called effect range lol its public since King7 stole it from cyno and released it
Code:
if (Items::Weapon.EffectRange)
{
WORD Weapon = *(WORD*)(dwPlayerPointer + WR_WEAPON_OFS);
effectRange = true;
if (WeaponClasses::GetWeaponInfo1(Weapon) && WeaponClasses::GetWeaponInfo2(Weapon))
{
WeaponClasses::GetWeaponInfo1(Weapon)->EffectRange = 1000;
WeaponClasses::GetWeaponInfo2(Weapon)->EffectRange = 1000;
}
}
else
{
if (effectRange)
{
for (WORD Weapon = 0; Weapon <= 415; Weapon++)
{
// Restore Shit
}
effectRange = false;
}
}
Code:
class CWeapon
{
public:
char _0x0000[4];
__int16 WeaponID; //0x0004
char EnglishName[32]; //0x0006
char KoreanName[32]; //0x0026
char Code[5]; //0x0046
BYTE Active; //0x004B
__int16 TargetDamageLow1; //0x004C
__int16 TargetDamageLow2; //0x004E
__int16 TargetDamageLow3; //0x0050
__int16 TargetDamageLow4; //0x0052
__int16 TargetDamageMid1; //0x0054
__int16 TargetDamageMid2; //0x0056
__int16 TargetDamageMid3; //0x0058
__int16 TargetDamageMid4; //0x005A
__int16 TargetDamageHigh1; //0x005C
__int16 TargetDamageHigh2; //0x005E
__int16 TargetDamageHigh3; //0x0060
__int16 TargetDamageHigh4; //0x0062
char _0x0064[40];
__int32 Power; //0x008C
__int32 ShootRange; //0x0090
__int32 AmmoNum; //0x0094
__int32 MagazineNum; //0x0098
__int32 EffectRange; //0x009C
__int32 Parabola; //0x00A0
float ReactAmount; //0x00A4
float ReactRecovery; //0x00A8
float Accurate; //0x00AC
__int32 ShootSpeed; //0x00B0
__int32 Weight; //0x00B4
float ReloadTime; //0x00B8
char _0x00BC[12];
BYTE bBuy; //0x00C8
BYTE Label; //0x00C9
BYTE BuyType; //0x00CA
char _0x00CB[5];
__int32 DinarCost1; //0x00D0
__int32 DinarCost2; //0x00D4
__int32 DinarCost3; //0x00D8
__int32 DinarCost4; //0x00DC
__int32 DinarCost5; //0x00E0
__int32 DinarCost6; //0x00E4
__int32 CashCost1; //0x00E8
__int32 CashCost2; //0x00EC
__int32 CashCost3; //0x00F0
__int32 CashCost4; //0x00F4
__int32 CashCost5; //0x00F8
__int32 CashCost6; //0x00FC
__int32 ReqLevel; //0x0100
__int32 bUseButton; //0x0104
__int16 bPremiumOnly; //0x0108
__int16 bShopExchange; //0x010A
__int16 SortPoint; //0x010C
char _0x010E[10];
float FirstShootDelayTime; //0x0118
char _0x011C[252];
char BaseWeapon[5]; //0x0218
BYTE UsableCQC; //0x021D
BYTE UsableBG; //0x021E
BYTE UsableAI; //0x021F
BYTE UsableEngineer; //0x0220
BYTE UsableMedic; //0x0221
BYTE UsableSniper; //0x0222
BYTE UsableAssault; //0x0223
BYTE UsableHeavy; //0x0224
BYTE UsableSlot1; //0x0225
BYTE UsableSlot2; //0x0226
BYTE UsableSlot3; //0x0227
BYTE UsableSlot4; //0x0228
BYTE UsableSlot5; //0x0229
BYTE UsableSlot6; //0x022A
BYTE UsableSlot7; //0x022B
BYTE UsableSlot8; //0x022C
char ScopeTexName[35]; //0x022D
__int32 SoundIndex; //0x0250
char _0x0254[4];
BYTE ExtraAmmo; //0x0258
char _0x0259[7];
__int16 Power2; //0x0260
__int16 RPM; //0x0262
__int16 Accuracy; //0x0264
__int16 Recoil; //0x0266
char _0x0268[12];
};//Size=0x0274
Code:
#define WR_WEAPONINFO1 0xC14848
#define WR_WEAPONINFO2 0xB07508