External skinchanger

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External skinchanger
How come this is not working?
Any1 have any idea?
Code:
while (!GetAsyncKeyState(VK_F4))
	{
		DWORD playerBase = Mem.Read<DWORD>(a->hProc, (m_dwLocalPlayer + a->clientDll));
		
		DWORD weaponIndex = Mem.Read<DWORD>(a->hProc, (playerBase + m_hActiveWeapon)) & 0xFFF;
		DWORD weaponEnt = Mem.Read<DWORD>(a->hProc, ((a->clientDll + m_dwEntityList + weaponIndex * 0x10) - 0x10));
		currWeaponId = Mem.Read<int>(a->hProc, (weaponEnt + m_iItemDefinitionIndex));
		
		int WeaponAccountID = Mem.Read<int>(a->hProc, weaponEnt + m_iAccountID);
		int MyAccountID = Mem.Read<int>(a->hProc, weaponEnt + m_OriginalOwnerXuidLow);

		if (currWeaponId == WeaponIDI::WEAPON_AK47)
		{
			Mem.Write<int>(a->hProc, (weaponEnt + m_iItemIDHigh), 0);
			Mem.Write<int>(a->hProc, (weaponEnt + m_iItemIDLow), 2048);
			Mem.Write<int>(a->hProc, (weaponEnt + m_OriginalOwnerXuidLow), 0);
			Mem.Write<int>(a->hProc, (weaponEnt + m_OriginalOwnerXuidHigh), 0);
			Mem.Write<int>(a->hProc, (weaponEnt + m_nFallbackPaintKit), 279);
		}

		Mem.Write<int>(a->hProc, weaponEnt + m_iAccountID, MyAccountID);
		if (prevWepId != currWeaponId)
		{
			prevWepId = currWeaponId;
			ForceFullUpdate(a);
		}

		Sleep(10);
	}
Code:
void ForceFullUpdate(Attach* a)
{
	DWORD enginePtr = Mem.Read<DWORD>(a->hProc, (a->engineDll + m_dwClientState));
	Mem.Write<int>(a->hProc, (enginePtr + 0x16C), -1);
}
Been over a week since last update/bump after answers, assuming solved.

/Closed.
Posts 1–2 of 2 · Page 1 of 1
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