External SkinChanger

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External SkinChanger
I've been reading some threads and decided to add a skinchanger to my external. I am getting the weapon id completely fine, and the weapon id will update fine when I run ForceFullUpdate();. I will get a weapon id of 7 with an ak, but then nothing will change, so I assume I'm doing something wrong while writing memory. Thanks for the help whoever replies

Also, the code is running in a loop when it is run.
Also also, all offsets should be fine as I have double checked them with a dumper.

Source:
Code:
void doSkins()
{      
 
        DWORD sPlayer = mem.Read<DWORD>(Client + LocalPlayer);
 
        DWORD wIndex = mem.Read<DWORD>(sPlayer + activeweapon) & 0xFFF;
 
        DWORD wEntity = mem.Read<DWORD>(Client + EntityList + (wIndex * 0x10) - 0x10);
 
        int WeaponID = mem.Read<int>(wEntity + itemdefinitionindex);
 
        if (dothisonce)
        {
            std::cout << WeaponID << std::endl;
            dothisonce = false;
        }
        if (WeaponID == 7)
        {
            mem.Write<int>(wEntity + itemidhigh, 0);
            mem.Write<int>(wEntity + itemidlow, -1);
            mem.Write<int>(wEntity + originalownerxuidlow, 0);
            mem.Write<int>(wEntity + originalownerxuidhigh, 0);
            mem.Write<int>(wEntity + fallbackstatrak, 999);
            mem.Write<int>(wEntity + fallbackpaintkit, 600);
            mem.Write<float>(wEntity + fallbackwear, .00001f);
           
 
 
 
    }
        if (GetAsyncKeyState(VK_F6))
        {
            while (GetAsyncKeyState(VK_F6))
                Sleep(50);
 
            std::cout << "updating" << std::endl;
            std::cout << WeaponID;
            ForceFullUpdate();
        }
           
}
Update:
Kinda got the skinchanger working by changing a number somewhere, however I'm still running into an issue. When I ForceFullUpdate, the skin will change after maybe 10 attempts of running it. I'd like to make it so it will work every time, but I'm not really sure what I can do to make it work smoother.
i help you fix that for 50$ pp
Quote Originally Posted by PhY'z View Post
i help you fix that for 50$ pp
Good offer, I've actually never heard of a better offer. This offer is clearly the best out of all offers. If there was a king of offers, this would be the one, I would worship this offer if there were an offer kingdom. The offer kingdom would slowly decay under this offer until a new offer came. Good offer, I just sent 50 monopoly monies on my pigeon to you. It should arrive in about a month if its not eaten by a bigger bird.
Quote Originally Posted by RedBlueGreen_ View Post
Good offer, I've actually never heard of a better offer. This offer is clearly the best out of all offers. If there was a king of offers, this would be the one, I would worship this offer if there were an offer kingdom. The offer kingdom would slowly decay under this offer until a new offer came. Good offer, I just sent 50 monopoly monies on my pigeon to you. It should arrive in about a month if its not eaten by a bigger bird.
For a bit more, i offer it at 100$ packages, wanna buy the combo? comes with chips.

pcode that i dont have any idea if it stills works, but can help you somehow. whear is ma mon3y?
https://github.com/zyhp/Old-A-Bit-Sm...CMisc.cpp#L112

Full pasta mode : D, C# EDITION

Code:
namespace Fallen.Features
{
    internal class Skinchanger
    {
        public static bool bWasActive = false;

        public static void Run()
        {
            while (true)
            {
                if (Settings.SkinchangerEnabled)
                {
                    //-<swap>

                    // Save That We Used The Skinchanger
                    bWasActive = true;

                    int OverrideTexture;

                    int StatTrak;

                    int ItemDefinition;

                    //-<swap/>

                    for (var i = 1; i < 16; ++i)
                    {
                        // Create A New Weapon Object
                        Weapon Weapon = new Weapon();

                        // Get Adress To Current Weapon Out Of Array Of Currently Equipped Weapons
                        int iCurWeaponAdress = (MainClass.Memory.ReadInt(LocalPlayer.Base + netvars.m_hMyWeapons + (i - 1) * 0x4)) & 0xFFF;

                        // Get Baseadress of The Current Weapon
                        Weapon.m_iBase = MainClass.Memory.ReadInt(MainClass.ClientPointer + signatures.dwEntityList + (iCurWeaponAdress - 1) * 0x10);

                        // Get The WeaponID
                        Weapon.m_iItemDefinitionIndex = MainClass.Memory.ReadInt(Weapon.m_iBase + netvars.m_iItemDefinitionIndex);

                        // Get EntityID Of WeaponOwner
                        Weapon.m_iXuIDLow = MainClass.Memory.ReadInt(Weapon.m_iBase + netvars.m_OriginalOwnerXuidLow);

                        // Get Weapon Skin
                        Weapon.m_iTexture = MainClass.Memory.ReadInt(Weapon.m_iBase + netvars.m_nFallbackPaintKit);

                        switch (Weapon.m_iItemDefinitionIndex)
                        {
                            //-<swap>

                            case (int)WeaponIDs.WEAPON_DEAGLE:
                                OverrideTexture = Settings.WEAPON_DEAGLE;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_DEAGLE;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_ELITE:
                                OverrideTexture = Settings.WEAPON_ELITE;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_ELITE;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_FIVESEVEN:
                                OverrideTexture = Settings.WEAPON_FIVESEVEN;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_FIVESEVEN;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_GLOCK:
                                OverrideTexture = Settings.WEAPON_GLOCK;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_GLOCK;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_AK47:
                                OverrideTexture = Settings.WEAPON_AK47;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_AK47;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_AUG:
                                OverrideTexture = Settings.WEAPON_AUG;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_AUG;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_AWP:
                                OverrideTexture = Settings.WEAPON_AWP;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_AWP;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_FAMAS:
                                OverrideTexture = Settings.WEAPON_FAMAS;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_FAMAS;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_G3SG1:
                                OverrideTexture = Settings.WEAPON_G3SG1;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_G3SG1;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_GALILAR:
                                OverrideTexture = Settings.WEAPON_GALILAR;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_GALILAR;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_M249:
                                OverrideTexture = Settings.WEAPON_M249;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_M249;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_M4A1:
                                OverrideTexture = Settings.WEAPON_M4A1;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_M4A1;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_MAC10:
                                OverrideTexture = Settings.WEAPON_MAC10;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_MAC10;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_P90:
                                OverrideTexture = Settings.WEAPON_P90;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_P90;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_UMP45:
                                OverrideTexture = Settings.WEAPON_UMP45;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_UMP45;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_XM1014:
                                OverrideTexture = Settings.WEAPON_XM1014;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_XM1014;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_BIZON:
                                OverrideTexture = Settings.WEAPON_BIZON;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_BIZON;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_MAG7:
                                OverrideTexture = Settings.WEAPON_MAG7;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_MAG7;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_NEGEV:
                                OverrideTexture = Settings.WEAPON_NEGEV;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_NEGEV;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_SAWEDOFF:
                                OverrideTexture = Settings.WEAPON_SAWEDOFF;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_SAWEDOFF;
                                break;

                            //-<block>

                            //-<block>

                            case (int)WeaponIDs.WEAPON_TEC9:
                                OverrideTexture = Settings.WEAPON_TEC9;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_TEC9;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_HKP2000:
                                OverrideTexture = Settings.WEAPON_HKP2000;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_HKP2000;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_MP7:
                                OverrideTexture = Settings.WEAPON_MP7;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_MP7;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_MP9:
                                OverrideTexture = Settings.WEAPON_MP9;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_MP9;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_NOVA:
                                OverrideTexture = Settings.WEAPON_NOVA;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_NOVA;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_P250:
                                OverrideTexture = Settings.WEAPON_P250;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_P250;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_SCAR20:
                                OverrideTexture = Settings.WEAPON_SCAR20;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_SCAR20;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_SG556:
                                OverrideTexture = Settings.WEAPON_SG556;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_SG556;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_SSG08:
                                OverrideTexture = Settings.WEAPON_SSG08;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_SSG08;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_M4A1_SILENCER:
                                OverrideTexture = Settings.WEAPON_M4A1_SILENCER;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_M4A1_SILENCER;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_USP_SILENCER:
                                OverrideTexture = Settings.WEAPON_USP_SILENCER;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_USP_SILENCER;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_CZ75A:
                                OverrideTexture = Settings.WEAPON_CZ75A;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_CZ75A;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_REVOLVER:
                                OverrideTexture = Settings.WEAPON_REVOLVER;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_REVOLVER;
                                break;

                            //-<swap/>
                            
                            default:
                                OverrideTexture = 1337;
                                StatTrak = 1337;
                                ItemDefinition = 1337;
                                break;
                        }

                        // Check If The Weapon Doesn't Have The Skin Yet
                        if (Weapon.m_iTexture != OverrideTexture && OverrideTexture != 1337)
                        {
                            //-<swap>

                            // Set New Item Values
                            MainClass.Memory.WriteInt(Weapon.m_iBase + netvars.m_iItemIDLow, -1);
                            MainClass.Memory.WriteInt(Weapon.m_iBase + netvars.m_nFallbackPaintKit, OverrideTexture);
                            MainClass.Memory.WriteInt(Weapon.m_iBase + netvars.m_nFallbackSeed, 661);
                            MainClass.Memory.WriteInt(Weapon.m_iBase + netvars.m_nFallbackStatTrak, StatTrak);
                            MainClass.Memory.WriteFloat(Weapon.m_iBase + netvars.m_flFallbackWear, 0.00001f);
                            MainClass.Memory.WriteInt(Weapon.m_iBase + netvars.m_iAccountID, Weapon.m_iXuIDLow);
                            MainClass.Memory.WriteInt(Weapon.m_iBase + netvars.m_iItemDefinitionIndex, ItemDefinition);

                            //-<swap/>

                            // Force Textures To Reload
                            ForceFullUpdate();
                        }
                    }
                }
                else if (!Settings.SkinchangerEnabled && bWasActive)
                {
                    // If Skinchanger Was Active & Is Now Inactive Force Textures To Reload
                    ForceFullUpdate();

                    bWasActive = false;
                }
                // (-.-)Zzz...
                Thread.Sleep(5);
            }
        }

        internal static void ForceFullUpdate()
        {
            MainClass.Memory.WriteInt(LocalPlayer.ClientState + 0x174, -1);
            Task.Delay(100000);
        }
    }
}
Full pasta C++ Edition

Code:
void Skinchanger()
{
	bool bWasActive;

	for (;;)
	{
		if (g_Settings.SkinchangerEnabled && g_LocalPlayer.IsAlive())
		{
			bWasActive = true;

			int OverrideTexture, StatTrak, ItemDefinition;

			for (auto i = 1; i < 16; ++i)
			{
				// Get Adress To Current Weapon Out Of Array Of Currently Equipped Weapons
				int iCurWeaponAdress = (Mem.Read<int>(g_LocalPlayer.m_dwBaseEntity + netvars::m_hMyWeapons + (i - 1) * 0x4)) & 0xFFF;

				switch (pWeapon.m_iItemDefinitionIndex())
				{
				case (int)WEAPON_DEAGLE:
					OverrideTexture = g_Settings.WEAPON_DEAGLE;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_DEAGLE;
					break;

				case (int)WEAPON_ELITE:
					OverrideTexture = g_Settings.WEAPON_ELITE;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_ELITE;
					break;

				case (int)WEAPON_FIVESEVEN:
					OverrideTexture = g_Settings.WEAPON_FIVESEVEN;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_FIVESEVEN;
					break;

				case (int)WEAPON_GLOCK:
					OverrideTexture = g_Settings.WEAPON_GLOCK;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_GLOCK;
					break;

				case (int)WEAPON_AK47:
					OverrideTexture = g_Settings.WEAPON_AK47;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_AK47;
					break;

				case (int)WEAPON_AUG:
					OverrideTexture = g_Settings.WEAPON_AUG;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_AUG;
					break;

				case (int)WEAPON_AWP:
					OverrideTexture = g_Settings.WEAPON_AWP;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_AWP;
					break;

				case (int)WEAPON_FAMAS:
					OverrideTexture = g_Settings.WEAPON_FAMAS;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_FAMAS;
					break;

				case (int)WEAPON_G3SG1:
					OverrideTexture = g_Settings.WEAPON_G3SG1;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_G3SG1;
					break;

				case (int)WEAPON_GALILAR:
					OverrideTexture = g_Settings.WEAPON_GALILAR;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_GALILAR;
					break;

				case (int)WEAPON_M249:
					OverrideTexture = g_Settings.WEAPON_M249;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_M249;
					break;

				case (int)WEAPON_M4A1:
					OverrideTexture = g_Settings.WEAPON_M4A1;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_M4A1;
					break;

				case (int)WEAPON_MAC10:
					OverrideTexture = g_Settings.WEAPON_MAC10;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_MAC10;
					break;

				case (int)WEAPON_P90:
					OverrideTexture = g_Settings.WEAPON_P90;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_P90;
					break;

				case (int)WEAPON_UMP45:
					OverrideTexture = g_Settings.WEAPON_UMP45;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_UMP45;
					break;

				case (int)WEAPON_XM1014:
					OverrideTexture = g_Settings.WEAPON_XM1014;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_XM1014;
					break;

				case (int)WEAPON_BIZON:
					OverrideTexture = g_Settings.WEAPON_BIZON;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_BIZON;
					break;

				case (int)WEAPON_MAG7:
					OverrideTexture = g_Settings.WEAPON_MAG7;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_MAG7;
					break;

				case (int)WEAPON_NEGEV:
					OverrideTexture = g_Settings.WEAPON_NEGEV;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_NEGEV;
					break;

				case (int)WEAPON_SAWEDOFF:
					OverrideTexture = g_Settings.WEAPON_SAWEDOFF;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_SAWEDOFF;
					break;

				case (int)WEAPON_TEC9:
					OverrideTexture = g_Settings.WEAPON_TEC9;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_TEC9;
					break;

				case (int)WEAPON_HKP2000:
					OverrideTexture = g_Settings.WEAPON_HKP2000;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_HKP2000;
					break;

				case (int)WEAPON_MP7:
					OverrideTexture = g_Settings.WEAPON_MP7;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_MP7;
					break;

				case (int)WEAPON_MP9:
					OverrideTexture = g_Settings.WEAPON_MP9;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_MP9;
					break;

				case (int)WEAPON_NOVA:
					OverrideTexture = g_Settings.WEAPON_NOVA;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_NOVA;
					break;

				case (int)WEAPON_P250:
					OverrideTexture = g_Settings.WEAPON_P250;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_P250;
					break;

				case (int)WEAPON_SCAR20:
					OverrideTexture = g_Settings.WEAPON_SCAR20;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_SCAR20;
					break;

				case (int)WEAPON_SG556:
					OverrideTexture = g_Settings.WEAPON_SG556;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_SG556;
					break;

				case (int)WEAPON_SSG08:
					OverrideTexture = g_Settings.WEAPON_SSG08;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_SSG08;
					break;

				case (int)WEAPON_M4A1_SILENCER:
					OverrideTexture = g_Settings.WEAPON_M4A1_SILENCER;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_M4A1_SILENCER;
					break;

				case (int)WEAPON_USP_SILENCER:
					OverrideTexture = g_Settings.WEAPON_USP_SILENCER;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_USP_SILENCER;
					break;

				case (int)WEAPON_CZ75A:
					OverrideTexture = g_Settings.WEAPON_CZ75A;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_CZ75A;
					break;

				case (int)WEAPON_REVOLVER:
					OverrideTexture = g_Settings.WEAPON_REVOLVER;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_REVOLVER;
					break;

				default:
					OverrideTexture = 1337;
					StatTrak = 1337;
					ItemDefinition = 1337;
					break;
				}

				// Check If The Weapon Doesn't Have The Skin Yet
				if (pWeapon.m_nFallbackPaintKit() != OverrideTexture && OverrideTexture != 1337)
				{
					// Set New Item Values
					Mem.Write<int>(pWeapon.m_dwBaseEntity + netvars::m_iItemIDLow, -1);
					Mem.Write<int>(pWeapon.m_dwBaseEntity + netvars::m_nFallbackPaintKit, OverrideTexture);
					Mem.Write<int>(pWeapon.m_dwBaseEntity + netvars::m_nFallbackSeed, 661);
					Mem.Write<int>(pWeapon.m_dwBaseEntity + netvars::m_nFallbackStatTrak, StatTrak);
					Mem.Write<int>(pWeapon.m_dwBaseEntity + netvars::m_flFallbackWear, 0);
					Mem.Write<int>(pWeapon.m_dwBaseEntity + netvars::m_iAccountID, pWeapon.m_OriginalOwnerXuidLow());
					Mem.Write<int>(pWeapon.m_dwBaseEntity + netvars::m_iItemDefinitionIndex, ItemDefinition);

					// Force Textures To Reload
					uintptr_t pClientState = Mem.Read<uintptr_t>(Mem.EngineBase + signatures::dwClientState);
					Mem.Write<int>(pClientState + 0x174, -1);
					//std::cout << "Force Updated!" << std::endl;
				}
			}
		}
		else if (!g_Settings.SkinchangerEnabled && bWasActive)
		{
			uintptr_t pClientState = Mem.Read<uintptr_t>(Mem.EngineBase + signatures::dwClientState);
			Mem.Write<int>(pClientState + 0x174, -1);
			//std::cout << "Force Updated!" << std::endl;

			bWasActive = false;
		}
		Sleep(16);
	}
}
Quote Originally Posted by jonluke View Post

Full pasta mode : D, C# EDITION

Code:
namespace Fallen.Features
{
    internal class Skinchanger
    {
        public static bool bWasActive = false;

        public static void Run()
        {
            while (true)
            {
                if (Settings.SkinchangerEnabled)
                {
                    //-<swap>

                    // Save That We Used The Skinchanger
                    bWasActive = true;

                    int OverrideTexture;

                    int StatTrak;

                    int ItemDefinition;

                    //-<swap/>

                    for (var i = 1; i < 16; ++i)
                    {
                        // Create A New Weapon Object
                        Weapon Weapon = new Weapon();

                        // Get Adress To Current Weapon Out Of Array Of Currently Equipped Weapons
                        int iCurWeaponAdress = (MainClass.Memory.ReadInt(LocalPlayer.Base + netvars.m_hMyWeapons + (i - 1) * 0x4)) & 0xFFF;

                        // Get Baseadress of The Current Weapon
                        Weapon.m_iBase = MainClass.Memory.ReadInt(MainClass.ClientPointer + signatures.dwEntityList + (iCurWeaponAdress - 1) * 0x10);

                        // Get The WeaponID
                        Weapon.m_iItemDefinitionIndex = MainClass.Memory.ReadInt(Weapon.m_iBase + netvars.m_iItemDefinitionIndex);

                        // Get EntityID Of WeaponOwner
                        Weapon.m_iXuIDLow = MainClass.Memory.ReadInt(Weapon.m_iBase + netvars.m_OriginalOwnerXuidLow);

                        // Get Weapon Skin
                        Weapon.m_iTexture = MainClass.Memory.ReadInt(Weapon.m_iBase + netvars.m_nFallbackPaintKit);

                        switch (Weapon.m_iItemDefinitionIndex)
                        {
                            //-<swap>

                            case (int)WeaponIDs.WEAPON_DEAGLE:
                                OverrideTexture = Settings.WEAPON_DEAGLE;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_DEAGLE;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_ELITE:
                                OverrideTexture = Settings.WEAPON_ELITE;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_ELITE;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_FIVESEVEN:
                                OverrideTexture = Settings.WEAPON_FIVESEVEN;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_FIVESEVEN;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_GLOCK:
                                OverrideTexture = Settings.WEAPON_GLOCK;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_GLOCK;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_AK47:
                                OverrideTexture = Settings.WEAPON_AK47;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_AK47;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_AUG:
                                OverrideTexture = Settings.WEAPON_AUG;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_AUG;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_AWP:
                                OverrideTexture = Settings.WEAPON_AWP;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_AWP;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_FAMAS:
                                OverrideTexture = Settings.WEAPON_FAMAS;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_FAMAS;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_G3SG1:
                                OverrideTexture = Settings.WEAPON_G3SG1;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_G3SG1;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_GALILAR:
                                OverrideTexture = Settings.WEAPON_GALILAR;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_GALILAR;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_M249:
                                OverrideTexture = Settings.WEAPON_M249;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_M249;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_M4A1:
                                OverrideTexture = Settings.WEAPON_M4A1;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_M4A1;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_MAC10:
                                OverrideTexture = Settings.WEAPON_MAC10;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_MAC10;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_P90:
                                OverrideTexture = Settings.WEAPON_P90;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_P90;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_UMP45:
                                OverrideTexture = Settings.WEAPON_UMP45;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_UMP45;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_XM1014:
                                OverrideTexture = Settings.WEAPON_XM1014;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_XM1014;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_BIZON:
                                OverrideTexture = Settings.WEAPON_BIZON;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_BIZON;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_MAG7:
                                OverrideTexture = Settings.WEAPON_MAG7;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_MAG7;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_NEGEV:
                                OverrideTexture = Settings.WEAPON_NEGEV;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_NEGEV;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_SAWEDOFF:
                                OverrideTexture = Settings.WEAPON_SAWEDOFF;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_SAWEDOFF;
                                break;

                            //-<block>

                            //-<block>

                            case (int)WeaponIDs.WEAPON_TEC9:
                                OverrideTexture = Settings.WEAPON_TEC9;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_TEC9;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_HKP2000:
                                OverrideTexture = Settings.WEAPON_HKP2000;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_HKP2000;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_MP7:
                                OverrideTexture = Settings.WEAPON_MP7;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_MP7;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_MP9:
                                OverrideTexture = Settings.WEAPON_MP9;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_MP9;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_NOVA:
                                OverrideTexture = Settings.WEAPON_NOVA;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_NOVA;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_P250:
                                OverrideTexture = Settings.WEAPON_P250;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_P250;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_SCAR20:
                                OverrideTexture = Settings.WEAPON_SCAR20;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_SCAR20;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_SG556:
                                OverrideTexture = Settings.WEAPON_SG556;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_SG556;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_SSG08:
                                OverrideTexture = Settings.WEAPON_SSG08;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_SSG08;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_M4A1_SILENCER:
                                OverrideTexture = Settings.WEAPON_M4A1_SILENCER;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_M4A1_SILENCER;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_USP_SILENCER:
                                OverrideTexture = Settings.WEAPON_USP_SILENCER;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_USP_SILENCER;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_CZ75A:
                                OverrideTexture = Settings.WEAPON_CZ75A;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_CZ75A;
                                break;

                            //-<block>

                            case (int)WeaponIDs.WEAPON_REVOLVER:
                                OverrideTexture = Settings.WEAPON_REVOLVER;
                                StatTrak = -1;
                                ItemDefinition = (int)WeaponIDs.WEAPON_REVOLVER;
                                break;

                            //-<swap/>
                            
                            default:
                                OverrideTexture = 1337;
                                StatTrak = 1337;
                                ItemDefinition = 1337;
                                break;
                        }

                        // Check If The Weapon Doesn't Have The Skin Yet
                        if (Weapon.m_iTexture != OverrideTexture && OverrideTexture != 1337)
                        {
                            //-<swap>

                            // Set New Item Values
                            MainClass.Memory.WriteInt(Weapon.m_iBase + netvars.m_iItemIDLow, -1);
                            MainClass.Memory.WriteInt(Weapon.m_iBase + netvars.m_nFallbackPaintKit, OverrideTexture);
                            MainClass.Memory.WriteInt(Weapon.m_iBase + netvars.m_nFallbackSeed, 661);
                            MainClass.Memory.WriteInt(Weapon.m_iBase + netvars.m_nFallbackStatTrak, StatTrak);
                            MainClass.Memory.WriteFloat(Weapon.m_iBase + netvars.m_flFallbackWear, 0.00001f);
                            MainClass.Memory.WriteInt(Weapon.m_iBase + netvars.m_iAccountID, Weapon.m_iXuIDLow);
                            MainClass.Memory.WriteInt(Weapon.m_iBase + netvars.m_iItemDefinitionIndex, ItemDefinition);

                            //-<swap/>

                            // Force Textures To Reload
                            ForceFullUpdate();
                        }
                    }
                }
                else if (!Settings.SkinchangerEnabled && bWasActive)
                {
                    // If Skinchanger Was Active & Is Now Inactive Force Textures To Reload
                    ForceFullUpdate();

                    bWasActive = false;
                }
                // (-.-)Zzz...
                Thread.Sleep(5);
            }
        }

        internal static void ForceFullUpdate()
        {
            MainClass.Memory.WriteInt(LocalPlayer.ClientState + 0x174, -1);
            Task.Delay(100000);
        }
    }
}
Full pasta C++ Edition

Code:
void Skinchanger()
{
	bool bWasActive;

	for (;;)
	{
		if (g_Settings.SkinchangerEnabled && g_LocalPlayer.IsAlive())
		{
			bWasActive = true;

			int OverrideTexture, StatTrak, ItemDefinition;

			for (auto i = 1; i < 16; ++i)
			{
				// Get Adress To Current Weapon Out Of Array Of Currently Equipped Weapons
				int iCurWeaponAdress = (Mem.Read<int>(g_LocalPlayer.m_dwBaseEntity + netvars::m_hMyWeapons + (i - 1) * 0x4)) & 0xFFF;

				switch (pWeapon.m_iItemDefinitionIndex())
				{
				case (int)WEAPON_DEAGLE:
					OverrideTexture = g_Settings.WEAPON_DEAGLE;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_DEAGLE;
					break;

				case (int)WEAPON_ELITE:
					OverrideTexture = g_Settings.WEAPON_ELITE;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_ELITE;
					break;

				case (int)WEAPON_FIVESEVEN:
					OverrideTexture = g_Settings.WEAPON_FIVESEVEN;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_FIVESEVEN;
					break;

				case (int)WEAPON_GLOCK:
					OverrideTexture = g_Settings.WEAPON_GLOCK;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_GLOCK;
					break;

				case (int)WEAPON_AK47:
					OverrideTexture = g_Settings.WEAPON_AK47;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_AK47;
					break;

				case (int)WEAPON_AUG:
					OverrideTexture = g_Settings.WEAPON_AUG;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_AUG;
					break;

				case (int)WEAPON_AWP:
					OverrideTexture = g_Settings.WEAPON_AWP;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_AWP;
					break;

				case (int)WEAPON_FAMAS:
					OverrideTexture = g_Settings.WEAPON_FAMAS;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_FAMAS;
					break;

				case (int)WEAPON_G3SG1:
					OverrideTexture = g_Settings.WEAPON_G3SG1;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_G3SG1;
					break;

				case (int)WEAPON_GALILAR:
					OverrideTexture = g_Settings.WEAPON_GALILAR;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_GALILAR;
					break;

				case (int)WEAPON_M249:
					OverrideTexture = g_Settings.WEAPON_M249;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_M249;
					break;

				case (int)WEAPON_M4A1:
					OverrideTexture = g_Settings.WEAPON_M4A1;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_M4A1;
					break;

				case (int)WEAPON_MAC10:
					OverrideTexture = g_Settings.WEAPON_MAC10;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_MAC10;
					break;

				case (int)WEAPON_P90:
					OverrideTexture = g_Settings.WEAPON_P90;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_P90;
					break;

				case (int)WEAPON_UMP45:
					OverrideTexture = g_Settings.WEAPON_UMP45;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_UMP45;
					break;

				case (int)WEAPON_XM1014:
					OverrideTexture = g_Settings.WEAPON_XM1014;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_XM1014;
					break;

				case (int)WEAPON_BIZON:
					OverrideTexture = g_Settings.WEAPON_BIZON;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_BIZON;
					break;

				case (int)WEAPON_MAG7:
					OverrideTexture = g_Settings.WEAPON_MAG7;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_MAG7;
					break;

				case (int)WEAPON_NEGEV:
					OverrideTexture = g_Settings.WEAPON_NEGEV;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_NEGEV;
					break;

				case (int)WEAPON_SAWEDOFF:
					OverrideTexture = g_Settings.WEAPON_SAWEDOFF;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_SAWEDOFF;
					break;

				case (int)WEAPON_TEC9:
					OverrideTexture = g_Settings.WEAPON_TEC9;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_TEC9;
					break;

				case (int)WEAPON_HKP2000:
					OverrideTexture = g_Settings.WEAPON_HKP2000;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_HKP2000;
					break;

				case (int)WEAPON_MP7:
					OverrideTexture = g_Settings.WEAPON_MP7;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_MP7;
					break;

				case (int)WEAPON_MP9:
					OverrideTexture = g_Settings.WEAPON_MP9;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_MP9;
					break;

				case (int)WEAPON_NOVA:
					OverrideTexture = g_Settings.WEAPON_NOVA;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_NOVA;
					break;

				case (int)WEAPON_P250:
					OverrideTexture = g_Settings.WEAPON_P250;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_P250;
					break;

				case (int)WEAPON_SCAR20:
					OverrideTexture = g_Settings.WEAPON_SCAR20;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_SCAR20;
					break;

				case (int)WEAPON_SG556:
					OverrideTexture = g_Settings.WEAPON_SG556;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_SG556;
					break;

				case (int)WEAPON_SSG08:
					OverrideTexture = g_Settings.WEAPON_SSG08;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_SSG08;
					break;

				case (int)WEAPON_M4A1_SILENCER:
					OverrideTexture = g_Settings.WEAPON_M4A1_SILENCER;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_M4A1_SILENCER;
					break;

				case (int)WEAPON_USP_SILENCER:
					OverrideTexture = g_Settings.WEAPON_USP_SILENCER;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_USP_SILENCER;
					break;

				case (int)WEAPON_CZ75A:
					OverrideTexture = g_Settings.WEAPON_CZ75A;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_CZ75A;
					break;

				case (int)WEAPON_REVOLVER:
					OverrideTexture = g_Settings.WEAPON_REVOLVER;
					StatTrak = -1;
					ItemDefinition = (int)WEAPON_REVOLVER;
					break;

				default:
					OverrideTexture = 1337;
					StatTrak = 1337;
					ItemDefinition = 1337;
					break;
				}

				// Check If The Weapon Doesn't Have The Skin Yet
				if (pWeapon.m_nFallbackPaintKit() != OverrideTexture && OverrideTexture != 1337)
				{
					// Set New Item Values
					Mem.Write<int>(pWeapon.m_dwBaseEntity + netvars::m_iItemIDLow, -1);
					Mem.Write<int>(pWeapon.m_dwBaseEntity + netvars::m_nFallbackPaintKit, OverrideTexture);
					Mem.Write<int>(pWeapon.m_dwBaseEntity + netvars::m_nFallbackSeed, 661);
					Mem.Write<int>(pWeapon.m_dwBaseEntity + netvars::m_nFallbackStatTrak, StatTrak);
					Mem.Write<int>(pWeapon.m_dwBaseEntity + netvars::m_flFallbackWear, 0);
					Mem.Write<int>(pWeapon.m_dwBaseEntity + netvars::m_iAccountID, pWeapon.m_OriginalOwnerXuidLow());
					Mem.Write<int>(pWeapon.m_dwBaseEntity + netvars::m_iItemDefinitionIndex, ItemDefinition);

					// Force Textures To Reload
					uintptr_t pClientState = Mem.Read<uintptr_t>(Mem.EngineBase + signatures::dwClientState);
					Mem.Write<int>(pClientState + 0x174, -1);
					//std::cout << "Force Updated!" << std::endl;
				}
			}
		}
		else if (!g_Settings.SkinchangerEnabled && bWasActive)
		{
			uintptr_t pClientState = Mem.Read<uintptr_t>(Mem.EngineBase + signatures::dwClientState);
			Mem.Write<int>(pClientState + 0x174, -1);
			//std::cout << "Force Updated!" << std::endl;

			bWasActive = false;
		}
		Sleep(16);
	}
}
http://www.cplusplus.com/doc/tutorialays/
http://www.cplusplus.com/reference/list/list/
http://www.cplusplus.com/reference/u...unordered_map/
Thanks for the help, I edited it and got it working.
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