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;
}
