{$CLEO}
hex
  02 00 01 @code 00
end
:Variables
hex
   00 00 00 00  // 34@
   00 00 00 00  // 35@
   00 00 00 00  // 36@
   00 00 00 00  // 37@
   00 00 00 00  // 38@
   00 00 00 00  // 39@
   00 00 00 00  // 40@
   00 00 00 00
   00 00 00 00
   00 00 00 00
   00 00 00 00
   00 00 00 00
   00 00 00 00
   00 00 00 00
   00 00 00 00
   00 00 00 00
   00 00 00 00 //50
   00 00 00 00
   00 00 00 00
   00 00 00 00
   00 00 00 00
   00 00 00 00 //55
   00 00 00 00
   00 00 00 00
   00 00 00 00
   00 00 00 00
   00 00 00 00  //60
   00 00 00 00
   00 00 00 00
   00 00 00 00
   00 00 00 00
   00 00 00 00  //65
end

:code
0A9F: 0@ = current_thread_pointer
0A8E: 1@ = 0@ + 0x10
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
000E: 1@ -= @Variables
000A: 0@ += 0xC4
0A8F: 31@ = 1@ - 0@
0016: 31@ /= 4

//0xB7CD98 - Player pointer, direct offset to the ped pool start (CPed)
//Slot Start = Cped + 1440 + (28 * Slot)

wait 250
while true
    wait 0
if and
80DF:   not actor $PLAYER_ACTOR driving 
0ab0: 88
30@ == 0
then
gosub @markers

//*************************No Weapon***********//
0A96: 0@ = actor $PLAYER_ACTOR struct 
0@ += 1440
1@ = 0  //
1@ *= 28 
005A: 0@ += 1@ // (int)       
0A8D: 2@ = read_memory 0@ size 4 virtual_protect 1 //type
0@ += 8
0A8D: 3@ = read_memory 0@ size 4 virtual_protect 1  //ammo in clip
0@ += 4
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 1    //total ammo remaining (all ammo, including that in clip)
//*************************No Weapon***********//

//************************Melee************//
0A96: 4@ = actor $PLAYER_ACTOR struct 
4@ += 1440
5@ = 1  //
5@ *= 28 
005A: 4@ += 5@ // (int)       
0A8D: 6@ = read_memory 4@ size 4 virtual_protect 1 //type
4@ += 8
0A8D: 7@ = read_memory 4@ size 4 virtual_protect 1  //ammo in clip
4@ += 4
0A8D: 4@ = read_memory 4@ size 4 virtual_protect 1    //total ammo remaining (all ammo, including that in clip)
//***********************Melee*************//

//*************************pistols***********//
0A96: 8@ = actor $PLAYER_ACTOR struct 
8@ += 1440
9@ = 2  //pistol slot
9@ *= 28 
005A: 8@ += 9@ // (int)       
0A8D: 10@ = read_memory 8@ size 4 virtual_protect 1 //type
8@ += 8
0A8D: 11@ = read_memory 8@ size 4 virtual_protect 1  //ammo in clip
8@ += 4
0A8D: 8@ = read_memory 8@ size 4 virtual_protect 1    //total ammo remaining (all ammo, including that in clip)
//*************************pistols***********//

//********************Shotguns****************//
0A96: 12@ = actor $PLAYER_ACTOR struct 
12@ += 1440
13@ = 3  //
13@ *= 28 
005A: 12@ += 13@ // (int)       
0A8D: 14@ = read_memory 12@ size 4 virtual_protect 1 //type
12@ += 8
0A8D: 15@ = read_memory 12@ size 4 virtual_protect 1  //ammo in clip
12@ += 4
0A8D: 12@ = read_memory 12@ size 4 virtual_protect 1    //total ammo remaining (all ammo, including that in clip)
//***********************Shotguns*************//

//********************Sub-Machineguns****************//
0A96: 16@ = actor $PLAYER_ACTOR struct 
16@ += 1440
17@ = 4  //
17@ *= 28 
005A: 16@ += 17@ // (int)       
0A8D: 18@ = read_memory 16@ size 4 virtual_protect 1 //type
16@ += 8
0A8D: 19@ = read_memory 16@ size 4 virtual_protect 1  //ammo in clip
16@ += 4
0A8D: 16@ = read_memory 16@ size 4 virtual_protect 1    //total ammo remaining (all ammo, including that in clip)
//********************Sub-Machineguns****************//

//*****************Machineguns*******************//
0A96: 20@ = actor $PLAYER_ACTOR struct 
20@ += 1440
21@ = 5  //
21@ *= 28 
005A: 20@ += 21@ // (int)       
0A8D: 22@ = read_memory 20@ size 4 virtual_protect 1 //type
20@ += 8
0A8D: 23@ = read_memory 20@ size 4 virtual_protect 1  //ammo in clip
20@ += 4
0A8D: 20@ = read_memory 20@ size 4 virtual_protect 1    //total ammo remaining (all ammo, including that in clip)
//*****************Machineguns*******************//

//*******************Rifles*****************//
0A96: 24@ = actor $PLAYER_ACTOR struct 
24@ += 1440
25@ = 6  //
25@ *= 28 
005A: 24@ += 25@ // (int)       
0A8D: 26@ = read_memory 24@ size 4 virtual_protect 1 //type
24@ += 8
0A8D: 27@ = read_memory 24@ size 4 virtual_protect 1  //ammo in clip
24@ += 4
0A8D: 24@ = read_memory 24@ size 4 virtual_protect 1    //total ammo remaining (all ammo, including that in clip)
//*****************Rifles*******************//

//*******************Heavy Weapons*****************//
0A96: 28@ = actor $PLAYER_ACTOR struct 
28@ += 1440
29@ = 7  //
29@ *= 28 
005A: 28@ += 29@ // (int)       
0A8D: 34@(31@,1i) = read_memory 28@ size 4 virtual_protect 1 //type
28@ += 8
0A8D: 35@(31@,1i) = read_memory 28@ size 4 virtual_protect 1  //ammo in clip
28@ += 4
0A8D: 28@ = read_memory 28@ size 4 virtual_protect 1    //total ammo remaining (all ammo, including that in clip)
//********************Heavy Weapons****************//

//***********Projectiles*************************//
0A96: 36@(31@,1i) = actor $PLAYER_ACTOR struct 
36@(31@,1i) += 1440
37@(31@,1i) = 8  //
37@(31@,1i) *= 28 
005A: 36@(31@,1i) += 37@(31@,1i) // (int)       
0A8D: 38@(31@,1i) = read_memory 36@(31@,1i) size 4 virtual_protect 1 //type
36@(31@,1i) += 8
0A8D: 39@(31@,1i) = read_memory 36@(31@,1i) size 4 virtual_protect 1  //ammo in clip
36@(31@,1i) += 4
0A8D: 36@(31@,1i) = read_memory 36@(31@,1i) size 4 virtual_protect 1    //total ammo remaining (all ammo, including that in clip)
//**********Projectiles**************************//

//***************Spray Can*********************//
0A96: 40@(31@,1i) = actor $PLAYER_ACTOR struct 
40@(31@,1i) += 1440
41@(31@,1i) = 9  //
41@(31@,1i) *= 28 
005A: 40@(31@,1i) += 41@(31@,1i) // (int)       
0A8D: 42@(31@,1i) = read_memory 40@(31@,1i) size 4 virtual_protect 1 //type
40@(31@,1i) += 8
0A8D: 43@(31@,1i) = read_memory 40@(31@,1i) size 4 virtual_protect 1  //ammo in clip
40@(31@,1i) += 4
0A8D: 40@(31@,1i) = read_memory 40@(31@,1i) size 4 virtual_protect 1    //total ammo remaining (all ammo, including that in clip)
//****************Spray Can********************//

//*******************Flowers*****************//
0A96: 44@(31@,1i) = actor $PLAYER_ACTOR struct 
44@(31@,1i) += 1440
45@(31@,1i) = 10  //
45@(31@,1i) *= 28 
005A: 44@(31@,1i) += 45@(31@,1i) // (int)       
0A8D: 46@(31@,1i) = read_memory 44@(31@,1i) size 4 virtual_protect 1 //type
44@(31@,1i) += 8
0A8D: 47@(31@,1i) = read_memory 44@(31@,1i) size 4 virtual_protect 1  //ammo in clip
44@(31@,1i) += 4
0A8D: 44@(31@,1i) = read_memory 44@(31@,1i) size 4 virtual_protect 1    //total ammo remaining (all ammo, including that in clip)
//********************Flowers****************//

//*********************Goggles***************//
0A96: 48@(31@,1i) = actor $PLAYER_ACTOR struct 
48@(31@,1i) += 1440
49@(31@,1i) = 11  //
49@(31@,1i) *= 28 
005A: 48@(31@,1i) += 49@(31@,1i) // (int)       
0A8D: 50@(31@,1i) = read_memory 48@(31@,1i) size 4 virtual_protect 1 //type
48@(31@,1i) += 8
0A8D: 51@(31@,1i) = read_memory 48@(31@,1i) size 4 virtual_protect 1  //ammo in clip
48@(31@,1i) += 4
0A8D: 48@(31@,1i) = read_memory 48@(31@,1i) size 4 virtual_protect 1    //total ammo remaining (all ammo, including that in clip)
//********************Goggles****************//

//*********************Detonators***************//
0A96: 52@(31@,1i) = actor $PLAYER_ACTOR struct 
52@(31@,1i) += 1440
53@(31@,1i) = 12  //
53@(31@,1i) *= 28 
005A: 52@(31@,1i) += 53@(31@,1i) // (int)       
0A8D: 54@(31@,1i) = read_memory 52@(31@,1i) size 4 virtual_protect 1 //type
52@(31@,1i) += 8
0A8D: 55@(31@,1i) = read_memory 52@(31@,1i) size 4 virtual_protect 1  //ammo in clip
52@(31@,1i) += 4
0A8D: 52@(31@,1i) = read_memory 52@(31@,1i) size 4 virtual_protect 1    //total ammo remaining (all ammo, including that in clip)
//********************Detonators****************//

0390: load_txd_dictionary 'weapon'
038F: load_texture "gun_dildo1" as 64 
038F: load_texture "gun_dildo2" as 65
038F: load_texture "gun_vibe1" as 66
038F: load_texture "gun_vibe2" as 67
038F: load_texture "gun_cane" as 68 
038F: load_texture "dummy" as 69
038F: load_texture "colt45" as 70
038F: load_texture "silenced" as 71
038F: load_texture "desert_eagle" as 72
038F: load_texture "unarmed" as 73
038F: load_texture "brassknuckle" as 74

038F: load_texture "golfclub" as 75
038F: load_texture "nitestick" as 76
038F: load_texture "knifecur" as 77
038F: load_texture "bat" as 78
038F: load_texture "shovel" as 79
038F: load_texture "katana" as 80
038F: load_texture "poolcue" as 81
038F: load_texture "chnsaw" as 82
038F: load_texture "chromegun" as 83
038F: load_texture "sawnoff" as 84
038F: load_texture "shotgspa" as 85
038F: load_texture "micro_uzi" as 86
038F: load_texture "mp5lng" as 87
038F: load_texture "tec9" as 88
038F: load_texture "ak47" as 89
038F: load_texture "m4" as 90
038F: load_texture "cuntgun" as 91
038F: load_texture "sniper" as 92
038F: load_texture "rocketla" as 93
038F: load_texture "heatseek" as 94
038F: load_texture "flame" as 95
038F: load_texture "minigun" as 96
038F: load_texture "grenade" as 97
038F: load_texture "molotov" as 98
038F: load_texture "satchel" as 99
038F: load_texture "spraycan" as 100
038F: load_texture "fire_ex" as 101
038F: load_texture "camera" as 102
038F: load_texture "flowera" as 103
038F: load_texture "goggles" as 104
038F: load_texture "gun_para" as 105
038F: load_texture "detonator" as 106
038F: load_texture "teargas" as 107
//
0A8C: write_memory 0x53BF8A size 2 value 0x9090 virtual_protect 1  
0A8C: write_memory 0x53BF96 size 4 value 0x90909090 virtual_protect 1  
0A8C: write_memory 0x53BF9A size 2 value 0x9090 virtual_protect 1  
0A8C: write_memory 0x58FCC2 size 4 value 0x90909090 virtual_protect 1  
0A8C: write_memory 0x58D4BE size 4 value 0x90909090 virtual_protect 1  
0A8C: write_memory 0x58D4C2 size 4 value 0x90909090 virtual_protect 1  
0A8C: write_memory 0xB7CB49 size 1 value 1 virtual_protect 0

30@ = 1
end 

if
30@ == 1
then
/////////*******************////////drawing[updated, http://hotmist.ddo.jp/id/weapon.html]/////////********************
/////////*******************////////no weapon/////////********************
if or
2@ == 0
6@ == 0
10@ == 0
14@ == 0
18@ == 0
22@ == 0
then
03F0: enable_text_draw 1
////033E: set_draw_text_position 23.00 65.0 GXT 'STWE003'  
//045B: draw_text_2numbers 22.00 80.0 GXT 'msefct' numbers 11@ 8@
038D: draw_texture 73 position 50.00 60.00 scale 64.00 32.00 RGBA 255 255 255 255
end

    if or
26@ == 1
34@(31@,1i) == 0
38@(31@,1i) == 0
42@(31@,1i) == 0
46@(31@,1i) == 0
50@(31@,1i) == 0
54@(31@,1i) == 0
then
03F0: enable_text_draw 1
////033E: set_draw_text_position 23.00 65.0 GXT 'STWE003'  
//045B: draw_text_2numbers 22.00 80.0 GXT 'msefct' numbers 11@ 8@
038D: draw_texture 73 position 50.00 60.00 scale 64.00 32.00 RGBA 255 255 255 255
end


if or
2@ == 1
6@ == 1
10@ == 1
14@ == 1
18@ == 1
22@ == 1
then
03F0: enable_text_draw 1
////033E: set_draw_text_position 23.00 65.0 GXT 'STWE003'  
//045B: draw_text_2numbers 22.00 80.0 GXT 'msefct' numbers 11@ 8@
038D: draw_texture 74 position 50.00 60.00 scale 64.00 32.00 RGBA 255 255 255 255
end
    if or
26@ == 1
34@(31@,1i) == 1
38@(31@,1i) == 1
42@(31@,1i) == 1
46@(31@,1i) == 1
50@(31@,1i) == 1
54@(31@,1i) == 1
then
03F0: enable_text_draw 1
////033E: set_draw_text_position 23.00 65.0 GXT 'STWE003'  
//045B: draw_text_2numbers 22.00 80.0 GXT 'msefct' numbers 11@ 8@
038D: draw_texture 74 position 50.00 60.00 scale 64.00 32.00 RGBA 255 255 255 255
end
/////////*******************////////no weapon/////////********************

/////////*******************////////slot 1-Melee/////////********************
{
6@ == 0

03F0: enable_text_draw 1
038D: draw_texture 69 position 64.00 120.00 scale 64.00 32.00 RGBA 255 255 255 255
   }


if or
2@ == 2
6@ == 2
10@ == 2
14@ == 2
18@ == 2
22@ == 2
then
03F0: enable_text_draw 1
038D: draw_texture 75 position 64.00 120.00 scale 64.00 32.00 RGBA 255 255 255 255
end 

    if or
26@ == 2
34@(31@,1i) == 2
38@(31@,1i) == 2
42@(31@,1i) == 2
46@(31@,1i) == 2
50@(31@,1i) == 2
54@(31@,1i) == 2
then
03F0: enable_text_draw 1
038D: draw_texture 75 position 64.00 120.00 scale 64.00 32.00 RGBA 255 255 255 255
end 

if or
2@ == 3
6@ == 3
10@ == 3
14@ == 3
18@ == 3
22@ == 3
then
03F0: enable_text_draw 1
038D: draw_texture 76 position 64.00 120.00 scale 64.00 32.00 RGBA 255 255 255 255
end 

    if or
26@ == 3
34@(31@,1i) == 3
38@(31@,1i) == 3
42@(31@,1i) == 3
46@(31@,1i) == 3
50@(31@,1i) == 3
54@(31@,1i) == 3
then
03F0: enable_text_draw 1
038D: draw_texture 76 position 64.00 120.00 scale 64.00 32.00 RGBA 255 255 255 255
end 

if or
2@ == 4
6@ == 4
10@ == 4
14@ == 4
18@ == 4
22@ == 4
then
03F0: enable_text_draw 1
038D: draw_texture 77 position 64.00 120.00 scale 64.00 32.00 RGBA 255 255 255 255
end 

    if or
26@ == 4
34@(31@,1i) == 4
38@(31@,1i) == 4
42@(31@,1i) == 4
46@(31@,1i) == 4
50@(31@,1i) == 4
54@(31@,1i) == 4
then
03F0: enable_text_draw 1
038D: draw_texture 77 position 64.00 120.00 scale 64.00 32.00 RGBA 255 255 255 255
end 

if or
2@ == 5
6@ == 5
10@ == 5
14@ == 5
18@ == 5
22@ == 5
then
03F0: enable_text_draw 1
038D: draw_texture 78 position 64.00 120.00 scale 64.00 32.00 RGBA 255 255 255 255
end 

    if or
26@ == 5
34@(31@,1i) == 5
38@(31@,1i) == 5
42@(31@,1i) == 5
46@(31@,1i) == 5
50@(31@,1i) == 5
54@(31@,1i) == 5
then
03F0: enable_text_draw 1
038D: draw_texture 78 position 64.00 120.00 scale 64.00 32.00 RGBA 255 255 255 255
end 

if or
2@ == 6
6@ == 6
10@ == 6
14@ == 6
18@ == 6
22@ == 6
then
03F0: enable_text_draw 1
038D: draw_texture 79 position 64.00 120.00 scale 64.00 32.00 RGBA 255 255 255 255
end 

    if or
26@ == 6
34@(31@,1i) == 6
38@(31@,1i) == 6
42@(31@,1i) == 6
46@(31@,1i) == 6
50@(31@,1i) == 6
54@(31@,1i) == 6
then
03F0: enable_text_draw 1
038D: draw_texture 79 position 64.00 120.00 scale 64.00 32.00 RGBA 255 255 255 255
end 

if or
2@ == 7
6@ == 7
10@ == 7
14@ == 7
18@ == 7
22@ == 7
then
03F0: enable_text_draw 1
038D: draw_texture 81 position 64.00 120.00 scale 64.00 32.00 RGBA 255 255 255 255
end 

    if or
26@ == 7
34@(31@,1i) == 7
38@(31@,1i) == 7
42@(31@,1i) == 7
46@(31@,1i) == 7
50@(31@,1i) == 7
54@(31@,1i) == 7
then
03F0: enable_text_draw 1
038D: draw_texture 81 position 64.00 120.00 scale 64.00 32.00 RGBA 255 255 255 255
end 

if or
2@ == 8
6@ == 8
10@ == 8
14@ == 8
18@ == 8
22@ == 8
then
03F0: enable_text_draw 1
038D: draw_texture 80 position 64.00 120.00 scale 64.00 32.00 RGBA 255 255 255 255
end 

    if or
26@ == 8
34@(31@,1i) == 8
38@(31@,1i) == 8
42@(31@,1i) == 8
46@(31@,1i) == 8
50@(31@,1i) == 8
54@(31@,1i) == 8
then
03F0: enable_text_draw 1
038D: draw_texture 80 position 64.00 120.00 scale 64.00 32.00 RGBA 255 255 255 255
end 

if or
2@ == 9
6@ == 9
10@ == 9
14@ == 9
18@ == 9
22@ == 9
then
03F0: enable_text_draw 1
038D: draw_texture 82 position 64.00 120.00 scale 64.00 32.00 RGBA 255 255 255 255
end 

    if or
26@ == 9
34@(31@,1i) == 9
38@(31@,1i) == 9
42@(31@,1i) == 9
46@(31@,1i) == 9
50@(31@,1i) == 9
54@(31@,1i) == 9
then
03F0: enable_text_draw 1
038D: draw_texture 82 position 64.00 120.00 scale 64.00 32.00 RGBA 255 255 255 255
end 

/////////*******************////////slot 1/////////********************

/////////*******************////////slot 1.5 - dildos////////********************

if or
2@ == 10
6@ == 10
10@ == 10
14@ == 10
18@ == 10
22@ == 10
then
03F0: enable_text_draw 1
038D: draw_texture 64 position 64.00 160.00 scale 64.00 32.00 RGBA 255 255 255 255
end

    if or
26@ == 10
34@(31@,1i) == 10
38@(31@,1i) == 10
42@(31@,1i) == 10
46@(31@,1i) == 10
50@(31@,1i) == 10
54@(31@,1i) == 10
then
03F0: enable_text_draw 1
038D: draw_texture 64 position 64.00 160.00 scale 64.00 32.00 RGBA 255 255 255 255
end

if or
2@ == 11
6@ == 11
10@ == 11
14@ == 11
18@ == 11
22@ == 11
then
03F0: enable_text_draw 1
038D: draw_texture 65 position 64.00 160.00 scale 64.00 32.00 RGBA 255 255 255 255
end

    if or
26@ == 11
34@(31@,1i) == 11
38@(31@,1i) == 11
42@(31@,1i) == 11
46@(31@,1i) == 11
50@(31@,1i) == 11
54@(31@,1i) == 11
then
03F0: enable_text_draw 1
038D: draw_texture 65 position 64.00 160.00 scale 64.00 32.00 RGBA 255 255 255 255
end

if or
2@ == 12
6@ == 12
10@ == 12
14@ == 12
18@ == 12
22@ == 12
then
03F0: enable_text_draw 1
038D: draw_texture 66 position 64.00 160.00 scale 64.00 32.00 RGBA 255 255 255 255
end

    if or
26@ == 12
34@(31@,1i) == 12
38@(31@,1i) == 12
42@(31@,1i) == 12
46@(31@,1i) == 12
50@(31@,1i) == 12
54@(31@,1i) == 12
then
03F0: enable_text_draw 1
038D: draw_texture 66 position 64.00 160.00 scale 64.00 32.00 RGBA 255 255 255 255
end

if or
2@ == 13
6@ == 13
10@ == 13
14@ == 13
18@ == 13
22@ == 13
then
03F0: enable_text_draw 1
038D: draw_texture 67 position 64.00 160.00 scale 64.00 32.00 RGBA 255 255 255 255
end

    if or
26@ == 13
34@(31@,1i) == 13
38@(31@,1i) == 13
42@(31@,1i) == 13
46@(31@,1i) == 13
50@(31@,1i) == 13
54@(31@,1i) == 13
then
03F0: enable_text_draw 1
038D: draw_texture 67 position 64.00 160.00 scale 64.00 32.00 RGBA 255 255 255 255
end

if or
2@ == 14
6@ == 14
10@ == 14
14@ == 14
18@ == 14
22@ == 14
then
03F0: enable_text_draw 1
//033E: set_draw_text_position 371.5 35.0 GXT 'SNIPE'  
//045B: draw_text_2numbers 380.00 70.0 GXT 'msefct' numbers 27@ 24@    //flowers
038D: draw_texture 103 position 526.00 185.00 scale 64.00 32.00 RGBA 255 255 255 255
end
 
    if or
26@ == 14
34@(31@,1i) == 14
38@(31@,1i) == 14
42@(31@,1i) == 14
46@(31@,1i) == 14
50@(31@,1i) == 14
54@(31@,1i) == 14
then
03F0: enable_text_draw 1
//033E: set_draw_text_position 371.5 35.0 GXT 'SNIPE'  
//045B: draw_text_2numbers 380.00 70.0 GXT 'msefct' numbers 27@ 24@
038D: draw_texture 103 position 526.00 185.00 scale 64.00 32.00 RGBA 255 255 255 255
end


if or
2@ == 15
6@ == 15
10@ == 15
14@ == 15
18@ == 15
22@ == 15
then
03F0: enable_text_draw 1
038D: draw_texture 68 position 64.00 160.00 scale 64.00 32.00 RGBA 255 255 255 255
end

    if or
26@ == 15
34@(31@,1i) == 15
38@(31@,1i) == 15
42@(31@,1i) == 15
46@(31@,1i) == 15
50@(31@,1i) == 15
54@(31@,1i) == 15
then
03F0: enable_text_draw 1
038D: draw_texture 68 position 64.00 160.00 scale 64.00 32.00 RGBA 255 255 255 255
end



/////////*******************////////slot 1.5 - dildos////////********************


/////////*******************////////Slot: Projectiles/////////********************
if or
2@ == 16
6@ == 16
10@ == 16
14@ == 16
18@ == 16
22@ == 16
then
03F0: enable_text_draw 1
//033E: set_draw_text_position 499.5 30.0 GXT 'GRENADE'  
//045B: draw_text_2numbers 560.00 155.0 GXT 'msefct' numbers 36@(31@,1i) 36@(31@,1i)    //grenade
045A: draw_text_1number 560.00 155.0 GXT 'NUMBER' number 36@(31@,1i) // 
038D: draw_texture 97 position 526.00 165.00 scale 64.00 32.00 RGBA 255 255 255 255
end

    if or
26@ == 16
34@(31@,1i) == 16
38@(31@,1i) == 16
42@(31@,1i) == 16
46@(31@,1i) == 16
50@(31@,1i) == 16
54@(31@,1i) == 16
then
03F0: enable_text_draw 1
//033E: set_draw_text_position 499.5 30.0 GXT 'GRENADE'  
//045B: draw_text_2numbers 560.00 155.0 GXT 'msefct' numbers 36@(31@,1i) 36@(31@,1i)    //grenade
045A: draw_text_1number 560.00 155.0 GXT 'NUMBER' number 36@(31@,1i) //
038D: draw_texture 97 position 526.00 165.00 scale 64.00 32.00 RGBA 255 255 255 255
end

if or
2@ == 17
6@ == 17
10@ == 17
14@ == 17
18@ == 17
22@ == 17
then
03F0: enable_text_draw 1
////033E: set_draw_text_position 499.5 30.0 GXT 'GRENADE'  
//045B: draw_text_2numbers 560.00 155.0 GXT 'msefct' numbers 36@(31@,1i) 36@(31@,1i)    //teargas
045A: draw_text_1number 560.00 155.0 GXT 'NUMBER' number 36@(31@,1i) //
038D: draw_texture 107 position 526.00 165.00 scale 64.00 32.00 RGBA 255 255 255 255
end

    if or
26@ == 17
34@(31@,1i) == 17
38@(31@,1i) == 17
42@(31@,1i) == 17
46@(31@,1i) == 17
50@(31@,1i) == 17
54@(31@,1i) == 17
then
03F0: enable_text_draw 1
////033E: set_draw_text_position 499.5 30.0 GXT 'GRENADE'  
//045B: draw_text_2numbers 560.00 155.0 GXT 'msefct' numbers 36@(31@,1i) 36@(31@,1i)    //teargas
045A: draw_text_1number 560.00 155.0 GXT 'NUMBER' number 36@(31@,1i) //
038D: draw_texture 107 position 526.00 165.00 scale 64.00 32.00 RGBA 255 255 255 255
end

if or
2@ == 18
6@ == 18
10@ == 18
14@ == 18
18@ == 18 
22@ == 18
then
03F0: enable_text_draw 1
////033E: set_draw_text_position 499.5 30.0 GXT 'GRENADE'  
//045B: draw_text_2numbers 560.00 155.0 GXT 'msefct' numbers 36@(31@,1i) 36@(31@,1i)    //molotov
045A: draw_text_1number 560.00 155.0 GXT 'NUMBER' number 36@(31@,1i) //
038D: draw_texture 98 position 526.00 165.00 scale 64.00 32.00 RGBA 255 255 255 255
end

    if or
26@ == 18
34@(31@,1i) == 18
38@(31@,1i) == 18
42@(31@,1i) == 18
46@(31@,1i) == 18
50@(31@,1i) == 18
54@(31@,1i) == 18
then
03F0: enable_text_draw 1
////033E: set_draw_text_position 499.5 30.0 GXT 'GRENADE'  
//045B: draw_text_2numbers 560.00 155.0 GXT 'msefct' numbers 36@(31@,1i) 36@(31@,1i)    //molotov
045A: draw_text_1number 560.00 155.0 GXT 'NUMBER' number 36@(31@,1i) //
038D: draw_texture 98 position 526.00 165.00 scale 64.00 32.00 RGBA 255 255 255 255
end
/////////*******************////////Slot: Projectiles/////////********************
 //19 20 21 - PROJECTILE
/////////*******************////////Slot2: Handguns/////////********************
if or
 2@ == 22
 6@ == 22
10@ == 22
14@ == 22
18@ == 22
22@ == 22
then
03F0: enable_text_draw 1
//033E: set_draw_text_position 121.00 30.0 GXT 'STWE001'  
045B: draw_text_2numbers 100.00 70.0 GXT 'msefct' numbers 11@ 8@
038D: draw_texture 70 position 110.00 60.00 scale 64.00 32.00 RGBA 255 255 255 255
end

    if or
        26@ == 22
34@(31@,1i) == 22
38@(31@,1i) == 22
42@(31@,1i) == 22
46@(31@,1i) == 22
50@(31@,1i) == 22
54@(31@,1i) == 22
then
03F0: enable_text_draw 1
//033E: set_draw_text_position 121.00 30.0 GXT 'STWE001'  
045B: draw_text_2numbers 100.00 70.0 GXT 'msefct' numbers 11@ 8@
038D: draw_texture 70 position 110.00 60.00 scale 64.00 32.00 RGBA 255 255 255 255
end

if or
 2@ == 23
 6@ == 23
10@ == 23
14@ == 23
18@ == 23
22@ == 23
then
03F0: enable_text_draw 1
//033E: set_draw_text_position 123.00 30.0 GXT 'STWE002'  
045B: draw_text_2numbers 100.00 70.0 GXT 'msefct' numbers 11@ 8@
038D: draw_texture 71 position 110.00 60.00 scale 64.00 32.00 RGBA 255 255 255 255
end

    if or
        26@ == 23
34@(31@,1i) == 23
38@(31@,1i) == 23
42@(31@,1i) == 23
46@(31@,1i) == 23
50@(31@,1i) == 23
54@(31@,1i) == 23
then
03F0: enable_text_draw 1
//033E: set_draw_text_position 123.00 30.0 GXT 'STWE002'  
045B: draw_text_2numbers 100.00 70.0 GXT 'msefct' numbers 11@ 8@
038D: draw_texture 71 position 110.00 60.00 scale 64.00 32.00 RGBA 255 255 255 255
end

if or
 2@ == 24
 6@ == 24
10@ == 24
14@ == 24
18@ == 24
22@ == 24
then
03F0: enable_text_draw 1
//033E: set_draw_text_position 123.00 30.0 GXT 'STWE003'  
045B: draw_text_2numbers 100.00 70.0 GXT 'msefct' numbers 11@ 8@
038D: draw_texture 72 position 110.00 60.00 scale 64.00 32.00 RGBA 255 255 255 255
end

    if or
        26@ == 24
34@(31@,1i) == 24
38@(31@,1i) == 24
42@(31@,1i) == 24
46@(31@,1i) == 24
50@(31@,1i) == 24
54@(31@,1i) == 24
then
03F0: enable_text_draw 1
//033E: set_draw_text_position 123.00 30.0 GXT 'STWE003'  
045B: draw_text_2numbers 100.00 70.0 GXT 'msefct' numbers 11@ 8@
038D: draw_texture 72 position 110.00 60.00 scale 64.00 32.00 RGBA 255 255 255 255
end
/////////*******************////////Slot2: Handguns/////////********************


/////////*******************////////Slot3: Shotguns/////////********************

if or
 2@ == 25
 6@ == 25
10@ == 25
14@ == 25
18@ == 25
22@ == 25
then
03F0: enable_text_draw 1
//033E: set_draw_text_position 181.5 30.0 GXT 'STWE004'  
045B: draw_text_2numbers 173.00 70.0 GXT 'msefct' numbers 15@ 12@
038D: draw_texture 83 position 192.00 60.00 scale 64.00 32.00 RGBA 255 255 255 255
end

    if or
        26@ == 25
34@(31@,1i) == 25
38@(31@,1i) == 25
42@(31@,1i) == 25
46@(31@,1i) == 25
50@(31@,1i) == 25 
54@(31@,1i) == 25
then
03F0: enable_text_draw 1
//033E: set_draw_text_position 181.5 30.0 GXT 'STWE004'  
045B: draw_text_2numbers 173.00 70.0 GXT 'msefct' numbers 15@ 12@
038D: draw_texture 83 position 192.00 60.00 scale 64.00 32.00 RGBA 255 255 255 255
end

if or
 2@ == 26
 6@ == 26
10@ == 26
14@ == 26
18@ == 26
22@ == 26
then
03F0: enable_text_draw 1
//033E: set_draw_text_position 181.5 30.0 GXT 'STWE005'  
045B: draw_text_2numbers 173.00 70.0 GXT 'msefct' numbers 15@ 12@
038D: draw_texture 84 position 192.00 60.00 scale 64.00 32.00 RGBA 255 255 255 255
end

    if or
        26@ == 26
34@(31@,1i) == 26
38@(31@,1i) == 26
42@(31@,1i) == 26
46@(31@,1i) == 26
50@(31@,1i) == 26
54@(31@,1i) == 26
then
03F0: enable_text_draw 1
//033E: set_draw_text_position 181.5 30.0 GXT 'STWE005'  
045B: draw_text_2numbers 173.00 70.0 GXT 'msefct' numbers 15@ 12@
038D: draw_texture 84 position 192.00 60.00 scale 64.00 32.00 RGBA 255 255 255 255
end

if or
 2@ == 27
 6@ == 27
10@ == 27
14@ == 27
18@ == 27
22@ == 27
then
03F0: enable_text_draw 1
//033E: set_draw_text_position 181.5 30.0 GXT 'STWE006'  
045B: draw_text_2numbers 173.00 70.0 GXT 'msefct' numbers 15@ 12@
038D: draw_texture 85 position 192.00 60.00 scale 64.00 32.00 RGBA 255 255 255 255
end

    if or
        26@ == 27
34@(31@,1i) == 27
38@(31@,1i) == 27
42@(31@,1i) == 27
46@(31@,1i) == 27
50@(31@,1i) == 27
54@(31@,1i) == 27
then
03F0: enable_text_draw 1
//033E: set_draw_text_position 181.5 30.0 GXT 'STWE006'  
045B: draw_text_2numbers 173.00 70.0 GXT 'msefct' numbers 15@ 12@
038D: draw_texture 85 position 192.00 60.00 scale 64.00 32.00 RGBA 255 255 255 255
end
/////////*******************////////Slot3: Shotguns/////////********************

/////////*******************////////Slot4: Sub-Machineguns/////////********************

if or
 2@ == 28
 6@ == 28
10@ == 28
14@ == 28
18@ == 28
22@ == 28
then
03F0: enable_text_draw 1
//033E: set_draw_text_position 241.5 20.0 GXT 'UZI'  
045B: draw_text_2numbers 235.00 70.0 GXT 'msefct' numbers 19@ 16@
038D: draw_texture 86 position 245.00 50.00 scale 64.00 32.00 RGBA 255 255 255 255
end

    if or
        26@ == 28
34@(31@,1i) == 28
38@(31@,1i) == 28
42@(31@,1i) == 28
46@(31@,1i) == 28
50@(31@,1i) == 28
54@(31@,1i) == 28
then
03F0: enable_text_draw 1
//033E: set_draw_text_position 241.5 20.0 GXT 'UZI'  
045B: draw_text_2numbers 235.00 70.0 GXT 'msefct' numbers 19@ 16@
038D: draw_texture 86 position 245.00 50.00 scale 64.00 32.00 RGBA 255 255 255 255
end

if or
 2@ == 29
 6@ == 29
10@ == 29
14@ == 29
18@ == 29
22@ == 29
then
03F0: enable_text_draw 1
//033E: set_draw_text_position 241.5 20.0 GXT 'STWE008'  
045B: draw_text_2numbers 235.00 70.0 GXT 'msefct' numbers 19@ 16@
038D: draw_texture 87 position 245.00 50.00 scale 64.00 32.00 RGBA 255 255 255 255
end

    if or
        26@ == 29
34@(31@,1i) == 29
38@(31@,1i) == 29
42@(31@,1i) == 29
46@(31@,1i) == 29
50@(31@,1i) == 29
54@(31@,1i) == 29
then
03F0: enable_text_draw 1
//033E: set_draw_text_position 241.5 20.0 GXT 'STWE008'  
045B: draw_text_2numbers 235.00 70.0 GXT 'msefct' numbers 19@ 16@
038D: draw_texture 87 position 245.00 50.00 scale 64.00 32.00 RGBA 255 255 255 255
end

if or
 2@ == 32
 6@ == 32
10@ == 32
14@ == 32
18@ == 32
22@ == 32
then
03F0: enable_text_draw 1
//033E: set_draw_text_position 241.5 20.0 GXT 'STWE011'  
045B: draw_text_2numbers 230.00 70.0 GXT 'msefct' numbers 19@ 16@
038D: draw_texture 88 position 245.00 50.00 scale 64.00 32.00 RGBA 255 255 255 255
end

    if or
        26@ == 32
34@(31@,1i) == 32
38@(31@,1i) == 32
42@(31@,1i) == 32
46@(31@,1i) == 32
50@(31@,1i) == 32
54@(31@,1i) == 32
then
03F0: enable_text_draw 1
//033E: set_draw_text_position 241.5 20.0 GXT 'STWE011'  
045B: draw_text_2numbers 230.00 70.0 GXT 'msefct' numbers 19@ 16@
038D: draw_texture 88 position 245.00 50.00 scale 64.00 32.00 RGBA 255 255 255 255
end
/////////*******************////////Slot4: Sub-Machineguns/////////********************


/////////*******************////////Slot5: Machineguns/////////********************
if or
 2@ == 30
 6@ == 30
10@ == 30
14@ == 30
18@ == 30
22@ == 30
then
03F0: enable_text_draw 1
//033E: set_draw_text_position 305.5 35.0 GXT 'STWE009'  
045B: draw_text_2numbers 305.00 70.0 GXT 'msefct' numbers 23@ 20@
038D: draw_texture 89 position 321.00 57.00 scale 64.00 32.00 RGBA 255 255 255 255
end

    if or
        26@ == 30
34@(31@,1i) == 30
38@(31@,1i) == 30
42@(31@,1i) == 30
46@(31@,1i) == 30
50@(31@,1i) == 30
54@(31@,1i) == 30
then
03F0: enable_text_draw 1
//033E: set_draw_text_position 305.5 35.0 GXT 'STWE009'  
045B: draw_text_2numbers 305.00 70.0 GXT 'msefct' numbers 23@ 20@
038D: draw_texture 89 position 321.00 57.00 scale 64.00 32.00 RGBA 255 255 255 255
end

if or
 2@ == 31
 6@ == 31
10@ == 31
14@ == 31
18@ == 31
22@ == 31
then
03F0: enable_text_draw 1
//033E: set_draw_text_position 305.5 35.0 GXT 'STWE009'  
045B: draw_text_2numbers 305.00 70.0 GXT 'msefct' numbers 23@ 20@
038D: draw_texture 90 position 321.00 57.00 scale 64.00 32.00 RGBA 255 255 255 255
end

    if or
        26@ == 31
34@(31@,1i) == 31
38@(31@,1i) == 31
42@(31@,1i) == 31
46@(31@,1i) == 31
50@(31@,1i) == 31
54@(31@,1i) == 31
then
03F0: enable_text_draw 1
//033E: set_draw_text_position 305.5 35.0 GXT 'STWE009'  
045B: draw_text_2numbers 305.00 70.0 GXT 'msefct' numbers 23@ 20@
038D: draw_texture 90 position 321.00 57.00 scale 64.00 32.00 RGBA 255 255 255 255
end


/////////*******************////////Slot5: Machineguns/////////********************


/////////*******************////////Slot6: Rifles/////////********************
if or
 2@ == 33
 6@ == 33
10@ == 33
14@ == 33
18@ == 33
22@ == 33
then
03F0: enable_text_draw 1
//033E: set_draw_text_position 371.5 35.0 GXT 'RIFLE'  
045B: draw_text_2numbers 380.00 70.0 GXT 'msefct' numbers 27@ 24@
038D: draw_texture 91 position 400.00 57.00 scale 64.00 32.00 RGBA 255 255 255 255
end

    if or
        26@ == 33
34@(31@,1i) == 33
38@(31@,1i) == 33
42@(31@,1i) == 33
46@(31@,1i) == 33
50@(31@,1i) == 33 
54@(31@,1i) == 33
then
03F0: enable_text_draw 1
//033E: set_draw_text_position 371.5 35.0 GXT 'RIFLE'  
045B: draw_text_2numbers 380.00 70.0 GXT 'msefct' numbers 27@ 24@
038D: draw_texture 91 position 400.00 57.00 scale 64.00 32.00 RGBA 255 255 255 255
end

if or
 2@ == 34
 6@ == 34
10@ == 34
14@ == 34
18@ == 34
22@ == 34
then
03F0: enable_text_draw 1
//033E: set_draw_text_position 371.5 35.0 GXT 'SNIPE'  
045B: draw_text_2numbers 380.00 70.0 GXT 'msefct' numbers 27@ 24@
038D: draw_texture 92 position 400.00 57.00 scale 64.00 32.00 RGBA 255 255 255 255
end

    if or
        26@ == 34
34@(31@,1i) == 34
38@(31@,1i) == 34
42@(31@,1i) == 34
46@(31@,1i) == 34
50@(31@,1i) == 34
54@(31@,1i) == 34
then
03F0: enable_text_draw 1
//033E: set_draw_text_position 371.5 35.0 GXT 'SNIPE'  
045B: draw_text_2numbers 380.00 70.0 GXT 'msefct' numbers 27@ 24@
038D: draw_texture 92 position 400.00 57.00 scale 64.00 32.00 RGBA 255 255 255 255
end

/////////*******************////////Slot6: Rifles/////////********************

/////////*******************////////Slot7: Heavy Weapons/////////********************
if or
 2@ == 35
 6@ == 35
10@ == 35
14@ == 35
18@ == 35
22@ == 35
then
03F0: enable_text_draw 1
////033E: set_draw_text_position 435.5 35.0 GXT 'ROCKET'  
045B: draw_text_2numbers 540.00 204.0 GXT 'msefct' numbers 35@(31@,1i) 28@
038D: draw_texture 93 position 576.00 200.00 scale 64.00 32.00 RGBA 255 255 255 255
end

    if or
        26@ == 35
34@(31@,1i) == 35
38@(31@,1i) == 35
42@(31@,1i) == 35
46@(31@,1i) == 35
50@(31@,1i) == 35
54@(31@,1i) == 35
then
03F0: enable_text_draw 1
////033E: set_draw_text_position 435.5 35.0 GXT 'ROCKET'  
045B: draw_text_2numbers 540.00 204.0 GXT 'msefct' numbers 35@(31@,1i) 28@
038D: draw_texture 93 position 576.00 200.00 scale 64.00 32.00 RGBA 255 255 255 255
end

if or
 2@ == 36
 6@ == 36
10@ == 36
14@ == 36
18@ == 36
22@ == 36
then
03F0: enable_text_draw 1
////033E: set_draw_text_position 435.5 35.0 GXT 'ROCKET'  
045B: draw_text_2numbers 540.00 204.0 GXT 'msefct' numbers 35@(31@,1i) 28@
038D: draw_texture 94 position 576.00 200.00 scale 64.00 32.00 RGBA 255 255 255 255
end

    if or
        26@ == 36
34@(31@,1i) == 36
38@(31@,1i) == 36
42@(31@,1i) == 36
46@(31@,1i) == 36
50@(31@,1i) == 36
54@(31@,1i) == 36
then
03F0: enable_text_draw 1
////033E: set_draw_text_position 435.5 35.0 GXT 'ROCKET'  
045B: draw_text_2numbers 540.00 204.0 GXT 'msefct' numbers 35@(31@,1i) 28@
038D: draw_texture 94 position 576.00 200.00 scale 64.00 32.00 RGBA 255 255 255 255
end

if or
 2@ == 37
 6@ == 37
10@ == 37
14@ == 37
18@ == 37
22@ == 37
then
03F0: enable_text_draw 1
////033E: set_draw_text_position 435.5 35.0 GXT 'FLAMET'  
045B: draw_text_2numbers 540.00 204.0 GXT 'msefct' numbers 35@(31@,1i) 28@
038D: draw_texture 95 position 576.00 200.00 scale 64.00 32.00 RGBA 255 255 255 255
end

    if or
        26@ == 37
34@(31@,1i) == 37
38@(31@,1i) == 37
42@(31@,1i) == 37
46@(31@,1i) == 37
50@(31@,1i) == 37
54@(31@,1i) == 37
then
03F0: enable_text_draw 1
////033E: set_draw_text_position 435.5 35.0 GXT 'FLAMET'  
045B: draw_text_2numbers 540.00 204.0 GXT 'msefct' numbers 35@(31@,1i) 28@
038D: draw_texture 95 position 576.00 200.00 scale 64.00 32.00 RGBA 255 255 255 255
end

if or
 2@ == 38
 6@ == 38
10@ == 38
14@ == 38
18@ == 38
22@ == 38
then
03F0: enable_text_draw 1
////033E: set_draw_text_position 435.5 30.0 GXT 'MINIGU'  
045B: draw_text_2numbers 540.00 204.0 GXT 'msefct' numbers 35@(31@,1i) 28@
038D: draw_texture 96 position 576.00 200.00 scale 64.00 32.00 RGBA 255 255 255 255
end

    if or
        26@ == 38
34@(31@,1i) == 38
38@(31@,1i) == 38
42@(31@,1i) == 38
46@(31@,1i) == 38
50@(31@,1i) == 38
54@(31@,1i) == 38
then
03F0: enable_text_draw 1
////033E: set_draw_text_position 435.5 30.0 GXT 'MINIGU'  
045B: draw_text_2numbers 540.00 204.0 GXT 'msefct' numbers 35@(31@,1i) 28@
038D: draw_texture 96 position 576.00 200.00 scale 64.00 32.00 RGBA 255 255 255 255
end


/////////*******************////////Slot7: Heavy Weapons/////////********************

if or
 2@ == 39
 6@ == 39
10@ == 39
14@ == 39
18@ == 39
22@ == 39
then
03F0: enable_text_draw 1
////033E: set_draw_text_position 499.5 30.0 GXT 'GRENADE'  
045B: draw_text_2numbers 560.00 155.0 GXT 'msefct' numbers 36@(31@,1i) 36@(31@,1i)   //satchel chrg
038D: draw_texture 99 position 526.00 165.00 scale 64.00 32.00 RGBA 255 255 255 255
end

    if or
        26@ == 39
34@(31@,1i) == 39
38@(31@,1i) == 39
42@(31@,1i) == 39
46@(31@,1i) == 39
50@(31@,1i) == 39
54@(31@,1i) == 39
then
03F0: enable_text_draw 1
////033E: set_draw_text_position 499.5 30.0 GXT 'GRENADE'  
045B: draw_text_2numbers 560.00 155.0 GXT 'msefct' numbers 36@(31@,1i) 36@(31@,1i)   //satchel chrg
038D: draw_texture 99 position 526.00 165.00 scale 64.00 32.00 RGBA 255 255 255 255
end

/////////*******************////////Slot12:Detonators?///////********************
if or
 2@ == 40
 6@ == 40
10@ == 40
14@ == 40
18@ == 40
22@ == 40
then
03F0: enable_text_draw 1
////033E: set_draw_text_position 499.5 30.0 GXT 'GRENADE'  
//045B: draw_text_2numbers 560.00 85.0 GXT 'msefct' numbers 48@(31@,1i) 44@(31@,1i)
038D: draw_texture 106 position 566.00 240.00 scale 64.00 32.00 RGBA 255 255 255 255
end

    if or
        26@ == 40
34@(31@,1i) == 40
38@(31@,1i) == 40
42@(31@,1i) == 40
46@(31@,1i) == 40
50@(31@,1i) == 40
54@(31@,1i) == 40
then
03F0: enable_text_draw 1
////033E: set_draw_text_position 499.5 30.0 GXT 'GRENADE'  
//045B: draw_text_2numbers 560.00 85.0 GXT 'msefct' numbers 48@(31@,1i) 44@(31@,1i)
038D: draw_texture 106 position 566.00 240.00 scale 64.00 32.00 RGBA 255 255 255 255
end

/////////*******************////////Slot12:Detonators///////********************

/////////*******************////////Slot9:Special1/////////********************

if or
 2@ == 41
 6@ == 41
10@ == 41
14@ == 41
18@ == 41
22@ == 41
then
03F0: enable_text_draw 1
////033E: set_draw_text_position 499.5 30.0 GXT 'GRENADE'  
//045B: draw_text_2numbers 560.00 125.0 GXT 'msefct' numbers 40@(31@,1i) 40@(31@,1i)  //sprcan
045A: draw_text_1number 560.00 125.0 GXT 'NUMBER' number 40@(31@,1i) // 
038D: draw_texture 100 position 526.00 125.00 scale 64.00 32.00 RGBA 255 255 255 255
end

    if or
        26@ == 41
34@(31@,1i) == 41
38@(31@,1i) == 41
42@(31@,1i) == 41
46@(31@,1i) == 41
50@(31@,1i) == 41
54@(31@,1i) == 41
then
03F0: enable_text_draw 1
////033E: set_draw_text_position 499.5 30.0 GXT 'GRENADE'  
//045B: draw_text_2numbers 560.00 125.0 GXT 'msefct' numbers 40@(31@,1i) 40@(31@,1i)  //sprcan
045A: draw_text_1number 560.00 125.0 GXT 'NUMBER' number 40@(31@,1i) // 

038D: draw_texture 100 position 526.00 125.00 scale 64.00 32.00 RGBA 255 255 255 255
end

if or
 2@ == 42
 6@ == 42
10@ == 42
14@ == 42
18@ == 42
22@ == 42
then
03F0: enable_text_draw 1
////033E: set_draw_text_position 499.5 30.0 GXT 'GRENADE'  
045B: draw_text_2numbers 560.00 125.0 GXT 'msefct' numbers 44@(31@,1i) 40@(31@,1i) //extinguish
038D: draw_texture 101 position 526.00 125.00 scale 64.00 32.00 RGBA 255 255 255 255
end

    if or
        26@ == 42
34@(31@,1i) == 42
38@(31@,1i) == 42
42@(31@,1i) == 42
46@(31@,1i) == 42
50@(31@,1i) == 42
54@(31@,1i) == 42
then
03F0: enable_text_draw 1
////033E: set_draw_text_position 499.5 30.0 GXT 'GRENADE'  
045B: draw_text_2numbers 560.00 125.0 GXT 'msefct' numbers 44@(31@,1i) 40@(31@,1i) //extinguish
038D: draw_texture 101 position 526.00 125.00 scale 64.00 32.00 RGBA 255 255 255 255
end


if or
 2@ == 43
 6@ == 43
10@ == 43
14@ == 43
18@ == 43
22@ == 43
then
03F0: enable_text_draw 1
////033E: set_draw_text_position 499.5 30.0 GXT 'GRENADE'  
//045B: draw_text_2numbers 560.00 125.0 GXT 'msefct' numbers 44@(31@,1i) 40@(31@,1i)   //camera
038D: draw_texture 102 position 576.00 125.00 scale 64.00 32.00 RGBA 255 255 255 255
end

    if or
        26@ == 43
34@(31@,1i) == 43
38@(31@,1i) == 43
42@(31@,1i) == 43
46@(31@,1i) == 43
50@(31@,1i) == 43
54@(31@,1i) == 43
then
03F0: enable_text_draw 1
////033E: set_draw_text_position 499.5 30.0 GXT 'GRENADE'  
//045B: draw_text_2numbers 560.00 125.0 GXT 'msefct' numbers 44@(31@,1i) 40@(31@,1i)   //camera
038D: draw_texture 102 position 576.00 125.00 scale 64.00 32.00 RGBA 255 255 255 255
end
/////////*******************////////Slot9:Special1////////********************

/////////*******************////////Slot11:Special2////////********************
if or
 2@ == 44
 6@ == 44
10@ == 44 
14@ == 44
18@ == 44
22@ == 44
then
03F0: enable_text_draw 1
////033E: set_draw_text_position 499.5 30.0 GXT 'GRENADE'  
//045B: draw_text_2numbers 560.00 85.0 GXT 'msefct' numbers 48@(31@,1i) 44@(31@,1i)
038D: draw_texture 104 position 526.00 185.00 scale 64.00 32.00 RGBA 255 255 255 255
end


    if or
        26@ == 44
34@(31@,1i) == 44
38@(31@,1i) == 44
42@(31@,1i) == 44
46@(31@,1i) == 44
50@(31@,1i) == 44
54@(31@,1i) == 44
then
03F0: enable_text_draw 1
////033E: set_draw_text_position 499.5 30.0 GXT 'GRENADE'  
//045B: draw_text_2numbers 560.00 85.0 GXT 'msefct' numbers 48@(31@,1i) 44@(31@,1i)
038D: draw_texture 104 position 526.00 185.00 scale 64.00 32.00 RGBA 255 255 255 255
end

if or
 2@ == 45
 6@ == 45
10@ == 45
14@ == 45
18@ == 45
22@ == 45
then
03F0: enable_text_draw 1
////033E: set_draw_text_position 499.5 30.0 GXT 'GRENADE'  
//045B: draw_text_2numbers 560.00 85.0 GXT 'msefct' numbers 48@(31@,1i) 44@(31@,1i)
038D: draw_texture 104 position 526.00 185.00 scale 64.00 32.00 RGBA 255 255 255 255
end


    if or
        26@ == 45
34@(31@,1i) == 45
38@(31@,1i) == 45
42@(31@,1i) == 45
46@(31@,1i) == 45
50@(31@,1i) == 45
54@(31@,1i) == 45
then
03F0: enable_text_draw 1
////033E: set_draw_text_position 499.5 30.0 GXT 'GRENADE'  
//045B: draw_text_2numbers 560.00 85.0 GXT 'msefct' numbers 48@(31@,1i) 44@(31@,1i)
038D: draw_texture 104 position 526.00 185.00 scale 64.00 32.00 RGBA 255 255 255 255
end


if or
 2@ == 46
 6@ == 46
10@ == 46
14@ == 46
18@ == 46
22@ == 46
then
03F0: enable_text_draw 1
////033E: set_draw_text_position 499.5 30.0 GXT 'GRENADE'  
//045B: draw_text_2numbers 560.00 85.0 GXT 'msefct' numbers 48@(31@,1i) 44@(31@,1i)
038D: draw_texture 105{0} position 526.00 250.00 scale 64.00 32.00 RGBA 255 255 255 255
end

    if or
        26@ == 46
34@(31@,1i) == 46
38@(31@,1i) == 46
42@(31@,1i) == 46
46@(31@,1i) == 46
50@(31@,1i) == 46
54@(31@,1i) == 46
then
03F0: enable_text_draw 1
////033E: set_draw_text_position 499.5 30.0 GXT 'GRENADE'  
//045B: draw_text_2numbers 560.00 85.0 GXT 'msefct' numbers 48@(31@,1i) 44@(31@,1i)
038D: draw_texture 105 position 526.00 250.00 scale 64.00 32.00 RGBA 255 255 255 255
end
/////////*******************////////Slot11:Special2////////********************


if 
0ab0: 67
then    
wait 0
    03F0: enable_text_draw 0 
    0391: release_txd_dictionary 
    0A8C: write_memory 0xB7CB49 size 1 value 0 virtual_protect 0  // Unfreeze
0A8C: write_memory 0x53BF8A size 2 value 0xC084 virtual_protect 1  // Disable frozen game stuff
0A8C: write_memory 0x53BF96 size 4 value 0x0298850F virtual_protect 1  // Disable frozen game stuff
0A8C: write_memory 0x53BF9A size 2 value 0x0 virtual_protect 1  // Disable frozen game stuff
0A8C: write_memory 0x58FCC2 size 4 value 0x4D75C084 virtual_protect 1  // Disable frozen game text draw
0A8C: write_memory 0x58D4BE size 4 value 0x850FC084 virtual_protect 1  // Disable frozen game texture draw
0A8C: write_memory 0x58D4C2 size 4 value 0x000000AF virtual_protect 1  // Disable frozen game texture draw
//0A8C: write_memory 0xB7CB49 size 1 value 0 virtual_protect 0  // Unfreeze
wait 100
30@ = 0
end

 //////////gang recruitment
if 
0ab0: 74 //J
then    
wait 0
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
08F4: set_max_group_members 20  
07F6: get_group $PLAYER_GROUP number_of_leaders_to 59@(31@,1i) number_of_members_to 60@(31@,1i) 


if
60@(31@,1i) < 20
then

for 0@ = 0 to 35584 step 256
  0085: 57@(31@,1i) = 0@
  for 1@ = 0 to 127
      if and
          056D:   actor 57@(31@,1i) defined  // if we've got an actor
          803C:   not $PLAYER_ACTOR == 57@(31@,1i)  // make sure we've not got the player.
      then
      089F: get_actor 57@(31@,1i) pedtype_to 61@(31@,1i)
          if and
          61@(31@,1i) == 8
              00F3:   actor 57@(31@,1i) near_actor $PLAYER_ACTOR radius 50.0 50.0 0 on_foot 
          then
#AK47.Load
if
#AK47.Available
then
wait 0
01B2: give_actor 57@(31@,1i) weapon 30 ammo 500 // Load the weapon model before using this
wait 0 
01B9: set_actor 57@(31@,1i) armed_weapon_to 30
wait 0
#AK47.Destroy
0631: put_actor 57@(31@,1i) in_group $PLAYER_GROUP
//0187: 30@ = create_marker_above_actor 57@(31@,1i)
end 
           break
          end
      end
      000A: 57@(31@,1i) += 1
  end
end

end
end

end   
    
end




:markers
    for 0@ = 0x9788DC to 0x97D63C step 0x20 
        0A8D: 1@ = read_memory 0@ size 1 virtual_protect 0 
        if 
            0039: 1@ == 15  
        then 
            000A: 0@ += -0x18 
            0A8D: 1@ = read_memory 0@ size 4 virtual_protect 0 
            000A: 0@ += 0x18   
            if 
                8039: not 1@ == 0  
            then 
                0A8D: 2@ = read_memory 0xB7449C size 4 virtual_protect 0 
                0A8D: 2@ = read_memory 2@ size 4 virtual_protect 0 
                0062: 1@ -= 2@ 
                0016: 1@ /= 0x19C 
                0A8D: 2@ = read_memory 0xB7449C size 4 virtual_protect 0 
                000A: 2@ += 0x4 
                0A8D: 2@ = read_memory 2@ size 4 virtual_protect 0 
                005A: 2@ += 1@ 
                0A8D: 2@ = read_memory 2@ size 1 virtual_protect 0 
                0012: 1@ *= 0x100 
                005A: 1@ += 2@               
                0188: 3@ = create_marker_above_object 1@
                0168: set_marker 3@ size 1  
                0165: set_marker 3@ color_to 6 

                end   
          end 
          end 
return