:weapon_Menus
wait 700
0ACD: show_text_highpriority "Hey, playa. I have loaded with weapons, what you want to buy?" time 4000

0ADF: add_dynamic_GXT_entry "buyname" text "~w~Weapons"   
0ADF: add_dynamic_GXT_entry "buyinfo" text "Buy a weapon so you can to kill zombies easily, but use it wisely or your out of ammos."
0ADF: add_dynamic_GXT_entry "buy01" text "Pistol ~w~$150 ~y~x30 ammos"
0ADF: add_dynamic_GXT_entry "buy02" text "Shotgun ~w~$500 ~y~x30 ammos"
0ADF: add_dynamic_GXT_entry "buy03" text "Tec9 ~w~$750 ~y~x60 ammos"
0ADF: add_dynamic_GXT_entry "buy04" text "Baseball Bat ~w~$600"
0ADF: add_dynamic_GXT_entry "buy05" text "Ak47 ~w~1500 ~y~x60 ammos"
0ADF: add_dynamic_GXT_entry "buy06" text "Molotovs ~w~600 ~y~x5 packs"
0ADF: add_dynamic_GXT_entry "buy07" text "Grenades ~w~1000 ~y~x5 packs"
0ADF: add_dynamic_GXT_entry "NEXT002" text "Next -->"
0ADF: add_dynamic_GXT_entry "PREVER" text "<-- Previous"



0512: show_permanent_text_box 'buyinfo' 
08D4: 50@ = create_panel_with_title 'dummy' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel 50@ column  0 header 'buyname' data 'buy01' 'buy02' 'buy03' 'buy04' 'buy05' 'buy06' 'buy07' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy'
090E: set_panel 50@ active_row  0
01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
:weapon_Menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @weapon_Menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @weapon_Menu_2
jump @weapon_Menu_21//--jump to menue exit

:weapon_Menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @weapon_Menu_1
03E6: remove_text_box
08D7: 51@ = panel 50@ active_row//-- submit number of the highlighted button into variable
if and
0039:   51@ ==  0  // integer values
010A:   player $PLAYER_CHAR money > 150
jf @weapon_Menu_3      
0109: player $PLAYER_CHAR money += -150
actor.GiveWeaponAndAmmo($player_Actor,pistol, 30 )
0ACD: show_text_highpriority "You purchased a pistol." time 3000

jump @weapon_Menu_1

:weapon_Menu_3
if  and
0039:   51@ ==  1  // integer values
010A:   player $PLAYER_CHAR money > 500
jf @weapon_Menu_4
0109: player $PLAYER_CHAR money += -500
actor.GiveWeaponAndAmmo($player_Actor,shotgun, 30 )
0ACD: show_text_highpriority "You purchased a shotgun." time 3000
jump @weapon_Menu_1

:weapon_Menu_4
if  and
010A:   player $PLAYER_CHAR money > 750
0039:   51@ ==  2  // integer values
jf @weapon_Menu_5
0109: player $PLAYER_CHAR money += -750
actor.GiveWeaponAndAmmo($player_Actor,tec9, 30 )
0ACD: show_text_highpriority "You purchase a sub-machine gun." time 3000

jump @weapon_Menu_1

:weapon_Menu_5
if and
010A:   player $PLAYER_CHAR money > 600
0039:   51@ ==  3  // integer values
jf @weapon_Menu_6
0109: player $PLAYER_CHAR money += -600
actor.GiveWeaponAndAmmo($player_Actor,baseballbat, 99999 )
0ACD: show_text_highpriority "You purchase a baseball bat." time 3000

jump @weapon_Menu_1

:weapon_Menu_6
if and
010A:   player $PLAYER_CHAR money > 1500
0039:   51@ ==  4  // integer values
jf @weapon_Menu_7
0109: player $PLAYER_CHAR money += -1500
actor.GiveWeaponAndAmmo($player_Actor,Molotov, 60 )
0ACD: show_text_highpriority "You purchase a Ak47." time 3000

jump @weapon_Menu_1

:weapon_Menu_7
if and
010A:   player $PLAYER_CHAR money > 600
0039:   51@ ==  5  // integer values
jf @weapon_Menu_8
0109: player $PLAYER_CHAR money += -600
actor.GiveWeaponAndAmmo($player_Actor,Molotov, 5 )
0ACD: show_text_highpriority "You purchase molotovs." time 3000

jump @weapon_Menu_1

:weapon_Menu_8
if  and
010A:   player $PLAYER_CHAR money > 1000
0039:   51@ ==  6  // integer values
jf @weapon_Menu_9
0109: player $PLAYER_CHAR money += -1000
actor.GiveWeaponAndAmmo($player_Actor,grenades, 5 )
0ACD: show_text_highpriority "You purchase grenades." time 3000

jump @weapon_Menu_1

:weapon_Menu_9
if
0039:   51@ ==  7  // integer values
jf @weapon_Menu_10

jump @weapon_Menu_1

:weapon_Menu_10
if
0039:   51@ ==  8  // integer values
jf @weapon_Menu_11

jump @weapon_Menu_1

:weapon_Menu_11
if
0039:   51@ ==  9  // integer values
jf @weapon_Menu_12

jump @weapon_Menu_1

:weapon_Menu_12
if
0039:   51@ ==  10  // integer values
jf @weapon_Menu_13

jump @weapon_Menu_1

:weapon_Menu_13
if
0039:   51@ ==  11  // integer values
jf @weapon_Menu_1          //release
08DA: remove_panel 50@
03E6: remove_text_box
jump @weapon_Menu_21

:weapon_Menu_21
0ACD: show_text_highpriority "Thank you for buying, playa. I hope you have a nice time." time 4000

01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 50@
03E6: remove_text_box
wait 800
return
jump @weapon_Menus





































