Can't find specific netvars

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Can't find specific netvars
Hi,

I'm trying to create a knife changer, and I think my code is actually correct but still the knife isn't changing.
I think it is because I am using outdated netvars, but I can't find any netvar dumps including the ones I need & any netvar dumpers.
My current code:

Code:
            if (CurrentWeaponId == 42 || CurrentWeaponId == 59)
            {
                int KnifeIndex = ReadMem(LocalP + 0x32F0 + ((i - 1) * 0x4)) & 0xFFF; //m_hViewModel
                int KnifeEntity = ReadMem(clientO + EntityListO + (KnifeIndex - 1) * 0x10);
                WriteMem(KnifeEntity + m_iItemIDHigh, BitConverter.GetBytes(-1)); //0x2FA0
                WriteMem(KnifeEntity + 0x31D4, BitConverter.GetBytes(586)); //m_iWorldModelIndex
                WriteMem(KnifeEntity + m_iWorldModelIndex, BitConverter.GetBytes(587)); //0x31D4
            }
It's too hard for you to just search for them in Olly?
Quote Originally Posted by Aphu View Post
It's too hard for you to just search for them in Olly?
May I ask what Olly is?
Quote Originally Posted by AOJSdj3iopermakljh89i005rsm View Post
Thanks, I've installed OllyDBG, been looking at some tutorials but can't really figure out how to find specific netvars

EDIT: I guess I found a way to do it, but when I try rebasing the DLL IDA simply crashes..
Quote Originally Posted by F4DE View Post
Hi,

I'm trying to create a knife changer, and I think my code is actually correct but still the knife isn't changing.
I think it is because I am using outdated netvars, but I can't find any netvar dumps including the ones I need & any netvar dumpers.
My current code:

Code:
            if (CurrentWeaponId == 42 || CurrentWeaponId == 59)
            {
                int KnifeIndex = ReadMem(LocalP + 0x32F0 + ((i - 1) * 0x4)) & 0xFFF; //m_hViewModel
                int KnifeEntity = ReadMem(clientO + EntityListO + (KnifeIndex - 1) * 0x10);
                WriteMem(KnifeEntity + m_iItemIDHigh, BitConverter.GetBytes(-1)); //0x2FA0
                WriteMem(KnifeEntity + 0x31D4, BitConverter.GetBytes(586)); //m_iWorldModelIndex
                WriteMem(KnifeEntity + m_iWorldModelIndex, BitConverter.GetBytes(587)); //0x31D4
            }
With a simple dump you can see that hViewModel[0] = 0x32F8;
Quote Originally Posted by PhY'z View Post
With a simple dump you can see that hViewModel[0] = 0x32F8;
Thanks, it kinda works now!
It does change the knife, but it always changes it on every skin & the karambit ID only works on Cache because of the different knife IDs per map.
Any idea how I should check the map / simply get the knife ID that I need?
I guess this is why I should use internal stuff with knife changers, never made an internal cheat though.

Code:
            if (CurrentWeaponId == 42 || CurrentWeaponId == 59)
            {
                int KnifeIndex = OdczytajWartosc(LocalP + 0x32F8 + ((i - 1) * 0x4)) & 0xFFF; //m_hViewModel
                int KnifeEntity = OdczytajWartosc(clientO + EntityListO + (KnifeIndex - 1) * 0x10);
                WriteMem(KnifeEntity + m_iItemIDHigh, BitConverter.GetBytes(-1));

                WriteMem(KnifeEntity + m_nFallbackPaintKit, BitConverter.GetBytes(38));
                WriteMem(KnifeEntity + m_iItemDefinitionIndex, BitConverter.GetBytes(507));

                WriteMem(KnifeEntity + nModelIndex, BitConverter.GetBytes(586)); //m_nModelIndex
                WriteMem(KnifeEntity + m_iWorldModelIndex, BitConverter.GetBytes(586));
            }
Quote Originally Posted by F4DE View Post
Thanks, it kinda works now!
It does change the knife, but it always changes it on every skin & the karambit ID only works on Cache because of the different knife IDs per map.
Any idea how I should check the map / simply get the knife ID that I need?
I guess this is why I should use internal stuff with knife changers, never made an internal cheat though.

Code:
            if (CurrentWeaponId == 42 || CurrentWeaponId == 59)
            {
                int KnifeIndex = OdczytajWartosc(LocalP + 0x32F8 + ((i - 1) * 0x4)) & 0xFFF; //m_hViewModel
                int KnifeEntity = OdczytajWartosc(clientO + EntityListO + (KnifeIndex - 1) * 0x10);
                WriteMem(KnifeEntity + m_iItemIDHigh, BitConverter.GetBytes(-1));

                WriteMem(KnifeEntity + m_nFallbackPaintKit, BitConverter.GetBytes(38));
                WriteMem(KnifeEntity + m_iItemDefinitionIndex, BitConverter.GetBytes(507));

                WriteMem(KnifeEntity + nModelIndex, BitConverter.GetBytes(586)); //m_nModelIndex
                WriteMem(KnifeEntity + m_iWorldModelIndex, BitConverter.GetBytes(586));
            }
You can do that externaly...

If you know what you are doing, look at internal sources and see what they do to get the ModelID, isn't hard...

A ghetto way to do it is, looking what is common in every map, according to the player, (tip: weapon), get that ModelID, do some math magic and done, u have the desired knife id...
Been over a week since last update/bump after answers, assuming solved.

/Closed.
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