: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 "AI076" 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 "Flower"     //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

