Righthand Issues (Again)

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Righthand Issues (Again)
Error Message:


All new code
Code:
DWORD WINAPI clright(LPVOID lpParam);

bool cON = false;

bool isKnife()
{
	switch (this->GetItemDefinitionIndex())
	{
	case WEAPON_KNIFE_CT: return true;
	case WEAPON_KNIFE_T: return true;
	case WEAPON_KNIFE_GUT: return true;
	case WEAPON_KNIFE_FLIP: return true;
	case WEAPON_KNIFE_BAYONET: return true;
	case WEAPON_KNIFE_M9BAYONET: return true;
	case WEAPON_KNIFE_KARAMBIT: return true;
	case WEAPON_KNIFE_HUNTSMAN: return true;
	case WEAPON_KNIFE_BUTTERFLY: return true;
	case WEAPON_KNIFE_BOWIE: return true;
	case WEAPON_KNIFE_FALCHION: return true;
	case WEAPON_KNIFE_DAGGER: return true;
	default: return false;
	}
}

CreateThread(NULL, NULL, clright, NULL, NULL, NULL),

SetConsoleColor(4);
cout << "F6) Knife only righthand" << cON << endl;

[add_junk / ]
if (GetAsyncKeyState(VK_F6) & Pressed)
{
cON = !cON;
start();
Sleep(100);
}

enum ItemDefinitionIndex_t
{
	//...
	WEAPON_KNIFE = 42,
	WEAPON_KNIFE_T = 59,
	WEAPON_KNIFE_BAYONET = 500,
	WEAPON_KNIFE_FLIP = 505,
	WEAPON_KNIFE_GUT = 506,
	WEAPON_KNIFE_KARAMBIT = 507,
	WEAPON_KNIFE_M9_BAYONET = 508,
	WEAPON_KNIFE_TACTICAL = 509,
	WEAPON_KNIFE_FALCHION = 512,
	WEAPON_KNIFE_SURVIVAL_BOWIE = 514,
	WEAPON_KNIFE_BUTTERFLY = 515,
	WEAPON_KNIFE_PUSH = 516
	//...
};

DWORD cl_righthand = 0xA2D4C0 = );

DWORD ActiveWeapon = Meme.Read<DWORD>(LocalPlayerBase + Offsets.ActiveWeapon);
DWORD ActiveWeaponEntity Meme.Read<DWORD>(Client + Offsets.EntityList + ((ActiveWeapon & 0xFFF) - 1) * 0x10);

int WeaponID = Meme.Read<int>(ActiveWeaponEntity + Offsets.ItemDefinitionIndex);

if (WeaponID == WEAPON_KNIFE || WeaponID == WEAPON_KNIFE_T || WeaponID == WEAPON_KNIFE_BAYONET || WeaponID == WEAPON_KNIFE_FLIP || WeaponID == WEAPON_KNIFE_GUT || WeaponID == WEAPON_KNIFE_KARAMBIT || WeaponID == WEAPON_KNIFE_M9_BAYONET || WeaponID == WEAPON_KNIFE_TACTICAL || WeaponID == WEAPON_KNIFE_FALCHION || WeaponID == WEAPON_KNIFE_SURVIVAL_BOWIE || WeaponID == WEAPON_KNIFE_BUTTERFLY || WeaponID == WEAPON_KNIFE_PUSH) {
	//
}

DWORD WINAPI clright(LPVOID lpParam) {
	while (true) {
		if (cON) {
			if (LocalPlayer.IsKnife()) {
				Meme.Write<int>(Client + cl_righthand 0);
			}
			else {
				Meme.Write<int>(Client + cl_righthand 1);
			}
		}
	}
}
I know it's a bit weird, but all the code is chronological.
You might understand what that means or something, I honestly have no clue how to fix it.
[add_junk / ]

Problem is this.
Quote Originally Posted by antep2727 View Post
[add_junk / ]

Problem is this.
^ [add_junk /]

If not then you don't have or it can't find an entry point.
Quote Originally Posted by ImStyL View Post
^ [add_junk /]

If not then you don't have or it can't find an entry point.

Quote Originally Posted by antep2727 View Post
[add_junk / ]Problem is this.
UPDATE: I had a bunch of [add_junk / ] instead of [add_junk /]

There is a new error


ur offset is not up to date btw, thats not the cause of the errors, use if statements instead of case.
Quote Originally Posted by shinezz View Post
ur offset is not up to date btw, thats not the cause of the errors, use if statements instead of case.


Code:
{
	switch (this->GetItemDefinitionIndex())
	{
	if WEAPON_KNIFE_CT: return true;
	if WEAPON_KNIFE_T: return true;
	if WEAPON_KNIFE_GUT: return true;
	if WEAPON_KNIFE_FLIP: return true;
	if WEAPON_KNIFE_BAYONET: return true;
	if WEAPON_KNIFE_M9BAYONET: return true;
	if WEAPON_KNIFE_KARAMBIT: return true;
	if WEAPON_KNIFE_HUNTSMAN: return true;
	if WEAPON_KNIFE_BUTTERFLY: return true;
	if WEAPON_KNIFE_BOWIE: return true;
	if WEAPON_KNIFE_FALCHION: return true;
	if WEAPON_KNIFE_DAGGER: return true;
	default: return false;
	}
}
Somebody please help me.
Quote Originally Posted by godlvl View Post
Somebody please help me.
Nobody is going to sponfeed you when you have no idea what are you doing.
Thanks for all the help, I don't care.

- - - Updated - - -

/solved (not really but the way to get the offset is patched)
Remove your switch statement.

Do something like this,
Code:
bool isKnife()
{
	if (LocalWeapon == Knife)
		return true;
		
	return false;
}
Been over a week since last update/bump, assuming solved.


/Closed.
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