Originally Posted by
gregomodz
Keep setting model index in an infinite loop.. ._. If you are not capable of doing that then i'm not sure why you're trying to make things like a skin changer .. >>
https://www.cplusplus.com/doc/tutorial/
And if you have already made a loop you're gonna have to share it so people can tell you what you're doing wrong its srsly not that hard
Code:
void Changer::Start()
{
while (true)
{
for (int i = 0; i<5; i++)
{
DWORD CurrentWeaponIndex = Mem.Read<DWORD>(LocalPlayer.Base + m_hMyWeapons + ((i - 1) * 0x4)) & 0xFFF;
DWORD CurrentWeaponEntity = Mem.Read<DWORD>(Mem.Client() + Offsets.m_dwEntityList + (CurrentWeaponIndex - 1) * 0x10);
int CurrentWeaponId = Mem.Read<int>(CurrentWeaponEntity + m_iItemDefinitionIndex);
int MyXuid = Mem.Read<int>(CurrentWeaponEntity + m_OriginalOwnerXuidLow);
Mem.Write<int>(CurrentWeaponEntity + m_iItemIDHigh, -1);
DWORD ViewModelEntityIndex = Mem.Read<DWORD>(LocalPlayer.Base + m_hViewModel) & 0xFFF;
DWORD ViewModel = Mem.Read<DWORD>(Mem.Client() + Offsets.m_dwEntityList + ViewModelEntityIndex * 0x10);
if (LocalPlayer.GetWeapon() == WEAPON_KNIFE || LocalPlayer.GetWeapon() == WEAPON_KNIFE_T) {
Mem.Write<int>(ViewModel + m_nModelIndex, 507);
Mem.Write<int>(CurrentWeaponEntity + m_iViewModelIndex, 326);
Mem.Write<int>(CurrentWeaponEntity + m_iWorldModelIndex, 327);
Mem.Write<int>(CurrentWeaponEntity + m_iItemDefinitionIndex, 507);
}
Mem.Write<int>(CurrentWeaponEntity + m_iAccountID, MyXuid);
}
Sleep(5);
}
return;
}