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Sistema de Inventário

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  1. // FilterScript developed by CaioTJF (Forum SA-MP Profile:  http://forum.sa-mp.com/member.php?u=178553)
  2. // If you use this in your server, please contact me to see.
  3. // Last Version: 1.0
  4. // Official topic: http://forum.sa-mp.com/showthread.php?t=600346
  5.  
  6. //-------------------------------------------------------------------//
  7. //************************** -Includes- *****************************//
  8. //-------------------------------------------------------------------//
  9.  
  10. #include <a_samp>
  11. #include <zcmd> // This is for the command /additem
  12. #include <sscanf2> // This is for the command /additem
  13.  
  14. //-------------------------------------------------------------------//
  15. //************************** -Defines- ******************************//
  16. //-------------------------------------------------------------------//
  17.  
  18. #define MAX_INVENTORY_SLOTS     15 // Don't change
  19. #define MAX_ITENS_WORLD         500
  20. #define TIMER_ITEM_WORLD        60*10
  21.  
  22. //-------------------------------------------------------------------//
  23. //************************ -Enumerações- ****************************//
  24. //-------------------------------------------------------------------//
  25.  
  26. enum enum_Itens
  27. {
  28.     item_id,
  29.     item_tipo,
  30.     item_modelo,
  31.     item_nome[24],
  32.     item_limite,
  33.     bool:item_canbedropped,
  34.     Float:item_previewrot[4],
  35.     item_description[200]
  36. }
  37.  
  38. enum
  39. {
  40.     ITEM_TYPE_WEAPON,
  41.     ITEM_TYPE_HELMET,
  42.     ITEM_TYPE_NORMAL,
  43.     ITEM_TYPE_BODY,
  44.     ITEM_TYPE_AMMO,
  45.     ITEM_TYPE_BACKPACK,
  46.     ITEM_TYPE_MELEEWEAPON
  47. }
  48.  
  49. enum enum_pInventory
  50. {
  51.     invSlot[MAX_INVENTORY_SLOTS],
  52.     invSelectedSlot,
  53.     invSlotAmount[MAX_INVENTORY_SLOTS],
  54.     Float:invArmourStatus[MAX_INVENTORY_SLOTS]
  55. }
  56.  
  57. enum enum_pCharacter
  58. {
  59.     charSlot[7],
  60.     charSelectedSlot,
  61.     Float:charArmourStatus
  62. }
  63.  
  64. enum enum_Player
  65. {
  66.     bool:inInventory,
  67.     bool:MessageInventory,
  68.     MessageInventoryTimer
  69. }
  70.  
  71. enum enum_ItensWorld
  72. {
  73.     bool:world_active,
  74.     world_itemid,
  75.     world_model,
  76.     world_amount,
  77.     world_object,
  78.     world_timer,
  79.     Text3D:world_3dtext,
  80.     Float:world_armourstatus,
  81.     Float:world_position[3],
  82.    
  83. }
  84.  
  85. new Itens[][enum_Itens] =
  86. {
  87.     {0,     ITEM_TYPE_NORMAL,       19382,      "Nada",                 0,          false,      {0.0,0.0,0.0,0.0},                              "N/A"},
  88.     {1,     ITEM_TYPE_HELMET,       18645,      "Capacete",             1,          true,       {0.000000, 0.000000, 0.000000, 1.000000},       "Protege contra headshots."},
  89.     {2,     ITEM_TYPE_WEAPON,       348,        "Deagle",               1,          true,       {0.000000, -30.00000, 0.000000, 1.200000},      "Pistola de alto calibre.~n~~n~~g~Headshot habilitado."},
  90.     {3,     ITEM_TYPE_WEAPON,       356,        "M4",                   1,          true,       {0.000000, -30.00000, 0.000000, 2.200000},      "Fuzil de longo alcance~n~com média precisão."},
  91.     {4,     ITEM_TYPE_AMMO,         2061,       "Munição",                200,        true,       {0.000000, 0.000000, 0.000000, 2.000000},       "Munição para armas de fogo."},
  92.     {5,     ITEM_TYPE_WEAPON,       344,        "Molotov",              5,          true,       {0.000000, 0.000000, 0.000000, 1.000000},       "Arma incendiaria caseira."},
  93.     {6,     ITEM_TYPE_BODY,         19142,      "Colete",               1,          true,       {0.000000, 0.000000, 0.000000, 1.000000},       "Colete aprova de balas."},
  94.     {7,     ITEM_TYPE_BACKPACK,     3026,       "Mochila Média",       1,          true,       {0.000000, 0.000000, 0.000000, 1.000000},       "Mochila que aumenta seu~n~inventário."},
  95.     {8,     ITEM_TYPE_BACKPACK,     3026,       "Mochila Grande",       1,          true,       {0.000000, 0.000000, 0.000000, 1.000000},       "Mochila que aumenta seu~n~inventário."},
  96.     {9,     ITEM_TYPE_WEAPON,       355,        "AK-47",                1,          true,       {0.000000, -30.00000, 0.000000, 2.200000},      "Fuzil de longo alcance~n~com média precisão."},
  97.     {10,    ITEM_TYPE_WEAPON,       349,        "Shotgun",              1,          true,       {0.000000, -30.00000, 0.000000, 2.200000},      "Shotgun de curto alcance~n~com um grande poder de fogo.~n~~n~~g~Headshot habilitado."},
  98.     {11,    ITEM_TYPE_MELEEWEAPON,  335,        "Faca",                 1,          true,       {0.000000, -30.00000, 0.000000, 2.200000},      "Arma de corpo-a-corpo."},
  99.     {12,    ITEM_TYPE_MELEEWEAPON,  334,        "Cacetete",             1,          true,       {0.000000, -30.00000, 0.000000, 1.500000},      "Arma de corpo-a-corpo."},
  100.     {13,    ITEM_TYPE_WEAPON,       352,        "Uzi",                  1,          true,       {0.000000, -30.00000, 0.000000, 1.200000},      "Micro metralhadora~n~de duas mãos.."},
  101.     {14,    ITEM_TYPE_WEAPON,       347,        "Usp",                  1,          true,       {0.000000, -30.00000, 0.000000, 1.200000},      "Pistola com silenciador.~n~~n~~g~Headshot habilitado."},
  102.     {15,    ITEM_TYPE_WEAPON,       353,        "MP5",                  1,          true,       {0.000000, -30.00000, 0.000000, 2.200000},      "Micro metralhadora."},
  103.     {16,    ITEM_TYPE_WEAPON,       358,        "Sniper",               1,          true,       {0.000000, -30.00000, 0.000000, 2.200000},      "Rifle de longo alcance.~n~~n~~g~Headshot habilitado."},
  104.     {17,    ITEM_TYPE_WEAPON,       342,        "Granada",              5,          true,       {0.000000, 0.000000, 0.000000, 1.000000},       "Explosivo poderoso."},
  105.     {18,    ITEM_TYPE_NORMAL,       11738,      "Kit Médico",          5,          true,       {0.000000, 0.000000, 0.000000, 1.000000},       "Kit de primeiro socorros~n~que recupera sua vida."}
  106. };
  107.  
  108. new pInventory[MAX_PLAYERS][enum_pInventory];
  109. new pCharacter[MAX_PLAYERS][enum_pCharacter];
  110. new Player[MAX_PLAYERS][enum_Player];
  111. new ItensWorld[MAX_ITENS_WORLD][enum_ItensWorld];
  112. new LastItemID;
  113.  
  114. //-------------------------------------------------------------------//
  115. //************************* -Variáveis- *****************************//
  116. //-------------------------------------------------------------------//
  117.  
  118. new String[256];
  119.  
  120. //-------------------------------------------------------------------//
  121. //************************* -TextDraws- *****************************//
  122. //-------------------------------------------------------------------//
  123.  
  124. new PlayerText:inventario_index[MAX_PLAYERS][15];
  125. new PlayerText:inventario_skin[MAX_PLAYERS];
  126. new PlayerText:inventario_textos[MAX_PLAYERS][11];
  127. new PlayerText:inventario_description[MAX_PLAYERS][4];
  128. new PlayerText:inventario_personagemindex[MAX_PLAYERS][7];
  129. new PlayerText:inventario_mensagem[MAX_PLAYERS];
  130.  
  131. new Text:inventario_usar;
  132. new Text:inventario_split[2];
  133. new Text:inventario_drop[2];
  134. new Text:inventario_close[2];
  135. new Text:inventario_backgrounds[5];
  136. new Text:inventario_remover;
  137.  
  138. //-------------------------------------------------------------------//
  139. //*****************/******** -GameMod- ******************/***********//
  140. //-------------------------------------------------------------------//
  141.  
  142. forward @TimerOneSecond();
  143. forward HideMessageInventory(playerid);
  144. forward Float:GetPlayerArmourEx(playerid);
  145.  
  146. public OnFilterScriptInit()
  147. {
  148.     SetTimer("@TimerOneSecond", 1000, true);
  149.    
  150.     LoadTextDraws();
  151.    
  152.     LastItemID = 0;
  153.     return 1;
  154. }
  155.  
  156. public OnPlayerConnect(playerid)
  157. {
  158.     ResetVariables(playerid);
  159.    
  160.     for(new i = 0; i < 10; i++)
  161.         RemovePlayerAttachedObject(playerid, i);
  162.  
  163.     pInventory[playerid][invSelectedSlot] = -1;
  164.     pCharacter[playerid][charSelectedSlot] = -1;
  165.    
  166.     LoadPlayerTextDraws(playerid);
  167.     return 1;
  168. }
  169.  
  170. public OnPlayerDisconnect(playerid, reason)
  171. {
  172.     if(Player[playerid][MessageInventory])
  173.         KillTimer(Player[playerid][MessageInventoryTimer]);
  174.  
  175.     ResetVariables(playerid);
  176.     return true;
  177. }
  178.  
  179. public OnPlayerSpawn(playerid)
  180. {
  181.     SetPlayerSkin(playerid, 292);
  182.     return true;
  183. }
  184.  
  185. public OnPlayerClickTextDraw(playerid, Text:clickedid)
  186. {
  187.     if(clickedid == Text:INVALID_TEXT_DRAW)
  188.     {
  189.         if(Player[playerid][inInventory])
  190.             HideInventory(playerid);
  191.     }
  192.     else if(clickedid == inventario_close[0])
  193.     {
  194.         HideInventory(playerid);
  195.     }
  196.     else if(clickedid == inventario_usar)
  197.     {
  198.         if(pInventory[playerid][invSelectedSlot] == -1)
  199.             return 0;
  200.  
  201.         new slot = pInventory[playerid][invSelectedSlot];
  202.        
  203.         pInventory[playerid][invSelectedSlot] = -1;
  204.         UseItem(playerid, slot, Itens[pInventory[playerid][invSlot][slot]][item_id]);
  205.     }
  206.     else if(clickedid == inventario_split[0])
  207.     {
  208.         if(pInventory[playerid][invSelectedSlot] == -1)
  209.             return 0;
  210.            
  211.         if(InventoryFull(playerid))
  212.             return ShowMessageInventory(playerid, "~r~ERRO: ~w~Seu inventário está cheio.");
  213.            
  214.         new slot = pInventory[playerid][invSelectedSlot];
  215.  
  216.         if(pInventory[playerid][invSlotAmount][slot] <= 1)
  217.             return ShowMessageInventory(playerid, "~r~ERRO: ~w~Você não pode dividir esse item.");
  218.            
  219.         SplitItem(playerid, pInventory[playerid][invSelectedSlot]);
  220.     }
  221.     else if(clickedid == inventario_drop[0])
  222.     {
  223.         if(pInventory[playerid][invSelectedSlot] == -1)
  224.             return 0;
  225.            
  226.         new slot = pInventory[playerid][invSelectedSlot];
  227.         new itemid = pInventory[playerid][invSlot][slot];
  228.         new amount = pInventory[playerid][invSlotAmount][slot];
  229.         new Float:armourstatus = pInventory[playerid][invArmourStatus][slot];
  230.         new Float:pos[3];
  231.        
  232.         if(!Itens[itemid][item_canbedropped])
  233.             return ShowMessageInventory(playerid, "~r~ERRO: ~w~Você não pode dropar esse item.");
  234.        
  235.         GetPlayerPos(playerid, pos[0], pos[1], pos[2]);
  236.  
  237.         if(itemid == 6)
  238.             DropItem(pos[0], pos[1], pos[2], itemid, amount, armourstatus);
  239.         else
  240.             DropItem(pos[0], pos[1], pos[2], itemid, amount);
  241.            
  242.         RemoveItemFromInventory(playerid, slot);
  243.        
  244.         for(new a = 0; a < 4; a++)
  245.             PlayerTextDrawHide(playerid, inventario_description[playerid][a]);
  246.  
  247.         TextDrawHideForPlayer(playerid, inventario_backgrounds[4]);
  248.        
  249.         pInventory[playerid][invSelectedSlot] = -1;
  250.  
  251.     }
  252.     else if(clickedid == inventario_remover)
  253.     {
  254.         if(pCharacter[playerid][charSelectedSlot] == -1)
  255.             return 0;
  256.        
  257.         if(InventoryFull(playerid))
  258.             return ShowMessageInventory(playerid, "~r~ERRO: ~w~Seu inventário está cheio.");
  259.  
  260.         new selected = pCharacter[playerid][charSelectedSlot];
  261.  
  262.         if(selected == 2)
  263.             if(SlotsInUse(playerid) > 5)
  264.                 return ShowMessageInventory(playerid,"~r~ERRO: ~w~Esvazie os itens de sua mochila.");
  265.                
  266.         if(selected == 2)
  267.             if(SlotsInUse(playerid) >= 5)
  268.                 return ShowMessageInventory(playerid,"~r~ERRO: ~w~Não tem espaço no seu inventário.");
  269.        
  270.         if(selected == 1)
  271.             AddItem(playerid, pCharacter[playerid][charSlot][selected], 1, pCharacter[playerid][charArmourStatus]);
  272.         else if(Itens[pCharacter[playerid][charSlot][selected]][item_id] == 5 || Itens[pCharacter[playerid][charSlot][selected]][item_id] == 17)
  273.         {
  274.             new weapons[13][2];
  275.  
  276.             for (new s = 0; s <= 12; s++)
  277.                 GetPlayerWeaponData(playerid, s, weapons[s][0], weapons[s][1]);
  278.  
  279.             AddItem(playerid, pCharacter[playerid][charSlot][selected], weapons[8][1]);
  280.         }
  281.         else
  282.             AddItem(playerid, pCharacter[playerid][charSlot][selected], 1);
  283.            
  284.         RemoveItemFromCharacter(playerid, selected);
  285.        
  286.         pCharacter[playerid][charSelectedSlot] = -1;
  287.     }
  288.  
  289.     return 1;
  290. }
  291.  
  292. public OnPlayerClickPlayerTextDraw(playerid, PlayerText:playertextid)
  293. {
  294.     for(new i = 0; i < MAX_INVENTORY_SLOTS; i++)
  295.         if(playertextid == inventario_index[playerid][i])
  296.         {
  297.             if(pInventory[playerid][invSlot][i] == 0)
  298.                 break;
  299.                
  300.             if(pInventory[playerid][invSelectedSlot] == i)
  301.             {
  302.                 PlayerTextDrawBackgroundColor(playerid, inventario_index[playerid][i], 96);
  303.                 pInventory[playerid][invSelectedSlot] = -1;
  304.                 PlayerTextDrawHide(playerid, inventario_index[playerid][i]);
  305.                 PlayerTextDrawShow(playerid, inventario_index[playerid][i]);
  306.                
  307.                 for(new a = 0; a < 4; a++)
  308.                     PlayerTextDrawHide(playerid, inventario_description[playerid][a]);
  309.                    
  310.                 TextDrawHideForPlayer(playerid, inventario_backgrounds[4]);
  311.                
  312.                 TextDrawHideForPlayer(playerid, inventario_usar);
  313.                 TextDrawHideForPlayer(playerid, inventario_split[0]);
  314.                 TextDrawHideForPlayer(playerid, inventario_split[1]);
  315.                 TextDrawHideForPlayer(playerid, inventario_drop[0]);
  316.                 TextDrawHideForPlayer(playerid, inventario_drop[1]);
  317.                
  318.                 PlayerTextDrawHide(playerid, inventario_textos[playerid][9]);
  319.                    
  320.                 break;
  321.             }
  322.             else if(pInventory[playerid][invSelectedSlot] != -1)
  323.             {
  324.                 PlayerTextDrawBackgroundColor(playerid, inventario_index[playerid][pInventory[playerid][invSelectedSlot]], 96);
  325.                 PlayerTextDrawHide(playerid, inventario_index[playerid][pInventory[playerid][invSelectedSlot]]);
  326.                 PlayerTextDrawShow(playerid, inventario_index[playerid][pInventory[playerid][invSelectedSlot]]);
  327.             }
  328.            
  329.             PlayerTextDrawBackgroundColor(playerid, inventario_index[playerid][i], 0xFFFFFF50);
  330.  
  331.             PlayerTextDrawHide(playerid, inventario_index[playerid][i]);
  332.             PlayerTextDrawShow(playerid, inventario_index[playerid][i]);
  333.            
  334.             // Descrição do Item
  335.            
  336.             PlayerTextDrawSetPreviewModel(playerid, inventario_description[playerid][0], Itens[pInventory[playerid][invSlot][i]][item_modelo]);
  337.             PlayerTextDrawSetPreviewRot(playerid, inventario_description[playerid][0], Itens[pInventory[playerid][invSlot][i]][item_previewrot][0], Itens[pInventory[playerid][invSlot][i]][item_previewrot][1], Itens[pInventory[playerid][invSlot][i]][item_previewrot][2], Itens[pInventory[playerid][invSlot][i]][item_previewrot][3]);
  338.             PlayerTextDrawShow(playerid, inventario_description[playerid][0]);
  339.  
  340.             PlayerTextDrawSetString(playerid, inventario_description[playerid][1], ConvertToGameText(Itens[pInventory[playerid][invSlot][i]][item_nome]));
  341.             PlayerTextDrawSetString(playerid, inventario_description[playerid][2], ConvertToGameText(Itens[pInventory[playerid][invSlot][i]][item_description]));
  342.            
  343.             if(Itens[pInventory[playerid][invSlot][i]][item_tipo] == ITEM_TYPE_BODY)
  344.                 format(String, sizeof(String), "Durabilidade: %.1f", pInventory[playerid][invArmourStatus][i]);
  345.             else if(pInventory[playerid][invSlotAmount][i] > 1)
  346.                 format(String, sizeof(String), "Quantidade: %d", pInventory[playerid][invSlotAmount][i]);
  347.             else
  348.                 String = " ";
  349.                
  350.             PlayerTextDrawSetString(playerid, inventario_description[playerid][3], String);
  351.  
  352.             if(pInventory[playerid][invSelectedSlot] == -1)
  353.             {
  354.                 TextDrawShowForPlayer(playerid, inventario_usar);
  355.                 TextDrawShowForPlayer(playerid, inventario_split[0]);
  356.                 TextDrawShowForPlayer(playerid, inventario_split[1]);
  357.                 TextDrawShowForPlayer(playerid, inventario_drop[0]);
  358.                 TextDrawShowForPlayer(playerid, inventario_drop[1]);
  359.                 PlayerTextDrawShow(playerid, inventario_textos[playerid][9]);
  360.                
  361.                 for(new a = 0; a < 4; a++)
  362.                     PlayerTextDrawShow(playerid, inventario_description[playerid][a]);
  363.  
  364.                 TextDrawShowForPlayer(playerid, inventario_backgrounds[4]);
  365.             }
  366.            
  367.             pInventory[playerid][invSelectedSlot] = i;
  368.             break;
  369.         }
  370.  
  371.     for(new i = 0; i < 7; i++)
  372.         if(playertextid == inventario_personagemindex[playerid][i])
  373.         {
  374.             if(pCharacter[playerid][charSlot][i] == 0)
  375.                 break;
  376.                
  377.             if(pCharacter[playerid][charSelectedSlot] == i)
  378.             {
  379.                 PlayerTextDrawBackgroundColor(playerid, inventario_personagemindex[playerid][i], 96);
  380.                 PlayerTextDrawHide(playerid, inventario_personagemindex[playerid][i]);
  381.                 PlayerTextDrawShow(playerid, inventario_personagemindex[playerid][i]);
  382.                 pCharacter[playerid][charSelectedSlot] = -1;
  383.  
  384.                 PlayerTextDrawHide(playerid, inventario_textos[playerid][10]);
  385.                 TextDrawHideForPlayer(playerid, inventario_remover);
  386.                 break;
  387.             }
  388.             else if(pCharacter[playerid][charSelectedSlot] != -1)
  389.             {
  390.                 new char_slot = pCharacter[playerid][charSelectedSlot];
  391.                 PlayerTextDrawBackgroundColor(playerid, inventario_personagemindex[playerid][char_slot], 96);
  392.                 PlayerTextDrawHide(playerid, inventario_personagemindex[playerid][char_slot]);
  393.                 PlayerTextDrawShow(playerid, inventario_personagemindex[playerid][char_slot]);
  394.             }
  395.            
  396.             PlayerTextDrawBackgroundColor(playerid, inventario_personagemindex[playerid][i], 0xFFFFFF50);
  397.             PlayerTextDrawHide(playerid, inventario_personagemindex[playerid][i]);
  398.             PlayerTextDrawShow(playerid, inventario_personagemindex[playerid][i]);
  399.  
  400.             if(pCharacter[playerid][charSelectedSlot] == -1)
  401.             {
  402.                 PlayerTextDrawShow(playerid, inventario_textos[playerid][10]);
  403.                 TextDrawShowForPlayer(playerid, inventario_remover);
  404.             }
  405.            
  406.             pCharacter[playerid][charSelectedSlot] = i;
  407.             break;
  408.         }
  409.        
  410.     return 1;
  411. }
  412.  
  413. public OnPlayerWeaponShot(playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ)
  414. {
  415.     new bool:valid_shot = true;
  416.    
  417.     new ammu_slot = GetAmmunationSlot(playerid);
  418.        
  419.     if(ammu_slot == -1)
  420.     {
  421.         for(new s = 3; s < 7; s ++)
  422.             if(Itens[pCharacter[playerid][charSlot][s]][item_tipo] != ITEM_TYPE_MELEEWEAPON)
  423.                 if(pCharacter[playerid][charSlot][s] != 0)
  424.                 {
  425.                     AddItem(playerid, pCharacter[playerid][charSlot][s], 1);
  426.                     RemoveItemFromCharacter(playerid, s);
  427.                 }
  428.                
  429.         return false;
  430.     }
  431.  
  432.     pInventory[playerid][invSlotAmount][GetAmmunationSlot(playerid)] --;
  433.     SetPlayerAmmo(playerid, weaponid, GetAmmunation(playerid));
  434.  
  435.     if(GetAmmunation(playerid) <= 0)
  436.         for(new s = 3; s < 7; s ++)
  437.             if(Itens[pCharacter[playerid][charSlot][s]][item_tipo] != ITEM_TYPE_MELEEWEAPON)
  438.                 if(pCharacter[playerid][charSlot][s] != 0)
  439.                 {
  440.                     AddItem(playerid, pCharacter[playerid][charSlot][s], 1);
  441.                     RemoveItemFromCharacter(playerid, s);
  442.                     valid_shot = false;
  443.                 }
  444.  
  445.     if(pInventory[playerid][invSlotAmount][ammu_slot] <= 0)
  446.         RemoveItemFromInventory(playerid, ammu_slot);
  447.        
  448.     if(valid_shot == false)
  449.         return false;
  450.  
  451.     return true;
  452. }
  453.  
  454. public OnPlayerKeyStateChange(playerid,newkeys,oldkeys)
  455. {
  456.     if(newkeys == KEY_NO)
  457.         if(!Player[playerid][inInventory])
  458.             ShowInventory(playerid);
  459.            
  460.     if(newkeys == KEY_WALK)
  461.         for(new i = 0; i < MAX_ITENS_WORLD; i++)
  462.         {
  463.             if(ItensWorld[i][world_active])
  464.             {
  465.                 if(IsPlayerInRangeOfPoint(playerid, 2.0, ItensWorld[i][world_position][0], ItensWorld[i][world_position][1], ItensWorld[i][world_position][2]))
  466.                 {
  467.                     new bool:sucess = false;
  468.  
  469.                     if(!InventoryFull(playerid))
  470.                     {
  471.                         AddItem(playerid, ItensWorld[i][world_itemid], ItensWorld[i][world_amount], ItensWorld[i][world_armourstatus]);
  472.                         DeleteItemWorld(i);
  473.                         sucess = true;
  474.                     }
  475.  
  476.                     if(!sucess)
  477.                         for(new a = 0; a < GetSlotsInventory(playerid); a ++)
  478.                             if(pInventory[playerid][invSlot][a] == ItensWorld[i][world_itemid])
  479.                                 if(Itens[ItensWorld[i][world_itemid]][item_limite] >= ItensWorld[i][world_amount]+pInventory[playerid][invSlotAmount][a])
  480.                                 {
  481.                                     AddItem(playerid, ItensWorld[i][world_itemid], ItensWorld[i][world_amount], ItensWorld[i][world_armourstatus]);
  482.                                     DeleteItemWorld(i);
  483.                                     sucess = true;
  484.                                     break;
  485.                                 }
  486.  
  487.                     if(!sucess)
  488.                         ShowMessageInventory(playerid, "~r~ERRO: ~w~Seu inventário está cheio.");
  489.                        
  490.                     break;
  491.                 }
  492.             }
  493.         }
  494.  
  495.     return true;
  496. }
  497.  
  498. public OnPlayerTakeDamage(playerid, issuerid, Float: amount, weaponid, bodypart)
  499. {
  500.     if(issuerid != INVALID_PLAYER_ID )
  501.         if(bodypart == 9)
  502.             if(weaponid == 23 || weaponid == 24 || weaponid == 25 || weaponid == 34)
  503.                 if(pCharacter[playerid][charSlot][0] != 0)
  504.                     RemoveItemFromCharacter(playerid, 0);
  505.                 else
  506.                     SetPlayerHealth(playerid, 0.0);
  507.                
  508.     return true;
  509. }
  510.  
  511. public OnPlayerUpdate(playerid)
  512. {
  513.     new bool:have_fuzil = false;
  514.     for(new s = 3; s < 7; s ++)
  515.     {
  516.         if(pCharacter[playerid][charSlot][s] == 3 || pCharacter[playerid][charSlot][s] == 9)
  517.         {
  518.             new weaponid = GetWeaponIDFromModel(Itens[pCharacter[playerid][charSlot][s]][item_modelo]);
  519.  
  520.             if(GetPlayerWeapon(playerid) != weaponid)
  521.                 SetPlayerAttachedObject(playerid, 3, Itens[pCharacter[playerid][charSlot][s]][item_modelo], 1, 0.015999,-0.125999,-0.153000,0.000000,-22.700004,0.400000,1.000000,1.000000,1.000000);
  522.             else
  523.                 RemovePlayerAttachedObject(playerid, 3);
  524.                
  525.             have_fuzil = true;
  526.         }
  527.        
  528.         if(!have_fuzil && pCharacter[playerid][charSlot][s] == 16)
  529.         {
  530.             new weaponid = GetWeaponIDFromModel(Itens[pCharacter[playerid][charSlot][s]][item_modelo]);
  531.  
  532.             if(GetPlayerWeapon(playerid) != weaponid)
  533.                 SetPlayerAttachedObject(playerid, 3, Itens[pCharacter[playerid][charSlot][s]][item_modelo], 1, 0.015999,-0.125999,-0.153000,0.000000,-22.700004,0.400000,1.000000,1.000000,1.000000);
  534.             else
  535.                 RemovePlayerAttachedObject(playerid, 3);
  536.         }
  537.        
  538.         if(pCharacter[playerid][charSlot][s] == 10)
  539.         {
  540.             new weaponid = GetWeaponIDFromModel(Itens[pCharacter[playerid][charSlot][s]][item_modelo]);
  541.            
  542.             if(GetPlayerWeapon(playerid) != weaponid)
  543.                 SetPlayerAttachedObject(playerid, 4, Itens[pCharacter[playerid][charSlot][s]][item_modelo],1,-0.032000,-0.127000,0.000999,20.600004,29.900007,-2.599998,1.000000,1.000000,1.000000);
  544.             else
  545.                 RemovePlayerAttachedObject(playerid, 4);
  546.         }
  547.        
  548.         if(pCharacter[playerid][charSlot][s] == 2)
  549.         {
  550.             new weaponid = GetWeaponIDFromModel(Itens[pCharacter[playerid][charSlot][s]][item_modelo]);
  551.            
  552.             if(GetPlayerWeapon(playerid) != weaponid)
  553.                 SetPlayerAttachedObject(playerid, 5, Itens[pCharacter[playerid][charSlot][s]][item_modelo],1,-0.053999,0.005999,-0.207000,67.899978,-177.600006,-0.400004,1.000000,1.000000,1.000000);
  554.             else
  555.                 RemovePlayerAttachedObject(playerid, 5);
  556.         }
  557.        
  558.         new itemid = pCharacter[playerid][charSlot][s];
  559.         if(Itens[itemid][item_tipo] == ITEM_TYPE_MELEEWEAPON)
  560.         {
  561.             new weaponid = GetWeaponIDFromModel(Itens[pCharacter[playerid][charSlot][s]][item_modelo]);
  562.  
  563.             if(GetPlayerWeapon(playerid) != weaponid)
  564.                 SetPlayerAttachedObject(playerid,6,Itens[pCharacter[playerid][charSlot][s]][item_modelo],1,-0.226999,-0.034999,0.211999,-97.999916,-88.000083,3.600018,1.000000,1.000000,1.000000);
  565.             else
  566.                 RemovePlayerAttachedObject(playerid, 6);
  567.         }
  568.     }
  569.    
  570.     return true;
  571. }
  572.  
  573. //----------------------------------------------------------
  574.  
  575. @TimerOneSecond()
  576. {
  577.     for(new i = 0; i < MAX_ITENS_WORLD; i++)
  578.         if(ItensWorld[i][world_active])
  579.         {
  580.             ItensWorld[i][world_timer]--;
  581.                
  582.             if(ItensWorld[i][world_timer] == 0)
  583.                 DeleteItemWorld(i);
  584.         }
  585.  
  586.     for(new playerid=0; playerid < MAX_PLAYERS; playerid++)
  587.     {
  588.         new weapons[13][2];
  589.        
  590.         for (new s = 0; s <= 12; s++)
  591.             GetPlayerWeaponData(playerid, s, weapons[s][0], weapons[s][1]);
  592.  
  593.         for(new s = 3; s < 7; s ++)
  594.             if(pCharacter[playerid][charSlot][s] == 5)
  595.                 if(weapons[8][0] == 18 && weapons[8][1] == 0)
  596.                     RemoveItemFromCharacter(playerid, s);
  597.  
  598.         for(new s = 3; s < 7; s ++)
  599.             if(pCharacter[playerid][charSlot][s] == 17)
  600.                 if(weapons[8][0] == 16 && weapons[8][1] == 0)
  601.                     RemoveItemFromCharacter(playerid, s);
  602.  
  603.         if(pCharacter[playerid][charSlot][1] != 0)
  604.             if(GetPlayerArmourEx(playerid) > 0.0)
  605.                 pCharacter[playerid][charArmourStatus] = GetPlayerArmourEx(playerid);
  606.             else
  607.                 RemoveItemFromCharacter(playerid, 1);
  608.     }
  609. }
  610.  
  611. //----------------------------------------------------------
  612.  
  613. stock AddItem(playerid, itemid, amount, Float:armorstatus = 100.0)
  614. {
  615.     new bool:sucess = false;
  616.    
  617.     for(new i = 0; i < MAX_INVENTORY_SLOTS; i ++)
  618.     {
  619.         if(pInventory[playerid][invSlot][i] == itemid && Itens[pInventory[playerid][invSlot][i]][item_limite] > 1 && pInventory[playerid][invSlotAmount][i] != Itens[pInventory[playerid][invSlot][i]][item_limite])
  620.         {
  621.             new check = amount + pInventory[playerid][invSlotAmount][i];
  622.  
  623.             if(check > Itens[pInventory[playerid][invSlot][i]][item_limite])
  624.             {
  625.                 pInventory[playerid][invSlotAmount][i] = Itens[itemid][item_limite];
  626.  
  627.                 for(new a = 0; a < MAX_INVENTORY_SLOTS; a ++)
  628.                 {
  629.                     if(pInventory[playerid][invSlot][a] == 0)
  630.                     {
  631.                         pInventory[playerid][invSlot][a] = itemid;
  632.                         new resto = Itens[itemid][item_limite] - check;
  633.                         pInventory[playerid][invSlotAmount][a] = resto*-1;
  634.                        
  635.                         if(Player[playerid][inInventory])
  636.                         {
  637.                             PlayerTextDrawSetPreviewModel(playerid, inventario_index[playerid][a], Itens[itemid][item_modelo]);
  638.                             PlayerTextDrawSetPreviewRot(playerid, inventario_index[playerid][a], Itens[itemid][item_previewrot][0], Itens[itemid][item_previewrot][1], Itens[itemid][item_previewrot][2], Itens[itemid][item_previewrot][3]);
  639.  
  640.                             PlayerTextDrawHide(playerid, inventario_index[playerid][a]);
  641.                             PlayerTextDrawShow(playerid, inventario_index[playerid][a]);
  642.                         }
  643.                        
  644.                         break;
  645.                     }
  646.                 }
  647.             }
  648.             else
  649.             {
  650.                 pInventory[playerid][invSlotAmount][i] += amount;
  651.                
  652.                 if(Player[playerid][inInventory])
  653.                 {
  654.                     if(pInventory[playerid][invSelectedSlot] == i)
  655.                     {
  656.                         if(pInventory[playerid][invSlotAmount][i] > 1)
  657.                             format(String, sizeof(String), "Quantidade: %d", pInventory[playerid][invSlotAmount][i]);
  658.                         else
  659.                             String = " ";
  660.  
  661.                         PlayerTextDrawSetString(playerid, inventario_description[playerid][3], String);
  662.  
  663.                         PlayerTextDrawHide(playerid, inventario_description[playerid][3]);
  664.                         PlayerTextDrawShow(playerid, inventario_description[playerid][3]);
  665.                     }
  666.                 }
  667.             }
  668.  
  669.             sucess = true;
  670.             break;
  671.         }
  672.     }
  673.    
  674.     if(sucess)
  675.         return true;
  676.        
  677.     for(new i = 0; i < MAX_INVENTORY_SLOTS; i ++)
  678.     {
  679.         if(pInventory[playerid][invSlot][i] == 0)
  680.         {
  681.             pInventory[playerid][invSlot][i] = itemid;
  682.             pInventory[playerid][invSlotAmount][i] = amount;
  683.  
  684.             if(itemid == 6)
  685.                 pInventory[playerid][invArmourStatus][i] = armorstatus;
  686.  
  687.             if(Player[playerid][inInventory])
  688.             {
  689.                 PlayerTextDrawSetPreviewModel(playerid, inventario_index[playerid][i], Itens[itemid][item_modelo]);
  690.                 PlayerTextDrawSetPreviewRot(playerid, inventario_index[playerid][i], Itens[itemid][item_previewrot][0], Itens[itemid][item_previewrot][1], Itens[itemid][item_previewrot][2], Itens[itemid][item_previewrot][3]);
  691.  
  692.                 PlayerTextDrawHide(playerid, inventario_index[playerid][i]);
  693.                 PlayerTextDrawShow(playerid, inventario_index[playerid][i]);
  694.             }
  695.            
  696.             break;
  697.         }
  698.     }
  699.    
  700.     return true;
  701. }
  702.  
  703. //----------------------------------------------------------
  704.  
  705. stock SplitItem(playerid, slot)
  706. {
  707.     new result = pInventory[playerid][invSlotAmount][slot]/2;
  708.  
  709.     for(new i = 0; i < MAX_INVENTORY_SLOTS; i ++)
  710.         if(pInventory[playerid][invSlot][i] == 0)
  711.         {
  712.             pInventory[playerid][invSlotAmount][slot] = pInventory[playerid][invSlotAmount][slot]/2;
  713.            
  714.             pInventory[playerid][invSlot][i] = pInventory[playerid][invSlot][slot];
  715.             pInventory[playerid][invSlotAmount][i] = result;
  716.            
  717.             PlayerTextDrawHide(playerid, inventario_index[playerid][i]);
  718.             PlayerTextDrawSetPreviewModel(playerid, inventario_index[playerid][i], Itens[pInventory[playerid][invSlot][i]][item_modelo]);
  719.             PlayerTextDrawSetPreviewRot(playerid, inventario_index[playerid][i], Itens[pInventory[playerid][invSlot][i]][item_previewrot][0], Itens[pInventory[playerid][invSlot][i]][item_previewrot][1], Itens[pInventory[playerid][invSlot][i]][item_previewrot][2], Itens[pInventory[playerid][invSlot][i]][item_previewrot][3]);
  720.             PlayerTextDrawShow(playerid, inventario_index[playerid][i]);
  721.            
  722.             if(pInventory[playerid][invSlotAmount][slot] > 1)
  723.                 format(String, sizeof(String), "Quantidade: %d", pInventory[playerid][invSlotAmount][slot]);
  724.             else
  725.                 String = " ";
  726.  
  727.             PlayerTextDrawSetString(playerid, inventario_description[playerid][3], String);
  728.            
  729.             PlayerTextDrawHide(playerid, inventario_description[playerid][3]);
  730.             PlayerTextDrawShow(playerid, inventario_description[playerid][3]);
  731.             break;
  732.         }
  733. }
  734.  
  735. //----------------------------------------------------------
  736.  
  737. stock UseItem(playerid, slot, item)
  738. {
  739.     if(Itens[item][item_tipo] == ITEM_TYPE_HELMET)
  740.     {
  741.         if(pCharacter[playerid][charSlot][0] == 0)
  742.         {
  743.             AddItemCharacter(playerid, 0, item);
  744.             RemoveItemFromInventory(playerid, slot);
  745.         }
  746.         else
  747.         {
  748.             RemoveItemFromInventory(playerid, slot);
  749.             AddItem(playerid, pCharacter[playerid][charSlot][0], 1);
  750.             RemoveItemFromCharacter(playerid, 0);
  751.             AddItemCharacter(playerid, 0, item);
  752.         }
  753.     }
  754.     else if(Itens[item][item_tipo] == ITEM_TYPE_WEAPON || Itens[item][item_tipo] == ITEM_TYPE_MELEEWEAPON)
  755.     {
  756.         if(GetAmmunation(playerid) <= 0 && Itens[item][item_tipo] == ITEM_TYPE_WEAPON)
  757.         {
  758.             if(item != 4 && item != 17)
  759.             {
  760.                 pInventory[playerid][invSelectedSlot] = slot;
  761.                 return ShowMessageInventory(playerid, "~r~ERRO: ~w~Você não tem munição.");
  762.             }
  763.         }
  764.        
  765.         new weapons[13][2];
  766.  
  767.         for (new i = 0; i <= 12; i++)
  768.             GetPlayerWeaponData(playerid, i, weapons[i][0], weapons[i][1]);
  769.  
  770.         new weaponid = GetWeaponIDFromModel(Itens[item][item_modelo]);
  771.         new weaponslot = GetWeaponSlot(weaponid);
  772.        
  773.         if(weapons[weaponslot][0] != 0 && weapons[weaponslot][1] > 0)
  774.         {
  775.             pInventory[playerid][invSelectedSlot] = slot;
  776.             return ShowMessageInventory(playerid, "~r~ERRO: ~w~Não é possivel equipar duas armas do mesmo estilo.");
  777.         }
  778.  
  779.         new bool:have_slot;
  780.        
  781.         for(new i = 3; i < 7; i ++)
  782.         {
  783.             if(pCharacter[playerid][charSlot][i] == item)
  784.             {
  785.                 pInventory[playerid][invSelectedSlot] = slot;
  786.                 ShowMessageInventory(playerid, "~r~ERRO: ~w~Não é possivel equipar duas armas iguais.");
  787.                 have_slot = true;
  788.                 break;
  789.             }
  790.            
  791.             if(pCharacter[playerid][charSlot][i] == 0)
  792.             {
  793.                 AddItemCharacter(playerid, i, item, pInventory[playerid][invSlotAmount][slot]);
  794.                 RemoveItemFromInventory(playerid, slot);
  795.                 have_slot = true;
  796.                 break;
  797.             }
  798.         }
  799.        
  800.         if(!have_slot)
  801.         {
  802.             pInventory[playerid][invSelectedSlot] = slot;
  803.             ShowMessageInventory(playerid, "~r~ERRO: ~w~Não é possivel equipar mais armas.");
  804.             return true;
  805.         }
  806.     }
  807.     else if(Itens[item][item_tipo] == ITEM_TYPE_BODY)
  808.     {
  809.         if(pCharacter[playerid][charSlot][1] == 0)
  810.         {
  811.             AddItemCharacter(playerid, 1, item, 0, pInventory[playerid][invArmourStatus][slot]);
  812.             RemoveItemFromInventory(playerid, slot);
  813.         }
  814.         else
  815.         {
  816.             RemoveItemFromInventory(playerid, slot);
  817.             AddItem(playerid, pCharacter[playerid][charSlot][1], 1);
  818.             RemoveItemFromCharacter(playerid, 1);
  819.             AddItemCharacter(playerid, 1, item);
  820.         }
  821.     }
  822.     else if(Itens[item][item_tipo] == ITEM_TYPE_BACKPACK)
  823.     {
  824.         if(pCharacter[playerid][charSlot][2] == 0)
  825.         {
  826.             AddItemCharacter(playerid, 2, item);
  827.             RemoveItemFromInventory(playerid, slot);
  828.         }
  829.         else
  830.         {
  831.             RemoveItemFromInventory(playerid, slot);
  832.             AddItem(playerid, pCharacter[playerid][charSlot][2], 1);
  833.             RemoveItemFromCharacter(playerid, 2);
  834.             AddItemCharacter(playerid, 2, item);
  835.         }
  836.        
  837.         OrganizeInventory(playerid);
  838.        
  839.         for(new i = 0; i < MAX_INVENTORY_SLOTS; i++)
  840.             PlayerTextDrawHide(playerid, inventario_index[playerid][i]);
  841.            
  842.         for(new i = 0; i < GetSlotsInventory(playerid); i++)
  843.         {
  844.             PlayerTextDrawSetPreviewModel(playerid, inventario_index[playerid][i], Itens[pInventory[playerid][invSlot][i]][item_modelo]);
  845.             PlayerTextDrawSetPreviewRot(playerid, inventario_index[playerid][i], Itens[pInventory[playerid][invSlot][i]][item_previewrot][0], Itens[pInventory[playerid][invSlot][i]][item_previewrot][1], Itens[pInventory[playerid][invSlot][i]][item_previewrot][2], Itens[pInventory[playerid][invSlot][i]][item_previewrot][3]);
  846.             PlayerTextDrawBackgroundColor(playerid, inventario_index[playerid][i], 96);
  847.  
  848.             PlayerTextDrawShow(playerid, inventario_index[playerid][i]);
  849.         }
  850.     }
  851.     else if(Itens[item][item_tipo] == ITEM_TYPE_AMMO)
  852.     {
  853.         pInventory[playerid][invSelectedSlot] = slot;
  854.         return true;
  855.     }
  856.     else if(Itens[item][item_tipo] == ITEM_TYPE_NORMAL)
  857.     {
  858.         if(item == 18) // Kit Médico
  859.         {
  860.             SetPlayerHealth(playerid, 100.0);
  861.             RemoveItemFromInventory(playerid, slot, 1);
  862.         }
  863.     }
  864.  
  865.     if(Player[playerid][inInventory])
  866.     {
  867.         for(new a = 0; a < 4; a++)
  868.             PlayerTextDrawHide(playerid, inventario_description[playerid][a]);
  869.  
  870.         TextDrawHideForPlayer(playerid, inventario_backgrounds[4]);
  871.  
  872.         TextDrawHideForPlayer(playerid, inventario_usar);
  873.         TextDrawHideForPlayer(playerid, inventario_split[0]);
  874.         TextDrawHideForPlayer(playerid, inventario_split[1]);
  875.         TextDrawHideForPlayer(playerid, inventario_drop[0]);
  876.         TextDrawHideForPlayer(playerid, inventario_drop[1]);
  877.         PlayerTextDrawHide(playerid, inventario_textos[playerid][9]);
  878.     }
  879.    
  880.     return true;
  881. }
  882.  
  883. //----------------------------------------------------------
  884.  
  885. stock AddItemCharacter(playerid, slot, itemid, quantidade = 0, Float:armourstatus = 0.0)
  886. {
  887.     pCharacter[playerid][charSlot][slot] = itemid;
  888.  
  889.     if(itemid == 1)
  890.     {
  891.         switch(GetPlayerSkin(playerid))
  892.         {
  893.             #define HelmetAttach{%0,%1,%2,%3,%4,%5} SetPlayerAttachedObject(playerid, 0, 18645, 2, (%0), (%1), (%2), (%3), (%4), (%5));
  894.             case 0, 65, 74, 149, 208, 273:  HelmetAttach{0.070000, 0.000000, 0.000000, 88.000000, 75.000000, 0.000000}
  895.             case 1..6, 8, 14, 16, 22, 27, 29, 33, 41..49, 82..84, 86, 87, 119, 289: HelmetAttach{0.070000, 0.000000, 0.000000, 88.000000, 77.000000, 0.000000}
  896.             case 7, 10: HelmetAttach{0.090000, 0.019999, 0.000000, 88.000000, 90.000000, 0.000000}
  897.             case 9: HelmetAttach{0.059999, 0.019999, 0.000000, 88.000000, 90.000000, 0.000000}
  898.             case 11..13: HelmetAttach{0.070000, 0.019999, 0.000000, 88.000000, 90.000000, 0.000000}
  899.             case 15: HelmetAttach{0.059999, 0.000000, 0.000000, 88.000000, 82.000000, 0.000000}
  900.             case 17..21: HelmetAttach{0.059999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}
  901.             case 23..26, 28, 30..32, 34..39, 57, 58, 98, 99, 104..118, 120..131: HelmetAttach{0.079999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}
  902.             case 40: HelmetAttach{0.050000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}
  903.             case 50, 100..103, 148, 150..189, 222: HelmetAttach{0.070000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}
  904.             case 51..54: HelmetAttach{0.100000, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}
  905.             case 55, 56, 63, 64, 66..73, 75, 76, 78..81, 133..143, 147, 190..207, 209..219, 221, 247..272, 274..288, 290..293: HelmetAttach{0.070000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}
  906.             case 59..62: HelmetAttach{0.079999, 0.029999, 0.000000, 88.000000, 82.000000, 0.000000}
  907.             case 77: HelmetAttach{0.059999, 0.019999, 0.000000, 87.000000, 82.000000, 0.000000}
  908.             case 85, 88, 89: HelmetAttach{0.070000, 0.039999, 0.000000, 88.000000, 82.000000, 0.000000}
  909.             case 90..97: HelmetAttach{0.050000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}
  910.             case 132: HelmetAttach{0.000000, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}
  911.             case 144..146: HelmetAttach{0.090000, 0.000000, 0.000000, 88.000000, 82.000000, 0.000000}
  912.             case 220: HelmetAttach{0.029999, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}
  913.             case 223, 246: HelmetAttach{0.070000, 0.050000, 0.000000, 88.000000, 82.000000, 0.000000}
  914.             case 224..245: HelmetAttach{0.070000, 0.029999, 0.000000, 88.000000, 82.000000, 0.000000}
  915.             case 294: HelmetAttach{0.070000, 0.019999, 0.000000, 91.000000, 84.000000, 0.000000}
  916.             case 295: HelmetAttach{0.050000, 0.019998, 0.000000, 86.000000, 82.000000, 0.000000}
  917.             case 296..298: HelmetAttach{0.064999, 0.009999, 0.000000, 88.000000, 82.000000, 0.000000}
  918.             case 299..306: HelmetAttach{0.064998, 0.019999, 0.000000, 88.000000, 82.000000, 0.000000}
  919.         }
  920.     }
  921.     else if(Itens[itemid][item_tipo] == ITEM_TYPE_WEAPON || Itens[itemid][item_tipo] == ITEM_TYPE_MELEEWEAPON)
  922.     {
  923.         new modelid = Itens[itemid][item_modelo];
  924.        
  925.         if(itemid == 5 || itemid == 17)
  926.             GivePlayerWeapon(playerid, GetWeaponIDFromModel(modelid), quantidade);
  927.         else
  928.             GivePlayerWeapon(playerid, GetWeaponIDFromModel(modelid), GetAmmunation(playerid));
  929.     }
  930.     else if(itemid == 6)
  931.     {
  932.         SetPlayerArmour(playerid, armourstatus);
  933.         pCharacter[playerid][charArmourStatus] = armourstatus;
  934.  
  935.         switch(GetPlayerSkin(playerid))
  936.         {
  937.             case 292:
  938.                 SetPlayerAttachedObject(playerid, 1, 19142, 1, 0.103999,0.034999,0.001000,0.000000,0.000000,0.000000,1.000000,1.000000,1.000000);
  939.         }
  940.     }
  941.     else if(Itens[itemid][item_tipo] == ITEM_TYPE_BACKPACK)
  942.     {
  943.         switch(GetPlayerSkin(playerid))
  944.         {
  945.             case 292:
  946.                 SetPlayerAttachedObject(playerid, 2, 3026,1,-0.129000,-0.078999,-0.003999,0.000000,0.000000,0.000000,1.000000,1.000000,1.000000);
  947.         }
  948.     }
  949.    
  950.     PlayerPlaySound(playerid,1052,0.0,0.0,0.0);
  951.  
  952.     if(Player[playerid][inInventory])
  953.     {
  954.         PlayerTextDrawSetPreviewModel(playerid, inventario_personagemindex[playerid][slot], Itens[itemid][item_modelo]);
  955.         PlayerTextDrawSetPreviewRot(playerid, inventario_personagemindex[playerid][slot], Itens[itemid][item_previewrot][0], Itens[itemid][item_previewrot][1], Itens[itemid][item_previewrot][2], Itens[itemid][item_previewrot][3]);
  956.  
  957.         PlayerTextDrawHide(playerid, inventario_personagemindex[playerid][slot]);
  958.         PlayerTextDrawShow(playerid, inventario_personagemindex[playerid][slot]);
  959.     }
  960. }
  961. //----------------------------------------------------------
  962.  
  963. stock RemoveItemFromInventory(playerid, slot, amount = 0)
  964. {
  965.  
  966.     if(amount == 0)
  967.     {
  968.         pInventory[playerid][invSlot][slot] = 0;
  969.         pInventory[playerid][invSlotAmount][slot] = 0;
  970.     }
  971.     else
  972.     {
  973.         pInventory[playerid][invSlotAmount][slot] -= amount;
  974.        
  975.         if(pInventory[playerid][invSlotAmount][slot] == 0)
  976.             pInventory[playerid][invSlot][slot] = 0;
  977.  
  978.     }
  979.    
  980.     if(Player[playerid][inInventory])
  981.     {
  982.         PlayerTextDrawSetPreviewModel(playerid, inventario_index[playerid][slot], Itens[pInventory[playerid][invSlot][slot]][item_modelo]);
  983.         PlayerTextDrawSetPreviewRot(playerid, inventario_index[playerid][slot], Itens[pInventory[playerid][invSlot][slot]][item_previewrot][0], Itens[pInventory[playerid][invSlot][slot]][item_previewrot][1], Itens[pInventory[playerid][invSlot][slot]][item_previewrot][2], Itens[pInventory[playerid][invSlot][slot]][item_previewrot][3]);
  984.         PlayerTextDrawBackgroundColor(playerid, inventario_index[playerid][slot], 96);
  985.    
  986.         PlayerTextDrawHide(playerid, inventario_index[playerid][slot]);
  987.         PlayerTextDrawShow(playerid, inventario_index[playerid][slot]);
  988.     }
  989. }
  990.  
  991. //----------------------------------------------------------
  992.  
  993. stock RemoveItemFromCharacter(playerid, slot)
  994. {
  995.     if(Itens[pCharacter[playerid][charSlot][slot]][item_tipo] == ITEM_TYPE_WEAPON)
  996.     {
  997.         new modelid = Itens[pCharacter[playerid][charSlot][slot]][item_modelo];
  998.         SetPlayerAmmo(playerid, GetWeaponIDFromModel(modelid), 0);
  999.        
  1000.         new itemid = Itens[pCharacter[playerid][charSlot][slot]][item_id];
  1001.  
  1002.         pCharacter[playerid][charSlot][slot] = 0;
  1003.        
  1004.         if(itemid == 3 || itemid == 9)
  1005.             if(IsPlayerAttachedObjectSlotUsed(playerid, 3))
  1006.                 RemovePlayerAttachedObject(playerid, 3);
  1007.                    
  1008.         if(itemid == 10)
  1009.             if(IsPlayerAttachedObjectSlotUsed(playerid, 4))
  1010.                 RemovePlayerAttachedObject(playerid, 4);
  1011.                
  1012.         if(itemid == 2)
  1013.             if(IsPlayerAttachedObjectSlotUsed(playerid, 5))
  1014.                 RemovePlayerAttachedObject(playerid, 5);
  1015.        
  1016.     }
  1017.     else if(Itens[pCharacter[playerid][charSlot][slot]][item_tipo] == ITEM_TYPE_MELEEWEAPON)
  1018.     {
  1019.         new modelid = Itens[pCharacter[playerid][charSlot][slot]][item_modelo];
  1020.         RemovePlayerWeapon(playerid, GetWeaponIDFromModel(modelid));
  1021.        
  1022.         if(IsPlayerAttachedObjectSlotUsed(playerid, 6))
  1023.             RemovePlayerAttachedObject(playerid, 6);
  1024.     }
  1025.  
  1026.     if(slot == 0) // Helmet
  1027.     {
  1028.         RemovePlayerAttachedObject(playerid, 0);
  1029.     }
  1030.     else if(slot == 1) // Armour
  1031.     {
  1032.         RemovePlayerAttachedObject(playerid, 1);
  1033.         SetPlayerArmour(playerid, 0);
  1034.         pCharacter[playerid][charArmourStatus] = 0.0;
  1035.     }
  1036.     else if(slot == 2) // Backpack
  1037.     {
  1038.         RemovePlayerAttachedObject(playerid, 2);
  1039.         pCharacter[playerid][charSlot][slot] = 0;
  1040.        
  1041.         for(new i = 0; i < MAX_INVENTORY_SLOTS; i++)
  1042.             PlayerTextDrawHide(playerid, inventario_index[playerid][i]);
  1043.  
  1044.         for(new i = 0; i < GetSlotsInventory(playerid); i++)
  1045.         {
  1046.             PlayerTextDrawSetPreviewModel(playerid, inventario_index[playerid][i], Itens[pInventory[playerid][invSlot][i]][item_modelo]);
  1047.             PlayerTextDrawSetPreviewRot(playerid, inventario_index[playerid][i], Itens[pInventory[playerid][invSlot][i]][item_previewrot][0], Itens[pInventory[playerid][invSlot][i]][item_previewrot][1], Itens[pInventory[playerid][invSlot][i]][item_previewrot][2], Itens[pInventory[playerid][invSlot][i]][item_previewrot][3]);
  1048.             PlayerTextDrawBackgroundColor(playerid, inventario_index[playerid][i], 96);
  1049.  
  1050.             PlayerTextDrawShow(playerid, inventario_index[playerid][i]);
  1051.         }
  1052.     }
  1053.    
  1054.     pCharacter[playerid][charSlot][slot] = 0;
  1055.     PlayerPlaySound(playerid,1053,0.0,0.0,0.0);
  1056.  
  1057.     if(Player[playerid][inInventory])
  1058.     {
  1059.         PlayerTextDrawSetPreviewModel(playerid, inventario_personagemindex[playerid][slot], Itens[0][item_modelo]);
  1060.         PlayerTextDrawSetPreviewRot(playerid, inventario_personagemindex[playerid][slot], Itens[0][item_previewrot][0], Itens[0][item_previewrot][1], Itens[0][item_previewrot][2], Itens[0][item_previewrot][3]);
  1061.         PlayerTextDrawBackgroundColor(playerid, inventario_personagemindex[playerid][slot], 96);
  1062.  
  1063.         PlayerTextDrawHide(playerid, inventario_personagemindex[playerid][slot]);
  1064.         PlayerTextDrawShow(playerid, inventario_personagemindex[playerid][slot]);
  1065.  
  1066.         PlayerTextDrawHide(playerid, inventario_textos[playerid][10]);
  1067.         TextDrawHideForPlayer(playerid, inventario_remover);
  1068.     }
  1069. }
  1070. //----------------------------------------------------------
  1071.  
  1072. stock DropItem(Float:x, Float:y, Float:z, itemid, amount, Float:armourstatus = 0.0)
  1073. {
  1074.     ItensWorld[LastItemID][world_timer] = TIMER_ITEM_WORLD;
  1075.     ItensWorld[LastItemID][world_itemid] = itemid;
  1076.     ItensWorld[LastItemID][world_model] = Itens[itemid][item_modelo];
  1077.     ItensWorld[LastItemID][world_amount] = amount;
  1078.     ItensWorld[LastItemID][world_position][0] = x;
  1079.     ItensWorld[LastItemID][world_position][1] = y;
  1080.     ItensWorld[LastItemID][world_position][2] = z;
  1081.  
  1082.     if(itemid == 6)
  1083.         ItensWorld[LastItemID][world_armourstatus] = armourstatus;
  1084.    
  1085.     ItensWorld[LastItemID][world_object] = CreateObject(ItensWorld[LastItemID][world_model], x, y, z-0.90, -90,0,0);
  1086.  
  1087.     if(amount > 1)
  1088.         format(String, sizeof(String), "%s (%d)", Itens[itemid][item_nome], amount);
  1089.     else
  1090.         format(String, sizeof(String), "%s", Itens[itemid][item_nome]);
  1091.        
  1092.     ItensWorld[LastItemID][world_3dtext] = Create3DTextLabel(String, -1, x, y,z-0.90, 5.0, 0, 0);
  1093.    
  1094.     ItensWorld[LastItemID][world_active] = true;
  1095.  
  1096.     if(LastItemID == MAX_ITENS_WORLD-1)
  1097.         LastItemID = 0;
  1098.     else
  1099.         LastItemID++;
  1100. }
  1101.  
  1102. //----------------------------------------------------------
  1103.  
  1104. stock DeleteItemWorld(worlditemid)
  1105. {
  1106.     ItensWorld[worlditemid][world_active] = false;
  1107.     DestroyObject(ItensWorld[worlditemid][world_object]);
  1108.     Delete3DTextLabel(ItensWorld[worlditemid][world_3dtext]);
  1109. }
  1110.  
  1111. //----------------------------------------------------------
  1112.  
  1113. stock SlotsFree(playerid)
  1114. {
  1115.     new count = 0;
  1116.    
  1117.     for(new i = 0; i < GetSlotsInventory(playerid); i ++)
  1118.         if(pInventory[playerid][invSlot][i] == 0)
  1119.             count++;
  1120.            
  1121.     return count;
  1122. }
  1123.  
  1124. //----------------------------------------------------------
  1125.  
  1126. stock SlotsInUse(playerid)
  1127. {
  1128.     new count = 0;
  1129.    
  1130.     for(new i = 0; i < GetSlotsInventory(playerid); i ++)
  1131.         if(pInventory[playerid][invSlot][i] != 0)
  1132.             count++;
  1133.            
  1134.     return count;
  1135. }
  1136.  
  1137. //----------------------------------------------------------
  1138.  
  1139. stock InventoryFull(playerid)
  1140. {
  1141.     for(new i = 0; i < GetSlotsInventory(playerid); i ++)
  1142.         if(pInventory[playerid][invSlot][i] == 0)
  1143.             return false;
  1144.  
  1145.  
  1146.     return true;
  1147. }
  1148.  
  1149. //----------------------------------------------------------
  1150.  
  1151. stock GetSlotsInventory(playerid)
  1152. {
  1153.     new slots;
  1154.  
  1155.     if(pCharacter[playerid][charSlot][2] == 0)
  1156.         slots = 5;
  1157.     else if(pCharacter[playerid][charSlot][2] == 7)
  1158.         slots = 10;
  1159.     else if(pCharacter[playerid][charSlot][2] == 8)
  1160.         slots = 15;
  1161.        
  1162.     return slots;
  1163. }
  1164.  
  1165. //----------------------------------------------------------
  1166.  
  1167. stock GetAmmunation(playerid)
  1168. {
  1169.     new total;
  1170.  
  1171.     for(new i = 0; i < GetSlotsInventory(playerid); i ++)
  1172.         if(pInventory[playerid][invSlot][i] == 4)
  1173.             total += pInventory[playerid][invSlotAmount][i];
  1174.  
  1175.     return total;
  1176. }
  1177.  
  1178. //----------------------------------------------------------
  1179.  
  1180. stock GetAmmunationSlot(playerid)
  1181. {
  1182.     new slot = -1;
  1183.    
  1184.     for(new i = 0; i < GetSlotsInventory(playerid); i ++)
  1185.         if(pInventory[playerid][invSlot][i] == 4)
  1186.         {
  1187.             slot = i;
  1188.             break;
  1189.         }
  1190.        
  1191.     return slot;
  1192. }
  1193.  
  1194. //----------------------------------------------------------
  1195.  
  1196. stock OrganizeInventory(playerid)
  1197. {
  1198.     for(new i = 0; i < MAX_INVENTORY_SLOTS; i++)
  1199.         if(pInventory[playerid][invSlot][i] != 0)
  1200.             for(new a = 0; a < MAX_INVENTORY_SLOTS; a++)
  1201.                 if(pInventory[playerid][invSlot][a] == 0)
  1202.                 {
  1203.                     pInventory[playerid][invSlot][a] = pInventory[playerid][invSlot][i];
  1204.                     pInventory[playerid][invSlotAmount][a] = pInventory[playerid][invSlotAmount][i];
  1205.                     pInventory[playerid][invArmourStatus][a] = pInventory[playerid][invArmourStatus][i];
  1206.                     pInventory[playerid][invSlot][i] = 0;
  1207.                     pInventory[playerid][invSlotAmount][i] = 0;
  1208.                     pInventory[playerid][invArmourStatus][i] = 0;
  1209.                 }
  1210. }
  1211.  
  1212. //----------------------------------------------------------
  1213.  
  1214. stock GetWeaponSlot(weaponid)
  1215. {
  1216.     new slot;
  1217.    
  1218.     switch(weaponid)
  1219.     {
  1220.         case 0,1: slot = 0;
  1221.         case 2 .. 9: slot = 1;
  1222.         case 10 .. 15: slot = 10;
  1223.         case 16 .. 18, 39: slot = 8;
  1224.         case 22 .. 24: slot =2;
  1225.         case 25 .. 27: slot = 3;
  1226.         case 28, 29, 32: slot = 4;
  1227.         case 30, 31: slot = 5;
  1228.         case 33, 34: slot = 6;
  1229.         case 35 .. 38: slot = 7;
  1230.         case 40: slot = 12;
  1231.         case 41 .. 43: slot = 9;
  1232.         case 44 .. 46: slot = 11;
  1233.     }
  1234.    
  1235.     return slot;
  1236. }
  1237.  
  1238. //----------------------------------------------------------
  1239.  
  1240. stock ShowInventory(playerid)
  1241. {
  1242.     Player[playerid][inInventory] = true;
  1243.     SelectTextDraw(playerid, 0xFFFFFFFF);
  1244.  
  1245.     // Globais
  1246.  
  1247.     TextDrawShowForPlayer(playerid, inventario_close[0]);
  1248.     TextDrawShowForPlayer(playerid, inventario_close[1]);
  1249.    
  1250.     for(new i = 0; i < 5; i++)
  1251.         if(i != 4)
  1252.             TextDrawShowForPlayer(playerid, inventario_backgrounds[i]);
  1253.  
  1254.     // Player
  1255.  
  1256.     for(new i = 0; i < GetSlotsInventory(playerid); i++)
  1257.     {
  1258.         PlayerTextDrawSetPreviewModel(playerid, inventario_index[playerid][i], Itens[pInventory[playerid][invSlot][i]][item_modelo]);
  1259.         PlayerTextDrawSetPreviewRot(playerid, inventario_index[playerid][i], Itens[pInventory[playerid][invSlot][i]][item_previewrot][0], Itens[pInventory[playerid][invSlot][i]][item_previewrot][1], Itens[pInventory[playerid][invSlot][i]][item_previewrot][2], Itens[pInventory[playerid][invSlot][i]][item_previewrot][3]);
  1260.         PlayerTextDrawBackgroundColor(playerid, inventario_index[playerid][i], 96);
  1261.        
  1262.         PlayerTextDrawShow(playerid, inventario_index[playerid][i]);
  1263.     }
  1264.  
  1265.     for(new i = 0; i < 11; i++)
  1266.         if(i != 10 && i != 9)
  1267.             PlayerTextDrawShow(playerid, inventario_textos[playerid][i]);
  1268.  
  1269.     for(new i = 0; i < 7; i++)
  1270.     {
  1271.         new char_slot = pCharacter[playerid][charSlot][i];
  1272.  
  1273.         PlayerTextDrawSetPreviewModel(playerid, inventario_personagemindex[playerid][i], Itens[char_slot][item_modelo]);
  1274.         PlayerTextDrawSetPreviewRot(playerid, inventario_personagemindex[playerid][i], Itens[char_slot][item_previewrot][0], Itens[char_slot][item_previewrot][1], Itens[char_slot][item_previewrot][2], Itens[char_slot][item_previewrot][3]);
  1275.         PlayerTextDrawBackgroundColor(playerid, inventario_personagemindex[playerid][i], 96);
  1276.        
  1277.         PlayerTextDrawShow(playerid, inventario_personagemindex[playerid][i]);
  1278.     }
  1279.  
  1280.     PlayerTextDrawSetPreviewModel(playerid, inventario_skin[playerid], GetPlayerSkin(playerid));
  1281.     PlayerTextDrawShow(playerid, inventario_skin[playerid]);
  1282. }
  1283.  
  1284. //----------------------------------------------------------
  1285.  
  1286. stock HideInventory(playerid)
  1287. {
  1288.     TextDrawHideForPlayer(playerid, inventario_usar);
  1289.     TextDrawHideForPlayer(playerid, inventario_split[0]);
  1290.     TextDrawHideForPlayer(playerid, inventario_split[1]);
  1291.     TextDrawHideForPlayer(playerid, inventario_drop[0]);
  1292.     TextDrawHideForPlayer(playerid, inventario_drop[1]);
  1293.     TextDrawHideForPlayer(playerid, inventario_close[0]);
  1294.     TextDrawHideForPlayer(playerid, inventario_close[1]);
  1295.    
  1296.     for(new i = 0; i < 5; i++)
  1297.         if(i != 4)
  1298.             TextDrawHideForPlayer(playerid, inventario_backgrounds[i]);
  1299.            
  1300.     for(new i = 0; i < MAX_INVENTORY_SLOTS; i++)
  1301.         PlayerTextDrawHide(playerid, inventario_index[playerid][i]);
  1302.  
  1303.     for(new i = 0; i < 11; i++)
  1304.         PlayerTextDrawHide(playerid, inventario_textos[playerid][i]);
  1305.  
  1306.     for(new i = 0; i < 7; i++)
  1307.         PlayerTextDrawHide(playerid, inventario_personagemindex[playerid][i]);
  1308.  
  1309.     PlayerTextDrawHide(playerid, inventario_skin[playerid]);
  1310.     TextDrawHideForPlayer(playerid, inventario_remover);
  1311.    
  1312.     TextDrawHideForPlayer(playerid, inventario_backgrounds[4]);
  1313.  
  1314.     for(new a = 0; a < 4; a++)
  1315.         PlayerTextDrawHide(playerid, inventario_description[playerid][a]);
  1316.        
  1317.     pInventory[playerid][invSelectedSlot] = -1;
  1318.     pCharacter[playerid][charSelectedSlot] = -1;
  1319.     Player[playerid][inInventory] = false;
  1320.     CancelSelectTextDraw(playerid);
  1321. }
  1322.  
  1323. //----------------------------------------------------------
  1324.  
  1325. stock GetWeaponIDFromModel(modelid)
  1326. {
  1327.     new idweapon;
  1328.    
  1329.     switch(modelid)
  1330.     {
  1331.         case 331: idweapon = 1; // Brass Knuckles
  1332.         case 333: idweapon = 2; // Golf Club
  1333.         case 334: idweapon = 3; // Nightstick
  1334.         case 335: idweapon = 4; // Knife
  1335.         case 336: idweapon = 5; // Baseball Bat
  1336.         case 337: idweapon = 6; // Shovel
  1337.         case 338: idweapon = 7; // Pool Cue
  1338.         case 339: idweapon = 8; // Katana
  1339.         case 341: idweapon = 9; // Chainsaw
  1340.         case 321: idweapon = 10; // Double-ended Dildo
  1341.         case 325: idweapon = 14; // Flowers
  1342.         case 326: idweapon = 15; // Cane
  1343.         case 342: idweapon = 16; // Grenade
  1344.         case 343: idweapon = 17; // Tear Gas
  1345.         case 344: idweapon = 18; // Molotov Cocktail
  1346.         case 346: idweapon = 22; // 9mm
  1347.         case 347: idweapon = 23; // Silenced 9mm
  1348.         case 348: idweapon = 24; // Desert Eagle
  1349.         case 349: idweapon = 25; // Shotgun
  1350.         case 350: idweapon = 26; // Sawnoff
  1351.         case 351: idweapon = 27; // Combat Shotgun
  1352.         case 352: idweapon = 28; // Micro SMG/Uzi
  1353.         case 353: idweapon = 29; // MP5
  1354.         case 355: idweapon = 30; // AK-47
  1355.         case 356: idweapon = 31; // M4
  1356.         case 372: idweapon = 32; // Tec-9
  1357.         case 357: idweapon = 33; // Country Rifle
  1358.         case 358: idweapon = 34; // Sniper Rifle
  1359.         case 359: idweapon = 35; // RPG
  1360.         case 360: idweapon = 36; // HS Rocket
  1361.         case 361: idweapon = 37; // Flamethrower
  1362.         case 362: idweapon = 38; // Minigun
  1363.         case 363: idweapon = 39;// Satchel Charge + Detonator
  1364.         case 365: idweapon = 41; // Spraycan
  1365.         case 366: idweapon = 42; // Fire Extinguisher
  1366.     }
  1367.    
  1368.     return idweapon;
  1369. }
  1370.  
  1371. //----------------------------------------------------------
  1372.  
  1373. stock RemovePlayerWeapon(playerid, weaponid)
  1374. {
  1375.     new plyWeapons[12];
  1376.     new plyAmmo[12];
  1377.  
  1378.     for(new slot = 0; slot != 12; slot++)
  1379.     {
  1380.         new wep, ammo;
  1381.         GetPlayerWeaponData(playerid, slot, wep, ammo);
  1382.  
  1383.         if(wep != weaponid)
  1384.         {
  1385.             GetPlayerWeaponData(playerid, slot, plyWeapons[slot], plyAmmo[slot]);
  1386.         }
  1387.     }
  1388.  
  1389.     ResetPlayerWeapons(playerid);
  1390.     for(new slot = 0; slot != 12; slot++)
  1391.     {
  1392.         GivePlayerWeapon(playerid, plyWeapons[slot], plyAmmo[slot]);
  1393.     }
  1394. }
  1395.  
  1396. //----------------------------------------------------------
  1397.  
  1398. public Float:GetPlayerArmourEx(playerid)
  1399. {
  1400.     new Float:pColete;
  1401.     GetPlayerArmour(playerid, pColete);
  1402.     return Float:pColete;
  1403. }
  1404. //----------------------------------------------------------
  1405.  
  1406. stock ShowMessageInventory(playerid, string[], time = 5000)
  1407. {
  1408.     if (Player[playerid][MessageInventory])
  1409.     {
  1410.         PlayerTextDrawHide(playerid, inventario_mensagem[playerid]);
  1411.         KillTimer(Player[playerid][MessageInventoryTimer]);
  1412.     }
  1413.  
  1414.     PlayerTextDrawSetString(playerid, inventario_mensagem[playerid], ConvertToGameText(string));
  1415.     PlayerTextDrawShow(playerid, inventario_mensagem[playerid]);
  1416.  
  1417.     Player[playerid][MessageInventory] = true;
  1418.     Player[playerid][MessageInventoryTimer] = SetTimerEx("HideMessageInventory", time, false, "d", playerid);
  1419.     return true;
  1420. }
  1421.  
  1422. //----------------------------------------------------------
  1423.  
  1424. public HideMessageInventory(playerid)
  1425. {
  1426.     if (!Player[playerid][MessageInventory])
  1427.         return 0;
  1428.  
  1429.     Player[playerid][MessageInventory] = false;
  1430.     return PlayerTextDrawHide(playerid, inventario_mensagem[playerid]);
  1431. }
  1432.  
  1433. //----------------------------------------------------------
  1434.  
  1435. stock ConvertToGameText(in[])
  1436. {
  1437.     new string[256];
  1438.     for(new i = 0; in[i]; ++i)
  1439.     {
  1440.         string[i] = in[i];
  1441.         switch(string[i])
  1442.         {
  1443.             case 0xC0 .. 0xC3: string[i] -= 0x40;
  1444.             case 0xC7 .. 0xC9: string[i] -= 0x42;
  1445.             case 0xD2 .. 0xD5: string[i] -= 0x44;
  1446.             case 0xD9 .. 0xDC: string[i] -= 0x47;
  1447.             case 0xE0 .. 0xE3: string[i] -= 0x49;
  1448.             case 0xE7 .. 0xEF: string[i] -= 0x4B;
  1449.             case 0xF2 .. 0xF5: string[i] -= 0x4D;
  1450.             case 0xF9 .. 0xFC: string[i] -= 0x50;
  1451.             case 0xC4, 0xE4: string[i] = 0x83;
  1452.             case 0xC6, 0xE6: string[i] = 0x84;
  1453.             case 0xD6, 0xF6: string[i] = 0x91;
  1454.             case 0xD1, 0xF1: string[i] = 0xEC;
  1455.             case 0xDF: string[i] = 0x96;
  1456.             case 0xBF: string[i] = 0xAF;
  1457.         }
  1458.     }
  1459.     return string;
  1460. }
  1461.  
  1462. //----------------------------------------------------------
  1463.  
  1464. stock ResetVariables(playerid)
  1465. {
  1466.     // Inventory
  1467.  
  1468.     for(new i = 0; i < MAX_INVENTORY_SLOTS; i ++)
  1469.     {
  1470.         pInventory[playerid][invSlot][i] = 0;
  1471.         pInventory[playerid][invSlotAmount][i] = 0;
  1472.         pInventory[playerid][invArmourStatus][i] = 0;
  1473.     }
  1474.  
  1475.     pInventory[playerid][invSelectedSlot] = 0;
  1476.  
  1477.     // Character
  1478.  
  1479.     for(new i = 0; i < 7; i ++)
  1480.         pCharacter[playerid][charSlot][i] = 0;
  1481.  
  1482.     pCharacter[playerid][charArmourStatus] = 0;
  1483.     pCharacter[playerid][charSelectedSlot] = 0;
  1484.  
  1485.  
  1486.     // Player
  1487.  
  1488.     for(new enum_Player:i; i < enum_Player; ++i)
  1489.         Player[playerid][i] = 0;
  1490. }
  1491.  
  1492. //----------------------------------------------------------
  1493.  
  1494.  
  1495. CMD:additem(playerid, params[])
  1496. {
  1497.     new
  1498.         id, item, amount;
  1499.  
  1500.     if(sscanf(params, "uii", id, item, amount))
  1501.         return SendClientMessage(playerid, -1, "/additem <id/nick> <id do item> <quantidade>");
  1502.  
  1503.     AddItem(id, item, amount);
  1504.        
  1505.     format(String, sizeof(String), "additem (%d) (%d) (%d)", id, item, amount);
  1506.     SendClientMessage(playerid, -1, String);
  1507.     return true;
  1508. }
  1509.  
  1510. //----------------------------------------------------------
  1511.  
  1512. stock LoadTextDraws()
  1513. {
  1514.     inventario_backgrounds[0] = TextDrawCreate(63.900207, 120.000030, "box");
  1515.     TextDrawLetterSize(inventario_backgrounds[0], 0.000000, 28.450004);
  1516.     TextDrawTextSize(inventario_backgrounds[0], 308.250335, 0.000000);
  1517.     TextDrawAlignment(inventario_backgrounds[0], 1);
  1518.     TextDrawColor(inventario_backgrounds[0], -1);
  1519.     TextDrawUseBox(inventario_backgrounds[0], 1);
  1520.     TextDrawBoxColor(inventario_backgrounds[0], 128);
  1521.     TextDrawSetShadow(inventario_backgrounds[0], 0);
  1522.     TextDrawSetOutline(inventario_backgrounds[0], 0);
  1523.     TextDrawBackgroundColor(inventario_backgrounds[0], 255);
  1524.     TextDrawFont(inventario_backgrounds[0], 2);
  1525.     TextDrawSetProportional(inventario_backgrounds[0], 1);
  1526.     TextDrawSetShadow(inventario_backgrounds[0], 0);
  1527.  
  1528.     inventario_backgrounds[1] = TextDrawCreate(313.099792, 120.000030, "box");
  1529.     TextDrawLetterSize(inventario_backgrounds[1], 0.000000, 28.450004);
  1530.     TextDrawTextSize(inventario_backgrounds[1], 578.247741, 0.000000);
  1531.     TextDrawAlignment(inventario_backgrounds[1], 1);
  1532.     TextDrawColor(inventario_backgrounds[1], -1);
  1533.     TextDrawUseBox(inventario_backgrounds[1], 1);
  1534.     TextDrawBoxColor(inventario_backgrounds[1], 128);
  1535.     TextDrawSetShadow(inventario_backgrounds[1], 0);
  1536.     TextDrawSetOutline(inventario_backgrounds[1], 0);
  1537.     TextDrawBackgroundColor(inventario_backgrounds[1], 255);
  1538.     TextDrawFont(inventario_backgrounds[1], 1);
  1539.     TextDrawSetProportional(inventario_backgrounds[1], 1);
  1540.     TextDrawSetShadow(inventario_backgrounds[1], 0);
  1541.  
  1542.     inventario_backgrounds[2] = TextDrawCreate(66.100158, 122.233367, "box");
  1543.     TextDrawLetterSize(inventario_backgrounds[2], 0.000000, 1.200001);
  1544.     TextDrawTextSize(inventario_backgrounds[2], 306.499542, 0.000000);
  1545.     TextDrawAlignment(inventario_backgrounds[2], 1);
  1546.     TextDrawColor(inventario_backgrounds[2], -1);
  1547.     TextDrawUseBox(inventario_backgrounds[2], 1);
  1548.     TextDrawBoxColor(inventario_backgrounds[2], 128);
  1549.     TextDrawSetShadow(inventario_backgrounds[2], 0);
  1550.     TextDrawSetOutline(inventario_backgrounds[2], 0);
  1551.     TextDrawBackgroundColor(inventario_backgrounds[2], 255);
  1552.     TextDrawFont(inventario_backgrounds[2], 1);
  1553.     TextDrawSetProportional(inventario_backgrounds[2], 1);
  1554.     TextDrawSetShadow(inventario_backgrounds[2], 0);
  1555.  
  1556.     inventario_backgrounds[3] = TextDrawCreate(314.599426, 122.233375, "box");
  1557.     TextDrawLetterSize(inventario_backgrounds[3], 0.000000, 1.200001);
  1558.     TextDrawTextSize(inventario_backgrounds[3], 576.602294, 0.000000);
  1559.     TextDrawAlignment(inventario_backgrounds[3], 1);
  1560.     TextDrawColor(inventario_backgrounds[3], -1);
  1561.     TextDrawUseBox(inventario_backgrounds[3], 1);
  1562.     TextDrawBoxColor(inventario_backgrounds[3], 128);
  1563.     TextDrawSetShadow(inventario_backgrounds[3], 0);
  1564.     TextDrawSetOutline(inventario_backgrounds[3], 0);
  1565.     TextDrawBackgroundColor(inventario_backgrounds[3], 255);
  1566.     TextDrawFont(inventario_backgrounds[3], 1);
  1567.     TextDrawSetProportional(inventario_backgrounds[3], 1);
  1568.     TextDrawSetShadow(inventario_backgrounds[3], 0);
  1569.  
  1570.     inventario_backgrounds[4] = TextDrawCreate(317.000000, 314.434112, "box");
  1571.     TextDrawLetterSize(inventario_backgrounds[4], 0.000000, 6.285005);
  1572.     TextDrawTextSize(inventario_backgrounds[4], 499.247772, 0.000000);
  1573.     TextDrawAlignment(inventario_backgrounds[4], 1);
  1574.     TextDrawColor(inventario_backgrounds[4], -1);
  1575.     TextDrawUseBox(inventario_backgrounds[4], 1);
  1576.     TextDrawBoxColor(inventario_backgrounds[4], 128);
  1577.     TextDrawSetShadow(inventario_backgrounds[4], 0);
  1578.     TextDrawSetOutline(inventario_backgrounds[4], 0);
  1579.     TextDrawBackgroundColor(inventario_backgrounds[4], 255);
  1580.     TextDrawFont(inventario_backgrounds[4], 1);
  1581.     TextDrawSetProportional(inventario_backgrounds[4], 1);
  1582.     TextDrawSetShadow(inventario_backgrounds[4], 0);
  1583.  
  1584.     inventario_usar = TextDrawCreate(504.388427, 312.249938, "");
  1585.     TextDrawLetterSize(inventario_usar, 0.000000, 0.000000);
  1586.     TextDrawTextSize(inventario_usar, 71.019790, 18.579967);
  1587.     TextDrawAlignment(inventario_usar, 1);
  1588.     TextDrawColor(inventario_usar, -1);
  1589.     TextDrawSetShadow(inventario_usar, 0);
  1590.     TextDrawSetOutline(inventario_usar, 0);
  1591.     TextDrawBackgroundColor(inventario_usar, 866792304);
  1592.     TextDrawFont(inventario_usar, 5);
  1593.     TextDrawSetProportional(inventario_usar, 0);
  1594.     TextDrawSetShadow(inventario_usar, 0);
  1595.     TextDrawSetPreviewModel(inventario_usar, 19382);
  1596.     TextDrawSetPreviewRot(inventario_usar, 0.000000, 0.000000, 0.000000, 1.000000);
  1597.     TextDrawSetSelectable(inventario_usar, true);
  1598.  
  1599.     inventario_split[0] = TextDrawCreate(504.593688, 333.316314, "");
  1600.     TextDrawLetterSize(inventario_split[0], 0.000000, 0.000000);
  1601.     TextDrawTextSize(inventario_split[0], 71.019790, 18.579967);
  1602.     TextDrawAlignment(inventario_split[0], 1);
  1603.     TextDrawColor(inventario_split[0], -1);
  1604.     TextDrawSetShadow(inventario_split[0], 0);
  1605.     TextDrawSetOutline(inventario_split[0], 0);
  1606.     TextDrawBackgroundColor(inventario_split[0], -65472);
  1607.     TextDrawFont(inventario_split[0], 5);
  1608.     TextDrawSetProportional(inventario_split[0], 0);
  1609.     TextDrawSetShadow(inventario_split[0], 0);
  1610.     TextDrawSetSelectable(inventario_split[0], true);
  1611.     TextDrawSetPreviewModel(inventario_split[0], 19382);
  1612.     TextDrawSetPreviewRot(inventario_split[0], 0.000000, 0.000000, 0.000000, 1.000000);
  1613.  
  1614.     inventario_drop[0] = TextDrawCreate(504.793701, 354.617614, "");
  1615.     TextDrawLetterSize(inventario_drop[0], 0.000000, 0.000000);
  1616.     TextDrawTextSize(inventario_drop[0], 71.019790, 18.579967);
  1617.     TextDrawAlignment(inventario_drop[0], 1);
  1618.     TextDrawColor(inventario_drop[0], -1);
  1619.     TextDrawSetShadow(inventario_drop[0], 0);
  1620.     TextDrawSetOutline(inventario_drop[0], 0);
  1621.     TextDrawBackgroundColor(inventario_drop[0], 0xAA333370);
  1622.     TextDrawFont(inventario_drop[0], 5);
  1623.     TextDrawSetProportional(inventario_drop[0], 0);
  1624.     TextDrawSetShadow(inventario_drop[0], 0);
  1625.     TextDrawSetSelectable(inventario_drop[0], true);
  1626.     TextDrawSetPreviewModel(inventario_drop[0], 19382);
  1627.     TextDrawSetPreviewRot(inventario_drop[0], 0.000000, 0.000000, 0.000000, 1.000000);
  1628.  
  1629.     inventario_remover = TextDrawCreate(149.847900, 344.867553, "");
  1630.     TextDrawLetterSize(inventario_remover, 0.000000, 0.000000);
  1631.     TextDrawTextSize(inventario_remover, 76.040008, 19.899997);
  1632.     TextDrawAlignment(inventario_remover, 1);
  1633.     TextDrawColor(inventario_remover, -1);
  1634.     TextDrawSetShadow(inventario_remover, 0);
  1635.     TextDrawSetOutline(inventario_remover, 0);
  1636.     TextDrawBackgroundColor(inventario_remover, 0xAA333370);
  1637.     TextDrawFont(inventario_remover, 5);
  1638.     TextDrawSetProportional(inventario_remover, 0);
  1639.     TextDrawSetShadow(inventario_remover, 0);
  1640.     TextDrawSetSelectable(inventario_remover, true);
  1641.     TextDrawSetPreviewModel(inventario_remover, 19382);
  1642.     TextDrawSetPreviewRot(inventario_remover, 0.000000, 0.000000, 0.000000, 1.000000);
  1643.  
  1644.     inventario_split[1] = TextDrawCreate(540.294372, 334.449981, "split");
  1645.     TextDrawLetterSize(inventario_split[1], 0.400000, 1.600000);
  1646.     TextDrawAlignment(inventario_split[1], 2);
  1647.     TextDrawColor(inventario_split[1], -1);
  1648.     TextDrawSetShadow(inventario_split[1], 0);
  1649.     TextDrawSetOutline(inventario_split[1], 0);
  1650.     TextDrawBackgroundColor(inventario_split[1], 255);
  1651.     TextDrawFont(inventario_split[1], 2);
  1652.     TextDrawSetProportional(inventario_split[1], 1);
  1653.     TextDrawSetShadow(inventario_split[1], 0);
  1654.     TextDrawSetSelectable(inventario_split[1], false);
  1655.  
  1656.     inventario_drop[1] = TextDrawCreate(540.762878, 355.451263, "drop");
  1657.     TextDrawLetterSize(inventario_drop[1], 0.400000, 1.600000);
  1658.     TextDrawAlignment(inventario_drop[1], 2);
  1659.     TextDrawColor(inventario_drop[1], -1);
  1660.     TextDrawSetShadow(inventario_drop[1], 0);
  1661.     TextDrawSetOutline(inventario_drop[1], 0);
  1662.     TextDrawBackgroundColor(inventario_drop[1], 255);
  1663.     TextDrawFont(inventario_drop[1], 2);
  1664.     TextDrawSetProportional(inventario_drop[1], 1);
  1665.     TextDrawSetShadow(inventario_drop[1], 0);
  1666.     TextDrawSetSelectable(inventario_drop[1], false);
  1667.  
  1668.     inventario_close[1] = TextDrawCreate(565.100341, 119.433311, "X");
  1669.     TextDrawTextSize(inventario_close[1], 574.999511, 0.000000);
  1670.     TextDrawLetterSize(inventario_close[1], 0.400000, 1.600000);
  1671.     TextDrawAlignment(inventario_close[1], 1);
  1672.     TextDrawColor(inventario_close[1], -1);
  1673.     TextDrawSetShadow(inventario_close[1], 0);
  1674.     TextDrawSetOutline(inventario_close[1], 0);
  1675.     TextDrawBackgroundColor(inventario_close[1], 255);
  1676.     TextDrawFont(inventario_close[1], 2);
  1677.     TextDrawSetProportional(inventario_close[1], 1);
  1678.     TextDrawSetShadow(inventario_close[1], 0);
  1679.     TextDrawSetSelectable(inventario_close[1], true);
  1680.    
  1681.     inventario_close[0] = TextDrawCreate(564.079284, 120.583320, "");
  1682.     TextDrawLetterSize(inventario_close[0], 0.000000, 0.000000);
  1683.     TextDrawTextSize(inventario_close[0], 14.000000, 14.000000);
  1684.     TextDrawAlignment(inventario_close[0], 1);
  1685.     TextDrawColor(inventario_close[0], -1);
  1686.     TextDrawSetShadow(inventario_close[0], 0);
  1687.     TextDrawSetOutline(inventario_close[0], 0);
  1688.     TextDrawBackgroundColor(inventario_close[0], 80);
  1689.     TextDrawFont(inventario_close[0], 5);
  1690.     TextDrawSetProportional(inventario_close[0], 0);
  1691.     TextDrawSetShadow(inventario_close[0], 0);
  1692.     TextDrawSetSelectable(inventario_close[0], true);
  1693.     TextDrawSetPreviewModel(inventario_close[0], 19382);
  1694.     TextDrawSetPreviewRot(inventario_close[0], 0.000000, 0.000000, 0.000000, 1.000000);
  1695.    
  1696. }
  1697.  
  1698. //----------------------------------------------------------
  1699.  
  1700. LoadPlayerTextDraws(playerid)
  1701. {
  1702.     inventario_index[playerid][0] = CreatePlayerTextDraw(playerid, 315.500152, 150.692352, "");
  1703.     PlayerTextDrawLetterSize(playerid, inventario_index[playerid][0], 0.000000, 0.000000);
  1704.     PlayerTextDrawTextSize(playerid, inventario_index[playerid][0], 46.000000, 45.000000);
  1705.     PlayerTextDrawAlignment(playerid, inventario_index[playerid][0], 1);
  1706.     PlayerTextDrawColor(playerid, inventario_index[playerid][0], -1);
  1707.     PlayerTextDrawSetShadow(playerid, inventario_index[playerid][0], 0);
  1708.     PlayerTextDrawSetOutline(playerid, inventario_index[playerid][0], 0);
  1709.     PlayerTextDrawBackgroundColor(playerid, inventario_index[playerid][0], 96);
  1710.     PlayerTextDrawFont(playerid, inventario_index[playerid][0], 5);
  1711.     PlayerTextDrawSetProportional(playerid, inventario_index[playerid][0], 0);
  1712.     PlayerTextDrawSetShadow(playerid, inventario_index[playerid][0], 0);
  1713.     PlayerTextDrawSetSelectable(playerid, inventario_index[playerid][0], true);
  1714.     PlayerTextDrawSetPreviewModel(playerid, inventario_index[playerid][0], 19382);
  1715.     PlayerTextDrawSetPreviewRot(playerid, inventario_index[playerid][0], 0.000000, -30, 0.000000, 2.2);
  1716.  
  1717.     inventario_index[playerid][1] = CreatePlayerTextDraw(playerid, 368.803405, 150.692352, "");
  1718.     PlayerTextDrawLetterSize(playerid, inventario_index[playerid][1], 0.000000, 0.000000);
  1719.     PlayerTextDrawTextSize(playerid, inventario_index[playerid][1], 46.000000, 45.000000);
  1720.     PlayerTextDrawAlignment(playerid, inventario_index[playerid][1], 1);
  1721.     PlayerTextDrawColor(playerid, inventario_index[playerid][1], -1);
  1722.     PlayerTextDrawSetShadow(playerid, inventario_index[playerid][1], 0);
  1723.     PlayerTextDrawSetOutline(playerid, inventario_index[playerid][1], 0);
  1724.     PlayerTextDrawBackgroundColor(playerid, inventario_index[playerid][1], 96);
  1725.     PlayerTextDrawFont(playerid, inventario_index[playerid][1], 5);
  1726.     PlayerTextDrawSetProportional(playerid, inventario_index[playerid][1], 0);
  1727.     PlayerTextDrawSetShadow(playerid, inventario_index[playerid][1], 0);
  1728.     PlayerTextDrawSetSelectable(playerid, inventario_index[playerid][1], true);
  1729.     PlayerTextDrawSetPreviewModel(playerid, inventario_index[playerid][1], 19382);
  1730.     PlayerTextDrawSetPreviewRot(playerid, inventario_index[playerid][1], 0.000000, -30, 0.000000, 2.2);
  1731.  
  1732.     inventario_index[playerid][10] = CreatePlayerTextDraw(playerid, 315.500152, 253.698638, "");
  1733.     PlayerTextDrawLetterSize(playerid, inventario_index[playerid][10], 0.000000, 0.000000);
  1734.     PlayerTextDrawTextSize(playerid, inventario_index[playerid][10], 46.000000, 45.000000);
  1735.     PlayerTextDrawAlignment(playerid, inventario_index[playerid][10], 1);
  1736.     PlayerTextDrawColor(playerid, inventario_index[playerid][10], -1);
  1737.     PlayerTextDrawSetShadow(playerid, inventario_index[playerid][10], 0);
  1738.     PlayerTextDrawSetOutline(playerid, inventario_index[playerid][10], 0);
  1739.     PlayerTextDrawBackgroundColor(playerid, inventario_index[playerid][10], 96);
  1740.     PlayerTextDrawFont(playerid, inventario_index[playerid][10], 5);
  1741.     PlayerTextDrawSetProportional(playerid, inventario_index[playerid][10], 0);
  1742.     PlayerTextDrawSetShadow(playerid, inventario_index[playerid][10], 0);
  1743.     PlayerTextDrawSetSelectable(playerid, inventario_index[playerid][10], true);
  1744.     PlayerTextDrawSetPreviewModel(playerid, inventario_index[playerid][10], 19382);
  1745.     PlayerTextDrawSetPreviewRot(playerid, inventario_index[playerid][10], 0.000000, 0.000000, 0.000000, 1.000000);
  1746.  
  1747.     inventario_index[playerid][5] = CreatePlayerTextDraw(playerid, 315.500152, 201.795471, "");
  1748.     PlayerTextDrawLetterSize(playerid, inventario_index[playerid][5], 0.000000, 0.000000);
  1749.     PlayerTextDrawTextSize(playerid, inventario_index[playerid][5], 46.000000, 45.000000);
  1750.     PlayerTextDrawAlignment(playerid, inventario_index[playerid][5], 1);
  1751.     PlayerTextDrawColor(playerid, inventario_index[playerid][5], -1);
  1752.     PlayerTextDrawSetShadow(playerid, inventario_index[playerid][5], 0);
  1753.     PlayerTextDrawSetOutline(playerid, inventario_index[playerid][5], 0);
  1754.     PlayerTextDrawBackgroundColor(playerid, inventario_index[playerid][5], 96);
  1755.     PlayerTextDrawFont(playerid, inventario_index[playerid][5], 5);
  1756.     PlayerTextDrawSetProportional(playerid, inventario_index[playerid][5], 0);
  1757.     PlayerTextDrawSetShadow(playerid, inventario_index[playerid][5], 0);
  1758.     PlayerTextDrawSetSelectable(playerid, inventario_index[playerid][5], true);
  1759.     PlayerTextDrawSetPreviewModel(playerid, inventario_index[playerid][5], 19382);
  1760.     PlayerTextDrawSetPreviewRot(playerid, inventario_index[playerid][5], 0.000000, 0.000000, 0.000000, 1.000000);
  1761.  
  1762.     inventario_index[playerid][2] = CreatePlayerTextDraw(playerid, 422.506683, 150.692352, "");
  1763.     PlayerTextDrawLetterSize(playerid, inventario_index[playerid][2], 0.000000, 0.000000);
  1764.     PlayerTextDrawTextSize(playerid, inventario_index[playerid][2], 46.000000, 45.000000);
  1765.     PlayerTextDrawAlignment(playerid, inventario_index[playerid][2], 1);
  1766.     PlayerTextDrawColor(playerid, inventario_index[playerid][2], -1);
  1767.     PlayerTextDrawSetShadow(playerid, inventario_index[playerid][2], 0);
  1768.     PlayerTextDrawSetOutline(playerid, inventario_index[playerid][2], 0);
  1769.     PlayerTextDrawBackgroundColor(playerid, inventario_index[playerid][2], 96);
  1770.     PlayerTextDrawFont(playerid, inventario_index[playerid][2], 5);
  1771.     PlayerTextDrawSetProportional(playerid, inventario_index[playerid][2], 0);
  1772.     PlayerTextDrawSetShadow(playerid, inventario_index[playerid][2], 0);
  1773.     PlayerTextDrawSetSelectable(playerid, inventario_index[playerid][2], true);
  1774.     PlayerTextDrawSetPreviewModel(playerid, inventario_index[playerid][2], 19382);
  1775.     PlayerTextDrawSetPreviewRot(playerid, inventario_index[playerid][2], 0.000000, 0.000000, 0.000000, 1.000000);
  1776.  
  1777.     inventario_index[playerid][3] = CreatePlayerTextDraw(playerid, 475.509918, 150.692352, "");
  1778.     PlayerTextDrawLetterSize(playerid, inventario_index[playerid][3], 0.000000, 0.000000);
  1779.     PlayerTextDrawTextSize(playerid, inventario_index[playerid][3], 46.000000, 45.000000);
  1780.     PlayerTextDrawAlignment(playerid, inventario_index[playerid][3], 1);
  1781.     PlayerTextDrawColor(playerid, inventario_index[playerid][3], -1);
  1782.     PlayerTextDrawSetShadow(playerid, inventario_index[playerid][3], 0);
  1783.     PlayerTextDrawSetOutline(playerid, inventario_index[playerid][3], 0);
  1784.     PlayerTextDrawBackgroundColor(playerid, inventario_index[playerid][3], 96);
  1785.     PlayerTextDrawFont(playerid, inventario_index[playerid][3], 5);
  1786.     PlayerTextDrawSetProportional(playerid, inventario_index[playerid][3], 0);
  1787.     PlayerTextDrawSetShadow(playerid, inventario_index[playerid][3], 0);
  1788.     PlayerTextDrawSetSelectable(playerid, inventario_index[playerid][3], true);
  1789.     PlayerTextDrawSetPreviewModel(playerid, inventario_index[playerid][3], 19382);
  1790.     PlayerTextDrawSetPreviewRot(playerid, inventario_index[playerid][3], 0.000000, 0.000000, 0.000000, 1.000000);
  1791.  
  1792.     inventario_index[playerid][4] = CreatePlayerTextDraw(playerid, 528.508117, 150.692352, "");
  1793.     PlayerTextDrawLetterSize(playerid, inventario_index[playerid][4], 0.000000, 0.000000);
  1794.     PlayerTextDrawTextSize(playerid, inventario_index[playerid][4], 46.000000, 45.000000);
  1795.     PlayerTextDrawAlignment(playerid, inventario_index[playerid][4], 1);
  1796.     PlayerTextDrawColor(playerid, inventario_index[playerid][4], -1);
  1797.     PlayerTextDrawSetShadow(playerid, inventario_index[playerid][4], 0);
  1798.     PlayerTextDrawSetOutline(playerid, inventario_index[playerid][4], 0);
  1799.     PlayerTextDrawBackgroundColor(playerid, inventario_index[playerid][4], 96);
  1800.     PlayerTextDrawFont(playerid, inventario_index[playerid][4], 5);
  1801.     PlayerTextDrawSetProportional(playerid, inventario_index[playerid][4], 0);
  1802.     PlayerTextDrawSetShadow(playerid, inventario_index[playerid][4], 0);
  1803.     PlayerTextDrawSetSelectable(playerid, inventario_index[playerid][4], true);
  1804.     PlayerTextDrawSetPreviewModel(playerid, inventario_index[playerid][4], 19382);
  1805.     PlayerTextDrawSetPreviewRot(playerid, inventario_index[playerid][4], 0.000000, 0.000000, 0.000000, 1.000000);
  1806.  
  1807.     inventario_index[playerid][6] = CreatePlayerTextDraw(playerid, 368.903411, 201.795471, "");
  1808.     PlayerTextDrawLetterSize(playerid, inventario_index[playerid][6], 0.000000, 0.000000);
  1809.     PlayerTextDrawTextSize(playerid, inventario_index[playerid][6], 46.000000, 45.000000);
  1810.     PlayerTextDrawAlignment(playerid, inventario_index[playerid][6], 1);
  1811.     PlayerTextDrawColor(playerid, inventario_index[playerid][6], -1);
  1812.     PlayerTextDrawSetShadow(playerid, inventario_index[playerid][6], 0);
  1813.     PlayerTextDrawSetOutline(playerid, inventario_index[playerid][6], 0);
  1814.     PlayerTextDrawBackgroundColor(playerid, inventario_index[playerid][6], 96);
  1815.     PlayerTextDrawFont(playerid, inventario_index[playerid][6], 5);
  1816.     PlayerTextDrawSetProportional(playerid, inventario_index[playerid][6], 0);
  1817.     PlayerTextDrawSetShadow(playerid, inventario_index[playerid][6], 0);
  1818.     PlayerTextDrawSetSelectable(playerid, inventario_index[playerid][6], true);
  1819.     PlayerTextDrawSetPreviewModel(playerid, inventario_index[playerid][6], 19382);
  1820.     PlayerTextDrawSetPreviewRot(playerid, inventario_index[playerid][6], 0.000000, 0.000000, 0.000000, 1.000000);
  1821.  
  1822.     inventario_index[playerid][7] = CreatePlayerTextDraw(playerid, 422.406677, 201.795471, "");
  1823.     PlayerTextDrawLetterSize(playerid, inventario_index[playerid][7], 0.000000, 0.000000);
  1824.     PlayerTextDrawTextSize(playerid, inventario_index[playerid][7], 46.000000, 45.000000);
  1825.     PlayerTextDrawAlignment(playerid, inventario_index[playerid][7], 1);
  1826.     PlayerTextDrawColor(playerid, inventario_index[playerid][7], -1);
  1827.     PlayerTextDrawSetShadow(playerid, inventario_index[playerid][7], 0);
  1828.     PlayerTextDrawSetOutline(playerid, inventario_index[playerid][7], 0);
  1829.     PlayerTextDrawBackgroundColor(playerid, inventario_index[playerid][7], 96);
  1830.     PlayerTextDrawFont(playerid, inventario_index[playerid][7], 5);
  1831.     PlayerTextDrawSetProportional(playerid, inventario_index[playerid][7], 0);
  1832.     PlayerTextDrawSetShadow(playerid, inventario_index[playerid][7], 0);
  1833.     PlayerTextDrawSetSelectable(playerid, inventario_index[playerid][7], true);
  1834.     PlayerTextDrawSetPreviewModel(playerid, inventario_index[playerid][7], 19382);
  1835.     PlayerTextDrawSetPreviewRot(playerid, inventario_index[playerid][7], 0.000000, 0.000000, 0.000000, 1.000000);
  1836.  
  1837.     inventario_index[playerid][8] = CreatePlayerTextDraw(playerid, 476.009948, 201.795471, "");
  1838.     PlayerTextDrawLetterSize(playerid, inventario_index[playerid][8], 0.000000, 0.000000);
  1839.     PlayerTextDrawTextSize(playerid, inventario_index[playerid][8], 46.000000, 45.000000);
  1840.     PlayerTextDrawAlignment(playerid, inventario_index[playerid][8], 1);
  1841.     PlayerTextDrawColor(playerid, inventario_index[playerid][8], -1);
  1842.     PlayerTextDrawSetShadow(playerid, inventario_index[playerid][8], 0);
  1843.     PlayerTextDrawSetOutline(playerid, inventario_index[playerid][8], 0);
  1844.     PlayerTextDrawBackgroundColor(playerid, inventario_index[playerid][8], 96);
  1845.     PlayerTextDrawFont(playerid, inventario_index[playerid][8], 5);
  1846.     PlayerTextDrawSetProportional(playerid, inventario_index[playerid][8], 0);
  1847.     PlayerTextDrawSetShadow(playerid, inventario_index[playerid][8], 0);
  1848.     PlayerTextDrawSetSelectable(playerid, inventario_index[playerid][8], true);
  1849.     PlayerTextDrawSetPreviewModel(playerid, inventario_index[playerid][8], 19382);
  1850.     PlayerTextDrawSetPreviewRot(playerid, inventario_index[playerid][8], 0.000000, 0.000000, 0.000000, 1.000000);
  1851.  
  1852.     inventario_index[playerid][9] = CreatePlayerTextDraw(playerid, 528.908020, 201.795471, "");
  1853.     PlayerTextDrawLetterSize(playerid, inventario_index[playerid][9], 0.000000, 0.000000);
  1854.     PlayerTextDrawTextSize(playerid, inventario_index[playerid][9], 46.000000, 45.000000);
  1855.     PlayerTextDrawAlignment(playerid, inventario_index[playerid][9], 1);
  1856.     PlayerTextDrawColor(playerid, inventario_index[playerid][9], -1);
  1857.     PlayerTextDrawSetShadow(playerid, inventario_index[playerid][9], 0);
  1858.     PlayerTextDrawSetOutline(playerid, inventario_index[playerid][9], 0);
  1859.     PlayerTextDrawBackgroundColor(playerid, inventario_index[playerid][9], 96);
  1860.     PlayerTextDrawFont(playerid, inventario_index[playerid][9], 5);
  1861.     PlayerTextDrawSetProportional(playerid, inventario_index[playerid][9], 0);
  1862.     PlayerTextDrawSetShadow(playerid, inventario_index[playerid][9], 0);
  1863.     PlayerTextDrawSetSelectable(playerid, inventario_index[playerid][9], true);
  1864.     PlayerTextDrawSetPreviewModel(playerid, inventario_index[playerid][9], 19382);
  1865.     PlayerTextDrawSetPreviewRot(playerid, inventario_index[playerid][9], 0.000000, 0.000000, 0.000000, 1.000000);
  1866.  
  1867.     inventario_index[playerid][11] = CreatePlayerTextDraw(playerid, 369.203430, 253.698638, "");
  1868.     PlayerTextDrawLetterSize(playerid, inventario_index[playerid][11], 0.000000, 0.000000);
  1869.     PlayerTextDrawTextSize(playerid, inventario_index[playerid][11], 46.000000, 45.000000);
  1870.     PlayerTextDrawAlignment(playerid, inventario_index[playerid][11], 1);
  1871.     PlayerTextDrawColor(playerid, inventario_index[playerid][11], -1);
  1872.     PlayerTextDrawSetShadow(playerid, inventario_index[playerid][11], 0);
  1873.     PlayerTextDrawSetOutline(playerid, inventario_index[playerid][11], 0);
  1874.     PlayerTextDrawBackgroundColor(playerid, inventario_index[playerid][11], 96);
  1875.     PlayerTextDrawFont(playerid, inventario_index[playerid][11], 5);
  1876.     PlayerTextDrawSetProportional(playerid, inventario_index[playerid][11], 0);
  1877.     PlayerTextDrawSetShadow(playerid, inventario_index[playerid][11], 0);
  1878.     PlayerTextDrawSetSelectable(playerid, inventario_index[playerid][11], true);
  1879.     PlayerTextDrawSetPreviewModel(playerid, inventario_index[playerid][11], 19382);
  1880.     PlayerTextDrawSetPreviewRot(playerid, inventario_index[playerid][11], 0.000000, 0.000000, 0.000000, 1.000000);
  1881.  
  1882.     inventario_index[playerid][12] = CreatePlayerTextDraw(playerid, 422.806701, 253.698638, "");
  1883.     PlayerTextDrawLetterSize(playerid, inventario_index[playerid][12] , 0.000000, 0.000000);
  1884.     PlayerTextDrawTextSize(playerid, inventario_index[playerid][12] , 46.000000, 45.000000);
  1885.     PlayerTextDrawAlignment(playerid, inventario_index[playerid][12] , 1);
  1886.     PlayerTextDrawColor(playerid, inventario_index[playerid][12] , -1);
  1887.     PlayerTextDrawSetShadow(playerid, inventario_index[playerid][12] , 0);
  1888.     PlayerTextDrawSetOutline(playerid, inventario_index[playerid][12] , 0);
  1889.     PlayerTextDrawBackgroundColor(playerid, inventario_index[playerid][12], 96);
  1890.     PlayerTextDrawFont(playerid, inventario_index[playerid][12], 5);
  1891.     PlayerTextDrawSetProportional(playerid, inventario_index[playerid][12], 0);
  1892.     PlayerTextDrawSetShadow(playerid, inventario_index[playerid][12], 0);
  1893.     PlayerTextDrawSetSelectable(playerid, inventario_index[playerid][12], true);
  1894.     PlayerTextDrawSetPreviewModel(playerid, inventario_index[playerid][12], 19382);
  1895.     PlayerTextDrawSetPreviewRot(playerid, inventario_index[playerid][12], 0.000000, 0.000000, 0.000000, 1.000000);
  1896.  
  1897.     inventario_index[playerid][13] = CreatePlayerTextDraw(playerid, 476.209960, 253.698638, "");
  1898.     PlayerTextDrawLetterSize(playerid, inventario_index[playerid][13], 0.000000, 0.000000);
  1899.     PlayerTextDrawTextSize(playerid, inventario_index[playerid][13], 46.000000, 45.000000);
  1900.     PlayerTextDrawAlignment(playerid, inventario_index[playerid][13], 1);
  1901.     PlayerTextDrawColor(playerid, inventario_index[playerid][13], -1);
  1902.     PlayerTextDrawSetShadow(playerid, inventario_index[playerid][13], 0);
  1903.     PlayerTextDrawSetOutline(playerid, inventario_index[playerid][13], 0);
  1904.     PlayerTextDrawBackgroundColor(playerid, inventario_index[playerid][13], 96);
  1905.     PlayerTextDrawFont(playerid, inventario_index[playerid][13], 5);
  1906.     PlayerTextDrawSetProportional(playerid, inventario_index[playerid][13], 0);
  1907.     PlayerTextDrawSetShadow(playerid, inventario_index[playerid][13], 0);
  1908.     PlayerTextDrawSetSelectable(playerid, inventario_index[playerid][13], true);
  1909.     PlayerTextDrawSetPreviewModel(playerid, inventario_index[playerid][13], 19382);
  1910.     PlayerTextDrawSetPreviewRot(playerid, inventario_index[playerid][13], 0.000000, 0.000000, 0.000000, 1.000000);
  1911.  
  1912.     inventario_index[playerid][14] = CreatePlayerTextDraw(playerid, 529.507873, 253.698638, "");
  1913.     PlayerTextDrawLetterSize(playerid, inventario_index[playerid][14], 0.000000, 0.000000);
  1914.     PlayerTextDrawTextSize(playerid, inventario_index[playerid][14], 46.000000, 45.000000);
  1915.     PlayerTextDrawAlignment(playerid, inventario_index[playerid][14], 1);
  1916.     PlayerTextDrawColor(playerid, inventario_index[playerid][14], -1);
  1917.     PlayerTextDrawSetShadow(playerid, inventario_index[playerid][14], 0);
  1918.     PlayerTextDrawSetOutline(playerid, inventario_index[playerid][14], 0);
  1919.     PlayerTextDrawBackgroundColor(playerid, inventario_index[playerid][14], 96);
  1920.     PlayerTextDrawFont(playerid, inventario_index[playerid][14], 5);
  1921.     PlayerTextDrawSetProportional(playerid, inventario_index[playerid][14], 0);
  1922.     PlayerTextDrawSetShadow(playerid,inventario_index[playerid][14], 0);
  1923.     PlayerTextDrawSetSelectable(playerid, inventario_index[playerid][14], true);
  1924.     PlayerTextDrawSetPreviewModel(playerid, inventario_index[playerid][14], 19382);
  1925.     PlayerTextDrawSetPreviewRot(playerid, inventario_index[playerid][14], 0.000000, 0.000000, 0.000000, 1.000000);
  1926.  
  1927.     inventario_skin[playerid] = CreatePlayerTextDraw(playerid, 73.300109, 138.366668, "");
  1928.     PlayerTextDrawLetterSize(playerid, inventario_skin[playerid], 0.000000, 0.000000);
  1929.     PlayerTextDrawTextSize(playerid, inventario_skin[playerid], 227.000000, 202.000000);
  1930.     PlayerTextDrawAlignment(playerid, inventario_skin[playerid], 1);
  1931.     PlayerTextDrawColor(playerid, inventario_skin[playerid], -1);
  1932.     PlayerTextDrawSetShadow(playerid, inventario_skin[playerid], 0);
  1933.     PlayerTextDrawSetOutline(playerid, inventario_skin[playerid], 0);
  1934.     PlayerTextDrawBackgroundColor(playerid, inventario_skin[playerid], 43520);
  1935.     PlayerTextDrawFont(playerid, inventario_skin[playerid], 5);
  1936.     PlayerTextDrawSetProportional(playerid, inventario_skin[playerid], 0);
  1937.     PlayerTextDrawSetShadow(playerid, inventario_skin[playerid], 0);
  1938.     PlayerTextDrawSetPreviewModel(playerid, inventario_skin[playerid], 0);
  1939.     PlayerTextDrawSetPreviewRot(playerid, inventario_skin[playerid], 0.000000, 0.000000, 0.000000, 1.000000);
  1940.  
  1941.     inventario_textos[playerid][0] = CreatePlayerTextDraw(playerid, 68.199996, 120.716636, "personagem");
  1942.     PlayerTextDrawLetterSize(playerid, inventario_textos[playerid][0], 0.326999, 1.284999);
  1943.     PlayerTextDrawAlignment(playerid, inventario_textos[playerid][0], 1);
  1944.     PlayerTextDrawColor(playerid, inventario_textos[playerid][0], -1);
  1945.     PlayerTextDrawSetShadow(playerid, inventario_textos[playerid][0], 0);
  1946.     PlayerTextDrawSetOutline(playerid, inventario_textos[playerid][0], 0);
  1947.     PlayerTextDrawBackgroundColor(playerid, inventario_textos[playerid][0], 255);
  1948.     PlayerTextDrawFont(playerid, inventario_textos[playerid][0], 2);
  1949.     PlayerTextDrawSetProportional(playerid, inventario_textos[playerid][0], 1);
  1950.     PlayerTextDrawSetShadow(playerid, inventario_textos[playerid][0], 0);
  1951.  
  1952.     inventario_textos[playerid][1] = CreatePlayerTextDraw(playerid, 315.710540, 120.716636, ConvertToGameText("Seu inventário"));
  1953.     PlayerTextDrawLetterSize(playerid, inventario_textos[playerid][1], 0.326999, 1.284999);
  1954.     PlayerTextDrawAlignment(playerid, inventario_textos[playerid][1], 1);
  1955.     PlayerTextDrawColor(playerid, inventario_textos[playerid][1], -1);
  1956.     PlayerTextDrawSetShadow(playerid, inventario_textos[playerid][1], 0);
  1957.     PlayerTextDrawSetOutline(playerid, inventario_textos[playerid][1], 0);
  1958.     PlayerTextDrawBackgroundColor(playerid, inventario_textos[playerid][1], 255);
  1959.     PlayerTextDrawFont(playerid, inventario_textos[playerid][1], 2);
  1960.     PlayerTextDrawSetProportional(playerid, inventario_textos[playerid][1], 1);
  1961.     PlayerTextDrawSetShadow(playerid, inventario_textos[playerid][1], 0);
  1962.  
  1963.     inventario_textos[playerid][2] = CreatePlayerTextDraw(playerid, 248.200164, 144.800033, ConvertToGameText("Cabeça"));
  1964.     PlayerTextDrawLetterSize(playerid, inventario_textos[playerid][2], 0.172995, 0.870832);
  1965.     PlayerTextDrawAlignment(playerid, inventario_textos[playerid][2], 2);
  1966.     PlayerTextDrawColor(playerid, inventario_textos[playerid][2], -1);
  1967.     PlayerTextDrawSetShadow(playerid, inventario_textos[playerid][2], 0);
  1968.     PlayerTextDrawSetOutline(playerid, inventario_textos[playerid][2], 0);
  1969.     PlayerTextDrawBackgroundColor(playerid, inventario_textos[playerid][2], 255);
  1970.     PlayerTextDrawFont(playerid, inventario_textos[playerid][2], 2);
  1971.     PlayerTextDrawSetProportional(playerid, inventario_textos[playerid][2], 1);
  1972.     PlayerTextDrawSetShadow(playerid, inventario_textos[playerid][2], 0);
  1973.  
  1974.     inventario_textos[playerid][3] = CreatePlayerTextDraw(playerid, 247.399932, 189.833389, "mochila");
  1975.     PlayerTextDrawLetterSize(playerid, inventario_textos[playerid][3], 0.172995, 0.870832);
  1976.     PlayerTextDrawAlignment(playerid, inventario_textos[playerid][3], 2);
  1977.     PlayerTextDrawColor(playerid, inventario_textos[playerid][3], -1);
  1978.     PlayerTextDrawSetShadow(playerid, inventario_textos[playerid][3], 0);
  1979.     PlayerTextDrawSetOutline(playerid, inventario_textos[playerid][3], 0);
  1980.     PlayerTextDrawBackgroundColor(playerid, inventario_textos[playerid][3], 255);
  1981.     PlayerTextDrawFont(playerid, inventario_textos[playerid][3], 2);
  1982.     PlayerTextDrawSetProportional(playerid, inventario_textos[playerid][3], 1);
  1983.     PlayerTextDrawSetShadow(playerid, inventario_textos[playerid][3], 0);
  1984.  
  1985.     inventario_textos[playerid][4] = CreatePlayerTextDraw(playerid, 128.199707, 180.250152, "corpo");
  1986.     PlayerTextDrawLetterSize(playerid, inventario_textos[playerid][4], 0.172995, 0.870832);
  1987.     PlayerTextDrawAlignment(playerid, inventario_textos[playerid][4], 2);
  1988.     PlayerTextDrawColor(playerid, inventario_textos[playerid][4], -1);
  1989.     PlayerTextDrawSetShadow(playerid, inventario_textos[playerid][4], 0);
  1990.     PlayerTextDrawSetOutline(playerid, inventario_textos[playerid][4], 0);
  1991.     PlayerTextDrawBackgroundColor(playerid, inventario_textos[playerid][4], 255);
  1992.     PlayerTextDrawFont(playerid, inventario_textos[playerid][4], 2);
  1993.     PlayerTextDrawSetProportional(playerid, inventario_textos[playerid][4], 1);
  1994.     PlayerTextDrawSetShadow(playerid, inventario_textos[playerid][4], 0);
  1995.  
  1996.     inventario_textos[playerid][5] = CreatePlayerTextDraw(playerid, 127.499824, 232.683532, "arma");
  1997.     PlayerTextDrawLetterSize(playerid, inventario_textos[playerid][5], 0.172995, 0.870832);
  1998.     PlayerTextDrawAlignment(playerid, inventario_textos[playerid][5], 2);
  1999.     PlayerTextDrawColor(playerid, inventario_textos[playerid][5], -1);
  2000.     PlayerTextDrawSetShadow(playerid, inventario_textos[playerid][5], 0);
  2001.     PlayerTextDrawSetOutline(playerid, inventario_textos[playerid][5], 0);
  2002.     PlayerTextDrawBackgroundColor(playerid, inventario_textos[playerid][5], 255);
  2003.     PlayerTextDrawFont(playerid, inventario_textos[playerid][5], 2);
  2004.     PlayerTextDrawSetProportional(playerid, inventario_textos[playerid][5], 1);
  2005.     PlayerTextDrawSetShadow(playerid, inventario_textos[playerid][5], 0);
  2006.  
  2007.     inventario_textos[playerid][6] = CreatePlayerTextDraw(playerid, 247.099945, 236.100448, "arma");
  2008.     PlayerTextDrawLetterSize(playerid, inventario_textos[playerid][6], 0.172995, 0.870832);
  2009.     PlayerTextDrawAlignment(playerid, inventario_textos[playerid][6], 2);
  2010.     PlayerTextDrawColor(playerid, inventario_textos[playerid][6], -1);
  2011.     PlayerTextDrawSetShadow(playerid, inventario_textos[playerid][6], 0);
  2012.     PlayerTextDrawSetOutline(playerid, inventario_textos[playerid][6], 0);
  2013.     PlayerTextDrawBackgroundColor(playerid, inventario_textos[playerid][6], 255);
  2014.     PlayerTextDrawFont(playerid, inventario_textos[playerid][6], 2);
  2015.     PlayerTextDrawSetProportional(playerid, inventario_textos[playerid][6], 1);
  2016.     PlayerTextDrawSetShadow(playerid, inventario_textos[playerid][6], 0);
  2017.  
  2018.     inventario_textos[playerid][7] = CreatePlayerTextDraw(playerid, 246.600036, 285.667083, "arma");
  2019.     PlayerTextDrawLetterSize(playerid, inventario_textos[playerid][7], 0.172995, 0.870832);
  2020.     PlayerTextDrawAlignment(playerid, inventario_textos[playerid][7], 2);
  2021.     PlayerTextDrawColor(playerid, inventario_textos[playerid][7], -1);
  2022.     PlayerTextDrawSetShadow(playerid, inventario_textos[playerid][7], 0);
  2023.     PlayerTextDrawSetOutline(playerid, inventario_textos[playerid][7], 0);
  2024.     PlayerTextDrawBackgroundColor(playerid, inventario_textos[playerid][7], 255);
  2025.     PlayerTextDrawFont(playerid, inventario_textos[playerid][7], 2);
  2026.     PlayerTextDrawSetProportional(playerid, inventario_textos[playerid][7], 1);
  2027.     PlayerTextDrawSetShadow(playerid, inventario_textos[playerid][7], 0);
  2028.  
  2029.     inventario_textos[playerid][8] = CreatePlayerTextDraw(playerid, 127.800155, 284.950317, "arma");
  2030.     PlayerTextDrawLetterSize(playerid, inventario_textos[playerid][8], 0.172995, 0.870832);
  2031.     PlayerTextDrawAlignment(playerid, inventario_textos[playerid][8], 2);
  2032.     PlayerTextDrawColor(playerid, inventario_textos[playerid][8], -1);
  2033.     PlayerTextDrawSetShadow(playerid, inventario_textos[playerid][8], 0);
  2034.     PlayerTextDrawSetOutline(playerid, inventario_textos[playerid][8], 0);
  2035.     PlayerTextDrawBackgroundColor(playerid, inventario_textos[playerid][8], 255);
  2036.     PlayerTextDrawFont(playerid, inventario_textos[playerid][8], 2);
  2037.     PlayerTextDrawSetProportional(playerid, inventario_textos[playerid][8], 1);
  2038.     PlayerTextDrawSetShadow(playerid, inventario_textos[playerid][8], 0);
  2039.  
  2040.     inventario_description[playerid][0] = CreatePlayerTextDraw(playerid, 317.699981, 314.833312, "");
  2041.     PlayerTextDrawLetterSize(playerid, inventario_description[playerid][0], 0.000000, 0.000000);
  2042.     PlayerTextDrawTextSize(playerid, inventario_description[playerid][0], 65.000000, 56.000000);
  2043.     PlayerTextDrawAlignment(playerid, inventario_description[playerid][0], 1);
  2044.     PlayerTextDrawColor(playerid, inventario_description[playerid][0], -1);
  2045.     PlayerTextDrawSetShadow(playerid, inventario_description[playerid][0], 0);
  2046.     PlayerTextDrawSetOutline(playerid, inventario_description[playerid][0], 0);
  2047.     PlayerTextDrawBackgroundColor(playerid, inventario_description[playerid][0], -208);
  2048.     PlayerTextDrawFont(playerid, inventario_description[playerid][0], 5);
  2049.     PlayerTextDrawSetProportional(playerid, inventario_description[playerid][0], 0);
  2050.     PlayerTextDrawSetShadow(playerid, inventario_description[playerid][0], 0);
  2051.     PlayerTextDrawSetPreviewModel(playerid, inventario_description[playerid][0], 18645);
  2052.     PlayerTextDrawSetPreviewRot(playerid, inventario_description[playerid][0], 0.000000, 0.000000, 0.000000, 1.000000);
  2053.     PlayerTextDrawSetSelectable(playerid, inventario_description[playerid][0], true);
  2054.  
  2055.     inventario_description[playerid][1] = CreatePlayerTextDraw(playerid, 388.099884, 314.099884, "CAPACETE");
  2056.     PlayerTextDrawLetterSize(playerid, inventario_description[playerid][1], 0.290499, 1.226665);
  2057.     PlayerTextDrawAlignment(playerid, inventario_description[playerid][1], 1);
  2058.     PlayerTextDrawColor(playerid, inventario_description[playerid][1], -1);
  2059.     PlayerTextDrawSetShadow(playerid, inventario_description[playerid][1], 0);
  2060.     PlayerTextDrawSetOutline(playerid, inventario_description[playerid][1], 0);
  2061.     PlayerTextDrawBackgroundColor(playerid, inventario_description[playerid][1], 255);
  2062.     PlayerTextDrawFont(playerid, inventario_description[playerid][1], 2);
  2063.     PlayerTextDrawSetProportional(playerid, inventario_description[playerid][1], 1);
  2064.     PlayerTextDrawSetShadow(playerid, inventario_description[playerid][1], 0);
  2065.  
  2066.     inventario_description[playerid][2] = CreatePlayerTextDraw(playerid, 388.699920, 330.400878, "PROTEGE_CONTRA_HEADSHOTS");
  2067.     PlayerTextDrawLetterSize(playerid, inventario_description[playerid][2], 0.157499, 0.882498);
  2068.     PlayerTextDrawAlignment(playerid, inventario_description[playerid][2], 1);
  2069.     PlayerTextDrawColor(playerid, inventario_description[playerid][2], -168430192);
  2070.     PlayerTextDrawSetShadow(playerid, inventario_description[playerid][2], 0);
  2071.     PlayerTextDrawSetOutline(playerid, inventario_description[playerid][2], 0);
  2072.     PlayerTextDrawBackgroundColor(playerid, inventario_description[playerid][2], 255);
  2073.     PlayerTextDrawFont(playerid, inventario_description[playerid][2], 2);
  2074.     PlayerTextDrawSetProportional(playerid, inventario_description[playerid][2], 1);
  2075.     PlayerTextDrawSetShadow(playerid, inventario_description[playerid][2], 0);
  2076.  
  2077.     inventario_description[playerid][3] = CreatePlayerTextDraw(playerid, 499.401489, 363.984985, "QUANTIDADE:_1");
  2078.     PlayerTextDrawLetterSize(playerid, inventario_description[playerid][3], 0.157499, 0.882498);
  2079.     PlayerTextDrawAlignment(playerid, inventario_description[playerid][3], 3);
  2080.     PlayerTextDrawColor(playerid, inventario_description[playerid][3], -168430208);
  2081.     PlayerTextDrawSetShadow(playerid, inventario_description[playerid][3], 0);
  2082.     PlayerTextDrawSetOutline(playerid, inventario_description[playerid][3], 0);
  2083.     PlayerTextDrawBackgroundColor(playerid, inventario_description[playerid][3], 255);
  2084.     PlayerTextDrawFont(playerid, inventario_description[playerid][3], 2);
  2085.     PlayerTextDrawSetProportional(playerid, inventario_description[playerid][3], 1);
  2086.     PlayerTextDrawSetShadow(playerid, inventario_description[playerid][3], 0);
  2087.  
  2088.     inventario_textos[playerid][9] = CreatePlayerTextDraw(playerid, 540.294372, 313.548706, "usar");
  2089.     PlayerTextDrawLetterSize(playerid, inventario_textos[playerid][9], 0.400000, 1.600000);
  2090.     PlayerTextDrawAlignment(playerid, inventario_textos[playerid][9], 2);
  2091.     PlayerTextDrawColor(playerid, inventario_textos[playerid][9], -1);
  2092.     PlayerTextDrawSetShadow(playerid, inventario_textos[playerid][9], 0);
  2093.     PlayerTextDrawSetOutline(playerid, inventario_textos[playerid][9], 0);
  2094.     PlayerTextDrawBackgroundColor(playerid, inventario_textos[playerid][9], 255);
  2095.     PlayerTextDrawFont(playerid, inventario_textos[playerid][9], 2);
  2096.     PlayerTextDrawSetProportional(playerid, inventario_textos[playerid][9], 1);
  2097.     PlayerTextDrawSetShadow(playerid, inventario_textos[playerid][9], 0);
  2098.     PlayerTextDrawSetSelectable(playerid, inventario_textos[playerid][9], false);
  2099.  
  2100.     inventario_personagemindex[playerid][0] = CreatePlayerTextDraw(playerid, 231.000305, 153.250015, "");
  2101.     PlayerTextDrawLetterSize(playerid, inventario_personagemindex[playerid][0], 0.000000, 0.000000);
  2102.     PlayerTextDrawTextSize(playerid, inventario_personagemindex[playerid][0], 33.000000, 32.000000);
  2103.     PlayerTextDrawAlignment(playerid, inventario_personagemindex[playerid][0], 1);
  2104.     PlayerTextDrawColor(playerid, inventario_personagemindex[playerid][0], -1);
  2105.     PlayerTextDrawSetShadow(playerid, inventario_personagemindex[playerid][0], 0);
  2106.     PlayerTextDrawSetOutline(playerid, inventario_personagemindex[playerid][0], 0);
  2107.     PlayerTextDrawBackgroundColor(playerid, inventario_personagemindex[playerid][0], 112);
  2108.     PlayerTextDrawFont(playerid, inventario_personagemindex[playerid][0], 5);
  2109.     PlayerTextDrawSetProportional(playerid, inventario_personagemindex[playerid][0], 0);
  2110.     PlayerTextDrawSetShadow(playerid, inventario_personagemindex[playerid][0], 0);
  2111.     PlayerTextDrawSetPreviewModel(playerid, inventario_personagemindex[playerid][0], 18645);
  2112.     PlayerTextDrawSetPreviewRot(playerid, inventario_personagemindex[playerid][0], 0.000000, 0.000000, 0.000000, 1.000000);
  2113.     PlayerTextDrawSetSelectable(playerid, inventario_personagemindex[playerid][0], true);
  2114.  
  2115.     inventario_personagemindex[playerid][1] = CreatePlayerTextDraw(playerid, 110.600074, 189.283264, "");
  2116.     PlayerTextDrawLetterSize(playerid, inventario_personagemindex[playerid][1], 0.000000, 0.000000);
  2117.     PlayerTextDrawTextSize(playerid, inventario_personagemindex[playerid][1], 33.000000, 32.000000);
  2118.     PlayerTextDrawAlignment(playerid, inventario_personagemindex[playerid][1], 1);
  2119.     PlayerTextDrawColor(playerid, inventario_personagemindex[playerid][1], -1);
  2120.     PlayerTextDrawSetShadow(playerid, inventario_personagemindex[playerid][1], 0);
  2121.     PlayerTextDrawSetOutline(playerid, inventario_personagemindex[playerid][1], 0);
  2122.     PlayerTextDrawBackgroundColor(playerid, inventario_personagemindex[playerid][1], 112);
  2123.     PlayerTextDrawFont(playerid, inventario_personagemindex[playerid][1], 5);
  2124.     PlayerTextDrawSetProportional(playerid, inventario_personagemindex[playerid][1], 0);
  2125.     PlayerTextDrawSetShadow(playerid, inventario_personagemindex[playerid][1], 0);
  2126.     PlayerTextDrawSetSelectable(playerid, inventario_personagemindex[playerid][1], true);
  2127.     PlayerTextDrawSetPreviewModel(playerid, inventario_personagemindex[playerid][1], 18645);
  2128.     PlayerTextDrawSetPreviewRot(playerid, inventario_personagemindex[playerid][1], 0.000000, 0.000000, 0.000000, 1.000000);
  2129.  
  2130.     inventario_personagemindex[playerid][2] = CreatePlayerTextDraw(playerid, 230.500000, 198.749984, "");
  2131.     PlayerTextDrawLetterSize(playerid, inventario_personagemindex[playerid][2], 0.000000, 0.000000);
  2132.     PlayerTextDrawTextSize(playerid, inventario_personagemindex[playerid][2], 33.000000, 36.000000);
  2133.     PlayerTextDrawAlignment(playerid, inventario_personagemindex[playerid][2], 1);
  2134.     PlayerTextDrawColor(playerid, inventario_personagemindex[playerid][2], -1);
  2135.     PlayerTextDrawSetShadow(playerid, inventario_personagemindex[playerid][2], 0);
  2136.     PlayerTextDrawSetOutline(playerid, inventario_personagemindex[playerid][2], 0);
  2137.     PlayerTextDrawBackgroundColor(playerid, inventario_personagemindex[playerid][2], 112);
  2138.     PlayerTextDrawFont(playerid, inventario_personagemindex[playerid][2], 5);
  2139.     PlayerTextDrawSetProportional(playerid, inventario_personagemindex[playerid][2], 0);
  2140.     PlayerTextDrawSetShadow(playerid, inventario_personagemindex[playerid][2], 0);
  2141.     PlayerTextDrawSetSelectable(playerid, inventario_personagemindex[playerid][2], true);
  2142.     PlayerTextDrawSetPreviewModel(playerid, inventario_personagemindex[playerid][2], 18645);
  2143.     PlayerTextDrawSetPreviewRot(playerid, inventario_personagemindex[playerid][2], 0.000000, 0.000000, 0.000000, 1.000000);
  2144.  
  2145.     inventario_personagemindex[playerid][3] = CreatePlayerTextDraw(playerid, 110.400032, 242.366851, "");
  2146.     PlayerTextDrawLetterSize(playerid, inventario_personagemindex[playerid][3], 0.000000, 0.000000);
  2147.     PlayerTextDrawTextSize(playerid, inventario_personagemindex[playerid][3], 33.000000, 36.000000);
  2148.     PlayerTextDrawAlignment(playerid, inventario_personagemindex[playerid][3], 1);
  2149.     PlayerTextDrawColor(playerid, inventario_personagemindex[playerid][3], -1);
  2150.     PlayerTextDrawSetShadow(playerid, inventario_personagemindex[playerid][3], 0);
  2151.     PlayerTextDrawSetOutline(playerid, inventario_personagemindex[playerid][3], 0);
  2152.     PlayerTextDrawBackgroundColor(playerid, inventario_personagemindex[playerid][3], 112);
  2153.     PlayerTextDrawFont(playerid, inventario_personagemindex[playerid][3], 5);
  2154.     PlayerTextDrawSetProportional(playerid, inventario_personagemindex[playerid][3], 0);
  2155.     PlayerTextDrawSetShadow(playerid, inventario_personagemindex[playerid][3], 0);
  2156.     PlayerTextDrawSetSelectable(playerid, inventario_personagemindex[playerid][3], true);
  2157.     PlayerTextDrawSetPreviewModel(playerid, inventario_personagemindex[playerid][3], 18645);
  2158.     PlayerTextDrawSetPreviewRot(playerid, inventario_personagemindex[playerid][3], 0.000000, 0.000000, 0.000000, 1.000000);
  2159.  
  2160.     inventario_personagemindex[playerid][4] = CreatePlayerTextDraw(playerid, 230.405273, 244.750305, "");
  2161.     PlayerTextDrawLetterSize(playerid, inventario_personagemindex[playerid][4], 0.000000, 0.000000);
  2162.     PlayerTextDrawTextSize(playerid, inventario_personagemindex[playerid][4], 33.000000, 36.000000);
  2163.     PlayerTextDrawAlignment(playerid, inventario_personagemindex[playerid][4], 1);
  2164.     PlayerTextDrawColor(playerid, inventario_personagemindex[playerid][4], -1);
  2165.     PlayerTextDrawSetShadow(playerid, inventario_personagemindex[playerid][4], 0);
  2166.     PlayerTextDrawSetOutline(playerid, inventario_personagemindex[playerid][4], 0);
  2167.     PlayerTextDrawBackgroundColor(playerid, inventario_personagemindex[playerid][4], 112);
  2168.     PlayerTextDrawFont(playerid, inventario_personagemindex[playerid][4], 5);
  2169.     PlayerTextDrawSetProportional(playerid, inventario_personagemindex[playerid][4], 0);
  2170.     PlayerTextDrawSetShadow(playerid, inventario_personagemindex[playerid][4], 0);
  2171.     PlayerTextDrawSetSelectable(playerid, inventario_personagemindex[playerid][4], true);
  2172.     PlayerTextDrawSetPreviewModel(playerid, inventario_personagemindex[playerid][4], 18645);
  2173.     PlayerTextDrawSetPreviewRot(playerid, inventario_personagemindex[playerid][4], 0.000000, 0.000000, 0.000000, 1.000000);
  2174.  
  2175.     inventario_personagemindex[playerid][5] = CreatePlayerTextDraw(playerid, 230.505279, 294.150360, "");
  2176.     PlayerTextDrawLetterSize(playerid, inventario_personagemindex[playerid][5], 0.000000, 0.000000);
  2177.     PlayerTextDrawTextSize(playerid, inventario_personagemindex[playerid][5], 33.000000, 36.000000);
  2178.     PlayerTextDrawAlignment(playerid, inventario_personagemindex[playerid][5], 1);
  2179.     PlayerTextDrawColor(playerid, inventario_personagemindex[playerid][5], -1);
  2180.     PlayerTextDrawSetShadow(playerid, inventario_personagemindex[playerid][5], 0);
  2181.     PlayerTextDrawSetOutline(playerid, inventario_personagemindex[playerid][5], 0);
  2182.     PlayerTextDrawBackgroundColor(playerid, inventario_personagemindex[playerid][5], 112);
  2183.     PlayerTextDrawFont(playerid, inventario_personagemindex[playerid][5], 5);
  2184.     PlayerTextDrawSetProportional(playerid, inventario_personagemindex[playerid][5], 0);
  2185.     PlayerTextDrawSetShadow(playerid, inventario_personagemindex[playerid][5], 0);
  2186.     PlayerTextDrawSetSelectable(playerid, inventario_personagemindex[playerid][5], true);
  2187.     PlayerTextDrawSetPreviewModel(playerid, inventario_personagemindex[playerid][5], 18645);
  2188.     PlayerTextDrawSetPreviewRot(playerid, inventario_personagemindex[playerid][5], 0.000000, 0.000000, 0.000000, 1.000000);
  2189.  
  2190.     inventario_personagemindex[playerid][6] = CreatePlayerTextDraw(playerid, 110.400032, 294.070007, "");
  2191.     PlayerTextDrawLetterSize(playerid, inventario_personagemindex[playerid][6], 0.000000, 0.000000);
  2192.     PlayerTextDrawTextSize(playerid, inventario_personagemindex[playerid][6], 33.000000, 36.000000);
  2193.     PlayerTextDrawAlignment(playerid, inventario_personagemindex[playerid][6], 1);
  2194.     PlayerTextDrawColor(playerid, inventario_personagemindex[playerid][6], -1);
  2195.     PlayerTextDrawSetShadow(playerid, inventario_personagemindex[playerid][6], 0);
  2196.     PlayerTextDrawSetOutline(playerid, inventario_personagemindex[playerid][6], 0);
  2197.     PlayerTextDrawBackgroundColor(playerid, inventario_personagemindex[playerid][6], 112);
  2198.     PlayerTextDrawFont(playerid, inventario_personagemindex[playerid][6], 5);
  2199.     PlayerTextDrawSetProportional(playerid, inventario_personagemindex[playerid][6], 0);
  2200.     PlayerTextDrawSetShadow(playerid, inventario_personagemindex[playerid][6], 0);
  2201.     PlayerTextDrawSetSelectable(playerid, inventario_personagemindex[playerid][6], true);
  2202.     PlayerTextDrawSetPreviewModel(playerid, inventario_personagemindex[playerid][6], 18645);
  2203.     PlayerTextDrawSetPreviewRot(playerid, inventario_personagemindex[playerid][6], 0.000000, 0.000000, 0.000000, 1.000000);
  2204.  
  2205.     inventario_textos[playerid][10] = CreatePlayerTextDraw(playerid, 187.721237, 347.616729, "remover");
  2206.     PlayerTextDrawLetterSize(playerid, inventario_textos[playerid][10], 0.325504, 1.407498);
  2207.     PlayerTextDrawAlignment(playerid, inventario_textos[playerid][10], 2);
  2208.     PlayerTextDrawColor(playerid, inventario_textos[playerid][10], -1);
  2209.     PlayerTextDrawSetShadow(playerid, inventario_textos[playerid][10], 0);
  2210.     PlayerTextDrawSetOutline(playerid, inventario_textos[playerid][10], 0);
  2211.     PlayerTextDrawBackgroundColor(playerid, inventario_textos[playerid][10], 255);
  2212.     PlayerTextDrawFont(playerid, inventario_textos[playerid][10], 2);
  2213.     PlayerTextDrawSetProportional(playerid, inventario_textos[playerid][10], 1);
  2214.     PlayerTextDrawSetShadow(playerid, inventario_textos[playerid][10], 0);
  2215.    
  2216.     inventario_mensagem[playerid] = CreatePlayerTextDraw(playerid, 321.224029, 381.983398, "error_msg");
  2217.     PlayerTextDrawLetterSize(playerid, inventario_mensagem[playerid], 0.400000, 1.600000);
  2218.     PlayerTextDrawAlignment(playerid, inventario_mensagem[playerid], 2);
  2219.     PlayerTextDrawColor(playerid, inventario_mensagem[playerid], -2147483393);
  2220.     PlayerTextDrawSetShadow(playerid, inventario_mensagem[playerid], 0);
  2221.     PlayerTextDrawSetOutline(playerid, inventario_mensagem[playerid], 1);
  2222.     PlayerTextDrawBackgroundColor(playerid, inventario_mensagem[playerid], 255);
  2223.     PlayerTextDrawFont(playerid, inventario_mensagem[playerid], 2);
  2224.     PlayerTextDrawSetProportional(playerid, inventario_mensagem[playerid], 1);
  2225.     PlayerTextDrawSetShadow(playerid, inventario_mensagem[playerid], 0);
  2226.    
  2227. }
  2228.  
  2229. //----------------------------------------------------------
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