switch(item.Beast)
{
case 0:
if(item.Beast = 0)
{
}
break;
case 1:
if(item.Beast ==1)
{
*(long*)0x378228C4 = 4;
if(pMain->goToInfoClass->iCurrentHealth == 0)
*(long*)0x378228C4 = 2;
}
break;
}
if case 0:
if(item.Beast = 0)
{
if(pMain->goToInfoClass->iCurrentHealth == 0){
*(long*)0x378228C4 = 2;
}else{//credits to GodHack2
*(long*)0x378228C4 = 1;
}
}
break;
case 1:
if(item.Beast ==1)
{
if(pMain->goToInfoClass->iCurrentHealth == 0){
*(long*)0x378228C4 = 2;
}else{
*(long*)0x378228C4 = 4;
}
break;
won't help much for people without the infoclass 
class Main;
class Info;
class Stats;
class WepInfo;
class Something;
class Main
{
public:
Info* goToInfoClass; //0000
};
class Info
{
public:
char unknown0[8];
__int32 Unknown1; //0008
__int32 iCurrentHealth; //000C
char unknown2[4];
__int32 iMaxHealth; //0014
char unknown3[4];
WepInfo* goToWepInfo;//001C
Something* goToSomething; //0020
char unknown4[348];
float fStamina; //0180
char unknown5[8];
__int32 iWeaponSlotInUse; //018C
float fCameraSomething; //0190
float fCameraSomething2; //0194
float fCameraSomething3; //0198
char unknown6[32];
Stats* goToStats; //01BC
};
class WepInfo
{
public:
__int32 iBackPackABulletsLeft; //0000
__int32 i2ndaryBulletsLeft; //0004
__int32 Unknown0; //0008
__int32 iGrenadesLeft; //000C
__int32 iBackPackBBulletsLeft; //0010
};
class Stats
{
public:
char unknown0[16];
char szLocalNameChangesInKill[16]; //0010
char unknown1[12];
__int32 iKills; //002C
__int32 iDeaths; //0030
char unknown2[44];
__int32 iHeadShots; //0060
};
class Something
{
public:
BYTE bIsAlive; //0000
};

