DWORD AWM_V = *(DWORD*)(*(DWORD*)(WeaponMgr)+0xCB0);
DWORD AWM = *(DWORD*)(*(DWORD*)(WeaponMgr)+0x1BC);
for (int x = 0; x < 0x9FFF; x++)
{
if (*(DWORD*)(AWM_V + x) == 2 && *(DWORD*)(AWM + x) == 0)
{
Scope_type = x;
break;
}
}
if ((*(BYTE*)(Weapon + WeaponClass) = WeaponType::Sniper))
{
switch (Scope)
{
case 0: *(int*)(Weapon + Scope_type) = Scope_type_old[i]; break;
case 1: *(int*)(Weapon + Scope_type) = 0; break; // AWM
case 2: *(int*)(Weapon + Scope_type) = 1; break; // 3Z
case 3: *(int*)(Weapon + Scope_type) = 2; break; // AWM VIP
case 4: *(int*)(Weapon + Scope_type) = 3; break; // 3Z Born Best
case 5: *(int*)(Weapon + Scope_type) = 11; break; // 3Z Iron shark
case 6: *(int*)(Weapon + Scope_type) = 7; break; // Mosin
case 7: *(int*)(Weapon + Scope_type) = 4; break; // Target
case 8: *(int*)(Weapon + Scope_type) = 6; break; // New Target
case 9: *(int*)(Weapon + Scope_type) = 9; break; // Missle Target
case 10: *(int*)(Weapon + Scope_type) = 10; break; // Dragunov
}
}