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.

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);
        }
    }
}
It doesnt work at all, And im sure all the offsets are fine, Any help would be nice thankyou