public static void ChangeBackWeapon(Client player, ItemType type, bool remove) { if (!nInventory.WeaponsItems.Contains(type)) { return; } Dictionary <string, uint> weaponsOnBody = player.GetData("WEAPONS_ON_BODY"); if (!weaponsOnBody.ContainsKey(WeaponsSlots[type])) { return; } if (remove) { if (weaponsOnBody[WeaponsSlots[type]] == nInventory.ItemModels[type]) { BasicSync.AddAttachmnet(player, nInventory.ItemModels[type], true); weaponsOnBody[WeaponsSlots[type]] = 0; } } else { if (weaponsOnBody[WeaponsSlots[type]] == 0) { BasicSync.AddAttachmnet(player, nInventory.ItemModels[type], false); weaponsOnBody[WeaponsSlots[type]] = nInventory.ItemModels[type]; } } player.SetData("WEAPONS_ON_BODY", weaponsOnBody); }