{$CLEO .cs}
:P2_Menus
03A4: name_thread 'GIRLFRIENDS'

:P2_Menu_01
wait  0
if 
8800: not   in_two_players_mode
jf @P2_Menu_01
if 
0ADC:   test_cheat "p5"
jf @P2_Menu_01
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 "GUARD1" text "GUARD1"
0ADF: add_dynamic_GXT_entry "GUARD2" text "GUARD2"
0ADF: add_dynamic_GXT_entry "GUARD3" text "GUARD3"
//0ADF: add_dynamic_GXT_entry "custom14" text "custom14"
//0ADF: add_dynamic_GXT_entry "custom15" text "custom15"


0ADF: add_dynamic_GXT_entry "P2NEXT" text "NEXT-->>"
0ADF: add_dynamic_GXT_entry "P2PREV" text "<<--PREVIOUS"
0ADF: add_dynamic_GXT_entry "BOYSF1" text "Boyfriends & Bodyguards"

0ADF: add_dynamic_GXT_entry "WALKT" text "Walkstyles"
0ADF: add_dynamic_GXT_entry "FRUN" text "Player"
0ADF: add_dynamic_GXT_entry "WOM1" text "Woman"
0ADF: add_dynamic_GXT_entry "WOM2" text "Sexy Woman"
0ADF: add_dynamic_GXT_entry "WOM3" text "Pro Woman"
0ADF: add_dynamic_GXT_entry "WOM4" text "Busy Woman"
0ADF: add_dynamic_GXT_entry "WOM5" text "Shopping Woman"
0ADF: add_dynamic_GXT_entry "MAN1" text "Man"
0ADF: add_dynamic_GXT_entry "MAN2" text "Shuffle"
//0ADF: add_dynamic_GXT_entry "GIRLF2" text "Other Girlfriends"
:Back_Menu
//0512: show_permanent_text_box 'RINFO' 
08D4: 1@ = create_panel_with_title 'BOYSF1' position 200.0 120.0 width 220.0 columns 1 interactive 1 background 1 alignment 0  //position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel 1@ column  0 header 'BOYSF1' data 'CUSTOM1' 'CUSTOM2' 'CUSTOM3' 'CUSTOM4' 'CUSTOM5' 'CUSTOM6' 'CUSTOM7' 'CUSTOM8' 'CUSTOM9' 'CUSTOM0' 'P2NEXT' '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



:P2_Menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @P2_Menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @P2_Menu_2
jump @P2_Menu_21//--jump to menue exit

:P2_Menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @P2_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 @P2_Menu_3   


jump @custom1_SubMenus  //custom1
 
:custom1_SubMenus
wait 100   
08DA: remove_panel 1@
03E6: remove_text_box

08D4: 4@ = create_panel_with_title 'custom1' position 200.0 120.0 width 220.0 columns 1 interactive 1 background 1 alignment 0 
08DB: set_panel 4@ column  0 header 'WALKT' data 'FRUN' 'MAN1' 'DUMMY' 'DUMMY' '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 0

:custom1_menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @custom1_menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @custom1_menu_2
jump @P2_Menu_21//--jump to menue exit

:custom1_menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @custom1_menu_1
03E6: remove_text_box
08D7: 5@ = panel 4@ active_row//-- submit number of the highlighted button into variable
if and
8800: not   in_two_players_mode
0039:   5@ ==  0  // integer values
jf @custom1_menu_3      

023C: load_special_actor 'custom1' as 1 // models 290-299
038B: load_requested_models
023D:   special_actor 1 loaded
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0
 $SECOND_PLAYER = Player.Create(1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$SECOND_PLAYER_ACTOR = Actor.EmulateFromPlayer($SECOND_PLAYER)
09C7: change_player $SECOND_PLAYER model_to #SPECIAL01 
Actor.SetImmunities($SECOND_PLAYER_ACTOR, 1, 1, 1, 1, 1)
07FE: set_actor $SECOND_PLAYER_ACTOR fighting_style_to 15 moves 6
09F8: give_player2_weapons_of_player1 
02A9: set_actor $SECOND_PLAYER_ACTOR immune_to_nonplayer 1
06E0: set_2_player_camera_mode_to 2 
0296: unload_special_actor 1
jump @custom1_menu_21        //--fast run

:custom1_menu_3
if and
8800: not   in_two_players_mode
0039:   5@ ==  1  // integer values
jf @custom1_menu_1
023C: load_special_actor 'custom1' as 9 // models 290-299
038B: load_requested_models
023D:   special_actor 9 loaded
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0
 $SECOND_PLAYER = Player.Create(1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$SECOND_PLAYER_ACTOR = Actor.EmulateFromPlayer($SECOND_PLAYER)
09C7: change_player $SECOND_PLAYER model_to #SPECIAL09 
Actor.SetImmunities($SECOND_PLAYER_ACTOR, 1, 1, 1, 1, 1)
07FE: set_actor $SECOND_PLAYER_ACTOR fighting_style_to 15 moves 6
09F8: give_player2_weapons_of_player1 
02A9: set_actor $SECOND_PLAYER_ACTOR immune_to_nonplayer 1
06E0: set_2_player_camera_mode_to 2 
0296: unload_special_actor 9
jump @custom1_menu_21 

:custom1_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
jump @P2_Menu_01     


//----------end of custom1

:P2_Menu_3
if
0039:   2@ ==  1  // integer values
jf @P2_Menu_4


jump @custom2_SubMenus  //custom2
 
:custom2_SubMenus

08DA: remove_panel 1@
03E6: remove_text_box 
wait 100 
//---------------Race 1 Menu




//0512: show_permanent_text_box 'RTYPE' 
08D4: 6@ = create_panel_with_title 'custom2' position 200.0 120.0 width 220.0 columns 1 interactive 1 background 1 alignment 0 
08DB: set_panel 6@ column  0 header 'WALKT' data 'FRUN' 'MAN1' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
090E: set_panel 6@ active_row  0

01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0

:custom2_menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @custom2_menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @custom2_menu_2
jump @P2_Menu_21//--jump to menue exit

:custom2_menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @custom2_menu_1
03E6: remove_text_box
08D7: 7@ = panel 6@ active_row//-- submit number of the highlighted button into variable
if and
8800: not   in_two_players_mode
0039:   7@ ==  0  // integer values
jf @custom2_menu_3      

023C: load_special_actor 'custom2' as 1 // models 290-299
038B: load_requested_models
023D:   special_actor 1 loaded
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0
 $SECOND_PLAYER = Player.Create(1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$SECOND_PLAYER_ACTOR = Actor.EmulateFromPlayer($SECOND_PLAYER)
09C7: change_player $SECOND_PLAYER model_to #SPECIAL01 
Actor.SetImmunities($SECOND_PLAYER_ACTOR, 1, 1, 1, 1, 1)
07FE: set_actor $SECOND_PLAYER_ACTOR fighting_style_to 5 moves 6
09F8: give_player2_weapons_of_player1 
02A9: set_actor $SECOND_PLAYER_ACTOR immune_to_nonplayer 1
06E0: set_2_player_camera_mode_to 2 
0296: unload_special_actor 1
jump @custom2_menu_21        //--fast run

:custom2_menu_3
if and
8800: not   in_two_players_mode
0039:   7@ ==  1  // integer values
jf @custom2_menu_1
023C: load_special_actor 'custom2' as 9 // models 290-299
038B: load_requested_models
023D:   special_actor 9 loaded
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0
 $SECOND_PLAYER = Player.Create(1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$SECOND_PLAYER_ACTOR = Actor.EmulateFromPlayer($SECOND_PLAYER)
09C7: change_player $SECOND_PLAYER model_to #SPECIAL09 
Actor.SetImmunities($SECOND_PLAYER_ACTOR, 1, 1, 1, 1, 1)
07FE: set_actor $SECOND_PLAYER_ACTOR fighting_style_to 5 moves 6
09F8: give_player2_weapons_of_player1 
02A9: set_actor $SECOND_PLAYER_ACTOR immune_to_nonplayer 1
06E0: set_2_player_camera_mode_to 2 
0296: unload_special_actor 9
jump @custom2_menu_21 



:custom2_menu_21

01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 6@
03E6: remove_text_box
jump @P2_Menu_01     


:P2_Menu_4
if
0039:   2@ ==  2  // integer values
jf @P2_Menu_5
 
jump @CUSTOM3_SubMenus  //CUSTOM3
//--------------Starting 
:CUSTOM3_SubMenus

08DA: remove_panel 1@
03E6: remove_text_box 
wait 100 


//0512: show_permanent_text_box 'RTYPE' 
08D4: 8@ = create_panel_with_title 'CUSTOM3' position 200.0 120.0 width 220.0 columns 1 interactive 1 background 1 alignment 0 
08DB: set_panel 8@ column  0 header 'WALKT' data 'FRUN' 'MAN1' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
090E: set_panel 8@ active_row  0

01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0

:CUSTOM3_menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @CUSTOM3_menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @CUSTOM3_menu_2
jump @P2_Menu_21//--jump to menue exit

:CUSTOM3_menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @CUSTOM3_menu_1
03E6: remove_text_box
08D7: 9@ = panel 8@ active_row//-- submit number of the highlighted button into variable
if and
8800: not   in_two_players_mode
0039:   9@ ==  0  // integer values
jf @CUSTOM3_menu_3      

023C: load_special_actor 'CUSTOM3' as 1 // models 290-299
038B: load_requested_models
023D:   special_actor 1 loaded
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0
 $SECOND_PLAYER = Player.Create(1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$SECOND_PLAYER_ACTOR = Actor.EmulateFromPlayer($SECOND_PLAYER)
09C7: change_player $SECOND_PLAYER model_to #SPECIAL01 
Actor.SetImmunities($SECOND_PLAYER_ACTOR, 1, 1, 1, 1, 1)
07FE: set_actor $SECOND_PLAYER_ACTOR fighting_style_to 7 moves 6
09F8: give_player2_weapons_of_player1 
02A9: set_actor $SECOND_PLAYER_ACTOR immune_to_nonplayer 1
06E0: set_2_player_camera_mode_to 2 
0296: unload_special_actor 1
jump @CUSTOM3_menu_21        //--fast run

:CUSTOM3_menu_3
if and
8800: not   in_two_players_mode
0039:   9@ ==  1  // integer values
jf @CUSTOM3_menu_1
023C: load_special_actor 'CUSTOM3' as 9 // models 290-299
038B: load_requested_models
023D:   special_actor 9 loaded
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0
 $SECOND_PLAYER = Player.Create(1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$SECOND_PLAYER_ACTOR = Actor.EmulateFromPlayer($SECOND_PLAYER)
09C7: change_player $SECOND_PLAYER model_to #SPECIAL09 
Actor.SetImmunities($SECOND_PLAYER_ACTOR, 1, 1, 1, 1, 1)
07FE: set_actor $SECOND_PLAYER_ACTOR fighting_style_to 7 moves 6
09F8: give_player2_weapons_of_player1 
02A9: set_actor $SECOND_PLAYER_ACTOR immune_to_nonplayer 1
06E0: set_2_player_camera_mode_to 2 
0296: unload_special_actor 9
jump @CUSTOM3_menu_21 

:CUSTOM3_menu_21

01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 8@
03E6: remove_text_box
jump @P2_Menu_01  

:P2_Menu_5
if
0039:   2@ ==  3  // integer values
jf @P2_Menu_6


jump @CUSTOM4_SubMenus  //CUSTOM4
 
:CUSTOM4_SubMenus

08DA: remove_panel 1@
03E6: remove_text_box 
wait 100 
//---------------Race 1 Menu




//0512: show_permanent_text_box 'RTYPE' 
08D4: 10@ = create_panel_with_title 'CUSTOM4' position 200.0 120.0 width 220.0 columns 1 interactive 1 background 1 alignment 0 
08DB: set_panel 10@ column  0 header 'WALKT' data 'FRUN' 'MAN1' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
090E: set_panel 10@ active_row  0

01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0

:CUSTOM4_menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @CUSTOM4_menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @CUSTOM4_menu_2
jump @P2_Menu_21//--jump to menue exit

:CUSTOM4_menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @CUSTOM4_menu_1
03E6: remove_text_box
08D7: 11@ = panel 10@ active_row//-- submit number of the highlighted button into variable
if and
8800: not   in_two_players_mode
0039:   11@ ==  0  // integer values
jf @CUSTOM4_menu_3      

023C: load_special_actor 'CUSTOM4' as 1 // models 290-299
038B: load_requested_models
023D:   special_actor 1 loaded
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0
 $SECOND_PLAYER = Player.Create(1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$SECOND_PLAYER_ACTOR = Actor.EmulateFromPlayer($SECOND_PLAYER)
09C7: change_player $SECOND_PLAYER model_to #SPECIAL01 
Actor.SetImmunities($SECOND_PLAYER_ACTOR, 1, 1, 1, 1, 1)
07FE: set_actor $SECOND_PLAYER_ACTOR fighting_style_to 15 moves 6
09F8: give_player2_weapons_of_player1 
02A9: set_actor $SECOND_PLAYER_ACTOR immune_to_nonplayer 1
06E0: set_2_player_camera_mode_to 2 
0296: unload_special_actor 1
jump @CUSTOM4_menu_21        //--fast run

:CUSTOM4_menu_3
if and
8800: not   in_two_players_mode
0039:   11@ ==  1  // integer values
jf @CUSTOM4_menu_1
023C: load_special_actor 'CUSTOM4' as 9 // models 290-299
038B: load_requested_models
023D:   special_actor 9 loaded
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0
 $SECOND_PLAYER = Player.Create(1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$SECOND_PLAYER_ACTOR = Actor.EmulateFromPlayer($SECOND_PLAYER)
09C7: change_player $SECOND_PLAYER model_to #SPECIAL09 
Actor.SetImmunities($SECOND_PLAYER_ACTOR, 1, 1, 1, 1, 1)
07FE: set_actor $SECOND_PLAYER_ACTOR fighting_style_to 15 moves 6
09F8: give_player2_weapons_of_player1 
02A9: set_actor $SECOND_PLAYER_ACTOR immune_to_nonplayer 1
06E0: set_2_player_camera_mode_to 2 
0296: unload_special_actor 9
jump @CUSTOM4_menu_21 


:CUSTOM4_menu_21

01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 10@
03E6: remove_text_box
jump @P2_Menu_01  
//----back to this
:P2_Menu_6
if
0039:   2@ ==  4  // integer values
jf @P2_Menu_7


jump @CUSTOM5_SubMenus  //CUSTOM6
 
:CUSTOM5_SubMenus

08DA: remove_panel 1@
03E6: remove_text_box 
wait 100 
//---------------Race 1 Menu




//0512: show_permanent_text_box 'RTYPE' 
08D4: 12@ = create_panel_with_title 'CUSTOM5' position 200.0 120.0 width 220.0 columns 1 interactive 1 background 1 alignment 0 
08DB: set_panel 12@ column  0 header 'WALKT' data 'FRUN' 'MAN1' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
090E: set_panel 12@ active_row  0

01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0

:CUSTOM5_menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @CUSTOM5_menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @CUSTOM5_menu_2
jump @P2_Menu_21//--jump to menue exit

:CUSTOM5_menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @CUSTOM5_menu_1
03E6: remove_text_box
08D7: 13@ = panel 12@ active_row//-- submit number of the highlighted button into variable
if and
8800: not   in_two_players_mode
0039:   13@ ==  0  // integer values
jf @CUSTOM5_menu_3      

023C: load_special_actor 'CUSTOM5' as 1 // models 290-299
038B: load_requested_models
023D:   special_actor 1 loaded
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0
 $SECOND_PLAYER = Player.Create(1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$SECOND_PLAYER_ACTOR = Actor.EmulateFromPlayer($SECOND_PLAYER)
09C7: change_player $SECOND_PLAYER model_to #SPECIAL01 
Actor.SetImmunities($SECOND_PLAYER_ACTOR, 1, 1, 1, 1, 1)
07FE: set_actor $SECOND_PLAYER_ACTOR fighting_style_to 7 moves 6
09F8: give_player2_weapons_of_player1 
02A9: set_actor $SECOND_PLAYER_ACTOR immune_to_nonplayer 1
06E0: set_2_player_camera_mode_to 2 
0296: unload_special_actor 1
jump @CUSTOM5_menu_21        //--fast run

:CUSTOM5_menu_3
if and
8800: not   in_two_players_mode
0039:   13@ ==  1  // integer values
jf @CUSTOM5_menu_1
023C: load_special_actor 'CUSTOM5' as 9 // models 290-299
038B: load_requested_models
023D:   special_actor 9 loaded
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0
 $SECOND_PLAYER = Player.Create(1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$SECOND_PLAYER_ACTOR = Actor.EmulateFromPlayer($SECOND_PLAYER)
09C7: change_player $SECOND_PLAYER model_to #SPECIAL09 
Actor.SetImmunities($SECOND_PLAYER_ACTOR, 1, 1, 1, 1, 1)
07FE: set_actor $SECOND_PLAYER_ACTOR fighting_style_to 7 moves 6
09F8: give_player2_weapons_of_player1 
02A9: set_actor $SECOND_PLAYER_ACTOR immune_to_nonplayer 1
06E0: set_2_player_camera_mode_to 2 
0296: unload_special_actor 9
jump @CUSTOM5_menu_21 



:CUSTOM5_menu_21

01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 12@
03E6: remove_text_box
jump @P2_Menu_01  

:P2_Menu_7
if
0039:   2@ ==  5  // integer values
jf @P2_Menu_8


jump @CUSTOM6_SubMenus  //CUSTOM6
 
:CUSTOM6_SubMenus

08DA: remove_panel 1@
03E6: remove_text_box 
wait 100 
//---------------Race 1 Menu




//0512: show_permanent_text_box 'RTYPE' 
08D4: 14@ = create_panel_with_title 'CUSTOM6' position 200.0 120.0 width 220.0 columns 1 interactive 1 background 1 alignment 0 
08DB: set_panel 14@ column  0 header 'WALKT' data 'FRUN' 'MAN1' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
090E: set_panel 14@ active_row  0

01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0

:CUSTOM6_menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @CUSTOM6_menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @CUSTOM6_menu_2
jump @P2_Menu_21//--jump to menue exit

:CUSTOM6_menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @CUSTOM6_menu_1
03E6: remove_text_box
08D7: 15@ = panel 14@ active_row//-- submit number of the highlighted button into variable
if and
8800: not   in_two_players_mode
0039:   15@ ==  0  // integer values
jf @CUSTOM6_menu_3      

023C: load_special_actor 'CUSTOM6' as 1 // models 290-299
038B: load_requested_models
023D:   special_actor 1 loaded
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0
 $SECOND_PLAYER = Player.Create(1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$SECOND_PLAYER_ACTOR = Actor.EmulateFromPlayer($SECOND_PLAYER)
09C7: change_player $SECOND_PLAYER model_to #SPECIAL01 
Actor.SetImmunities($SECOND_PLAYER_ACTOR, 1, 1, 1, 1, 1)
07FE: set_actor $SECOND_PLAYER_ACTOR fighting_style_to 6 moves 6
09F8: give_player2_weapons_of_player1 
02A9: set_actor $SECOND_PLAYER_ACTOR immune_to_nonplayer 1
06E0: set_2_player_camera_mode_to 2 
0296: unload_special_actor 1
jump @CUSTOM6_menu_21        //--fast run

:CUSTOM6_menu_3
if and
8800: not   in_two_players_mode
0039:   15@ ==  1  // integer values
jf @CUSTOM6_menu_1
023C: load_special_actor 'CUSTOM6' as 9 // models 290-299
038B: load_requested_models
023D:   special_actor 9 loaded
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0
 $SECOND_PLAYER = Player.Create(1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$SECOND_PLAYER_ACTOR = Actor.EmulateFromPlayer($SECOND_PLAYER)
09C7: change_player $SECOND_PLAYER model_to #SPECIAL09 
Actor.SetImmunities($SECOND_PLAYER_ACTOR, 1, 1, 1, 1, 1)
07FE: set_actor $SECOND_PLAYER_ACTOR fighting_style_to 6 moves 6
09F8: give_player2_weapons_of_player1 
02A9: set_actor $SECOND_PLAYER_ACTOR immune_to_nonplayer 1
06E0: set_2_player_camera_mode_to 2 
0296: unload_special_actor 9
jump @CUSTOM6_menu_21 


:CUSTOM6_menu_21

01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 14@
03E6: remove_text_box
jump @P2_Menu_01  

:P2_Menu_8
if
0039:   2@ ==  6  // integer values
jf @P2_Menu_9
 


jump @CUSTOM7_SubMenus  //CUSTOM7
 
:CUSTOM7_SubMenus

08DA: remove_panel 1@
03E6: remove_text_box 
wait 100 
//---------------Race 1 Menu




//0512: show_permanent_text_box 'RTYPE' 
08D4: 16@ = create_panel_with_title 'CUSTOM7' position 200.0 120.0 width 220.0 columns 1 interactive 1 background 1 alignment 0 
08DB: set_panel 16@ column  0 header 'WALKT' data 'FRUN' 'MAN1' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
090E: set_panel 16@ active_row  0

01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0

:CUSTOM7_menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @CUSTOM7_menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @CUSTOM7_menu_2
jump @P2_Menu_21//--jump to menue exit

:CUSTOM7_menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @CUSTOM7_menu_1
03E6: remove_text_box
08D7: 17@ = panel 16@ active_row//-- submit number of the highlighted button into variable
if and
8800: not   in_two_players_mode
0039:   17@ ==  0  // integer values
jf @CUSTOM7_menu_3      

023C: load_special_actor 'CUSTOM7' as 1 // models 290-299
038B: load_requested_models
023D:   special_actor 1 loaded
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0
 $SECOND_PLAYER = Player.Create(1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$SECOND_PLAYER_ACTOR = Actor.EmulateFromPlayer($SECOND_PLAYER)
09C7: change_player $SECOND_PLAYER model_to #SPECIAL01 
Actor.SetImmunities($SECOND_PLAYER_ACTOR, 1, 1, 1, 1, 1)
07FE: set_actor $SECOND_PLAYER_ACTOR fighting_style_to 7 moves 6
09F8: give_player2_weapons_of_player1 
02A9: set_actor $SECOND_PLAYER_ACTOR immune_to_nonplayer 1
06E0: set_2_player_camera_mode_to 2 
0296: unload_special_actor 1
jump @CUSTOM7_menu_21        //--fast run

:CUSTOM7_menu_3
if and
8800: not   in_two_players_mode
0039:   17@ ==  1  // integer values
jf @CUSTOM7_menu_1
023C: load_special_actor 'CUSTOM7' as 9 // models 290-299
038B: load_requested_models
023D:   special_actor 9 loaded
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0
 $SECOND_PLAYER = Player.Create(1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$SECOND_PLAYER_ACTOR = Actor.EmulateFromPlayer($SECOND_PLAYER)
09C7: change_player $SECOND_PLAYER model_to #SPECIAL09 
Actor.SetImmunities($SECOND_PLAYER_ACTOR, 1, 1, 1, 1, 1)
07FE: set_actor $SECOND_PLAYER_ACTOR fighting_style_to 7 moves 6
09F8: give_player2_weapons_of_player1 
02A9: set_actor $SECOND_PLAYER_ACTOR immune_to_nonplayer 1
06E0: set_2_player_camera_mode_to 2 
0296: unload_special_actor 9
jump @CUSTOM7_menu_21 


:CUSTOM7_menu_21

01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 16@
03E6: remove_text_box
jump @P2_Menu_01  

:P2_Menu_9
if
0039:   2@ ==  7  // integer values
jf @P2_Menu_10


jump @CUSTOM8_SubMenus  //CUSTOM8
 
:CUSTOM8_SubMenus

08DA: remove_panel 1@
03E6: remove_text_box 
wait 100 
//---------------Race 1 Menu




//0512: show_permanent_text_box 'RTYPE' 
08D4: 18@ = create_panel_with_title 'CUSTOM8' position 200.0 120.0 width 220.0 columns 1 interactive 1 background 1 alignment 0 
08DB: set_panel 18@ column  0 header 'WALKT' data 'FRUN' 'MAN1' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
090E: set_panel 18@ active_row  0

01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0

:CUSTOM8_menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @CUSTOM8_menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @CUSTOM8_menu_2
jump @P2_Menu_21//--jump to menue exit

:CUSTOM8_menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @CUSTOM8_menu_1
03E6: remove_text_box
08D7: 19@ = panel 18@ active_row//-- submit number of the highlighted button into variable
if and
8800: not   in_two_players_mode
0039:   19@ ==  0  // integer values
jf @CUSTOM8_menu_3      

023C: load_special_actor 'CUSTOM8' as 1 // models 290-299
038B: load_requested_models
023D:   special_actor 1 loaded
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0
 $SECOND_PLAYER = Player.Create(1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$SECOND_PLAYER_ACTOR = Actor.EmulateFromPlayer($SECOND_PLAYER)
09C7: change_player $SECOND_PLAYER model_to #SPECIAL01 
Actor.SetImmunities($SECOND_PLAYER_ACTOR, 1, 1, 1, 1, 1)
07FE: set_actor $SECOND_PLAYER_ACTOR fighting_style_to 15 moves 6
09F8: give_player2_weapons_of_player1 
02A9: set_actor $SECOND_PLAYER_ACTOR immune_to_nonplayer 1
06E0: set_2_player_camera_mode_to 2 
0296: unload_special_actor 1
jump @CUSTOM8_menu_21        //--fast run

:CUSTOM8_menu_3
if and
8800: not   in_two_players_mode
0039:   19@ ==  1  // integer values
jf @CUSTOM8_menu_1
023C: load_special_actor 'CUSTOM8' as 9 // models 290-299
038B: load_requested_models
023D:   special_actor 9 loaded
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0
 $SECOND_PLAYER = Player.Create(1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$SECOND_PLAYER_ACTOR = Actor.EmulateFromPlayer($SECOND_PLAYER)
09C7: change_player $SECOND_PLAYER model_to #SPECIAL09 
Actor.SetImmunities($SECOND_PLAYER_ACTOR, 1, 1, 1, 1, 1)
07FE: set_actor $SECOND_PLAYER_ACTOR fighting_style_to 15 moves 6
09F8: give_player2_weapons_of_player1 
02A9: set_actor $SECOND_PLAYER_ACTOR immune_to_nonplayer 1
06E0: set_2_player_camera_mode_to 2 
0296: unload_special_actor 9
jump @CUSTOM8_menu_21 



:CUSTOM8_menu_21

01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 18@
03E6: remove_text_box
jump @P2_Menu_01  
:P2_Menu_10
if
0039:   2@ ==  8  // integer values
jf @P2_Menu_11


jump @CUSTOM9_SubMenus  //CUSTOM9
 
:CUSTOM9_SubMenus

08DA: remove_panel 1@
03E6: remove_text_box 
wait 100 
//---------------Race 1 Menu




//0512: show_permanent_text_box 'RTYPE' 
08D4: 20@ = create_panel_with_title 'CUSTOM9' position 200.0 120.0 width 220.0 columns 1 interactive 1 background 1 alignment 0 
08DB: set_panel 20@ column  0 header 'WALKT' data 'FRUN' 'MAN1' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
090E: set_panel 20@ active_row  0

01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0

:CUSTOM9_menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @CUSTOM9_menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @CUSTOM9_menu_2
jump @P2_Menu_21//--jump to menue exit

:CUSTOM9_menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @CUSTOM9_menu_1
03E6: remove_text_box
08D7: 21@ = panel 20@ active_row//-- submit number of the highlighted button into variable
if and
8800: not   in_two_players_mode
0039:   21@ ==  0  // integer values
jf @CUSTOM9_menu_3      

023C: load_special_actor 'CUSTOM9' as 1 // models 290-299
038B: load_requested_models
023D:   special_actor 1 loaded
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0
 $SECOND_PLAYER = Player.Create(1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$SECOND_PLAYER_ACTOR = Actor.EmulateFromPlayer($SECOND_PLAYER)
09C7: change_player $SECOND_PLAYER model_to #SPECIAL01 
Actor.SetImmunities($SECOND_PLAYER_ACTOR, 1, 1, 1, 1, 1)
07FE: set_actor $SECOND_PLAYER_ACTOR fighting_style_to 5 moves 6
09F8: give_player2_weapons_of_player1 
02A9: set_actor $SECOND_PLAYER_ACTOR immune_to_nonplayer 1
06E0: set_2_player_camera_mode_to 2 
0296: unload_special_actor 1
jump @CUSTOM9_menu_21        //--fast run

:CUSTOM9_menu_3
if and
8800: not   in_two_players_mode
0039:   21@ ==  1  // integer values
jf @CUSTOM9_menu_1
023C: load_special_actor 'CUSTOM9' as 9 // models 290-299
038B: load_requested_models
023D:   special_actor 9 loaded
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0
 $SECOND_PLAYER = Player.Create(1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$SECOND_PLAYER_ACTOR = Actor.EmulateFromPlayer($SECOND_PLAYER)
09C7: change_player $SECOND_PLAYER model_to #SPECIAL09 
Actor.SetImmunities($SECOND_PLAYER_ACTOR, 1, 1, 1, 1, 1)
07FE: set_actor $SECOND_PLAYER_ACTOR fighting_style_to 5 moves 6
09F8: give_player2_weapons_of_player1 
02A9: set_actor $SECOND_PLAYER_ACTOR immune_to_nonplayer 1
06E0: set_2_player_camera_mode_to 2 
0296: unload_special_actor 9
jump @CUSTOM9_menu_21 


:CUSTOM9_menu_21

01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 20@
03E6: remove_text_box
jump @P2_Menu_01  

:P2_Menu_11
if
0039:   2@ ==  9  // integer values
jf @P2_Menu_12


jump @CUSTOM0_SubMenus  //CUSTOM0
 
:CUSTOM0_SubMenus

08DA: remove_panel 1@
03E6: remove_text_box 
wait 100 
//---------------Race 1 Menu

                                        


//0512: show_permanent_text_box 'RTYPE' 
08D4: 22@ = create_panel_with_title 'CUSTOM0' position 200.0 120.0 width 220.0 columns 1 interactive 1 background 1 alignment 0 
08DB: set_panel 22@ column  0 header 'WALKT' data 'FRUN' 'MAN1' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
090E: set_panel 22@ active_row  0

01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0

:CUSTOM0_menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @CUSTOM0_menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @CUSTOM0_menu_2
jump @P2_Menu_21//--jump to menue exit

:CUSTOM0_menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @CUSTOM0_menu_1
03E6: remove_text_box
08D7: 23@ = panel 22@ active_row//-- submit number of the highlighted button into variable
if and
8800: not   in_two_players_mode
0039:   23@ ==  0  // integer values
jf @CUSTOM0_menu_3      

023C: load_special_actor 'CUSTOM0' as 1 // models 290-299
038B: load_requested_models
023D:   special_actor 1 loaded
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0
 $SECOND_PLAYER = Player.Create(1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$SECOND_PLAYER_ACTOR = Actor.EmulateFromPlayer($SECOND_PLAYER)
09C7: change_player $SECOND_PLAYER model_to #SPECIAL01 
Actor.SetImmunities($SECOND_PLAYER_ACTOR, 1, 1, 1, 1, 1)
07FE: set_actor $SECOND_PLAYER_ACTOR fighting_style_to 7 moves 6
09F8: give_player2_weapons_of_player1 
02A9: set_actor $SECOND_PLAYER_ACTOR immune_to_nonplayer 1
06E0: set_2_player_camera_mode_to 2 
0296: unload_special_actor 1
jump @CUSTOM0_menu_21        //--fast run

:CUSTOM0_menu_3
if and
8800: not   in_two_players_mode
0039:   23@ ==  1  // integer values
jf @CUSTOM0_menu_1
023C: load_special_actor 'CUSTOM0' as 9 // models 290-299
038B: load_requested_models
023D:   special_actor 9 loaded
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0
 $SECOND_PLAYER = Player.Create(1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$SECOND_PLAYER_ACTOR = Actor.EmulateFromPlayer($SECOND_PLAYER)
09C7: change_player $SECOND_PLAYER model_to #SPECIAL09 
Actor.SetImmunities($SECOND_PLAYER_ACTOR, 1, 1, 1, 1, 1)
07FE: set_actor $SECOND_PLAYER_ACTOR fighting_style_to 7 moves 6
09F8: give_player2_weapons_of_player1 
02A9: set_actor $SECOND_PLAYER_ACTOR immune_to_nonplayer 1
06E0: set_2_player_camera_mode_to 2 
0296: unload_special_actor 9
jump @CUSTOM0_menu_21 



:CUSTOM0_menu_21

01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 22@
03E6: remove_text_box
jump @P2_Menu_01  

:P2_Menu_12
if
0039:   2@ ==  10  // integer values
jf @P2_Menu_1


jump @p2menuB_SubMenus  //GUARD2
 
:p2menuB_SubMenus

08DA: remove_panel 1@
03E6: remove_text_box 
wait 100 
//---------------Race 1 Menu




//0512: show_permanent_text_box 'RTYPE' 
08D4: 28@ = create_panel_with_title 'BOYSF1' position 200.0 120.0 width 220.0 columns 1 interactive 1 background 1 alignment 0 
08DB: set_panel 28@ column  0 header 'BOYSF1' data 'GUARD1' 'GUARD2' 'GUARD3' 'P2PREV' 'dummy' 'dummy' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
090E: set_panel 28@ active_row  0

01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0

:p2menuB_menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @p2menuB_menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @p2menuB_menu_2
jump @P2_Menu_21//--jump to menue exit

:p2menuB_menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @p2menuB_menu_1
03E6: remove_text_box
08D7: 29@ = panel 28@ active_row//-- submit number of the highlighted button into variable
if 
0039:   29@ ==  0  // integer values
jf @p2menuB_menu_3      


jump @GUARD1_SubMenus  //GUARD1
 
:GUARD1_SubMenus

08DA: remove_panel 1@
03E6: remove_text_box 
wait 100 
//---------------Race 1 Menu




//0512: show_permanent_text_box 'RTYPE' 
08D4: 24@ = create_panel_with_title 'GUARD1' position 200.0 120.0 width 220.0 columns 1 interactive 1 background 1 alignment 0 
08DB: set_panel 24@ column  0 header 'WALKT' data 'FRUN' 'MAN1' 'MAN2' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
090E: set_panel 24@ active_row  0

01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0

:GUARD1_menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @GUARD1_menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @GUARD1_menu_2
jump @P2_Menu_21//--jump to menue exit

:GUARD1_menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @GUARD1_menu_1
03E6: remove_text_box
08D7: 25@ = panel 24@ active_row//-- submit number of the highlighted button into variable
if and
8800: not   in_two_players_mode
0039:   25@ ==  0  // integer values
jf @GUARD1_menu_3      

023C: load_special_actor 'GUARD1' as 1 // models 290-299
038B: load_requested_models
023D:   special_actor 1 loaded
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0
 $SECOND_PLAYER = Player.Create(1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$SECOND_PLAYER_ACTOR = Actor.EmulateFromPlayer($SECOND_PLAYER)
09C7: change_player $SECOND_PLAYER model_to #SPECIAL01 
Actor.SetImmunities($SECOND_PLAYER_ACTOR, 1, 1, 1, 1, 1)
07FE: set_actor $SECOND_PLAYER_ACTOR fighting_style_to 15 moves 6
09F8: give_player2_weapons_of_player1 
02A9: set_actor $SECOND_PLAYER_ACTOR immune_to_nonplayer 1
06E0: set_2_player_camera_mode_to 2 
0296: unload_special_actor 1
jump @GUARD1_menu_21        //--fast run

:GUARD1_menu_3
if and
8800: not   in_two_players_mode
0039:   25@ ==  1  // integer values
jf @GUARD1_menu_4
023C: load_special_actor 'GUARD1' as 9 // models 290-299
038B: load_requested_models
023D:   special_actor 9 loaded
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0
 $SECOND_PLAYER = Player.Create(1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$SECOND_PLAYER_ACTOR = Actor.EmulateFromPlayer($SECOND_PLAYER)
09C7: change_player $SECOND_PLAYER model_to #SPECIAL09 
Actor.SetImmunities($SECOND_PLAYER_ACTOR, 1, 1, 1, 1, 1)
07FE: set_actor $SECOND_PLAYER_ACTOR fighting_style_to 15 moves 6
09F8: give_player2_weapons_of_player1 
02A9: set_actor $SECOND_PLAYER_ACTOR immune_to_nonplayer 1
06E0: set_2_player_camera_mode_to 2 
0296: unload_special_actor 9
jump @GUARD1_menu_21 



:GUARD1_menu_4
if and
8800: not   in_two_players_mode
0039:   25@ ==  2  // integer values
jf @GUARD1_menu_1
023C: load_special_actor 'GUARD1' as 7 // models 290-299
038B: load_requested_models
023D:   special_actor 7 loaded
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0
 $SECOND_PLAYER = Player.Create(1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$SECOND_PLAYER_ACTOR = Actor.EmulateFromPlayer($SECOND_PLAYER)
09C7: change_player $SECOND_PLAYER model_to #SPECIAL07 
Actor.SetImmunities($SECOND_PLAYER_ACTOR, 1, 1, 1, 1, 1)
07FE: set_actor $SECOND_PLAYER_ACTOR fighting_style_to 15 moves 6
09F8: give_player2_weapons_of_player1 
02A9: set_actor $SECOND_PLAYER_ACTOR immune_to_nonplayer 1
06E0: set_2_player_camera_mode_to 2 
0296: unload_special_actor 7
jump @GUARD1_menu_21 


:GUARD1_menu_21

01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 24@
03E6: remove_text_box
jump @P2_Menu_01        //--fast run

:p2menuB_menu_3
if 
0039:   29@ ==  1  // integer values
jf @p2menuB_menu_4


jump @GUARD2_SubMenus

:GUARD2_SubMenus

08DA: remove_panel 1@
03E6: remove_text_box 
wait 100 
//---------------Race 1 Menu

 


//0512: show_permanent_text_box 'RTYPE' }

08D4: 40@ = create_panel_with_title 'GUARD2' position 200.0 120.0 width 220.0 columns 1 interactive 1 background 1 alignment 0 
08DB: set_panel 40@ column  0 header 'WALKT' data 'FRUN' 'MAN1' 'MAN2' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
090E: set_panel 40@ active_row  0

01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0

:GUARD2_menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @GUARD2_menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @GUARD2_menu_2
jump @P2_Menu_21//--jump to menue exit

:GUARD2_menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @GUARD2_menu_1
03E6: remove_text_box
08D7: 41@ = panel 40@ active_row//-- submit number of the highlighted button into variable
if and
8800: not   in_two_players_mode
0039:   41@ ==  0  // integer values
jf @GUARD2_menu_3      

023C: load_special_actor 'GUARD2' as 1 // models 290-299
038B: load_requested_models
023D:   special_actor 1 loaded
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0
 $SECOND_PLAYER = Player.Create(1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$SECOND_PLAYER_ACTOR = Actor.EmulateFromPlayer($SECOND_PLAYER)
09C7: change_player $SECOND_PLAYER model_to #SPECIAL01 
Actor.SetImmunities($SECOND_PLAYER_ACTOR, 1, 1, 1, 1, 1)
07FE: set_actor $SECOND_PLAYER_ACTOR fighting_style_to 5 moves 6
09F8: give_player2_weapons_of_player1 
02A9: set_actor $SECOND_PLAYER_ACTOR immune_to_nonplayer 1
06E0: set_2_player_camera_mode_to 2 
0296: unload_special_actor 1
jump @GUARD2_menu_21        //--fast run

:GUARD2_menu_3
if and
8800: not   in_two_players_mode
0039:   41@ ==  1  // integer values
jf @GUARD2_menu_4
023C: load_special_actor 'GUARD2' as 9 // models 290-299
038B: load_requested_models
023D:   special_actor 9 loaded
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0
 $SECOND_PLAYER = Player.Create(1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$SECOND_PLAYER_ACTOR = Actor.EmulateFromPlayer($SECOND_PLAYER)
09C7: change_player $SECOND_PLAYER model_to #SPECIAL09 
Actor.SetImmunities($SECOND_PLAYER_ACTOR, 1, 1, 1, 1, 1)
07FE: set_actor $SECOND_PLAYER_ACTOR fighting_style_to 5 moves 6
09F8: give_player2_weapons_of_player1 
02A9: set_actor $SECOND_PLAYER_ACTOR immune_to_nonplayer 1
06E0: set_2_player_camera_mode_to 2 
0296: unload_special_actor 9
jump @GUARD2_menu_21 

:GUARD2_menu_4
if and
8800: not   in_two_players_mode
0039:   41@ ==  2  // integer values
jf @GUARD2_menu_1
023C: load_special_actor 'GUARD2' as 7 // models 290-299
038B: load_requested_models
023D:   special_actor 7 loaded
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0
 $SECOND_PLAYER = Player.Create(1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$SECOND_PLAYER_ACTOR = Actor.EmulateFromPlayer($SECOND_PLAYER)
09C7: change_player $SECOND_PLAYER model_to #SPECIAL07 
Actor.SetImmunities($SECOND_PLAYER_ACTOR, 1, 1, 1, 1, 1)
07FE: set_actor $SECOND_PLAYER_ACTOR fighting_style_to 5 moves 6
09F8: give_player2_weapons_of_player1 
02A9: set_actor $SECOND_PLAYER_ACTOR immune_to_nonplayer 1
06E0: set_2_player_camera_mode_to 2 
0296: unload_special_actor 7
jump @GUARD2_menu_21 

:GUARD2_menu_21

01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 40@
03E6: remove_text_box
jump @P2_Menu_01  


01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 37@
03E6: remove_text_box
jump @P2_Menu_01  

:p2menuB_menu_4
if 
0039:   29@ ==  2  // integer values
jf @p2menuB_menu_5
08DA: remove_panel 28@
03E6: remove_text_box
wait 100
jump @GUARD3_SubMenus
:GUARD3_SubMenus

08DA: remove_panel 1@
03E6: remove_text_box 
wait 100 
//---------------Race 1 Menu

 


//0512: show_permanent_text_box 'RTYPE' }
08D4: 37@ = create_panel_with_title 'GUARD3' position 200.0 120.0 width 220.0 columns 1 interactive 1 background 1 alignment 0 
08DB: set_panel 37@ column  0 header 'WALKT' data 'FRUN' 'MAN1' 'MAN2' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
090E: set_panel 37@ active_row  0

01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0

:GUARD3_menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @GUARD3_menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @GUARD3_menu_2
jump @P2_Menu_21//--jump to menue exit

:GUARD3_menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @GUARD3_menu_1
03E6: remove_text_box
08D7: 36@ = panel 37@ active_row//-- submit number of the highlighted button into variable
if and
8800: not   in_two_players_mode
0039:   36@ ==  0  // integer values
jf @GUARD3_menu_3      

023C: load_special_actor 'GUARD3' as 1 // models 290-299
038B: load_requested_models
023D:   special_actor 1 loaded
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0
 $SECOND_PLAYER = Player.Create(1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$SECOND_PLAYER_ACTOR = Actor.EmulateFromPlayer($SECOND_PLAYER)
09C7: change_player $SECOND_PLAYER model_to #SPECIAL01 
Actor.SetImmunities($SECOND_PLAYER_ACTOR, 1, 1, 1, 1, 1)
07FE: set_actor $SECOND_PLAYER_ACTOR fighting_style_to 7 moves 6
09F8: give_player2_weapons_of_player1 
02A9: set_actor $SECOND_PLAYER_ACTOR immune_to_nonplayer 1
06E0: set_2_player_camera_mode_to 2 
0296: unload_special_actor 1
jump @GUARD3_menu_21        //--fast run

:GUARD3_menu_3
if and
8800: not   in_two_players_mode
0039:   36@ ==  1  // integer values
jf @GUARD3_menu_4
023C: load_special_actor 'GUARD3' as 9 // models 290-299
038B: load_requested_models
023D:   special_actor 9 loaded
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0
 $SECOND_PLAYER = Player.Create(1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$SECOND_PLAYER_ACTOR = Actor.EmulateFromPlayer($SECOND_PLAYER)
09C7: change_player $SECOND_PLAYER model_to #SPECIAL09 
Actor.SetImmunities($SECOND_PLAYER_ACTOR, 1, 1, 1, 1, 1)
07FE: set_actor $SECOND_PLAYER_ACTOR fighting_style_to 7 moves 6
09F8: give_player2_weapons_of_player1 
02A9: set_actor $SECOND_PLAYER_ACTOR immune_to_nonplayer 1
06E0: set_2_player_camera_mode_to 2 
0296: unload_special_actor 9
jump @GUARD3_menu_21 

:GUARD3_menu_4
if and
8800: not   in_two_players_mode
0039:   36@ ==  2  // integer values
jf @GUARD3_menu_1
023C: load_special_actor 'GUARD3' as 7 // models 290-299
038B: load_requested_models
023D:   special_actor 7 loaded
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0
 $SECOND_PLAYER = Player.Create(1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$SECOND_PLAYER_ACTOR = Actor.EmulateFromPlayer($SECOND_PLAYER)
09C7: change_player $SECOND_PLAYER model_to #SPECIAL07 
Actor.SetImmunities($SECOND_PLAYER_ACTOR, 1, 1, 1, 1, 1)
07FE: set_actor $SECOND_PLAYER_ACTOR fighting_style_to 7 moves 6
09F8: give_player2_weapons_of_player1 
02A9: set_actor $SECOND_PLAYER_ACTOR immune_to_nonplayer 1
06E0: set_2_player_camera_mode_to 2 
0296: unload_special_actor 7
jump @GUARD3_menu_21 

:GUARD3_menu_21
08DA: remove_panel 37@  
03E6: remove_text_box
01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
jump @P2_Menu_01


:p2menuB_menu_5
if 
0039:   29@ ==  3  // integer values
jf @p2menuB_menu_1
08DA: remove_panel 28@
03E6: remove_text_box
wait 500
jump @Back_Menu 


:p2menuB_menu_21
08DA: remove_panel 28@
03E6: remove_text_box
01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
03E6: remove_text_box
jump @P2_Menu_01

:P2_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
jump @P2_Menu_01




