MENU.CPP
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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,
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