Originally Posted by
Background
Thanks you alot guys, i did it but it's not working anymore, here is my code :
//Write
Code:
if(GetAsyncKeyState(VK_NUMPAD1))
{
mem->WriteMem<int>(WEAPON_AK47 + 0x2F98, 0);//m_iItemIDHigh
mem->WriteMem<int>(WEAPON_AK47 + 0x2F9C, -1);//m_iItemIDLow
mem->WriteMem<int>(WEAPON_AK47 + 0x3158, 0);//m_OriginalOwnerXuidLow
mem->WriteMem<int>(WEAPON_AK47 + 0x315C, 0);//m_OriginalOwnerXuidHigh
mem->WriteMem<int>(WEAPON_AK47 + 0x3160, 474);//m_nFallbackPaintKit
(i just want to test it on an ak)
engine->forceUpdate(local_player->getEnginePointer());
}
Sleep(1);
//Forceupdate (copypasted for the moment)
Code:
void CEngine::forceUpdate(DWORD eng_ptr)
{
mem->WriteMem<int>(eng_ptr + 0x16C, -1);
}
All of this is in a loop like always.
Code:
DWORD player = mem.Read<DWORD>(Client.dwBase + LocalPlayer);
DWORD weaponIndex = mem.Read<DWORD>(player + m_hActiveWeapon) & 0xFFF;
DWORD weaponEntity = mem.Read<DWORD>((Client.dwBase + EntList + weaponIndex * 0x10) - 0x10);
int WeaponID = mem.Read<int>(weaponEntity + m_iItemDefinitionIndex);
float wear = 0.00001f;
if (WeaponID == 7) // AK
{
mem.Write<int>(weaponEntity + m_iItemIDHigh, 0);//m_iItemIDHigh
mem.Write<int>(weaponEntity + m_iItemIDLow, -1);//m_iItemIDLow
mem.Write<int>(weaponEntity + m_OriginalOwnerXuidLow, 0);//m_OriginalOwnerXuidLow
mem.Write<int>(weaponEntity + m_OriginalOwnerXuidHigh, 0);//m_OriginalOwnerXuidHigh
mem.Write<int>(weaponEntity + m_nFallbackStatTrak, 1337);
mem.Write<int>(weaponEntity + m_iEntityQuality, 1);
mem.Write<int>(weaponEntity + m_nFallbackPaintKit, cvars->AK47PaintID); // Paint Kit
mem.Write<float>(weaponEntity + m_flFallbackWear, wear); // Wear
if (oldwep != WeaponID)
{
oldwep = WeaponID;
forceUpdate(Engine_dwBase);
}
}
Code:
void forceUpdate(DWORD eng_ptr)
{
mem.Write<int>(eng_ptr + 0x16C, -1);
}