I don't think, that this ring a bell with you, but ok, there is what you want:
Code:
function weapon_menu(my_player,steal_obj)
{
var save_mode;
if(my_player==1){
while(!p1_vehicle){wait(1);}
if(P1_obj_mode==99){return;}
P1_obj_mode=99;
if(steal_obj==0){
random_items();
}else{
steal_item(steal_obj);
}
while(P1_obj_mode==99){wait(1);}
save_mode=P1_obj_mode;
in_actionP1=0;
P1_fire=4;wait(2);
}
if(my_player==2){
while(!p2_vehicle){wait(1);}
if(P2_obj_mode==99){return;}
P2_obj_mode=99;
if(steal_obj==0){
random_items2();
}else{
steal_item2(steal_obj);
}
while(P2_obj_mode==99){wait(1);}
save_mode=P2_obj_mode;
in_actionP2=0;
P2_fire=4;wait(2);
}
if(save_mode==0){return;}
if(my_player==1){while(!P1_select){wait(1);}}
if(my_player==2){while(!P2_select){wait(1);}}
if(save_mode==1)
{
while((P1_select && my_player==1)||(P2_select && my_player==2)){wait(1);}
ent_create("shell.mdl",vector(1,0,my_player),shells);
ent_create("shell.mdl",vector(2,0,my_player),shells);
ent_create("shell.mdl",vector(3,0,my_player),shells);
}
if(save_mode==2)
{
ent_create("shell.mdl",vector(4,0,my_player),shells);
}
if(save_mode==3)
{
ent_create("crystal.mdl",vector(0,0,my_player),bad_crystals);
}
if(save_mode==4)
{
ent_create("shell.mdl",vector(4,1,my_player),shells);
}
if(save_mode==5)
{
ent_create("banana.mdl",vector(0,0,my_player),one_banana);
}
if(save_mode==6)
{
while((P1_select && my_player==1)||(P2_select && my_player==2)){wait(1);}
ent_create("banana.mdl",vector(0,0,my_player),five_bananas);
}
if(save_mode==7)
{
starpower(my_player);
}
if(save_mode==8)
{
ghost(my_player);
}
if(my_player==1){P1_fire=0;in_actionP1=1;}
if(my_player==2){P2_fire=0;in_actionP2=1;}
while(1)
{
if(P1_select)
{
if(save_mode==1)
{
up:
P1_fire+=1;
P1_fire=cycle(P1_fire,1,4);
if(shells_killedP1[P1_fire]!=0){wait(1);goto up;}
while(P1_select){wait(1);}
}
if(save_mode>=2 && save_mode<6)
{
P1_fire=4;while(P1_select){wait(1);}
}
if(save_mode==6)
{
P1_fire+=0.66;while(P1_select){wait(1);}
}
if(save_mode>=7)
{
while(P1_select){wait(1);}
}
}
if(P2_select)
{
if(save_mode==1)
{
up2:
P2_fire+=1;
P2_fire=cycle(P2_fire,1,4);
if(shells_killedP2[P2_fire]!=0){wait(1);goto up2;}
while(P2_select){wait(1);}
}
if(save_mode>=2 && save_mode<6)
{
P2_fire=4;while(P2_select){wait(1);}
}
if(save_mode==6)
{
P2_fire+=0.66;while(P2_select){wait(1);}
}
if(save_mode>=7)
{
while(P2_select){wait(1);}
}
}
if(shells_killedP1[1]!=0 && shells_killedP1[2]!=0 && shells_killedP1[3]!=0){P1_fire=4;}
if(shells_killedP2[1]!=0 && shells_killedP2[2]!=0 && shells_killedP2[3]!=0){P2_fire=4;}
if(my_player==1 && P1_fire>3){
shells_killedP1[0]=0;shells_killedP1[1]=0;shells_killedP1[2]=0;shells_killedP1[3]=0;shells_killedP1[4]=0;
in_actionP1=0;shell_numP1=0;P1_fire=0;return;}
if(my_player==2 && P2_fire>3){
shells_killedP2[0]=0;shells_killedP2[1]=0;shells_killedP2[2]=0;shells_killedP2[3]=0;shells_killedP2[4]=0;
in_actionP2=0;shell_numP2=0;P2_fire=0;return;}
wait(1);
}
}