vb.net skin changer source

Posts 15 of 5 · Page 1 of 1
vb.net skin changer source
Code:
Function gethandlewep()
        Return ReadInt(LocalPlayer + m_hActiveWeapon, 4)
    End Function
    Function getweapent()
        Return gethandlewep() & &HFFF
    End Function

    Function GetCurWep()

        Return ReadInt(dll_client + EntityList + (getweapent() - 1) * &H10, 4)

    End Function

    Dim m_dwClientState As Integer = &H6062B4
    Dim m_iItemIDHigh As Integer = &H4BA8
    Dim m_iItemIDLow As Integer = &H4BAC
    Dim m_OriginalOwnerXuidLow As Integer = &H4D68
    Dim m_OriginalOwnerXuidHigh As Integer = &H4D6C
    Dim m_nFallbackPaintKit As Integer = &H4D70
    Dim m_nFallbackStatTrak As Integer = &H4D7C
    Dim m_nFallbackSeed As Integer = &H4D74
    Dim m_flFallbackWear As Integer = &H4D78

    Function skin_loop_()
        While (Not exit_the_party)
            Dim Cur_Wep As Integer = getCurWep()
            WriteInt(Cur_Wep + m_iItemIDHigh, 4, 0)
            WriteInt(Cur_Wep + m_iItemIDLow, 4, -1)
            WriteInt(Cur_Wep + m_OriginalOwnerXuidLow, 4, 0)
            WriteInt(Cur_Wep + m_OriginalOwnerXuidHigh, 4, 0)
            WriteInt(Cur_Wep + m_nFallbackPaintKit, 4, 302)
            ' WriteInt(Cur_Wep + m_nFallbackStatTrak, 4, 1337)
            'WriteInt(Cur_Wep + m_nFallbackSeed, 4, 13261)
            ' WriteInt(Cur_Wep + m_flFallbackWear, 4, 0.0F)
            If GetAsyncKeyState(Keys.RMenu) Then
                Dim EnginePointer As Integer = ReadInt(dll_engine + m_dwClientState, 4)
                WriteInt(EnginePointer + &H16C, 4, -1)
            End If

        End While
    End Function
Has no affect In game, it simply applies the force update and does nothing else. Can anyone spot the error as I've been looking at this for hours and as a result cannot see what's the matter with it.
Quote Originally Posted by imzyphon View Post
Code:
Function gethandlewep()
        Return ReadInt(LocalPlayer + m_hActiveWeapon, 4)
    End Function
    Function getweapent()
        Return gethandlewep() & &HFFF
    End Function

    Function GetCurWep()

        Return ReadInt(dll_client + EntityList + (getweapent() - 1) * &H10, 4)

    End Function

    Dim m_dwClientState As Integer = &H6062B4
    Dim m_iItemIDHigh As Integer = &H4BA8
    Dim m_iItemIDLow As Integer = &H4BAC
    Dim m_OriginalOwnerXuidLow As Integer = &H4D68
    Dim m_OriginalOwnerXuidHigh As Integer = &H4D6C
    Dim m_nFallbackPaintKit As Integer = &H4D70
    Dim m_nFallbackStatTrak As Integer = &H4D7C
    Dim m_nFallbackSeed As Integer = &H4D74
    Dim m_flFallbackWear As Integer = &H4D78

    Function skin_loop_()
        While (Not exit_the_party)
            Dim Cur_Wep As Integer = getCurWep()
            WriteInt(Cur_Wep + m_iItemIDHigh, 4, 0)
            WriteInt(Cur_Wep + m_iItemIDLow, 4, -1)
            WriteInt(Cur_Wep + m_OriginalOwnerXuidLow, 4, 0)
            WriteInt(Cur_Wep + m_OriginalOwnerXuidHigh, 4, 0)
            WriteInt(Cur_Wep + m_nFallbackPaintKit, 4, 302)
            ' WriteInt(Cur_Wep + m_nFallbackStatTrak, 4, 1337)
            'WriteInt(Cur_Wep + m_nFallbackSeed, 4, 13261)
            ' WriteInt(Cur_Wep + m_flFallbackWear, 4, 0.0F)
            If GetAsyncKeyState(Keys.RMenu) Then
                Dim EnginePointer As Integer = ReadInt(dll_engine + m_dwClientState, 4)
                WriteInt(EnginePointer + &H16C, 4, -1)
            End If

        End While
    End Function
Has no affect In game, it simply applies the force update and does nothing else. Can anyone spot the error as I've been looking at this for hours and as a result cannot see what's the matter with it.
Check if you are getting the weapon base correct, try getting the weapon base after the force refresh, and make sure that u are really using a skin id .-.

awnserd by Radu.

Code:
take weaponid (weaponbase + offItemDefinitionIndex)
 
if weaponid == weapon_ak47 or whatever
{
write m_iItemIDHigh  to 0
write m_iItemIDLow  to 2048(orwhateverywant)
write m_OriginalOwnerXuidHigh to 0
write m_OriginalOwnerXuidLow to 0
write m_nFallbackPaintKit to 279(or what skin you want)
}
if(oldweapon != weaponid ) // so when you switch weapons
{
oldweapon  = weaponid
fullUpdate();
Quote Originally Posted by PhY'z View Post
Check if you are getting the weapon base correct, try getting the weapon base after the force refresh, and make sure that u are really using a skin id .-.

From other forum, awnserd by Radu.

Code:
take weaponid (weaponbase + offItemDefinitionIndex)
 
if weaponid == weapon_ak47 or whatever
{
write m_iItemIDHigh  to 0
write m_iItemIDLow  to 2048(orwhateverywant)
write m_OriginalOwnerXuidHigh to 0
write m_OriginalOwnerXuidLow to 0
write m_nFallbackPaintKit to 279(or what skin you want)
}
if(oldweapon != weaponid ) // so when you switch weapons
{
oldweapon  = weaponid
fullUpdate();
A little bit dirty. But it gets the job he wants done i guess. plus ew forceupdate. but you kinda have to use it for external.
Quote Originally Posted by 4nuoFZf9aE View Post
A little bit dirty. But it gets the job he wants done i guess. plus ew forceupdate. but you kinda have to use it for external.
Yeah he is external, no way to do it without forcing update, last time i tried, i made a weapon structure and while "you" play it saves every weapon base, so i set to that bases since every weapon have a different base, and after 1 loop i force 1 refresh only, so it let permanent setted this skins to that base, was a long code, worked for 8 weapons at maximum, if i have time i will work arround on this again.
Seems as though this is solved as user has come online recently and not replied.


/Closed.
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