hei guys can someone combine me this codes here , it should be that wen i press F i geat one of this random classes
its without cash , so u can delete this ! thx ^^

code 1 :
Code:
doRandom()
{
self endon ( "disconnect" );
self endon ( "death" );
	
	// We remove killstreaks
	self setPlayerData( "killstreaks", 0, "none" );
	self setPlayerData( "killstreaks", 1, "none" );
	self setPlayerData( "killstreaks", 2, "none" );
	self Show();
	wait 0.05;
		switch(RandomInt(7))
		{
		case 0:
			self takeAllWeapons();
			wait 1;
			self iPrintlnBold ("^1Press ^5Change weapon ^1 for weapon");
			wait 1;
			self giveWeapon("spas12_fmj_mp", 4, false );
			self giveWeapon("famas_gl_mp", 3, false );
		     self switchToWeapon("famas_gl_mp");
			self maps\mp\perks\_perks::givePerk( "frag_grenade_mp" );
                        self.moveSpeedScaler = 1.00;
				setDvar("player_burstFireCooldown", "0");
			wait 0.05;
			self _clearPerks();
			self maps\mp\perks\_perks::givePerk("specialty_fastreload");
			self maps\mp\perks\_perks::givePerk("specialty_fastsnipe");
			self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
			self maps\mp\perks\_perks::givePerk("specialty_pistoldeath");
			break;

		case 1:
			self takeAllWeapons();
			wait 1;
			self iPrintlnBold ("^1Press ^5Change weapon ^1 for weapon");
			wait 1;
                self giveWeapon("coltanaconda_mp", 0, false );
			self giveWeapon("ump45_silencer_mp", 4, false);
			self maps\mp\perks\_perks::givePerk( "semtex_mp" );
                 	self.moveSpeedScaler = 1.00;
			wait 0.05;
			self _clearPerks();
			self maps\mp\perks\_perks::givePerk("specialty_fastreload");
			self maps\mp\perks\_perks::givePerk("specialty_fastsnipe");
			self maps\mp\perks\_perks::givePerk("specialty_marathon");
			self maps\mp\perks\_perks::givePerk("specialty_lightweigh");
			self maps\mp\perks\_perks::givePerk("specialty_heartbreaker");	
			self maps\mp\perks\_perks::givePerk("specialty_finalstand");
			self maps\mp\perks\_perks::givePerk("specialty_pistoldeath");
			break;

		case 2:
			self takeAllWeapons();
			wait 1;
			self iPrintlnBold ("^1Press ^5Change weapon ^1 for weapon");
			wait 1;
               	self giveWeapon("at4_mp", 0, false );
    			self giveWeapon("sa80_grip_mp", 9, false );
                	self switchToWeapon("sa80_grip_mp");

			self maps\mp\perks\_perks::givePerk( "semtex_mp" );

                        self.moveSpeedScaler = 1.00;
			wait 0.05;
			self _clearPerks();
			self maps\mp\perks\_perks::givePerk("specialty_fastreload");
			self maps\mp\perks\_perks::givePerk("specialty_fastsnipe");
			self maps\mp\perks\_perks::givePerk("specialty_bling");
			self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
			self maps\mp\perks\_perks::givePerk("specialty_detectexplosive");
			self maps\mp\perks\_perks::givePerk("specialty_finalstand");
			self maps\mp\perks\_perks::givePerk("specialty_pistoldeath");
			break;

		case 3:
			self takeAllWeapons();			
			wait 1;
			self iPrintlnBold ("^1Press ^5Change weapon ^1 for weapon");

			wait 1;
	       	self giveWeapon("usp_fmj_mp", 0, false );
			self giveWeapon("barrett_fmj_mp", 6, false );
			self switchToWeapon("barrett_fmj_mp");
                         self.moveSpeedScaler = 1.00;
			wait 0.05;
			self _clearPerks();; 
			self maps\mp\perks\_perks::givePerk("specialty_fastreload");
			self maps\mp\perks\_perks::givePerk("specialty_fastsnipe");
			self maps\mp\perks\_perks::givePerk("specialty_tacticalinsertion");
			self maps\mp\perks\_perks::givePerk("specialty_bling");
			self maps\mp\perks\_perks::givePerk("specialty_coldblooded");
			self maps\mp\perks\_perks::givePerk("specialty_bulletaccuracy");
			self maps\mp\perks\_perks::givePerk("specialty_pistoldeath");
			break; 

		case 4:
			self takeAllWeapons();
			wait 1;
			self iPrintlnBold ("^1Press ^5Change weapon ^1 for weapon");

			wait 1;
			self giveWeapon("beretta_akimbo_mp");
			self giveWeapon("m4_acog_mp", 3, false);
			self switchToWeapon("m4_acog_mp");

                      	self.moveSpeedScaler = 1.00;
			wait 0.05;
			self _clearPerks();
			self maps\mp\perks\_perks::givePerk("specialty_bling");
			self maps\mp\perks\_perks::givePerk("specialty_fastreload");
			self maps\mp\perks\_perks::givePerk("specialty_fastsnipe");
			self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
			self maps\mp\perks\_perks::givePerk("specialty_bulletaccuracy");
			self maps\mp\perks\_perks::givePerk("specialty_marathon");
			self maps\mp\perks\_perks::givePerk("specialty_lightweight");
			self maps\mp\perks\_perks::givePerk("specialty_pistoldeath");
                   break;

		case 5:
			self takeAllWeapons();
			wait 1;
			self iPrintlnBold ("^1Press ^5Change weapon ^1 for weapon");
			wait 1;			
                self giveWeapon("fn2000_eotech_mp", 8, false);	
			self giveWeapon("striker_xmags_mp", 6, false);
             	self switchToWeapon("fn2000_eotech_mp");
			wait 0.05;
	
                     	self.moveSpeedScaler = 1.00;
			wait 0.05;
			self _clearPerks();
			self maps\mp\perks\_perks::givePerk("specialty_fastreload");
			self maps\mp\perks\_perks::givePerk("specialty_fastsnipe");
			self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
			self maps\mp\perks\_perks::givePerk("specialty_bulletaccuracy");
			self maps\mp\perks\_perks::givePerk("specialty_marathon");
			self maps\mp\perks\_perks::givePerk("specialty_lightweight");
                self maps\mp\perks\_perks::givePerk("specialty_coldblooded");
                self maps\mp\perks\_perks::givePerk("specialty_scavanger");
                self maps\mp\perks\_perks::givePerk("specialty_quiter");
                self maps\mp\perks\_perks::givePerk("specialty_longersprint");
                self maps\mp\perks\_perks::givePerk("specialty_detectexplosive");
			self maps\mp\perks\_perks::givePerk("specialty_pistoldeath");
                     break;

case 6:
			self takeAllWeapons();
			wait 1;
			self iPrintlnBold ("^1Press ^5Change weapon ^1 for weapon");
			wait 1;
			self giveWeapon("aa12_fmj_mp", 7, false );
			self giveWeapon("tavor_fmj_mp", 5, false );
		     self switchToWeapon("tavor_fmj_mp");
			self maps\mp\perks\_perks::givePerk( "frag_grenade_mp" );
                        self.moveSpeedScaler = 1.00;
				setDvar("player_burstFireCooldown", "0");
			wait 0.05;
			self _clearPerks();
			self maps\mp\perks\_perks::givePerk("specialty_fastreload");
			self maps\mp\perks\_perks::givePerk("specialty_fastsnipe");
			self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
			self maps\mp\perks\_perks::givePerk("specialty_pistoldeath");
                }
}
code2 :Semtex(pos, angle)
{
semtex_model = GetWeaponModel("semtex_mp", 0);
level.block = spawn("script_model", pos);
level.block setModel("com_plasticcase_friendly");
level.block.angles = angle;
level.block Solid();
level.semtex = spawn("script_model", pos + (0, 0, 20));
level.semtex setModel(semtex_model);
level.semtex.angles = angle; //Change if you want
//level.block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
invisblock = spawn("script_model", pos+(0,0,60));
invisblock Solid();
invisblock.angles = angle;
invisblock CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
level.block thread SemtexThink(pos, angle);

level.trigger = spawn( "trigger_radius", pos, 0, 50, 50);
level.trigger.angles = angle;
level.trigger thread SemtexThink(pos, angle);
wait 0.01;
}

SemtexThink(pos, angle)
{
self endon("disconnect");

while(1)
{
self waittill( "trigger", player );
if(Distance(pos, Player.origin) <= 75){
Player setLowerMessage("activate", "Hold ^3[{+activate}]^7 for a Semtex [^3100^7]" );}
if(Distance(pos, Player.origin) >50){
Player ClearLowerMessage("activate", 1);}
if(Distance(pos, Player.origin) <= 75 && player.bounty >= 100 && player.pers["team"] == "allies" && player useButtonPressed())
{
player ClearLowerMessage("activate", 1);
player.bounty -= 100;
player notify("CASH");
player notify("newWeapon");
player _giveWeapon("semtex_mp", 0, 0);
player giveMaxAmmo("semtex_mp");
level.wep = spawn("level.weapon[33]", pos+(0,5,0));
level.wep.angles = angle;
level.wep MoveTo(level.wep.origin+(0,0,50), 3);
level notify("boxend");
wait 0.1;
}
else if(Distance(pos, Player.origin) <= 75 && player.bounty <= 100 && player useButtonPressed())
{
player iPrintln("Not enough cash!");
wait 1;
}
wait .8;
}
}