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hamptonin

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Dec 13th, 2008
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  1. #include <a_samp>
  2. new Menu:weaponmain;
  3. new Menu:weapon1;
  4. new Menu:weapon2;
  5. new Menu:weapon3;
  6. new Menu:weapon4;
  7. new Menu:weapon5;
  8. new Menu:weapon6;
  9. new Menu:weapon7;
  10. new Menu:weapon8;
  11. new Menu:weapon9;
  12. new Menu:weapon10;
  13. new Menu:bullets;
  14. new wantedg[MAX_PLAYERS];
  15.  
  16. public OnFilterScriptInit()
  17. {
  18.     print("\n--------------------------------------");
  19.     print(" Blank Filterscript by your name here");
  20.     print("--------------------------------------\n");
  21.     weaponmain = CreateMenu("weaponmain", 2, 200.0, 100.0, 150.0, 150.0);
  22.     AddMenuItem(weaponmain, 0, "Melee Weapons");
  23.     AddMenuItem(weaponmain, 0, "Handguns");
  24.     AddMenuItem(weaponmain, 0, "Submachine Guns");
  25.     AddMenuItem(weaponmain, 0, "Shotguns");
  26.     AddMenuItem(weaponmain, 0, "Assault Rifles");
  27.     AddMenuItem(weaponmain, 0, "Long Rifles");
  28.     AddMenuItem(weaponmain, 0, "Thrown Weapons");
  29.     AddMenuItem(weaponmain, 0, "Heavy Artillery");
  30.     AddMenuItem(weaponmain, 0, "Equipment");
  31.     AddMenuItem(weaponmain, 0, "Other");
  32.     // melee weapons
  33.     weapon1 = CreateMenu("Melee Weapons", 2, 200.0, 100.0, 150.0, 150.0);
  34.     AddMenuItem(weapon1, 0, "Brass Knuckles");
  35.     AddMenuItem(weapon1, 0, "Baseball Bat");
  36.     AddMenuItem(weapon1, 0, "Nightstick");
  37.     AddMenuItem(weapon1, 0, "Pool Cue");
  38.     AddMenuItem(weapon1, 0, "Golf Club");
  39.     AddMenuItem(weapon1, 0, "Shovel");
  40.     AddMenuItem(weapon1, 0, "Knife");
  41.     AddMenuItem(weapon1, 0, "Katana");
  42.     AddMenuItem(weapon1, 0, "Chainsaw");
  43.     AddMenuItem(weapon1, 0, "~r~Main Menu");
  44.     // handguns
  45.     weapon2 = CreateMenu("HandGuns", 2, 200.0, 100.0, 150.0, 150.0);
  46.     AddMenuItem(weapon2, 0, "9mm");
  47.     AddMenuItem(weapon2, 0, "Silenced 9mm");
  48.     AddMenuItem(weapon2, 0, "Desert Eagle");
  49.     AddMenuItem(weapon2, 0, "~r~Main Menu");
  50.     // Submachine Guns
  51.     weapon3 = CreateMenu("Submachine Guns", 2, 200.0, 100.0, 150.0, 150.0);
  52.     AddMenuItem(weapon3, 0, "Tec-9");
  53.     AddMenuItem(weapon3, 0, "Micro SMG");
  54.     AddMenuItem(weapon3, 0, "SMG");
  55.     AddMenuItem(weapon3, 0, "~r~Main Menu");
  56.     // Shotguns
  57.     weapon4 = CreateMenu("Submachine Guns", 2, 200.0, 100.0, 150.0, 150.0);
  58.     AddMenuItem(weapon4, 0, "Shotgun");
  59.     AddMenuItem(weapon4, 0, "Sawnoff Shotgun");
  60.     AddMenuItem(weapon4, 0, "Combat ShotGun");
  61.     AddMenuItem(weapon4, 0, "~r~Main Menu");
  62.     // Assault Rifles
  63.     weapon5 = CreateMenu("Submachine Guns", 2, 200.0, 100.0, 150.0, 150.0);
  64.     AddMenuItem(weapon5, 0, "M4");
  65.     AddMenuItem(weapon5, 0, "AK47");
  66.     AddMenuItem(weapon5, 0, "~r~Main Menu");
  67.     // Long Rifles
  68.     weapon6 = CreateMenu("Submachine Guns", 2, 200.0, 100.0, 150.0, 150.0);
  69.     AddMenuItem(weapon6, 0, "Rifle");
  70.     AddMenuItem(weapon6, 0, "Sniper Rifle");
  71.     AddMenuItem(weapon6, 0, "~r~Main Menu");
  72.     // Thrown Weapons
  73.     weapon7 = CreateMenu("Thrown Weapons", 2, 200.0, 100.0, 150.0, 150.0);
  74.     AddMenuItem(weapon7, 0, "Molotov Cocktail");
  75.     AddMenuItem(weapon7, 0, "Grenade");
  76.     AddMenuItem(weapon7, 0, "Tear Gas");
  77.     AddMenuItem(weapon7, 0, "Remote Explosives");
  78.     AddMenuItem(weapon7, 0, "~r~Main Menu");
  79.     // Heavy Artillery
  80.     weapon8 = CreateMenu("Heavy Artillery", 2, 200.0, 100.0, 150.0, 150.0);
  81.     AddMenuItem(weapon8, 0, "Flame Thrower");
  82.     AddMenuItem(weapon8, 0, "MiniGun");
  83.     AddMenuItem(weapon8, 0, "Rocket Launcher");
  84.     AddMenuItem(weapon8, 0, "Heat Seeking Rocket Launcher");
  85.     AddMenuItem(weapon8, 0, "~r~Main Menu");
  86.     // Equipment
  87.     weapon9 = CreateMenu("Equipment", 2, 200.0, 100.0, 150.0, 150.0);
  88.     AddMenuItem(weapon9, 0, "Spraycan");
  89.     AddMenuItem(weapon9, 0, "Camera");
  90.     AddMenuItem(weapon9, 0, "Fire Extinguisher");
  91.     AddMenuItem(weapon9, 0, "Parachute");
  92.     AddMenuItem(weapon9, 0, "Thermal Goggles");
  93.     AddMenuItem(weapon9, 0, "Night-Vision Goggles");
  94.     AddMenuItem(weapon9, 0, "~r~Main Menu");
  95.     // Other
  96.     weapon10 = CreateMenu("Other", 2, 200.0, 100.0, 150.0, 150.0);
  97.     AddMenuItem(weapon10, 0, "Cane");
  98.     AddMenuItem(weapon10, 0, "Flowers");
  99.     AddMenuItem(weapon10, 0, "Dildo 1");
  100.     AddMenuItem(weapon10, 0, "Dildo 2");
  101.     AddMenuItem(weapon10, 0, "Vibrator 1");
  102.     AddMenuItem(weapon10, 0, "Vibrator 2");
  103.     AddMenuItem(weapon10, 0, "~r~Main Menu");
  104.     // bullets
  105.     bullets = CreateMenu("Other", 2, 200.0, 100.0, 150.0, 150.0);
  106.     AddMenuItem(bullets, 0, "10 bullet");
  107.     AddMenuItem(bullets, 0, "50 bullet");
  108.     AddMenuItem(bullets, 0, "100 bullets");
  109.     AddMenuItem(bullets, 0, "500 bullets");
  110.     AddMenuItem(bullets, 0, "1000 bullets");
  111.     AddMenuItem(bullets, 0, "5000 bullets");
  112.     AddMenuItem(bullets, 0, "~r~Main Menu");
  113.     return 1;
  114. }
  115.  
  116. public OnFilterScriptExit()
  117. {
  118.     return 1;
  119. }
  120.  
  121. public OnPlayerCommandText(playerid, cmdtext[])
  122. {
  123.     if (strcmp("/weapons", cmdtext, true, 10) == 0)
  124.     {
  125.         if(IsPlayerAdmin(playerid)) return ShowMenuForPlayer(weaponmain,playerid);
  126.         else SendClientMessage(playerid,COLOR_RED,"This command is only for admins!!!");
  127.         return 1;
  128.     }
  129.     return 0;
  130. }
  131.  
  132. public OnPlayerSelectedMenuRow(playerid, row)
  133. {
  134.     new Menu:CurrentMenu = GetPlayerMenu(playerid);
  135.     if(CurrentMenu == weaponmain)
  136.     {
  137.     switch(row)
  138.     {
  139.         case 0: // Melee Weapons
  140.         {
  141.             ShowMenuForPlayer(weapon1, playerid);
  142.         }
  143.         case 1: // handguns
  144.         {
  145.             ShowMenuForPlayer(weapon2, playerid);
  146.         }
  147.         case 2: // Submachine Guns
  148.         {
  149.             ShowMenuForPlayer(weapon3, playerid);
  150.         }
  151.         case 3: // shotguns
  152.         {
  153.             ShowMenuForPlayer(weapon4, playerid);
  154.         }
  155.         case 4: // Assault Rifles
  156.         {
  157.             ShowMenuForPlayer(weapon5, playerid);
  158.         }
  159.         case 5: // long rifles
  160.         {
  161.             ShowMenuForPlayer(weapon6, playerid);
  162.         }
  163.         case 6: // Thrown Weapons
  164.         {
  165.             ShowMenuForPlayer(weapon7, playerid);
  166.         }
  167.         case 7: // Heavy Artillery
  168.         {
  169.             ShowMenuForPlayer(weapon8, playerid);
  170.         }
  171.         case 8:// Equipment
  172.         {
  173.             ShowMenuForPlayer(weapon9, playerid);
  174.         }
  175.         case 9:// other
  176.         {
  177.             ShowMenuForPlayer(weapon10, playerid);
  178.         }
  179.     }
  180.     }
  181.     if(CurrentMenu == weapon1)
  182.     {
  183.     switch(row)
  184.     {
  185.         case 0: // Brass Knuckles
  186.         {
  187.             GivePlayerWeapon(playerid, 1, 1);
  188.         }
  189.         case 1: // baseball bat
  190.         {
  191.             GivePlayerWeapon(playerid, 5, 1);
  192.         }
  193.         case 2: //Nightstick
  194.         {
  195.             GivePlayerWeapon(playerid, 3, 1);
  196.         }
  197.         case 3: // pool cue
  198.         {
  199.             GivePlayerWeapon(playerid, 7, 1);
  200.         }
  201.         case 4: // Golf Club
  202.         {
  203.             GivePlayerWeapon(playerid, 2, 1);
  204.         }
  205.         case 5: // shovel
  206.         {
  207.             GivePlayerWeapon(playerid, 6, 1);
  208.         }
  209.         case 6: // knife
  210.         {
  211.             GivePlayerWeapon(playerid, 4, 1);
  212.         }
  213.         case 7: //katana
  214.         {
  215.             GivePlayerWeapon(playerid, 8, 1);
  216.         }
  217.         case 8: //Chainsaw
  218.         {
  219.             GivePlayerWeapon(playerid, 9, 1);
  220.         }
  221.         case 9: // main menu
  222.         {
  223.             ShowMenuForPlayer(weaponmain, playerid);
  224.         }
  225.     }
  226.     }
  227.     if(CurrentMenu == weapon2)
  228.     {
  229.     switch(row)
  230.     {
  231.         case 0: //9mm
  232.         {
  233.             wantedg[playerid]=22;
  234.             ShowMenuForPlayer(bullets, playerid);
  235.         }
  236.         case 1: //Silenced 9mm
  237.         {
  238.             wantedg[playerid]=23;
  239.             ShowMenuForPlayer(bullets, playerid);
  240.         }
  241.         case 2: //Desert eagle
  242.         {
  243.             wantedg[playerid]=24;
  244.             ShowMenuForPlayer(bullets, playerid);
  245.         }
  246.         case 3: //main menu
  247.         {
  248.             ShowMenuForPlayer(weaponmain, playerid);
  249.         }
  250.     }
  251.     }
  252.     if(CurrentMenu == weapon3)
  253.     {
  254.     switch(row)
  255.     {
  256.         case 0: //tec-9
  257.         {
  258.             wantedg[playerid]=32;
  259.             ShowMenuForPlayer(bullets, playerid);
  260.         }
  261.         case 1: //Micro SMG
  262.         {
  263.             wantedg[playerid]=28;
  264.             ShowMenuForPlayer(bullets, playerid);
  265.         }
  266.         case 2: //SMG
  267.         {
  268.             wantedg[playerid]=29;
  269.             ShowMenuForPlayer(bullets, playerid);
  270.         }
  271.         case 3: //main menu
  272.         {
  273.             ShowMenuForPlayer(weaponmain, playerid);
  274.         }
  275.     }
  276.     }
  277.     if(CurrentMenu == weapon4)
  278.     {
  279.     switch(row)
  280.     {
  281.         case 0: //shotgun
  282.         {
  283.             wantedg[playerid]=25;
  284.             ShowMenuForPlayer(bullets, playerid);
  285.         }
  286.         case 1: //Sawnoff Shotgun
  287.         {
  288.             wantedg[playerid]=26;
  289.             ShowMenuForPlayer(bullets, playerid);
  290.         }
  291.         case 2: //combat shotgun
  292.         {
  293.             wantedg[playerid]=27;
  294.             ShowMenuForPlayer(bullets, playerid);
  295.         }
  296.         case 3: //main menu
  297.         {
  298.             ShowMenuForPlayer(weaponmain, playerid);
  299.         }
  300.     }
  301.     }
  302.     if(CurrentMenu == weapon5)
  303.     {
  304.     switch(row)
  305.     {
  306.         case 0: //M4
  307.         {
  308.             wantedg[playerid]=31;
  309.             ShowMenuForPlayer(bullets, playerid);
  310.         }
  311.         case 1: //AK47
  312.         {
  313.             wantedg[playerid]=30;
  314.             ShowMenuForPlayer(bullets, playerid);
  315.         }
  316.         case 2: //main menu
  317.         {
  318.             ShowMenuForPlayer(weaponmain, playerid);
  319.         }
  320.     }
  321.     }
  322.     if(CurrentMenu == weapon6)
  323.     {
  324.     switch(row)
  325.     {
  326.         case 0: //Rifle
  327.         {
  328.             wantedg[playerid]=33;
  329.             ShowMenuForPlayer(bullets, playerid);
  330.         }
  331.         case 1: //sniper rifle
  332.         {
  333.             wantedg[playerid]=34;
  334.             ShowMenuForPlayer(bullets, playerid);
  335.         }
  336.         case 2: //main menu
  337.         {
  338.             ShowMenuForPlayer(weaponmain, playerid);
  339.         }
  340.     }
  341.     }
  342.     if(CurrentMenu == weapon7)
  343.     {
  344.     switch(row)
  345.     {
  346.         case 0: //Molotov Cocktail
  347.         {
  348.             wantedg[playerid]=18;
  349.             ShowMenuForPlayer(bullets, playerid);
  350.         }
  351.         case 1: //Grenade
  352.         {
  353.             wantedg[playerid]=16;
  354.             ShowMenuForPlayer(bullets, playerid);
  355.         }
  356.         case 2: //Remote Explosives
  357.         {
  358.             wantedg[playerid]=39;
  359.             ShowMenuForPlayer(bullets, playerid);
  360.         }
  361.         case 3: //tear gas
  362.         {
  363.             wantedg[playerid]=17;
  364.             ShowMenuForPlayer(bullets, playerid);
  365.         }
  366.         case 4: //main menu
  367.         {
  368.             ShowMenuForPlayer(weaponmain, playerid);
  369.         }
  370.     }
  371.     }
  372.     if(CurrentMenu == weapon8)
  373.     {
  374.     switch(row)
  375.     {
  376.         case 0: //Flame Thrower
  377.         {
  378.             wantedg[playerid]=37;
  379.             ShowMenuForPlayer(bullets, playerid);
  380.         }
  381.         case 1: //Minigun
  382.         {
  383.             wantedg[playerid]=38;
  384.             ShowMenuForPlayer(bullets, playerid);
  385.         }
  386.         case 2: //Rocket Launcher
  387.         {
  388.             wantedg[playerid]=35;
  389.             ShowMenuForPlayer(bullets, playerid);
  390.         }
  391.         case 3: //Heat Seeking Rocket Launcher
  392.         {
  393.             wantedg[playerid]=36;
  394.             ShowMenuForPlayer(bullets, playerid);
  395.         }
  396.         case 4: //main menu
  397.         {
  398.             ShowMenuForPlayer(weaponmain, playerid);
  399.         }
  400.     }
  401.     }
  402.     if(CurrentMenu == weapon9)
  403.     {
  404.     switch(row)
  405.     {
  406.         case 0: //spraycan
  407.         {
  408.             wantedg[playerid]=41;
  409.             ShowMenuForPlayer(bullets, playerid);
  410.         }
  411.         case 1: //camera
  412.         {
  413.             wantedg[playerid]=43;
  414.             ShowMenuForPlayer(bullets, playerid);
  415.         }
  416.         case 2: //Fire Extinguisher
  417.         {
  418.             wantedg[playerid]=42;
  419.             ShowMenuForPlayer(bullets, playerid);
  420.         }
  421.         case 3: //parachute
  422.         {
  423.             wantedg[playerid]=46;
  424.             ShowMenuForPlayer(bullets, playerid);
  425.         }
  426.         case 4: //Thermal Goggles
  427.         {
  428.             wantedg[playerid]=45;
  429.             ShowMenuForPlayer(bullets, playerid);
  430.         }
  431.         case 5: //night fision goggles
  432.         {
  433.             wantedg[playerid]=44;
  434.             ShowMenuForPlayer(bullets, playerid);
  435.         }
  436.         case 6: //main menu
  437.         {
  438.             ShowMenuForPlayer(weaponmain, playerid);
  439.         }
  440.     }
  441.     }
  442.     if(CurrentMenu == weapon10)
  443.     {
  444.     switch(row)
  445.     {
  446.         case 0: //cane
  447.         {
  448.             GivePlayerWeapon(playerid, 15,1);
  449.         }
  450.         case 1: //Flowers
  451.         {
  452.             GivePlayerWeapon(playerid, 14,1);
  453.         }
  454.         case 2: //Dildo 1
  455.         {
  456.             GivePlayerWeapon(playerid, 10,1);
  457.         }
  458.         case 3: //Dildo 2
  459.         {
  460.             GivePlayerWeapon(playerid, 13,1);
  461.         }
  462.         case 4: //Vibrator 1
  463.         {
  464.             GivePlayerWeapon(playerid, 10,1);
  465.         }
  466.         case 5: //Vibrator 2
  467.         {
  468.             GivePlayerWeapon(playerid, 11,1);
  469.         }
  470.         case 6: //main menu
  471.         {
  472.             ShowMenuForPlayer(weaponmain, playerid);
  473.         }
  474.     }
  475.     }
  476.     if(CurrentMenu == bullets)
  477.     {
  478.     switch(row)
  479.     {
  480.         case 0: //10
  481.         {
  482.             GivePlayerWeapon(playerid, wantedg[playerid],10);
  483.         }
  484.         case 1: //50
  485.         {
  486.             GivePlayerWeapon(playerid, wantedg[playerid],50);
  487.         }
  488.         case 2: //100
  489.         {
  490.             GivePlayerWeapon(playerid, wantedg[playerid],100);
  491.         }
  492.         case 3: //500
  493.         {
  494.             GivePlayerWeapon(playerid, wantedg[playerid],500);
  495.         }
  496.         case 4: //1000
  497.         {
  498.             GivePlayerWeapon(playerid, wantedg[playerid],1000);
  499.         }
  500.         case 5: //5000
  501.         {
  502.             GivePlayerWeapon(playerid, wantedg[playerid],5000);
  503.         }
  504.         case 6: //main menu
  505.         {
  506.             ShowMenuForPlayer(weaponmain, playerid);
  507.         }
  508.     }
  509.     }
  510.     return 1;
  511. }
  512.  
  513. public OnPlayerExitedMenu(playerid)
  514. {
  515.     return 1;
  516. }
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