Knife dosnt changing

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Knife dosnt changing
Hellow, i have problem, when i change knife change name and icon of knife but default knife stay at hands. Help me pls. Code:
Code:
if (weaponID == 59
						|| weaponID == 500
						|| weaponID == 42
						|| weaponID == 507
						|| weaponID == 506
						|| weaponID == 508
						|| weaponID == 509
						|| weaponID == 515
						|| weaponID == 516
						|| weaponID == 505
						|| weaponID == 512)
					{
						if (Vars.Misc.KnifeModel == 1)
						{
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.m_nModelIndex) = nBayonet;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.ViewModelIndex) = nBayonet;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.WorldModelIndex) = nBayonet + 1;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.m_iItemDefinitionIndex) = 500;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.m_nFallbackPaintKit) = Vars.Misc.KnifeIDb;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.m_iEntityQuality) = 3;
						}
						else if (Vars.Misc.KnifeModel == 2)
						{
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.m_nModelIndex) = nFlip;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.ViewModelIndex) = nFlip;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.WorldModelIndex) = nFlip + 1;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.m_iItemDefinitionIndex) = 505;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.m_nFallbackPaintKit) = Vars.Misc.KnifeIDf;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.m_iEntityQuality) = 3;
						}
						else if (Vars.Misc.KnifeModel == 3)
						{
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.m_nModelIndex) = nGut;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.ViewModelIndex) = nGut;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.WorldModelIndex) = nGut + 1;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.m_iItemDefinitionIndex) = 506;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.m_nFallbackPaintKit) = Vars.Misc.KnifeIDg;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.m_iEntityQuality) = 3;
						}
						else if (Vars.Misc.KnifeModel == 4)
						{
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.m_nModelIndex) = nKarambit;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.ViewModelIndex) = nKarambit;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.WorldModelIndex) = nKarambit + 1;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.m_iItemDefinitionIndex) = 507;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.m_nFallbackPaintKit) = Vars.Misc.KnifeIDk;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.m_iEntityQuality) = 3;
						}
						else if (Vars.Misc.KnifeModel == 5)
						{
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.m_nModelIndex) = nM9Bayonet;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.ViewModelIndex) = nM9Bayonet;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.WorldModelIndex) = nM9Bayonet + 1;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.m_iItemDefinitionIndex) = 508;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.m_nFallbackPaintKit) = Vars.Misc.KnifeIDm;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.m_iEntityQuality) = 3;
						}
						else if (Vars.Misc.KnifeModel == 6)
						{
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.m_nModelIndex) = nHuntsman;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.ViewModelIndex) = nHuntsman;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.WorldModelIndex) = nHuntsman + 1;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.m_iItemDefinitionIndex) = 509;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.m_nFallbackPaintKit) = Vars.Misc.KnifeIDh;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.m_iEntityQuality) = 3;
						}
						else if (Vars.Misc.KnifeModel == 7)
						{
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.m_nModelIndex) = nButterfly;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.ViewModelIndex) = nButterfly;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.WorldModelIndex) = nButterfly + 1;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.m_iItemDefinitionIndex) = 515;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.m_nFallbackPaintKit) = Vars.Misc.KnifeIDbutter;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.m_iEntityQuality) = 3;
						}
						else if (Vars.Misc.KnifeModel == 8)
						{
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.m_nModelIndex) = nFalchion;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.ViewModelIndex) = nFalchion;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.WorldModelIndex) = nFalchion + 1;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.m_iItemDefinitionIndex) = 512;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.m_nFallbackPaintKit) = Vars.Misc.KnifeIDfal;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.m_iEntityQuality) = 3;
						}
						else if (Vars.Misc.KnifeModel == 9)
						{
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.m_nModelIndex) = nM9Bayonet;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.ViewModelIndex) = nDagger;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.WorldModelIndex) = nDagger + 1;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.m_iItemDefinitionIndex) = 516;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.m_nFallbackPaintKit) = Vars.Misc.KnifeIDdag;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.m_iEntityQuality) = 3;
						}
						else if (Vars.Misc.KnifeModel == 10)
						{
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.m_nModelIndex) = nBowie;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.ViewModelIndex) = nBowie;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.WorldModelIndex) = nBowie + 1;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.m_iItemDefinitionIndex) = 514;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.m_nFallbackPaintKit) = Vars.Misc.KnifeIDbow;
							*reinterpret_cast<int*>(DWORD(pWeapon) + offsets.m_iEntityQuality) = 3;
						}
maybe you should stop pasting ayyware
Seems like an ayyware paste, yeah, just go into AntiAntiAim, scroll down a bit, make sure that the knife models are all okay (enabled and that the code is up to date) and make sure that you actually have the proper IDs for the knives, not just the .mdl file... Or you can just go to SoloLearn (best in my opinion) and learn how to actually code. Too hard ? Watch youtube videos in your free time... graduate from c+p school, slowly but surely

Just look at more than just 1 paste and try to understand how the paste works whilst you're ACTUALLY learning C/#/++/--, because just reading it and understanding what it does won't help out too much
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