CUSTOMF" text "CUSTOMF" 
0ADF: add_dynamic_GXT_entry "CUSTOMG" text "CUSTOMG" 
0ADF: add_dynamic_GXT_entry "CUSTOMH" text "CUSTOMH" 
0ADF: add_dynamic_GXT_entry "CUSTOMI" text "CUSTOMI" 
0ADF: add_dynamic_GXT_entry "CUSTOMJ" text "CUSTOMJ" 
0ADF: add_dynamic_GXT_entry "GUARD1" text "GUARD1" 
0ADF: add_dynamic_GXT_entry "GUARD2" text "GUARD2" 
0ADF: add_dynamic_GXT_entry "GUARD3" text "GUARD3" 
0ADF: add_dynamic_GXT_entry "CUSTOMA" text "CUSTOMA"
0ADF: add_dynamic_GXT_entry "CUSTOMB" text "CUSTOMB"

0ADF: add_dynamic_GXT_entry "CUSTOMC" text "CUSTOMC"
0ADF: add_dynamic_GXT_entry "CUSTOMD" text "CUSTOMD"


0ADF: add_dynamic_GXT_entry "CUSTOME" text "CUSTOME"
0ADF: add_dynamic_GXT_entry "CUSTOMF" text "CUSTOMF"

0ADF: add_dynamic_GXT_entry "CUSTOMG" text "CUSTOMG"
0ADF: add_dynamic_GXT_entry "CUSTOMH" text "CUSTOMH"

0ADF: add_dynamic_GXT_entry "CUSTOMI" text "CUSTOMI"
0ADF: add_dynamic_GXT_entry "CUSTOMJ" text "CUSTOMJ"
0ADF: add_dynamic_GXT_entry "CUSTOM1" text "CUSTOM1"
0ADF: add_dynamic_GXT_entry "CUSTOM2" text "CUSTOM2"

0ADF: add_dynamic_GXT_entry "CUSTOM3" text "CUSTOM3"
0ADF: add_dynamic_GXT_entry "CUSTOM4" text "CUSTOM4"


0ADF: add_dynamic_GXT_entry "CUSTOM5" text "CUSTOM5"
0ADF: add_dynamic_GXT_entry "CUSTOM6" text "CUSTOM6"

0ADF: add_dynamic_GXT_entry "CUSTOM7" text "CUSTOM7"
0ADF: add_dynamic_GXT_entry "CUSTOM8" text "CUSTOM8"

0ADF: add_dynamic_GXT_entry "CUSTOM9" text "CUSTOM9"
0ADF: add_dynamic_GXT_entry "CUSTOM0" text "CUSTOM0"



0ADF: add_dynamic_GXT_entry "TRACKER" text "TRACKER" 
0ADF: add_dynamic_GXT_entry "SOLDIER" text "SOLDIER" 
0ADF: add_dynamic_GXT_entry "FIGHTER" text "FIGHTER" 
0ADF: add_dynamic_GXT_entry "HITMAN" text "HITMAN" 
0ADF: add_dynamic_GXT_entry "HITMAN2" text "HITMAN2" 
0ADF: add_dynamic_GXT_entry "SPY1" text "SPY1" 
0ADF: add_dynamic_GXT_entry "SPY2" text "SPY2" 
0ADF: add_dynamic_GXT_entry "PARKOUR" text "PARKOUR" 
0ADF: add_dynamic_GXT_entry "MAID" text "MAID" 
0ADF: add_dynamic_GXT_entry "NEXT002" text "Next -->"
0ADF: add_dynamic_GXT_entry "PREVER" text "<-- Previous"



0512: show_permanent_text_box 'whoinfo' 
08D4: 1@ = create_panel_with_title 'dummy' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel 1@ column  0 header 'whoname' data 'CUSTOM1' 'CUSTOM2' 'CUSTOM3' 'CUSTOM4' 'CUSTOM5' 'CUSTOM6' 'CUSTOM7' 'CUSTOM8' 'CUSTOM9' 'CUSTOM0' 'dummy' 'dummy'
090E: set_panel 1@ active_row  0
01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
:AI_Menu_D_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @AI_Menu_D_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @AI_Menu_D_left //AI_Menu_D_2    
jump @AI_Menu_D_21//--jump to menue exit



:AI_Menu_D_left
if
0AB0:   key_pressed 37  //left
jf @AI_Menu_D_right
//01B4: set_player $PLAYER_CHAR can_move 1
//03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 1@
03E6: remove_text_box
wait 400
jump @AI_Menus_C

:AI_Menu_D_right
if
0AB0:   key_pressed 39  //right
jf @AI_Menu_D_2
//01B4: set_player $PLAYER_CHAR can_move 1
//03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 1@
03E6: remove_text_box
wait 400

jump @AI_Menus_E


:AI_Menu_D_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @AI_Menu_D_1
03E6: remove_text_box
08D7: 2@ = panel 1@ active_row//-- submit number of the highlighted button into variable
if
0039:   2@ ==  0  // integer values
jf @AI_Menu_D_3      
023C: load_special_actor 'CUSTOM1' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 
jump @AI_Menu_D_21

:AI_Menu_D_3
if
0039:   2@ ==  1  // integer values
jf @AI_Menu_D_4
023C: load_special_actor 'CUSTOM2' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_D_4
if
0039:   2@ ==  2  // integer values
jf @AI_Menu_D_5
023C: load_special_actor 'CUSTOM3' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_D_5
if
0039:   2@ ==  3  // integer values
jf @AI_Menu_D_6
023C: load_special_actor 'CUSTOM4' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_D_6
if
0039:   2@ ==  4  // integer values
jf @AI_Menu_D_7
023C: load_special_actor 'CUSTOM5' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_D_7
if
0039:   2@ ==  5  // integer values
jf @AI_Menu_D_8
023C: load_special_actor 'CUSTOM6' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_D_8
if
0039:   2@ ==  6  // integer values
jf @AI_Menu_D_9
                                                    
023C: load_special_actor 'CUSTOM7' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_D_9
if
0039:   2@ ==  7  // integer values
jf @AI_Menu_D_10
023C: load_special_actor 'CUSTOM8' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_D_10
if
0039:   2@ ==  8  // integer values
jf @AI_Menu_D_11
023C: load_special_actor 'CUSTOM9' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_D_11
if
0039:   2@ ==  9  // integer values
jf @AI_Menu_D_12
023C: load_special_actor 'CUSTOM0' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_D_12
if
0039:   2@ ==  10  // integer values
jf @AI_Menu_D_13


jump @bodyguard 

:AI_Menu_D_13
if
0039:   2@ ==  11  // integer values
jf @AI_Menu_D_1          //release


jump @bodyguard 

:AI_Menu_D_21

01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 1@
03E6: remove_text_box
//0ACD: show_text_highpriority "~r~Exited." time 3000
//end_thread
jump @create_zombie




:AI_Menus_E
0ADF: add_dynamic_GXT_entry "whoname" text "~w~Bodyguards"   
0ADF: add_dynamic_GXT_entry "whoinfo" text "Select your bodyguard."

0ADF: add_dynamic_GXT_entry "AI10" text "CROGRL1"
0ADF: add_dynamic_GXT_entry "AI11" text "NURGRL2"
0ADF: add_dynamic_GXT_entry "AI12" text "NURGRL1"
0ADF: add_dynamic_GXT_entry "CUSTOMA" text "CUSTOMA" 
0ADF: add_dynamic_GXT_entry "CUSTOMB" text "CUSTOMB" 
0ADF: add_dynamic_GXT_entry "CUSTOMC" text "CUSTOMC" 
0ADF: add_dynamic_GXT_entry "CUSTOMD" text "CUSTOMD" 
0ADF: add_dynamic_GXT_entry "CUSTOME" text "CUSTOME" 
0ADF: add_dynamic_GXT_entry "CUSTOMF" text "CUSTOMF" 
0ADF: add_dynamic_GXT_entry "CUSTOMG" text "CUSTOMG" 
0ADF: add_dynamic_GXT_entry "CUSTOMH" text "CUSTOMH" 
0ADF: add_dynamic_GXT_entry "CUSTOMI" text "CUSTOMI" 
0ADF: add_dynamic_GXT_entry "CUSTOMJ" text "CUSTOMJ" 
0ADF: add_dynamic_GXT_entry "GUARD1" text "GUARD1" 
0ADF: add_dynamic_GXT_entry "GUARD2" text "GUARD2" 
0ADF: add_dynamic_GXT_entry "GUARD3" text "GUARD3" 
0ADF: add_dynamic_GXT_entry "CUSTOMA" text "CUSTOMA"
0ADF: add_dynamic_GXT_entry "CUSTOMB" text "CUSTOMB"

0ADF: add_dynamic_GXT_entry "CUSTOMC" text "CUSTOMC"
0ADF: add_dynamic_GXT_entry "CUSTOMD" text "CUSTOMD"


0ADF: add_dynamic_GXT_entry "CUSTOME" text "CUSTOME"
0ADF: add_dynamic_GXT_entry "CUSTOMF" text "CUSTOMF"

0ADF: add_dynamic_GXT_entry "CUSTOMG" text "CUSTOMG"
0ADF: add_dynamic_GXT_entry "CUSTOMH" text "CUSTOMH"

0ADF: add_dynamic_GXT_entry "CUSTOMI" text "CUSTOMI"
0ADF: add_dynamic_GXT_entry "CUSTOMJ" text "CUSTOMJ"
0ADF: add_dynamic_GXT_entry "CUSTOM1" text "CUSTOM1"
0ADF: add_dynamic_GXT_entry "CUSTOM2" text "CUSTOM2"

0ADF: add_dynamic_GXT_entry "CUSTOM3" text "CUSTOM3"
0ADF: add_dynamic_GXT_entry "CUSTOM4" text "CUSTOM4"


0ADF: add_dynamic_GXT_entry "CUSTOM5" text "CUSTOM5"
0ADF: add_dynamic_GXT_entry "CUSTOM6" text "CUSTOM6"

0ADF: add_dynamic_GXT_entry "CUSTOM7" text "CUSTOM7"
0ADF: add_dynamic_GXT_entry "CUSTOM8" text "CUSTOM8"

0ADF: add_dynamic_GXT_entry "CUSTOM9" text "CUSTOM9"
0ADF: add_dynamic_GXT_entry "CUSTOM10" text "CUSTOM10"

0ADF: add_dynamic_GXT_entry "CUSTOM11" text "CUSTOM11"
0ADF: add_dynamic_GXT_entry "CUSTOM12" text "CUSTOM12"

0ADF: add_dynamic_GXT_entry "CUSTOM13" text "CUSTOM13"
0ADF: add_dynamic_GXT_entry "CUSTOM14" text "CUSTOM14"
0ADF: add_dynamic_GXT_entry "CUSTOM15" text "CUSTOM15"


0ADF: add_dynamic_GXT_entry "TRACKER" text "TRACKER" 
0ADF: add_dynamic_GXT_entry "SOLDIER" text "SOLDIER" 
0ADF: add_dynamic_GXT_entry "FIGHTER" text "FIGHTER" 
0ADF: add_dynamic_GXT_entry "HITMAN" text "HITMAN" 
0ADF: add_dynamic_GXT_entry "HITMAN2" text "HITMAN2" 
0ADF: add_dynamic_GXT_entry "SPY1" text "SPY1" 
0ADF: add_dynamic_GXT_entry "SPY2" text "SPY2" 
0ADF: add_dynamic_GXT_entry "PARKOUR" text "PARKOUR" 
0ADF: add_dynamic_GXT_entry "MAID" text "MAID" 
0ADF: add_dynamic_GXT_entry "NEXT002" text "Next -->"
0ADF: add_dynamic_GXT_entry "PREVER" text "<-- Previous"



0512: show_permanent_text_box 'whoinfo' 
08D4: 1@ = create_panel_with_title 'dummy' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel 1@ column  0 header 'whoname' data 'CUSTOMa' 'CUSTOMb' 'CUSTOMc' 'CUSTOMd' 'CUSTOMe' 'CUSTOMf' 'CUSTOMg' 'CUSTOMh' 'CUSTOMi' 'CUSTOMj' 'dummy' 'dummy'
090E: set_panel 1@ active_row  0
01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
:AI_Menu_E_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @AI_Menu_E_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @AI_Menu_E_left //AI_Menu_E_2
jump @AI_Menu_E_21//--jump to menue exit



:AI_Menu_E_left
if
0AB0:   key_pressed 37  //left
jf @AI_Menu_E_right
//01B4: set_player $PLAYER_CHAR can_move 1
//03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 1@
03E6: remove_text_box
wait 400
jump @AI_Menus_D

:AI_Menu_E_right
if
0AB0:   key_pressed 39  //right
jf @AI_Menu_E_2
//01B4: set_player $PLAYER_CHAR can_move 1
//03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 1@
03E6: remove_text_box
wait 400

jump @AI_Menus_F


:AI_Menu_E_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @AI_Menu_E_1
03E6: remove_text_box
08D7: 2@ = panel 1@ active_row//-- submit number of the highlighted button into variable
if
0039:   2@ ==  0  // integer values
jf @AI_Menu_E_3      
023C: load_special_actor 'CUSTOMa' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 
jump @AI_Menu_E_21

:AI_Menu_E_3
if
0039:   2@ ==  1  // integer values
jf @AI_Menu_E_4
023C: load_special_actor 'CUSTOMb' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_E_4
if
0039:   2@ ==  2  // integer values
jf @AI_Menu_E_5
023C: load_special_actor 'CUSTOMc' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_E_5
if
0039:   2@ ==  3  // integer values
jf @AI_Menu_E_6
023C: load_special_actor 'CUSTOMd' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_E_6
if
0039:   2@ ==  4  // integer values
jf @AI_Menu_E_7
023C: load_special_actor 'CUSTOMe' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_E_7
if
0039:   2@ ==  5  // integer values
jf @AI_Menu_E_8
023C: load_special_actor 'CUSTOMf' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_E_8
if
0039:   2@ ==  6  // integer values
jf @AI_Menu_E_9
                                                    
023C: load_special_actor 'CUSTOMg' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_E_9
if
0039:   2@ ==  7  // integer values
jf @AI_Menu_E_10
023C: load_special_actor 'CUSTOMh' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_E_10
if
0039:   2@ ==  8  // integer values
jf @AI_Menu_E_11
023C: load_special_actor 'CUSTOMi' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_E_11
if
0039:   2@ ==  9  // integer values
jf @AI_Menu_E_12
023C: load_special_actor 'CUSTOMj' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_E_12
if
0039:   2@ ==  10  // integer values
jf @AI_Menu_E_13


jump @bodyguard 

:AI_Menu_E_13
if
0039:   2@ ==  11  // integer values
jf @AI_Menu_E_1          //release


jump @bodyguard 

:AI_Menu_E_21

01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 1@
03E6: remove_text_box
//0ACD: show_text_highpriority "~r~Exited." time 3000
//end_thread
jump @create_zombie


:AI_Menus_F
0ADF: add_dynamic_GXT_entry "whoname" text "~w~Bodyguards"   
0ADF: add_dynamic_GXT_entry "whoinfo" text "Select your bodyguard."


0ADF: add_dynamic_GXT_entry "CUSTOMA" text "CUSTOMA" 
0ADF: add_dynamic_GXT_entry "CUSTOMB" text "CUSTOMB" 
0ADF: add_dynamic_GXT_entry "CUSTOMC" text "CUSTOMC" 
0ADF: add_dynamic_GXT_entry "CUSTOMD" text "CUSTOMD" 
0ADF: add_dynamic_GXT_entry "CUSTOME" text "CUSTOME" 
0ADF: add_dynamic_GXT_entry "CUSTOMF" text "CUSTOMF" 
0ADF: add_dynamic_GXT_entry "CUSTOMG" text "CUSTOMG" 
0ADF: add_dynamic_GXT_entry "CUSTOMH" text "CUSTOMH" 
0ADF: add_dynamic_GXT_entry "CUSTOMI" text "CUSTOMI" 
0ADF: add_dynamic_GXT_entry "CUSTOMJ" text "CUSTOMJ" 
0ADF: add_dynamic_GXT_entry "GUARD1" text "GUARD1" 
0ADF: add_dynamic_GXT_entry "GUARD2" text "GUARD2" 
0ADF: add_dynamic_GXT_entry "GUARD3" text "GUARD3" 
0ADF: add_dynamic_GXT_entry "CUSTOMA" text "CUSTOMA"
0ADF: add_dynamic_GXT_entry "CUSTOMB" text "CUSTOMB"

0ADF: add_dynamic_GXT_entry "CUSTOMC" text "CUSTOMC"
0ADF: add_dynamic_GXT_entry "CUSTOMD" text "CUSTOMD"


0ADF: add_dynamic_GXT_entry "CUSTOME" text "CUSTOME"
0ADF: add_dynamic_GXT_entry "CUSTOMF" text "CUSTOMF"

0ADF: add_dynamic_GXT_entry "CUSTOMG" text "CUSTOMG"
0ADF: add_dynamic_GXT_entry "CUSTOMH" text "CUSTOMH"

0ADF: add_dynamic_GXT_entry "CUSTOMI" text "CUSTOMI"
0ADF: add_dynamic_GXT_entry "CUSTOMJ" text "CUSTOMJ"
0ADF: add_dynamic_GXT_entry "CUSTOM1" text "CUSTOM1"
0ADF: add_dynamic_GXT_entry "CUSTOM2" text "CUSTOM2"

0ADF: add_dynamic_GXT_entry "CUSTOM3" text "CUSTOM3"
0ADF: add_dynamic_GXT_entry "CUSTOM4" text "CUSTOM4"


0ADF: add_dynamic_GXT_entry "CUSTOM5" text "CUSTOM5"
0ADF: add_dynamic_GXT_entry "CUSTOM6" text "CUSTOM6"

0ADF: add_dynamic_GXT_entry "CUSTOM7" text "CUSTOM7"
0ADF: add_dynamic_GXT_entry "CUSTOM8" text "CUSTOM8"

0ADF: add_dynamic_GXT_entry "CUSTOM9" text "CUSTOM9"
0ADF: add_dynamic_GXT_entry "CUSTOM10" text "CUSTOM10"

0ADF: add_dynamic_GXT_entry "CUSTOM11" text "CUSTOM11"
0ADF: add_dynamic_GXT_entry "CUSTOM12" text "CUSTOM12"

0ADF: add_dynamic_GXT_entry "CUSTOM13" text "CUSTOM13"
0ADF: add_dynamic_GXT_entry "CUSTOM14" text "CUSTOM14"
0ADF: add_dynamic_GXT_entry "CUSTOM15" text "CUSTOM15"

0ADF: add_dynamic_GXT_entry "HITLER" text "HITLER" 
0ADF: add_dynamic_GXT_entry "TRACKER" text "TRACKER" 
0ADF: add_dynamic_GXT_entry "SOLDIER" text "SOLDIER" 
0ADF: add_dynamic_GXT_entry "FIGHTER" text "FIGHTER" 
0ADF: add_dynamic_GXT_entry "HITMAN" text "HITMAN" 
0ADF: add_dynamic_GXT_entry "HITMAN2" text "HITMAN2" 
0ADF: add_dynamic_GXT_entry "SPY1" text "SPY1" 
0ADF: add_dynamic_GXT_entry "SPY2" text "SPY2" 
0ADF: add_dynamic_GXT_entry "PARKOUR" text "PARKOUR" 
0ADF: add_dynamic_GXT_entry "MAID" text "MAID" 
0ADF: add_dynamic_GXT_entry "NEXT002" text "Next -->"
0ADF: add_dynamic_GXT_entry "PREVER" text "<-- Previous"



0512: show_permanent_text_box 'whoinfo' 
08D4: 1@ = create_panel_with_title 'dummy' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel 1@ column  0 header 'whoname' data 'GUARD1' 'GUARD2' 'GUARD3' 'HITLER' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy'
090E: set_panel 1@ active_row  0
01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
:AI_Menu_F_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @AI_Menu_F_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @AI_Menu_F_left //AI_Menu_F_2
jump @AI_Menu_F_21//--jump to menue exit



:AI_Menu_F_left
if
0AB0:   key_pressed 37  //left
jf @AI_Menu_F_right
//01B4: set_player $PLAYER_CHAR can_move 1
//03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 1@
03E6: remove_text_box
wait 400
jump @AI_Menus_E

:AI_Menu_F_right
if
0AB0:   key_pressed 39  //right
jf @AI_Menu_F_2
//01B4: set_player $PLAYER_CHAR can_move 1
//03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 1@
03E6: remove_text_box
wait 400

jump @AI_Menus

             
:AI_Menu_F_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @AI_Menu_F_1
03E6: remove_text_box
08D7: 2@ = panel 1@ active_row//-- submit number of the highlighted button into variable
if
0039:   2@ ==  0  // integer values
jf @AI_Menu_F_3      
023C: load_special_actor 'guard1' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 
jump @AI_Menu_F_21

:AI_Menu_F_3
if
0039:   2@ ==  1  // integer values
jf @AI_Menu_F_4
023C: load_special_actor 'guard2' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_F_4
if
0039:   2@ ==  2  // integer values
jf @AI_Menu_F_5
023C: load_special_actor 'guard3' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_F_5
if
0039:   2@ ==  3  // integer values
jf @AI_Menu_F_6
023C: load_special_actor 'HITLER' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_F_6
if
0039:   2@ ==  4  // integer values
jf @AI_Menu_F_7
023C: load_special_actor 'CUSTOMe' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_F_7
if
0039:   2@ ==  5  // integer values
jf @AI_Menu_F_8
023C: load_special_actor 'CUSTOMf' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_F_8
if
0039:   2@ ==  6  // integer values
jf @AI_Menu_F_9
                                                    
023C: load_special_actor 'CUSTOMg' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_F_9
if
0039:   2@ ==  7  // integer values
jf @AI_Menu_F_10
023C: load_special_actor 'CUSTOMh' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_F_10
if
0039:   2@ ==  8  // integer values
jf @AI_Menu_F_11
023C: load_special_actor 'CUSTOMi' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_F_11
if
0039:   2@ ==  9  // integer values
jf @AI_Menu_F_12
023C: load_special_actor 'CUSTOMj' as 5 // models 290-299
038B: load_requested_models

jump @bodyguard 

:AI_Menu_F_12
if
0039:   2@ ==  10  // integer values
jf @AI_Menu_F_13


jump @bodyguard 

:AI_Menu_F_13
if
0039:   2@ ==  11  // integer values
jf @AI_Menu_F_1          //release


jump @bodyguard 

:AI_Menu_F_21

01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 1@
03E6: remove_text_box
//0ACD: show_text_highpriority "~r~Exited." time 3000
//end_thread
jump @create_zombie


:dont_cower
if or
0611:   actor 1@ performing_animation "cower"
0611:   actor 1@ performing_animation "handsup"
0611:   actor 1@ performing_animation "handscower"
0611:   actor 1@ performing_animation "DUCK_cower"
0611:   actor 1@ performing_animation "flee_lkaround_01"
0611:   actor 1@ performing_animation "fucku"
0611:   actor 1@ performing_animation "IDLE_tired"
jf @well_then
0792: disembark_instantly_actor 1@
                              
//0687: clear_actor 1@ task

:well_then
return

:spawn_him             
0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 31
0746: set_acquaintance 3 of_actors_pedtype 8 to_actors_pedtype 31
0746: set_acquaintance 3 of_actors_pedtype 9 to_actors_pedtype 31
0746: set_acquaintance 3 of_actors_pedtype 10 to_actors_pedtype 31
0746: set_acquaintance 3 of_actors_pedtype 11 to_actors_pedtype 31
0746: set_acquaintance 3 of_actors_pedtype 12 to_actors_pedtype 31
0746: set_acquaintance 3 of_actors_pedtype 13 to_actors_pedtype 31
0746: set_acquaintance 3 of_actors_pedtype 14 to_actors_pedtype 31
0746: set_acquaintance 3 of_actors_pedtype 15 to_actors_pedtype 31
0746: set_acquaintance 3 of_actors_pedtype 16 to_actors_pedtype 31
0746: set_acquaintance 3 of_actors_pedtype 24 to_actors_pedtype 31
0746: set_acquaintance 3 of_actors_pedtype 25 to_actors_pedtype 31
0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 31
0746: set_acquaintance 3 of_actors_pedtype 27 to_actors_pedtype 31
0746: set_acquaintance 3 of_actors_pedtype 28 to_actors_pedtype 31
0746: set_acquaintance 3 of_actors_pedtype 29 to_actors_pedtype 31
0746: set_acquaintance 3 of_actors_pedtype 30 to_actors_pedtype 31 

0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 30
0746: set_acquaintance 3 of_actors_pedtype 8 to_actors_pedtype 30
0746: set_acquaintance 3 of_actors_pedtype 9 to_actors_pedtype 30
0746: set_acquaintance 3 of_actors_pedtype 10 to_actors_pedtype 30
0746: set_acquaintance 3 of_actors_pedtype 11 to_actors_pedtype 30
0746: set_acquaintance 3 of_actors_pedtype 12 to_actors_pedtype 30
0746: set_acquaintance 3 of_actors_pedtype 13 to_actors_pedtype 30
0746: set_acquaintance 3 of_actors_pedtype 14 to_actors_pedtype 30
0746: set_acquaintance 3 of_actors_pedtype 15 to_actors_pedtype 30
0746: set_acquaintance 3 of_actors_pedtype 16 to_actors_pedtype 30
0746: set_acquaintance 3 of_actors_pedtype 24 to_actors_pedtype 30
0746: set_acquaintance 3 of_actors_pedtype 25 to_actors_pedtype 30
0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 30
0746: set_acquaintance 3 of_actors_pedtype 27 to_actors_pedtype 30
0746: set_acquaintance 3 of_actors_pedtype 28 to_actors_pedtype 30
0746: set_acquaintance 3 of_actors_pedtype 29 to_actors_pedtype 30
 

01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
04C4: store_coords_to 17@ 18@ 19@ from_actor $PLAYER_ACTOR with_offset 0.0 5.0 -1.0
1@ = actor.Create(mission8, #SPECIAL05, 17@ ,18@, 19@)
actor.Health(1@) = 5000000
07DD: set_actor 1@ attack_rate 100 // previously known as temper_to
actor.WeaponAccuracy(1@) = 85
060F: set_actor 1@ melee_accuracy_to 100.0
07FE: set_actor 1@ fighting_style_to 7 moves 6
0446: set_actor 1@ dismemberment_possible 0
04D8: set_actor 1@ drowns_in_water 0
087E: set_actor 1@ weapon_droppable 0
03FE: set_actor 1@ money 0
marker.CreateAboveActor(25@, 1@)
marker.SetColor(25@, 8@)
marker.SetIconSize(25@, 2)
018B: set_marker 25@ radar_mode 2
0A09: set_actor 1@ muted 1 // versionB
094E: set_actor 1@ mute_pain_audio 1
0489: set_actor 1@ muted 1
0568: set_actor 1@ untargetable 1
0946: set_actor 1@ actions_uninterupted_by_weapon_fire 1
02A9: set_actor 1@ immune_to_nonplayer 1
077A: set_actor 1@ acquaintance 1 to_actors_pedtype 0 // see ped.dat
077A: set_actor 1@ acquaintance 1 to_actors_pedtype 1 // see ped.dat
actor.SetWalkStyle(1@, "player")
actor.SetImmunities(1@, 1,1,1,1,1)
0296: unload_special_actor 5
0ACD: show_text_highpriority "~r~Bodyguard has spawn to you!" time 3000
0ACA: show_text_box "Hold BACKSPACE and use these commands [/]/\/-/=/P. Type 'help' do open up the commands"

jump @start

:AIMS
if  and
9@ == 0
056D:   actor 10@ defined
0AB0:   key_pressed 8
//0364:   actor  1@ spotted_actor 10@
jf @no_aim  
if 
0457:   player $PLAYER_CHAR aiming_at_actor 10@

jf @no_aim 
089F: get_actor 10@ pedtype_to 3@
if 
not 3@ == 31 //mission 8

jf @no_aim 
32@ = 0        
20@ = 1
0ACD: show_text_highpriority "~r~Attack this Target!" time 3000   
05C1: AS_actor $PLAYER_ACTOR speak_from_audio_table 148 //attack enemy gang 
05E2: AS_actor 1@ kill_actor 10@


:no_aim
return

:attack_on_sight
if and

0AB0:   key_pressed 13     //backspace  + enter
0AB0:   key_pressed 8
9@ == 0
jf @attack_on_sight2
9@ = 1
0687: clear_actor 1@ task

0ACD: show_text_highpriority "~r~If you spot them, attack them on sight!" time 3000
05C1: AS_actor $PLAYER_ACTOR speak_from_audio_table 160 //hold position
wait 1000


:attack_on_sight2
if and
0AB0:   key_pressed 13     //backspace  + enter
0AB0:   key_pressed 8
9@ == 1
jf @whatever 
0687: clear_actor 1@ task
0ACD: show_text_highpriority "~r~Resume back and attack any target that you never lose!" time 3000
9@ = 0
05C1: AS_actor $PLAYER_ACTOR speak_from_audio_table 147 //attack any enemy gang 
wait 1000

:whatever
return

:camera_guard
//04C4: store_coords_to 11@ 12@ 13@ from_actor 1@ with_offset 0.0 0.0 0.0
if and
7@ == 0
0AB0:   key_pressed 123       //press  F12

jf @camera_back

067C: put_camera_on_actor 1@ offset 0.0 -4.0 1.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 //that only works but locked on this bodyguard and cliping through walls
//015F: set_camera_position 11@ 12@ 13@ rotation 0.0 0.0 0.0    //that didn't connect to ped compare to opcode 0160
//0160: set_camera_point_at 11@ 12@ 13@  switchstyle 2
//0159: camera_on_ped 1@ mode 15 switchstyle 2            //this didn't even work on this ped
//0159: camera_on_ped 1@ mode 65 switchstyle 2
7@ = 1
0ACA: show_text_box "Camera switch to bodyguard"

wait 1000

:camera_back
if and
7@ == 1
0AB0:   key_pressed 123     //press  F12

jf @none 
0159: camera_on_ped $PLAYER_ACTOR mode 65 switchstyle 2
015A: restore_camera
camera.Restore_WithJumpCut()
camera.SetBehindPlayer()
0ACA: show_text_box "Camera switch back to you"

7@ = 0
wait 1000





:none
return

:knife_cut
//0AE1: 10@ = random_actor_near_point 17@ 18@ 19@  in_radius 75.0 find_next 1 pass_deads 1
if and
not actor.Driving(1@)
056D:   actor 10@ defined
jf @Fail
if and
051A:   actor 10@ damaged_by_actor 1@
0A1B:   actor 1@ colliding_with_actor 10@
02D8:   actor 1@ current_weapon == 4

jf @Fail
//32@ = 6000
04C4: store_coords_to 14@ 15@ 16@ from_actor 1@ with_offset  0.0 1.05 -1.0 
0172: 6@ = actor 1@ Z_angle 
0009: 6@ += 360.0 
00A1: put_actor 10@ at 14@ 15@ 16@
0173: set_actor 10@ Z_angle_to 6@ 
054E: clear_actor 10@ damage
0792: disembark_instantly_actor 10@
0792: disembark_instantly_actor 1@
//0687: clear_actor 1@ task
0687: clear_actor 10@ task
0615: define_AS_pack_begin 8@
//0812: AS_actor -1 perform_animation "KILL_Partial" IFP "knife" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 800  // versionB
0812: AS_actor -1 perform_animation "KILL_Knife_Player" IFP "knife" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
0618: assign_actor 1@ to_AS_pack 8@
061B: remove_references_to_AS_pack 8@

0615: define_AS_pack_begin 8@
//0812: AS_actor -1 perform_animation "IDLE_HBHB" IFP "ped" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1100  // versionB
0812: AS_actor -1 perform_animation "KILL_Knife_Ped_Damage" IFP "knife" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
0829: actor -1 perform_animation "KILL_Knife_Ped_Die" IFP_file "knife" rate 4.0 time 0 and_dies

0618: assign_actor 10@ to_AS_pack 8@
061B: remove_references_to_AS_pack 8@
//0812: AS_actor 10@ perform_animation "KILL_Knife_Ped_Damage" IFP "knife" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 6000  // versionB

0851: set_actor 10@ decrease_health_by 99999999999999999999 affect_armour 1
32@ = 8000

if
0611:   actor 10@ performing_animation "KILL_Knife_Ped_Damage"
jf @fail
0829: actor 10@ perform_animation "KILL_Knife_Ped_Die" IFP_file "knife" rate 4.0 time 0 and_dies

//05BE: AS_actor 10@ die

:fail
return
:no_target
if
856D:  not actor 10@ defined
jf @end_it
0AE1: 10@ = random_actor_near_point  17@ 18@ 19@  in_radius 75.0 find_next 1 pass_deads 1  {
31@ = 0
20@ = 0
29@ = 0
32@ = 0
33@ = 0
30@ = 0
0@ = 0  }

//0ACD: show_text_highpriority "~r~There's no target!" time 3000

:end_it
return

:spotted
if  and
not actor.Driving(1@)
9@ == 1
31@ == 1
32@ > 1000
056D:   actor 10@ defined
jf @next 
if
0364:   actor  1@ spotted_actor 10@
jf @next 
089F: get_actor 10@ pedtype_to 3@
if and
not 3@ == 4
not 3@ == 5
not 3@ == 31 //mission 8
not 3@ == 17 
not 3@ == 18
not 3@ == 19
not 3@ == 21
not 3@ == 22
jf @next
32@ = 0
05E2: AS_actor 1@ kill_actor 10@
0647: AS_actor 1@ clear_look_task

:next
if and
not actor.Driving(1@)
9@ == 1
056D:   actor 10@ defined
jf @end_it2
if and 
32@ > 9000
0364:   actor  1@ spotted_actor 10@
jf @end_it2
089F: get_actor 10@ pedtype_to 3@
if and
not 3@ == 4
not 3@ == 5
not 3@ == 31 //mission 8
not 3@ == 17 
not 3@ == 18
not 3@ == 19
not 3@ == 21
not 3@ == 22
jf @end_it2
05E2: AS_actor 1@ kill_actor 10@
32@ = 0
0647: AS_actor 1@ clear_look_task

:end_it2
return

:gang_hands
if or
0611:   actor 1@ performing_animation "prtial_gngtlkA"
0611:   actor 1@ performing_animation "prtial_gngtlkb"
0611:   actor 1@ performing_animation "prtial_gngtlkc"
0611:   actor 1@ performing_animation "prtial_gngtlkd"
0611:   actor 1@ performing_animation "prtial_gngtlke"
0611:   actor 1@ performing_animation "prtial_gngtlkf"
0611:   actor 1@ performing_animation "prtial_gngtlkg"
0611:   actor 1@ performing_animation "prtial_gngtlkh"
jf @Will
0687: clear_actor 1@ task

:attack_them
if and
//32@ > 8000
31@ == 1
056D:   actor 10@ defined
not actor.Driving(1@)
jf @will
if
9@ == 0
jf @will
089F: get_actor 10@ pedtype_to 3@
if and
not 3@ == 4
not 3@ == 5
not 3@ == 31 //mission 8
not 3@ == 17 
not 3@ == 18
not 3@ == 19
not 3@ == 21
not 3@ == 22
jf @will
32@ = 0
05E2: AS_actor 1@ kill_actor 10@
0647: AS_actor 1@ clear_look_task


:will
return

:help
if
0ADC:   test_cheat "help"
jf @left
0ACA: show_text_box "BACPSKACE + ENTER = Hold position and attack on sight, Aim Weapon + Enter = Attack this target"
0ACD: show_text_highpriority "= open menu, - teleport, \ follow, ] attack, [ lock target, P random hit, O quick attack" time 8000

:left
return

:clean_car 
if 
056E:   car 21@ defined
jf @not_car 
car.RemoveReferences(21@)

:not_car 
return

:in_car
if
actor.Driving($PLAYER_ACTOR)
jf @guard_drive
03C0: 21@ = actor $PLAYER_ACTOR car
car.Health(21@) = 1500000
09C4: set_car 21@ gas_tank_explosion_enabled 0

:guard_drive
if
056E:   car 21@ defined
jf @get_in_car
if and
actor.InCar($PLAYER_ACTOR, 21@)
not actor.InCar(1@, 21@)
0AB0:   key_pressed 8
0AB0:   key_pressed 220   //\ + backspace
jf @get_in_car
0687: clear_actor 1@ task
05CA: AS_actor 1@ enter_car 21@ passenger_seat -1 time -1
//31@ = 0
32@ = 0
9@ = 0
05C1: AS_actor $PLAYER_ACTOR speak_from_audio_table 245 //get in the car                                                                
0ACD: show_text_highpriority "~r~Get in the car!" time 3000
0647: AS_actor 1@ clear_look_task


:get_in_car
if
056E:   car 21@ defined
jf @drive_by 
if 
actor.InCar(1@, 21@)
jf @drive_by


:drive_by
if 
056E:   car 21@ defined
jf @exit_car
if  and
31@ == 0
056D:   actor 10@ defined
0AB0:   key_pressed 8
0AB0:   key_pressed 221      //\ + backspace
actor.InCar(1@, 21@)
jf @exit_car 
089F: get_actor 10@ pedtype_to 3@
if and
not 3@ == 4
not 3@ == 5
not 3@ == 31 //mission 8
not 3@ == 17 
not 3@ == 18
not 3@ == 19
not 3@ == 21
not 3@ == 22
jf @exit_car
0647: AS_actor 1@ clear_look_task

0713: actor 1@ driveby_actor 10@ car -1 point 0.0 0.0 0.0 radius 100.0 4 1 firing_rate 100
0ACD: show_text_highpriority "~r~Attack any targets in drive-by!" time 3000

05C1: AS_actor $PLAYER_ACTOR speak_from_audio_table 147 //attack any enemy gang 
32@ = 0
31@ = 1
wait 1000
:exit_car
if
056E:   car 21@ defined
jf @driveby_attack
if and
actor.Driving(1@)
not actor.InCar($PLAYER_ACTOR, 21@)
jf @driveby_attack
if and
0AB0:   key_pressed 8
0AB0:   key_pressed 220  //] + backspace
actor.InCar(1@, 21@)
jf @driveby_attack
0633: AS_actor 1@ exit_car              
05C1: AS_actor $PLAYER_ACTOR speak_from_audio_table 123    // outta of the car
0ACD: show_text_highpriority "~r~Now get out of the car!" time 3000
0647: AS_actor 1@ clear_look_task

car.RemoveReferences(21@)

:driveby_attack
if
056E:   car 21@ defined
jf @stop_driveby
if 
actor.InCar(1@, 21@)
jf @stop_driveby
if and
32@ > 8000
31@ == 1
056D:   actor 10@ defined
jf @stop_driveby
if
9@ == 0
jf @stop_driveby
089F: get_actor 10@ pedtype_to 3@
if and
not 3@ == 4
not 3@ == 5
not 3@ == 31 //mission 8
not 3@ == 17 
not 3@ == 18
not 3@ == 19
not 3@ == 21
not 3@ == 22
jf @stop_driveby
32@ = 0
0713: actor 1@ driveby_actor 10@ car -1 point 0.0 0.0 0.0 radius 100.0 4 1 firing_rate 100

:stop_driveby
if
056E:   car 21@ defined
jf @not_drive
if and
31@ == 1
actor.InCar(1@, 21@)
0AB0:   key_pressed 8     
0AB0:   key_pressed 221
jf @not_drive
31@ = 0
0687: clear_actor 1@ task
0ACD: show_text_highpriority "~r~Stop attacking any targets in a drive-by!" time 3000
05C1: AS_actor $PLAYER_ACTOR speak_from_audio_table 160 //hold position
0647: AS_actor 1@ clear_look_task

32@ = 0
wait 1000
:not_drive
return

:friendly_fire 
if 
051A:   actor 1@ damaged_by_actor $PLAYER_ACTOR
jf @temper
054E: clear_actor 1@ damage
0@ += 1 
8@ = 2521931 
marker.SetColor(25@, 8@)
:temper
if                  
0@ > 3
jf @cool_down
//0@ += 1
0@ = 0
30@ = 1
32@ = 0
//054E: clear_actor 1@ damage
//054E: clear_actor 1@ damage
8@ = 193110 
marker.SetColor(25@, 8@)
05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
//marker.SetColor(25@, 0)
//054E: clear_actor 1@ damage

:cool_down
if and
30@ == 1
32@ > 10000
jf @back_now 
8@ = 16525520 
marker.SetColor(25@, 8@)
0687: clear_actor 1@ task
0792: disembark_instantly_actor 1@

//0@ = 0
30@ = 0
32@ = 0
0@ = 0
//marker.SetColor(25@, 4)
//054E: clear_actor 1@ damage
077A: set_actor 1@ acquaintance 1 to_actors_pedtype 0 // see ped.dat

:back_to
if
056D:   actor 10@ defined
jf @back_now 
if
9@ == 0
jf @back_now 
089F: get_actor 10@ pedtype_to 3@
if and
not 3@ == 4
not 3@ == 5
not 3@ == 31 //mission 8
not 3@ == 17 
not 3@ == 18
not 3@ == 19
not 3@ == 21
not 3@ == 22
jf @back_now 
05E2: AS_actor 1@ kill_actor 10@
0647: AS_actor 1@ clear_look_task

:back_now 
return

:random_fists
if and
28@ == 0
0AB0:   key_pressed 8
0AB0:   key_pressed 80

//0ADC:   test_cheat "fist"
jf @random_1
28@ = 1
0ACD: show_text_highpriority "~r~Bodyguard's random fighting styles are set." time 3000
wait 1000
:random_1
0209: 6@ = random_int_in_ranges 0 4
if and
6@ == 0
28@ == 1
33@ > 500
jf @random_2
33@ = 0
07FE: set_actor 1@ fighting_style_to 15 moves 6

:random_2
if and
6@ == 1
28@ == 1
33@ > 500
jf @random_3
33@ = 0
07FE: set_actor 1@ fighting_style_to 5 moves 6
:random_3
if and    
6@ == 2
28@ == 1
33@ > 500
jf @random_4
33@ = 0
07FE: set_actor 1@ fighting_style_to 4 moves 6
:random_4
if and
6@ == 3
28@ == 1
33@ > 500
jf @random_5
33@ = 0
07FE: set_actor 1@ fighting_style_to 6 moves 6
:random_5
if and
6@ == 4
28@ == 1
33@ > 500
jf @random_6
33@ = 0   
07FE: set_actor 1@ fighting_style_to 7 moves 6

:random_6
if and
28@ == 1
0AB0:   key_pressed 8
0AB0:   key_pressed 80

//0ADC:   test_cheat "fist"
jf @send_back
0ACD: show_text_highpriority "~r~Bodyguard's random fighting styles revert back to normal." time 3000
28@ = 0
wait 1000
:send_back
return

:pedtype

:warp_player
if and
0AB0:   key_pressed 189
0AB0:   key_pressed 8
not actor.Driving(1@)
jf @well
04C4: store_coords_to 14@ 15@ 16@ from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0
if 
not actor.Dead(1@)
jf @well
//0172: 9@ = actor 1@ Z_angle
//0009: 9@ += 360.0 
actor.PutAt(1@,14@, 15@ ,16@ )
//0173: set_actor 1@ Z_angle_to 9@ 

0687: clear_actor 1@ task
wait 800
:well
return

:start
07DD: set_actor 1@ attack_rate 100 // previously known as temper_to

0ACD: show_text_highpriority "~r~He will become your bodyguard!" time 3000

32@ = 0
33@ = 0
//05E2: AS_actor 1@ kill_actor $player_Actor
//07DD: set_actor 1@ attack_rate 100 // previously known as temper_to

:chase_player1
04C4: store_coords_to 17@ 18@ 19@ from_actor 1@ with_offset 0.0 0.0 0.0
04C4: store_coords_to 25@ 26@ 27@ from_actor $player_Actor with_offset 0.0 0.0 0.0

wait 0
gosub @pass_deads 
gosub @too_menu
gosub @warp_player
gosub @random_fists  
gosub @friendly_fire 
gosub @in_car
gosub @help
gosub @gang_hands
gosub @no_target
gosub @camera_guard
gosub @spotted 
gosub @attack_on_sight
gosub @AIMS
gosub @dont_cower
gosub @knife_cut
if 
056D:   actor 1@ defined

jf @chase_player2
if and 
31@ == 0
20@ == 0
9@ == 0
not actor.Driving($PLAYER_ACTOR)
not actor.Driving(1@)
//not 0@ > 3
8104: not  actor $PLAYER_ACTOR near_actor 1@ radius 3.0 3.0 3.0 sphere 0
jf @chase_player2
//05D9: AS_actor 1@ run_to_actor $PLAYER_ACTOR timelimit -1 stop_within_radius 3.0
//05F5: AS_actor 43@ goto_point_using_paths 2516.686 -1675.861 13.1227 mode 4 time 5500

05F5: AS_actor 1@ goto_point 25@ 26@ 27@ mode 7 time -1 ms // versionA
//5@ = 1
//05E2: AS_actor 1@ kill_actor $player_Actor
:chase_player2
if 
056D:   actor 1@ defined
jf @chase_player3
if 
actor.Dead(1@)
jf @chase_player3
31@ = 0
20@ = 0
29@ = 0
marker.Disable(25@)
0ACD: show_text_highpriority "~r~Your bodyguard is killed!" time 3000
015A: restore_camera
camera.Restore_WithJumpCut()
camera.SetBehindPlayer()
wait 5000
actor.DestroyInstantly(1@)
gosub @clean_car 
jump @create_zombie

:chase_player3
if and
not actor.Driving(1@)
0ADC:   test_cheat "mess"
jf @chase_player4     
015A: restore_camera
camera.Restore_WithJumpCut()
camera.SetBehindPlayer()     
marker.Disable(25@)
actor.DestroyInstantly(1@)
0ACD: show_text_highpriority "~r~Your bodyguard de-spawned." time 3000
05C1: AS_actor $PLAYER_ACTOR speak_from_audio_table 150 //farewall guy
gosub @clean_car 

jump @begin



:chase_player4
gosub @swim_Out
if 
056D:   actor 1@ defined
jf @chase_player5
//32@ > 5000
if  and
not actor.Driving(1@)
84AD:  not  actor 1@ in_water
jf @chase_player5
06C9: remove_actor 1@ from_group
//32@ = 0
//0A28: set_actor 1@ swimming_speed_to 2.3
//11@ = 1
//07E1: AS_actor 1@ swim_to 25@ 26@ 27@ 



:chase_player5
if
056D:   actor 1@ defined
jf @chase_player6
                

if 
//06BD:   no_obstacles_between  11@ 12@ 13@ and   11@ 12@ 13@  solid 1 car 0 actor 0 object 0 particle 0
04AD:   actor 1@ in_water
jf @chase_player6

//05BC: AS_actor 1@ jump 1

//0792: disembark_instantly_actor 1@
//05BC: AS_actor 1@ jump 1
//078F: AS_actor 1@ climb 1
//0ACD: show_text_highpriority "~r~Jump" time 3000
11@ = 0                                         

jump @chase_player6

:chase_player6  
if and
not actor.Driving(1@)
0ADC:   test_cheat "end"
jf @chase_player7
015A: restore_camera
camera.Restore_WithJumpCut()
camera.SetBehindPlayer()
marker.Disable(25@)
actor.DestroyInstantly(1@)
0ACD: show_text_highpriority "~r~Your bodyguard de-spawned." time 3000
05C1: AS_actor $PLAYER_ACTOR speak_from_audio_table 150 //farewall guy
gosub @clean_car 
end_thread


jump @chase_player7



:chase_player7
//02DD: 10@ = get_random_ped_in_zone 'SAN_AND' with_pedtype_civilian 1 gang 1 criminal/prostitute 1


if and
056D:   actor 10@ defined
056D:   actor 1@ defined
jf @chase_player9
if and
31@ == 1
29@ == 0
20@ == 0
32@ > 15000 
4@ == 0
9@ == 0
not actor.Driving(1@)
jf @chase_player9
089F: get_actor 10@ pedtype_to 3@
if and
not 3@ == 4
not 3@ == 5
not 3@ == 31 //mission 8
not 3@ == 17 
not 3@ == 18
not 3@ == 19
not 3@ == 21
not 3@ == 22
jf @chase_player9
32@ = 0               
0647: AS_actor 1@ clear_look_task

//0687: clear_actor 1@ task
//05E2: AS_actor 1@ kill_actor $player_Actor
05E2: AS_actor 1@ kill_actor 10@
jump @chase_player9




//0ACD: show_text_highpriority "~r~Target spotted!" time 200
:chase_player9
if and
056D:   actor 1@ defined
056D:   actor 10@ defined
jf @chase_player11
if and
31@ == 0
29@ == 0
20@ == 0
//9@ == 0
not actor.Driving(1@)
//not 0@ > 3
0AB0:   key_pressed 8
0AB0:   key_pressed 221
//0ADC:   test_cheat "ATK"

jf @chase_player11
089F: get_actor 10@ pedtype_to 3@
if and
not 3@ == 4
not 3@ == 5
not 3@ == 31 //mission 8
not 3@ == 17 
not 3@ == 18
not 3@ == 19
not 3@ == 21
not 3@ == 22
jf @chase_player11
31@ = 1

0687: clear_actor 1@ task
05E2: AS_actor 1@ kill_actor 10@
0ACD: show_text_highpriority "~r~Attack any targets!" time 3000
05C1: AS_actor $PLAYER_ACTOR speak_from_audio_table 147 //attack any enemy gang 
wait 1000     
:chase_player10
if  and
056D:   actor 1@ defined
056D:   actor 10@ defined
jf @chase_player11
if 
actor.Dead(10@)
jf @chase_player11
0687: clear_actor 1@ task 

//0ACD: show_text_highpriority "~r~Target is killed!" time 3000
31@ = 0
5@ = 0
4@ = 0
31@ = 0
29@ = 0
20@ = 0
5@ = 0
5@ = 0
4@ = 0
:NEXT_TARGET
if
056D:   actor 10@ defined
jf @chase_player11
if
9@ == 0
jf @chase_player11
089F: get_actor 10@ pedtype_to 3@
if and
not 3@ == 4
not 3@ == 5
not 3@ == 31 //mission 8
not 3@ == 17 
not 3@ == 18
not 3@ == 19
not 3@ == 21
not 3@ == 22
jf @chase_player11
05E2: AS_actor 10@ kill_actor 3@
31@ = 1
0647: AS_actor 1@ clear_look_task

:chase_player11
if and
056D:   actor 1@ defined
//056D:   actor 10@ defined
not actor.Driving(1@)
jf @chase_player12
if and 
0AB0:   key_pressed 8
0AB0:   key_pressed 221
31@ == 1

//0ADC:   test_cheat "ATK"
jf @chase_player12
0687: clear_actor 1@ task
31@ = 0
29@ = 0
20@ = 0
5@ = 0
9@ = 0
0ACD: show_text_highpriority "~r~Stop attacking any targets!" time 3000       
5@ = 0
4@ = 0
0687: clear_actor 1@ task
0647: AS_actor 1@ clear_look_task

//05C1: AS_actor $PLAYER_ACTOR speak_from_audio_table 150 //farewall guy
05C1: AS_actor $PLAYER_ACTOR speak_from_audio_table 160 //hold position
wait 1000
jump @chase_player12


:chase_player12
gosub @target_dead
if and
056D:   actor 1@ defined
056D:   actor 10@ defined
jf @chase_player13
if and 
0AB0:   key_pressed 8
0AB0:   key_pressed 219
31@ == 1
29@ == 0

not actor.Driving(1@)
//20@ == 0
//0ADC:   test_cheat "ATK"
jf @chase_player13
29@ = 1
5@ = 0
0ACD: show_text_highpriority "~r~Locked on target!" time 3000
05C1: AS_actor $PLAYER_ACTOR speak_from_audio_table 148 //attack enemy gang 
0647: AS_actor 1@ clear_look_task
4@ = 1
wait 1000
jump @chase_player13

:chase_player13
if and
056D:   actor 1@ defined
056D:   actor 10@ defined
jf @chase_player14
if and 
0AB0:   key_pressed 8
0AB0:   key_pressed 219
not actor.Driving(1@)
31@ == 1
29@ == 1  
//20@ == 0
//0ADC:   test_cheat "ATK"
jf @chase_player14
29@ = 0
5@ = 1
4@ = 0
0ACD: show_text_highpriority "~r~Unlocked on target!" time 3000
05C1: AS_actor $PLAYER_ACTOR speak_from_audio_table 147 //attack any enemy gang 
wait 1000
jump @chase_player14


:chase_player14
04C4: store_coords_to 17@ 18@ 19@ from_actor 1@ with_offset 0.0 0.0 0.0
04C4: store_coords_to 25@ 26@ 27@ from_actor $player_Actor with_offset 0.0 0.0 0.0

if  and
not actor.Driving($PLAYER_ACTOR)
not actor.Driving(1@)
056D:   actor 1@ defined
0AB0:   key_pressed 8
0AB0:   key_pressed 220
jf @chase_player15
if 
//31@ == 1
20@ == 0
//8104: not  actor $PLAYER_ACTOR near_actor 1@ radius 3.0 3.0 3.0 sphere 0
jf @chase_player15     
20@ = 1

//05D9: AS_actor 1@ run_to_actor $PLAYER_ACTOR timelimit -1 stop_within_radius 3.0
0687: clear_actor 1@ task
05F5: AS_actor 1@ goto_point_using_paths 25@ 26@ 27@  mode 7 time -1
//0687: clear_actor 1@ task
//07E1: AS_actor 1@ swim_to 25@ 26@ 27@
//05D3: AS_actor 1@ goto_point 25@ 26@ 27@ mode 7 time -1 ms // versionA
0ACD: show_text_highpriority "~r~Follow me!" time 3000
05C1: AS_actor $PLAYER_ACTOR speak_from_audio_table 154 //follow me guy
0850: AS_actor 1@ follow_actor $PLAYER_ACTOR                   
5@ = 1
05BF: AS_actor 1@ look_at_actor $PLAYER_ACTOR -1 ms

//05E2: AS_actor 1@ kill_actor $player_Actor
wait 1000
jump @chase_player15


:chase_player15

if  and
056D:   actor 1@ defined
0AB0:   key_pressed 8
0AB0:   key_pressed 220
not actor.Driving($PLAYER_ACTOR)
not actor.Driving(1@)
20@ == 1
//31@ == 1
jf @chase_player16   {
if
056D:   actor 10@ defined
jf @chase_player16
089F: get_actor 10@ pedtype_to 3@
if and
not 3@ == 4
not 3@ == 5
not 3@ == 31 //mission 8
not 3@ == 17 
not 3@ == 18
not 3@ == 19
not 3@ == 21
not 3@ == 22
jf @chase_player16  }
5@ = 1
0687: clear_actor 1@ task

0ACD: show_text_highpriority "~r~Hold your position!" time 3000
0615: define_AS_pack_begin 4@
//05F5: AS_actor -1 goto_point_using_paths 25@ 26@ 27@  mode 7 time -1
0647: AS_actor 1@ clear_look_task

05D3: AS_actor  -1 goto_point 25@ 26@ 27@ mode 7 time -1 ms // versionA
05D3: AS_actor  -1 goto_point 25@ 26@ 27@ mode 7 time -1 ms // versionA
05D3: AS_actor  -1 goto_point 25@ 26@ 27@ mode 7 time -1 ms // versionA
05D3: AS_actor  -1 goto_point 25@ 26@ 27@ mode 7 time -1 ms // versionA
//05E2: AS_actor -1 kill_actor 10@
0618: assign_actor 1@ to_AS_pack 4@
05C1: AS_actor $PLAYER_ACTOR speak_from_audio_table 160 //hold position
//05C1: AS_actor $PLAYER_ACTOR speak_from_audio_table 147 //attack any enemy gang 
061B: remove_references_to_AS_pack 4@
                                       
20@ = 0
wait 1000
jump @chase_player16
                      
                 
:chase_player16

if  and
5@ == 1
056D:   actor 1@ defined
not actor.Driving(1@)
//31@ == 1
//20@ == 1
jf @chase_player17
if
056D:   actor 10@ defined
jf @chase_player17
if
0364:   actor 1@ spotted_actor 10@
jf @chase_player17
if 
051A:   actor $PLAYER_ACTOR damaged_by_actor 10@
jf @chase_player17
089F: get_actor 10@ pedtype_to 3@
if 
not 3@ == 31 //mission 8

jf @chase_player17
0687: clear_actor 1@ task
054E: clear_actor $PLAYER_ACTOR damage
05E2: AS_actor 1@ kill_actor 10@   
05C1: AS_actor $PLAYER_ACTOR speak_from_audio_table 237 //ouch
jump @chase_player17

:chase_player17
if  and
//31@ == 1
0AB0:   key_pressed 8
0AB0:   key_pressed 79
056D:   actor 1@ defined
jf @chase_player1
if
056D:   actor 10@ defined
jf @chase_player1
089F: get_actor 10@ pedtype_to 3@
if and
not 3@ == 4
not 3@ == 5
not 3@ == 31 //mission 8
not 3@ == 17 
not 3@ == 18
not 3@ == 19
not 3@ == 21
not 3@ == 22
jf @chase_player1
0687: clear_actor 1@ task
05C1: AS_actor $PLAYER_ACTOR speak_from_audio_table 147 //attack any enemy gang
05E2: AS_actor 1@ kill_actor 10@  
0ACD: show_text_highpriority "~r~Attack another target!" time 3000
29@ = 0
4@ = 0
jump @chase_player1

:swim_Out
if
056D:   actor 1@ defined
jf @not2
//04C4: store_coords_to 7@ 8@ 9@ from_actor $player_Actor with_offset 0.0 5.0 2.0
//04C4: store_coords_to 11@ 12@ 13@ from_actor 1@ with_offset 0.0 3.0 -3.0
//04C4: store_coords_to 22@ 23@ 24@ from_actor 1@ with_offset 0.0 -3.0 3.0
if 
04AD:   actor 1@ in_water
//0965:   actor 1@ swimming
//06BD:   no_obstacles_between  11@ 12@ 13@ and   22@ 23@ 24@  solid 1 car 0 actor 0 object 0 particle 0
//06BD:   no_obstacles_between  11@ 12@ 13@ and   11@ 12@ 13@  solid 1 car 0 actor 0 object 0 particle 0
//84AD: not  actor $player_Actor in_water
jf @not2
//11@ = 0
0631: put_actor 1@ in_group $PLAYER_GROUP
//32@ = 0
//0792: disembark_instantly_actor 1@
//05BC: AS_actor 1@ jump 1
//078F: AS_actor 1@ climb 1

//00A1: put_actor 1@ at 7@ 8@ 9@ 
//0792: disembark_instantly_actor 1@
//05E2: AS_actor 1@ kill_actor $player_Actor
:not2
return 


                        
:target_dead
if 
29@ == 1
//4@ == 1
jf @will_not
if and
056D:   actor 1@ defined
056D:   actor 10@ defined
not actor.Driving(1@)
jf @will_not
if
actor.Dead(10@)
jf @will_not 
0AE1: 10@ = random_actor_near_point  17@ 18@ 19@  in_radius 75.0 find_next 1 pass_deads 1
if  and
056D:   actor 10@ defined
056D:   actor 1@ defined
jf @will_not 
if
9@ == 0
jf @will_not
089F: get_actor 10@ pedtype_to 3@
if and
not 3@ == 4
not 3@ == 5
not 3@ == 31 //mission 8
not 3@ == 17 
not 3@ == 18
not 3@ == 19
not 3@ == 21
not 3@ == 22
jf @will_not
05E2: AS_actor 1@ kill_actor 10@  
0647: AS_actor 1@ clear_look_task
//077A: set_actor 1@ acquaintance 3 to_actors_pedtype 31 // see ped.dat
//077A: set_actor 1@ acquaintance 3 to_actors_pedtype 30 // see ped.dat
:will_not
return


:pass_deads

if  
29@ == 0
//4@ == 0
jf @pass_dead2
0AE1: 10@ = random_actor_near_point  17@ 18@ 19@  in_radius 75.0 find_next 1 pass_deads 1
if and
056D:   actor 1@ defined
056D:   actor 10@ defined
jf @pass_dead2

:pass_dead2
return



:too_menu
if  and                  
0AB0:   key_pressed  8
0AB0:   key_pressed 187

//0ADC:   test_cheat "atk"

jf @not_settings
jump @settings_Menus

:not_settings
return

:settings_Menus
wait 400
0ADF: add_dynamic_GXT_entry "whoname" text "~w~Bodyguard's Settings"   
0ADF: add_dynamic_GXT_entry "whoinfo" text "Pick what settings?"
0ADF: add_dynamic_GXT_entry "wholvl" text "Settings"
0ADF: add_dynamic_GXT_entry "AI01" text "Attack Rate"    //0
0ADF: add_dynamic_GXT_entry "AI02" text "Weapon Accuracy"   //1
0ADF: add_dynamic_GXT_entry "AI03" text "Fighting Styles" //2
0ADF: add_dynamic_GXT_entry "AI04" text "Weapons"        //4
0ADF: add_dynamic_GXT_entry "AI05" text "Melee Weapons"     //5
0ADF: add_dynamic_GXT_entry "AI06" text "Weapon Skills"
0ADF: add_dynamic_GXT_entry "AI07" text "Melee Accuracy"
0ADF: add_dynamic_GXT_entry "AI08" text "Other Weapons"
0ADF: add_dynamic_GXT_entry "AI09" text "Walkstyles"
0ADF: add_dynamic_GXT_entry "AI10" text "Immunities"
0ADF: add_dynamic_GXT_entry "AI11" text "NURGRL2"
0ADF: add_dynamic_GXT_entry "AI12" text "NURGRL1"

0ADF: add_dynamic_GXT_entry "NEXT002" text "Next -->"
0ADF: add_dynamic_GXT_entry "PREVER" text "<-- Previous"



0512: show_permanent_text_box 'whoinfo' 
08D4: 4@ = create_panel_with_title 'whoname' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel 4@ column  0 header 'wholvl' data 'AI01' 'AI02' 'AI03' 'AI04' 'AI05' 'AI06' 'AI07' 'AI08' 'AI09' 'AI10' 'dummy' 'dummy'
090E: set_panel 4@ active_row  0
01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
:settings_Menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @settings_Menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @settings_Menu_2
08DA: remove_panel 4@
03E6: remove_text_box
01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
wait 400

return
jump @settings_Menu_21//--jump to menue exit

:settings_Menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @settings_Menu_1
03E6: remove_text_box
08D7: 6@ = panel 4@ active_row//-- submit number of the highlighted button into variable
if
0039:   6@ ==  0  // integer values
jf @settings_Menu_3      
08DA: remove_panel 4@
03E6: remove_text_box
jump @attack_rate_Menus


:settings_Menu_3
if
0039:   6@ ==  1  // integer values
jf @settings_Menu_4
08DA: remove_panel 4@
03E6: remove_text_box
jump @Accuracy_Menus

:settings_Menu_4
if
0039:   6@ ==  2  // integer values
jf @settings_Menu_5
08DA: remove_panel 4@
03E6: remove_text_box
jump @Fighting_Menus

:settings_Menu_5
if
0039:   6@ ==  3  // integer values
jf @settings_Menu_6
08DA: remove_panel 4@
03E6: remove_text_box   
jump @weapons__Menus

:settings_Menu_6
if
0039:   6@ ==  4  // integer values
jf @settings_Menu_7
08DA: remove_panel 4@
03E6: remove_text_box   
jump @melee_Menus   //

:settings_Menu_7
if
0039:   6@ ==  5  // integer values
jf @settings_Menu_8
08DA: remove_panel 4@
03E6: remove_text_box   
jump @weapon_skills_Menus
//

:settings_Menu_8
if
0039:   6@ ==  6  // integer values
jf @settings_Menu_9
08DA: remove_panel 4@
03E6: remove_text_box                                                      
jump @Melee_Accuracy_Menus

:settings_Menu_9
if
0039:   6@ ==  7  // integer values
jf @settings_Menu_10
08DA: remove_panel 4@
03E6: remove_text_box   
jump @Weapons2_Menus

:settings_Menu_10
if
0039:   6@ ==  8  // integer values
jf @settings_Menu_11
08DA: remove_panel 4@
03E6: remove_text_box 
jump @walkstyles_Menus
//

:settings_Menu_11
if
0039:   6@ ==  9  // integer values
jf @settings_Menu_12
08DA: remove_panel 4@
03E6: remove_text_box 
jump @invulnerability_Menus

:settings_Menu_12
if
0039:   6@ ==  10  // integer values
jf @settings_Menu_13
023C: load_special_actor 'nurgrl2' as 5 // models 290-299
//

:settings_Menu_13
if
0039:   6@ ==  11  // integer values
jf @settings_Menu_1          //release
023C: load_special_actor 'nurgrl1' as 5 // models 290-299
//

:settings_Menu_21

01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 4@
03E6: remove_text_box
//0ACD: show_text_highpriority "~r~Exited." time 3000
return
end_thread
jump @settings_Menus



:attack_rate_Menus
wait 400
0ADF: add_dynamic_GXT_entry "whoname" text "~w~Bodyguard's Settings"   
0ADF: add_dynamic_GXT_entry "whoinfo" text "Set what attack rate?"
0ADF: add_dynamic_GXT_entry "wholvl" text "Attack Rate"
0ADF: add_dynamic_GXT_entry "AI01" text "0%"    //0
0ADF: add_dynamic_GXT_entry "AI02" text "15%"   //1
0ADF: add_dynamic_GXT_entry "AI03" text "25%" //2
0ADF: add_dynamic_GXT_entry "AI04" text "35%"        //4
0ADF: add_dynamic_GXT_entry "AI05" text "50%"     //5
0ADF: add_dynamic_GXT_entry "AI06" text "75%"
0ADF: add_dynamic_GXT_entry "AI07" text "85%"
0ADF: add_dynamic_GXT_entry "AI08" text "90%"
0ADF: add_dynamic_GXT_entry "AI09" text "95%"
0ADF: add_dynamic_GXT_entry "AI10" text "97%"
0ADF: add_dynamic_GXT_entry "AI11" text "99%"
0ADF: add_dynamic_GXT_entry "AI12" text "100%"

0ADF: add_dynamic_GXT_entry "NEXT002" text "Next -->"
0ADF: add_dynamic_GXT_entry "PREVER" text "<-- Previous"


0512: show_permanent_text_box 'whoinfo' 
08D4: 4@ = create_panel_with_title 'wholvl' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel 4@ column  0 header 'whoname' data 'AI01' 'AI02' 'AI03' 'AI04' 'AI05' 'AI06' 'AI07' 'AI08' 'AI09' 'AI10' 'AI11' 'AI12'
090E: set_panel 4@ active_row  0
01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
:attack_rate_Menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @attack_rate_Menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @attack_rate_Menu_2
08DA: remove_panel 4@
03E6: remove_text_box
wait 400
jump @settings_Menus//--jump to menue exit

:attack_rate_Menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @attack_rate_Menu_1
03E6: remove_text_box
08D7: 6@ = panel 4@ active_row//-- submit number of the highlighted button into variable
if
0039:   6@ ==  0  // integer values
jf @attack_rate_Menu_3      
07DD: set_actor 1@ attack_rate 0 // previously known as temper_to

jump @attack_rate_Menu_21
jump @attack_rate_Menu_21

:attack_rate_Menu_3
if
0039:   6@ ==  1  // integer values
jf @attack_rate_Menu_4
07DD: set_actor 1@ attack_rate 15 // previously known as temper_to

jump @attack_rate_Menu_21

:attack_rate_Menu_4
if
0039:   6@ ==  2  // integer values
jf @attack_rate_Menu_5
07DD: set_actor 1@ attack_rate 25 // previously known as temper_to
jump @attack_rate_Menu_21

:attack_rate_Menu_5
if
0039:   6@ ==  3  // integer values
jf @attack_rate_Menu_6
07DD: set_actor 1@ attack_rate 35 // previously known as temper_to
jump @attack_rate_Menu_21

:attack_rate_Menu_6
if
0039:   6@ ==  4  // integer values
jf @attack_rate_Menu_7
07DD: set_actor 1@ attack_rate 50 // previously known as temper_to

jump @attack_rate_Menu_21

:attack_rate_Menu_7
if
0039:   6@ ==  5  // integer values
jf @attack_rate_Menu_8
07DD: set_actor 1@ attack_rate 75 // previously known as temper_to

jump @attack_rate_Menu_21

:attack_rate_Menu_8
if
0039:   6@ ==  6  // integer values
jf @attack_rate_Menu_9
                                                    
07DD: set_actor 1@ attack_rate 85 // previously known as temper_to

jump @attack_rate_Menu_21

:attack_rate_Menu_9
if
0039:   6@ ==  7  // integer values
jf @attack_rate_Menu_10
07DD: set_actor 1@ attack_rate 90 // previously known as temper_to

jump @attack_rate_Menu_21

:attack_rate_Menu_10
if
0039:   6@ ==  8  // integer values
jf @attack_rate_Menu_11
07DD: set_actor 1@ attack_rate 95 // previously known as temper_to

jump @attack_rate_Menu_21

:attack_rate_Menu_11
if
0039:   6@ ==  9  // integer values
jf @attack_rate_Menu_12
07DD: set_actor 1@ attack_rate 97 // previously known as temper_to

jump @attack_rate_Menu_21

:attack_rate_Menu_12
if
0039:   6@ ==  10  // integer values
jf @attack_rate_Menu_13
07DD: set_actor 1@ attack_rate 99 // previously known as temper_to

jump @attack_rate_Menu_21

:attack_rate_Menu_13
if
0039:   6@ ==  11  // integer values
jf @attack_rate_Menu_1          //release
07DD: set_actor 1@ attack_rate 100 // previously known as temper_to
jump @attack_rate_Menu_21

:attack_rate_Menu_21

01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 4@
03E6: remove_text_box
0ACD: show_text_highpriority "Attack rate is set." time 3000
wait 200
return
jump @attack_rate_Menu_21
jump @attack_rate_Menus



:Accuracy_Menus
wait 400
0ADF: add_dynamic_GXT_entry "whoname" text "~w~Bodyguard's Settings"   
0ADF: add_dynamic_GXT_entry "whoinfo" text "Set what weapon accuracy?"
0ADF: add_dynamic_GXT_entry "wholvl" text "Weapon Accuracy"
0ADF: add_dynamic_GXT_entry "AI01" text "0"    //0
0ADF: add_dynamic_GXT_entry "AI02" text "15"   //1
0ADF: add_dynamic_GXT_entry "AI03" text "25" //2
0ADF: add_dynamic_GXT_entry "AI04" text "35"        //4
0ADF: add_dynamic_GXT_entry "AI05" text "50"     //5
0ADF: add_dynamic_GXT_entry "AI06" text "65"
0ADF: add_dynamic_GXT_entry "AI07" text "75"
0ADF: add_dynamic_GXT_entry "AI08" text "85"
0ADF: add_dynamic_GXT_entry "AI09" text "90"
0ADF: add_dynamic_GXT_entry "AI10" text "95"
0ADF: add_dynamic_GXT_entry "AI11" text "100"

0ADF: add_dynamic_GXT_entry "NEXT002" text "Next -->"
0ADF: add_dynamic_GXT_entry "PREVER" text "<-- Previous"


0512: show_permanent_text_box 'whoinfo' 
08D4: 4@ = create_panel_with_title 'whoname' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel 4@ column  0 header 'wholvl' data 'AI01' 'AI02' 'AI03' 'AI04' 'AI05' 'AI06' 'AI07' 'AI08' 'AI09' 'AI10' 'AI11' 'dummy'
090E: set_panel 4@ active_row  0
01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
:Accuracy_Menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @Accuracy_Menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @Accuracy_Menu_2
08DA: remove_panel 4@
03E6: remove_text_box
wait 400
jump @settings_Menus//--jump to menue exit

:Accuracy_Menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @Accuracy_Menu_1
03E6: remove_text_box
08D7: 6@ = panel 4@ active_row//-- submit number of the highlighted button into variable
if
0039:   6@ ==  0  // integer values
jf @Accuracy_Menu_3      
02E2: set_actor 1@ Accuracy 0 // previously known as temper_to

jump @Accuracy_Menu_21


:Accuracy_Menu_3
if
0039:   6@ ==  1  // integer values
jf @Accuracy_Menu_4
02E2: set_actor 1@ Accuracy 15 // previously known as temper_to

jump @Accuracy_Menu_21

:Accuracy_Menu_4
if
0039:   6@ ==  2  // integer values
jf @Accuracy_Menu_5
02E2: set_actor 1@ Accuracy 25 // previously known as temper_to
jump @Accuracy_Menu_21

:Accuracy_Menu_5
if
0039:   6@ ==  3  // integer values
jf @Accuracy_Menu_6
02E2: set_actor 1@ Accuracy 35 // previously known as temper_to
jump @Accuracy_Menu_21

:Accuracy_Menu_6
if
0039:   6@ ==  4  // integer values
jf @Accuracy_Menu_7
02E2: set_actor 1@ Accuracy 50 // previously known as temper_to

jump @Accuracy_Menu_21

:Accuracy_Menu_7
if
0039:   6@ ==  5  // integer values
jf @Accuracy_Menu_8
02E2: set_actor 1@ Accuracy 65 // previously known as temper_to

jump @Accuracy_Menu_21

:Accuracy_Menu_8
if
0039:   6@ ==  6  // integer values
jf @Accuracy_Menu_9
                                                    
02E2: set_actor 1@ Accuracy 75 // previously known as temper_to

jump @Accuracy_Menu_21

:Accuracy_Menu_9
if
0039:   6@ ==  7  // integer values
jf @Accuracy_Menu_10
02E2: set_actor 1@ Accuracy 85 // previously known as temper_to

jump @Accuracy_Menu_21

:Accuracy_Menu_10
if
0039:   6@ ==  8  // integer values
jf @Accuracy_Menu_11
02E2: set_actor 1@ Accuracy 90 // previously known as temper_to

jump @Accuracy_Menu_21

:Accuracy_Menu_11
if
0039:   6@ ==  9  // integer values
jf @Accuracy_Menu_12
02E2: set_actor 1@ Accuracy 95 // previously known as temper_to

jump @Accuracy_Menu_21

:Accuracy_Menu_12
if
0039:   6@ ==  10  // integer values
jf @Accuracy_Menu_13
02E2: set_actor 1@ Accuracy 100 // previously known as temper_to

jump @Accuracy_Menu_21

:Accuracy_Menu_13
if
0039:   6@ ==  11  // integer values
jf @Accuracy_Menu_1          //release
//07DD: set_actor 1@ Accuracy 100 // previously known as temper_to
jump @Accuracy_Menu_21

:Accuracy_Menu_21

01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 4@
03E6: remove_text_box             
0ACD: show_text_highpriority "Accuracy is set." time 3000
wait 200
return
jump @Accuracy_Menu_21
jump @Accuracy_Menus



:Fighting_Menus
wait 400
0ADF: add_dynamic_GXT_entry "whoname" text "~w~Bodyguard's Settings"   
0ADF: add_dynamic_GXT_entry "whoinfo" text "Set what fighting style?"
0ADF: add_dynamic_GXT_entry "wholvl" text "Fighting Styles"
0ADF: add_dynamic_GXT_entry "AI01" text "Fight Kick"    //0
0ADF: add_dynamic_GXT_entry "AI02" text "Punch Only"   //1
0ADF: add_dynamic_GXT_entry "AI03" text "Boxing" //2
0ADF: add_dynamic_GXT_entry "AI04" text "Karate"        //4
0ADF: add_dynamic_GXT_entry "AI05" text "Kickboxing"     //5
0ADF: add_dynamic_GXT_entry "AI06" text "65"
0ADF: add_dynamic_GXT_entry "AI07" text "75"
0ADF: add_dynamic_GXT_entry "AI08" text "85"
0ADF: add_dynamic_GXT_entry "AI09" text "90"
0ADF: add_dynamic_GXT_entry "AI10" text "95"
0ADF: add_dynamic_GXT_entry "AI11" text "100"

0ADF: add_dynamic_GXT_entry "NEXT002" text "Next -->"
0ADF: add_dynamic_GXT_entry "PREVER" text "<-- Previous"


0512: show_permanent_text_box 'whoinfo' 
08D4: 4@ = create_panel_with_title 'wholvl' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel 4@ column  0 header 'whoname' data 'AI01' 'AI02' 'AI03' 'AI04' 'AI05' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy'
090E: set_panel 4@ active_row  0
01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
:Fighting_Menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @Fighting_Menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @Fighting_Menu_2
08DA: remove_panel 4@
03E6: remove_text_box
jump @settings_Menus//--jump to menue exit

:Fighting_Menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @Fighting_Menu_1
03E6: remove_text_box
08D7: 6@ = panel 4@ active_row//-- submit number of the highlighted button into variable
if
0039:   6@ ==  0  // integer values
jf @Fighting_Menu_3      
07FE: set_actor 1@ fighting_style_to 15 moves 6

jump @Fighting_Menu_21



:Fighting_Menu_3
if
0039:   6@ ==  1  // integer values
jf @Fighting_Menu_4
07FE: set_actor 1@ fighting_style_to 4 moves 6
jump @Fighting_Menu_21

:Fighting_Menu_4
if
0039:   6@ ==  2  // integer values
jf @Fighting_Menu_5
07FE: set_actor 1@ fighting_style_to 5 moves 6
jump @Fighting_Menu_21

:Fighting_Menu_5
if
0039:   6@ ==  3  // integer values
jf @Fighting_Menu_6
07FE: set_actor 1@ fighting_style_to 6 moves 6
jump @Fighting_Menu_21

:Fighting_Menu_6
if
0039:   6@ ==  4  // integer values
jf @Fighting_Menu_7
07FE: set_actor 1@ fighting_style_to 7 moves 6

jump @Fighting_Menu_21

:Fighting_Menu_7
if
0039:   6@ ==  5  // integer values
jf @Fighting_Menu_8
07DD: set_actor 1@ Fighting 65 // previously known as temper_to

jump @Fighting_Menu_21

:Fighting_Menu_8
if
0039:   6@ ==  6  // integer values
jf @Fighting_Menu_9
                                                    
07DD: set_actor 1@ Fighting 75 // previously known as temper_to

jump @Fighting_Menu_21

:Fighting_Menu_9
if
0039:   6@ ==  7  // integer values
jf @Fighting_Menu_10
07DD: set_actor 1@ Fighting 85 // previously known as temper_to

jump @Fighting_Menu_21

:Fighting_Menu_10
if
0039:   6@ ==  8  // integer values
jf @Fighting_Menu_11
07DD: set_actor 1@ Fighting 90 // previously known as temper_to

jump @Fighting_Menu_21

:Fighting_Menu_11
if
0039:   6@ ==  9  // integer values
jf @Fighting_Menu_12
07DD: set_actor 1@ Fighting 95 // previously known as temper_to

jump @Fighting_Menu_21

:Fighting_Menu_12
if
0039:   6@ ==  10  // integer values
jf @Fighting_Menu_13
07DD: set_actor 1@ Fighting 100 // previously known as temper_to

jump @Fighting_Menu_21

:Fighting_Menu_13
if
0039:   6@ ==  11  // integer values
jf @Fighting_Menu_1          //release
//07DD: set_actor 1@ Fighting 100 // previously known as temper_to
jump @Fighting_Menu_21

:Fighting_Menu_21

01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 4@
03E6: remove_text_box             
0ACD: show_text_highpriority "Fighting style is set." time 3000
wait 400
return
jump @Fighting_Menu_21
jump @Fighting_Menus




:weapons__Menus
model.Load(#COLT45)
model.Load(#MICRO_UZI)
model.Load(#m4)
model.Load(#MP5LNG)
model.Load(#AK47)
//model.Load(#KATANA)
//model.Load(#BAT)
model.Load(#DESERT_EAGLE)
model.Load(#SAWNOFF)
model.Load(#SHOTGSPA)
model.Load(#MINIGUN)
model.Load(#FLAME)
model.Load(#HEATSEEK)
model.Load(#SNIPER)

038B: load_requested_models

wait 400
0ADF: add_dynamic_GXT_entry "whoname" text "~w~Bodyguard's Settings"   
0ADF: add_dynamic_GXT_entry "whoinfo" text "Set what kind of weapons?"
0ADF: add_dynamic_GXT_entry "wholvl" text "Weapons"
0ADF: add_dynamic_GXT_entry "AI01" text "Pistol"    //0
0ADF: add_dynamic_GXT_entry "AI02" text "Desert Eagle"   //1
0ADF: add_dynamic_GXT_entry "AI03" text "Micro Uzi" //2
0ADF: add_dynamic_GXT_entry "AI04" text "MP5"        //4
0ADF: add_dynamic_GXT_entry "AI05" text "Sawn-off Shotgun"     //5
0ADF: add_dynamic_GXT_entry "AI06" text "Combat Shotgun"
0ADF: add_dynamic_GXT_entry "AI07" text "AK47"
0ADF: add_dynamic_GXT_entry "AI08" text "M4"
0ADF: add_dynamic_GXT_entry "AI09" text "Sniper Rifle"
0ADF: add_dynamic_GXT_entry "AI10" text "Mini-gun"
0ADF: add_dynamic_GXT_entry "AI11" text "Flamethrower"
0ADF: add_dynamic_GXT_entry "AI12" text "Heatseek Rocket Launcher"
0ADF: add_dynamic_GXT_entry "NEXT002" text "Next -->"
0ADF: add_dynamic_GXT_entry "PREVER" text "<-- Previous"


0512: show_permanent_text_box 'whoinfo' 
08D4: 4@ = create_panel_with_title 'wholvl' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel 4@ column  0 header 'whoname' data 'AI01' 'AI02' 'AI03' 'AI04' 'AI05' 'AI06' 'AI07' 'AI08' 'AI09' 'AI10' 'AI11' 'AI12'
090E: set_panel 4@ active_row  0
01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
:weapons__Menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @weapons__Menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @weapons__Menu_2
08DA: remove_panel 4@
03E6: remove_text_box
jump @settings_Menus  //weapons__Menu_21//--jump to menue exit

:weapons__Menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @weapons__Menu_1
03E6: remove_text_box
08D7: 6@ = panel 4@ active_row//-- submit number of the highlighted button into variable
if
0039:   6@ ==  0  // integer values
jf @weapons__Menu_3      
actor.GiveWeaponAndAmmo(1@, pistol, 99999)
jump @weapons__Menu_21



:weapons__Menu_3
if
0039:   6@ ==  1  // integer values
jf @weapons__Menu_4
actor.GiveWeaponAndAmmo(1@, deserteagle, 99999)
jump @weapons__Menu_21

:weapons__Menu_4
if
0039:   6@ ==  2  // integer values
jf @weapons__Menu_5
actor.GiveWeaponAndAmmo(1@, microuzi, 99999)

jump @weapons__Menu_21

:weapons__Menu_5
if
0039:   6@ ==  3  // integer values
jf @weapons__Menu_6
actor.GiveWeaponAndAmmo(1@, mp5, 99999)

jump @weapons__Menu_21

:weapons__Menu_6
if
0039:   6@ ==  4  // integer values
jf @weapons__Menu_7
actor.GiveWeaponAndAmmo(1@, sawnoff, 99999)


jump @weapons__Menu_21

:weapons__Menu_7
if
0039:   6@ ==  5  // integer values
jf @weapons__Menu_8
actor.GiveWeaponAndAmmo(1@, combatshotgun, 99999)

jump @weapons__Menu_21

:weapons__Menu_8
if
0039:   6@ ==  6  // integer values
jf @weapons__Menu_9
                                                    
actor.GiveWeaponAndAmmo(1@, ak47, 99999)

jump @weapons__Menu_21

:weapons__Menu_9
if
0039:   6@ ==  7  // integer values
jf @weapons__Menu_10
actor.GiveWeaponAndAmmo(1@, m4, 99999)

jump @weapons__Menu_21

:weapons__Menu_10
if
0039:   6@ ==  8  // integer values
jf @weapons__Menu_11
actor.GiveWeaponAndAmmo(1@, SniperRifle, 99999)

jump @weapons__Menu_21

:weapons__Menu_11
if
0039:   6@ ==  9  // integer values
jf @weapons__Menu_12
actor.GiveWeaponAndAmmo(1@, minigun, 99999)

jump @weapons__Menu_21

:weapons__Menu_12
if
0039:   6@ ==  10  // integer values
jf @weapons__Menu_13
actor.GiveWeaponAndAmmo(1@, flamethrower, 99999)

jump @weapons__Menu_21

:weapons__Menu_13
if
0039:   6@ ==  11  // integer values
jf @weapons__Menu_1          //release
actor.GiveWeaponAndAmmo(1@, heatseek, 99999)
jump @weapons__Menu_21

:weapons__Menu_21

01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 4@
03E6: remove_text_box             
0ACD: show_text_highpriority "Weapons has been given." time 3000
wait 400
return
jump @weapons__Menu_21
jump @weapons__Menus



:melee_Menus

model.Load(#KATANA)
model.Load(#BAT)
model.Load(#POOLCUE)
model.Load(#SHOVEL)
model.Load(#KNIFECUR)
model.Load(#CHNSAW)
model.Load(#GOLFCLUB)   
model.Load(#NITESTICK)
model.Load(#GUN_DILDO1)
model.Load(#GUN_DILDO2)
model.Load(#GUN_CANE)

038B: load_requested_models

wait 400
0ADF: add_dynamic_GXT_entry "whoname" text "~w~Bodyguard's Settings"   
0ADF: add_dynamic_GXT_entry "whoinfo" text "Set what kind of melee weapons?"
0ADF: add_dynamic_GXT_entry "wholvl" text "Melee Weapons"
0ADF: add_dynamic_GXT_entry "AI01" text "Unarmed"    //0
0ADF: add_dynamic_GXT_entry "AI02" text "Basebat Bat"   //1
0ADF: add_dynamic_GXT_entry "AI03" text "Knife" //2
0ADF: add_dynamic_GXT_entry "AI04" text "Katana"        //3
0ADF: add_dynamic_GXT_entry "AI05" text "Shovel"     //4
0ADF: add_dynamic_GXT_entry "AI06" text "Poolcue"     //5
0ADF: add_dynamic_GXT_entry "AI07" text "Chainsaw"     //6
0ADF: add_dynamic_GXT_entry "AI08" text "Cane"         //7
0ADF: add_dynamic_GXT_entry "AI09" text "Nightstick"    //8
0ADF: add_dynamic_GXT_entry "AI10" text "Golf Club"     //9
0ADF: add_dynamic_GXT_entry "AI11" text "Pink Dildo"     //11
0ADF: add_dynamic_GXT_entry "AI12" text "White Dildo"   //12
0ADF: add_dynamic_GXT_entry "NEXT002" text "Next -->"
0ADF: add_dynamic_GXT_entry "PREVER" text "<-- Previous"


0512: show_permanent_text_box 'whoinfo' 
08D4: 4@ = create_panel_with_title 'wholvl' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel 4@ column  0 header 'whoname' data 'AI01' 'AI02' 'AI03' 'AI04' 'AI05' 'AI06' 'AI07' 'AI08' 'AI09' 'AI10' 'AI11' 'AI12'
090E: set_panel 4@ active_row  0
01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
:melee_Menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @melee_Menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @melee_Menu_2
08DA: remove_panel 4@
03E6: remove_text_box
jump @settings_Menus//--jump to menue exit

:melee_Menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @melee_Menu_1
03E6: remove_text_box
08D7: 6@ = panel 4@ active_row//-- submit number of the highlighted button into variable
if
0039:   6@ ==  0  // integer values
jf @melee_Menu_3      
actor.GiveWeaponAndAmmo(1@, unarmed, 99999)
jump @melee_Menu_21


:melee_Menu_3
if
0039:   6@ ==  1  // integer values
jf @melee_Menu_4
actor.GiveWeaponAndAmmo(1@, baseballbat, 99999)
jump @melee_Menu_21

:melee_Menu_4
if
0039:   6@ ==  2  // integer values
jf @melee_Menu_5
actor.GiveWeaponAndAmmo(1@, knife, 99999)

jump @melee_Menu_21

:melee_Menu_5
if
0039:   6@ ==  3  // integer values
jf @melee_Menu_6
actor.GiveWeaponAndAmmo(1@, Katana, 99999)

jump @melee_Menu_21

:melee_Menu_6
if
0039:   6@ ==  4  // integer values
jf @melee_Menu_7
actor.GiveWeaponAndAmmo(1@, shovel, 99999)


jump @melee_Menu_21

:melee_Menu_7
if
0039:   6@ ==  5  // integer values
jf @melee_Menu_8
actor.GiveWeaponAndAmmo(1@, poolcue, 99999)

jump @melee_Menu_21

:melee_Menu_8
if
0039:   6@ ==  6  // integer values
jf @melee_Menu_9
                                                    
actor.GiveWeaponAndAmmo(1@, chainsaw, 99999)

jump @melee_Menu_21

:melee_Menu_9
if
0039:   6@ ==  7  // integer values
jf @melee_Menu_10
actor.GiveWeaponAndAmmo(1@, cane, 99999)

jump @melee_Menu_21

:melee_Menu_10
if
0039:   6@ ==  8  // integer values
jf @melee_Menu_11
actor.GiveWeaponAndAmmo(1@, NightStick, 99999)

jump @melee_Menu_21

:melee_Menu_11
if
0039:   6@ ==  9  // integer values
jf @melee_Menu_12
actor.GiveWeaponAndAmmo(1@, GolfClub, 99999)

jump @melee_Menu_21

:melee_Menu_12
if
0039:   6@ ==  10  // integer values
jf @melee_Menu_13
actor.GiveWeaponAndAmmo(1@, WhiteDildo, 99999)

jump @melee_Menu_21

:melee_Menu_13
if
0039:   6@ ==  11  // integer values
jf @melee_Menu_1          //release
actor.GiveWeaponAndAmmo(1@, WhiteDildo2, 99999)
jump @melee_Menu_21

:melee_Menu_21

01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 4@
03E6: remove_text_box             
0ACD: show_text_highpriority "Melee weapons has been given." time 3000
wait 400
return
jump @melee_Menu_21
jump @melee_Menus



:weapon_skills_Menus



wait 400
0ADF: add_dynamic_GXT_entry "whoname" text "~w~Bodyguard's Settings"   
0ADF: add_dynamic_GXT_entry "whoinfo" text "Set what kind of weapon skill?"
0ADF: add_dynamic_GXT_entry "wholvl" text "Weapon Skills"
0ADF: add_dynamic_GXT_entry "AI01" text "Poor"    //0
0ADF: add_dynamic_GXT_entry "AI02" text "Gangster"   //1
0ADF: add_dynamic_GXT_entry "AI03" text "Professional" //2
0ADF: add_dynamic_GXT_entry "AI04" text "Pistol Cop"        //4
0ADF: add_dynamic_GXT_entry "AI05" text "Shovel"     //5
0ADF: add_dynamic_GXT_entry "AI06" text "Poolcue"
0ADF: add_dynamic_GXT_entry "AI07" text "Chainsaw"
0ADF: add_dynamic_GXT_entry "AI08" text "Cane"
0ADF: add_dynamic_GXT_entry "AI09" text "Nightstick"
0ADF: add_dynamic_GXT_entry "AI10" text "Golf Club"
0ADF: add_dynamic_GXT_entry "AI11" text "Pink Dildo"
0ADF: add_dynamic_GXT_entry "AI12" text "White Dildo"
0ADF: add_dynamic_GXT_entry "NEXT002" text "Next -->"
0ADF: add_dynamic_GXT_entry "PREVER" text "<-- Previous"


0512: show_permanent_text_box 'whoinfo' 
08D4: 4@ = create_panel_with_title 'wholvl' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel 4@ column  0 header 'whoname' data 'AI01' 'AI02' 'AI03' 'AI04' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy'
090E: set_panel 4@ active_row  0
01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
:weapon_skills_Menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @weapon_skills_Menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @weapon_skills_Menu_2
08DA: remove_panel 4@
03E6: remove_text_box
jump @settings_Menus//--jump to menue exit

:weapon_skills_Menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @weapon_skills_Menu_1
03E6: remove_text_box
08D7: 6@ = panel 4@ active_row//-- submit number of the highlighted button into variable
if
0039:   6@ ==  0  // integer values
jf @weapon_skills_Menu_3      

081A: set_actor 1@ weapon_skill_to 0

jump @weapon_skills_Menu_21


:weapon_skills_Menu_3
if
0039:   6@ ==  1  // integer values
jf @weapon_skills_Menu_4
081A: set_actor 1@ weapon_skill_to 1
jump @weapon_skills_Menu_21

:weapon_skills_Menu_4
if
0039:   6@ ==  2  // integer values
jf @weapon_skills_Menu_5
081A: set_actor 1@ weapon_skill_to 2

jump @weapon_skills_Menu_21

:weapon_skills_Menu_5
if  and
02D8:   actor 1@ current_weapon == 22 
0039:   6@ ==  3  // integer values
jf @weapon_skills_Menu_6
081A: set_actor 1@ weapon_skill_to 3
jump @weapon_skills_Menu_21

:weapon_skills_Menu_6
if
0039:   6@ ==  4  // integer values
jf @weapon_skills_Menu_7
actor.GiveWeaponAndAmmo(1@, sawnoff, 99999)


jump @weapon_skills_Menu_21

:weapon_skills_Menu_7
if
0039:   6@ ==  5  // integer values
jf @weapon_skills_Menu_8
actor.GiveWeaponAndAmmo(1@, poolcue, 99999)

jump @weapon_skills_Menu_21

:weapon_skills_Menu_8
if
0039:   6@ ==  6  // integer values
jf @weapon_skills_Menu_9
                                                    
actor.GiveWeaponAndAmmo(1@, chainsaw, 99999)

jump @weapon_skills_Menu_21

:weapon_skills_Menu_9
if
0039:   6@ ==  7  // integer values
jf @weapon_skills_Menu_10
actor.GiveWeaponAndAmmo(1@, cane, 99999)

jump @weapon_skills_Menu_21

:weapon_skills_Menu_10
if
0039:   6@ ==  8  // integer values
jf @weapon_skills_Menu_11
actor.GiveWeaponAndAmmo(1@, NightStick, 99999)

jump @weapon_skills_Menu_21

:weapon_skills_Menu_11
if
0039:   6@ ==  9  // integer values
jf @weapon_skills_Menu_12
actor.GiveWeaponAndAmmo(1@, GolfClub, 99999)

jump @weapon_skills_Menu_21

:weapon_skills_Menu_12
if
0039:   6@ ==  10  // integer values
jf @weapon_skills_Menu_13
actor.GiveWeaponAndAmmo(1@, WhiteDildo, 99999)

jump @weapon_skills_Menu_21

:weapon_skills_Menu_13
if
0039:   6@ ==  11  // integer values
jf @weapon_skills_Menu_1          //release
actor.GiveWeaponAndAmmo(1@, WhiteDildo2, 99999)
jump @weapon_skills_Menu_21

:weapon_skills_Menu_21

01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 4@
03E6: remove_text_box             
0ACD: show_text_highpriority "Weapon Skill has been set." time 3000
wait 400
return
jump @weapon_skills_Menu_21
jump @weapon_skills_Menus




:Melee_Accuracy_Menus
wait 400
0ADF: add_dynamic_GXT_entry "whoname" text "~w~Bodyguard's Settings"   
0ADF: add_dynamic_GXT_entry "whoinfo" text "Set what melee accuracy?"
0ADF: add_dynamic_GXT_entry "wholvl" text "Melee Accuracy"
0ADF: add_dynamic_GXT_entry "AI01" text "0.0"    //0
0ADF: add_dynamic_GXT_entry "AI02" text "0.1"   //1
0ADF: add_dynamic_GXT_entry "AI03" text "0.5" //2
0ADF: add_dynamic_GXT_entry "AI04" text "1.0"        //4
0ADF: add_dynamic_GXT_entry "AI05" text "5.0"     //5
0ADF: add_dynamic_GXT_entry "AI06" text "10.0"
0ADF: add_dynamic_GXT_entry "AI07" text "25.0"
0ADF: add_dynamic_GXT_entry "AI08" text "50.0"
0ADF: add_dynamic_GXT_entry "AI09" text "75.0"
0ADF: add_dynamic_GXT_entry "AI10" text "80.0"
0ADF: add_dynamic_GXT_entry "AI11" text "90.0"
0ADF: add_dynamic_GXT_entry "AI12" text "100.0"
0ADF: add_dynamic_GXT_entry "NEXT002" text "Next -->"
0ADF: add_dynamic_GXT_entry "PREVER" text "<-- Previous"


0512: show_permanent_text_box 'whoinfo' 
08D4: 4@ = create_panel_with_title 'whoname' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel 4@ column  0 header 'wholvl' data 'AI01' 'AI02' 'AI03' 'AI04' 'AI05' 'AI06' 'AI07' 'AI08' 'AI09' 'AI10' 'AI11' 'AI12'
090E: set_panel 4@ active_row  0
01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
:Melee_Accuracy_Menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @Melee_Accuracy_Menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @Melee_Accuracy_Menu_2
08DA: remove_panel 4@
03E6: remove_text_box
wait 400
jump @settings_Menus//--jump to menue exit

:Melee_Accuracy_Menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @Melee_Accuracy_Menu_1
03E6: remove_text_box
08D7: 6@ = panel 4@ active_row//-- submit number of the highlighted button into variable
if
0039:   6@ ==  0  // integer values
jf @Melee_Accuracy_Menu_3      
060F: set_actor  1@ melee_accuracy_to 0.0

jump @Melee_Accuracy_Menu_21


:Melee_Accuracy_Menu_3
if
0039:   6@ ==  1  // integer values
jf @Melee_Accuracy_Menu_4
060F: set_actor  1@ melee_accuracy_to 0.1

jump @Melee_Accuracy_Menu_21

:Melee_Accuracy_Menu_4
if
0039:   6@ ==  2  // integer values
jf @Melee_Accuracy_Menu_5
060F: set_actor  1@ melee_accuracy_to 0.5
jump @Melee_Accuracy_Menu_21

:Melee_Accuracy_Menu_5
if
0039:   6@ ==  3  // integer values
jf @Melee_Accuracy_Menu_6
060F: set_actor  1@ melee_accuracy_to 1.0
jump @Melee_Accuracy_Menu_21

:Melee_Accuracy_Menu_6
if
0039:   6@ ==  4  // integer values
jf @Melee_Accuracy_Menu_7
060F: set_actor  1@ melee_accuracy_to 5.0

jump @Melee_Accuracy_Menu_21

:Melee_Accuracy_Menu_7
if
0039:   6@ ==  5  // integer values
jf @Melee_Accuracy_Menu_8
060F: set_actor  1@ melee_accuracy_to 10.0

jump @Melee_Accuracy_Menu_21

:Melee_Accuracy_Menu_8
if
0039:   6@ ==  6  // integer values
jf @Melee_Accuracy_Menu_9
                                                    
060F: set_actor  1@ melee_accuracy_to 25.0

jump @Melee_Accuracy_Menu_21

:Melee_Accuracy_Menu_9
if
0039:   6@ ==  7  // integer values
jf @Melee_Accuracy_Menu_10
060F: set_actor  1@ melee_accuracy_to 50.0

jump @Melee_Accuracy_Menu_21

:Melee_Accuracy_Menu_10
if
0039:   6@ ==  8  // integer values
jf @Melee_Accuracy_Menu_11
060F: set_actor  1@ melee_accuracy_to 75.0

jump @Melee_Accuracy_Menu_21

:Melee_Accuracy_Menu_11
if
0039:   6@ ==  9  // integer values
jf @Melee_Accuracy_Menu_12
060F: set_actor  1@ melee_accuracy_to 80.0

jump @Melee_Accuracy_Menu_21

:Melee_Accuracy_Menu_12
if
0039:   6@ ==  10  // integer values
jf @Melee_Accuracy_Menu_13
060F: set_actor  1@ melee_accuracy_to 90.0

jump @Melee_Accuracy_Menu_21

:Melee_Accuracy_Menu_13
if
0039:   6@ ==  11  // integer values
jf @Melee_Accuracy_Menu_1          //release
060F: set_actor  1@ melee_accuracy_to 100.0
jump @Melee_Accuracy_Menu_21

:Melee_Accuracy_Menu_21

01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 4@
03E6: remove_text_box             
0ACD: show_text_highpriority "Melee accuracy is set." time 3000
wait 200
return
jump @Melee_Accuracy_Menu_21
jump @Melee_Accuracy_Menus


:Weapons2_Menus

model.Load(#CHROMEGUN)
model.Load(#TEC9)
model.Load(#CUNTGUN)
model.Load(#spraycan )
model.Load(#gun_para )
model.Load(#fire_ex )
model.Load(#rocketla )   
model.Load(#silenced )
model.Load(#molotov )
model.Load(#teargas )
model.Load(#grenade )  
model.Load(#flowera )
model.Load(#SILENCED )
model.Load(#gun_vibe1 )
model.Load(#gun_vibe2 )
model.Load(#brassknuckle  )
038B: load_requested_models

wait 400
0ADF: add_dynamic_GXT_entry "whoname" text "~w~Bodyguard's Settings"   
0ADF: add_dynamic_GXT_entry "whoinfo" text "Set what kind of other weapons?"
0ADF: add_dynamic_GXT_entry "wholvl" text "Other Weapons"
0ADF: add_dynamic_GXT_entry "AI01" text "Silence Pistol"    //0
0ADF: add_dynamic_GXT_entry "AI02" text "Tec9"   //1
0ADF: add_dynamic_GXT_entry "AI03" text "Shotgun" //2
0ADF: add_dynamic_GXT_entry "AI04" text "Rifle"      
0ADF: add_dynamic_GXT_entry "AI05" text "Rocket Launcher"    //3
0ADF: add_dynamic_GXT_entry "AI06" text "Grenade"     //4
0ADF: add_dynamic_GXT_entry "AI07" text "Molotov"     //5
0ADF: add_dynamic_GXT_entry "AI08" text "Teargas"     //6
0ADF: add_dynamic_GXT_entry "AI09" text "Spray Can"         //7
0ADF: add_dynamic_GXT_entry "AI10" text "Fire Extinguisher"    //8
0ADF: add_dynamic_GXT_entry "AI11" text "Flowers"     //9
0ADF: add_dynamic_GXT_entry "AI12" text "Long White Dildo"     //11
0ADF: add_dynamic_GXT_entry "AI13" text "White Dildo 2"   //12
0ADF: add_dynamic_GXT_entry "NEXT002" text "Next -->"
0ADF: add_dynamic_GXT_entry "PREVER" text "<-- Previous"


0512: show_permanent_text_box 'whoinfo' 
08D4: 4@ = create_panel_with_title 'wholvl' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel 4@ column  0 header 'whoname' data 'AI01' 'AI02' 'AI03' 'AI04' 'AI05' 'AI06' 'AI07' 'AI08' 'AI09' 'AI10' 'AI11' 'AI12'
090E: set_panel 4@ active_row  0
01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
:Weapons2_Menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @Weapons2_Menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @Weapons2_Menu_2
08DA: remove_panel 4@
03E6: remove_text_box
jump @settings_Menus//--jump to menue exit

:Weapons2_Menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @Weapons2_Menu_1
03E6: remove_text_box
08D7: 6@ = panel 4@ active_row//-- submit number of the highlighted button into variable
if
0039:   6@ ==  0  // integer values
jf @Weapons2_Menu_3      
actor.GiveWeaponAndAmmo(1@, Silenced, 99999)
jump @Weapons2_Menu_21


:Weapons2_Menu_3
if
0039:   6@ ==  1  // integer values
jf @Weapons2_Menu_4
actor.GiveWeaponAndAmmo(1@, Tec9, 99999)
jump @Weapons2_Menu_21

:Weapons2_Menu_4
if
0039:   6@ ==  2  // integer values
jf @Weapons2_Menu_5
actor.GiveWeaponAndAmmo(1@, Shotgun, 99999)

jump @Weapons2_Menu_21

:Weapons2_Menu_5
if
0039:   6@ ==  3  // integer values
jf @Weapons2_Menu_6
actor.GiveWeaponAndAmmo(1@, Rifle, 99999)

jump @Weapons2_Menu_21

:Weapons2_Menu_6
if
0039:   6@ ==  4  // integer values
jf @Weapons2_Menu_7
actor.GiveWeaponAndAmmo(1@, RPG, 99999)


jump @Weapons2_Menu_21

:Weapons2_Menu_7
if
0039:   6@ ==  5  // integer values
jf @Weapons2_Menu_8
actor.GiveWeaponAndAmmo(1@, Grenades, 99999)

jump @Weapons2_Menu_21

:Weapons2_Menu_8
if
0039:   6@ ==  6  // integer values
jf @Weapons2_Menu_9
                                                    
actor.GiveWeaponAndAmmo(1@, Molotov, 99999)

jump @Weapons2_Menu_21

:Weapons2_Menu_9
if
0039:   6@ ==  7  // integer values
jf @Weapons2_Menu_10
actor.GiveWeaponAndAmmo(1@, TearGas, 99999)

jump @Weapons2_Menu_21

:Weapons2_Menu_10
if
0039:   6@ ==  8  // integer values
jf @Weapons2_Menu_11
actor.GiveWeaponAndAmmo(1@, SprayPaint, 99999)

jump @Weapons2_Menu_21

:Weapons2_Menu_11
if
0039:   6@ ==  9  // integer values
jf @Weapons2_Menu_12
actor.GiveWeaponAndAmmo(1@, FireExtinguisher, 99999)

jump @Weapons2_Menu_21

:Weapons2_Menu_12
if
0039:   6@ ==  10  // integer values
jf @Weapons2_Menu_13
actor.GiveWeaponAndAmmo(1@, Flowers, 99999)

jump @Weapons2_Menu_21

:Weapons2_Menu_13
if
0039:   6@ ==  11  // integer values
jf @Weapons2_Menu_1          //release
actor.GiveWeaponAndAmmo(1@, LongWhiteDildo, 99999)
jump @Weapons2_Menu_21

:Weapons2_Menu_21

01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 4@
03E6: remove_text_box             
0ACD: show_text_highpriority "Other weapons has been given." time 3000
wait 400
return
jump @Weapons2_Menu_21
jump @Weapons2_Menus


:walkstyles_Menus



wait 400
0ADF: add_dynamic_GXT_entry "whoname" text "~w~Bodyguard's Settings"   
0ADF: add_dynamic_GXT_entry "whoinfo" text "Set what walkstyles?"
0ADF: add_dynamic_GXT_entry "wholvl" text "Walkstyles"
0ADF: add_dynamic_GXT_entry "AI01" text "Player"    //0
0ADF: add_dynamic_GXT_entry "AI02" text "Man"   //1
0ADF: add_dynamic_GXT_entry "AI03" text "Woman" //2
0ADF: add_dynamic_GXT_entry "AI04" text "Sexy Woman"      
0ADF: add_dynamic_GXT_entry "AI05" text "Busy Woman"    //3
0ADF: add_dynamic_GXT_entry "AI06" text "Pro Woman"     //4
0ADF: add_dynamic_GXT_entry "AI07" text "Shopping"     //5
0ADF: add_dynamic_GXT_entry "AI08" text "Shuffle"     //6
0ADF: add_dynamic_GXT_entry "AI09" text "Gang 1"         //7
0ADF: add_dynamic_GXT_entry "AI10" text "Gang 2"    //8
0ADF: add_dynamic_GXT_entry "AI11" text "Drunk Man"     //9
0ADF: add_dynamic_GXT_entry "AI12" text "Blind Man"     //11
0ADF: add_dynamic_GXT_entry "NEXT002" text "Next -->"
0ADF: add_dynamic_GXT_entry "PREVER" text "<-- Previous"


0512: show_permanent_text_box 'whoinfo' 
08D4: 4@ = create_panel_with_title 'wholvl' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel 4@ column  0 header 'whoname' data 'AI01' 'AI02' 'AI03' 'AI04' 'AI05' 'AI06' 'AI07' 'AI08' 'AI09' 'AI10' 'AI11' 'AI12'
090E: set_panel 4@ active_row  0
01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
:walkstyles_Menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @walkstyles_Menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @walkstyles_Menu_2
08DA: remove_panel 4@
03E6: remove_text_box
jump @settings_Menus//--jump to menue exit

:walkstyles_Menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @walkstyles_Menu_1
03E6: remove_text_box
08D7: 6@ = panel 4@ active_row//-- submit number of the highlighted button into variable
if
0039:   6@ ==  0  // integer values
jf @walkstyles_Menu_3      
actor.SetWalkStyle(1@, "player")
jump @walkstyles_Menu_21


:walkstyles_Menu_3
if
0039:   6@ ==  1  // integer values
jf @walkstyles_Menu_4
actor.SetWalkStyle(1@, "man")
jump @walkstyles_Menu_21

:walkstyles_Menu_4
if
0039:   6@ ==  2  // integer values
jf @walkstyles_Menu_5
actor.SetWalkStyle(1@, "woman")

jump @walkstyles_Menu_21

:walkstyles_Menu_5
if
0039:   6@ ==  3  // integer values
jf @walkstyles_Menu_6
actor.SetWalkStyle(1@, "sexywoman")

jump @walkstyles_Menu_21

:walkstyles_Menu_6
if
0039:   6@ ==  4  // integer values
jf @walkstyles_Menu_7
actor.SetWalkStyle(1@, "busywoman")


jump @walkstyles_Menu_21

:walkstyles_Menu_7
if
0039:   6@ ==  5  // integer values
jf @walkstyles_Menu_8
actor.SetWalkStyle(1@, "pro")
                                                   
jump @walkstyles_Menu_21

:walkstyles_Menu_8
if
0039:   6@ ==  6  // integer values
jf @walkstyles_Menu_9
                                                    
actor.SetWalkStyle(1@, "shopping")
jump @walkstyles_Menu_21

:walkstyles_Menu_9
if
0039:   6@ ==  7  // integer values
jf @walkstyles_Menu_10
actor.SetWalkStyle(1@, "shuffle")
jump @walkstyles_Menu_21

:walkstyles_Menu_10
if
0039:   6@ ==  8  // integer values
jf @walkstyles_Menu_11
actor.SetWalkStyle(1@, "gang1")
jump @walkstyles_Menu_21

:walkstyles_Menu_11
if
0039:   6@ ==  9  // integer values
jf @walkstyles_Menu_12
actor.SetWalkStyle(1@, "gang2")

jump @walkstyles_Menu_21

:walkstyles_Menu_12
if
0039:   6@ ==  10  // integer values
jf @walkstyles_Menu_13
actor.SetWalkStyle(1@, "drunkman")
jump @walkstyles_Menu_21

:walkstyles_Menu_13
if
0039:   6@ ==  11  // integer values
jf @walkstyles_Menu_1          //release
actor.SetWalkStyle(1@, "blindman")
jump @walkstyles_Menu_21

:walkstyles_Menu_21

01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 4@
03E6: remove_text_box             
0ACD: show_text_highpriority "Walkstyle has been set." time 3000
wait 400
return
jump @walkstyles_Menu_21
jump @walkstyles_Menus


:invulnerability_Menus



wait 400
0ADF: add_dynamic_GXT_entry "whoname" text "~w~Bodyguard's Settings"   
0ADF: add_dynamic_GXT_entry "whoinfo" text "Set what immunities?"
0ADF: add_dynamic_GXT_entry "wholvl" text "Immunities"
0ADF: add_dynamic_GXT_entry "AI01" text "Invulnerability"    //0
0ADF: add_dynamic_GXT_entry "AI02" text "Vulnerability"   //1
0ADF: add_dynamic_GXT_entry "AI03" text "Bulletproof" //2
0ADF: add_dynamic_GXT_entry "AI04" text "Fireproof"     //3 
0ADF: add_dynamic_GXT_entry "AI05" text "Meleeproof"    //4
0ADF: add_dynamic_GXT_entry "AI06" text "Bullet + Fire Proof"     //5
0ADF: add_dynamic_GXT_entry "AI07" text "Bullet + Melee Proof"     //6
0ADF: add_dynamic_GXT_entry "AI08" text "Melee + Fire Proof"     //7
0ADF: add_dynamic_GXT_entry "AI09" text "Bullet + Melee + Fire Proof"         //8
0ADF: add_dynamic_GXT_entry "AI10" text "Bullet + Explosion Proof"    //9
0ADF: add_dynamic_GXT_entry "AI11" text "Fire + Explosion Proof"     //10
0ADF: add_dynamic_GXT_entry "AI12" text "Melee + Explosion Proof"     //11
0ADF: add_dynamic_GXT_entry "NEXT002" text "Next -->"
0ADF: add_dynamic_GXT_entry "PREVER" text "<-- Previous"


0512: show_permanent_text_box 'whoinfo' 
08D4: 4@ = create_panel_with_title 'wholvl' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel 4@ column  0 header 'whoname' data 'AI01' 'AI02' 'AI03' 'AI04' 'AI05' 'AI06' 'AI07' 'AI08' 'AI09' 'AI10' 'AI11' 'AI12'
090E: set_panel 4@ active_row  0
01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
:invulnerability_Menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @invulnerability_Menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @invulnerability_Menu_2
08DA: remove_panel 4@
03E6: remove_text_box
jump @settings_Menus//--jump to menue exit

:invulnerability_Menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @invulnerability_Menu_1
03E6: remove_text_box
08D7: 6@ = panel 4@ active_row//-- submit number of the highlighted button into variable
if
0039:   6@ ==  0  // integer values
jf @invulnerability_Menu_3      
02AB: set_actor 1@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
02A9: set_actor 1@ immune_to_nonplayer 1
0568: set_actor 1@ untargetable 1

jump @invulnerability_Menu_21


:invulnerability_Menu_3
if
0039:   6@ ==  1  // integer values
jf @invulnerability_Menu_4
02AB: set_actor 1@ immunities BP 0 FP 0 EP 0 CP 0 MP 0
02A9: set_actor 1@ immune_to_nonplayer 0
0568: set_actor 1@ untargetable 0
jump @invulnerability_Menu_21

:invulnerability_Menu_4
if
0039:   6@ ==  2  // integer values
jf @invulnerability_Menu_5
02AB: set_actor 1@ immunities BP 1 FP 0 EP 0 CP 0 MP 0
02A9: set_actor 1@ immune_to_nonplayer 0
0568: set_actor 1@ untargetable 0
jump @invulnerability_Menu_21

:invulnerability_Menu_5
if
0039:   6@ ==  3  // integer values
jf @invulnerability_Menu_6
02AB: set_actor 1@ immunities BP 0 FP 1 EP 0 CP 0 MP 0
02A9: set_actor 1@ immune_to_nonplayer 0
0568: set_actor 1@ untargetable 0
jump @invulnerability_Menu_21

:invulnerability_Menu_6
if
0039:   6@ ==  4  // integer values
jf @invulnerability_Menu_7
02AB: set_actor 1@ immunities BP 0 FP 0 EP 0 CP 0 MP 1
02A9: set_actor 1@ immune_to_nonplayer 0
0568: set_actor 1@ untargetable 0

jump @invulnerability_Menu_21

:invulnerability_Menu_7
if
0039:   6@ ==  5  // integer values
jf @invulnerability_Menu_8
02AB: set_actor 1@ immunities BP 1 FP 1 EP 0 CP 0 MP 0
02A9: set_actor 1@ immune_to_nonplayer 0   
0568: set_actor 1@ untargetable 0                                                
jump @invulnerability_Menu_21

:invulnerability_Menu_8
if
0039:   6@ ==  6  // integer values
jf @invulnerability_Menu_9
02AB: set_actor 1@ immunities BP 1 FP 0 EP 0 CP 0 MP 1
02A9: set_actor 1@ immune_to_nonplayer 0
0568: set_actor 1@ untargetable 0
jump @invulnerability_Menu_21

:invulnerability_Menu_9
if
0039:   6@ ==  7  // integer values
jf @invulnerability_Menu_10
02AB: set_actor 1@ immunities BP 0 FP 1 EP 0 CP 0 MP 1
02A9: set_actor 1@ immune_to_nonplayer 0
0568: set_actor 1@ untargetable 0
jump @invulnerability_Menu_21

:invulnerability_Menu_10
if
0039:   6@ ==  8  // integer values
jf @invulnerability_Menu_11
02AB: set_actor 1@ immunities BP 1 FP 1 EP 0 CP 0 MP 1
02A9: set_actor 1@ immune_to_nonplayer 0
0568: set_actor 1@ untargetable 0
jump @invulnerability_Menu_21

:invulnerability_Menu_11
if
0039:   6@ ==  9  // integer values
jf @invulnerability_Menu_12
02AB: set_actor 1@ immunities BP 1 FP 0 EP 1 CP 0 MP 0
02A9: set_actor 1@ immune_to_nonplayer 0
0568: set_actor 1@ untargetable 0

jump @invulnerability_Menu_21

:invulnerability_Menu_12
if
0039:   6@ ==  10  // integer values
jf @invulnerability_Menu_13
02AB: set_actor 1@ immunities BP 0 FP 1 EP 1 CP 0 MP 0
02A9: set_actor 1@ immune_to_nonplayer 0
0568: set_actor 1@ untargetable 0
jump @invulnerability_Menu_21

:invulnerability_Menu_13
if
0039:   6@ ==  11  // integer values
jf @invulnerability_Menu_1          //release
02AB: set_actor 1@ immunities BP 0 FP 0 EP 1 CP 0 MP 1
02A9: set_actor 1@ immune_to_nonplayer 0
0568: set_actor 1@ untargetable 0
jump @invulnerability_Menu_21

:invulnerability_Menu_21

01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 4@
03E6: remove_text_box             
0ACD: show_text_highpriority "Immunities has been set." time 3000
wait 400
return
jump @invulnerability_Menu_21
jump @invulnerability_Menus
