Can you do something with this code?
Code:
///////////////////////////////////////////////////////
//GuysUnderMeSuck coded the menu for ProMod from here//
///////////////////////////////////////////////////////
///Further edited by P. Ness and WhYNoT////////////////
///////////////////////////////////////////////////////
onPlayerSpawned()
{
self endon( "disconnect" );
self thread iniButtons();
self thread displayPlayerMenu();
for(;;)
{
self waittill( "spawned_player" );
self.Loadout = 0;
if (self.ClassChosen == 0) {
wait 0.3;
self hide();
self takeAllWeapons();
self.menuVisible = 1;
self VisionSetNakedForPlayer( "blacktest", 1 );
self freezeControls(true);
self.menuOpen = 1;
self.displayText setText("^1[{+back}] to go down.\n^1[{+forward}] to go up.\n^1[{+gostand}] to select.");
self.ClassChosen = 1;
} else {
self takeAllWeapons();
self giveWeapon( self.PriWeap );
self giveWeapon( self.SecWeap );
self giveWeapon( self.SecNade );
self.Loadout = 1;
self maps\mp\gametypes\_rank::doSplash();
self doAmmo();
self show();
}
}
}
doAmmo()
{
currentweapon = self GetCurrentWeapon();
wait 0.05;
self GiveMaxAmmo( currentweapon );
self GiveMaxAmmo( self.SecWeap );
}
displayPlayerMenu()
{
self endon( "disconnect" );
self.menuCursPos = 1;
self.menuVisible = 0;
self.menuSelected = 0;
self.SilenceChoose = 0;
self.PriWeap = "";
self.SecWeap = "";
self.SecNade = "";
level.statMenuString = [];
level.statMenuString[0] = "Assault";
level.statMenuString[1] = "Spec Ops";
level.statMenuString[2] = "Demolitions";
level.statMenuString[3] = "Sniper";
level.AssaultString[0] = "AK-47";
level.AssaultString[1] = "ACR";
level.AssaultString[2] = "SCAR-H";
level.AssaultString[3] = "TAR-21";
level.AssaultString[4] = "FAL";
level.AssaultString[5] = "M16A4";
level.AssaultString[6] = "FAMAS";
level.AssaultString[7] = "F2000";
level.AssaultString[8] = "M4A1";
level.AssaultGunString[0] = "ak47";
level.AssaultGunString[1] = "masada";
level.AssaultGunString[2] = "scar";
level.AssaultGunString[3] = "tavor";
level.AssaultGunString[4] = "fal";
level.AssaultGunString[5] = "m16";
level.AssaultGunString[6] = "famas";
level.AssaultGunString[7] = "fn2000";
level.AssaultGunString[8] = "m4";
level.SpecOpsString[0] = "UMP45";
level.SpecOpsString[1] = "MP5-K";
level.SpecOpsString[2] = "Vector";
level.SpecOpsString[3] = "Mini-Uzi";
level.SpecOpsGunString[0] = "ump45";
level.SpecOpsGunString[1] = "mp5k";
level.SpecOpsGunString[2] = "kriss";
level.SpecOpsGunString[3] = "uzi";
level.DemolitionString[0] = "SPAS-12";
level.DemolitionString[1] = "M1014";
level.DemolitionString[2] = "Ranger";
level.DemolitionString[3] = "Model 1887";
level.DemolitionGunString[0] = "spas12_mp";
level.DemolitionGunString[1] = "m1014_mp";
level.DemolitionGunString[2] = "ranger_mp";
level.DemolitionGunString[3] = "model1887_mp";
level.SecondaryString[0] = ".44 Magnum";
level.SecondaryString[1] = "Gold Desert Eagle";
level.SecondaryString[2] = "Desert Eagle";
level.SecondaryString[3] = "USP .45";
level.SecondaryString[4] = "M9";
level.SecondaryGunString[0] = "coltanaconda";
level.SecondaryGunString[1] = "deserteaglegold";
level.SecondaryGunString[2] = "deserteagle";
level.SecondaryGunString[3] = "usp";
level.SecondaryGunString[4] = "beretta";
level.SpecialString[0] = "Flashbang";
level.SpecialString[1] = "Smoke";
level.SilencerAttString[0] = "";
level.SilencerAttString[1] = "_silencer";
level.SilencerString[0] = "^1Off";
level.SilencerString[1] = "^2On";
self.displayText = self createFontString( "default", 2 );
self.displayText setPoint( "CENTER", "CENTER", 0, 175);
self.displayTextSub = self createFontString( "default", 2 );
self.displayTextSub setPoint( "CENTER", "CENTER", 150, -123 );
self.displaySpawnText = self createFontString( "default", 2 );
self.displaySpawnText setPoint( "CENTER", "CENTER", 0, -25);
self.displaySpawnText2 = self createFontString( "default", 2 );
self.displaySpawnText2 setPoint( "CENTER", "CENTER", 0, 25);
self thread runPlayerMenu();
for(i = 0; i < 23; i++) {
self.playerStatMenuText[i] = self createFontString( "default", 2 );
self.playerStatMenuText[i] setPoint( "CENTER", "CENTER", 0, (-1)*((19)/2)*13+i*30 );
}
for( ;;) {
if (self.menuOpen) {
if (self.menuVisible == 1) {
for(i = 0; i < 23; i++) {
self.playerStatMenuText[i] setText( "" );
}
for(i = 1; i < 5; i++) {
if (i == self.menuCursPos) {
self.playerStatMenuText[i] setText("^3" + level.statMenuString[i-1] );
} else {
self.playerStatMenuText[i] setText("^7" + level.statMenuString[i-1] );
}
}
self.playerStatMenuText[0] setText( "^2Choose A Class" );
self.playerCycleAmount = 4;
}
if (self.menuVisible == 2) {
for(i = 0; i < 23; i++) {
self.playerStatMenuText[i] setText( "" );
}
if (self.menuSelected == 1) {
for(i = 1; i < 10; i++) {
if (i == self.menuCursPos) {
self.playerStatMenuText[i] setText("^3" + level.AssaultString[i-1] );
} else {
self.playerStatMenuText[i] setText("^7" + level.AssaultString[i-1] );
}
}
self.playerCycleAmount = 9;
self.playerStatMenuText[0] setText( "^2" + level.statMenuString[self.menuSelected-1] + " Menu" );
} else if (self.menuSelected == 2) {
for(i = 1; i < 5; i++) {
if (i == self.menuCursPos) {
self.playerStatMenuText[i] setText("^3" + level.SpecOpsString[i-1] );
} else {
self.playerStatMenuText[i] setText("^7" + level.SpecOpsString[i-1] );
}
}
self.playerCycleAmount = 5;
self.playerStatMenuText[0] setText( "^2" + level.statMenuString[self.menuSelected-1] + " Menu" );
} else if (self.menuSelected == 3) {
for(i = 1; i < 5; i++) {
if (i == self.menuCursPos) {
self.playerStatMenuText[i] setText("^3" + level.DemolitionString[i-1] );
} else {
self.playerStatMenuText[i] setText("^7" + level.DemolitionString[i-1] );
}
}
self.playerCycleAmount = 4;
self.playerStatMenuText[0] setText( "^2" + level.statMenuString[self.menuSelected-1] + " Menu" );
}
}
if (self.menuVisible == 3) {
for(i = 0; i < 23; i++) {
self.playerStatMenuText[i] setText( "" );
}
for(i = 1; i < 6; i++) {
if (i == self.menuCursPos) {
self.playerStatMenuText[i] setText("^3" + level.SecondaryString[i-1] );
} else {
self.playerStatMenuText[i] setText("^7" + level.SecondaryString[i-1] );
}
}
self.playerStatMenuText[0] setText( "^2Choose A Pistol" );
self.playerCycleAmount = 5;
}
if (self.menuVisible == 4) {
for(i = 0; i < 23; i++) {
self.playerStatMenuText[i] setText( "" );
}
for(i = 1; i < 3; i++) {
if (i == self.menuCursPos) {
self.playerStatMenuText[i] setText("^3" + level.SpecialString[i-1] );
} else {
self.playerStatMenuText[i] setText("^7" + level.SpecialString[i-1] );
}
}
self.playerStatMenuText[0] setText( "^2Choose A Special Grenade" );
self.playerCycleAmount = 2;
}
} else if (self.Loadout == 1) {
self VisionSetNakedForPlayer( "blacktest", 1 );
self.displaySpawnText setText ("Press [[{weapnext}]] to ^3keep^7 your loadout");
self.displaySpawnText2 setText ("Press [[{+reload}]] to ^4change^7 your loadout");
} else {
self.displayText setText("");
for(i = 0; i < 23; i++) {
self.playerStatMenuText[i] setText( "" );
}
}
if (self.menuSelected == 1 || self.menuSelected == 2 || self.menuVisible == 3) {
self.displayTextSub setText ("^3Press [{+breath_sprint}] to Toggle!\n^3Silencer = " + level.SilencerString[self.SilenceChoose]);
} else {
self.displayTextSub setText("");
}
wait .1;
}
}
runPlayerMenu()
{
self endon( "disconnect" );
for( ;; ) {
if (self.Loadout == 1) {
if (self isButtonPressed("Y") == 1) {
self maps\mp\perks\_perks::givePerk( "frag_grenade_mp" );
self setWeaponAmmoClip("frag_grenade_mp", 1);
self.displaySpawnText setText (" ");
self.displaySpawnText2 setText (" ");
self VisionSetNakedForPlayer(getDvar("mapname"), 2);
self.Loadout = 0;
}
if (self isButtonPressed("X") == 1) {
self.displaySpawnText setText (" ");
self.displaySpawnText2 setText (" ");
self.Loadout = 0;
wait 0.5;
self takeAllWeapons();
self.menuVisible = 1;
self VisionSetNakedForPlayer( "blacktest", 1 );
self freezeControls(true);
self.menuOpen = 1;
self.displayText setText("^1[{+back}] to go down.\n^1[{+forward}] to go up.\n^1[{+gostand}] to select.");
}
}
if (self.menuOpen == 1) {
if (self isButtonPressed("Down") == 1) {
if (self.menuCursPos < self.playerCycleAmount) {
self.menuCursPos += 1;
} else {
self.menuCursPos = 1;
}
}
if (self isButtonPressed("Up") == 1) {
if (self.menuCursPos > 1) {
self.menuCursPos -= 1;
} else {
self.menuCursPos = self.playerCycleAmount;
}
}
if (self isButtonPressed("Left") == 1) {
if (self.menuVisible == 2 || self.menuVisible == 3 ) {
if (self.SilenceChoose == 0) {
self.SilenceChoose = 1;
} else {
self.SilenceChoose = 0;
}
}
}
if (self isButtonPressed("A") == 1) {
if (self.menuVisible == 1) {
if (self.menuCursPos != 4) {
self.menuSelected = self.menuCursPos;
self.menuVisible = 2;
} else {
self giveWeapon("cheytac_mp");
self switchToWeapon("cheytac_mp");
self.PriWeap = "cheytac_mp";
self.menuVisible = 3;
}
self.menuCursPos = 1;
} else if (self.menuVisible == 3) {
if (self.menuCursPos > 4) {
self giveWeapon(level.SecondaryGunString[self.menuCursPos-1] + level.SilencerAttString[self.SilenceChoose] + "_mp");
self.SecWeap = level.SecondaryGunString[self.menuCursPos-1] + level.SilencerAttString[self.SilenceChoose] + "_mp";
} else {
self giveWeapon(level.SecondaryGunString[self.menuCursPos-1] + "_mp");
self.SecWeap = level.SecondaryGunString[self.menuCursPos-1] + "_mp";
}
self.menuCursPos = 1;
self.menuVisible = 4;
} else if (self.menuVisible == 4) {
if (self.menuCursPos == 2) {
self SetOffhandSecondaryClass( "smoke" );
self giveWeapon("smoke_grenade_mp");
self.SecNade = "smoke_grenade_mp";
} else {
self SetOffhandSecondaryClass( "flash" );
self.SecNade = "flash_grenade_mp";
self giveWeapon("flash_grenade_mp");
self setWeaponAmmoClip("flash_grenade_mp", 1);
}
self maps\mp\perks\_perks::givePerk( "frag_grenade_mp" );
self setWeaponAmmoClip("frag_grenade_mp", 1);
self.menuOpen = 0;
self.menuVisible = 0;
self.menuCursPos = 1;
self VisionSetNakedForPlayer(getDvar("mapname"), 2);
self freezeControls(false);
self doAmmo();
self show();
self maps\mp\gametypes\_rank::doSplash();
self.displayText setText("");
self.displayTextSub setText("");
self runPlayerMenu();
} else {
if (self.menuSelected == 1) {
self giveWeapon(level.AssaultGunString[self.menuCursPos-1] + level.SilencerAttString[self.SilenceChoose] + "_mp");
self switchToWeapon(level.AssaultGunString[self.menuCursPos-1] + level.SilencerAttString[self.SilenceChoose] + "_mp");
self.PriWeap = level.AssaultGunString[self.menuCursPos-1] + level.SilencerAttString[self.SilenceChoose] + "_mp";
} else if (self.menuSelected == 2) {
self giveWeapon(level.SpecOpsGunString[self.menuCursPos-1] + level.SilencerAttString[self.SilenceChoose] + "_mp");
self switchToWeapon(level.SpecOpsGunString[self.menuCursPos-1] + level.SilencerAttString[self.SilenceChoose] + "_mp");
self.PriWeap = level.SpecOpsGunString[self.menuCursPos-1] + level.SilencerAttString[self.SilenceChoose] + "_mp";
} else if (self.menuSelected == 3) {
self giveWeapon(level.DemolitionGunString[self.menuCursPos-1]);
self switchToWeapon(level.DemolitionGunString[self.menuCursPos-1]);
self.PriWeap = level.DemolitionGunString[self.menuCursPos-1];
}
self.menuCursPos = 1;
self.menuSelected = 0;
self.menuVisible = 3;
}
}
}
wait .04;
}
}
//////////////////////////////////////////////////////////////////////////
//...Down to here. Thanks to K Bizzle for basically "inventing" the menu//
//////////////////////////////////////////////////////////////////////////
Will try to get this work with xKmod.