Help With Extra Damage

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Help With Extra Damage
Hello Guys i need help with Extra Weapon Damage, i make this, @derh.acker, @UltraPGNoob, @giniyat101, can help-me ?

Code:
// Value Edited for noob lecheers not give

#define ShotgunWeapon (x== 000||x== 000)
#define PistolWeapon (x==000||x==000||x==000||x==000)
#define PrimaryWeapon (x==000||x==000||x==000||x==000||x==000)
#define SniperWeapon (x==000||x==000||x==000||x==000)
The @Genkidesu has posted this
Code:
for(int x=0; x<WepMgr->WeaponCount; x++)
{ 
        cWeaponInfo* Weapon = WepMgr->Weapons[x];
        if(Weapon)
        {
                //extra +25%
                if( PrimaryWeapon ) Weapon->fAmmoDamage = Value.0f;
                if( ShotgunWeapon ) Weapon->fAmmoDamage = Value.0f;
                if( PistolWeapon ) Weapon->fAmmoDamage  = Value.0f;
                if( SniperWeapon ) Weapon->fAmmoDamage = Value.0f
        }
}
i modified this and make it

Question IS CORRECT ?

Code:
	if(Hacker[13])
	{
		for(INT x=0; x<577; x++)
		{
			DWORD pWeapon = *(DWORD *)(pWeaponMgr + (4*x));

			if(pWeapon)
			{
				*(float *)(PrimaryWeapon + 0xAmmoDamage) = Value.0f;
				*(float *)(ShotgunWeapon + 0xAmmoDamage) = Value.0f;
				*(float *)(PistolWeapon  + 0xAmmoDamage) = Value.0f;
				*(float *)(SniperWeapon  + 0xAmmoDamage) = Value.0f;
			}
		}
	}
@genkiduse gave a good example already.

1. Create weapon damage logs, define each weapon according to its damages, example:
Code:
#define Gun_DMG40 (i==21)
#define Gun_DMG50 (i==28||i==145)
2. Brain:
Code:
if(Gun_DMG40) *(float*)(pWeapon + AmmoDamage /*0x818*/) = 65.0f //extra +25
if(Gun_DMG50) *(float*)(pWeapon + AmmoDamage /*0x818*/) = 75.0f //extra +25
3. Easy as eating pie....
to do this you would need to backup the ammo damage.

in the defines:
Code:
typedef struct {
     float damage;
} BACKUP;

BACKUP backup[WeaponCount];
bool init = false;
in the hack func:
Code:
if(!init)
{
     for(int i=0;i<WeaponCount;i++)
     {
          DWORD pWeapon = *(DWORD*)(pWeaponMgr+i*4);
          if(pWeapon == NULL)
               continue;

          backup[i].damage = *(float*)(pWeapon+OFFSET_AmmoDamage);
     }
     init = true;
}
ultrabgnoob why u stop making your awesome hacks i was love your hacks
I'm busy on these times. I'm also searching for more features to do but I don't find some yet.
Thanks all

#edit
@UltraPGNoob, @hyperShoter

i nedded give only damage of weapon ?
Code:
[Damage : 100] [Range : 25100]M4A1

#define m4a1 (i==100)

if(m4a1) *(float*)(pWeapon + AmmoDamage /*0x818*/) = 25.0f or 125.0f ? added 25++
Quote Originally Posted by luizimloko View Post
Thanks all

#edit
@UltraPGNoob, @hyperShoter

i nedded give only damage of weapon ?
Code:
[Damage : 100] [Range : 25100]M4A1

#define m4a1 (i==100)

if(m4a1) *(float*)(pWeapon + AmmoDamage /*0x818*/) = 25.0f or 125.0f ? added 25++
Easy ,, what was that ultraPGnoob what is the need of that
just change the damage according to your backup.

Code:
if(m4a1) *(float*)(pWeapon + AmmoDamage /*0x818*/) = backup[100].damage * 1.25;
for only Weapons @luizimloko
Code:
if((*(DWORD*)((*(DWORD*)(CShell+WeaponMgr))+(4*i)) ) != NULL &&( (!IsGrenade) || (!IsKnife) ) )
I managed, THANKS ALL
I don't have any method yet but i'm still searching.
Quote Originally Posted by UltraPGNoob View Post
I don't have any method yet but i'm still searching.

Me and a more BRs are studying the possibility of solving that!
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