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Hide-Show Chat


JanKy

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Hey guys, i am working on a dayz server, and im trying to hide the chat while the player has the inventory opened , and show it when he does not have the inventory open. Some help please? I know about showChat ( false ) or showChat ( true ) but i dont really know where to place them, i mean, i made something half right, when the player opens the inventory, the chat is hidden, when he closes the inventory , the chat is still hidden. Some help? Thanks in advance ^^

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Ok so, i got this gamemode and it has a new inventory with some images and that inventory is very big, and the chat is over it, and i want to fix this.
And, ignore my language. Ty again
 

showChat ( true )
--
--
--
--
--
--

local screenWidth,screenHeight = guiGetScreenSize()
local button = dxCreateTexture ( "inventory/butoff.png" )
local button2 = dxCreateTexture ( "inventory/butclick.png" )
local buttArrow = dxCreateTexture ( "inventory/buttArrow.png" )
local buttArrowDown = dxCreateTexture ( "inventory/buttArrowDown.png" )
inventoryShow = false
bX, bY = screenWidth/2,screenHeight/2
loot = false

inventory = {}
inventoryWeap = {}
inventoryWeap.main = {}
inventoryWeap.addit = {}
inventoryWeap.spec = {}
inventoryWeap.ammo = {}
rucksakSelectionLabels = {}

foodInventory={}
toolInventory={}
gearName = ''
loot = false

prevY = 0
prevYPos = 0
itOff = 0
heightLabel = ((screenHeight/2+90)-5*(#inventory-9))-(screenHeight/2-235)

local clicked=false
scrollLabelSelected = false

mainWeaponSelection = false
additWeaponSelection = false
selectedMainWeapon = 0
selectedAdditWeapon = 0
selectedItemLabel = 0
selectedFoodLabelID = 0
selectedToolLabelID = 0
selectedSpecLabelID = 0
foodLabelSelected = false
specLabelSelected = false
toolLabelSelected = false

itemLabels = {}
itemLabelsButtons = {}
foodLabelsButtons={}
toolLabelsButtons={}

function getThisItemInLoot (name)
	local loot = isPlayerInLoot()
	if isElement(loot) then
		local item = getElementData ( loot, name )
		return item or 0
	else
		return 0
	end
end

function removeItemFromInventory (name)
	for i, weap in ipairs ( inventoryWeap.main ) do
		if name == weap[1] then
			if selectedMainWeapon == i then
				selectedMainWeapon = 0
			elseif selectedMainWeapon > i then
				selectedMainWeapon = selectedMainWeapon-1
			end
			table.remove ( inventoryWeap.main, i ) 
		end
	end
	for i, weap in ipairs ( inventoryWeap.addit ) do
		if name == weap[1] then
			if selectedMainWeapon == i then
				selectedMainWeapon = 0
			elseif selectedMainWeapon > i then
				selectedMainWeapon = selectedMainWeapon-1
			end
			table.remove ( inventoryWeap.addit, i ) 
		end
	end
	for i, weap in ipairs ( inventoryWeap.spec ) do
		if name == weap[1] then
			table.remove ( inventoryWeap.spec, i )
		end
	end
	for i, weap in ipairs ( foodInventory ) do
		if name == weap[1] then
			table.remove ( foodInventory, i )
		end
	end
	for i, weap in ipairs ( toolInventory ) do
		if name == weap[1] then
			table.remove ( toolInventory, i )
		end
	end
end


function placeItemsInInventory()
	local loot = isPlayerInLoot()
	inventory = {}
	inventoryWeap = {}
	inventoryWeap.main = {}
	inventoryWeap.addit = {}
	inventoryWeap.spec = {}

	foodInventory={}
	toolInventory={}
	
	if getElementData ( localPlayer, "Inventory_Setting" ) == 1 or getElementData ( localPlayer, "Inventory_Setting" ) == 8 then
	for i, weap in ipairs ( inventoryItems.Weapons['Primary Weapon'] ) do
		local inLoot = getThisItemInLoot (weap[1]) or 0
		local inInventory = getElementData ( localPlayer, weap[1] ) or 0
		if inLoot > 0 or inInventory > 0 then
			table.insert ( inventory, {weap[1],inLoot,inInventory,weap[3],weap[4],weap[5],weap[6],weap[7]} )
		end
	end
	end
	if getElementData ( localPlayer, "Inventory_Setting" ) == 1 or getElementData ( localPlayer, "Inventory_Setting" ) == 8 then
	for i, weap in ipairs ( inventoryItems.Weapons['Secondary Weapon'] ) do
		local inLoot = getThisItemInLoot (weap[1]) or 0
		local inInventory = getElementData ( localPlayer, weap[1] ) or 0
		if inLoot > 0 or inInventory > 0 then
			table.insert ( inventory, {weap[1],inLoot,inInventory,weap[3],weap[4],weap[5],weap[6],weap[7]} )
		end
	end
	end
	if getElementData ( localPlayer, "Inventory_Setting" ) == 2 or getElementData ( localPlayer, "Inventory_Setting" ) == 8 then
	for i, weap in ipairs ( inventoryItems.Ammo ) do
		local inLoot = getThisItemInLoot (weap[1]) or 0
		local inInventory = getElementData ( localPlayer, weap[1] ) or 0
		if inLoot > 0 or inInventory > 0 then
			table.insert ( inventory, {weap[1],inLoot,inInventory,weap[3],weap[4],weap[5],weap[6],weap[7]} )
		end
	end
	end
	if getElementData ( localPlayer, "Inventory_Setting" ) == 1 or getElementData ( localPlayer, "Inventory_Setting" ) == 8 then
	for i, weap in ipairs ( inventoryItems.Weapons['Specially Weapon'] ) do
		local inLoot = getThisItemInLoot (weap[1]) or 0
		local inInventory = getElementData ( localPlayer, weap[1] ) or 0
		if inLoot > 0 or inInventory > 0 then
			table.insert ( inventory, {weap[1],inLoot,inInventory,weap[3],weap[4],weap[5],weap[6],weap[7]} )
		end
	end
	end
	if getElementData ( localPlayer, "Inventory_Setting" ) == 3 or getElementData ( localPlayer, "Inventory_Setting" ) == 8 then
	for i, weap in ipairs ( inventoryItems.Food ) do
		local inLoot = getThisItemInLoot (weap[1]) or 0
		local inInventory = getElementData ( localPlayer, weap[1] ) or 0
		if inLoot > 0 or inInventory > 0 then
			table.insert ( inventory, {weap[1],inLoot,inInventory,weap[3],weap[4],weap[5],weap[6],weap[7]} )
		end
	end
	end

	if getElementData ( localPlayer, "Inventory_Setting" ) == 4 or getElementData ( localPlayer, "Inventory_Setting" ) == 8 then
	for i, weap in ipairs ( inventoryItems.Medical ) do
		local inLoot = getThisItemInLoot (weap[1]) or 0
		local inInventory = getElementData ( localPlayer, weap[1] ) or 0
		if inLoot > 0 or inInventory > 0 then
			table.insert ( inventory, {weap[1],inLoot,inInventory,weap[3],weap[4],weap[5],weap[6],weap[7]} )
		end
	end
	end

	if getElementData ( localPlayer, "Inventory_Setting" ) == 5 or getElementData ( localPlayer, "Inventory_Setting" ) == 8 then
	for i, weap in ipairs ( inventoryItems.Items ) do
		local inLoot = getThisItemInLoot (weap[1]) or 0
		local inInventory = getElementData ( localPlayer, weap[1] ) or 0
		if inLoot > 0 or inInventory > 0 then
			table.insert ( inventory, {weap[1],inLoot,inInventory,weap[3],weap[4],weap[5],weap[6],weap[7]} )
		end
	end
	end

	if getElementData ( localPlayer, "Inventory_Setting" ) == 6 or getElementData ( localPlayer, "Inventory_Setting" ) == 8 then
	for i, weap in ipairs ( inventoryItems.Toolbelt ) do
		local inLoot = getThisItemInLoot (weap[1]) or 0
		local inInventory = getElementData ( localPlayer, weap[1] ) or 0
		if inLoot > 0 or inInventory > 0 then
			table.insert ( inventory, {weap[1],inLoot,inInventory,weap[3],weap[4],weap[5],weap[6],weap[7]} )
		end
	end
	end

	if getElementData ( localPlayer, "Inventory_Setting" ) == 7 or getElementData ( localPlayer, "Inventory_Setting" ) == 8 then
	for i, weap in ipairs ( inventoryItems.Cloth ) do
		local inLoot = getThisItemInLoot (weap[1]) or 0
		local inInventory = getElementData ( localPlayer, weap[1] ) or 0
		if inLoot > 0 or inInventory > 0 then
			table.insert ( inventory, {weap[1],inLoot,inInventory,weap[3],weap[4],weap[5],weap[6],weap[7]} )
		end
	end
	end
	
	if getElementData ( localPlayer, "Inventory_Setting" ) == 7 or getElementData ( localPlayer, "Inventory_Setting" ) == 8 then
	for i, weap in ipairs ( inventoryItems.Skin ) do
		local inLoot = getThisItemInLoot (weap[1]) or 0
		local inInventory = getElementData ( localPlayer, weap[1] ) or 0
		if inLoot > 0 or inInventory > 0 then
			table.insert ( inventory, {weap[1],inLoot,inInventory,weap[3],weap[4],weap[5],weap[6],weap[7]} )
		end
	end
	end
	
    for i, weap in ipairs ( inventoryItems.Food ) do
        if getElementData ( localPlayer, weap[1] ) and getElementData ( localPlayer, weap[1] ) >= 1 then
            table.insert ( foodInventory, {weap[1],weap[3],weap[4],weap[5],weap[6],weap[7]} )
        end
    end
	for i, weap in ipairs ( inventoryItems.Toolbelt ) do
		if getElementData ( localPlayer, weap[1] ) and getElementData ( localPlayer, weap[1] ) >= 1 then
			table.insert ( toolInventory, {weap[1],weap[3],weap[4],weap[5],weap[6],weap[7]} )
		end
	end

	for i, weap in ipairs ( inventoryItems.Medical ) do
		if getElementData ( localPlayer, weap[1] ) and getElementData ( localPlayer, weap[1] ) >= 1 then
			table.insert ( inventoryWeap.spec, {weap[1],weap[3],weap[4],weap[5],weap[6],weap[7]} )
		end
	end

		for i, weap in ipairs ( inventoryItems.Weapons['Primary Weapon'] ) do
		if getElementData ( localPlayer, weap[1] ) and getElementData ( localPlayer, weap[1] ) >= 1 then
			table.insert ( inventoryWeap.main, {weap[1],weap[3],weap[4],weap[5]} )
			if getElementData(localPlayer, "currentweapon_1") == weap[1] then
				selectedMainWeapon = #inventoryWeap.main
			end
		end
	end
		for i, weap in ipairs ( inventoryItems.Weapons['Secondary Weapon'] ) do
		if getElementData ( localPlayer, weap[1] ) and getElementData ( localPlayer, weap[1] ) >= 1 then
			table.insert ( inventoryWeap.addit, {weap[1],weap[3],weap[4],weap[5],weap[6],weap[7]} )
			if getElementData(localPlayer, "currentweapon_2") == weap[1] then
				selectedAdditWeapon = #inventoryWeap.addit
			end
		end
	end

end

function testoLabClick (but, state, x, y)
	clicked = false
end

addEventHandler( "onClientMouseWheel", root,
    function ( up_down )
        if up_down == 1 then
			if itOff > 0 then
				itOff = itOff-1
				prevY = prevY+5
				guiSetPosition ( testoLab, screenWidth/2-13, screenHeight/2-235-prevY, false )
			end
		else
			if itOff+9 < #inventory then
				itOff = itOff+1
				prevY = prevY-5
				guiSetPosition ( testoLab, screenWidth/2-13, screenHeight/2-235-prevY, false )
			end
		end
    end
)

function testoLabMove (x,y)
	if clicked then
		local newPrevY = prevY+prevYPos-y
		local tempVal = math.abs(prevY)-math.abs(newPrevY)
		if ( ( tempVal > 0 and prevY <= 0 ) or ( tempVal < 0 and itOff+9<#inventory ) ) and tempVal ~= 0 and prevY < 3 and prevY+newPrevY < 0 then
			prevY=newPrevY
			itOff = math.floor(math.abs(prevY/5))
			prevYPos = y
			guiSetPosition ( testoLab, screenWidth/2-13, screenHeight/2-235-prevY, false )
		end
	end
end

function buttonLabelEntered ( )
	if getElementData ( source, 'scrollLabel' )then
		scrollLabelSelected = true
	--	stopAdditWeaponSelection ()
	--	stopMainWeaponSelection ()
		if selectedItemLabel ~= 0 then
			exports.imageButton:setImageButtonVisible ( itemLabelsButtons[selectedItemLabel][1].name, false )
			exports.imageButton:setImageButtonVisible ( itemLabelsButtons[selectedItemLabel][2].name, false )
			selectedItemLabel = 0
		end
	end
end

function buttonLabelLeaved ( )
	if getElementData ( source, 'scrollLabel' ) then
		scrollLabelSelected = false
	end
end

function checkOnButton ()
	if scrollLabelSelected then
		local screenx, screeny, worldx, worldy, worldz = getCursorPosition()
		prevYPos = screeny*screenHeight
		clicked = true
	end
end

local inventoryButtAllowed = true

function showInventoryManual ()
	if not inventoryShow then
		initInventory ()
	end
end

function unshowInventoryManual ()
	if inventoryShow then
		closeInventory ()
	end
end


function initInventory ()
	if inventoryButtAllowed and getElementData(getLocalPlayer(), "logedin") and getElementData ( localPlayer, "Inventory" ) == 1 then
		inventoryButtAllowed = false
		setTimer ( function () inventoryButtAllowed = true end, 100, 1 )
		if not inventoryShow then
			inventoryShow = true
			loot = false
			placeItemsInInventory ()
			loot = isPlayerInLoot()
			if loot then
				gearName = getElementData(getLocalPlayer(), "lootname") 
			end

			testoLab = guiCreateLabel ( screenWidth/2-16, screenHeight/2-235, 0.1, heightLabel, '', false )
			setElementData ( testoLab, 'scrollLabel', true )
			bindKey ( 'mouse1', 'down', checkOnButton )
			bindKey ( 'mouse1', 'up', testoLabClick )
			heightLabel = ((screenHeight/2+90)-5*(#inventory-9))-(screenHeight/2-235)
			addEventHandler ( "onClientMouseMove", testoLab, testoLabMove, false )
			addEventHandler( "onClientMouseEnter", testoLab, buttonLabelEntered, false )
			addEventHandler( "onClientMouseLeave", testoLab, buttonLabelLeaved, false )
			
			exports.imageButton:createImageButton ( 'mainWeap', screenWidth/2+568,screenHeight/2-310, 64, 64, 0, ':UNION_DAYZ/inventory/butoff.png', ':UNION_DAYZ/inventory/butclick.png' )
			exports.imageButton:createImageButton ( 'secWeap', screenWidth/2+568,screenHeight/2-240, 64, 64, 0, ':UNION_DAYZ/inventory/butoff.png', ':UNION_DAYZ/inventory/butclick.png' )
			
			exports.imageButton:createImageButton ( 'Inventory_1', screenWidth/2-675,screenHeight/2+300, 89, 32, 0, ':UNION_DAYZ/inventory/icon1.png', ':UNION_DAYZ/inventory/icon1_on.png' )
			exports.imageButton:createImageButton ( 'Inventory_2', screenWidth/2-590,screenHeight/2+300, 32, 32, 0, ':UNION_DAYZ/inventory/icon2.png', ':UNION_DAYZ/inventory/icon2_on.png' )
			exports.imageButton:createImageButton ( 'Inventory_3', screenWidth/2-550,screenHeight/2+300, 44, 32, 0, ':UNION_DAYZ/inventory/icon3.png', ':UNION_DAYZ/inventory/icon3_on.png' )
			exports.imageButton:createImageButton ( 'Inventory_4', screenWidth/2-500,screenHeight/2+300, 35, 32, 0, ':UNION_DAYZ/inventory/icon4.png', ':UNION_DAYZ/inventory/icon4_on.png' )
			exports.imageButton:createImageButton ( 'Inventory_5', screenWidth/2-450,screenHeight/2+300, 32, 32, 0, ':UNION_DAYZ/inventory/icon5.png', ':UNION_DAYZ/inventory/icon5_on.png' )
			exports.imageButton:createImageButton ( 'Inventory_6', screenWidth/2-400,screenHeight/2+300, 32, 32, 0, ':UNION_DAYZ/inventory/icon6.png', ':UNION_DAYZ/inventory/icon6_on.png' )
			exports.imageButton:createImageButton ( 'Inventory_7', screenWidth/2-350,screenHeight/2+300, 32, 32, 0, ':UNION_DAYZ/inventory/icon7.png', ':UNION_DAYZ/inventory/icon7_on.png' )
			exports.imageButton:createImageButton ( 'Inventory_8', screenWidth/2-307,screenHeight/2+300, 34, 32, 0, ':UNION_DAYZ/inventory/icon8.png', ':UNION_DAYZ/inventory/icon8_on.png' )
			exports.imageButton:createImageButton ( 'Inventory_OLD', screenWidth/2+148+70,screenHeight/2+320, 64, 64, 0, ':UNION_DAYZ/inventory/old.png', ':UNION_DAYZ/inventory/old_on.png' )
			addEventHandler ( "onClientRender", root, renderDisplay )
			showChat ( false )
			--Панель луту
			local yOff = 0
			for i = 1, 9 do -- 385 и 350
				local createdLabel = guiCreateLabel ( bX-675, bY-315+yOff, 400, 64, '', false )
				setElementData ( createdLabel, 'itemLabel', true )
				setElementData ( createdLabel, 'id', i )
				addEventHandler( "onClientMouseEnter", createdLabel, itemLabelEntered, false )
				addEventHandler( "onClientMouseLeave", createdLabel, itemLabelLeaved, false )
				addEventHandler( "onClientGUIDoubleClick", createdLabel, itemLabelClicked, false )
				local butt1 = exports.imageButton:createImageButton ( 'arrow'..i, bX-675, bY-315+yOff, 23, 64, 0, ':UNION_DAYZ/inventory/buttArrow.png', ':UNION_DAYZ/inventory/buttArrowDown.png' )
				local butt2 = exports.imageButton:createImageButton ( 'arrowRev'..i, bX-297, bY-315+yOff, 23, 64, 180, ':UNION_DAYZ/inventory/buttArrow.png', ':UNION_DAYZ/inventory/buttArrowDown.png' )
				exports.imageButton:setImageButtonVisible ( 'arrow'..i, false )
				exports.imageButton:setImageButtonVisible ( 'arrowRev'..i, false )
				table.insert ( itemLabelsButtons, { butt1, butt2 } )
				table.insert ( itemLabels, createdLabel )
				yOff = yOff+64
			end
						--Панель їжі
				xOff = 148
				for i = 1,6 do 
				xOff = xOff+70
                local createdLabel = guiCreateLabel ( bX+xOff, bY+110, 64, 64, '', false )
                setElementData ( createdLabel, 'foodLabel', true )
                setElementData ( createdLabel, 'id', i )
                addEventHandler( "onClientMouseEnter", createdLabel, itemLabelEntered, false )
                addEventHandler( "onClientMouseLeave", createdLabel, itemLabelLeaved, false )
                addEventHandler ( "onClientGUIDoubleClick", createdLabel, rightItemClicked, false )
                table.insert ( foodLabelsButtons, createdLabel )
            end
			--Панель инструменти
				xOff = 148
				for i = 1,6 do 
				xOff = xOff+70
				local createdLabel = guiCreateLabel ( bX+xOff, bY+250, 64, 64, '', false )
				setElementData ( createdLabel, 'toolLabel', true )
				setElementData ( createdLabel, 'id', i )
				addEventHandler( "onClientMouseEnter", createdLabel, itemLabelEntered, false )
				addEventHandler( "onClientMouseLeave", createdLabel, itemLabelLeaved, false )
				addEventHandler ( "onClientGUIDoubleClick", createdLabel, rightItemClicked, false )
				table.insert ( toolLabelsButtons, createdLabel )
			end
			--Панель медикаменти
				xOff = 148
				for i = 1,6 do
				xOff = xOff+70
				local createdLabel = guiCreateLabel ( bX+xOff, bY-30, 64, 64, '', false )
				setElementData ( createdLabel, 'specLabel', true )
				setElementData ( createdLabel, 'id', i )
				addEventHandler( "onClientMouseEnter", createdLabel, itemLabelEntered, false )
				addEventHandler( "onClientMouseLeave", createdLabel, itemLabelLeaved, false )
				addEventHandler ( "onClientGUIDoubleClick", createdLabel, rightItemClicked, false )
				table.insert ( toolLabelsButtons, createdLabel )
			end
			showCursor ( true )
		else
			closeInventory ()
		end
	end
end

function closeInventory() 
	showCursor ( false )
			unbindKey ( 'mouse1', 'down', checkOnButton )
			unbindKey ( 'mouse1', 'up', testoLabClick )
			if isElement (testoLab) then
				destroyElement ( testoLab )
			end
			for i, label in ipairs ( itemLabels ) do
				if isElement ( label ) then
					destroyElement ( label )
				end
			end
			for i, label in ipairs ( itemLabelsButtons ) do
				if isElement ( label ) then
					destroyElement ( label )
				end
			end
			for i, label in ipairs ( foodLabelsButtons ) do
				if isElement ( label ) then
					destroyElement ( label )
				end
			end
			for i, label in ipairs ( toolLabelsButtons ) do
				if isElement ( label ) then
					destroyElement ( label )
				end
			end
			for i = 1, 9 do
				exports.imagebutton:destroyImageButtonByName('arrow'..i)
				exports.imagebutton:destroyImageButtonByName('arrowRev'..i)
			end

			removeEventHandler ( "onClientRender", root, renderDisplay )
			exports.imagebutton:destroyImageButtonByName ('mainWeap')
			exports.imagebutton:destroyImageButtonByName ('secWeap')


			
			exports.imagebutton:destroyImageButtonByName ('Inventory_1')
			exports.imagebutton:destroyImageButtonByName ('Inventory_2')
			exports.imagebutton:destroyImageButtonByName ('Inventory_3')
			exports.imagebutton:destroyImageButtonByName ('Inventory_4')
			exports.imagebutton:destroyImageButtonByName ('Inventory_5')
			exports.imagebutton:destroyImageButtonByName ('Inventory_6')
			exports.imagebutton:destroyImageButtonByName ('Inventory_7')
			exports.imagebutton:destroyImageButtonByName ('Inventory_8')
			exports.imagebutton:destroyImageButtonByName ('Inventory_OLD')
			
			inventory = {}
			inventoryWeap = {}
			inventoryWeap.main = {}
			inventoryWeap.addit = {}
			inventoryWeap.spec = {}

			foodInventory={}
			toolInventory={}


			prevY = 0
			prevYPos = 0
			itOff = 0
			loot = false
			clicked=false
			scrollLabelSelected = false

			mainWeaponSelection = false
			additWeaponSelection = false
			selectedMainWeapon = 0
			selectedAdditWeapon = 0
			selectedItemLabel = 0
			selectedFoodLabelID = 0
			selectedToolLabelID = 0
			selectedSpecLabelID = 0
			foodLabelSelected = false
			specLabelSelected = false
			toolLabelSelected = false

			itemLabels = {}
			itemLabelsButtons = {}
			foodLabelsButtons={}
			toolLabelsButtons={}
			inventoryShow = false
end
addEvent("closeInventory",true)
addEventHandler("closeInventory",getLocalPlayer(),closeInventory)

itemLabelClickAvail = true

function itemLabelClicked ()
	if getElementData ( source, 'itemLabel' ) then
		if isPlayerInLoot () then
			startRollMessage2("Inventar", "", 255, 22, 0)
			return false
		end
		if not itemLabelClickAvail then return false end
		itemLabelClickAvail = false
		setTimer ( function () itemLabelClickAvail = true end, 100, 1 )

		local name, info = getInventoryInfosForRightClickMenu ( inventory[getElementData ( source, 'id' )+itOff][1] )
		if ( getElementData ( localPlayer, name ) or 0 ) <= 0 then
			return true
		end
		if name == "Chibrituri" then
			if getElementData(getLocalPlayer(),"Lemn") == 0 then return end
		end
		if name == "Bandaj" then
			if getElementData(getLocalPlayer(),"bleeding") == 0 then return end
		end	
		if name == "Mini Pachet cu sânge" then
			if getElementData(getLocalPlayer(),"blood") > 10500 then return end
		end	
		if name == "Încălzitor" then
			if getElementData(getLocalPlayer(),"temperature") > 35 then return end
		end	
		if name == "Morfină" then
			if not getElementData(getLocalPlayer(),"brokenbone") then return end
		end	
		if name == "Conservă de sardine ( închisă )" 
		or name == "Conservă de spaghette ( închisă )"
		or name == "Conservă de ton ( închisă )" 
		or name == "Conservă de piersici ( închisă )" 
		or name == "Conservă de șuncă ( închisă )" then
		if getElementData(getLocalPlayer(),"Deschizător") == 0  then return end
		end		
		if info then
			playerUseItem(name, info)
			setTimer(placeItemsInInventory, 100, 1)
		end
	end
end

function rightItemClicked ()
	local id = getElementData ( source, 'id' )
	if getElementData ( source, 'foodLabel' ) then
		local name = foodInventory[id][1]
		if name == "Ploscă"
		or name == "Sticlă de apă"
				
		or name == "NotaCola"
		or name == "Pipsi"
		or name == "Băutură rusească"
		or name == "Spite"
		or name == "Водка"
		then
		playerUseItem ( name, 'Bea' )
		elseif name == "Conservă de sardine ( închisă )" 
		or name == "Conservă de spaghette ( închisă )"
		or name == "Conservă de ton ( închisă )" 
		or name == "Conservă de piersici ( închisă )" 
		or name == "Conservă de șuncă ( închisă )" 
		then
		playerUseItem ( name, 'Deschide' )
		else
		playerUseItem ( name, 'Mănâncă' )
		end
		setTimer(placeItemsInInventory, 100, 1)
		
	elseif getElementData ( source, 'toolLabel' ) then
		local name = toolInventory[id][1]
		for i,itemInfo in ipairs(inventoryItems.Toolbelt) do
			if name == itemInfo[1] then
				if #itemInfo >= 6 then
				if name == "Chibrituri" then 
					if getElementData(getLocalPlayer(),"Lemn") <= 0 then 
						return
					end
				end
					playerUseItem ( name, itemInfo[8] )
				end
			end
		end
	elseif getElementData ( source, 'specLabel' ) then
		local name = inventoryWeap.spec[id][1]
		for i,itemInfo in ipairs(inventoryItems.Medical) do
			if name == itemInfo[1] then
				if #itemInfo >= 6 then
				if name == "Bandaj" then
					if getElementData(getLocalPlayer(),"bleeding") == 0 then
						return
					end
				end	
				if name == "Mini Pachet cu sânge" then
					if getElementData(getLocalPlayer(),"blood") > 10500 then
						return
					end
				end	
				if name == "Încălzitor" then
					if getElementData(getLocalPlayer(),"temperature") > 35 then
						return
					end
				end	
				if name == "Painkiller" then
					if not getElementData(getLocalPlayer(),"pain") then
						return
					end
				end	
				if name == "Morfină" then
					if not getElementData(getLocalPlayer(),"brokenbone") then
						return
					end
				end	
				if name == "Pachet cu sânge" then
				return
				end	
					playerUseItem ( name, itemInfo[8] )
				end
			end
		end
	end
end

function stopMainWeaponSelection ()
	mainWeaponSelection = false
	for i, label in  ipairs(mainWeapSelectionLabels) do
		if isElement ( label ) then
			destroyElement ( label )
			label = nil
		end
	end
end

function stopAdditWeaponSelection ()
	additWeaponSelection = false
	for i, label in  ipairs(additWeapSelectionLabels) do
		if isElement ( label ) then
			destroyElement ( label )
			label = nil
		end
	end
end



function itemLabelEntered ()
	if getElementData ( source, 'itemLabel' ) then
		local id = getElementData ( source, 'id' )
		if selectedItemLabel ~= 0 then
			exports.imageButton:setImageButtonVisible ( itemLabelsButtons[selectedItemLabel][1].name, false )
			exports.imageButton:setImageButtonVisible ( itemLabelsButtons[selectedItemLabel][2].name, false )
		end
		if id <= #inventory then
			selectedItemLabel = id
			exports.imageButton:setImageButtonVisible ( itemLabelsButtons[id][1].name, true )
			exports.imageButton:setImageButtonVisible ( itemLabelsButtons[id][2].name, true )
		end
	elseif getElementData ( source, 'foodLabel' ) then
		foodLabelSelected = true
		selectedFoodLabelID = getElementData ( source, 'id' )
	elseif getElementData ( source, 'toolLabel' ) then
		toolLabelSelected = true
		selectedToolLabelID = getElementData ( source, 'id' )
	elseif getElementData ( source, 'specLabel' ) then
		specLabelSelected = true
		selectedSpecLabelID = getElementData ( source, 'id' )
	end
end

function itemLabelLeaved ()
	if getElementData ( source, 'itemLabel' ) then
		--local id = getElementData ( source, 'id' )
		--exports.imageButton:setImageButtonVisible ( itemLabelsButtons[id][1].name, false )
		--exports.imageButton:setImageButtonVisible ( itemLabelsButtons[id][2].name, false )
		--selectedItemLabel = 0
	elseif getElementData ( source, 'foodLabel' ) then
		foodLabelSelected = false
		selectedFoodLabelID = 0
	elseif getElementData ( source, 'toolLabel' ) then
		toolLabelSelected = false
		selectedToolLabelID = 0
	elseif getElementData ( source, 'specLabel' ) then
		specLabelSelected = false
		selectedSpecLabelID = 0
	end
end





NameWindow = dxCreateFont("inventory/fanbox.otf", 22)
fanboxInfo = dxCreateFont("inventory/loot.otf", 14)
fanboxStata = dxCreateFont("inventory/fanbox.otf", 14)
fanbox = dxCreateFont("inventory/loot.otf", 10)
Button = dxCreateFont("inventory/fanbox.otf", 16)
fanboxInfoLoot = dxCreateFont("inventory/loot.otf", 16)
fanboxIn = dxCreateFont("inventory/loot.otf", 12)

function renderDisplay ( )
	dxDrawImage ( bX-700, bY-400, 450, 800, "inventory/FAN_1.png" ) -- Лут <
	dxDrawImage ( bX-250, bY-397, 450, 794, "inventory/FAN_2.png" ) -- Пед
	dxDrawImage ( bX+200, bY-400, 450, 800, "inventory/FAN_1.png" ) -- Лут >
	dxDrawRectangle (bX-693, bY-325, 436, 2, tocolor (132,132,132,75)) -- Лут < Полоска
	dxDrawRectangle (bX-245, bY-325, 440, 2, tocolor (132,132,132,75)) -- Пед Полоска
	dxDrawRectangle (bX+207, bY-325, 436, 2, tocolor (132,132,132,75)) -- Лут > Полоска
	dxDrawText ( 'LUCRURI', bX-500, bY-375, bX-300,  bY-280, tocolor (255,255,255,255), 1, NameWindow )-- РЕЧІ
	dxDrawText ( 'STATUS', bX-60, bY-375, bX-300,  bY-280, tocolor (255,255,255,255), 1, NameWindow )-- СТАТУС
	dxDrawText ( 'INVENTAR', bX+365, bY-375, bX-300,  bY-280, tocolor (255,255,255,255), 1, NameWindow )-- Inventar
	dxDrawImage ( bX-682, bY-315, 415, 800, "inventory/FAN_3.png" ) -- Фон лута
	if loot then
		placeItemsInInventory ()
		local curLootItems = getLootCurrentSlots(loot) or 0 
		local maxLootItems = getLootMaxAviableSlots(loot) or 0
		if maxLootItems > 0 then
		    dxDrawText ( ''..curLootItems .. '/' .. maxLootItems, bX-327, bY-363, bX-300,  bY-280, tocolor ( 132,132,132,255), 1, fanboxInfo,"right" )--Найдений лут
			dxDrawImage ( bX-292, bY-368, 25, 25, "inventory/box.png" ) -- слот
			dxDrawText ( gearName, bX-680, bY-363, bX-300,  bY-280, tocolor ( 132,132,132,255), 1, fanboxInfo)--Назва обэкту
		end
	end
	
	dxDrawText (getPlayerCurrentSlots() .. '/' .. getPlayerMaxAviableSlots()..'', bX+560, bY-363, bX-300,  bY-280, tocolor ( 132,132,132,255), 1, fanboxInfo)--Твій лут
	dxDrawImage ( bX+610, bY-368, 30, 30, "inventory/masa.png" ) -- маса
	
	--local itScroll = (bY+90)-5*(#inventory-11)
	--dxDrawLine ( bX-10, bY-235-prevY, bX-10, itScroll-prevY, tocolor ( 80, 60, 40, 255 ), 15 )
	
	dxDrawRectangle (bX-674, bY+284, 402, 9, tocolor (132,132,132,255)) -- ПОЛОСКА ПОЛЗУНКА
	
	if getElementData ( localPlayer, "Inventory_Setting") == 1 then
	dxDrawText ( 'Arme', bX-500, bY+345, bX-300,  bY-280, tocolor ( 255,255,255,175), 1, Button )
	dxDrawRectangle (bX-500, bY+370, 59,  2, tocolor (132,132,132,175))
	elseif getElementData ( localPlayer, "Inventory_Setting") == 2 then
	dxDrawText ( 'Muniție', bX-515, bY+345, bX-300,  bY-280, tocolor ( 255,255,255,175), 1, Button )
	dxDrawRectangle (bX-515, bY+370, 94,  2, tocolor (132,132,132,175))
	elseif getElementData ( localPlayer, "Inventory_Setting") == 3 then
	dxDrawText ( 'Mâncare/Băutură', bX-515, bY+345, bX-300,  bY-280, tocolor ( 255,255,255,175), 1, Button )
	dxDrawRectangle (bX-515, bY+370, 103,  2, tocolor (132,132,132,175))
	elseif getElementData ( localPlayer, "Inventory_Setting") == 4 then
	dxDrawText ( 'Medicină', bX-515, bY+345, bX-300,  bY-280, tocolor ( 255,255,255,175), 1, Button )
	dxDrawRectangle (bX-515, bY+370, 109,  2, tocolor (132,132,132,175))
	elseif getElementData ( localPlayer, "Inventory_Setting") == 5 then
	dxDrawText ( 'Altele', bX-500, bY+345, bX-300,  bY-280, tocolor ( 255,255,255,175), 1, Button )
	dxDrawRectangle (bX-500, bY+370, 54,  2, tocolor (132,132,132,175))
	elseif getElementData ( localPlayer, "Inventory_Setting") == 6 then
	dxDrawText ( 'Unelte', bX-515, bY+345, bX-300,  bY-280, tocolor ( 255,255,255,175), 1, Button )
	dxDrawRectangle (bX-515, bY+370, 106,  2, tocolor (132,132,132,175))
	elseif getElementData ( localPlayer, "Inventory_Setting") == 7 then
	dxDrawText ( 'Îmbrăcăminte', bX-500, bY+345, bX-300,  bY-280, tocolor ( 255,255,255,175), 1, Button )
	dxDrawRectangle (bX-500, bY+370, 62,  2, tocolor (132,132,132,175))
	elseif getElementData ( localPlayer, "Inventory_Setting") == 8 then
	dxDrawText ( 'TOT', bX-490, bY+345, bX-300,  bY-280, tocolor ( 255,255,255,175), 1, Button )
	dxDrawRectangle (bX-490, bY+370, 26,  2, tocolor (132,132,132,175))
	end
	
SkinImages = {
{100,"inventory/skin_1.png"},
{101,"inventory/skin_2.png"},
{102,"inventory/skin_3.png"},
{103,"inventory/skin_4.png"},
{104,"inventory/skin_5.png"},
{105,"inventory/skin_6.png"},
{106,"inventory/skin_25.png"},
{107,"inventory/skin_7.png"},
{108,"inventory/skin_8.png"},
{109,"inventory/skin_9.png"},
{110,"inventory/skin_10.png"},
{111,"inventory/skin_11.png"},
{112,"inventory/skin_12.png"},
{113,"inventory/skin_13.png"},
{114,"inventory/skin_14.png"},
{115,"inventory/skin_15.png"},
{116,"inventory/skin_16.png"},
{117,"inventory/skin_17.png"},
{118,"inventory/skin_18.png"},
{120,"inventory/skin_19.png"},
{121,"inventory/skin_20.png"},
{122,"inventory/skin_21.png"},
{123,"inventory/skin_22.png"},
{124,"inventory/skin_23.png"},
{125,"inventory/skin_24.png"},
}

	for _, skin in ipairs(SkinImages) do
	if getElementData ( localPlayer, "skin") == skin[1] then
	dxDrawImage ( bX-215, bY-250, 242, 312, skin[2] ) 
	end
	end
	
clothHead = {
		{"Beretă Militară Roșie","icons/201.union"},
		{"Beretă Neagră","icons/202.union"},
		{"Beretă Albastră","icons/203.union"},
		{"Beretă Verde","icons/204.union"},
		{"Beretă Militară Bej","icons/295.union"},

		{"Pălărie Neagră","icons/121.union"},
		{"Pălărie Albastră","icons/118.union"},
		{"Pălărie cu Camuflaj №1","icons/114.union"},
		{"Pălărie cu Camuflaj №2","icons/117.union"},
		{"Pălărie cu Camuflaj №3","icons/115.union"},
		{"Pălărie Gri","icons/122.union"},
		{"Pălărie Verde","icons/116.union"},
		{"Pălărie Portocalie","icons/119.union"},
		{"Pălărie Roșie","icons/113.union"},
		{"Pălărie Bej","icons/120.union"},
		
		{"Ghillie Pentru Cap №1","icons/155.union"},
		{"Ghillie Pentru Cap №2","icons/156.union"},
		{"Ghillie Pentru Cap №3","icons/154.union"},
		
		{"Cască E ( Verde )","icons/111.union"},
		{"Cască E ( Neagră )","icons/112.union"},
		{"Шлем Горка Е (SWAT","icons/112.union"},
		{"Cască E ( Camo )","icons/299.union"},
		
		{"Fes Albastru de Medic","icons/166.union"},
		{"Fes Verde de Medic","icons/307.union"},
		{"Fes Alb de Medic","icons/308.union"},
		
		{"Cască Militară Verde","icons/3.union"},
		{"Cască Militară Neagră","icons/2.union"},
		{"Cască Militară Albastră","icons/1.union"},
		{"Cască Militară Camuflată №1","icons/298.union"},
		{"Cască Militară Camuflată №2","icons/296.union"},
		{"Cască Militară Camuflată №3","icons/297.union"},
				
		{"Pălărie de Cowboy Maro","icons/191.union"},
		{"Pălărie de Cowboy Neagră","icons/193.union"},
		{"Pălărie de Cowboy Maro Închis","icons/194.union"},
		{"Pălărie de Cowboy Verde","icons/192.union"},
		{"Pălărie de Cowboy Gri","icons/300.union"},
		{"Pălărie de Cowboy Albă","icons/301.union"},
		
		{"Fes Maro Croșetat","icons/160.union"},
		{"Fes Negru Croșetat","icons/163.union"},
		{"Fes Albastru Croșetat","icons/158.union"},
		{"Fes Maro Închis Croșetat","icons/157.union"},
		{"Fes Verde Croșetat","icons/162.union"},
		{"Fes Gri Croșetat","icons/159.union"},
		{"Fes Roșu Croșetat","icons/161.union"},
		
		{"Șapcă Plată cu carouri Albastre","icons/144.union"},
		{"Șapcă Plată Neagră","icons/145.union"},
		{"Șapcă Plată Albastră","icons/139.union"},
		{"Șapcă Plată cu carouri Albe","icons/143.union"},
		{"Șapcă Plată Maro","icons/140.union"},
		{"Șapcă Plată cu carouri Gri","icons/141.union"},
		{"Șapcă Plată Gri","icons/142.union"},
		{"Șapcă Plată Roșie","icons/138.union"},
		
		{"Cască Neagră de Muncitor","icons/302.union"},
		{"Cască Albastră de Muncitor","icons/108.union"},
		{"Cască Verde de Muncitor №1","icons/303.union"},
		{"Cască Verde de Muncitor №2","icons/109.union"},
		{"Cască Portocalie de Muncitor","icons/105.union"},
		{"Cască Roșie de Muncitor","icons/106.union"},
		{"Cască Albă de Muncitor","icons/107.union"},
		{"Cască Galbenă de Muncitor","icons/110.union"},
		
		{"Cască Neagră de Pompier","icons/304.union"},
		{"Cască Roșie de Pompier","icons/104.union"},
		{"Cască Albă de Pompier","icons/103.union"},
		{"Cască Galbenă de Pompier","icons/102.union"},
		
		{"Cască Neagră de Pilot","icons/306.union"},
		{"Cască Albă de Pilot","icons/153.union"},
		{"Cască Verde de Pilot","icons/305.union"},
		
		{"Медециньска шапка Синяя","icons/166.union"},
		{"Медециньска шапка Зелёная","icons/307.union"},
		{"Медециньска шапка Белая","icons/308.union"},
		
		{"Caschetă de sub-ofițer","icons/190.union"},
		{"Beretă","icons/205.union"},
		{"Caschetă de ofițer","icons/213.union"},
		
		{"Șapcă №1","icons/137.union"},
		{"Șapcă №2","icons/129.union"},
		{"Șapcă №3","icons/130.union"},
		{"Șapcă №4","icons/132.union"},
		{"Șapcă №5","icons/133.union"},
		{"Șapcă №6","icons/131.union"},
		{"Șapcă №7","icons/134.union"},
		{"Șapcă №8","icons/135.union"},
		
		{"Fes Negru cu Urechi","icons/123.union"},
		{"Fes Albastru cu Urechi","icons/125.union"},
		{"Fes Verde cu Urechi","icons/124.union"},
		
		{"Bandană pentru Cap ( Camo )","icons/183.union"},
		{"Bandană pentru Cap ( Neagră )","icons/184.union"},
		{"Bandană pentru Cap ( Violet )","icons/186.union"},
		{"Bandană pentru Cap ( Roșie )","icons/187.union"},
		{"Bandană pentru Cap ( Galbenă )","icons/188.union"},
		{"Bandană pentru Cap ( Verde )","icons/185.union"},
		
		{"Fes Negru","icons/220.union"},
		{"Fes Maro","icons/219.union"},
		{"Fes Verde","icons/216.union"},
		{"Fes Roșu","icons/217.union"},
		{"Fes Albastru","icons/218.union"},
	
		{"Cască de tip Tank","icons/206.union"},
		
		{"Fes Negru Croșetat cu Moț","icons/175.union"},
		{"Fes Albastru Croșetat cu Moț","icons/177.union"},
		{"Fes Maro Croșetat cu Moț","icons/178.union"},
		{"Fes Roșu Croșetat cu Moț","icons/176.union"},
		{"Fes Verde Croșetat cu Moț","icons/174.union"},	
}

clothHeadN = {
		{"Cagulă ( Neagră cu un craniu )","icons/94.union"},
		{"Cagulă ( Bej )","icons/97.union"},
		{"Cagulă ( Neagră )","icons/100.union"},
		{"Cagulă ( Albastră )","icons/98.union"},
		{"Cagulă ( Verde )","icons/99.union"},
		{"Cagulă ( Roz )","icons/95.union"},
		{"Cagulă ( Albă )","icons/96.union"},
		{"Cagulă ( Camo )","icons/293.union"},

		
		{"Masca lui Dallas","icons/128.union"},
		{"Masca lui Hoxton","icons/126.union"},
		{"Masca lui Wolf","icons/127.union"},
		
		{"Mască de gaze","icons/189.union"},
		
		{"Cască de motociclist №1","icons/152.union"},
		{"Cască de motociclist №2","icons/148.union"},
		{"Cască de motociclist №3","icons/149.union"},
		{"Cască de motociclist №4","icons/146.union"},
		{"Cască de motociclist №5","icons/151.union"},
		{"Cască de motociclist №6","icons/147.union"},
		{"Cască de motociclist №7","icons/150.union"},
		
		{"Bandană ( Camo )","icons/198.union"},
		{"Bandană ( Neagră )","icons/196.union"},
		{"Bandană ( Violet )","icons/199.union"},
		{"Bandană ( Roșie )","icons/197.union"},
		{"Bandană ( Galbenă )","icons/294.union"},
		{"Bandană ( Verde )","icons/195.union"},
}

clothEis = {
		{"Ochelari de soare de designer","icons/212.union"},
		{"Ochelari de soare","icons/17.union"},
}

clothBody = {
		{"Vestă cu mici depozite","icons/209.union"}, -- 10
		{"Vestă anti-șoc","icons/200.union"},
		{"Vestă PRESS","icons/164.union"},
		--12
		{"Vestă cu capacitate mare ( Neagră )","icons/211.union"},
		{"Vestă cu capacitate mare ( Verde )","icons/210.union"},
		{"Vestă cu capacitate mare ( Camo )","icons/309.union"},
		--8
		{"Vestă Militară Neagră","icons/310.union"},
		{"Vestă Militară DPM Camo","icons/312.union"},
		{"Vestă Militară Verde","icons/311.union"},
		{"Vestă Militară Khaki","icons/313.union"},
		
		{"Vestă PRESS Albastră","icons/165.union"},
		--8
		{"Vestă Militară №2 Neagră","icons/181.union"},
		{"Vestă Militară №2 DPM Camo","icons/180.union"},
		{"Vestă Militară №2 Verde","icons/182.union"},
		{"Vestă Militară №2 Khaki","icons/179.union"},
		
		{"Vestă PRESS Camo","icons/314.union"},
		--12
		{"Vestă Militară Verde Camo","icons/316.union"},
		--16
		{"Vestă SMRESH","icons/14.union"},
		--8
		{"Vestă Militară Maro","icons/317.union"},
		
		{"Vestă PRESS Camo №2","icons/315.union"},
		--8
		{"Vestă Militară Camo №1","icons/318.union"},
		{"Vestă Militară Camo №2","icons/319.union"},
}
		
clothGila = {
		{"Ghillie Pentru Corp №1","icons/18.union"},
		{"Ghillie Pentru Corp №2","icons/207.union"},
		{"Ghillie Pentru Corp №3","icons/208.union"},
}

Rukzak = {
	{1,"icons/43.union"}, -- Ghiozdan Montan Verde
	{2,"icons/7.union"},  -- Ghiozdan Montan Roșu
	{3,"icons/44.union"},  -- Ghiozdan Montan Portocaliu
	{4,"icons/42.union"},  -- Ghiozdan Montan Albastru
	{5,"icons/284.union"},  -- Ghiozdan Montan Camuflat
	{6,"icons/226.union"},  -- Ghiozdan Tortilla №1
	{7,"icons/285.union"},  -- Ghiozdan Tortilla №2
	{8,"icons/286.union"},  -- Ghiozdan Tortilla №3
	{9,"icons/287.union"},  -- Ghiozdan Tortilla №4
	{10,"icons/7.union"},  -- Rucsac de vânătoare №1
	{11,"icons/290.union"},  -- Rucsac de vânătoare №2
	{12,"icons/291.union"},  -- Rucsac de vânătoare №3
	{13,"icons/289.union"},  -- Rucsac de vânătoare №4
	{14,"icons/288.union"},  -- Rucsac de vânătoare №5
	{15,"icons/169.union"},  -- DryBag Galben
	{16,"icons/171.union"},  -- DryBag Verde
	{17,"icons/173.union"},  -- DryBag Roșu
	{18,"icons/170.union"},  -- DryBag Portocaliu
	{19,"icons/168.union"},  -- DryBag Albastru
	{20,"icons/172.union"},  -- DryBag Negru
	{21,"icons/41.union"},  -- Rucsac Verde
	{22,"icons/39.union"},  -- Rucsac Portocaliu
	{23,"icons/38.union"},  -- Rucsac Albastru
	{24,"icons/40.union"},  -- Rucsac Violet
	{25,"icons/292.union"},  -- Rucsac Camuflat
	{26,"icons/92.union"},  -- Ghiozdan M53 Boulder Camuflat
	{27,"icons/91.union"},  -- Ghiozdan M53 Boulder Negru
	{28,"icons/93.union"},  -- Ghiozdan M53 Boulder Verde
	{29,"icons/215.union"},  -- Ghiozdan SMRESH
	{30,"icons/222.union"},  -- Sac făcut manual
	{31,"icons/223.union"},  -- Sac din piele
	{32,"icons/221.union"},  -- Sac din piele ( mai mare )
	{33,"icons/251.union"}, -- Ghiozdan făcut manual
	{34,"icons/224.union"},  -- Ghiozdan din piele făcut manual
	{35,"icons/167.union"}, --Portofoliul unui copil
	{36,"icons/225.union"},  -- Ghiozdan Coyote
		
}


	dxDrawRectangle (bX-233, bY+135, 64,  64, tocolor (132,132,132,75))--Голова
	dxDrawRectangle (bX-162, bY+135, 64,  64, tocolor (132,132,132,75))--Шия
	dxDrawRectangle (bX-92, bY+135, 64,  64, tocolor (132,132,132,75))--Очки
	dxDrawRectangle (bX-22, bY+135, 64,  64, tocolor (132,132,132,75))--Рюкзак
	dxDrawRectangle (bX+49, bY+135, 64,  64, tocolor (132,132,132,75))--Жилет
	dxDrawRectangle (bX+120, bY+135, 64,  64, tocolor (132,132,132,75))--Гиля
	
	
	--Голова
	for _, clothHead in ipairs(clothHead) do
	if getElementData ( getLocalPlayer(), "clothHead",false) == clothHead[1] then
		dxDrawImage ( bX-233, bY+135, 64, 64, clothHead[2] )
	end
	end
	--Шия
	for _, clothHeadN in ipairs(clothHeadN) do
	if getElementData ( getLocalPlayer(), "clothHeadN",false) == clothHeadN[1] then
		dxDrawImage ( bX-162, bY+135, 64, 64, clothHeadN[2] )
	end
	end
	--Очки
	for _, clothEis in ipairs(clothEis) do
	if getElementData ( getLocalPlayer(), "clothEis",false) == clothEis[1] then
		dxDrawImage ( bX-92, bY+135, 64, 64, clothEis[2] )
	end
	end
	--Рюкзак
	for _, Rukzak in ipairs(Rukzak) do
	if getElementData ( getLocalPlayer(), "Rukzak",false) == Rukzak[1] then
		dxDrawImage ( bX-22, bY+135, 64, 64, Rukzak[2] )
	end
	end
	--Жилет
	for _, clothBody in ipairs(clothBody) do
	if getElementData ( getLocalPlayer(), "clothBody",false) == clothBody[1] then
		dxDrawImage ( bX+49, bY+135, 64, 64, clothBody[2] )
	end
	end
	--Гиля
	for _, clothGila in ipairs(clothGila) do
	if getElementData ( getLocalPlayer(), "clothGila",false) == clothGila[1] then
		dxDrawImage ( bX+120, bY+135, 64, 64, clothGila[2] )
	end
	end
	
	if getElementData ( getLocalPlayer(), "clothHead") == false then 
	dxDrawImage (bX-227, bY+140, 50,  50, "inventory/stat_1.png" ) --Голова
	end
	
	if getElementData ( getLocalPlayer(), "clothHeadN") == false then 
	dxDrawImage (bX-157, bY+140, 50,  50, "inventory/stat_2.png" ) --Шия
	end
	
	if getElementData ( getLocalPlayer(), "clothEis")  == false then 
	dxDrawImage (bX-87, bY+140, 50,  50, "inventory/stat_5.png" ) --Очки
	end
	
	if getElementData ( getLocalPlayer(), "Rukzak") == 0 then
	dxDrawImage (bX-17, bY+140, 50,  50, "inventory/stat_4.png" ) --Рюкзак
	end
	
	if getElementData ( getLocalPlayer(), "clothBody") == false  then 
	dxDrawImage (bX+54, bY+140, 50,  50, "inventory/stat_3.png" ) --Жилет
	end
	
	if getElementData ( getLocalPlayer(), "clothGila") == false then 
	dxDrawImage (bX+127, bY+140, 50,  50, "inventory/stat_6.png" ) --Гиля
	end
	
		-- Начало инфы о предмете
	--Инфа з панелі лута
	if  selectedItemLabel > 0 then 
		if selectedItemLabel <= #inventory then
			dxDrawText ( inventory[selectedItemLabel+itOff][1], bX-230, bY+220, screenWidth, screenHeight, tocolor ( 255,10,10,150), 1, fanboxInfoLoot )
			dxDrawText ( inventory[selectedItemLabel+itOff][7], bX-230, bY+340, screenWidth, screenHeight, tocolor ( 132,132,132,175), 1, fanboxInfo )
			dxDrawText ( inventory[selectedItemLabel+itOff][8], bX-230, bY+360, screenWidth, screenHeight, tocolor ( 255,255,255,175), 1, fanboxIn )
			local sizeX = 200
			local offX = -50
			if inventory[selectedItemLabel+itOff][5]/inventory[selectedItemLabel+itOff][6] == 1 then
				offX = 0
				sizeX = 100
			end
			dxDrawImage ( bX+35+offX, bY+245, sizeX, 100, 'icons/'..inventory[selectedItemLabel+itOff][4] )
		end
		
	elseif foodLabelSelected then
		if selectedFoodLabelID <= #foodInventory then
			dxDrawText ( foodInventory[selectedFoodLabelID][1], bX-230, bY+220, screenWidth, screenHeight, tocolor ( 255,10,10,150), 1, fanboxInfoLoot )
			dxDrawText ( foodInventory[selectedFoodLabelID][5], bX-230, bY+340, screenWidth, screenHeight, tocolor ( 132,132,132,175), 1, fanboxInfo )
			dxDrawText ( foodInventory[selectedFoodLabelID][6], bX-230, bY+360, screenWidth, screenHeight, tocolor ( 255,255,255,175), 1, fanboxIn )
			dxDrawImage ( bX-40+offX, bY+245, 100, 100, 'icons/'..foodInventory[selectedFoodLabelID][2] )
		end
	elseif toolLabelSelected then
		if selectedToolLabelID <= #toolInventory then
			dxDrawText ( toolInventory[selectedToolLabelID][1], bX-230, bY+220, screenWidth, screenHeight, tocolor ( 255,10,10,150), 1, fanboxInfoLoot )
			dxDrawText ( toolInventory[selectedToolLabelID][5], bX-230, bY+340, screenWidth, screenHeight, tocolor ( 132,132,132,175), 1, fanboxInfo )
			dxDrawText ( toolInventory[selectedToolLabelID][6], bX-230, bY+360, screenWidth, screenHeight, tocolor ( 255,255,255,175), 1, fanboxIn )
			dxDrawImage ( bX-40+offX, bY+245, 100, 100, 'icons/'..toolInventory[selectedToolLabelID][2] )
		end
	elseif specLabelSelected then
		if selectedSpecLabelID <= #inventoryWeap.spec then
			dxDrawText ( inventoryWeap.spec[selectedSpecLabelID][1], bX-230, bY+220, screenWidth, screenHeight, tocolor ( 255,10,10,150), 1, fanboxInfoLoot )
			dxDrawText ( inventoryWeap.spec[selectedSpecLabelID][5], bX-230, bY+340, screenWidth, screenHeight, tocolor ( 132,132,132,175), 1, fanboxInfo )
			dxDrawText ( inventoryWeap.spec[selectedSpecLabelID][6], bX-230, bY+360, screenWidth, screenHeight, tocolor ( 255,255,255,175), 1, fanboxIn )
			dxDrawImage ( bX-40+offX, bY+245, 100, 100, 'icons/'..inventoryWeap.spec[selectedSpecLabelID][2] )
		end
		
	
	end

	

statsTable = {
		"Plin",
		"Viguros",
		"Înfometat",
		"Însetat",
		"Defect",
		"Dezhidratat",
		"Otrăvit",
		"Infecție",
		"Fractură",
		"Hipotermie",
		"Beat",
		"Fumat",
		"Sângerare",
		"Răceală",
		"Durere",
		"Obosit",
}

colors1 = {
		75,
		165,
		95,
		210,
		200,
		30,
		215,
}	
colors2 = {
		120,
		145,
		25,
		105,
		10,
		45,
		115,
}	
colors3 = {
		45,
		50,
		25,
		30,
		10,
		200,
		140,
}	
		local tmptable = {}
		local setcolor1 = {}
		local setcolor2 = {}
		local setcolor3 = {}

		
		--сыт
		if getElementData(getLocalPlayer(), "food") >= 60 and getElementData(getLocalPlayer(), "food") <= 100 then
			table.insert (tmptable,1)
			table.insert (setcolor1,1)
			table.insert (setcolor2,1)
			table.insert (setcolor3,1)
		end
		--энергичный
		if getElementData(getLocalPlayer(), "thirst") >= 60 and getElementData(getLocalPlayer(), "thirst") <= 100 then
			table.insert (tmptable,2)
			table.insert (setcolor1,1)
			table.insert (setcolor2,1)
			table.insert (setcolor3,1)
		end
		--голодный
		if getElementData(getLocalPlayer(), "food") >= 20 and getElementData(getLocalPlayer(), "food") <= 60 then
			table.insert (tmptable,3)
			table.insert (setcolor1,2)
			table.insert (setcolor2,2)
			table.insert (setcolor3,2)
		end
		--жажда
		if getElementData(getLocalPlayer(), "thirst") >= 20 and getElementData(getLocalPlayer(), "thirst") <= 60 then
			table.insert (tmptable,4)
			table.insert (setcolor1,2)
			table.insert (setcolor2,2)
			table.insert (setcolor3,2)
		end
		--нехватка
		if getElementData(getLocalPlayer(), "food") >= 1 and getElementData(getLocalPlayer(), "food") <= 20 then
			table.insert (tmptable,5)
			table.insert (setcolor1,3)
			table.insert (setcolor2,3)
			table.insert (setcolor3,3)
		end
		--обезвоженный
		if getElementData(getLocalPlayer(), "thirst") >= 1 and getElementData(getLocalPlayer(), "thirst") <= 20 then
			table.insert (tmptable,6)
			table.insert (setcolor1,3)
			table.insert (setcolor2,3)
			table.insert (setcolor3,3)
		end
		--отравлення
		if getElementData(getLocalPlayer(), "sick") == 60 then
			table.insert (tmptable,7)
			table.insert (setcolor1,3)
			table.insert (setcolor2,3)
			table.insert (setcolor3,3)
		end
		--отравлення
		if getElementData(getLocalPlayer(), "infection_zom") >= 1 then
			table.insert (tmptable,8)
			table.insert (setcolor1,3)
			table.insert (setcolor2,3)
			table.insert (setcolor3,3)
		end
		if getElementData(getLocalPlayer(), "brokenbone", true) then
			table.insert (tmptable,9)
			table.insert (setcolor1,3)
			table.insert (setcolor2,3)
			table.insert (setcolor3,3)
		end
		if getElementData(getLocalPlayer(), "cold", true) then
			table.insert (tmptable,10)
			table.insert (setcolor1,6)
			table.insert (setcolor2,6)
			table.insert (setcolor3,6)
		end
		if 0 < getElementData(getLocalPlayer(), "bleeding") then
			table.insert (tmptable,13)
			table.insert (setcolor1,3)
			table.insert (setcolor2,3)
			table.insert (setcolor3,3)
		end
		if getElementData(getLocalPlayer(), "grip") == 1 then
			table.insert (tmptable,14)
			table.insert (setcolor1,3)
			table.insert (setcolor2,3)
			table.insert (setcolor3,3)
		end
		if getElementData(getLocalPlayer(), "pain", true) then
			table.insert (tmptable,15)
			table.insert (setcolor1,3)
			table.insert (setcolor2,3)
			table.insert (setcolor3,3)
		end
		if getElementData(getLocalPlayer(), "sleep") <= 150 then
			table.insert (tmptable,16)
			table.insert (setcolor1,3)
			table.insert (setcolor2,3)
			table.insert (setcolor3,3)
		end

		for i = 1, #tmptable do 
			for i = 1, #setcolor1 do 
				for i = 1, #setcolor2 do 
					for i = 1, #setcolor3 do 
			local textw = dxGetTextWidth(statsTable[tmptable[i]],1,fanboxStata)-75
			dxDrawText(statsTable[tmptable[i]], bX+(10+textw), bY-415+60*i, bX+180, bY-250, tocolor(205,205,205,150), 1, fanboxStata, "center", "center", false, false, true, false, false)
							dxDrawRectangle(    bX+(50), bY-347+30*i, 140, 25, tocolor(colors1[setcolor1[i]],colors2[setcolor2[i]],colors3[setcolor3[i]],175))
					end
			end
			end
		end
		
	-- отOrezовка статсов
	
	-- Конец инфы о предмете
	
	
	dxDrawRectangle (bX+148+70, bY+-310, 414,  64, tocolor (255, 10, 10, 12))--Основна оружка
	dxDrawRectangle (bX+148+70, bY+-240, 414,  64, tocolor (255, 10, 10, 12))--Другорядна оружка
	dxDrawRectangle (bX+148+70, bY+-170, 414,  64, tocolor (255, 10, 10, 12))--Другорядна оружка
	

	dxDrawText ( 'Medicină', bX+300+70, bY-100, bX-300,  bY-280, tocolor ( 255,255,255,175), 1, Button )
	dxDrawRectangle (bX+300+70, bY-75, 109,  2, tocolor (255,255,255,175))
	dxDrawImage ( bX+335+70, bY-70, 35, 31, 'inventory/icon4.png')
	

	dxDrawText ( 'Mâncare și băutură', bX+305+70, bY+40, bX-300,  bY-280, tocolor ( 255,255,255,175), 1, Button )
	dxDrawRectangle (bX+305+70, bY+65, 103,  2, tocolor (255,255,255,175))
	dxDrawImage ( bX+335+70, bY+70, 44, 32, 'inventory/icon3.png')
	

	dxDrawText ( 'Unelte', bX+300+70, bY+180, bX-300,  bY-280, tocolor ( 255,255,255,175), 1, Button )
	dxDrawRectangle (bX+300+70, bY+205, 106,  2, tocolor (255,255,255,175))
	dxDrawImage ( bX+335+70, bY+210, 35, 31, 'inventory/icon6.png')
	
	dxDrawImage (bX+148+420, bY+320, 64,  64, "inventory/logo.png" ) --LOGO
	
--Місце їжі

	xPos = 148
	for i = 1, 6 do 
	xPos = xPos+70
	dxDrawRectangle (bX+xPos, bY+110, 64, 64, tocolor (132,132,132,75)) 
	end
	
	yOff = 0
	xPos = 148
	local foodMax = 6
	if foodMax > #foodInventory then foodMax = #foodInventory end
	for i = 1, foodMax do 
	xPos = xPos+70
	dxDrawImage ( bX+xPos, bY+110, 64, 64, 'icons/'..foodInventory[i][2] )
	end
	
	xOff = 148
	for i = 1,6 do 
	xOff = xOff+70
		dxDrawRectangle (bX+xOff, bY+250, 64, 64, tocolor (132,132,132,75)) 
	end
	
	local toolMax = 6
	if toolMax > #toolInventory then toolMax = #toolInventory end
	xOff = 148
	for i = 1, toolMax do 
	xOff = xOff+70
		dxDrawImage ( bX+xOff, bY+250, 64, 64, 'icons/'..toolInventory[i][2] )
	end
	
	xOff = 148
	for i = 1,6 do
		xOff = xOff+70
		dxDrawRectangle (bX+xOff, bY-30, 64, 64, tocolor (132,132,132,75)) 
	end
	
	local speclMax = 6
	if speclMax > #inventoryWeap.spec then speclMax = #inventoryWeap.spec end
	xOff = 148
	for i = 1, speclMax do
		xOff = xOff+70
		dxDrawImage ( bX+xOff, bY-30, 64, 64, 'icons/'..inventoryWeap.spec[i][2] )
	end
	
--------------------------------
--ОРУЖКА
	if selectedMainWeapon > 0 then
		dxDrawRectangle (bX+148+70, bY-310, 128, 64, tocolor (50,50,50,125))--Основна оружка []
		dxDrawImage ( bX+148+70, bY-310, 128, 64, 'icons/'..inventoryWeap.main[selectedMainWeapon][2] )
		dxDrawText(inventoryWeap.main[selectedMainWeapon][1],bX+148+75+128, bY+-310, bX+180, bY-250, tocolor(255,255,255,150), 1, Button)
	end
	
	if selectedAdditWeapon > 0 then
		if inventoryWeap.addit[selectedAdditWeapon] then
			local sizeX = 128
			local Name = 64
			local offX = -32
			if inventoryWeap.addit[selectedAdditWeapon][3]/inventoryWeap.addit[selectedAdditWeapon][4] == 1 then
				sizeX = 64
				Name = 0
				offX = 0
			end
			dxDrawRectangle (bX+148+70, bY-240, sizeX, 64, tocolor (50,50,50,125))
			dxDrawImage ( bX+148+70, bY-240, sizeX, 64, 'icons/'..inventoryWeap.addit[selectedAdditWeapon][2] )
			dxDrawText(inventoryWeap.addit[selectedAdditWeapon][1],bX+288+Name, bY+-240, bX+180, bY-250, tocolor(255,255,255,150), 1, Button)
		else
			selectedAdditWeapon = 0
		end
	end
	
	local weapon3 = getElementData(getLocalPlayer(),"currentweapon_3")
	if weapon3 == "Binoclu" then
	dxDrawRectangle (bX+148+70, bY+-170, 64, 64, tocolor (50,50,50,125))
	dxDrawImage ( bX+148+70, bY+-170, 64, 64, 'icons/13.union')
	dxDrawText(weapon3,bX+288, bY+-170, bX+180, bY-250, tocolor(255,255,255,150), 1, Button)
	elseif weapon3 == "Grenadă M67" then
	dxDrawRectangle (bX+148+70, bY+-170, 64, 64, tocolor (50,50,50,125))
	dxDrawImage ( bX+148+70, bY+-170, 64, 64, 'icons/85.union')
	dxDrawText(weapon3,bX+288, bY+-170, bX+180, bY-250, tocolor(255,255,255,150), 1, Button)
	elseif weapon3 == "Fumigenă" then
	dxDrawRectangle (bX+148+70, bY+-170, 64, 64, tocolor (50,50,50,125))
	dxDrawImage ( bX+148+70, bY+-170, 64, 64, 'icons/82.union')
	dxDrawText(weapon3,bX+288, bY+-170, bX+180, bY-250, tocolor(255,255,255,150), 1, Button)
	elseif weapon3 == "Flashbang" then
	dxDrawRectangle (bX+148+70, bY+-170, 64, 64, tocolor (50,50,50,125))
	dxDrawImage ( bX+148+70, bY+-170, 64, 64, 'icons/327.union')
	dxDrawText(weapon3,bX+288, bY+-170, bX+180, bY-250, tocolor(255,255,255,150), 1, Button)
	end
	
	
	if mainWeaponSelection then
		local yOff = 32
		for i = 1, #inventoryWeap.main do
		
			yOff = yOff+32
			dxDrawRectangle (bX+148+70, bY-310+yOff, 414-64, 35, tocolor ( 0,0,0,255 ) ) -- осн. оружие
			dxDrawText ( inventoryWeap.main[i][1], bX-180, bY-310+yOff, screenWidth, screenHeight, tocolor ( 255,255,255,150), 1, Button,"center")
		end
	end

	if additWeaponSelection then
		local yOff = 32
		for i = 1, #inventoryWeap.addit do
		
			yOff = yOff+32
			dxDrawRectangle (bX+148+70, bY-240+yOff, 414-64, 35, tocolor ( 0,0,0,255 ) )
			dxDrawText ( inventoryWeap.addit[i][1], bX-180, bY-240+yOff, screenWidth, screenHeight, tocolor (255,255,255,150),1, Button,"center")
		end
	end
	
	--Конец оружия
	--МЕНЮ ЛУТА
	yOff = 0
	local mainMax = 9
	if mainMax > #inventory then mainMax = #inventory end
	for i = 1, mainMax do
		if inventory[i+itOff][2] == 0 and inventory[i+itOff][3] == 0 then  inventory[i+itOff][2] = 1 end
		if inventory[i+itOff][5]/inventory[i+itOff][6] == 1 then
			offX = 64
		else
			offX = 128
		end
		
		if selectedItemLabel == i then
			dxDrawRectangle (bX-675, bY-315+yOff, 400, 64, tocolor ( 255, 10, 10, 50 ) )
		end
		
		dxDrawImage ( bX-620, bY-315+yOff, offX, 64, 'icons/'..inventory[i+itOff][4] )
		dxDrawText ( inventory[i+itOff][1], bX-600+offX, bY-292+yOff, screenWidth, screenHeight, tocolor ( 255,255,255,255), 1, fanbox )
		
		if inventory[i+itOff][2] > 0 then
			dxDrawText ( inventory[i+itOff][2], bX-640, bY-292+yOff, screenWidth, screenHeight, tocolor ( 255,100,100,255), 1, fanbox )
		end
		if inventory[i+itOff][3] > 0 then
			dxDrawText ( inventory[i+itOff][3], bX-320, bY-292+yOff, screenWidth, screenHeight, tocolor ( 255,255,255,255), 1, fanbox)
		end
		yOff = yOff+64
	end
	-------------------------МЕНЮ ЛУТА
end

mainWeapSelectionLabels = {}
additWeapSelectionLabels = {}


function showWeaponSelect (button)
	if button.name == 'Inventory_1' then
		setElementData ( localPlayer, "Inventory_Setting",1)
		placeItemsInInventory ()
		itOff = 0
		selectedItemLabel = 9
	elseif button.name == 'Inventory_2' then
		setElementData ( localPlayer, "Inventory_Setting",2)
		placeItemsInInventory ()
		itOff = 0
		selectedItemLabel = 9
	elseif button.name == 'Inventory_3' then
		setElementData ( localPlayer, "Inventory_Setting",3)
		placeItemsInInventory ()
		itOff = 0
		selectedItemLabel = 9
	elseif button.name == 'Inventory_4' then
		setElementData ( localPlayer, "Inventory_Setting",4)
		placeItemsInInventory ()
		itOff = 0
		selectedItemLabel = 9
	elseif button.name == 'Inventory_5' then
		setElementData ( localPlayer, "Inventory_Setting",5)
		placeItemsInInventory ()
		itOff = 0
		selectedItemLabel = 9
	elseif button.name == 'Inventory_6' then
		setElementData ( localPlayer, "Inventory_Setting",6)
		placeItemsInInventory ()
		itOff = 0
		selectedItemLabel = 9
	elseif button.name == 'Inventory_7' then
		setElementData ( localPlayer, "Inventory_Setting",7)
		placeItemsInInventory ()
		itOff = 0
		selectedItemLabel = 9
	elseif button.name == 'Inventory_8' then
		setElementData ( localPlayer, "Inventory_Setting",8)
		placeItemsInInventory ()
		itOff = 0
		selectedItemLabel = 9
	elseif button.name == 'Inventory_OLD' then
		setElementData ( localPlayer, "Inventory",0)
		placeItemsInInventory ()
		closeInventory()

	elseif button.name == 'mainWeap' then
		if not mainWeaponSelection then
			stopAdditWeaponSelection ()
			if #inventoryWeap.main > 1 or selectedMainWeapon == 0 then
				mainWeaponSelection = true
				yOff = 32
				for i = 1, #inventoryWeap.main do
					yOff = yOff+32
					local createdLabel = guiCreateLabel ( bX+148+70, bY-310+yOff, 414-64, 35, '', false )
					setElementData ( createdLabel, 'mainWeapSelection', true )
					setElementData ( createdLabel, 'id', i )
					addEventHandler ( "onClientGUIClick", createdLabel, weapSelectionLabelClicked, false )
					table.insert ( mainWeapSelectionLabels, createdLabel )
					placeItemsInInventory ()
				end
			end
		else
			stopMainWeaponSelection ()
		end
	elseif button.name == 'secWeap' then
		if not additWeaponSelection then
			stopMainWeaponSelection ()
			if #inventoryWeap.addit > 1 or selectedAdditWeapon == 0 then
				additWeaponSelection = true
				yOff = 32
				for i = 1, #inventoryWeap.addit do
					yOff = yOff+32
					local createdLabel = guiCreateLabel ( bX+148+70, bY-240+yOff, 414-64, 35, '', false )
					setElementData ( createdLabel, 'additWeapSelection', true )
					setElementData ( createdLabel, 'id', i )
					addEventHandler ( "onClientGUIClick", createdLabel, weapSelectionLabelClicked, false )
					table.insert ( additWeapSelectionLabels, createdLabel )
					placeItemsInInventory ()
				end
			end
		else
			stopAdditWeaponSelection()
		end
	
	
	 elseif string.find(button.name, 'arrowRev' ) then
        if loot then
            stopAdditWeaponSelection ()
            stopMainWeaponSelection ()
            if inventory [selectedItemLabel+itOff][2] > 0 then
                moveItemInInventory ()
            end
        end
    elseif string.find(button.name, 'arrow' ) then
        stopAdditWeaponSelection ()
        stopMainWeaponSelection ()
        if inventory [selectedItemLabel+itOff][3] > 0 then
            moveItemOutOfInventory ( inventory [selectedItemLabel+itOff][1] )
			placeItemsInInventory ()
        end
		
	end
end


addEvent ( "imageButtonClicked", true )
addEventHandler ( 'imageButtonClicked', root, showWeaponSelect)

function checkItemPlus(itemName)
	local itemPlus = 1
	if itemName == "M1911 Mag" then
		itemPlus = 7
	elseif itemName == "M9 SD Mag" then
		itemPlus = 15
	elseif itemName == ".45ACP" then
		itemPlus = 7
	elseif itemName == "PDW Mag" then
		itemPlus = 30
	elseif itemName == "MP5 SD" then
		itemPlus = 20
	elseif itemName == "АК" then
		itemPlus = 30
	elseif itemName == "STANAG SD" then
		itemPlus = 20
	elseif itemName == "1866 Slug" then
		itemPlus = 7
	elseif itemName == "2Rnd. Slug" then
		itemPlus = 2
	elseif itemName == "M1014 Slug" then
		itemPlus = 7
	elseif itemName == "M24" then
		itemPlus = 5
	elseif itemName == "Lee Enfield Mag" then
		itemPlus = 10
	elseif itemName == "M136 Rocket" then
		itemPlus = 0
	end
	return itemPlus
end


moveItemInInventory = function()
    local itemName = inventory [selectedItemLabel+itOff][1]
    if isPlayerInLoot() then
        if getElementData(isPlayerInLoot(), itemName) and getElementData(isPlayerInLoot(), itemName) >= 1 then
            if not isToolbeltItem(itemName) then
                if getPlayerCurrentSlots() + getItemSlots(itemName) <= getPlayerMaxAviableSlots() then
                    if not playerMovedInInventory then
                        triggerEvent("onPlayerMoveItemInInventory", getLocalPlayer(), itemName, isPlayerInLoot())
                        playerMovedInInventory = true
                        setTimer(function()
                            playerMovedInInventory = false
                        end, 100, 1)
                    else
                        startRollMessage2("Inventory", "Nu te grăbi!", 255, 22, 0)
                        return true
                    end
                else
                    startRollMessage2("Inventory", "Inventar plin!", 255, 22, 0)
                    return true
                end
            else
                playerMovedInInventory = true
                 setTimer(function()
                     playerMovedInInventory = false
                end, 100, 1)
                triggerEvent("onPlayerMoveItemInInventory", getLocalPlayer(), itemName, isPlayerInLoot())
            end
        end
    end
    if isPlayerInLoot() then
        local col = getElementData(getLocalPlayer(), "currentCol")
        setTimer(placeItemsInInventory, 100, 1)
    end
end
function weapSelectionLabelClicked ()
	if getElementData ( source, 'mainWeapSelection' ) then
		local id = getElementData ( source, 'id' )
		local ammoData, weapID = getWeaponAmmoType(inventoryWeap.main[id][1])
		if getElementData(localPlayer, ammoData) <= 0 then
			triggerEvent("displayClientInfo", getLocalPlayer(), "Arme", "Nu mai ai gloanțe!", 22, 255, 0)
			return true
		end
		mainWeaponSelection = false
		selectedMainWeapon = id
		triggerServerEvent("onPlayerRearmWeapon", getLocalPlayer(), inventoryWeap.main[id][1], 1)
		for i, label in  ipairs(mainWeapSelectionLabels) do
			if isElement ( label ) then
				destroyElement ( label )
			end
		end
	elseif getElementData ( source, 'additWeapSelection' ) then
		local id = getElementData ( source, 'id' )
		local ammoData, weapID = getWeaponAmmoType(inventoryWeap.addit[id][1])
		if getElementData(localPlayer, ammoData) <= 0 then
			triggerEvent("displayClientInfo", getLocalPlayer(), "Arme", "Nu mai ai gloanțe!", 22, 255, 0)
			return true
		end
		additWeaponSelection = false
		selectedAdditWeapon = id
		triggerServerEvent("onPlayerRearmWeapon", getLocalPlayer(), inventoryWeap.addit[id][1], 2)
		for i, label in  ipairs(additWeapSelectionLabels) do
			if isElement ( label ) then
				destroyElement ( label )
			end
		end
	end
end

bindKey("J", "down", initInventory)

function isThereSomeoneInLoot ()
	local loot = isPlayerInLoot()
	local playersTable = getElementsWithinColShape ( loot, 'player' )
	for i, player in ipairs ( playersTable ) do
		if player ~= localPlayer then
			return true
		end
	end
	if not playersTable then
		return true
	end
	return false
end

showChat ( true )

 

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