{$CLEO .cs}
0000:


:WEAPON_STORE_FARM
//gosub @ZOMBIES_CLEANUP
03E6: remove_text_box

wait 200      
0ADF: add_dynamic_GXT_entry "_weap" text "Weapons Ammunation"    
0ADF: add_dynamic_GXT_entry "menu01" text "Pistol ~h~~g~~$w~350"
0ADF: add_dynamic_GXT_entry "menu02" text "Shotgun ~h~~g~~$w~600"
0ADF: add_dynamic_GXT_entry "menu03" text "Sawnoff ~h~~g~~$w~700"
0ADF: add_dynamic_GXT_entry "menu04" text "Tec9 ~h~~g~~$w~1000" 
0ADF: add_dynamic_GXT_entry "menu05" text "Baseball Bat ~h~~g~~$w~200" 
0ADF: add_dynamic_GXT_entry "menu06" text "Rifle ~h~~g~~$w~2000" 
0ADF: add_dynamic_GXT_entry "menu07" text "Nitestick ~h~~g~~$w~500" 
0ADF: add_dynamic_GXT_entry "menu08" text "Micro-Uzi ~h~~g~~$w~1500" 
0ADF: add_dynamic_GXT_entry "menu09" text "Flamethrower ~h~~g~~$w~5000" 
0ADF: add_dynamic_GXT_entry "menu10" text "Fire Extinguisher ~h~~g~~$w~3000" 
0ADF: add_dynamic_GXT_entry "menu11" text "RPG ~h~~g~~$w~10000" 
0ADF: add_dynamic_GXT_entry "menu12" text "Knife ~h~~g~~$w~5000"  


//0512: show_permanent_text_box 'dummy' 
08D4: 1@ = create_panel_with_title '_weap' position  340.0  32.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel 1@ column  0 header 'dummy' data 'menu01' 'menu02' 'menu03' 'menu04' 'menu05' 'menu06' 'menu07' 'menu08' 'menu09' 'menu10' 'menu11' 'menu12'
090E: set_panel 1@ active_row  0
01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1     
08D6: set_panel 1@ column 0 alignment 1

while true  
08D7: 2@ = panel 1@ active_row//-- submit number of the highlighted button into variable

wait  0
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
then

  break
end

        if and
        010A:   player $PLAYER_CHAR money > 350
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
        0039:   2@ ==  0  // integer values
        then
                actor.GiveWeaponAndAmmo(player1,pistol,35)
                if
                0800:   in_two_players_mode
                then
                 actor.GiveWeaponAndAmmo(player2,pistol,35)
                end
                 0109: player $PLAYER_CHAR money_drop -350
        gosub @buyed 
        
        end
        if  and
             010A:   player $PLAYER_CHAR money > 600
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
                0039:   2@ ==  1  // integer values
        then
                actor.GiveWeaponAndAmmo(player1,shotgun,30)
                if
                0800:   in_two_players_mode
                then
                 actor.GiveWeaponAndAmmo(player2,shotgun,30)
                end       
                0109: player $PLAYER_CHAR money_drop -600
             gosub @buyed 
        
        end 
               if  and
             010A:   player $PLAYER_CHAR money > 700
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
                0039:   2@ ==  2  // integer values
        then
                actor.GiveWeaponAndAmmo(player1,sawnoff,20)
                if
                0800:   in_two_players_mode
                then
                 actor.GiveWeaponAndAmmo(player2,sawnoff,20)
                end       
                0109: player $PLAYER_CHAR money_drop -700
             gosub @buyed 
        
        end 
                if  and
             010A:   player $PLAYER_CHAR money > 1000
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
                0039:   2@ ==  3  // integer values
        then
                actor.GiveWeaponAndAmmo(player1,tec9,40)
                if
                0800:   in_two_players_mode
                then
                 actor.GiveWeaponAndAmmo(player2,tec9,40)
                end       
                0109: player $PLAYER_CHAR money_drop -1000
             gosub @buyed 
        
        end 
        if  and
         010A:   player $PLAYER_CHAR money > 100
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
          0039:   2@ == 4  // integer values
        then
                actor.GiveWeaponAndAmmo(player1,BaseballBat,40)
                if
                0800:   in_two_players_mode
                then
                 actor.GiveWeaponAndAmmo(player2,BaseballBat,40)
                end       
                0109: player $PLAYER_CHAR money_drop -100
             gosub @buyed 
        end 
        if  and
         010A:   player $PLAYER_CHAR money > 2000
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
          0039:   2@ == 5  // integer values
        then
                actor.GiveWeaponAndAmmo(player1,Rifle,30)
                if
                0800:   in_two_players_mode
                then
                 actor.GiveWeaponAndAmmo(player2,Rifle,30)
                end       
                0109: player $PLAYER_CHAR money_drop -2000
             gosub @buyed 
        end 
        if  and
         010A:   player $PLAYER_CHAR money > 200
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
          0039:   2@ ==  6 // integer values
        then
                actor.GiveWeaponAndAmmo(player1, NightStick,40)
                if
                0800:   in_two_players_mode
                then
                 actor.GiveWeaponAndAmmo(player2,NightStick,40)
                end       
                0109: player $PLAYER_CHAR money_drop -200
             gosub @buyed 
        end 
        if  and
         010A:   player $PLAYER_CHAR money > 1500
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
          0039:   2@ == 7 // integer values
        then
                actor.GiveWeaponAndAmmo(player1, MicroUzi,50)
                if
                0800:   in_two_players_mode
                then
                 actor.GiveWeaponAndAmmo(player2, MicroUzi,50)
                end       
                0109: player $PLAYER_CHAR money_drop -1500
             gosub @buyed 
        end 
        if  and
         010A:   player $PLAYER_CHAR money > 5000
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
          0039:   2@ == 8   // integer values
        then
                actor.GiveWeaponAndAmmo(player1, FlameThrower,40)
                if
                0800:   in_two_players_mode
                then
                 actor.GiveWeaponAndAmmo(player2,FlameThrower,40)
                end       
                0109: player $PLAYER_CHAR money_drop -5000
             gosub @buyed 
        end 
        if  and
         010A:   player $PLAYER_CHAR money > 5000
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
          0039:   2@ == 9 // integer values
        then
                actor.GiveWeaponAndAmmo(player1, FireExtinguisher ,40)
                if
                0800:   in_two_players_mode
                then
                 actor.GiveWeaponAndAmmo(player2, FireExtinguisher,40)
                end       
                0109: player $PLAYER_CHAR money_drop -5000
             gosub @buyed 
        end 
        if  and
         010A:   player $PLAYER_CHAR money > 10000
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
          0039:   2@ == 10   // integer values
        then
                actor.GiveWeaponAndAmmo(player1,  RPG,5)
                if
                0800:   in_two_players_mode
                then
                 actor.GiveWeaponAndAmmo(player2, RPG,5)
                end       
                0109: player $PLAYER_CHAR money_drop -10000
             gosub @buyed 
        end 
        
        if  and
         010A:   player $PLAYER_CHAR money > 500
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
          0039:   2@ == 11   // integer values
        then
                actor.GiveWeaponAndAmmo(player1,  Knife,40)
                if
                0800:   in_two_players_mode
                then
                 actor.GiveWeaponAndAmmo(player2,Knife,40)
                end       
                0109: player $PLAYER_CHAR money_drop -500
             gosub @buyed 
        end 
        
end  
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
terminate_this_custom_script

:buyed 
show_styled_text "~w~purchased weapon" 1000 5
wait 100
return

:weapon_Menus
01B4: set_player $PLAYER_CHAR can_move 0
0687: clear_actor $PLAYER_ACTOR task
0647: AS_actor $PLAYER_ACTOR clear_look_task

wait 200  

0ADF: add_dynamic_GXT_entry "buyname" text "~w~Super Weapons Ammunation"   
//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 "Desert Eagle ~w~$200 ~y~x30 ammos"
0ADF: add_dynamic_GXT_entry "buy02" text "Minigun ~w~$15000 ~y~x150 ammos"
0ADF: add_dynamic_GXT_entry "buy03" text "Sniper Rifle ~w~$5000 ~y~x60 ammos"
0ADF: add_dynamic_GXT_entry "buy04" text "Shovel ~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 "buy08" text "Combat Shotgun ~w~$1000 ~y~x30 ammos" 
0ADF: add_dynamic_GXT_entry "buy09" text "MP5 ~w~$1500 ~y~x40 ammos" 
0ADF: add_dynamic_GXT_entry "buy10" text "M4 ~w~$3000 ~y~x60 ammos" 
0ADF: add_dynamic_GXT_entry "buy11" text "Silenced Pistol  ~w~$900 ~y~30 ammos" 
0ADF: add_dynamic_GXT_entry "buy12" text "Heatseek  ~w~$10000 ~y~x7 ammos" 



///0512: show_permanent_text_box 'buyinfo' 
08D4: 4@ = create_panel_with_title 'buyname' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel 4@ column  0 header 'dummy' data 'buy01' 'buy02' 'buy03' 'buy04' 'buy05' 'buy06' 'buy07' 'buy08' 'buy09' 'buy10' 'buy11' 'buy12'
090E: set_panel 4@ active_row  0
01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
08D6: set_panel 4@ column 0 alignment 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: 5@ = panel 4@ active_row//-- submit number of the highlighted button into variable
if and
0039:   5@ ==  0  // integer values
010A:   player $PLAYER_CHAR money > 200
jf @weapon_Menu_3      
0109: player $PLAYER_CHAR money += -200
actor.GiveWeaponAndAmmo($player_Actor,deserteagle, 30 )
0ACD: show_text_highpriority "You purchased a desert eagle." time 3000

wait  100
jump @weapon_Menu_1

:weapon_Menu_3
if  and
0039:   5@ ==  1  // integer values
010A:   player $PLAYER_CHAR money > 15000
jf @weapon_Menu_4
0109: player $PLAYER_CHAR money += -15000
actor.GiveWeaponAndAmmo($player_Actor,Minigun, 150 )
0ACD: show_text_highpriority "You purchased a minigun." time 3000
wait 100
jump @weapon_Menu_1

:weapon_Menu_4
if  and
010A:   player $PLAYER_CHAR money > 5000
0039:   5@ ==  2  // integer values
jf @weapon_Menu_5
0109: player $PLAYER_CHAR money += -5000
actor.GiveWeaponAndAmmo($player_Actor,sniperrifle, 30 )
0ACD: show_text_highpriority "You purchase a sniper rifle." time 3000
//gosub @player2_give_weapons
wait 100
jump @weapon_Menu_1

:weapon_Menu_5
if and
010A:   player $PLAYER_CHAR money > 600
0039:   5@ ==  3  // integer values
jf @weapon_Menu_6
0109: player $PLAYER_CHAR money += -600
actor.GiveWeaponAndAmmo($player_Actor,shovel, 99999 )
0ACD: show_text_highpriority "You purchase a shovel." time 3000
//gosub @player2_give_weapons
wait 100
jump @weapon_Menu_1

:weapon_Menu_6
if and
010A:   player $PLAYER_CHAR money > 1500
0039:   5@ ==  4  // integer values
jf @weapon_Menu_7
0109: player $PLAYER_CHAR money += -1500
actor.GiveWeaponAndAmmo($player_Actor,ak47, 60 )
0ACD: show_text_highpriority "You purchase a Ak47." time 3000
//gosub @player2_give_weapons
wait 100
jump @weapon_Menu_1

:weapon_Menu_7
if and
010A:   player $PLAYER_CHAR money > 600
0039:   5@ ==  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
//gosub @player2_give_weapons
wait 100
jump @weapon_Menu_1

:weapon_Menu_8
if  and
010A:   player $PLAYER_CHAR money > 1000
0039:   5@ ==  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
//gosub @player2_give_weapons
wait 100
jump @weapon_Menu_1

:weapon_Menu_9
if  and 
010A:   player $PLAYER_CHAR money > 1000
0039:   5@ ==  7  // integer values
jf @weapon_Menu_10
0109: player $PLAYER_CHAR money += -1000
actor.GiveWeaponAndAmmo($player_Actor,CombatShotgun, 30 )
0ACD: show_text_highpriority "You purchase Combat Shotgun." time 3000

wait 100
jump @weapon_Menu_1

:weapon_Menu_10
if  and 
010A:   player $PLAYER_CHAR money > 1500
0039:   5@ ==  8  // integer values
jf @weapon_Menu_11
0109: player $PLAYER_CHAR money += -1500 
actor.GiveWeaponAndAmmo($player_Actor,mp5 , 40 )
0ACD: show_text_highpriority "You purchase MP5." time 3000

wait 100
jump @weapon_Menu_1

:weapon_Menu_11
if  and 
010A:   player $PLAYER_CHAR money > 3000
0039:   5@ ==  9  // integer values
jf @weapon_Menu_12
0109: player $PLAYER_CHAR money += -3000
actor.GiveWeaponAndAmmo($player_Actor, m4   , 60 )
0ACD: show_text_highpriority "You purchase M4"  time 3000

wait 100
jump @weapon_Menu_1

:weapon_Menu_12
if  and 
010A:   player $PLAYER_CHAR money > 900
0039:   5@ ==  10  // integer values
jf @weapon_Menu_13
0109: player $PLAYER_CHAR money += -900
actor.GiveWeaponAndAmmo($player_Actor,  Silenced, 30 )
0ACD: show_text_highpriority "You purchase silenced pistol." time 3000

wait 100
jump @weapon_Menu_1

:weapon_Menu_13
if  and 
010A:   player $PLAYER_CHAR money > 10000
0039:   5@ ==  11  // integer values
jf @weapon_Menu_1          //release
0109: player $PLAYER_CHAR money += -10000
actor.GiveWeaponAndAmmo($player_Actor, HeatSeek, 7 )
0ACD: show_text_highpriority "You purchase heatseek" time 3000

wait 100
jump @weapon_Menu_1

:weapon_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
gosub @player2_give_weapons
wait 100
return
jump @weapon_Menus

             
:player2_give_weapons
if
056D:   actor $second_player_actor  defined
jf @not_player2
09F8: give_player2_weapons_of_player1


:not_player2
 


0A93: terminate_this_custom_script