

static void reset_menu(void) {
        int i = 1;
        for (i = 1; i <= item_count; i++) {
            menu[i].action = false;
            menu[i].type = 0;
        }
        menu_setup();
    }

    static void menu_startup(void) {
        menu_level = 0;
        item_select = 1;
        menu_setup();
        show_menu = true;
    }

    static void menu_shutdown(void) {
        menu_level = 0;
        item_select = 1;
        show_menu = false;
        reset_menu();
    }

    static void menu_functions()
    {
        if (menu_level == 1) {
            if (last_selected[0] == 1) {
                if (item_select == 1) {
                	void* pPlayer = GetPlayerPed(); 
                	if (pPlayer) {
			             DWORD playerAddr = (DWORD)pPlayer;
			             *(float*)(playerAddr + OFFSET_HEALTH) = 100.0f;
					}
				   return; 
               }
                if (item_select == 2) {
                	void* pPlayer = GetPlayerPed(); 
                	if (pPlayer) {
					  DWORD playerAddr = (DWORD)pPlayer;
					  *(float*)(playerAddr + OFFSET_ARMOR) = 100.0f;
				      return;
					} 
				}
				if (item_select == 3) {
                    void* pPlayer = GetPlayerPed(); 
                    if (pPlayer) {
                         DWORD playerAddr = (DWORD)pPlayer;
        
                         // 1. Zapisujemy do tabeli statystyk (żeby zostało po save)
                         uintptr_t statsBase = 0xB79380;
                         *(float*)(statsBase + (24 * 4)) = 1000.0f; // Max Health Stat
        
                         // 2. KLUCZ: Nadpisujemy aktualny limit zdrowia gracza (Offset 0x544)
                         // Bez tego pasek się nie wydłuży wizualnie!
                         *(float*)(playerAddr + 0x544) = 1000.0f; 
        
                         // 3. Leczymy gracza do nowego maksimum
                         *(float*)(playerAddr + OFFSET_HEALTH) = 1000.0f;
                    }
				    return; 
               }
               if (item_select == 4) {
               	   do_toggle(gigant_health);
               	   return;
			   }
			   if (item_select == 5) {
               	   do_toggle(god_mode);
               	   return;
			   }
			   if (item_select == 6) {
               	   do_toggle(Never_wanted);
               	   return;
			   }
			   if (item_select == 7) { // DODAJ GWIAZDKĘ
                   int current = GetWantedLevel();
                   if (current < 6) SetWantedLevel(current + 1);
                   // Beep(1000, 20); // Opcjonalny dźwięk potwierdzenia
                   }
               else if (item_select == 8) { // ODEJMIJ GWIAZDKĘ
                          int current = GetWantedLevel();
                          if (current > 0) SetWantedLevel(current - 1);
               }

			}
            if (last_selected[0] == 2) {
                if (item_select == 1) {}
                if (item_select == 2) {}
                if (item_select == 3) {}
            }
            if (last_selected[0] == 3) {
                if (item_select == 2) {do_toggle(super_range);}
                if (item_select == 3) {do_toggle(super_damage);}
                if (item_select == 4) {do_toggle(super_Accuracy);}
                if (item_select == 5) {do_toggle(super_speed);}
                if (item_select == 6) {do_toggle(dual_ak47);}	
                if (item_select == 7) {do_toggle(explosive_ammo); }
                if (item_select == 8) {do_toggle(rocket_mode_active); }
                if (item_select == 9) {do_toggle(heat_seeking_active); }
                	
                	
            }
        


            if (last_selected[0] == 4) {
                if (item_select == 2) {  }
                if (item_select == 3) {  }
            }
        }
        if (menu_level == 2) {
            if (last_selected[0] == 2) {
                if (last_selected[1] == 1) {
                	int ID = menu[item_select].ival;
                	spawn_vehicle(ID);
                    return;
                }
            }
            if (last_selected[0] == 3) {
                if (last_selected[1] == 1) {
                	int ID = menu[item_select].ival;
                	GivePlayerWeapon(ID,1000);
                    return;
                }
            }
        }
        if (menu_level == 3) {
    	if (last_selected[0] == 5) {
        	if (last_selected[1] == 1) {
        		if (last_selected[2] >= 1 && last_selected[2] <= 6 ) {
        			if(menu[item_select].type = 0){
        				DWORD addr = menu[item_select].pAddr;
						((void (__cdecl *)())addr)();  
					}
					else{
						DWORD addr = menu[item_select].pAddr;
						int state = *(unsigned char*)addr;
						if(state == 1){
						    *(unsigned char*)addr = 0;
						}else{
						    *(unsigned char*)addr = 1;
						}
						reset_menu();
					}
    
				}
			}
			if (last_selected[1] == 2) {
				if (item_select == 1) {
                     // 0AA5: call 0x444300 (Włączenie wojen gangów - zestaw 1)
                     ((void (__cdecl *)())0x444300)(); 
                     // 0879: enable_gang_wars 1 (Globalna flaga wojen gangów)
                     *(unsigned char*)0x969174 = 1; 
                }
                if (item_select == 2) {
                     // 0AA5: call 0x446050 (Włączenie wojen gangów - zestaw 2)
                     ((void (__cdecl *)())0x446050)(); 
                     *(unsigned char*)0x969174 = 1;
                }
                if (item_select == 3) {
                     // 0AA5: call 0x4464C0 (Włączenie wojen gangów - zestaw 3)
                     ((void (__cdecl *)())0x4464C0)(); 
                      *(unsigned char*)0x969174 = 1;
                }
                if(item_select == 4){
					SetGangsEverywhere(1);
				}
				if(item_select == 5){
					*(unsigned char*)0x969174 = 1;
				}
			}
		}
		}
        return;
    }
    
