Question my mod menu script the verification system doesnt work

koekjes_boy

Known Member
Messages
25
Reaction score
13
Points
118
This is my script
Code:
/*
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┃┃╋┗╋━━┫┗━┫┃╋┗╋━━┳━┓┃┏┓┏┓┣━━┳━┛┣━┛┣┳━┓┏━━┓
┃┃╋┏┫┏┓┃┏┓┃┃╋┏┫┏┓┃┏┓┫┃┃┃┃┃┏┓┃┏┓┃┏┓┣┫┏┓┫┏┓┃
┃┗━┛┃┏┓┃┗┛┃┗━┛┃┗┛┃┃┃┃┃┃┃┃┃┗┛┃┗┛┃┗┛┃┃┃┃┃┗┛┃
┗━━━┻┛┗┻━━┻━━━┻━━┻┛┗┻┛┗┛┗┻━━┻━━┻━━┻┻┛┗┻━┓┃
╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋┏━┛┃
╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋┗━━┛


This is a really old base! It's just ported, the code is quite bad.

Check out: https://cabconmodding.com/
For more Black Ops 3 Source and scripts or mods: https://cabconmodding.com/forums/call-of-duty-black-ops-3-mods-and-scripts.8/

*/
#using scripts\codescripts\struct;

#using scripts\shared\callbacks_shared;
#using scripts\shared\system_shared;
#using scripts\shared\bots\_bot;
#using scripts\shared\hud_message_shared;
#using scripts\shared\util_shared;
#using scripts\mp\gametypes\_globallogic_ui;
#using scripts\mp\gametypes\_loadout;
#using scripts\shared\hud_util_shared;
#using scripts\shared\hud_message_shared;

#insert scripts\shared\shared.gsh;

#namespace clientids;
#precache( "locationselector", "compass_objpoint_helicopter" );

REGISTER_SYSTEM( "clientids", &__init__, undefined )
 
function __init__()
{
    callback::on_start_gametype( &init );
    callback::on_connect( &on_player_connect );
    callback::on_spawned( &on_player_spawned );
}

function init()
{
    level.clientid = 0;
}

function on_player_connect()
{
    self.clientid = matchRecordNewPlayer( self );
    if ( !isdefined( self.clientid ) || self.clientid == -1 )
    {
        self.clientid = level.clientid;
        level.clientid++;
    }
}

function on_player_spawned()
{
    self freezecontrols(false);
    if(!isDefined(self.menu["active"]) && self isHost()) // just allow the host to run menu process
    {
        self func_generateMenu();
    }
    else
    {
        self.hasMenu = false;
    }
}

function func_generateMenu()
{
    if(!isDefined(self.hasMenu))
    {
        self init_menuSystem();
        self.hasMenu = true;
        self.menu["active"] = true;
        self initMenuOpts();
        self initMenu();
    }
}

function init_menuSystem()
{
    self.menu = [];
    self.gamevars = [];
    self.gamevars["aimbot"] = false;
    self.gamevars["aimbot_unfair"] = false;
    self.gamevars["aimbot_noads"] = false;
    self.gamevars["aimbot_noads_r"] = false;
    self.menu["name"] = "^5SimpleModZZ ^2V2";
 
}

function initMenuOpts()
{
    self addMenu("main", self.menu["name"], undefined);
    self addOpt("main", "Main Menu", &subMenu, "Opt_mods");
    self addOpt("main", "Weapons Menu", &subMenu, "Weapon_mods");
    self addOpt("main", "Aimbot Menu", &subMenu, "aimbot_mods");
    self addOpt("main", "Bullets Menu", &subMenu, "Bullet_mods");
    self addOpt("main", "Fun Menu", &subMenu, "fun_mods");
    self addOpt("main", "Clone Menu", &subMenu, "clone_mods");
    self addOpt("main", "Camo Menu", &subMenu, "Camo_mods");
    self addOpt("main", "Teleport Menu", &subMenu, "tp_mods");
    self addOpt("main", "Message Menu", &subMenu, "ms_mods");
    self addOpt("main", "Bots Menu", &subMenu, "bot_mods");
    self addOpt("main", "Client Menu", &subMenu, "main_clients");
 
    self addMenu("Opt_mods", "^5Main Menu", "main");
    self addOpt("Opt_mods", "God Mode", &func_godmode);
    self addOpt("Opt_mods", "Ufo Mode", &func_ufomode);
    self addOpt("Opt_mods", "ThirdPerson", &func_thirdPerson);
    self addOpt("Opt_mods", "Invisible", &func_invisible);
 
    self addMenu("bot_mods", "^5Bots Menu", "main");
    self addOpt("bot_mods", "Add 1 Bot", &func_addBot, 1);
    self addOpt("bot_mods", "Add 2 Bot", &func_addBot, 2);
    self addOpt("bot_mods", "Add 5 Bot", &func_addBot, 5);
    self addOpt("bot_mods", "Add 10 Bot", &func_addBot, 10);
 
    self addMenu("Weapon_mods", "^5Weapons Menu", "main");
    self addOpt("Weapon_mods", "Assault Rifles", &subMenu, "ar_mods");
    self addOpt("Weapon_mods", "Submachine Guns", &subMenu, "sub_mods");
    self addOpt("Weapon_mods", "Shotguns", &subMenu, "shot_mods");
    self addOpt("Weapon_mods", "LMG's", &subMenu, "lmg_mods");
    self addOpt("Weapon_mods", "Snipers", &subMenu, "snip_mods");
    self addOpt("Weapon_mods", "Secondary", &subMenu, "sec_mods");
    self addOpt("Weapon_mods", "Hide Weapon", &func_togglehideWeapon);
    self addOpt("Weapon_mods", "Drop Weapon", &func_dropcurrentWeapon);
 
    self addMenu("ar_mods", "^5Assault Rifles", "Weapon_mods");
    self addOpt("ar_mods", "HVK-30", &testfunction6);
    self addOpt("ar_mods", "ICR-1", &testfunction7);
    self addOpt("ar_mods", "KN-44", &testfunction8);
    self addOpt("ar_mods", "M8A7", &testfunction9);
    self addOpt("ar_mods", "Man-o-war", &testfunction10);
    self addOpt("ar_mods", "Sheiva", &testfunction11);
    self addOpt("ar_mods", "MK2", &testfunction5);
    self addOpt("ar_mods", "M16", &testfunction);
    self addOpt("ar_mods", "LV8", &testfunction1);
    self addOpt("ar_mods", "MX Garand", &testfunction30);
    self addOpt("ar_mods", "FFAR", &testfunction31);
    self addOpt("ar_mods", "Galil", &testfunction66);
    self addOpt("ar_mods", "BaseWeapon", &testfunction68);
 
    self addMenu("sub_mods", "^5Submachine Guns", "Weapon_mods");
    self addOpt("sub_mods", "Kuda", &testfunction12);
    self addOpt("sub_mods", "Pharo", &testfunction13);
    self addOpt("sub_mods", "Razorback", &testfunction14);
    self addOpt("sub_mods", "Vesper", &testfunction15);
    self addOpt("sub_mods", "VMP", &testfunction16);
    self addOpt("sub_mods", "Weevil", &testfunction17);
    self addOpt("sub_mods", "HG 40", &testfunction32);
    self addOpt("sub_mods", "HLX 4", &testfunction33);
    self addOpt("sub_mods", "PPSH", &testfunction34);
    self addOpt("sub_mods", "DIY 11", &testfunction35);
 
    self addMenu("shot_mods", "^5Shotguns", "Weapon_mods");
    self addOpt("shot_mods", "205 Brecci", &testfunction18);
    self addOpt("shot_mods", "Argus", &testfunction19);
    self addOpt("shot_mods", "Haymaker 12", &testfunction20);
    self addOpt("shot_mods", "KRM-262", &testfunction21);
    self addOpt("shot_mods", "Banshii", &testfunction3);
 
    self addMenu("lmg_mods", "^5LMG's", "Weapon_mods");
    self addOpt("lmg_mods", "48 Dredge", &testfunction22);
    self addOpt("lmg_mods", "BRM", &testfunction23);
    self addOpt("lmg_mods", "Dingo", &testfunction24);
    self addOpt("lmg_mods", "Gorgon", &testfunction25);
    self addOpt("lmg_mods", "R70", &testfunction36);
 
    self addMenu("snip_mods", "^5Snipers", "Weapon_mods");
    self addOpt("snip_mods", "Drakon", &testfunction26);
    self addOpt("snip_mods", "Locus", &testfunction27);
    self addOpt("snip_mods", "SVG-100", &testfunction28);
    self addOpt("snip_mods", "P-06", &testfunction29);
    self addOpt("snip_mods", "DBSR-50", &testfunction37);
    self addOpt("snip_mods", "RSA", &testfunction38);
 
    self addMenu("sec_mods", "^5Secondary", "Weapon_mods");
    self addOpt("sec_mods", "Pistols", &subMenu, "pist_mods");
    self addOpt("sec_mods", "Launchers", &subMenu, "laun_mods");
    self addOpt("sec_mods", "Melee", &subMenu, "mele_mods");
    self addOpt("sec_mods", "Specials", &subMenu, "spec_mods");
 
    self addMenu("pist_mods", "^5Pistols", "sec_mods");
    self addOpt("pist_mods", "L-CAR", &testfunction39);
    self addOpt("pist_mods", "MR6", &testfunction40);
    self addOpt("pist_mods", "RK5", &testfunction41);
    self addOpt("pist_mods", "Marshal 16", &testfunction42);
    self addOpt("pist_mods", "Rift E6", &testfunction43);
 
    self addMenu("laun_mods", "^5Launchers", "sec_mods");
    self addOpt("laun_mods", "XM-53", &testfunction44);
    self addOpt("laun_mods", "Black Cell", &testfunction45);
    self addOpt("laun_mods", "D13", &testfunction2);
 
    self addMenu("mele_mods", "^5Melee", "sec_mods");
    self addOpt("mele_mods", "Ace of Spades", &testfunction47);
    self addOpt("mele_mods", "Brass Knuckles", &testfunction48);
    self addOpt("mele_mods", "Bushwhacker", &testfunction49);
    self addOpt("mele_mods", "Butterfly Knife", &testfunction50);
    self addOpt("mele_mods", "Buzz Cut", &testfunction51);
    self addOpt("mele_mods", "Carver", &testfunction52);
    self addOpt("mele_mods", "Enforcer", &testfunction53);
    self addOpt("mele_mods", "Fury's Song", &testfunction54);
    self addOpt("mele_mods", "Iron Jim", &testfunction55);
    self addOpt("mele_mods", "L3FT.E", &testfunction56);
    self addOpt("mele_mods", "Malice", &testfunction57);
    self addOpt("mele_mods", "MVP", &testfunction58);
    self addOpt("mele_mods", "Nightbreaker", &testfunction59);
    self addOpt("mele_mods", "Nunchuks", &testfunction60);
    self addOpt("mele_mods", "Path of Sorrows", &testfunction4);
    self addOpt("mele_mods", "Prize Fighters", &testfunction61);
    self addOpt("mele_mods", "Raven's Eye", &testfunction62);
    self addOpt("mele_mods", "Skull Splitter", &testfunction63);
    self addOpt("mele_mods", "Slash n' Burn", &testfunction64);
    self addOpt("mele_mods", "Wrench", &testfunction65);
 
    self addMenu("spec_mods", "^5Specials", "sec_mods");
    self addOpt("spec_mods", "NX ShadowClaw", &testfunction46);
    self addOpt("spec_mods", "Ballistic Knife", &testfunction67);
 
    self addMenu("anim_mods", "^5Play Animation", "clone_mods");
    self addOpt("anim_mods", "Dip low", &func_clonePlayer_playAnimation, "t7_loot_gesture_boast_dip_low");
    self addOpt("anim_mods", "Swerve", &func_clonePlayer_playAnimation, "t7_loot_gesture_boast_see_me_swervin");
    self addOpt("anim_mods", "Salute", &func_clonePlayer_playAnimation, "t7_loot_gesture_goodgame_salute");
    self addOpt("anim_mods", "ShadowBoxing", &func_clonePlayer_playAnimation, "t7_loot_gesture_threaten_shadowboxing");
    self addOpt("anim_mods", "FireBreak Taunt", &func_clonePlayer_playAnimation, "t7_loot_taunt_e_firebreak_03");
 
    self addMenu("clone_mods", "^5Clone Menu", "main");
    self addOpt("clone_mods", "Add Clone", &func_clonePlayer);
    self addOpt("clone_mods", "Delete Clone", &func_clonePlayer_delete);
    self addOpt("clone_mods", "Teleport", &func_clonePlayer_teleportToYou);
    self addOpt("clone_mods", "Play Animation", &subMenu, "anim_mods");
 
    self addMenu("fun_mods", "^5Fun Menu", "main");
    self addOpt("fun_mods", "Unlimited Boost", &func_UnlimitedBoost);
    self addOpt("fun_mods", "Super Speed", &func_SuperSpeed);
    self addOpt("fun_mods", "Disable Wallrun", &func_Wallrun);
    self addOpt("fun_mods", "Disable Exo Suit", &func_Exo);
    self addOpt("fun_mods", "Replace Objects", &func_ForgeON);
 
    self addMenu("aimbot_mods", "^5Aimbot Menu", "main");
    self addOpt("aimbot_mods", "Aimbot", &func_aimbot);
    self addOpt("aimbot_mods", "UnFairAimbot", &func_aimbot_unfair);
    self addOpt("aimbot_mods", "UnFairAimbot++", &func_aimbot_noaim_whenAiming);
    self addOpt("aimbot_mods", "Trickshot Aimbot", &func_aimbot_noads);
 
    self addMenu("Bullet_mods", "^5Bullets Menu", "main");
    self addOpt("Bullet_mods", "Unlimited Ammo", &func_unlimitedAmmo);
    self addOpt("Bullet_mods", "Explosive bullet", &func_magicbullettest);
 
    self addMenu("Camo_mods", "^5Camo Menu", "main");
    self addOpt("Camo_mods", "Random Camo", &func_giveCamorandom);
    self addOpt("Camo_mods", "Set Gold", &func_giveCamo, 15);
    self addOpt("Camo_mods", "Set Diamond", &func_giveCamo, 16);
    self addOpt("Camo_mods", "Set Dark Matter", &func_giveCamo, 17);
    self addOpt("Camo_mods", "Set Weaponized 115", &func_giveCamo, 28);
    self addOpt("Camo_mods", "Set Afterlife", &func_giveCamo, 26);
    self addOpt("Camo_mods", "Set Cyborg", &func_giveCamo, 29);
 
    self addMenu("tp_mods", "^5Teleport Menu", "main");
    self addOpt("tp_mods", "Teleport Selector", &teleport);
 
    self addMenu("ms_mods", "^5Message Menu", "main");
    self addOpt("ms_mods", "Say Welcome", &TW);
    
    self addmenu("main_clients", "Client List", "main");
    if(self isHost())
    {
        for( a = 0; a < getplayers().size; a++ )
        {
            player = getplayers()[a];
            self addOpt("main_clients", getNameNotClan(player)+" Options", &subMenu, "main_clients_"+getNameNotClan(player));
            self addMenu("main_clients_"+getNameNotClan(player), getNameNotClan( player )+" Options", "main_clients");
            self addOpt("main_clients_"+getNameNotClan(player), "Give Menu", &verificationOptions, player);
        }
    }
    else
        self addOpt("main_clients", "You can not access this Menu!", &subMenu, "main_clients");
    
}
function verificationOptions(player)
{
    player func_generateMenu();
    self iprintln("Menu given to ^2"+getNameNotClan(player));
    player iprintln("Menu got from ^2"+getNameNotClan(self));
}
function getNameNotClan(player)
{
    return player.name;
}

function initMenu()
{
    self.openBox = self createRectangle("CENTER", "CENTER", 480, 0, 200, 0, (0, 0, 0), "white", 1, 0);
 
    self.currentMenu = "main";
    self.menuCurs = 0;
    for(;;)
    {
        if(self adsButtonPressed() && self MeleeButtonPressed())
        {
            if(!isDefined(self.inMenu))
            {
                self.inMenu = true;
            
                self.openBox.alpha = .7;
 
                menuOpts = self.menuAction[self.currentMenu].opt.size;
                self.openBox scaleOverTime(.4, 200, ((455)+45));
                wait .4;
                self.openText setText(self.menuAction[self.currentMenu].title);
                string = "";
                for(m = 0; m < menuOpts; m++)
                    string+= self.menuAction[self.currentMenu].opt[m]+"\n";

                self.openText = self createText("default", 2, "TOP", "TOP", self.openBox.x - 40, 46, 2, 5, (255, 0, 0), self.menu["name"]);
                self.menuText = self createText("default", 1.5, "CENTER", "TOP", self.openBox.x - 30, 77, 3, 1, undefined, string);
                self.scrollBar = self createRectangle("CENTER", "CENTER", self.openBox.x, ((self.menuCurs*17.98)+((self.menuText.y+2.5)-(17.98/15))), 200, 15, (0, 0, 255), "white", 2, .7);
                self.overlay1 = self createRectangle("CENTER", "CENTER", self.openBox.x - 98, 77, 3, 675, (0, 0, 139), "white", 2, .7);
                self.overlay2 = self createRectangle("CENTER", "CENTER", self.openBox.x - -98, 77, 3, 675, (0, 0, 139), "white", 2, .7);
                self.overlay = self createRectangle("CENTER", "CENTER", self.openBox.x - 0, 20, 200, 58, (0, 0, 139), "white", 2, .7);
            }
        }
        if(isDefined(self.inMenu))
        {
            if(self attackButtonPressed())
            {
                self.menuCurs++;
                if(self.menuCurs > self.menuAction[self.currentMenu].opt.size-1)
                    self.menuCurs = 0;
                self.scrollBar moveOverTime(.15);
                self.scrollBar.y = ((self.menuCurs*17.98)+((self.menuText.y+2.5)-(17.98/17)));
                wait .15;
            }
            if(self adsButtonPressed())
            {
                self.menuCurs--;
                if(self.menuCurs < 0)
                    self.menuCurs = self.menuAction[self.currentMenu].opt.size-1;
                self.scrollBar moveOverTime(.15);
                self.scrollBar.y = ((self.menuCurs*17.98)+((self.menuText.y+2.5)-(17.98/17)));
                wait .15;
            }
            if(self useButtonPressed())
            {
                self thread [[self.menuAction[self.currentMenu].func[self.menuCurs]]](self.menuAction[self.currentMenu].inp[self.menuCurs]);
                wait .2;
            }
            if(self meleeButtonPressed())
            {
                if(!isDefined(self.menuAction[self.currentMenu].parent))
                {
                    self thread func_menuexiut();
                }
                else
                    self subMenu(self.menuAction[self.currentMenu].parent);
            }
        }
        wait .05;
    }
}

function func_menuexiut()
{
    self.inMenu = undefined;
    self.openText destroy();               
    self.openBox scaleOverTime(.4, 200, 30);
    self.menuText destroy();
    self.overlay destroy();
    self.overlay1 destroy();
    self.overlay2 destroy();
    self.scrollBar destroy();
    self.openBox.alpha = 0;
    wait .4;
    self freezecontrols(false);
}
function subMenu(menu)
{
    self.menuCurs = 0;
    self.currentMenu = menu;
    self.scrollBar moveOverTime(.2);
    self.scrollBar.y = ((self.menuCurs*17.98)+((self.menuText.y+2.5)-(17.98/15)));
    self.menuText destroy();
    self.openText setText(self.menuAction[self.currentMenu].title);

    menuOpts = self.menuAction[self.currentMenu].opt.size;
 
    wait .2;
    string = "";
    for(m = 0; m < menuOpts; m++)
        string+= self.menuAction[self.currentMenu].opt[m]+"\n";
    self.menuText = self createText("default", 1.5, "CENTER", "TOP", self.openBox.x - 30, 77, 3, 1, undefined, string);
    wait .2;
}
 
function test()
{
    self iPrintln("^9Comming Soon");
}

function addMenu(menu, title, parent)
{
    if(!isDefined(self.menuAction))
        self.menuAction = [];
    self.menuAction[menu] = spawnStruct();
    self.menuAction[menu].title = title;
    self.menuAction[menu].parent = parent;
    self.menuAction[menu].opt = [];
    self.menuAction[menu].func = [];
    self.menuAction[menu].inp = [];
}
 
function addOpt(menu, opt, func, inp)
{
    m = self.menuAction[menu].opt.size;
    self.menuAction[menu].opt[m] = opt;
    self.menuAction[menu].func[m] = func;
    self.menuAction[menu].inp[m] = inp;
}
 
function createText(font, fontScale, align, relative, x, y, sort, alpha, glow, text)
{
    textElem = newClientHudElem(self);
    textElem.sort = sort;
    textElem.alpha = alpha;
    textElem.x = x;
    textElem.y = y;
    textElem.glowColor = glow;
    textElem.glowAlpha = 100;
    textElem.fontScale = fontScale;
    textElem setText(text);
    return textElem;
}
 
function createRectangle(align, relative, x, y, width, height, color, shader, sort, alpha)
{
    boxElem = newClientHudElem(self);
    boxElem.elemType = "bar";
    if(!level.splitScreen)
    {
        boxElem.x = -2;
        boxElem.y = -2;
    }
    boxElem.width = width;
    boxElem.height = height;
    boxElem.align = align;
    boxElem.relative = relative;
    boxElem.xOffset = 0;
    boxElem.yOffset = 0;
    boxElem.children = [];
    boxElem.sort = sort;
    boxElem.color = color;
    boxElem.alpha = alpha;
    boxElem setShader(shader, width, height);
    boxElem.hidden = false;
    boxElem.x = x;
    boxElem.y = y;
    boxElem.alignX = align;
    boxElem.alignY = relative;
    return boxElem;
}
 

// Functions
function func_godmode()
{
    if(!isDefined(self.gamevars["godmode"]))
    {
        self.gamevars["godmode"] = true;
        self enableInvulnerability();
        self iprintln("God Mode ^2ON");
    }
    else
    {
        self.gamevars["godmode"] = undefined;
        self disableInvulnerability();
        self iprintln("God Mode ^1OFF");
    }
}

function func_ufomode()
{
    if(!isDefined(self.gamevars["ufomode"]))
    {
        self thread func_activeUfo();
        self.gamevars["ufomode"] = true;
        self iPrintln("UFO Mode ^2ON");
        self iPrintln("Press [{+frag}] To Fly");
    }
    else
    {
        self notify("func_ufomode_stop");
        self.gamevars["ufomode"] = undefined;
        self iPrintln("UFO Mode ^1OFF");
    }
}
function func_activeUfo()
{
    self endon("func_ufomode_stop");
    self.Fly = 0;
    UFO = spawn("script_model",self.origin);
    for(;;)
    {
        if(self FragButtonPressed())
        {
            self playerLinkTo(UFO);
            self.Fly = 1;
        }
        else
        {
            self unlink();
            self.Fly = 0;
        }
        if(self.Fly == 1)
        {
            Fly = self.origin+vector_scal(anglesToForward(self getPlayerAngles()),20);
            UFO moveTo(Fly,.01);
        }
        wait .001;
    }
}

function vector_scal(vec, scale)
{
    vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
    return vec;
}

function func_unlimitedAmmo()
{
    if(!isDefined(self.gamevars["ammo_weap"]))
    {
        self notify("stop_ammo");
        self thread func_ammo();
        self iPrintln("Unlimited Ammo ^2ON");
        self.gamevars["ammo_weap"] = true;
    }
    else
    {
        self notify("stop_ammo");
        self.gamevars["ammo_weap"] = undefined;
        self iPrintln("Unlimited Ammo ^1OFF");
    }
}

function func_ammo()
{
    self endon("stop_ammo");
    for(;;)
    {
            if(self.gamevars["ammo_weap"]==true)
            {
                if ( self getcurrentweapon() != "none" )
                {
                    self setweaponammostock( self getcurrentweapon(), 1337 );
                    self setweaponammoclip( self getcurrentweapon(), 1337 );
                }
            }
        wait .1;
    }
}


function testfunction(parameter)
{
string = "ar_m16";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}


function testfunction1(parameter)
{
string = "ar_pulse";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}


function testfunction2(parameter)
{
string = "special_discgun";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}


function testfunction3(parameter)
{
string = "shotgun_energy";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}


function testfunction4(parameter)
{
string = "melee_katana";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction5(parameter)
{
string = "ar_peacekeeper";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}


function func_thirdPerson()
{
    if(!isDefined(self.gamevars["thirdPerson"]))
    {
    self SetClientThirdPerson( 1 );
    self SetClientThirdPersonAngle( 354 );
    self setDepthOfField( 0, 128, 512, 4000, 6, 1.8 );
    self.gamevars["thirdPerson"] = true;
    }
    else
    {
    self SetClientThirdPerson( 0 );
    self SetClientThirdPersonAngle( 0 );
    self setDepthOfField( 0, 0, 512, 4000, 4, 0 );
    self.gamevars["thirdPerson"] = undefined;
    }
    self resetFov();
}


function func_giveCamo(camo_int)
{
    s_weapon = self getCurrentWeapon();
    self TakeWeapon(s_weapon);
    self GiveWeapon(s_weapon, self CalcWeaponOptions( Int(camo_int), 1, 1, true, true, true, true ));
    self GiveMaxAmmo(s_weapon);
    self SwitchToWeapon(s_weapon);
}
function func_giveCamorandom()
{
    self func_giveCamo(randomIntRange(0,126));
}



function func_addBot(count)
{
    bot::add_bots(count);
    self IPrintLn("You added ^2"+count+"^7 Bots");
}


function func_magicbullettest(flak_drone_rocket)
{
    if(!isDefined(self.gamevars["magicbullet"]) || self.gamevars["magicbullet"] == false)
    {
        self.gamevars["magicbullet"] = true;
        self iprintln("Magic Bullets ^2ON");
        while(self.gamevars["magicbullet"])
        {
            self waittill( "weapon_fired" );
            if(self.gamevars["magicbullet"] == false)
                continue;
            MagicBullet( GetWeapon("flak_drone_rocket"), self GetEye(), BulletTrace(self GetEye(), self GetEye() + AnglesToForward(self GetPlayerAngles()) * 100000, false, self)["position"], self);
            wait .025;
        }
    }
    else
    {
        self.gamevars["magicbullet"] = false;
        self iprintln("Magic Bullets ^1OFF");
    }
}


function func_togglehideWeapon()
{
    if(getDvarint("cg_drawGun") == 0)
       setDvar("cg_drawGun", "1");
       else
       setDvar("cg_drawGun", "0");
    self iprintln("Hide Gun " + ((getDvarint("cg_drawGun") == 0) ? "^2ON" : "^1OFF"));
}


function func_dropcurrentWeapon()
{
    self DropItem(self getCurrentWeapon());
}

function func_invisible()
{
    if(!self.gamevars["invisible"] || !isDefined(self.gamevars["invisible"]))
    {
        self hide();
        self.gamevars["invisible"] = true;
        self IPrintLn("You are ^2Invisible");
    }
    else
    {
        self show();
        self.gamevars["invisible"] = false;
        self IPrintLn("You are ^1Visible");
    }
}


function location_selector() {

    currentWeapon = self GetCurrentWeapon();
    self beginLocationSelection("map_mortar_selector");
    self DisableOffhandWeapons();
    pad = GetWeapon("killstreak_remote_turret");
    self GiveWeapon(pad);
    self SwitchToWeapon(pad);
    self.selectingLocation = 1;
    self waittill("confirm_location", location);
    newLocation = BulletTrace(location + (0, 0, 100000), location, false, self)["position"];
    self EndLocationSelection();
    self EnableOffhandWeapons();
    self SwitchToWeapon(currentWeapon);
    self.selectingLocation = undefined;

    return newLocation;
}

function teleport()
{
    location = location_selector();
    self SetOrigin(location);
}


function func_UnlimitedBoost()
{
    if(getDvarint("playerEnergy_enabled") == 0)
       setDvar("playerEnergy_enabled", "1");
    else
       setDvar("playerEnergy_enabled", "0");
    self iprintln("Unlimited Boost " + ((getDvarint("playerEnergy_enabled") == 0) ? "^2ON" : "^1OFF"));
}


function func_SuperSpeed()
{
    if(getDvarint("g_speed") == 190)
       setDvar("g_speed", "500");
    else
       setDvar("g_speed", "190");
    self iprintln("SuperSpeed " + ((getDvarint("g_speed") == 190) ? "^1OFF" : "^2ON"));
}


function func_Wallrun()
{
    if(getDvarint("wallrun_enabled") == 0)
       setDvar("wallrun_enabled", "1");
    else
       setDvar("wallrun_enabled", "0");
    self iprintln("Wallrun " + ((getDvarint("wallrun_enabled") == 0) ? "^2ON" : "^1OFF"));
}


function func_Exo()
{
    if(getDvarint("doublejump_enabled") == 0)
       setDvar("doublejump_enabled", "1");
    else
       setDvar("doublejump_enabled", "0");
    self iprintln("Exo Suit " + ((getDvarint("doublejump_enabled") == 0) ? "^2ON" : "^1OFF"));
}

function TW(message)
{
    foreach(player in level.players)
    player hud_message::hintMessage("^6Welcome To KoekjesBoy's Mod menu");
}


function func_ForgeON()
{
    if(self.forgeOn==false)
    {
        self thread func_ForgeModeOn();
        self iPrintln("^7Forge Mode ^2ON ^1- ^7Hold [{+speed_throw}] to Move Objects");
        self.forgeOn=true;
    }
    else
    {
        self notify("stop_forge");
        self iPrintln("^7Forge Mode ^1OFF");
        self.forgeOn=false;
    }
}
function func_ForgeModeOn()
{
    self endon("death");
    self endon("stop_forge");
    for(;;)
    {
        while(self adsbuttonpressed())
        {
            trace=bulletTrace(self GetTagOrigin("j_head"),self GetTagOrigin("j_head")+ anglesToForward(self GetPlayerAngles())* 1000000,true,self);
            while(self adsbuttonpressed())
            {
                trace["entity"] setOrigin(self GetTagOrigin("j_head")+ anglesToForward(self GetPlayerAngles())* 200);
                trace["entity"].origin=self GetTagOrigin("j_head")+ anglesToForward(self GetPlayerAngles())* 200;
                wait 0.05;
            }
        }
        wait 0.05;
    }
}

function func_clonePlayer( player = self )
{
    if(isDefined(self.gamevars["Clone"]))
    {
        self iprintln("^1You already spawned a Clone, delete the current to spawn a new one.");
        return;
    }
    self.gamevars["Clone"] = player util::spawn_player_clone( player, "t7_loot_gesture_goodgame_salute" );
}

function func_clonePlayer_playAnimation(animname)
{
    if(!isDefined(self.gamevars["Clone"]))
    {
        self iprintln("^1Spawn a Clone first!");
        return;
    }
    self.gamevars["Clone"] AnimScripted( "clone_anim", self.gamevars["Clone"].origin, self.gamevars["Clone"].angles, animname );
    self iprintln("Animation "+animname+" ^2Played");
}

function func_clonePlayer_teleportToYou()
{
    if(!isDefined(self.gamevars["Clone"]))
    {
        self iprintln("^1Spawn a Clone first!");
        return;
    }
    self.gamevars["Clone"] SetOrigin(self.origin);
    self.gamevars["Clone"] AnimScripted( "clone_anim", self.origin, self.angles, "pb_death_base_pose" );
    self iprintln("Clone ^2teleported");
}

function func_clonePlayer_delete()
{
    if(!isDefined(self.gamevars["Clone"]))
    {
        self iprintln("^1Spawn a Clone first!");
        return;
    }
    self.gamevars["Clone"] AnimScripted( "clone_anim", self.gamevars["Clone"].origin, self.gamevars["Clone"].angles, "pb_death_headshot_back" );
    wait 2;
    self.gamevars["Clone"] delete();
    self.gamevars["Clone"] = undefined;
    self iprintln("Clone ^2deleted");
}


function func_aimbot()
{
    if(!isDefined(self.gamevars["aimbot"]) || !self.gamevars["aimbot"])
    {
        self.gamevars["aimbot"] = true;
        self thread func_core_aimbot();
        self iPrintln("Aimbot ^2ON");
    }
    else
    {
        self.gamevars["aimbot"] = false;
        self iPrintln("Aimbot ^1OFF");
    }
}

function func_aimbot_unfair()
{
    if(!isDefined(self.gamevars["aimbot_unfair"]) || !self.gamevars["aimbot_unfair"])
    {
        self.gamevars["aimbot_unfair"] = true;
        self iPrintln("unfairAimbot ^2ON");
        self iPrintln("You need to turn on Aimbot to see the effect of this.");
    }
    else
    {
        self.gamevars["aimbot_unfair"] = false;
        self iprintln("unfairAimbot ^1OFF");
    }
}

function func_aimbot_noaim_whenAiming()
{
    if(!isDefined(self.gamevars["aimbot_noads"]) || !self.gamevars["aimbot_noads"])
    {
        self.gamevars["aimbot_noads"] = true;
        self iprintln("Aimbot No Targeting ^2ON");
        self iPrintln("You need to turn on Aimbot to see the effect of this.");
    }
    else
    {
        self.gamevars["aimbot_noads"] = false;
        self iprintln("Aimbot No Targeting ^1OFF");
    }
}

function func_aimbot_noads()
{
    if(!isDefined(self.gamevars["aimbot_noads_r"]) || !self.gamevars["aimbot_noads_r"])
    {
        self.gamevars["aimbot_noads_r"] = true;
        self iPrintln("Trickshot Aimbot ^2ON");
        self iPrintln("You need to turn on unfairAimbot & UnfairAimbot++ to see the effect of this.");
    }
    else
    {
        self.gamevars["aimbot_noads_r"] = false;
        self iprintln("Trickshot Aimbot ^1OFF");
    }
}
function func_core_aimbot()
{
    aimat = undefined;
    while( self.gamevars["aimbot"] )
    {
        while( self adsButtonPressed() || self.gamevars["aimbot_noads_r"] )
        {
            aimAt = undefined;
            foreach(player in level.players)
            {
                if((player == self) || (!IsAlive(player)) || (level.teamBased && self.pers["team"] == player.pers["team"]))
                    continue;
                if(isDefined(aimAt))
                {
                    if(closer(self GetTagOrigin("j_head"), player GetTagOrigin("j_head"), aimAt GetTagOrigin("j_head")))
                        aimAt = player;
                }
                else aimAt = player;
            }
            if(isDefined(aimAt))
            {
                if(!self.gamevars["aimbot_noads"])
                    self setplayerangles(VectorToAngles((aimAt GetTagOrigin("j_head")) - (self GetTagOrigin("j_head"))));
                if( self.gamevars["aimbot_unfair"] )
                {
                    if(self attackbuttonpressed())
                        aimAt DoDamage( aimat.health + 1, aimat GetOrigin(), self);
                }
            }
            wait .05;
        }
        wait 0.1;
    }
}

function testfunction6(parameter)
{
string = "ar_cqb";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction7(parameter)
{
string = "ar_accurate";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction8(parameter)
{
string = "ar_standard";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction9(parameter)
{
string = "ar_longburst";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction10(parameter)
{
string = "ar_damage";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction11(parameter)
{
string = "ar_marksman";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction12(parameter)
{
string = "smg_standard";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction13(parameter)
{
string = "smg_burst";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction14(parameter)
{
string = "smg_longrange";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction15(parameter)
{
string = "smg_fastfire";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction16(parameter)
{
string = "smg_versatile";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction17(parameter)
{
string = "smg_capacity";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction18(parameter)
{
string = "shotgun_semiauto";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction19(parameter)
{
string = "shotgun_precision";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction20(parameter)
{
string = "shotgun_fullauto";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction21(parameter)
{
string = "shotgun_pump";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction22(parameter)
{
string = "lmg_heavy";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction23(parameter)
{
string = "lmg_light";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction24(parameter)
{
string = "lmg_cqb";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction25(parameter)
{
string = "lmg_slowfire";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction26(parameter)
{
string = "sniper_fastsemi";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction27(parameter)
{
string = "sniper_fastbolt";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction28(parameter)
{
string = "sniper_powerbolt";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction29(parameter)
{
string = "sniper_chargeshot";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction30(parameter)
{
string = "ar_garand";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction31(parameter)
{
string = "ar_famas";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction32(parameter)
{
string = "smg_mp40";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction33(parameter)
{
string = "smg_rechamber";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction34(parameter)
{
string = "smg_ppsh";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction35(parameter)
{
string = "smg_nailgun";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction36(parameter)
{
string = "lmg_infinite";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction37(parameter)
{
string = "sniper_double";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction38(parameter)
{
string = "sniper_quickscope";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction39(parameter)
{
string = "pistol_fullauto";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction40(parameter)
{
string = "pistol_standard";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction41(parameter)
{
string = "pistol_burst";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction42(parameter)
{
string = "pistol_shotgun";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction43(parameter)
{
string = "pistol_energy";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction44(parameter)
{
string = "launcher_standard";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction45(parameter)
{
string = "launcher_lockonly";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction46(parameter)
{
string = "special_crossbow";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction47(parameter)
{
string = "melee_shovel";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction48(parameter)
{
string = "melee_knuckles";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction49(parameter)
{
string = "melee_chainsaw";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction50(parameter)
{
string = "melee_butterfly";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction51(parameter)
{
string = "melee_improvise";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction52(parameter)
{
string = "melee_bowie";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction53(parameter)
{
string = "melee_shockbaton";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction54(parameter)
{
string = "melee_sword";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction55(parameter)
{
string = "melee_crowbar";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction56(parameter)
{
string = "melee_prosthetic";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction57(parameter)
{
string = "melee_dagger";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction58(parameter)
{
string = "melee_bat";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction59(parameter)
{
string = "melee_boneglass";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction60(parameter)
{
string = "melee_nunchuks";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction61(parameter)
{
string = "melee_boxing";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction62(parameter)
{
string = "melee_crescent";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction63(parameter)
{
string = "melee_mace";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction64(parameter)
{
string = "melee_fireaxe";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction65(parameter)
{
string = "melee_wrench";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction66(parameter)
{
string = "ar_galil";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction67(parameter)
{
string = "Knife_ballistic";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}

function testfunction68(parameter)
{
string = "baseweapon";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}



the verification in this script doesnt work if i wanna to give it to someone he cant open it
 
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