Ayyware Weapon Icon Esp

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Ayyware Weapon Icon Esp
How to add Weapon Icon Esp for ayymemes?
i think Undefeated had a font that allows you to do that.
Quote Originally Posted by nertigelts View Post
i think Undefeated had a font that allows you to do that.
code ayymemes
Someone posted a code on here I think 2 days ago.
i use icon weapon->characterinfont in weaponinfo struct
Code:
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);
	}
thank me later.
Quote Originally Posted by dylangreenisback View Post
Code:
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);
	}
thank me later.
for anyone who needs the struct with the iconWeapon/charinFont shit, here u go:
Code:
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];
};
full code

- - - Updated - - -

Quote Originally Posted by axio42 View Post
for anyone who needs the struct with the iconWeapon/charinFont shit, here u go:
Code:
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];
};
put where :PP
im a bad paster
If you don't know what you're doing with this learn to code
Quote Originally Posted by dylangreenisback View Post
If you don't know what you're doing with this learn to code
i learn to paste
Quote Originally Posted by JuzzGamer View Post
full code

- - - Updated - - -



put where :PP
im a bad paster
Learncpp.com
Quote Originally Posted by BilllyBobJoel View Post
Learncpp.com
if i havent learn some of that i will not paste cheat
if you don't understand simple stuff you wont be able to paste.. you dont even know what a class is clearly. don't think im being a dick just learn the basics if you wanna paste.
So could now someone post the full code here? I already pasted WeaponStruct but they gives me still Errors here : pWeapon->GetCSWpnData()->iconWeapon->charinFont
ye this is prob the easiest thing you could do

maybe try to look into the source sdk
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