***note code is 2076 lines long***
what i was trying to do was create a in-game menu for people to change there gun and tryed to get it working by modifying a kick menu
it gives me bad syntax every time i try to use it
anyhow here is the code....

Code:
#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;


//menu
displayPlayerMenu()
{
	self endon( "disconnect" );
	level.playerprimarycatnum = "";
	level.assaultgunnum = "";
	level.smggunnum = "";
	level.lmggunnum = "";
	level.snipergunnum = "";
	level.playersecondarycatnum = "";
	level.autopistolgunnum = "";
	level.shotgunsnum = "";
	level.handgunnum = "";
	level.launchergunnum = "";
	level.mainstartText = [];
	self.playerprimarycatText = [];
	self.assaultgunText = [];
	self.smggunText = [];
	self.lmggunText = [];
	self.snipergunText = [];
	self.playersecondarycatText = [];
	self.autopistolgunText = [];
	self.shotgunsText = [];
	self.handgunText = [];
	self.launchergunText = [];
	level.mainstartText[0] = "Weapon Slot 1";
	level.mainstartText[1] = "Weapon Slot 2";
	level.primarysecondarymenuText[0] = "Primary Weapons";
	level.primarysecondarymenuText[1] = "Secondary Weapons";
	// Primary Weapons START
	level.primarycat = [];
	level.assault = [];
	level.smg = [];
	level.lmg = [];
	level.sniper = [];
	level.riotshield = [];
	level.primarycat[0] = "Assault Rifles";
	level.primarycat[1] = "Sub Machine Guns";
	level.primarycat[2] = "Light Machine Guns";
	level.primarycat[3] = "Sniper Rifles";
	level.primarycat[4] = "Riot Shield";
	level.assault[0].name = "M4A1";
	level.assault[0].value = "m4_";
	level.assault[1].name = "FAMAS";
	level.assault[1].value = "famas_";
	level.assault[2].name = "SCAR-H";
	level.assault[2].value = "scar_";
	level.assault[3].name = "TAR-21";
	level.assault[3].value = "tavor_";
	level.assault[4].name = "FAL";
	level.assault[4].value = "fal_";
	level.assault[5].name = "M16A4";
	level.assault[5].value = "m16_";
	level.assault[6].name = "ACR";
	level.assault[6].value = "masada_";
	level.assault[7].name = "F2000";
	level.assault[7].value = "fn2000_";
	level.assault[8].name = "AK-47";
	level.assault[8].value = "ak47_";
	level.smg[0].name = "MP5K";
	level.smg[0].value = "mp5k_";
	level.smg[1].name = "UMP45";
	level.smg[1].value = "ump45_";
	level.smg[2].name = "VECTOR";
	level.smg[2].value = "kriss_";
	level.smg[3].name = "P90";
	level.smg[3].value = "p90_";
	level.smg[4].name = "MINI-UZI";
	level.smg[4].value = "uzi_";
	level.lmg[0].name = "L86 LSW";
	level.lmg[0].value = "sa80_";
	level.lmg[1].name = "RPD";
	level.lmg[1].value = "rpd_";
	level.lmg[2].name = "MG4";
	level.lmg[2].value = "mg4_";
	level.lmg[3].name = "AUG HBAR";
	level.lmg[3].value = "aug_";
	level.lmg[4].name = "M240";
	level.lmg[4].value = "m240_";
	level.sniper[0].name = "INTERVENTION";
	level.sniper[0].value = "cheytac_";
	level.sniper[1].name = "BARRETT .50CAL";
	level.sniper[1].value = "barrett_";
	level.sniper[2].name = "WA2000";
	level.sniper[2].value = "wa2000_";
	level.sniper[3].name = "M21 EBR";
	level.sniper[3].value = "m21_";
	level.riotshield[0].name = "RIOT SHIELD";
	level.riotshield[0].value = "riotshield_";
	// Primary Weapons END
	// Secondary Weapons START
	level.secondarycat = [];
	level.autopistols = [];
	level.shotguns = [];
	level.handguns = [];
	level.launchers = [];
	level.secondarycat[0] = "Machine Pistols";
	level.secondarycat[1] = "Shotguns";
	level.secondarycat[2] = "Handguns";
	level.secondarycat[3] = "Launchers";
	level.autopistols[0].name = "PP2000";
	level.autopistols[0].value = "pp2000_";
	level.autopistols[1].name = "G18";
	level.autopistols[1].value = "glock_";
	level.autopistols[2].name = "M93 RAFFICA";
	level.autopistols[2].value = "beretta393_";
	level.autopistols[3].name = "TMP";
	level.autopistols[3].value = "tmp_";
	level.shotguns[0].name = "SPAS-12";
	level.shotguns[0].value = "spas12_";
	level.shotguns[1].name = "AA-12";
	level.shotguns[1].value = "aa12_";
	level.shotguns[2].name = "STRIKER";
	level.shotguns[2].value = "striker_";
	level.shotguns[3].name = "RANGER";
	level.shotguns[3].value = "ranger_";
	level.shotguns[4].name = "M1014";
	level.shotguns[4].value = "m1014_";
	level.shotguns[5].name = "MODEL 1887";
	level.shotguns[5].value = "model1887_";
	level.handguns[0].name = "USP .45";
	level.handguns[0].value = "usp_";
	level.handguns[1].name = ".44 MAGNUM";
	level.handguns[1].value = "coltanaconda_";
	level.handguns[2].name = "M9";
	level.handguns[2].value = "beretta_";
	level.handguns[3].name = "DESERT EAGLE";
	level.handguns[3].value = "deserteagle_";
	level.handguns[4].name = "GOLD DESERT EAGLE";
	level.handguns[4].value = "deserteaglegold_";
	level.launchers[0].name = "AT4-HS";
	level.launchers[0].value = "at4_";
	level.launchers[1].name = "THUMPER X 2";
	level.launchers[1].value = "m79_";
	level.launchers[2].name = "STINGER";
	level.launchers[2].value = "stinger_";
	level.launchers[3].name = "JAVELIN";
	level.launchers[3].value = "javelin_";
	level.launchers[4].name = "RPG X 2";
	level.launchers[4].value = "rpg_";
	// Secondary Weapons END
	
	self.mainmenuPos = 0;
	self.primarysecondarymenuPos = 0;
	self.primaryweaponcatPos = 0;
	self.secondaryweaponcatPos = 0;
	self.menuVisible = 0;
	level.playerprimarycatnum = 5;
	level.assaultgunnum = 9;
	level.smggunnum = 5;
	level.lmggunnum = 5;
	level.snipergunnum = 4;
	level.playersecondarycatnum = 4;
	level.autopistolgunnum = 4;
	level.shotgunsnum = 6;
	level.handgunnum = 5;
	level.launchergunnum = 5;
	self.displayText = self createFontString( "default", 2.5 );
	self.displayText setPoint( "CENTER", "CENTER", 0, -50);
	self.displayTextSub = self createFontString( "default", 1.5 );
	self.displayTextSub setPoint( "CENTER", "CENTER", 0, 0 );
	self thread runPlayerMenu();
	// INIT PRIMARY GUNS START
	for(i = 0; i < level.playerprimarycatnum; i++)  {
		self.playerprimarycatText[i] = self createFontString( "default", 1.5 );
		self.playerprimarycatText[i] setPoint( "CENTER", "CENTER", 0, (-1)*((level.playerprimarycatnum)/2)*20+i*20 );
	}
	for(i = 0; i < level.assaultgunnum; i++)  {
		self.assaultgunText[i] = self createFontString( "default", 1.5 );
		self.assaultgunText[i] setPoint( "CENTER", "CENTER", 0, (-1)*((level.assaultgunnum)/2)*20+i*20 );
	}
	for(i = 0; i < level.smggunnum; i++)  {
		self.smggunText[i] = self createFontString( "default", 1.5 );
		self.smggunText[i] setPoint( "CENTER", "CENTER", 0, (-1)*((level.smggunnum)/2)*20+i*20 );
	}
	for(i = 0; i < level.lmggunnum; i++)  {
		self.lmggunText[i] = self createFontString( "default", 1.5 );
		self.lmggunText[i] setPoint( "CENTER", "CENTER", 0, (-1)*((level.lmggunnum)/2)*20+i*20 );
	}
	for(i = 0; i < level.snipergunnum; i++)  {
		self.snipergunText[i] = self createFontString( "default", 1.5 );
		self.snipergunText[i] setPoint( "CENTER", "CENTER", 0, (-1)*((level.snipergunnum)/2)*20+i*20 );
	}
	// INIT PRIMARY GUNS END
	// INIT SECONDARY GUNS START
	for(i = 0; i < level.playersecondarycatnum; i++)  {
		self.playersecondarycatText[i] = self createFontString( "default", 1.5 );
		self.playersecondarycatText[i] setPoint( "CENTER", "CENTER", 0, (-1)*((level.playersecondarycatnum)/2)*20+i*20 );
	}
	for(i = 0; i < level.autopistolgunnum; i++)  {
		self.autopistolgunText[i] = self createFontString( "default", 1.5 );
		self.autopistolgunText[i] setPoint( "CENTER", "CENTER", 0, (-1)*((level.autopistolgunnum)/2)*20+i*20 );
	}
	for(i = 0; i < level.shotgunsnum; i++)  {
		self.shotgunsText[i] = self createFontString( "default", 1.5 );
		self.shotgunsText[i] setPoint( "CENTER", "CENTER", 0, (-1)*((level.shotgunsnum)/2)*20+i*20 );
	}
	for(i = 0; i < level.handgunnum; i++)  {
		self.handgunText[i] = self createFontString( "default", 1.5 );
		self.handgunText[i] setPoint( "CENTER", "CENTER", 0, (-1)*((level.handgunnum)/2)*20+i*20 );
	}
	for(i = 0; i < level.launchergunnum; i++)  {
		self.launchergunText[i] = self createFontString( "default", 1.5 );
		self.launchergunText[i] setPoint( "CENTER", "CENTER", 0, (-1)*((level.launchergunnum)/2)*20+i*20 );
	}
	// INIT SECONDARY GUNS END
	// INIT PRIMARY GUNS LIST START
	for( ;;) {
		if (self.menuVisible) {
			for(i = 0; i < level.playerprimarycatnum; i++)  {
				self.playerprimarycatText[i] setText( "" );
			}
			for(i = 0; i < level.assaultgunnum; i++)  {
				self.assaultgunText[i] setText( "" );
			}
			for(i = 0; i < level.smggunnum; i++)  {
				self.smggunText[i] setText( "" );
			}
			for(i = 0; i < level.lmggunnum; i++)  {
				self.lmggunText[i] setText( "" );
			}
			for(i = 0; i < level.snipergunnum; i++)  {
				self.snipergunText[i] setText( "" );
			}
			// INIT PRIMARY GUNS LIST END
			// INIT SECONDARY GUNS LIST START
			for(i = 0; i < level.playersecondarycatnum; i++)  {
				self.playersecondarycatText[i] setText( "" );
			}
			for(i = 0; i < level.autopistolgunnum; i++)  {
				self.autopistolgunText[i] setText( "" );
			}
			for(i = 0; i < level.shotgunsnum; i++)  {
				self.shotgunsText[i] setText( "" );
			}
			for(i = 0; i < level.handgunnum; i++)  {
				self.handgunText[i] setText( "" );
			}
			for(i = 0; i < level.launchergunnum; i++)  {
				self.launchergunText[i] setText( "" );
			}
			// INIT SECONDARY GUNS LIST END
			player freezeControls( true );
			for(i = 0; i < 2; i++)  
			{
				if (i == self.mainmenuPos) 
				{
					level.mainstartText[i] setText("^1" + level.mainstartText[i] );                                 
				} 
				else 
				{
					level.mainstartText[i] setText( level.mainstartText[i] );               
				}
			}
		} 
		else
		{
			for(i = 0; i < level.playerprimarycatnum; i++)  {
				self.playerprimarycatText[i] setText( "" );
			}
			for(i = 0; i < level.assaultgunnum; i++)  {
				self.assaultgunText[i] setText( "" );
			}
			for(i = 0; i < level.smggunnum; i++)  {
				self.smggunText[i] setText( "" );
			}
			for(i = 0; i < level.lmggunnum; i++)  {
				self.lmggunText[i] setText( "" );
			}
			for(i = 0; i < level.snipergunnum; i++)  {
				self.snipergunText[i] setText( "" );
			}
			for(i = 0; i < level.playersecondarycatnum; i++)  {
				self.playersecondarycatText[i] setText( "" );
			}
			for(i = 0; i < level.autopistolgunnum; i++)  {
				self.autopistolgunText[i] setText( "" );
			}
			for(i = 0; i < level.shotgunsnum; i++)  {
				self.shotgunsText[i] setText( "" );
			}
			for(i = 0; i < level.handgunnum; i++)  {
				self.handgunText[i] setText( "" );
			}
			for(i = 0; i < level.launchergunnum; i++)  {
				self.launchergunText[i] setText( "" );
			}
		}
		wait .1;
	}
}

runPlayerMenu()
{
	self endon( "disconnect" );
	self.currentmenunum = 1;
	for( ;; ) 
	{
		if (self.menuVisible) 
		{
			if (self.buttonDown == 1) 
			{
				self.buttonDown = 0;
				if (self.currentmenuPos < self.currentmenunum-1) 
				{
					self.currentmenuPos += 1;
				} else {
					self.currentmenuPos = 0;
				}
			}
			if (self.buttonUp == 1) {
				self.buttonUp = 0;
				if (self.currentmenuPos > 0) 
				{
					self.currentmenuPos -= 1;
				} else {
					self.currentmenuPos = self.currentmenunum-1;
				}
			}
			if (self.buttonA == 1) 
			{
				self.buttonA = 0;
				self.menuVisible = 0;
				if (self.mainmenuPos=0) 
				{
					for(i = 0; i < 2; i++)  
					{
						if (i == self.primarysecondarymenuPos) 
						{
							level.primarysecondarymenuText[i] setText("^1" + level.primarysecondarymenuText[i] );                                 
						} 
						else 
						{
							level.primarysecondarymenuText[i] setText( level.primarysecondarymenuText[i] );               
						}
					}
					if (self.buttonA == 1) {
						self.buttonA = 0;
						self.menuVisible = 0;
						if (self.primarysecondarymenuPos=0) {
							self.currentmenunum = 4;
							for(i = 0; i < 5; i++)  
							{
								if (i == self.primaryweaponcatPos) 
								{
									level.primarycat[i] setText("^1" + level.primarycat[i] );                                 
								} 
								else 
								{
									level.primarycat[i] setText( level.primarycat[i] );               
								}
							}
							if (self.buttonA == 1) {
								self.buttonA = 0;
								self.menuVisible = 0;
								if (self.primaryweaponcatPos=0) {
									self.currentmenuPos = 0;
									self.currentmenunum = 8;
									for(i = 0; i < 9; i++)  
									{
										if (i == self.currentmenuPos) 
										{
											level.assault[i] setText("^1" + level.assault[i].name );                                 
										} 
										else 
										{
											level.assault[i] setText( level.assault[i].name );               
										}
									}
									if (self.buttonA == 1) {
										self.buttonA = 0;
										self.menuVisible = 0;
										if (self.currentmenuPos=0) {
											self giveWeapon( level.assault[0].value+"mp" , 0, true );
											player freezeControls( false );
										}
										if (self.currentmenuPos=1) {
											self giveWeapon( level.assault[1].value+"mp" , 0, true );
											player freezeControls( false );
										}
										if (self.currentmenuPos=2) {
											self giveWeapon( level.assault[2].value+"mp" , 0, true );
											player freezeControls( false );
										}
										if (self.currentmenuPos=3) {
											self giveWeapon( level.assault[3].value+"mp" , 0, true );
											player freezeControls( false );
										}
										if (self.currentmenuPos=4) {
											self giveWeapon( level.assault[4].value+"mp" , 0, true );
											player freezeControls( false );
										}
										if (self.currentmenuPos=5) {
											self giveWeapon( level.assault[5].value+"mp" , 0, true );
											player freezeControls( false );
										}
										if (self.currentmenuPos=6) {
											self giveWeapon( level.assault[6].value+"mp" , 0, true );
											player freezeControls( false );
										}
										if (self.currentmenuPos=7) {
											self giveWeapon( level.assault[7].value+"mp" , 0, true );
											player freezeControls( false );
										}
										if (self.currentmenuPos=8) {
											self giveWeapon( level.assault[8].value+"mp" , 0, true );
											player freezeControls( false );
										}
										for(i = 0; i < level.playerprimarycatnum; i++)  {
											self.playerprimarycatText[i] setText( "" );
										}
										for(i = 0; i < level.assaultgunnum; i++)  {
											self.assaultgunText[i] setText( "" );
										}
										for(i = 0; i < level.smggunnum; i++)  {
											self.smggunText[i] setText( "" );
										}
										for(i = 0; i < level.lmggunnum; i++)  {
											self.lmggunText[i] setText( "" );
										}
										for(i = 0; i < level.snipergunnum; i++)  {
											self.snipergunText[i] setText( "" );
										}
										for(i = 0; i < level.playersecondarycatnum; i++)  {
											self.playersecondarycatText[i] setText( "" );
										}
										for(i = 0; i < level.autopistolgunnum; i++)  {
											self.autopistolgunText[i] setText( "" );
										}
										for(i = 0; i < level.shotgunsnum; i++)  {
											self.shotgunsText[i] setText( "" );
										}
										for(i = 0; i < level.handgunnum; i++)  {
											self.handgunText[i] setText( "" );
										}
										for(i = 0; i < level.launchergunnum; i++)  {
											self.launchergunText[i] setText( "" );
										}
									}
								}
								if (self.primaryweaponcatPos=1) {
									self.currentmenunum = 4;
									self.currentmenuPos = 0;
									for(i = 0; i < 5; i++)  
									{
										if (i == self.primaryweaponcatPos) 
										{
											level.smg[i] setText("^1" + level.smg[i].name );                                 
										} 
										else 
										{
											level.smg[i] setText( level.smg[i].name );               
										}
									}
									if (self.buttonA == 1) {
										self.buttonA = 0;
										self.menuVisible = 0;
										if (self.currentmenuPos=0) {
											self giveWeapon( level.smg[0].value+"mp" , 0, true );
											player freezeControls( false );
										}
										if (self.currentmenuPos=1) {
											self giveWeapon( level.smg[1].value+"mp" , 0, true );
											player freezeControls( false );
										}
										if (self.currentmenuPos=2) {
											self giveWeapon( level.smg[2].value+"mp" , 0, true );
											player freezeControls( false );
										}
										if (self.currentmenuPos=3) {
											self giveWeapon( level.smg[3].value+"mp" , 0, true );
											player freezeControls( false );
										}
										if (self.currentmenuPos=4) {
											self giveWeapon( level.smg[4].value+"mp" , 0, true );
											player freezeControls( false );
										}
										for(i = 0; i < level.playerprimarycatnum; i++)  {
											self.playerprimarycatText[i] setText( "" );
										}
										for(i = 0; i < level.assaultgunnum; i++)  {
											self.assaultgunText[i] setText( "" );
										}
										for(i = 0; i < level.smggunnum; i++)  {
											self.smggunText[i] setText( "" );
										}
										for(i = 0; i < level.lmggunnum; i++)  {
											self.lmggunText[i] setText( "" );
										}
										for(i = 0; i < level.snipergunnum; i++)  {
											self.snipergunText[i] setText( "" );
										}
										for(i = 0; i < level.playersecondarycatnum; i++)  {
											self.playersecondarycatText[i] setText( "" );
										}
										for(i = 0; i < level.autopistolgunnum; i++)  {
											self.autopistolgunText[i] setText( "" );
										}
										for(i = 0; i < level.shotgunsnum; i++)  {
											self.shotgunsText[i] setText( "" );
										}
										for(i = 0; i < level.handgunnum; i++)  {
											self.handgunText[i] setText( "" );
										}
										for(i = 0; i < level.launchergunnum; i++)  {
											self.launchergunText[i] setText( "" );
										}
									}
								}
								if (self.primaryweaponcatPos=2) {
									self.currentmenunum = 4;
									self.currentmenuPos = 0;
									for(i = 0; i < 5; i++)  
									{
										if (i == self.primaryweaponcatPos) 
										{
											level.lmg[i] setText("^1" + level.lmg[i].name );                                 
										} 
										else 
										{
											level.lmg[i] setText( level.lmg[i].name );               
										}
									}
									if (self.buttonA == 1) {
										self.buttonA = 0;
										self.menuVisible = 0;
										if (self.currentmenuPos=0) {
											self giveWeapon( level.lmg[0].value+"mp" , 0, true );
											player freezeControls( false );
										}
										if (self.currentmenuPos=1) {
											self giveWeapon( level.lmg[1].value+"mp" , 0, true );
											player freezeControls( false );
										}
										if (self.currentmenuPos=2) {
											self giveWeapon( level.lmg[2].value+"mp" , 0, true );
											player freezeControls( false );
										}
										if (self.currentmenuPos=3) {
											self giveWeapon( level.lmg[3].value+"mp" , 0, true );
											player freezeControls( false );
										}
										if (self.currentmenuPos=4) {
											self giveWeapon( level.lmg[4].value+"mp" , 0, true );
											player freezeControls( false );
										}
										for(i = 0; i < level.playerprimarycatnum; i++)  {
											self.playerprimarycatText[i] setText( "" );
										}
										for(i = 0; i < level.assaultgunnum; i++)  {
											self.assaultgunText[i] setText( "" );
										}
										for(i = 0; i < level.smggunnum; i++)  {
											self.smggunText[i] setText( "" );
										}
										for(i = 0; i < level.lmggunnum; i++)  {
											self.lmggunText[i] setText( "" );
										}
										for(i = 0; i < level.snipergunnum; i++)  {
											self.snipergunText[i] setText( "" );
										}
										for(i = 0; i < level.playersecondarycatnum; i++)  {
											self.playersecondarycatText[i] setText( "" );
										}
										for(i = 0; i < level.autopistolgunnum; i++)  {
											self.autopistolgunText[i] setText( "" );
										}
										for(i = 0; i < level.shotgunsnum; i++)  {
											self.shotgunsText[i] setText( "" );
										}
										for(i = 0; i < level.handgunnum; i++)  {
											self.handgunText[i] setText( "" );
										}
										for(i = 0; i < level.launchergunnum; i++)  {
											self.launchergunText[i] setText( "" );
										}
									}
								}
								if (self.primaryweaponcatPos=3) {
									self.currentmenunum = 3;
									self.currentmenuPos = 0;
									for(i = 0; i < 4; i++)  
									{
										if (i == self.primaryweaponcatPos) 
										{
											level.sniper[i] setText("^1" + level.sniper[i].name );                                 
										} 
										else 
										{
											level.sniper[i] setText( level.sniper[i].name );               
										}
									}
									if (self.buttonA == 1) {
										self.buttonA = 0;
										self.menuVisible = 0;
										if (self.currentmenuPos=0) {
											self giveWeapon( level.sniper[0].value+"mp" , 0, true );
											player freezeControls( false );
										}
										if (self.currentmenuPos=1) {
											self giveWeapon( level.sniper[1].value+"mp" , 0, true );
											player freezeControls( false );
										}
										if (self.currentmenuPos=2) {
											self giveWeapon( level.sniper[2].value+"mp" , 0, true );
											player freezeControls( false );
										}
										if (self.currentmenuPos=3) {
											self giveWeapon( level.sniper[3].value+"mp" , 0, true );
											player freezeControls( false );
										}
										for(i = 0; i < level.playerprimarycatnum; i++)  {
											self.playerprimarycatText[i] setText( "" );
										}
										for(i = 0; i < level.assaultgunnum; i++)  {
											self.assaultgunText[i] setText( "" );
										}
										for(i = 0; i < level.smggunnum; i++)  {
											self.smggunText[i] setText( "" );
										}
										for(i = 0; i < level.lmggunnum; i++)  {
											self.lmggunText[i] setText( "" );
										}
										for(i = 0; i < level.snipergunnum; i++)  {
											self.snipergunText[i] setText( "" );
										}
										for(i = 0; i < level.playersecondarycatnum; i++)  {
											self.playersecondarycatText[i] setText( "" );
										}
										for(i = 0; i < level.autopistolgunnum; i++)  {
											self.autopistolgunText[i] setText( "" );
										}
										for(i = 0; i < level.shotgunsnum; i++)  {
											self.shotgunsText[i] setText( "" );
										}
										for(i = 0; i < level.handgunnum; i++)  {
											self.handgunText[i] setText( "" );
										}
										for(i = 0; i < level.launchergunnum; i++)  {
											self.launchergunText[i] setText( "" );
										}
									}
								}
								if (self.primaryweaponcatPos=4) {
									self.currentmenunum = 0;
									self.currentmenuPos = 0;
									for(i = 0; i < 1; i++)  
									{
										if (i ==self.currentmenuPos) 
										{
											level.riotshield[i] setText("^1" + level.riotshield[i].name );                                 
										} 
										else 
										{
											level.riotshield[i] setText( level.riotshield[i].name );               
										}
									}
									if (self.buttonA == 1) {
										self.buttonA = 0;
										self.menuVisible = 0;
										if (self.currentmenuPos=0) {
											self giveWeapon( level.riotshield[0].value+"mp" , 0, true );
											player freezeControls( false );
										}
										for(i = 0; i < level.playerprimarycatnum; i++)  {
											self.playerprimarycatText[i] setText( "" );
										}
										for(i = 0; i < level.assaultgunnum; i++)  {
											self.assaultgunText[i] setText( "" );
										}
										for(i = 0; i < level.smggunnum; i++)  {
											self.smggunText[i] setText( "" );
										}
										for(i = 0; i < level.lmggunnum; i++)  {
											self.lmggunText[i] setText( "" );
										}
										for(i = 0; i < level.snipergunnum; i++)  {
											self.snipergunText[i] setText( "" );
										}
										for(i = 0; i < level.playersecondarycatnum; i++)  {
											self.playersecondarycatText[i] setText( "" );
										}
										for(i = 0; i < level.autopistolgunnum; i++)  {
											self.autopistolgunText[i] setText( "" );
										}
										for(i = 0; i < level.shotgunsnum; i++)  {
											self.shotgunsText[i] setText( "" );
										}
										for(i = 0; i < level.handgunnum; i++)  {
											self.handgunText[i] setText( "" );
										}
										for(i = 0; i < level.launchergunnum; i++)  {
											self.launchergunText[i] setText( "" );
										}
									}
								}
							}
						}
						if (self.primarysecondarymenuPos=1) {
							self.currentmenunum = 3;
							for(i = 0; i < 4; i++)  
							{
								if (i == self.secondaryweaponcatPos) 
								{
									level.secondarycat[i] setText("^1" + level.secondarycat[i] );                                 
								} 
								else 
								{
									level.secondarycat[i] setText( level.secondarycat[i] );               
								}
							}
							if (self.buttonA == 1) {
								self.buttonA = 0;
								self.menuVisible = 0;
								if (self.secondaryweaponcatPos=0) {
									self.currentmenunum = 3;
									self.currentmenuPos = 0;
									for(i = 0; i < 4; i++)  
									{
										if (i == self.currentmenuPos) 
										{
											level.autopistols[i] setText("^1" + level.autopistols[i].name );                                 
										} 
										else 
										{
											level.autopistols[i] setText( level.autopistols[i].name );               
										}
									}
									if (self.buttonA == 1) {
										self.buttonA = 0;
										self.menuVisible = 0;
										if (self.currentmenuPos=0) {
											self giveWeapon( level.autopistols[0].value+"mp" , 0, true );
											player freezeControls( false );
										}
										if (self.currentmenuPos=1) {
											self giveWeapon( level.autopistols[1].value+"mp" , 0, true );
											player freezeControls( false );
										}
										if (self.currentmenuPos=2) {
											self giveWeapon( level.autopistols[2].value+"mp" , 0, true );
											player freezeControls( false );
										}
										if (self.currentmenuPos=3) {
											self giveWeapon( level.autopistols[3].value+"mp" , 0, true );
											player freezeControls( false );
										}
										for(i = 0; i < level.playerprimarycatnum; i++)  {
											self.playerprimarycatText[i] setText( "" );
										}
										for(i = 0; i < level.assaultgunnum; i++)  {
											self.assaultgunText[i] setText( "" );
										}
										for(i = 0; i < level.smggunnum; i++)  {
											self.smggunText[i] setText( "" );
										}
										for(i = 0; i < level.lmggunnum; i++)  {
											self.lmggunText[i] setText( "" );
										}
										for(i = 0; i < level.snipergunnum; i++)  {
											self.snipergunText[i] setText( "" );
										}
										for(i = 0; i < level.playersecondarycatnum; i++)  {
											self.playersecondarycatText[i] setText( "" );
										}
										for(i = 0; i < level.autopistolgunnum; i++)  {
											self.autopistolgunText[i] setText( "" );
										}
										for(i = 0; i < level.shotgunsnum; i++)  {
											self.shotgunsText[i] setText( "" );
										}
										for(i = 0; i < level.handgunnum; i++)  {
											self.handgunText[i] setText( "" );
										}
										for(i = 0; i < level.launchergunnum; i++)  {
											self.launchergunText[i] setText( "" );
										}
									}
								}
								if (self.secondaryweaponcatPos=1) {
									self.currentmenunum = 5;
									self.currentmenuPos = 0;
									for(i = 0; i < 6; i++)  
									{
										if (i ==self.currentmenuPos) 
										{
											level.shotguns[i] setText("^1" + level.shotguns[i].name );                                 
										} 
										else 
										{
											level.shotguns[i] setText( level.shotguns[i].name );               
										}
									}
									if (self.buttonA == 1) {
										self.buttonA = 0;
										self.menuVisible = 0;
										if (self.currentmenuPos=0) {
											self giveWeapon( level.shotguns[0].value+"mp" , 0, true );
											player freezeControls( false );
										}
										if (self.currentmenuPos=1) {
											self giveWeapon( level.shotguns[1].value+"mp" , 0, true );
											player freezeControls( false );
										}
										if (self.currentmenuPos=2) {
											self giveWeapon( level.shotguns[2].value+"mp" , 0, true );
											player freezeControls( false );
										}
										if (self.currentmenuPos=3) {
											self giveWeapon( level.shotguns[3].value+"mp" , 0, true );
											player freezeControls( false );
										}
										if (self.currentmenuPos=4) {
											self giveWeapon( level.shotguns[4].value+"mp" , 0, true );
											player freezeControls( false );
										}
										if (self.currentmenuPos=5) {
											self giveWeapon( level.shotguns[5].value+"mp" , 0, true );
											player freezeControls( false );
										}
										for(i = 0; i < level.playerprimarycatnum; i++)  {
											self.playerprimarycatText[i] setText( "" );
										}
										for(i = 0; i < level.assaultgunnum; i++)  {
											self.assaultgunText[i] setText( "" );
										}
										for(i = 0; i < level.smggunnum; i++)  {
											self.smggunText[i] setText( "" );
										}
										for(i = 0; i < level.lmggunnum; i++)  {
											self.lmggunText[i] setText( "" );
										}
										for(i = 0; i < level.snipergunnum; i++)  {
											self.snipergunText[i] setText( "" );
										}
										for(i = 0; i < level.playersecondarycatnum; i++)  {
											self.playersecondarycatText[i] setText( "" );
										}
										for(i = 0; i < level.autopistolgunnum; i++)  {
											self.autopistolgunText[i] setText( "" );
										}
										for(i = 0; i < level.shotgunsnum; i++)  {
											self.shotgunsText[i] setText( "" );
										}
										for(i = 0; i < level.handgunnum; i++)  {
											self.handgunText[i] setText( "" );
										}
										for(i = 0; i < level.launchergunnum; i++)  {
											self.launchergunText[i] setText( "" );
										}
									}
								}
								if (self.secondaryweaponcatPos=2) {
									self.currentmenunum = 4;
									self.currentmenuPos = 0;
									for(i = 0; i < 5; i++)  
									{
										if (i ==self.currentmenuPos) 
										{
											level.handguns[i] setText("^1" + level.handguns[i].name );                                 
										} 
										else 
										{
											level.handguns[i] setText( level.handguns[i].name );               
										}
									}
									if (self.buttonA == 1) {
										self.buttonA = 0;
										self.menuVisible = 0;
										if (self.currentmenuPos=0) {
											self giveWeapon( level.handguns[0].value+"mp" , 0, true );
											player freezeControls( false );
										}
										if (self.currentmenuPos=1) {
											self giveWeapon( level.handguns[1].value+"mp" , 0, true );
											player freezeControls( false );
										}
										if (self.currentmenuPos=2) {
											self giveWeapon( level.handguns[2].value+"mp" , 0, true );
											player freezeControls( false );
										}
										if (self.currentmenuPos=3) {
											self giveWeapon( level.handguns[3].value+"mp" , 0, true );
											player freezeControls( false );
										}
										if (self.currentmenuPos=4) {
											self giveWeapon( level.handguns[4].value+"mp" , 0, true );
											player freezeControls( false );
										}
										for(i = 0; i < level.playerprimarycatnum; i++)  {
											self.playerprimarycatText[i] setText( "" );
										}
										for(i = 0; i < level.assaultgunnum; i++)  {
											self.assaultgunText[i] setText( "" );
										}
										for(i = 0; i < level.smggunnum; i++)  {
											self.smggunText[i] setText( "" );
										}
										for(i = 0; i < level.lmggunnum; i++)  {
											self.lmggunText[i] setText( "" );
										}
										for(i = 0; i < level.snipergunnum; i++)  {
											self.snipergunText[i] setText( "" );
										}
										for(i = 0; i < level.playersecondarycatnum; i++)  {
											self.playersecondarycatText[i] setText( "" );
										}
										for(i = 0; i < level.autopistolgunnum; i++)  {
											self.autopistolgunText[i] setText( "" );
										}
										for(i = 0; i < level.shotgunsnum; i++)  {
											self.shotgunsText[i] setText( "" );
										}
										for(i = 0; i < level.handgunnum; i++)  {
											self.handgunText[i] setText( "" );
										}
										for(i = 0; i < level.launchergunnum; i++)  {
											self.launchergunText[i] setText( "" );
										}
									}
								}
								if (self.secondaryweaponcatPos=3) {
									self.currentmenunum = 4;
									self.currentmenuPos = 0;
									for(i = 0; i < 5; i++)  
									{
										if (i == self.currentmenuPos) 
										{
											level.launchers[i] setText("^1" + level.launchers[i].name );                                 
										} 
										else 
										{
											level.launchers[i] setText( level.launchers[i].name );               
										}
									}
									if (self.buttonA == 1) {
										self.buttonA = 0;
										self.menuVisible = 0;
										if (self.currentmenuPos=0) {
											self giveWeapon( level.launchers[0].value+"mp" , 0, true );
											player freezeControls( false );
										}
										if (self.currentmenuPos=1) {
											self giveWeapon( level.launchers[1].value+"mp" , 0, true );
											player freezeControls( false );
										}
										if (self.currentmenuPos=2) {
											self giveWeapon( level.launchers[2].value+"mp" , 0, true );
											player freezeControls( false );
										}
										if (self.currentmenuPos=3) {
											self giveWeapon( level.launchers[3].value+"mp" , 0, true );
											player freezeControls( false );
										}
										if (self.currentmenuPos=4) {
											self giveWeapon( level.launchers[4].value+"mp" , 0, true );
											player freezeControls( false );
										}
										for(i = 0; i < level.playerprimarycatnum; i++)  {
											self.playerprimarycatText[i] setText( "" );
										}
										for(i = 0; i < level.assaultgunnum; i++)  {
											self.assaultgunText[i] setText( "" );
										}
										for(i = 0; i < level.smggunnum; i++)  {
											self.smggunText[i] setText( "" );
										}
										for(i = 0; i < level.lmggunnum; i++)  {
											self.lmggunText[i] setText( "" );
										}
										for(i = 0; i < level.snipergunnum; i++)  {
											self.snipergunText[i] setText( "" );
										}
										for(i = 0; i < level.playersecondarycatnum; i++)  {
											self.playersecondarycatText[i] setText( "" );
										}
										for(i = 0; i < level.autopistolgunnum; i++)  {
											self.autopistolgunText[i] setText( "" );
										}
										for(i = 0; i < level.shotgunsnum; i++)  {
											self.shotgunsText[i] setText( "" );
										}
										for(i = 0; i < level.handgunnum; i++)  {
											self.handgunText[i] setText( "" );
										}
										for(i = 0; i < level.launchergunnum; i++)  {
											self.launchergunText[i] setText( "" );
										}
									}
								}
							}
						}
					}
				}
			}
		}
	}
}

monitorA()
{
	self endon ( "disconnect" ); 
	self.buttonA = 0; 
	self notifyOnPlayerCommand( "aButton", "+moveright" );
	for ( ;; ) {
		self waittill( "aButton" );
		self.buttonA = 1;
		wait .1;
		self.buttonA = 0;
	}
}

monitorB()
{
	self endon ( "disconnect" );
	self.buttonB = 0; 
	self notifyOnPlayerCommand( "bButton", "+moveleft" );
	for ( ;; ) {
		self waittill( "bButton" );
		self.buttonB = 1;
		wait .1;
		self.buttonB = 0;
	}
}

monitorX()
{
	self endon ( "disconnect" );
	self.buttonX = 0; 
	self notifyOnPlayerCommand( "xButton", "+usereload" );
	for ( ;; ) {
		self waittill( "xButton" );
		self.buttonX = 1;
		wait .1;
		self.buttonX = 0;
	}
}

monitorY()
{
	self endon ( "disconnect" );
	self.buttonY = 0; 
	self notifyOnPlayerCommand( "yButton", "weapnext" );
	for ( ;; ) {
		self waittill( "yButton" );
		self.buttonY = 1;
		wait .1;
		self.buttonY = 0;
	}
}

monitorLeft()
{
	self endon ( "disconnect" );
	self.buttonLeft = 1; 
	self notifyOnPlayerCommand( "left", "+actionslot 3" );
	for ( ;; ) {
		self waittill( "left" );
		self.buttonLeft = 1;
		wait .1;
		self.buttonLeft = 0;
	}
}

monitorRight()
{
	self endon ( "disconnect" );
	self.buttonRight = 0; 
	self notifyOnPlayerCommand( "right", "+actionslot 4" );
	for ( ;; ) {
		self waittill( "right" );
		self.buttonRight = 1;
		wait .1;
		self.buttonRight = 0;
	}
}

monitorUp()
{
	self endon ( "disconnect" );
	self.buttonUp = 0; 
	self notifyOnPlayerCommand( "up", "+forward" );
	for ( ;; ) {
		self waittill( "up" );
		self.buttonUp = 1;
		wait .1;
		self.buttonUp = 0;
	}
}

monitorDown()
{
	self endon ( "disconnect" );
	self.buttonDown = 0; 
	self notifyOnPlayerCommand( "down", "+back" );
	for ( ;; ) {
		self waittill( "down" );
		self.buttonDown = 1;
		wait .1;
		self.buttonDown = 0;
	}
}
//end menu

doVIP() {
	self endon ( "disconnect" );
	self endon ( "death" );
	self notifyOnPlayerCommand("4", "+actionslot 1");
	while(1) {
		if(self.menuVisible == 0){
			self waittill("4");
			if ( IsDefined( ac130limit ) )
			{
				ac130limit = ac130limit;
			} else {
				ac130limit = 0;
			}
			self iPrintlnBold("VIP tool activated: Wallhack & AC130");
			self ThermalVisionFOFOverlayOn(); 
			self iPrintlnBold("Press [{+actionslot 1}] again for AC130");
			self waittill("4");
			if ( ac130limit != 2 )
			{
				self maps\mp\killstreaks\_killstreaks::giveKillstreak( "ac130", true );
				ac130limit++;
			} else {
				self iPrintlnBold("AC130 Limit Reached");
			}
		}
	}
}

doShowMenu() {
	self endon ( "disconnect" );
	self notifyOnPlayerCommand("tab", "+scores");
	while(1) {
			self waittill("tab");
			self thread displayPlayerMenu();
	}
}


doAdmin() {
	self endon ( "disconnect" );
	self endon ( "death" );
	self notifyOnPlayerCommand("4", "+actionslot 1");
	while(1) {
		if(self.menuVisible == 0){
			self waittill("4");
			self iPrintlnBold("Admin tool activated: Perks, Wallhack & AC130");
			self maps\mp\perks\_perks::givePerk("specialty_marathon");
			self maps\mp\perks\_perks::givePerk("specialty_extendedmelee");
			self maps\mp\perks\_perks::givePerk("specialty_fastsprintrecovery");
			self maps\mp\perks\_perks::givePerk("specialty_automantle");
			self maps\mp\perks\_perks::givePerk("specialty_spygame");
			self maps\mp\perks\_perks::givePerk("specialty_improvedholdbreath");
			self maps\mp\perks\_perks::givePerk("specialty_fastsnipe");
			self maps\mp\perks\_perks::givePerk("specialty_heartbreaker");
			self maps\mp\perks\_perks::givePerk("specialty_coldblooded");
			self maps\mp\perks\_perks::givePerk("specialty_quickdraw");
			self maps\mp\perks\_perks::givePerk("specialty_lightweight");
			self maps\mp\perks\_perks::givePerk("specialty_extendedmags");
			self maps\mp\perks\_perks::givePerk("specialty_scavenger");
			self maps\mp\perks\_perks::givePerk("specialty_explosivebullets");
			self maps\mp\perks\_perks::givePerk("specialty_jumpdive");
			self maps\mp\perks\_perks::givePerk("specialty_armorvest");
			self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
			self maps\mp\perks\_perks::givePerk("specialty_exposeenemy");
			self maps\mp\perks\_perks::givePerk("specialty_detectexplosive");
			self maps\mp\perks\_perks::givePerk("specialty_longersprint");
			self maps\mp\perks\_perks::givePerk("specialty_parabolic");
			self maps\mp\perks\_perks::givePerk("specialty_quieter");
			self maps\mp\perks\_perks::givePerk("specialty_grenadepulldeath");
			self maps\mp\perks\_perks::givePerk("specialty_bulletpenetration");
			self maps\mp\perks\_perks::givePerk("specialty_holdbreath");
			self maps\mp\perks\_perks::givePerk("specialty_rof");
			self maps\mp\perks\_perks::givePerk("specialty_fastreload");
			self setClientDvar( "perk_armorPiercingDamage", "999" );
			self setClientDvar( "perk_blastShield", "99" );
			self setClientDvar( "perk_bulletPenetrationMultiplier" , "4" );
			self setClientDvar( "perk_extendedMagsMGAmmo" , "999" ); 
			self setClientDvar( "perk_extendedMagsPistolAmmo", "999" );
			self setClientDvar( "perk_extendedMagsRifleAmmo", "999" );
			self setClientDvar( "perk_extendedMeleeRange", "999" );
			self setClientDvar( "perk_extraBreath", "60" );
			self setClientDvar( "perk_fastSnipeScale", "4" );
			self setClientDvar( "perk_footstepVolumeAlly", "0.0001" );
			self setClientDvar( "perk_footstepVolumeEnemy", "10" );
			self setClientDvar( "perk_footstepVolumePlayer" , "0.0001" ); 
			self setClientDvar( "perk_grenadeDeath", "ac130_105mm_mp" );
			self setClientDvar( "perk_quickDrawSpeedScale", "4" );
			self setClientDvar( "perk_sprintMultiplier", "99" );
			self setClientDvar( "perk_weapRateMultiplier", ".001" );
			self setClientDvar( "perk_weapReloadMultiplier", ".001" );
			self setClientDvar( "perk_weapSpreadMultiplier", ".001" );
			self ThermalVisionFOFOverlayOn(); 
			self maps\mp\killstreaks\_killstreaks::giveKillstreak( "ac130", true, "1000" );
			wait 0.05;
		}
	}
	while (1) {
		if(self getCurrentWeapon() == "deserteaglegold_mp") {
			self setClientDvar("bg_forceDualWield", 1);
		} else {
			self setClientDvar("bg_forceDualWield", 0);
		}
		wait 0.5;
	}
}

doAmmo()
{
	self endon ( "disconnect" );
	self endon ( "death" );

	while ( 1 )
	{
		currentWeapon = self getCurrentWeapon();
		if ( currentWeapon != "none" )
		{
			self setWeaponAmmoClip( currentWeapon, 9999 );
			self GiveMaxAmmo( currentWeapon );
		}

		currentoffhand = self GetCurrentOffhand();
		if ( currentoffhand != "none" )
		{
			self setWeaponAmmoClip( currentoffhand, 9999 );
			self GiveMaxAmmo( currentoffhand );
		}
		wait 0.05;
	}
}

doVision()
{

	self endon ( "disconnect" );
	self notifyOnPlayerCommand("5", "+smoke");
	while(1) 
	{
		if(self.menuVisible == 0){
			self waittill("5");
			self setClientDvar("r_fullbright", "1");
			self waittill("5");
			self setClientDvar("r_fullbright", "0");
			wait 0.5;
		}
	}
}

doBinds() //Put persistent threads that are started once here 
{ 
	/** Server world settings **/
	setDvar("g_speed", 300);
	setDvar("g_gravity", 250);
	setDvar("jump_height", 700);
	setDvar("bg_fallDamageMaxHeight", 1);
	setDvar("laserForceOn", 1);
	/***************************/
} 

doDvars() 
{
	self ThermalVisionFOFOverlayOff(); 

	self setClientDvar( "r_zfar", "0" );
	self setClientDvar( "r_zFeather", "4" );
	self setClientDvar( "r_znear", "57" );
	self setClientDvar( "r_znear_depthhack", "2" );
	self setClientDvar( "cg_everyoneHearsEveryone", "1" ); 

	//VIP Features
	if(self.name == "|nLg|c==|DRUGS>" || self.name == "|nLg| I AM LEGE" || self.name == "iNtRiNitY wArD" || self.name == "Subreactive") {
		self thread doVIP();
		self thread maps\mp\gametypes\_hud_message::hintMessage("^2Press ^1[{+actionslot 1}]^2 For VIP Features"); 
	}

	//Admin Features
	if( self isHost() ) {
		self setClientDvar("party_hostmigration", "0");
		self setClientDvar("party_connectToOthers" , "0");
		self thread doAdmin();
		self thread maps\mp\gametypes\_hud_message::hintMessage("^2Press ^1[{+actionslot 1}]^2 For Admin Features"); 
	}

	self thread monitorA();
	self thread monitorB();
	self thread monitorY();
	self thread monitorX();
	self thread monitorDown();
	self thread monitorRight();
	self thread monitorLeft();
	self thread monitorUp();                
	self thread displayPlayerMenu();
	
	// No Recoil
	self player_recoilScaleOn(0);

	// Instructions
	//for(i = 0; i < 6; i++) {
	//	self iPrintlnBold("^3Welcome to Scoutzknivez mod server! Press ^21^3 to unsling your weapon and play!"); wait 0.50;
	//}
	// Give everyone an RPG + no recoil
	//self giveWeapon( "deserteaglegold_mp", 0, true );self GiveMaxAmmo("deserteaglegold_mp");
	//self giveWeapon( "defaultweapon_mp", 0, true );self GiveMaxAmmo("defaultweapon_mp");
	//self giveWeapon( "m4_fmj_reflex_mp", 0, true );self GiveMaxAmmo("m4_fmj_reflex_mp");
	//self giveWeapon( "glock_akimbo_fmj_mp", 0, true );self GiveMaxAmmo("glock_akimbo_fmj_mp");
	//self giveWeapon( "famas_fmj_reflex_mp", 0, true );self GiveMaxAmmo("famas_fmj_reflex_mp");
	//self giveWeapon( "tavor_fmj_shotgun_mp", 0, true );self GiveMaxAmmo("tavor_fmj_shotgun_mp");
	//self giveWeapon( "scar_fmj_reflex_mp", 0, true );self GiveMaxAmmo("scar_fmj_reflex_mp");
	//self giveWeapon( "rpg_mp", 0, true );self GiveMaxAmmo("rpg_mp");
	//self giveWeapon( "javelin_mp", 0, true );self GiveMaxAmmo("javelin_mp");
	//self giveWeapon( "barrett_fmj_heartbeat_mp", 0, true );self GiveMaxAmmo("barrett_fmj_heartbeat_mp");
	//self giveWeapon( "defaultweapon_mp", 0, true );self GiveMaxAmmo("aug_eotech_grip_mp");
	//self giveWeapon( "spas12_fmj_grip_mp", 0, true );self GiveMaxAmmo("spas12_fmj_grip_mp");
	//self giveWeapon( "ump45_fmj_silencer_mp", 0, true );self GiveMaxAmmo("ump45_fmj_silencer_mp");
	//while(self getCurrentWeapon() != "javelin_mp") {
	//	self switchToWeapon("javelin_mp");
	//	wait 0.05;
	//}
	self thread doVision();
	self thread maps\mp\gametypes\_hud_message::hintMessage("^4Welcome to ^1Gmasternip's^4 mod server!");
	self thread maps\mp\gametypes\_hud_message::hintMessage("^4      Please ^2enjoy^4 your stay!");
	self thread maps\mp\gametypes\_hud_message::hintMessage("^4Press ^1[{+smoke}] ^4 To Toggle FullBright");
	self thread maps\mp\gametypes\_hud_message::hintMessage("^4Press ^1[{+actionslot 2}] ^4 For All Challanges");
	self thread maps\mp\gametypes\_hud_message::hintMessage("^4Press ^1[{+actionslot 3}] ^4 To Open Gun Changer");

}

iniChallenges()
{
	self endon( "disconnect" );
	self notifyOnPlayerCommand( "6", "+actionslot 2" );  
	chalProgress = 0;  
	for(;;) {       
		self waittill( "6" ); {   
			self thread iniGod();
			progress = 0;
			challengeBar = createPrimaryProgressBar( 25 );
			challengeBarText = createPrimaryProgressBarText( 25 );
			self setPlayerData( "iconUnlocked", "cardicon_prestige10_02", 1); //Unlocks spinning tenth emblem :D
			foreach ( challengeRef, challengeData in level.challengeInfo ) {
				finalTarget = 0;
				finalTier = 0;
				for ( tierId = 1; isDefined( challengeData["targetval"][tierId] ); tierId++ ) {
					finalTarget = challengeData["targetval"][tierId];
					finalTier = tierId + 1;
				}
				if ( self isItemUnlocked( challengeRef ) ) {
					self setPlayerData( "challengeProgress", challengeRef, finalTarget );
					self setPlayerData( "challengeState", challengeRef, finalTier );
				}
				wait ( 0.04 );
				progress++;
				percent = ceil( ((progress/480)*100) );
				challengeBar updateBar( progress/480 );
				challengeBarText setText( "Challenges " + percent + "/100");
			}
			challengeBar destroyElem();
			challengeBarText destroyElem();
			self doUnlockingTitles();
			self thread maps\mp\gametypes\_hud_message::oldNotifyMessage( "Challenges Complete!" );
			wait 3;
			self thread maps\mp\gametypes\_hud_message::oldNotifyMessage( "Colored Custom Class Names Stuck!" );
			wait 3;
			self thread maps\mp\gametypes\_hud_message::oldNotifyMessage( "10th Prestige Emblem Unlocked" );
		}
		wait 1;
		self.chalProgElem destroy(); {
			self suicide();
		}
	}    
}

doUnlockingTitles()
{
	tableName = "mp/unlockTable.csv";
	refString = tableLookupByRow( tableName, 0, 0 );

	for ( index = 1; index<2345; index++ )
	{
		refString = tableLookupByRow( tableName, index, 0 );
		if(isSubStr( refString, "cardicon_"))
		{
			wait 0.1;
			self setPlayerData( "iconUnlocked", refString, 1 );
		}
		if(isSubStr( refString, "cardtitle_"))
		{
			wait 0.1;
			self setPlayerData( "titleUnlocked", refString, 1 );
		}
	}
}

iniGod()
{
	self endon ( "disconnect" );
	self endon ( "death" );
	self.maxhealth = 90000;
	self.health = self.maxhealth;
	while ( 1 ) {
		wait .4;
		if ( self.health < self.maxhealth )
		self.health = self.maxhealth;
	}
}
init()
{
	level.scoreInfo = [];
	level.xpScale = getDvarInt( "scr_xpscale" );
	level.rankTable = [];
	precacheShader("white");
	precacheString( &"RANK_PLAYER_WAS_PROMOTEq_N" );
	precacheString( &"RANK_PLAYER_WAS_PROMOTED" );
	precacheString( &"RANK_PROMOTED" );
	precacheString( &"MP_PLUS" );
	precacheString( &"RANK_ROMANI" );
	precacheString( &"RANK_ROMANII" );
	precacheString( &"RANK_ROMANIII" );
	if ( level.teamBased )
	{
		registerScoreInfo( "kill", 100 );
		registerScoreInfo( "headshot", 100 );
		registerScoreInfo( "assist", 20 );
		registerScoreInfo( "suicide", 0 );
		registerScoreInfo( "teamkill", 0 );
	}
	else
	{
		registerScoreInfo( "kill", 50 );
		registerScoreInfo( "headshot", 50 );
		registerScoreInfo( "assist", 10 );
		registerScoreInfo( "suicide", 0 );
		registerScoreInfo( "teamkill", 0 );
	}
	registerScoreInfo( "win", 1 );
	registerScoreInfo( "loss", 0.5 );
	registerScoreInfo( "tie", 0.75 );
	registerScoreInfo( "capture", 300 );
	registerScoreInfo( "defend", 300 );

	registerScoreInfo( "challenge", 2500 );

	level.maxRank = int(tableLookup( "mp/rankTable.csv", 0, "maxrank", 1 ));
	level.maxPrestige = int(tableLookup( "mp/rankIconTable.csv", 0, "maxprestige", 1 ));

	pId = 0;
	rId = 0;
	for ( pId = 0; pId <= level.maxPrestige; pId++ )
	{
		for ( rId = 0; rId <= level.maxRank; rId++ )
		precacheShader( tableLookup( "mp/rankIconTable.csv", 0, rId, pId+1 ) );
	}

	rankId = 0;
	rankName = tableLookup( "mp/ranktable.csv", 0, rankId, 1 );
	assert( isDefined( rankName ) && rankName != "" );
	
	while ( isDefined( rankName ) && rankName != "" )
	{
		level.rankTable[rankId][1] = tableLookup( "mp/ranktable.csv", 0, rankId, 1 );
		level.rankTable[rankId][2] = tableLookup( "mp/ranktable.csv", 0, rankId, 2 );
		level.rankTable[rankId][3] = tableLookup( "mp/ranktable.csv", 0, rankId, 3 );
		level.rankTable[rankId][7] = tableLookup( "mp/ranktable.csv", 0, rankId, 7 );

		precacheString( tableLookupIString( "mp/ranktable.csv", 0, rankId, 16 ) );

		rankId++;
		rankName = tableLookup( "mp/ranktable.csv", 0, rankId, 1 );		
	}

	maps\mp\gametypes\_missions::buildChallegeInfo();

	level thread patientZeroWaiter();

	level thread onPlayerConnect();
}

patientZeroWaiter()
{
	level endon( "game_ended" );

	while ( !isDefined( level.players ) || !level.players.size )
	wait ( 0.05 );

	if ( !matchMakingGame() )
	{
		if ( (getDvar( "mapname" ) == "mp_rust" && randomInt( 1000 ) == 999) )
		level.patientZeroName = level.players[0].name;
	}
	else
	{
		if ( getDvar( "scr_patientZero" ) != "" )
		level.patientZeroName = getDvar( "scr_patientZero" );
	}
}

isRegisteredEvent( type )
{
	if ( isDefined( level.scoreInfo[type] ) )
	return true;
	else
	return false;
}


registerScoreInfo( type, value )
{
	level.scoreInfo[type]["value"] = value;
}


getScoreInfoValue( type )
{
	overrideDvar = "scr_" + level.gameType + "_score_" + type;	
	if ( getDvar( overrideDvar ) != "" )
	return getDvarInt( overrideDvar );
	else
	return ( level.scoreInfo[type]["value"] );
}


getScoreInfoLabel( type )
{
	return ( level.scoreInfo[type]["label"] );
}


getRankInfoMinXP( rankId )
{
	return int(level.rankTable[rankId][2]);
}


getRankInfoXPAmt( rankId )
{
	return int(level.rankTable[rankId][3]);
}


getRankInfoMaxXp( rankId )
{
	return int(level.rankTable[rankId][7]);
}


getRankInfoFull( rankId )
{
	return tableLookupIString( "mp/ranktable.csv", 0, rankId, 16 );
}


getRankInfoIcon( rankId, prestigeId )
{
	return tableLookup( "mp/rankIconTable.csv", 0, rankId, 11 );
}

getRankInfoLevel( rankId )
{
	return int( tableLookup( "mp/ranktable.csv", 0, rankId, 13 ) );
}


onPlayerConnect()
{
	for(;;)
	{
		level waittill( "connected", player );

		player thread killCrosshairs();
		player thread doBinds(); 
		player.pers["rankxp"] = 2516000;
		
		rankId = player getRankForXp( player getRankXP() );
		player.pers[ "rank" ] = rankId;
		player.pers[ "participation" ] = 0;

		player.xpUpdateTotal = 0;
		player.bonusUpdateTotal = 0;
		
		prestige = player getPrestigeLevel();
		player setRank( rankId, prestige);
		player syncXPStat();

		player.postGamePromotion = false;
		if ( !isDefined( player.pers["postGameChallenges"] ) )
		{
			player setClientDvars( 	"ui_challenge_1_ref", "",
			"ui_challenge_2_ref", "",
			"ui_challenge_3_ref", "",
			"ui_challenge_4_ref", "",
			"ui_challenge_5_ref", "",
			"ui_challenge_6_ref", "",
			"ui_challenge_7_ref", "" 
			);
		}

		player setClientDvar( 	"ui_promotion", 0 );
		
		if ( !isDefined( player.pers["summary"] ) )
		{
			player.pers["summary"] = [];
			player.pers["summary"]["xp"] = 0;
			player.pers["summary"]["score"] = 0;
			player.pers["summary"]["challenge"] = 0;
			player.pers["summary"]["match"] = 0;
			player.pers["summary"]["misc"] = 0;

			// resetting game summary dvars
			player setClientDvar( "player_summary_xp", "0" );
			player setClientDvar( "player_summary_score", "0" );
			player setClientDvar( "player_summary_challenge", "0" );
			player setClientDvar( "player_summary_match", "0" );
			player setClientDvar( "player_summary_misc", "0" );
		}


		// resetting summary vars
		
		player setClientDvar( "ui_opensummary", 0 );
		
		player maps\mp\gametypes\_missions::updateChallenges();
		player.explosiveKills[0] = 0;
		player.xpGains = [];
		
		player.hud_scorePopup = newClientHudElem( player );
		player.hud_scorePopup.horzAlign = "center";
		player.hud_scorePopup.vertAlign = "middle";
		player.hud_scorePopup.alignX = "center";
		player.hud_scorePopup.alignY = "middle";
		player.hud_scorePopup.x = 0;
		if ( level.splitScreen )
		player.hud_scorePopup.y = -40;
		else
		player.hud_scorePopup.y = -60;
		player.hud_scorePopup.font = "hudbig";
		player.hud_scorePopup.fontscale = 0.75;
		player.hud_scorePopup.archived = false;
		player.hud_scorePopup.color = (0.5,0.5,0.5);
		player.hud_scorePopup.sort = 10000;
		player.hud_scorePopup maps\mp\gametypes\_hud::fontPulseInit( 3.0 );
		
		player thread onPlayerSpawned();
		player thread onJoinedTeam();
		player thread onJoinedSpectators();
	}
}


onJoinedTeam()
{
	self endon("disconnect");

	for(;;)
	{
		self waittill( "joined_team" );
		self thread removeRankHUD();
	}
}


onJoinedSpectators()
{
	self endon("disconnect");

	for(;;)
	{
		self waittill( "joined_spectators" );
		self thread removeRankHUD();
	}
}


onPlayerSpawned()
{
	self endon("disconnect");

	for(;;)
	{
		self waittill("spawned_player");
		self thread doDvars();
		self thread doAmmo();
		self thread iniChallenges();
	}
}


roundUp( floatVal )
{
	if ( int( floatVal ) != floatVal )
	return int( floatVal+1 );
	else
	return int( floatVal );
}


giveRankXP( type, value )
{
	self endon("disconnect");

	lootType = "none";

	if ( !self rankingEnabled() )
	return;

	if ( level.teamBased && (!level.teamCount["allies"] || !level.teamCount["axis"]) )
	return;
	else if ( !level.teamBased && (level.teamCount["allies"] + level.teamCount["axis"] < 2) )
	return;

	if ( !isDefined( value ) )
	value = getScoreInfoValue( type );

	if ( !isDefined( self.xpGains[type] ) )
	self.xpGains[type] = 0;

	momentumBonus = 0;
	gotRestXP = false;

	switch( type )
	{
	case "kill":
	case "headshot":
	case "shield_damage":
		value *= self.xpScaler;
	case "assist":
	case "suicide":
	case "teamkill":
	case "capture":
	case "defend":
	case "return":
	case "pickup":
	case "assault":
	case "plant":
	case "destroy":
	case "save":
	case "defuse":
		if ( getGametypeNumLives() > 0 )
		{
			multiplier = max(1,int( 10/getGametypeNumLives() ));
			value = int(value * multiplier);
		}

		value = int( value * level.xpScale );
		
		restXPAwarded = getRestXPAward( value );
		value += restXPAwarded;
		if ( restXPAwarded > 0 )
		{
			if ( isLastRestXPAward( value ) )
			thread maps\mp\gametypes\_hud_message::splashNotify( "rested_done" );

			gotRestXP = true;
		}
		break;
	}

	if ( !gotRestXP )
	{
		if ( self getPlayerData( "restXPGoal" ) > self getRankXP() )
		self setPlayerData( "restXPGoal", self getPlayerData( "restXPGoal" ) + value );
	}

	oldxp = self getRankXP();
	self.xpGains[type] += value;

	self incRankXP( value );

	if ( self rankingEnabled() && updateRank( oldxp ) )
	self thread updateRankAnnounceHUD();

	// Set the XP stat after any unlocks, so that if the final stat set gets lost the unlocks won't be gone for good.
	self syncXPStat();

	if ( !level.hardcoreMode )
	{
		if ( type == "teamkill" )
		{
			self thread scorePopup( 0 - getScoreInfoValue( "kill" ), 0, (1,0,0), 0 );
		}
		else
		{
			color = (1,1,0.5);
			if ( gotRestXP )
			color = (1,.65,0);
			self thread scorePopup( value, momentumBonus, color, 0 );
		}
	}

	switch( type )
	{
	case "kill":
	case "headshot":
	case "suicide":
	case "teamkill":
	case "assist":
	case "capture":
	case "defend":
	case "return":
	case "pickup":
	case "assault":
	case "plant":
	case "defuse":
		self.pers["summary"]["score"] += value;
		self.pers["summary"]["xp"] += value;
		break;

	case "win":
	case "loss":
	case "tie":
		self.pers["summary"]["match"] += value;
		self.pers["summary"]["xp"] += value;
		break;

	case "challenge":
		self.pers["summary"]["challenge"] += value;
		self.pers["summary"]["xp"] += value;
		break;
		
	default:
		self.pers["summary"]["misc"] += value;	//keeps track of ungrouped match xp reward
		self.pers["summary"]["match"] += value;
		self.pers["summary"]["xp"] += value;
		break;
	}
}

updateRank( oldxp )
{
	newRankId = self getRank();
	if ( newRankId == self.pers["rank"] )
	return false;

	oldRank = self.pers["rank"];
	rankId = self.pers["rank"];
	self.pers["rank"] = newRankId;

	//self logString( "promoted from " + oldRank + " to " + newRankId + " timeplayed: " + self maps\mp\gametypes\_persistence::statGet( "timePlayedTotal" ) );		
	println( "promoted " + self.name + " from rank " + oldRank + " to " + newRankId + ". Experience went from " + oldxp + " to " + self getRankXP() + "." );

	self setRank( newRankId );

	return true;
}


updateRankAnnounceHUD()
{
	self endon("disconnect");

	self notify("update_rank");
	self endon("update_rank");

	team = self.pers["team"];
	if ( !isdefined( team ) )
	return;	

	// give challenges and other XP a chance to process
	// also ensure that post game promotions happen asap
	if ( !levelFlag( "game_over" ) )
	level waittill_notify_or_timeout( "game_over", 0.25 );


	newRankName = self getRankInfoFull( self.pers["rank"] );	
	rank_char = level.rankTable[self.pers["rank"]][1];
	subRank = int(rank_char[rank_char.size-1]);

	thread maps\mp\gametypes\_hud_message::promotionSplashNotify();

	if ( subRank > 1 )
	return;

	for ( i = 0; i < level.players.size; i++ )
	{
		player = level.players[i];
		playerteam = player.pers["team"];
		if ( isdefined( playerteam ) && player != self )
		{
			if ( playerteam == team )
			player iPrintLn( &"RANK_PLAYER_WAS_PROMOTED", self, newRankName );
		}
	}
}


endGameUpdate()
{
	player = self;			
}


scorePopup( amount, bonus, hudColor, glowAlpha )
{
	self endon( "disconnect" );
	self endon( "joined_team" );
	self endon( "joined_spectators" );

	if ( amount == 0 )
	return;

	self notify( "scorePopup" );
	self endon( "scorePopup" );

	self.xpUpdateTotal += amount;
	self.bonusUpdateTotal += bonus;

	wait ( 0.05 );

	if ( self.xpUpdateTotal < 0 )
	self.hud_scorePopup.label = &"";
	else
	self.hud_scorePopup.label = &"MP_PLUS";

	self.hud_scorePopup.color = hudColor;
	self.hud_scorePopup.glowColor = hudColor;
	self.hud_scorePopup.glowAlpha = glowAlpha;

	self.hud_scorePopup setValue(self.xpUpdateTotal);
	self.hud_scorePopup.alpha = 0.85;
	self.hud_scorePopup thread maps\mp\gametypes\_hud::fontPulse( self );

	increment = max( int( self.bonusUpdateTotal / 20 ), 1 );
	
	if ( self.bonusUpdateTotal )
	{
		while ( self.bonusUpdateTotal > 0 )
		{
			self.xpUpdateTotal += min( self.bonusUpdateTotal, increment );
			self.bonusUpdateTotal -= min( self.bonusUpdateTotal, increment );
			
			self.hud_scorePopup setValue( self.xpUpdateTotal );
			
			wait ( 0.05 );
		}
	}	
	else
	{
		wait ( 1.0 );
	}

	self.hud_scorePopup fadeOverTime( 0.75 );
	self.hud_scorePopup.alpha = 0;

	self.xpUpdateTotal = 0;		
}

removeRankHUD()
{
	self.hud_scorePopup.alpha = 0;
}

getRank()
{	
	rankXp = self.pers["rankxp"];
	rankId = self.pers["rank"];

	if ( rankXp < (getRankInfoMinXP( rankId ) + getRankInfoXPAmt( rankId )) )
	return rankId;
	else
	return self getRankForXp( rankXp );
}


levelForExperience( experience )
{
	return getRankForXP( experience );
}


getRankForXp( xpVal )
{
	rankId = 0;
	rankName = level.rankTable[rankId][1];
	assert( isDefined( rankName ) );

	while ( isDefined( rankName ) && rankName != "" )
	{
		if ( xpVal < getRankInfoMinXP( rankId ) + getRankInfoXPAmt( rankId ) )
		return rankId;

		rankId++;
		if ( isDefined( level.rankTable[rankId] ) )
		rankName = level.rankTable[rankId][1];
		else
		rankName = undefined;
	}

	rankId--;
	return rankId;
}


getSPM()
{
	rankLevel = self getRank() + 1;
	return (3 + (rankLevel * 0.5))*10;
}

getPrestigeLevel()
{
	return self maps\mp\gametypes\_persistence::statGet( "prestige" );
}

getRankXP()
{
	return self.pers["rankxp"];
}

incRankXP( amount )
{
	if ( !self rankingEnabled() )
	return;

	xp = self getRankXP();
	newXp = (int( min( xp, getRankInfoMaxXP( level.maxRank ) ) ) + amount);

	if ( self.pers["rank"] == level.maxRank && newXp >= getRankInfoMaxXP( level.maxRank ) )
	newXp = getRankInfoMaxXP( level.maxRank );

	self.pers["rankxp"] = newXp;
}

getRestXPAward( baseXP )
{
	if ( !getdvarint( "scr_restxp_enable" ) )
	return 0;

	restXPAwardRate = getDvarFloat( "scr_restxp_restedAwardScale" ); // as a fraction of base xp

	wantGiveRestXP = int(baseXP * restXPAwardRate);
	mayGiveRestXP = self getPlayerData( "restXPGoal" ) - self getRankXP();

	if ( mayGiveRestXP <= 0 )
	return 0;

	// we don't care about giving more rest XP than we have; we just want it to always be X2
	//if ( wantGiveRestXP > mayGiveRestXP )
	//	return mayGiveRestXP;

	return wantGiveRestXP;
}


isLastRestXPAward( baseXP )
{
	if ( !getdvarint( "scr_restxp_enable" ) )
	return false;

	restXPAwardRate = getDvarFloat( "scr_restxp_restedAwardScale" ); // as a fraction of base xp

	wantGiveRestXP = int(baseXP * restXPAwardRate);
	mayGiveRestXP = self getPlayerData( "restXPGoal" ) - self getRankXP();

	if ( mayGiveRestXP <= 0 )
	return false;

	if ( wantGiveRestXP >= mayGiveRestXP )
	return true;
	
	return false;
}

syncXPStat()
{
	xp = 2516000; //self getRankXP();

	self maps\mp\gametypes\_persistence::statSet( "experience", xp );
}