Ayyware Weapon Icon Esp
How to add Weapon Icon Esp for ayymemes?
if (Menu::Window.VisualsTab.OptionsWeapon.GetState() && pWeapon)
{
Render::Textf(size.x + size.w + 3, size.y + (i*(Size.bottom + 2)), Color(255, 255, 255, 255), 0xA1, "%c", pWeapon->GetCSWpnData()->iconWeapon->charinFont);
}
struct WeaponInfo_t
{
BYTE pad_0x0000[4]; //0x0000
bool bParsedScript; //0x0004
bool bLoadedHudElements; //0x0005
char szClassName[80]; //0x0006
char szPrintName[80]; //0x0056
char szViewModel[80]; //0x00A6
char szWorldModel[80]; //0x00F6
char szBulletType[32]; //0x0146
char szWorldDroppedModel[80];//0x0166
char szAnimationPrefix[16]; //0x01B6
BYTE pad_0x01C6[2]; //0x01C6
int iSlot; //0x01C8
int iPosition; //0x01CC
int iMaxClip1; //0x01D0
int iMaxClip2; //0x01D4
int iDefaultClip1; //0x01D8
int iDefaultClip2; //0x01DC
int iWeight; //0x01E0
int iRumbleEffect; //0x01E4
bool bAutoSwitchTo; //0x01E8
bool bAutoSwitchFrom; //0x01E9
BYTE pad_0x01EA[2]; //0x01EA
int iFlags; //0x01EC
char szAmmo1[16]; //0x01F0
char szAmmo2[16]; //0x0200
char szAIAddOn[80]; //0x0210
char aShootSounds[17][80]; //0x0260
char PAD_NEW[80];
int iAmmoType;
int iAmmo2Type;
bool bMeleeWeapon;
bool bBuiltRightHanded;
bool bAllowFlipping;
BYTE pad_0x07BB;
int iSpriteCount;
CHudTexture* iconWeaponS;
CHudTexture* iconWeapon;
CHudTexture* iconAmmo;
CHudTexture* iconAmmo2;
CHudTexture* iconCrosshair;
CHudTexture* iconAutoaim;
CHudTexture* iconZoomedCrosshair;
CHudTexture* iconZoomedAutoaim;
CHudTexture* iconWeaponSmall;
bool bShowUsageHint;
BYTE pad_0x07E5[3];
CSWeaponInfo iWeaponType;
int iTeam;
int iWeaponID;
bool bFullAuto;
BYTE pad_0x07F5[3];
float flHeatPerShot;
int iWeaponPrice;
float flArmorRatio;
float flMaxPlayerSpeed;
float flMaxPlayerSpeedAlt;
int iCrosshairMinDistance;
int iCrosshairDeltaDistance;
float flPenetration;
int iDamage;
float flRange;
float flRangeModifier;
int iBullets;
float flCycleTime;
float flCycleTimeAlt;
char szHeatEffect[80];
float aflSmokeColor[3];
char szMuzzleFlashEffect_1stPerson[80];
char szMuzzleFlashEffect_3rdPerson[80];
char szEjectBrassEffect[80];
char szTracerEffect[80];
int iTracerFrequency;
float flSpread;
float flSpreadAlt;
float flInaccuracyCrouch;
float flInaccuracyCrouchAlt;
float flInaccuracyStand;
float flInaccuracyStandAlt;
float flInaccuracyJump;
float flInaccuracyJumpAlt;
float flInaccuracyLand;
float flInaccuracyLandAlt;
float flInaccuracyLadder;
float flInaccuracyLadderAlt;
float flInaccuracyFire;
float flInaccuracyFireAlt;
float flInaccuracyMove;
float flInaccuracyMoveAlt;
float flRecoveryTimeStand;
float flRecoveryTimeCrouch;
float flInaccuracyReload;
float flInaccuracyAltSwitch;
float flRecoilAngle;
float flRecoilAngleAlt;
float flRecoilAngleVariance;
float flRecoilAngleVarianceAlt;
float flRecoilMagnitude;
float flRecoilMagnitudeAlt;
float flRecoilMagnitudeVariance;
float flRecoilMagnitudeVarianceAlt;
int iRecoilSeed;
float flFlinchVelocityModifierLarge;
float flFlinchVelocityModifierSmall;
float flTimeToIdle;
float flIdleInterval;
float recoilTable[2][128];
int iZoomLevels;
int iZoomFOV[3];
float fZoomTime[3];
bool bHideViewModelZoomed;
char szZoomInSound[80];
char szZoomOutSound[80];
BYTE pad_0x0F11[3];
float flBotAudibleRange;
bool bCanUseWithShield;
char szWrongTeamMsg[32];
char szAnimPrefix[16];
char szShieldViewModel[64];
char szAddonModel[80];
char szAddonLocation[80];
char szSilencerModel[80];
BYTE pad_0x1079[3];
float flAddonScale;
float flThrowVelocity;
int iKillAward;
BYTE pad_0x1088[8];
};