Skinchanger C#
Hello im trying to add a skin changer to fallen but since i didnt know how i decided to paste something, The thing is i can set it up and have no errors but it wont work in game :/, I have updated offsets and have tried changing it but it does nothing, If im retarded please tell me.
It doesnt work at all, And im sure all the offsets are fine, Any help would be nice thankyou 
Code:
using System.Threading;
using Fallen.Structs_Variables;
using static Fallen.Structs_Variables.Weapons;
using static Fallen.Stuff.Hotkeys;
namespace Fallen.Features
{
class SkinChanger
{
public void IterateThroughWeapons()
{
while (true)
{
if (Skins)
{
int OverrideTexture = 0;
int WeaponBase, WeaponEntity, WeaponID, XuID, CurrentTexture, WeaponOwner;
for (var i = 0 + 1; i <= 16; ++i)
{
WeaponBase = MainClass.Memory.rdInt(LocalPlayer.Base + Offsets.m_hMyWeapons + (i - 1) * 0x4);
WeaponBase = WeaponBase & 0xFFF;
WeaponEntity = MainClass.Memory.rdInt(MainClass.ClientPointer + Offsets.dwEntityList + (WeaponBase - 1) * 0x10);
WeaponID = MainClass.Memory.rdInt(WeaponEntity + Offsets.m_iItemDefinitionIndex);
XuID = MainClass.Memory.rdInt(WeaponEntity + Offsets.m_OriginalOwnerXuidLow);
CurrentTexture = MainClass.Memory.rdInt(WeaponEntity + Offsets.m_nFallbackPaintKit);
if (WeaponID != 0)
{
switch (WeaponID)
{
case (int)WeaponIDs.WEAPON_AK47:
OverrideTexture = 474;
break;
case (int)WeaponIDs.WEAPON_DEAGLE:
OverrideTexture = 37;
break;
case (int)WeaponIDs.WEAPON_GLOCK:
OverrideTexture = 38;
break;
case (int)WeaponIDs.WEAPON_M4A1_SILENCER:
OverrideTexture = 430;
break;
case (int)WeaponIDs.WEAPON_M4A1:
OverrideTexture = 309;
break;
case (int)WeaponIDs.WEAPON_USP_SILENCER:
OverrideTexture = 313;
break;
case (int)WeaponIDs.WEAPON_AWP:
OverrideTexture = 344;
break;
case (int)WeaponIDs.WEAPON_KNIFE_BUTTERFLY:
OverrideTexture = 59;
break;
default: // DO NOT CHANGE
OverrideTexture = -999;
break;
}
if (OverrideTexture != -999)
{
if (CurrentTexture != OverrideTexture)
{
MainClass.Memory.WrtInt(WeaponEntity + Offsets.m_nFallbackPaintKit, OverrideTexture);
MainClass.Memory.WrtInt(WeaponEntity + Offsets.m_nFallbackSeed, 1337);
MainClass.Memory.WrtInt(WeaponEntity + Offsets.m_nFallbackStatTrak, 1337);
MainClass.Memory.WrtFloat(WeaponEntity + Offsets.m_flFallbackWear, 0.00001f);
MainClass.Memory.WrtInt(WeaponEntity + Offsets.m_iAccountID, XuID);
ForceFullUpdate();
}
}
}
}
}
Thread.Sleep(1);
}
}
private void ForceFullUpdate()
{
MainClass.Memory.WrtInt(LocalPlayer.ClientState + 0x16C, -1);
}
}
}
