private ["_currentObjects","_currentTypes","_currentQty","_previousTypes","_previousQty","_serial","_itemVal","_itemQty","_oldSerial","_oldQty","_change","_checkObjects"];
//_newObjects = [_previous,weapons player] call player_weaponCheck;
_currentObjects = 	_this select 0;
_checkObjects = 	_this select 1;

_change = false;

if (count _currentObjects > 1) then {
	_currentTypes =	_currentObjects select 0;
	_currentQty = 	_currentObjects select 1;
} else {
	_currentTypes = [];
	_currentQty = [];
};

if (count _checkObjects > 1) then {
	_previousTypes =	_checkObjects select 0;
	_previousQty = 		_checkObjects select 1;
 } else {
	_previousTypes = [];
	_previousQty = [];
};
//Check if some of old loadout not there

//Review current loadout
_serial = 0;
{
	_itemVal = _x;
	_itemQty = _currentQty select _serial;
	
	_oldSerial = 	_previousTypes find _itemVal;
	_oldQty = 0;
	if (_oldSerial >= 0) then {
		_oldQty = 		_previousQty select _oldSerial;
	};
	if (_itemQty != _oldQty) then {_change = true};
	
	_serial = _serial + 1;
} forEach _currentTypes;

//Review old loadout
_serial = 0;
{
	_itemVal = _x;
	_itemQty = _previousQty select _serial;
	
	_oldSerial = 	_currentTypes find _itemVal;
	_oldQty = 0;
	if (_oldSerial >= 0) then {
		_oldQty = 		_currentQty select _oldSerial;
	};
	if (_itemQty != _oldQty) then {_change = true};
	
	_serial = _serial + 1;
} forEach _previousTypes;

_change