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[HELP]Gate Group


WASSIm.

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Should be visible for all clients, since is created client side, but every player.

Maybe they can't see it because of the same reason I couldn't, the position difference between resolutions.

plis how fix ?

The text should be in the middle of the screen.

these functions should help you:

guiGetScreenSize  
guiGetSize 
guiSetPosition 

you can give me complete pliss

  
gtatbogt     = "weapons TBOGT" 
gtatlad = "weapons TLAD" 
gtaiv = "weapons GTA IV" 
  
weaponGui = {} 
  
        weaponGui["window"] = guiCreateWindow(200,0,328,250,"Selection weapon",false) 
        weaponGui["btnclose"] = guiCreateButton(63,200,212,25,"Close",false,weaponGui["window"]) 
        addEventHandler ( "onClientGUIClick", weaponGui["btnclose"], 
            function ( btn, state ) 
                if state == "up" then 
                    guiSetVisible(weaponGui["window"], false) 
                    showCursor(false) 
                end 
            end, 
        false ) 
        weaponGui["btn1"] = guiCreateButton(63,40,212,40,""..gtatbogt.."",false,weaponGui["window"]) 
        addEventHandler ( "onClientGUIClick", weaponGui["btn1"], 
            function (btn, state) 
                if state == "up" then 
                    outputChatBox(""..gtatbogt.." loaded", 255, 200, 0) 
  txd = engineLoadTXD("weapon/tbogt/m4.txd", 356 ) 
  engineImportTXD(txd, 356) 
  dff = engineLoadDFF("weapon/tbogt/m4.dff", 356 ) 
  engineReplaceModel(dff, 356) 
  txd = engineLoadTXD("weapon/tbogt/satchel.txd", 363 ) 
  engineImportTXD(txd, 363) 
  dff = engineLoadDFF("weapon/tbogt/satchel.dff", 363 ) 
  engineReplaceModel(dff, 363) 
  txd = engineLoadTXD("weapon/tbogt/desert_eagle.txd", 348 ) 
  engineImportTXD(txd, 348) 
  dff = engineLoadDFF("weapon/tbogt/desert_eagle.dff", 348 ) 
  engineReplaceModel(dff, 348) 
  txd = engineLoadTXD("weapon/tbogt/micro_uzi.txd", 352 ) 
  engineImportTXD(txd, 352) 
  dff = engineLoadDFF("weapon/tbogt/micro_uzi.dff", 352 ) 
  engineReplaceModel(dff, 352) 
  txd = engineLoadTXD("weapon/tbogt/mp5lng.txd", 353 ) 
  engineImportTXD(txd, 353) 
  dff = engineLoadDFF("weapon/tbogt/mp5lng.dff", 353 ) 
  engineReplaceModel(dff, 353) 
  txd = engineLoadTXD("weapon/tbogt/sniper.txd", 358 ) 
  engineImportTXD(txd, 358) 
  dff = engineLoadDFF("weapon/tbogt/sniper.dff", 358 ) 
  engineReplaceModel(dff, 358) 
  txd = engineLoadTXD("weapon/tbogt/shotgspa.txd", 351 ) 
  engineImportTXD(txd, 351) 
  dff = engineLoadDFF("weapon/tbogt/shotgspa.dff", 351 ) 
  engineReplaceModel(dff, 351) 
  
  txd = engineLoadTXD("weapon/grenade.txd", 342 ) 
  engineImportTXD(txd, 342) 
  dff = engineLoadDFF("weapon/grenade.dff", 342 ) 
  engineReplaceModel(dff, 342) 
  txd = engineLoadTXD("weapon/bat.txd", 336 ) 
  engineImportTXD(txd, 336) 
  dff = engineLoadDFF("weapon/bat.dff", 336 ) 
  engineReplaceModel(dff, 336) 
  
  txd = engineLoadTXD("weapon/default/sawnoff.txd", 350 ) 
  engineImportTXD(txd, 350) 
  dff = engineLoadDFF("weapon/default/sawnoff.dff", 350 ) 
  engineReplaceModel(dff, 350) 
  txd = engineLoadTXD("weapon/default/poolcue.txd", 338 ) 
  engineImportTXD(txd, 338) 
  dff = engineLoadDFF("weapon/default/poolcue.dff", 338 ) 
  engineReplaceModel(dff, 338) 
                    guiSetVisible(weaponGui["window"], false) 
                    showCursor(false) 
                end 
            end, 
        false )         
        weaponGui["btn2"] = guiCreateButton(63,90,212,40,""..gtatlad.."",false,weaponGui["window"]) 
        addEventHandler ( "onClientGUIClick", weaponGui["btn2"], 
            function (btn, state) 
                if state == "up" then 
                    outputChatBox(""..gtatlad.." loaded", 255, 200, 0) 
  txd = engineLoadTXD("weapon/tlad/sawnoff.txd", 350 ) 
  engineImportTXD(txd, 350) 
  dff = engineLoadDFF("weapon/tlad/sawnoff.dff", 350 ) 
  engineReplaceModel(dff, 350) 
  txd = engineLoadTXD("weapon/tlad/micro_uzi.txd", 352 ) 
  engineImportTXD(txd, 352) 
  dff = engineLoadDFF("weapon/tlad/micro_uzi.dff", 352 ) 
  engineReplaceModel(dff, 352) 
  txd = engineLoadTXD("weapon/tlad/poolcue.txd", 338 ) 
  engineImportTXD(txd, 338) 
  dff = engineLoadDFF("weapon/tlad/poolcue.dff", 338 ) 
  engineReplaceModel(dff, 338) 
  txd = engineLoadTXD("weapon/tlad/shotgspa.txd", 351 ) 
  engineImportTXD(txd, 351) 
  dff = engineLoadDFF("weapon/tlad/shotgspa.dff", 351 ) 
  engineReplaceModel(dff, 351) 
  txd = engineLoadTXD("weapon/tlad/grenade.txd", 342 ) 
  engineImportTXD(txd, 342) 
  dff = engineLoadDFF("weapon/tlad/grenade.dff", 342 ) 
  engineReplaceModel(dff, 342) 
  txd = engineLoadTXD("weapon/tlad/bat.txd", 336 ) 
  engineImportTXD(txd, 336) 
  dff = engineLoadDFF("weapon/tlad/bat.dff", 336 ) 
  engineReplaceModel(dff, 336) 
  
  txd = engineLoadTXD("weapon/m4.txd", 356 ) 
  engineImportTXD(txd, 356) 
  dff = engineLoadDFF("weapon/m4.dff", 356 ) 
  engineReplaceModel(dff, 356) 
  txd = engineLoadTXD("weapon/desert_eagle.txd", 348 ) 
  engineImportTXD(txd, 348) 
  dff = engineLoadDFF("weapon/desert_eagle.dff", 348 ) 
  engineReplaceModel(dff, 348) 
  txd = engineLoadTXD("weapon/mp5lng.txd", 353 ) 
  engineImportTXD(txd, 353) 
  dff = engineLoadDFF("weapon/mp5lng.dff", 353 ) 
  engineReplaceModel(dff, 353) 
  txd = engineLoadTXD("weapon/sniper.txd", 358 ) 
  engineImportTXD(txd, 358) 
  dff = engineLoadDFF("weapon/sniper.dff", 358 ) 
  engineReplaceModel(dff, 358) 
  
  txd = engineLoadTXD("weapon/default/satchel.txd", 363 ) 
  engineImportTXD(txd, 363) 
  dff = engineLoadDFF("weapon/default/satchel.dff", 363 ) 
  engineReplaceModel(dff, 363) 
                    guiSetVisible(weaponGui["window"], false) 
                    showCursor(false) 
                end 
            end, 
        false ) 
       weaponGui["btn3"] = guiCreateButton(63,140,212,40,""..gtaiv.."",false,weaponGui["window"]) 
        addEventHandler ( "onClientGUIClick", weaponGui["btn3"], 
            function (btn, state) 
                if state == "up" then 
                    outputChatBox(""..gtaiv.." loaded", 255, 200, 0) 
  txd = engineLoadTXD("weapon/ak47.txd", 355 ) 
  engineImportTXD(txd, 355) 
  dff = engineLoadDFF("weapon/ak47.dff", 355 ) 
  engineReplaceModel(dff, 355) 
  txd = engineLoadTXD("weapon/bat.txd", 336 ) 
  engineImportTXD(txd, 336) 
  dff = engineLoadDFF("weapon/bat.dff", 336 ) 
  engineReplaceModel(dff, 336) 
  txd = engineLoadTXD("weapon/shotgspa.txd", 349 ) 
  engineImportTXD(txd, 349) 
  dff = engineLoadDFF("weapon/shotgspa.dff", 349 ) 
  engineReplaceModel(dff, 349) 
  txd = engineLoadTXD("weapon/colt45.txd", 346 ) 
  engineImportTXD(txd, 346) 
  dff = engineLoadDFF("weapon/colt45.dff", 346 ) 
  engineReplaceModel(dff, 346) 
  txd = engineLoadTXD("weapon/desert_eagle.txd", 348 ) 
  engineImportTXD(txd, 348) 
  dff = engineLoadDFF("weapon/desert_eagle.dff", 348 ) 
  engineReplaceModel(dff, 348) 
  txd = engineLoadTXD("weapon/knifecur.txd", 335 ) 
  engineImportTXD(txd, 335) 
  dff = engineLoadDFF("weapon/knifecur.dff", 335 ) 
  engineReplaceModel(dff, 335) 
  txd = engineLoadTXD("weapon/m4.txd", 356 ) 
  engineImportTXD(txd, 356) 
  dff = engineLoadDFF("weapon/m4.dff", 356 ) 
  engineReplaceModel(dff, 356) 
  txd = engineLoadTXD("weapon/micro_uzi.txd", 352 ) 
  engineImportTXD(txd, 352) 
  dff = engineLoadDFF("weapon/micro_uzi.dff", 352 ) 
  engineReplaceModel(dff, 352) 
  txd = engineLoadTXD("weapon/molotov.txd", 344 ) 
  engineImportTXD(txd, 344) 
  dff = engineLoadDFF("weapon/molotov.dff", 344 ) 
  engineReplaceModel(dff, 344) 
  txd = engineLoadTXD("weapon/mp5lng.txd", 353 ) 
  engineImportTXD(txd, 353) 
  dff = engineLoadDFF("weapon/mp5lng.dff", 353 ) 
  engineReplaceModel(dff, 353) 
  txd = engineLoadTXD("weapon/rocketla.txd", 359 ) 
  engineImportTXD(txd, 359) 
  dff = engineLoadDFF("weapon/rocketla.dff", 359 ) 
  engineReplaceModel(dff, 359) 
  txd = engineLoadTXD("weapon/chromegun.txd", 351 ) 
  engineImportTXD(txd, 351) 
  dff = engineLoadDFF("weapon/chromegun.dff", 351 ) 
  engineReplaceModel(dff, 351) 
  txd = engineLoadTXD("weapon/sniper.txd", 358 ) 
  engineImportTXD(txd, 358) 
  dff = engineLoadDFF("weapon/sniper.dff", 358 ) 
  engineReplaceModel(dff, 358) 
  txd = engineLoadTXD("weapon/silenced.txd", 347 ) 
  engineImportTXD(txd, 347) 
  dff = engineLoadDFF("weapon/silenced.dff", 347 ) 
  engineReplaceModel(dff, 347) 
  txd = engineLoadTXD("weapon/missile.txd", 345 ) 
  engineImportTXD(txd, 345) 
  dff = engineLoadDFF("weapon/missile.dff", 345 ) 
  engineReplaceModel(dff, 345) 
  txd = engineLoadTXD("weapon/grenade.txd", 342 ) 
  engineImportTXD(txd, 342) 
  dff = engineLoadDFF("weapon/grenade.dff", 342 ) 
  engineReplaceModel(dff, 342) 
  txd = engineLoadTXD("weapon/default/sawnoff.txd", 350 ) 
  engineImportTXD(txd, 350) 
  dff = engineLoadDFF("weapon/default/sawnoff.dff", 350 ) 
  engineReplaceModel(dff, 350) 
  txd = engineLoadTXD("weapon/default/poolcue.txd", 338 ) 
  engineImportTXD(txd, 338) 
  dff = engineLoadDFF("weapon/default/poolcue.dff", 338 ) 
  engineReplaceModel(dff, 338) 
  txd = engineLoadTXD("weapon/default/satchel.txd", 363 ) 
  engineImportTXD(txd, 363) 
  dff = engineLoadDFF("weapon/default/satchel.dff", 363 ) 
  engineReplaceModel(dff, 363) 
                    guiSetVisible(weaponGui["window"], false) 
                    showCursor(false) 
                end 
            end, 
        false ) 
        guiSetVisible(weaponGui["window"], false) 
  
  
     
function show_window () 
    local IsWindowVisible = guiGetVisible(weaponGui["window"]) 
    if (IsWindowVisible == true) then 
        guiSetVisible(weaponGui["window"], false) 
        showCursor(false) 
    end 
    if (IsWindowVisible == false) then 
        guiSetVisible(weaponGui["window"], true) 
        showCursor(true) 
    end 
end 
bindKey("F2", "down", show_window ) 

Link to comment

This if you want to set the Window in the center.

  
gtatbogt     = "weapons TBOGT" 
gtatlad = "weapons TLAD" 
gtaiv = "weapons GTA IV" 
  
weaponGui = {} 
  
        weaponGui["window"] = guiCreateWindow(200,0,328,250,"Selection weapon",false) 
        weaponGui["btnclose"] = guiCreateButton(63,200,212,25,"Close",false,weaponGui["window"]) 
         
       local screenW,screenH=guiGetScreenSize() 
local sizeW,sizeH=guiGetSize(weaponGui["window"],false) 
local x,y = (screenW-sizeW)/2,(screenH-sizeH)/2 
guiSetPosition(weaponGui["window"],x,y,false) 
  
       addEventHandler ( "onClientGUIClick", weaponGui["btnclose"], 
            function ( btn, state ) 
                if state == "up" then 
                    guiSetVisible(weaponGui["window"], false) 
                    showCursor(false) 
                end 
            end, 
        false ) 
        weaponGui["btn1"] = guiCreateButton(63,40,212,40,""..gtatbogt.."",false,weaponGui["window"]) 
        addEventHandler ( "onClientGUIClick", weaponGui["btn1"], 
            function (btn, state) 
                if state == "up" then 
                    outputChatBox(""..gtatbogt.." loaded", 255, 200, 0) 
  txd = engineLoadTXD("weapon/tbogt/m4.txd", 356 ) 
  engineImportTXD(txd, 356) 
  dff = engineLoadDFF("weapon/tbogt/m4.dff", 356 ) 
  engineReplaceModel(dff, 356) 
  txd = engineLoadTXD("weapon/tbogt/satchel.txd", 363 ) 
  engineImportTXD(txd, 363) 
  dff = engineLoadDFF("weapon/tbogt/satchel.dff", 363 ) 
  engineReplaceModel(dff, 363) 
  txd = engineLoadTXD("weapon/tbogt/desert_eagle.txd", 348 ) 
  engineImportTXD(txd, 348) 
  dff = engineLoadDFF("weapon/tbogt/desert_eagle.dff", 348 ) 
  engineReplaceModel(dff, 348) 
  txd = engineLoadTXD("weapon/tbogt/micro_uzi.txd", 352 ) 
  engineImportTXD(txd, 352) 
  dff = engineLoadDFF("weapon/tbogt/micro_uzi.dff", 352 ) 
  engineReplaceModel(dff, 352) 
  txd = engineLoadTXD("weapon/tbogt/mp5lng.txd", 353 ) 
  engineImportTXD(txd, 353) 
  dff = engineLoadDFF("weapon/tbogt/mp5lng.dff", 353 ) 
  engineReplaceModel(dff, 353) 
  txd = engineLoadTXD("weapon/tbogt/sniper.txd", 358 ) 
  engineImportTXD(txd, 358) 
  dff = engineLoadDFF("weapon/tbogt/sniper.dff", 358 ) 
  engineReplaceModel(dff, 358) 
  txd = engineLoadTXD("weapon/tbogt/shotgspa.txd", 351 ) 
  engineImportTXD(txd, 351) 
  dff = engineLoadDFF("weapon/tbogt/shotgspa.dff", 351 ) 
  engineReplaceModel(dff, 351) 
  
  txd = engineLoadTXD("weapon/grenade.txd", 342 ) 
  engineImportTXD(txd, 342) 
  dff = engineLoadDFF("weapon/grenade.dff", 342 ) 
  engineReplaceModel(dff, 342) 
  txd = engineLoadTXD("weapon/bat.txd", 336 ) 
  engineImportTXD(txd, 336) 
  dff = engineLoadDFF("weapon/bat.dff", 336 ) 
  engineReplaceModel(dff, 336) 
  
  txd = engineLoadTXD("weapon/default/sawnoff.txd", 350 ) 
  engineImportTXD(txd, 350) 
  dff = engineLoadDFF("weapon/default/sawnoff.dff", 350 ) 
  engineReplaceModel(dff, 350) 
  txd = engineLoadTXD("weapon/default/poolcue.txd", 338 ) 
  engineImportTXD(txd, 338) 
  dff = engineLoadDFF("weapon/default/poolcue.dff", 338 ) 
  engineReplaceModel(dff, 338) 
                    guiSetVisible(weaponGui["window"], false) 
                    showCursor(false) 
                end 
            end, 
        false )         
        weaponGui["btn2"] = guiCreateButton(63,90,212,40,""..gtatlad.."",false,weaponGui["window"]) 
        addEventHandler ( "onClientGUIClick", weaponGui["btn2"], 
            function (btn, state) 
                if state == "up" then 
                    outputChatBox(""..gtatlad.." loaded", 255, 200, 0) 
  txd = engineLoadTXD("weapon/tlad/sawnoff.txd", 350 ) 
  engineImportTXD(txd, 350) 
  dff = engineLoadDFF("weapon/tlad/sawnoff.dff", 350 ) 
  engineReplaceModel(dff, 350) 
  txd = engineLoadTXD("weapon/tlad/micro_uzi.txd", 352 ) 
  engineImportTXD(txd, 352) 
  dff = engineLoadDFF("weapon/tlad/micro_uzi.dff", 352 ) 
  engineReplaceModel(dff, 352) 
  txd = engineLoadTXD("weapon/tlad/poolcue.txd", 338 ) 
  engineImportTXD(txd, 338) 
  dff = engineLoadDFF("weapon/tlad/poolcue.dff", 338 ) 
  engineReplaceModel(dff, 338) 
  txd = engineLoadTXD("weapon/tlad/shotgspa.txd", 351 ) 
  engineImportTXD(txd, 351) 
  dff = engineLoadDFF("weapon/tlad/shotgspa.dff", 351 ) 
  engineReplaceModel(dff, 351) 
  txd = engineLoadTXD("weapon/tlad/grenade.txd", 342 ) 
  engineImportTXD(txd, 342) 
  dff = engineLoadDFF("weapon/tlad/grenade.dff", 342 ) 
  engineReplaceModel(dff, 342) 
  txd = engineLoadTXD("weapon/tlad/bat.txd", 336 ) 
  engineImportTXD(txd, 336) 
  dff = engineLoadDFF("weapon/tlad/bat.dff", 336 ) 
  engineReplaceModel(dff, 336) 
  
  txd = engineLoadTXD("weapon/m4.txd", 356 ) 
  engineImportTXD(txd, 356) 
  dff = engineLoadDFF("weapon/m4.dff", 356 ) 
  engineReplaceModel(dff, 356) 
  txd = engineLoadTXD("weapon/desert_eagle.txd", 348 ) 
  engineImportTXD(txd, 348) 
  dff = engineLoadDFF("weapon/desert_eagle.dff", 348 ) 
  engineReplaceModel(dff, 348) 
  txd = engineLoadTXD("weapon/mp5lng.txd", 353 ) 
  engineImportTXD(txd, 353) 
  dff = engineLoadDFF("weapon/mp5lng.dff", 353 ) 
  engineReplaceModel(dff, 353) 
  txd = engineLoadTXD("weapon/sniper.txd", 358 ) 
  engineImportTXD(txd, 358) 
  dff = engineLoadDFF("weapon/sniper.dff", 358 ) 
  engineReplaceModel(dff, 358) 
  
  txd = engineLoadTXD("weapon/default/satchel.txd", 363 ) 
  engineImportTXD(txd, 363) 
  dff = engineLoadDFF("weapon/default/satchel.dff", 363 ) 
  engineReplaceModel(dff, 363) 
                    guiSetVisible(weaponGui["window"], false) 
                    showCursor(false) 
                end 
            end, 
        false ) 
       weaponGui["btn3"] = guiCreateButton(63,140,212,40,""..gtaiv.."",false,weaponGui["window"]) 
        addEventHandler ( "onClientGUIClick", weaponGui["btn3"], 
            function (btn, state) 
                if state == "up" then 
                    outputChatBox(""..gtaiv.." loaded", 255, 200, 0) 
  txd = engineLoadTXD("weapon/ak47.txd", 355 ) 
  engineImportTXD(txd, 355) 
  dff = engineLoadDFF("weapon/ak47.dff", 355 ) 
  engineReplaceModel(dff, 355) 
  txd = engineLoadTXD("weapon/bat.txd", 336 ) 
  engineImportTXD(txd, 336) 
  dff = engineLoadDFF("weapon/bat.dff", 336 ) 
  engineReplaceModel(dff, 336) 
  txd = engineLoadTXD("weapon/shotgspa.txd", 349 ) 
  engineImportTXD(txd, 349) 
  dff = engineLoadDFF("weapon/shotgspa.dff", 349 ) 
  engineReplaceModel(dff, 349) 
  txd = engineLoadTXD("weapon/colt45.txd", 346 ) 
  engineImportTXD(txd, 346) 
  dff = engineLoadDFF("weapon/colt45.dff", 346 ) 
  engineReplaceModel(dff, 346) 
  txd = engineLoadTXD("weapon/desert_eagle.txd", 348 ) 
  engineImportTXD(txd, 348) 
  dff = engineLoadDFF("weapon/desert_eagle.dff", 348 ) 
  engineReplaceModel(dff, 348) 
  txd = engineLoadTXD("weapon/knifecur.txd", 335 ) 
  engineImportTXD(txd, 335) 
  dff = engineLoadDFF("weapon/knifecur.dff", 335 ) 
  engineReplaceModel(dff, 335) 
  txd = engineLoadTXD("weapon/m4.txd", 356 ) 
  engineImportTXD(txd, 356) 
  dff = engineLoadDFF("weapon/m4.dff", 356 ) 
  engineReplaceModel(dff, 356) 
  txd = engineLoadTXD("weapon/micro_uzi.txd", 352 ) 
  engineImportTXD(txd, 352) 
  dff = engineLoadDFF("weapon/micro_uzi.dff", 352 ) 
  engineReplaceModel(dff, 352) 
  txd = engineLoadTXD("weapon/molotov.txd", 344 ) 
  engineImportTXD(txd, 344) 
  dff = engineLoadDFF("weapon/molotov.dff", 344 ) 
  engineReplaceModel(dff, 344) 
  txd = engineLoadTXD("weapon/mp5lng.txd", 353 ) 
  engineImportTXD(txd, 353) 
  dff = engineLoadDFF("weapon/mp5lng.dff", 353 ) 
  engineReplaceModel(dff, 353) 
  txd = engineLoadTXD("weapon/rocketla.txd", 359 ) 
  engineImportTXD(txd, 359) 
  dff = engineLoadDFF("weapon/rocketla.dff", 359 ) 
  engineReplaceModel(dff, 359) 
  txd = engineLoadTXD("weapon/chromegun.txd", 351 ) 
  engineImportTXD(txd, 351) 
  dff = engineLoadDFF("weapon/chromegun.dff", 351 ) 
  engineReplaceModel(dff, 351) 
  txd = engineLoadTXD("weapon/sniper.txd", 358 ) 
  engineImportTXD(txd, 358) 
  dff = engineLoadDFF("weapon/sniper.dff", 358 ) 
  engineReplaceModel(dff, 358) 
  txd = engineLoadTXD("weapon/silenced.txd", 347 ) 
  engineImportTXD(txd, 347) 
  dff = engineLoadDFF("weapon/silenced.dff", 347 ) 
  engineReplaceModel(dff, 347) 
  txd = engineLoadTXD("weapon/missile.txd", 345 ) 
  engineImportTXD(txd, 345) 
  dff = engineLoadDFF("weapon/missile.dff", 345 ) 
  engineReplaceModel(dff, 345) 
  txd = engineLoadTXD("weapon/grenade.txd", 342 ) 
  engineImportTXD(txd, 342) 
  dff = engineLoadDFF("weapon/grenade.dff", 342 ) 
  engineReplaceModel(dff, 342) 
  txd = engineLoadTXD("weapon/default/sawnoff.txd", 350 ) 
  engineImportTXD(txd, 350) 
  dff = engineLoadDFF("weapon/default/sawnoff.dff", 350 ) 
  engineReplaceModel(dff, 350) 
  txd = engineLoadTXD("weapon/default/poolcue.txd", 338 ) 
  engineImportTXD(txd, 338) 
  dff = engineLoadDFF("weapon/default/poolcue.dff", 338 ) 
  engineReplaceModel(dff, 338) 
  txd = engineLoadTXD("weapon/default/satchel.txd", 363 ) 
  engineImportTXD(txd, 363) 
  dff = engineLoadDFF("weapon/default/satchel.dff", 363 ) 
  engineReplaceModel(dff, 363) 
                    guiSetVisible(weaponGui["window"], false) 
                    showCursor(false) 
                end 
            end, 
        false ) 
        guiSetVisible(weaponGui["window"], false) 
  
  
    
function show_window () 
    local IsWindowVisible = guiGetVisible(weaponGui["window"]) 
    if (IsWindowVisible == true) then 
        guiSetVisible(weaponGui["window"], false) 
        showCursor(false) 
    end 
    if (IsWindowVisible == false) then 
        guiSetVisible(weaponGui["window"], true) 
        showCursor(true) 
    end 
end 
bindKey("F2", "down", show_window )  

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