// Value Edited for noob lecheers not give #define ShotgunWeapon (x== 000||x== 000) #define PistolWeapon (x==000||x==000||x==000||x==000) #define PrimaryWeapon (x==000||x==000||x==000||x==000||x==000) #define SniperWeapon (x==000||x==000||x==000||x==000)
for(int x=0; x<WepMgr->WeaponCount; x++)
{
cWeaponInfo* Weapon = WepMgr->Weapons[x];
if(Weapon)
{
//extra +25%
if( PrimaryWeapon ) Weapon->fAmmoDamage = Value.0f;
if( ShotgunWeapon ) Weapon->fAmmoDamage = Value.0f;
if( PistolWeapon ) Weapon->fAmmoDamage = Value.0f;
if( SniperWeapon ) Weapon->fAmmoDamage = Value.0f
}
}
if(Hacker[13])
{
for(INT x=0; x<577; x++)
{
DWORD pWeapon = *(DWORD *)(pWeaponMgr + (4*x));
if(pWeapon)
{
*(float *)(PrimaryWeapon + 0xAmmoDamage) = Value.0f;
*(float *)(ShotgunWeapon + 0xAmmoDamage) = Value.0f;
*(float *)(PistolWeapon + 0xAmmoDamage) = Value.0f;
*(float *)(SniperWeapon + 0xAmmoDamage) = Value.0f;
}
}
}
#define Gun_DMG40 (i==21) #define Gun_DMG50 (i==28||i==145)
if(Gun_DMG40) *(float*)(pWeapon + AmmoDamage /*0x818*/) = 65.0f //extra +25 if(Gun_DMG50) *(float*)(pWeapon + AmmoDamage /*0x818*/) = 75.0f //extra +25
typedef struct {
float damage;
} BACKUP;
BACKUP backup[WeaponCount];
bool init = false;
if(!init)
{
for(int i=0;i<WeaponCount;i++)
{
DWORD pWeapon = *(DWORD*)(pWeaponMgr+i*4);
if(pWeapon == NULL)
continue;
backup[i].damage = *(float*)(pWeapon+OFFSET_AmmoDamage);
}
init = true;
}

[Damage : 100] [Range : 25100]M4A1 #define m4a1 (i==100) if(m4a1) *(float*)(pWeapon + AmmoDamage /*0x818*/) = 25.0f or 125.0f ? added 25++
if(m4a1) *(float*)(pWeapon + AmmoDamage /*0x818*/) = backup[100].damage * 1.25;
if((*(DWORD*)((*(DWORD*)(CShell+WeaponMgr))+(4*i)) ) != NULL &&( (!IsGrenade) || (!IsKnife) ) )

