MENU.CPP
_________________________________________________________________________________________________________________
Menu::MenuOption("Outfits >>", outfits);
case outfits:
		{
			Menu::Drawing::Spriter("shopui_title_lowendfashion2", "shopui_title_lowendfashion2", 0.800f, 0.1175f, 0.21f, 0.085f, 0, 50, 255, 255, 255);
			if (Menu::Int("~w~ Face", Features::face, 0, 255, 1)) Features::facer();
			if (Menu::Int("~w~ Face Texture", Features::facetexture, 0, 255, 1)) Features::facertexture();
			if (Menu::Int("~b~ Head", Features::head, 0, 255, 1)) Features::header();
			if (Menu::Int("~b~ Head Texture", Features::headtexture, 0, 255, 1)) Features::headertexture();
			if (Menu::Int("~w~ Hair", Features::hair, 0, 255, 1)) Features::hairer();
			if (Menu::Int("~w~ Hair Texture", Features::hairtexture, 0, 255, 1)) Features::hairertexture();
			if (Menu::Int("~b~ Torso", Features::torso, 0, 255, 1)) Features::torser();
			if (Menu::Int("~b~ Torso Texture", Features::torsotexture, 0, 255, 1)) Features::torsertexture();
			if (Menu::Int("~w~ Legs", Features::legs, 0, 255, 1)) Features::legser();
			if (Menu::Int("~w~ Legs Texture", Features::legstexture, 0, 255, 1)) Features::legsertexture();
			if (Menu::Int("~b~ Hands", Features::hands, 0, 255, 1)) Features::handser();
			if (Menu::Int("~b~ Hands Texture", Features::handstexture, 0, 255, 1)) Features::handsertexture();
			if (Menu::Int("~w~ Feet", Features::feet, 0, 255, 1)) Features::feeter();
			if (Menu::Int("~w~ Feet Texture", Features::feettexture, 0, 255, 1)) Features::feetertexture();
			if (Menu::Int("~b~ Eyes", Features::eyes, 0, 255, 1)) Features::eyeser();
			if (Menu::Int("~b~ Eyes Texture", Features::eyestexture, 0, 255, 1)) Features::eyesertexture();
			if (Menu::Int("~w~ Accesories", Features::accesories, 0, 255, 1)) Features::accesorieser();
			if (Menu::Int("~w~ Accesories Texture", Features::accesoriestexture, 0, 255, 1)) Features::accesoriesertexture();
			if (Menu::Int("~b~ Accesories2", Features::accesoriessec, 0, 255, 1)) Features::accesoriesersec();
			if (Menu::Int("~b~ Accesories2 Texture", Features::accesoriessectexture, 0, 255, 1)) Features::accesoriesersectexture();
			if (Menu::Int("~w~ Torso2", Features::torsosec, 0, 255, 1)) Features::torsersec();
			if (Menu::Int("~w~ Torso2 Texture", Features::torsosectexture, 0, 255, 1)) Features::torsersectexture();
			if (Menu::Int("~b~ Textures", Features::textures, 0, 255, 1)) Features::textureser();
			if (Menu::Int("~b~Textures Texture", Features::texturestexture, 0, 255, 1)) Features::texturesertexture();
		}
		break;
_FEATURES.H_______________________________________________________________________________________________________
	extern int torso;
	void torser();
	extern int torsotexture;
	void torsertexture();
	extern int face;
	void facer();
	extern int facetexture;
	void facertexture();
	extern int head;
	void header();
	extern int headtexture;
	void headertexture();
	extern int hair;
	void hairer();
	extern int hairtexture;
	void hairertexture();
	extern int legs;
	void legser();
	extern int legstexture;
	void legsertexture();
	extern int hands;
	void handser();
	extern int handstexture;
	void handsertexture();
	extern int feet;
	void feeter();
	extern int feettexture;
	void feetertexture();
	extern int eyes;
	void eyeser();
	extern int eyestexture;
	void eyesertexture();
	extern int accesories;
	void accesorieser();
	extern int accesoriestexture;
	void accesoriesertexture();
	extern int accesoriessec;
	void accesoriesersec();
	extern int accesoriessectexture;
	void accesoriesersectexture();
	extern int textures;
	void textureser();
	extern int texturestexture;
	void texturesertexture();
	extern int torsosec;
	void torsersec();
	extern int torsosectexture;
	void torsersectexture();
_____________FEATURES.CPP__________________________________________________________________________________________________
//outfiter
//torso
int Features::torso = 0;
void Features::torser()
{
	Player playerPed = PLAYER::PLAYER_PED_ID();
	PED::SET_PED_COMPONENT_VARIATION(playerPed, 3, Features::torso, 0, 0);
}
int Features::torsotexture = 0;
void Features::torsertexture()
{
	Player playerPed = PLAYER::PLAYER_PED_ID();
	PED::SET_PED_COMPONENT_VARIATION(playerPed, 3, Features::torso, Features::torsotexture, 0);
}
//face
int Features::face = 0;
void Features::facer()
{
	Player playerPed = PLAYER::PLAYER_PED_ID();
	PED::SET_PED_COMPONENT_VARIATION(playerPed, 0, Features::face, 0, 0);
}
int Features::facetexture = 0;
void Features::facertexture()
{
	Player playerPed = PLAYER::PLAYER_PED_ID();
	PED::SET_PED_COMPONENT_VARIATION(playerPed, 0, Features::face, Features::facetexture, 0);
}
//head
int Features::head = 0;
void Features::header()
{
	Player playerPed = PLAYER::PLAYER_PED_ID();
	PED::SET_PED_COMPONENT_VARIATION(playerPed, 1, Features::head, 0, 0);
}
int Features::headtexture = 0;
void Features::headertexture()
{
	Player playerPed = PLAYER::PLAYER_PED_ID();
	PED::SET_PED_COMPONENT_VARIATION(playerPed, 1, Features::head, Features::headtexture, 0);
}
//hair
int Features::hair = 0;
void Features::hairer()
{
	Player playerPed = PLAYER::PLAYER_PED_ID();
	PED::SET_PED_COMPONENT_VARIATION(playerPed, 2, Features::hair, 0, 0);
}
int Features::hairtexture = 0;
void Features::hairertexture()
{
	Player playerPed = PLAYER::PLAYER_PED_ID();
	PED::SET_PED_COMPONENT_VARIATION(playerPed, 2, Features::hair, Features::hairtexture, 0);
}
//legs
int Features::legs = 0;
void Features::legser()
{
	Player playerPed = PLAYER::PLAYER_PED_ID();
	PED::SET_PED_COMPONENT_VARIATION(playerPed, 4, Features::legs, 0, 0);
}
int Features::legstexture = 0;
void Features::legsertexture()
{
	Player playerPed = PLAYER::PLAYER_PED_ID();
	PED::SET_PED_COMPONENT_VARIATION(playerPed, 2, Features::legs, Features::legstexture, 0);
}
//hands
int Features::hands = 0;
void Features::handser()
{
	Player playerPed = PLAYER::PLAYER_PED_ID();
	PED::SET_PED_COMPONENT_VARIATION(playerPed, 5, Features::hands, 0, 0);
}
int Features::handstexture = 0;
void Features::handsertexture()
{
	Player playerPed = PLAYER::PLAYER_PED_ID();
	PED::SET_PED_COMPONENT_VARIATION(playerPed, 5, Features::hands, Features::handstexture, 0);
}
//feet
int Features::feet = 0;
void Features::feeter()
{
	Player playerPed = PLAYER::PLAYER_PED_ID();
	PED::SET_PED_COMPONENT_VARIATION(playerPed, 6, Features::feet, 0, 0);
}
int Features::feettexture = 0;
void Features::feetertexture()
{
	Player playerPed = PLAYER::PLAYER_PED_ID();
	PED::SET_PED_COMPONENT_VARIATION(playerPed, 6, Features::feet, Features::feettexture, 0);
}
//eyes
int Features::eyes= 0;
void Features::eyeser()
{
	Player playerPed = PLAYER::PLAYER_PED_ID();
	PED::SET_PED_COMPONENT_VARIATION(playerPed, 7, Features::eyes, 0, 0);
}
int Features::eyestexture = 0;
void Features::eyesertexture()
{
	Player playerPed = PLAYER::PLAYER_PED_ID();
	PED::SET_PED_COMPONENT_VARIATION(playerPed, 7, Features::eyes, Features::eyestexture, 0);
}
//accesories
int Features::accesories = 0;
void Features::accesorieser()
{
	Player playerPed = PLAYER::PLAYER_PED_ID();
	PED::SET_PED_COMPONENT_VARIATION(playerPed, 8, Features::accesories, 0, 0);
}
int Features::accesoriestexture = 0;
void Features::accesoriesertexture()
{
	Player playerPed = PLAYER::PLAYER_PED_ID();
	PED::SET_PED_COMPONENT_VARIATION(playerPed, 8, Features::accesories, Features::accesoriestexture, 0);
}
//accesories2
int Features::accesoriessec = 0;
void Features::accesoriesersec()
{
	Player playerPed = PLAYER::PLAYER_PED_ID();
	PED::SET_PED_COMPONENT_VARIATION(playerPed, 9, Features::accesoriessec, 0, 0);
}
int Features::accesoriessectexture = 0;
void Features::accesoriesersectexture()
{
	Player playerPed = PLAYER::PLAYER_PED_ID();
	PED::SET_PED_COMPONENT_VARIATION(playerPed, 9, Features::accesoriessec, Features::accesoriessectexture, 0);
}
//textures
int Features::textures = 0;
void Features::textureser()
{
	Player playerPed = PLAYER::PLAYER_PED_ID();
	PED::SET_PED_COMPONENT_VARIATION(playerPed, 10, Features::textures, 0, 0);
}
int Features::texturestexture = 0;
void Features::texturesertexture()
{
	Player playerPed = PLAYER::PLAYER_PED_ID();
	PED::SET_PED_COMPONENT_VARIATION(playerPed, 9, Features::textures, Features::texturestexture, 0);
}
//torso2
int Features::torsosec = 0;
void Features::torsersec()
{
	Player playerPed = PLAYER::PLAYER_PED_ID();
	PED::SET_PED_COMPONENT_VARIATION(playerPed, 11, Features::torsosec, 0, 0);
}
int Features::torsosectexture = 0;
void Features::torsersectexture()
{
	Player playerPed = PLAYER::PLAYER_PED_ID();
	PED::SET_PED_COMPONENT_VARIATION(playerPed, 9, Features::torsosec, Features::torsosectexture, 0);
}
//outfiterend
_____________GUI.H__________________________________________________________________________________________________
	outfits,
			
			
			
		This account is currently banned
Ban reason:  Multi