Broken Scripts after Newest DLC/Patch?

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Broken Scripts after Newest DLC/Patch?
I just got the newest DLC (gabe's Gun pack) and The unlimited ammo(both scripts) And secure loot doesn't work for me. Is anyone else having problems with them? Thanks for the reply.


PS: Here is the Scripts

Code:
--Infinite Ammo Clip
if not _fireWep then
   _fireWep = NewRaycastWeaponBase.fire
end
function NewRaycastWeaponBase:fire( from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )
   _fireWep( self, from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )
   
   if managers.player:player_unit() == self._setup.user_unit then
      self.set_ammo(self, 1.0)
   end
end

-- Infinite Ammo and No Reload
RaycastWeaponBase.ammo_info = function(self)
self._ammo_max_per_clip = 99999
self._ammo_remaining_in_clip = 99999
self._ammo_total = 99999
self._ammo_max = 99999
return self._ammo_max_per_clip, self._ammo_remaining_in_clip, self._ammo_total, self._ammo_max
end
BlackMarketGui.get_weapon_ammo_info = function(self, weapon_id, comparision_data)
return 100, 100
end

function secure(name)
        managers.loot:secure( name, managers.money:get_bag_value( name ) )
end
secure("money") -- (Cash)
secure("gold")
secure("diamonds")
secure("coke")
secure("meth")
secure("weapons")
Here is my Full Lua script:
Code:
if managers.hud then
	managers.hud:show_hint( { text = "Executed script.lua" } )
end

if not _upgradeValue then _upgradeValue = PlayerManager.upgrade_value end
function PlayerManager:upgrade_value( category, upgrade, default )
	if category == "player" and upgrade == "health_multiplier" then
		return 2
	elseif category == "player" and upgrade == "armor_multiplier" then
		return 2
	elseif category == "player" and upgrade == "passive_damage_multiplier" then
		return 5
	else
		return _upgradeValue(self, category, upgrade, default)
	end
end
managers.player:player_unit():character_damage():replenish()


-- Infinite Cable Ties
if not _rmSpecial then
   _rmSpecial = PlayerManager.remove_special
end
function PlayerManager:remove_special( name ) end

-- Infinite Equipment
if not _rmEquipment then
   _rmEquipment = PlayerManager.remove_equipment
end
function PlayerManager:remove_equipment( equipment_id ) end

-- Infinite Equipment (Not Host)
function PlayerManager:remove_equipment_possession( peer_id, equipment ) end

-- Allow interaction with anything (ECM jammers, picking locks, deploying shaped charges, etc)
function BaseInteractionExt:_has_required_upgrade() return true end
function BaseInteractionExt:_has_required_deployable() return true end
function BaseInteractionExt:can_interact(player) return true end
function PlayerManager:has_category_upgrade( category, upgrade) return true end -- Other upgrades (eg. Joker)
function PlayerManager:carry_blocked_by_cooldown() return false end -- Remove cooldown between picking up bags

-- Carry mods (throwing distance, movement speed, jumping, running)
local car_arr = { 'being', 'mega_heavy', 'heavy', 'medium', 'light', 'coke_light' }
for i, name in ipairs(car_arr) do
	tweak_data.carry.types[ name ].throw_distance_multiplier = 2.0
	tweak_data.carry.types[ name ].move_speed_modifier = 1
	tweak_data.carry.types[ name ].jump_modifier = 1
	tweak_data.carry.types[ name ].can_run = true
	end

-- Weapon Mods
NewRaycastWeaponBase._get_spread = function(self) return 0 end
NewRaycastWeaponBase.recoil_multiplier = function(self) return 0 end
PlayerStandard._get_swap_speed_multiplier = function(self) return 5000 end
NewRaycastWeaponBase.damage_multiplier = function(self) return 5000 end
NewRaycastWeaponBase.fire_rate_multiplier = function(self) return 5000 end

-- Unlock All Masks
managers.blackmarket:_setup_masks()
for mask_id,_ in pairs(tweak_data.blackmarket.masks) do
Global.blackmarket_manager.masks[mask_id].unlocked = true
managers.blackmarket:add_to_inventory("normal", "masks", mask_id, false)
end

-- Weapon Accessories, Color Palettes, and Mask Vinyls
for i=1, 7 do
managers.lootdrop:debug_drop( 1000, true, i )
end

-- Unlimited doctor bag uses
function DoctorBagBase:_take( unit )
	unit:character_damage():recover_health() -- replenish()
	return 0
end

-- Debug Menu
if managers.menu then
managers.menu:set_debug_menu_enabled(true)
end

-- Infinite Saw
if not _fireSaw then
   _fireSaw = SawWeaponBase.fire
end
function SawWeaponBase:fire( from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )
   _fireSaw( self, from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )

   if managers.player:player_unit() == self._setup.user_unit then
      self.set_ammo(self, 1.0)
   end
end

-- Allow infinite pagers
function GroupAIStateBase:on_successful_alarm_pager_bluff() end

-- 100% Armor piercing
if not _uvArmorPierce then _uvArmorPierce = PlayerManager.upgrade_value end 
function PlayerManager:upgrade_value( category, upgrade, default ) 
	if category == "weapon" and upgrade == "armor_piercing_chance" then
		return 1
	elseif category == "weapon" and upgrade == "armor_piercing_chance_silencer" then
		return 1
	else
		return _uvArmorPierce(self, category, upgrade, default) 
	end
end

-- No fall damage (useless if you have god mode on)
function PlayerDamage:damage_fall( data ) end

PlayerManager.selected_equipment_deploy_timer = function(self) return 0 end

if not _getTimer then _getTimer = BaseInteractionExt._get_timer end 
function BaseInteractionExt:_get_timer() 
   if self.tweak_data == "corpse_alarm_pager" then 
      return _getTimer(self) 
   end 
   return 0 
end

-- 100% Dodge
if not _uvDodge then _uvDodge = PlayerManager.upgrade_value end 
function PlayerManager:upgrade_value( category, upgrade, default ) 
    if category == "player" and upgrade == "passive_dodge_chance" then
        return 1
    elseif category == "player" and upgrade == "run_dodge_chance" then
        return 1
    else
        return _uvDodge(self, category, upgrade, default) 
    end
end

-- Infinite ECM jammer battery
function ECMJammerBase:update( unit, t, dt )
    self._battery_life = self._max_battery_life
end

unlock_asset("welcome_to_the_jungle_shuttercode")

-- Interact through walls
function ObjectInteractionManager:interact( player )
	if( alive( self._active_object ) ) then
		local interacted,timer = self._active_object:interaction():interact_start( player )
		if timer then
			self._active_object_locked_data = true
		end
		return interacted or interacted == nil or false, timer, self._active_object
	end
	return false
end
local mvec1 = Vector3()
function ObjectInteractionManager:_update_targeted( player_pos, player_unit )
	local mvec3_dis = mvector3.distance
	--clean out far away objects
	if( #self._close_objects > 0 ) then
		for k, v in pairs( self._close_objects ) do
			if( alive( v ) and v:interaction():active() ) then
				if mvec3_dis( player_pos, v:interaction():interact_position() ) > v:interaction():interact_distance() then
					table.remove( self._close_objects, k )
				end
			else
				table.remove( self._close_objects, k )
			end
		end
	end
	
	--check for new objects
	for i = 1, self._close_freq, 1 do
		if( self._close_index >= self._interactive_count ) then
			self._close_index = 1
		else
			self._close_index = self._close_index + 1
		end
		
		local obj = self._interactive_objects[ self._close_index ]
		if( alive(obj) and obj:interaction():active() and not self:_in_close_list( obj ) ) then
			if( mvec3_dis(player_pos, obj:interaction():interact_position()) <= obj:interaction():interact_distance()  ) then
				table.insert( self._close_objects, obj )
			end
		end
	end
	
	-- local locked = self._active_object_locked_data and alive( self._active_object )
	local locked = false
	if self._active_object_locked_data then
		if not alive( self._active_object ) or not self._active_object:interaction():active() then
			self._active_object_locked_data = nil	
		else
			-- print( "dist", mvec3_dis(player_pos, self._active_object:interaction():interact_position()) )
			-- locked = ( mvec3_dis(player_pos, self._active_object:interaction():interact_position()) - self._active_object_locked_data.distance ) < 20
			locked = ( mvec3_dis(player_pos, self._active_object:interaction():interact_position()) <= self._active_object:interaction():interact_distance() )
		end
	end
			
	if locked then
		return
	end
	
	local last_active = self._active_object
	local blocked = player_unit:movement():object_interaction_blocked()
	if( #self._close_objects > 0 ) and not blocked then
		--find the one the player is looking at
		local active_obj = nil
		local current_dot = 0.9
				
		local player_fwd = player_unit:camera():forward()
		local camera_pos = player_unit:camera():position()
		for k, v in pairs( self._close_objects ) do
			if( alive( v ) ) then
				mvector3.set( mvec1, v:interaction():interact_position() )
				mvector3.subtract( mvec1, camera_pos )
				mvector3.normalize( mvec1 )
				local dot = mvector3.dot( player_fwd, mvec1 )
				if( dot > current_dot ) then
					local interact_axis = v:interaction():interact_axis()
					-- Check if we only are allowed to access it from one side
					if not interact_axis or mvector3.dot( mvec1, interact_axis ) < 0.0 then
						current_dot = dot
						active_obj = v
					end
				end
			end
		end
		
		if( active_obj and self._active_object ~= active_obj ) then
			if alive( self._active_object ) then
				self._active_object:interaction():unselect()
			end
			if not active_obj:interaction():selected( player_unit ) then
				active_obj = nil
			end
		end
		self._active_object = active_obj
	else
		self._active_object = nil
	end
	
	--unselect the last one
	if( alive( last_active ) ) then
		if( not self._active_object ) then
			self._active_object = nil
			last_active:interaction():unselect()
		end
	end
end

-- All Weapons Unlocked
local wep_arr = {
   'new_m4', 'glock_17', 'mp9', 'r870', 'glock_18c', 'amcar', 'm16', 'olympic', 'ak74', 'akm', 'akmsu', 'saiga', 'ak5', 'aug', 'g36', 'p90', 'new_m14', 'deagle', 'new_mp5', 'colt_1911', 'mac10', 'serbu', 'huntsman', 'b92fs', 'new_raging_bull',  'saw'
}
for i, name in ipairs(wep_arr) do
   if not managers.upgrades:aquired(name) then
      managers.upgrades:aquire(name)
   end
end 

-- Unlock All Masks
managers.blackmarket:_setup_masks()
for mask_id,_ in pairs(tweak_data.blackmarket.masks) do
Global.blackmarket_manager.masks[mask_id].unlocked = true
managers.blackmarket:add_to_inventory("normal", "masks", mask_id, false)
end

-- Weapon Accessories, Color Palettes, and Mask Vinyls
for i=1, 7 do
managers.lootdrop:debug_drop( 1000, true, i )
end
pos = managers.player:player_unit():position()
rot = managers.player:player_unit():rotation()
		local ammo_upgrade_lvl = managers.player:upgrade_level( "ammo_bag", "ammo_increase" )
		if Network:is_client() then
			managers.network:session():send_to_host( "place_ammo_bag", pos, rot, ammo_upgrade_lvl )
		else 
			local unit = AmmoBagBase.spawn( pos, rot, ammo_upgrade_lvl )
		end
		
pos = managers.player:player_unit():position()
rot = managers.player:player_unit():rotation()
local amount_upgrade_lvl = managers.player:upgrade_level( "doctor_bag", "amount_increase" )
		if Network:is_client() then
			managers.network:session():send_to_host( "place_doctor_bag", pos, rot, amount_upgrade_lvl )
		else 
			local unit = DoctorBagBase.spawn( pos, rot, amount_upgrade_lvl )
		end
		
		function TimerGui:_set_jamming_values() return end
function TimerGui:start( timer )
        timer = 0.01
        if self._jammed then
                self:_set_jammed( false )
                return
        end
       
        if not self._powered then
                self:_set_powered( true )
                return
        end
       
        if self._started then
                return
        end
       
        self:_start( timer )
        if managers.network:session() then
                managers.network:session():send_to_peers_synched( "start_timer_gui", self._unit, timer )
        end
end


-- God Mode
if player then
   player:character_damage():set_invulnerable( true )
end

-- Player Armor
PlayerDamage.get_real_armor = function(self)
return Application:digest_value( 100, false )
end 

-- No movement penalty, change to a larger value than 1 for an increase in speed
PlayerManager.body_armor_movement_penalty = function(self) return 1 end

-- Weapon spread
NewRaycastWeaponBase._get_spread = function(self) return 0 end

-- Weapon recoil
NewRaycastWeaponBase.recoil_multiplier = function(self) return 0 end

-- Weapon reload speed
NewRaycastWeaponBase.reload_speed_multiplier = function(self) return 2000 end

-- Weapon fire rate
NewRaycastWeaponBase.fire_rate_multiplier = function(self) return 10 end

-- Weapon swap speed
PlayerStandard._get_swap_speed_multiplier = function(self) return 2000 end

-- No hit disorientation
function CoreEnvironmentControllerManager:hit_feedback_front() end
function CoreEnvironmentControllerManager:hit_feedback_back() end
function CoreEnvironmentControllerManager:hit_feedback_right() end
function CoreEnvironmentControllerManager:hit_feedback_left() end
function CoreEnvironmentControllerManager:hit_feedback_up() end
function CoreEnvironmentControllerManager:hit_feedback_down() end

-- No flashbangs
function CoreEnvironmentControllerManager:set_flashbang( flashbang_pos, line_of_sight, travel_dis, linear_dis ) end

-- Resist arrest
local _arrestedUpdate = Interception.Backup(PlayerArrested, "update")
function PlayerArrested:update( t, dt )
	_arrestedUpdate(self, t, dt)
	managers.player:set_player_state( "standard" )
end

-- Don't taze me bro
function PlayerTased:enter( state_data, enter_data )
	PlayerTased.super.enter( self, state_data, enter_data )
	self._next_shock = Application:time() + 10
	self._taser_value = 1
	self._recover_delayed_clbk = "PlayerTased_recover_delayed_clbk"
	managers.enemy:add_delayed_clbk( self._recover_delayed_clbk, callback( self, self, "clbk_exit_to_std" ), Application:time() )
end

-- Small loot value multiplier (extra jewelry cash value in jewelry store, deposit boxes in bank heist, etc)
if not _uvSmallLoot then _uvSmallLoot = PlayerManager.upgrade_value end 
function PlayerManager:upgrade_value( category, upgrade, default ) 
	if category == "player" and upgrade == "small_loot_multiplier" then 
		return 1000000
	else 
		return _uvSmallLoot(self, category, upgrade, default) 
	end 
end
if not _uvlSmallLoot then _uvlSmallLoot = PlayerManager.upgrade_value_by_level end 
function PlayerManager:upgrade_value_by_level( category, upgrade, level, default ) 
	if category == "player" and upgrade == "small_loot_multiplier" then 
		return 1000000
	else 
		return _uvlSmallLoot(self, category, upgrade, level, default) 
	end 
end
I never updated my dll(iphlpapi.dll), It is the very first one I got which was from a youtube video, but these three codes is the only ones that do not work.
Quote Originally Posted by Derpy_Hoxton View Post
I just got the newest DLC (gabe's Gun pack) and The unlimited ammo(both scripts) And secure loot doesn't work for me. Is anyone else having problems with them? Thanks for the reply.


PS: Here is the Scripts

Code:
--Infinite Ammo Clip
if not _fireWep then
   _fireWep = NewRaycastWeaponBase.fire
end
function NewRaycastWeaponBase:fire( from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )
   _fireWep( self, from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )
   
   if managers.player:player_unit() == self._setup.user_unit then
      self.set_ammo(self, 1.0)
   end
end

-- Infinite Ammo and No Reload
RaycastWeaponBase.ammo_info = function(self)
self._ammo_max_per_clip = 99999
self._ammo_remaining_in_clip = 99999
self._ammo_total = 99999
self._ammo_max = 99999
return self._ammo_max_per_clip, self._ammo_remaining_in_clip, self._ammo_total, self._ammo_max
end
BlackMarketGui.get_weapon_ammo_info = function(self, weapon_id, comparision_data)
return 100, 100
end

function secure(name)
        managers.loot:secure( name, managers.money:get_bag_value( name ) )
end
secure("money") -- (Cash)
secure("gold")
secure("diamonds")
secure("coke")
secure("meth")
secure("weapons")
Here is my Full Lua script:
Code:
if managers.hud then
	managers.hud:show_hint( { text = "Executed script.lua" } )
end

if not _upgradeValue then _upgradeValue = PlayerManager.upgrade_value end
function PlayerManager:upgrade_value( category, upgrade, default )
	if category == "player" and upgrade == "health_multiplier" then
		return 2
	elseif category == "player" and upgrade == "armor_multiplier" then
		return 2
	elseif category == "player" and upgrade == "passive_damage_multiplier" then
		return 5
	else
		return _upgradeValue(self, category, upgrade, default)
	end
end
managers.player:player_unit():character_damage():replenish()


-- Infinite Cable Ties
if not _rmSpecial then
   _rmSpecial = PlayerManager.remove_special
end
function PlayerManager:remove_special( name ) end

-- Infinite Equipment
if not _rmEquipment then
   _rmEquipment = PlayerManager.remove_equipment
end
function PlayerManager:remove_equipment( equipment_id ) end

-- Infinite Equipment (Not Host)
function PlayerManager:remove_equipment_possession( peer_id, equipment ) end

-- Allow interaction with anything (ECM jammers, picking locks, deploying shaped charges, etc)
function BaseInteractionExt:_has_required_upgrade() return true end
function BaseInteractionExt:_has_required_deployable() return true end
function BaseInteractionExt:can_interact(player) return true end
function PlayerManager:has_category_upgrade( category, upgrade) return true end -- Other upgrades (eg. Joker)
function PlayerManager:carry_blocked_by_cooldown() return false end -- Remove cooldown between picking up bags

-- Carry mods (throwing distance, movement speed, jumping, running)
local car_arr = { 'being', 'mega_heavy', 'heavy', 'medium', 'light', 'coke_light' }
for i, name in ipairs(car_arr) do
	tweak_data.carry.types[ name ].throw_distance_multiplier = 2.0
	tweak_data.carry.types[ name ].move_speed_modifier = 1
	tweak_data.carry.types[ name ].jump_modifier = 1
	tweak_data.carry.types[ name ].can_run = true
	end

-- Weapon Mods
NewRaycastWeaponBase._get_spread = function(self) return 0 end
NewRaycastWeaponBase.recoil_multiplier = function(self) return 0 end
PlayerStandard._get_swap_speed_multiplier = function(self) return 5000 end
NewRaycastWeaponBase.damage_multiplier = function(self) return 5000 end
NewRaycastWeaponBase.fire_rate_multiplier = function(self) return 5000 end

-- Unlock All Masks
managers.blackmarket:_setup_masks()
for mask_id,_ in pairs(tweak_data.blackmarket.masks) do
Global.blackmarket_manager.masks[mask_id].unlocked = true
managers.blackmarket:add_to_inventory("normal", "masks", mask_id, false)
end

-- Weapon Accessories, Color Palettes, and Mask Vinyls
for i=1, 7 do
managers.lootdrop:debug_drop( 1000, true, i )
end

-- Unlimited doctor bag uses
function DoctorBagBase:_take( unit )
	unit:character_damage():recover_health() -- replenish()
	return 0
end

-- Debug Menu
if managers.menu then
managers.menu:set_debug_menu_enabled(true)
end

-- Infinite Saw
if not _fireSaw then
   _fireSaw = SawWeaponBase.fire
end
function SawWeaponBase:fire( from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )
   _fireSaw( self, from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )

   if managers.player:player_unit() == self._setup.user_unit then
      self.set_ammo(self, 1.0)
   end
end

-- Allow infinite pagers
function GroupAIStateBase:on_successful_alarm_pager_bluff() end

-- 100% Armor piercing
if not _uvArmorPierce then _uvArmorPierce = PlayerManager.upgrade_value end 
function PlayerManager:upgrade_value( category, upgrade, default ) 
	if category == "weapon" and upgrade == "armor_piercing_chance" then
		return 1
	elseif category == "weapon" and upgrade == "armor_piercing_chance_silencer" then
		return 1
	else
		return _uvArmorPierce(self, category, upgrade, default) 
	end
end

-- No fall damage (useless if you have god mode on)
function PlayerDamage:damage_fall( data ) end

PlayerManager.selected_equipment_deploy_timer = function(self) return 0 end

if not _getTimer then _getTimer = BaseInteractionExt._get_timer end 
function BaseInteractionExt:_get_timer() 
   if self.tweak_data == "corpse_alarm_pager" then 
      return _getTimer(self) 
   end 
   return 0 
end

-- 100% Dodge
if not _uvDodge then _uvDodge = PlayerManager.upgrade_value end 
function PlayerManager:upgrade_value( category, upgrade, default ) 
    if category == "player" and upgrade == "passive_dodge_chance" then
        return 1
    elseif category == "player" and upgrade == "run_dodge_chance" then
        return 1
    else
        return _uvDodge(self, category, upgrade, default) 
    end
end

-- Infinite ECM jammer battery
function ECMJammerBase:update( unit, t, dt )
    self._battery_life = self._max_battery_life
end

unlock_asset("welcome_to_the_jungle_shuttercode")

-- Interact through walls
function ObjectInteractionManager:interact( player )
	if( alive( self._active_object ) ) then
		local interacted,timer = self._active_object:interaction():interact_start( player )
		if timer then
			self._active_object_locked_data = true
		end
		return interacted or interacted == nil or false, timer, self._active_object
	end
	return false
end
local mvec1 = Vector3()
function ObjectInteractionManager:_update_targeted( player_pos, player_unit )
	local mvec3_dis = mvector3.distance
	--clean out far away objects
	if( #self._close_objects > 0 ) then
		for k, v in pairs( self._close_objects ) do
			if( alive( v ) and v:interaction():active() ) then
				if mvec3_dis( player_pos, v:interaction():interact_position() ) > v:interaction():interact_distance() then
					table.remove( self._close_objects, k )
				end
			else
				table.remove( self._close_objects, k )
			end
		end
	end
	
	--check for new objects
	for i = 1, self._close_freq, 1 do
		if( self._close_index >= self._interactive_count ) then
			self._close_index = 1
		else
			self._close_index = self._close_index + 1
		end
		
		local obj = self._interactive_objects[ self._close_index ]
		if( alive(obj) and obj:interaction():active() and not self:_in_close_list( obj ) ) then
			if( mvec3_dis(player_pos, obj:interaction():interact_position()) <= obj:interaction():interact_distance()  ) then
				table.insert( self._close_objects, obj )
			end
		end
	end
	
	-- local locked = self._active_object_locked_data and alive( self._active_object )
	local locked = false
	if self._active_object_locked_data then
		if not alive( self._active_object ) or not self._active_object:interaction():active() then
			self._active_object_locked_data = nil	
		else
			-- print( "dist", mvec3_dis(player_pos, self._active_object:interaction():interact_position()) )
			-- locked = ( mvec3_dis(player_pos, self._active_object:interaction():interact_position()) - self._active_object_locked_data.distance ) < 20
			locked = ( mvec3_dis(player_pos, self._active_object:interaction():interact_position()) <= self._active_object:interaction():interact_distance() )
		end
	end
			
	if locked then
		return
	end
	
	local last_active = self._active_object
	local blocked = player_unit:movement():object_interaction_blocked()
	if( #self._close_objects > 0 ) and not blocked then
		--find the one the player is looking at
		local active_obj = nil
		local current_dot = 0.9
				
		local player_fwd = player_unit:camera():forward()
		local camera_pos = player_unit:camera():position()
		for k, v in pairs( self._close_objects ) do
			if( alive( v ) ) then
				mvector3.set( mvec1, v:interaction():interact_position() )
				mvector3.subtract( mvec1, camera_pos )
				mvector3.normalize( mvec1 )
				local dot = mvector3.dot( player_fwd, mvec1 )
				if( dot > current_dot ) then
					local interact_axis = v:interaction():interact_axis()
					-- Check if we only are allowed to access it from one side
					if not interact_axis or mvector3.dot( mvec1, interact_axis ) < 0.0 then
						current_dot = dot
						active_obj = v
					end
				end
			end
		end
		
		if( active_obj and self._active_object ~= active_obj ) then
			if alive( self._active_object ) then
				self._active_object:interaction():unselect()
			end
			if not active_obj:interaction():selected( player_unit ) then
				active_obj = nil
			end
		end
		self._active_object = active_obj
	else
		self._active_object = nil
	end
	
	--unselect the last one
	if( alive( last_active ) ) then
		if( not self._active_object ) then
			self._active_object = nil
			last_active:interaction():unselect()
		end
	end
end

-- All Weapons Unlocked
local wep_arr = {
   'new_m4', 'glock_17', 'mp9', 'r870', 'glock_18c', 'amcar', 'm16', 'olympic', 'ak74', 'akm', 'akmsu', 'saiga', 'ak5', 'aug', 'g36', 'p90', 'new_m14', 'deagle', 'new_mp5', 'colt_1911', 'mac10', 'serbu', 'huntsman', 'b92fs', 'new_raging_bull',  'saw'
}
for i, name in ipairs(wep_arr) do
   if not managers.upgrades:aquired(name) then
      managers.upgrades:aquire(name)
   end
end 

-- Unlock All Masks
managers.blackmarket:_setup_masks()
for mask_id,_ in pairs(tweak_data.blackmarket.masks) do
Global.blackmarket_manager.masks[mask_id].unlocked = true
managers.blackmarket:add_to_inventory("normal", "masks", mask_id, false)
end

-- Weapon Accessories, Color Palettes, and Mask Vinyls
for i=1, 7 do
managers.lootdrop:debug_drop( 1000, true, i )
end
pos = managers.player:player_unit():position()
rot = managers.player:player_unit():rotation()
		local ammo_upgrade_lvl = managers.player:upgrade_level( "ammo_bag", "ammo_increase" )
		if Network:is_client() then
			managers.network:session():send_to_host( "place_ammo_bag", pos, rot, ammo_upgrade_lvl )
		else 
			local unit = AmmoBagBase.spawn( pos, rot, ammo_upgrade_lvl )
		end
		
pos = managers.player:player_unit():position()
rot = managers.player:player_unit():rotation()
local amount_upgrade_lvl = managers.player:upgrade_level( "doctor_bag", "amount_increase" )
		if Network:is_client() then
			managers.network:session():send_to_host( "place_doctor_bag", pos, rot, amount_upgrade_lvl )
		else 
			local unit = DoctorBagBase.spawn( pos, rot, amount_upgrade_lvl )
		end
		
		function TimerGui:_set_jamming_values() return end
function TimerGui:start( timer )
        timer = 0.01
        if self._jammed then
                self:_set_jammed( false )
                return
        end
       
        if not self._powered then
                self:_set_powered( true )
                return
        end
       
        if self._started then
                return
        end
       
        self:_start( timer )
        if managers.network:session() then
                managers.network:session():send_to_peers_synched( "start_timer_gui", self._unit, timer )
        end
end


-- God Mode
if player then
   player:character_damage():set_invulnerable( true )
end

-- Player Armor
PlayerDamage.get_real_armor = function(self)
return Application:digest_value( 100, false )
end 

-- No movement penalty, change to a larger value than 1 for an increase in speed
PlayerManager.body_armor_movement_penalty = function(self) return 1 end

-- Weapon spread
NewRaycastWeaponBase._get_spread = function(self) return 0 end

-- Weapon recoil
NewRaycastWeaponBase.recoil_multiplier = function(self) return 0 end

-- Weapon reload speed
NewRaycastWeaponBase.reload_speed_multiplier = function(self) return 2000 end

-- Weapon fire rate
NewRaycastWeaponBase.fire_rate_multiplier = function(self) return 10 end

-- Weapon swap speed
PlayerStandard._get_swap_speed_multiplier = function(self) return 2000 end

-- No hit disorientation
function CoreEnvironmentControllerManager:hit_feedback_front() end
function CoreEnvironmentControllerManager:hit_feedback_back() end
function CoreEnvironmentControllerManager:hit_feedback_right() end
function CoreEnvironmentControllerManager:hit_feedback_left() end
function CoreEnvironmentControllerManager:hit_feedback_up() end
function CoreEnvironmentControllerManager:hit_feedback_down() end

-- No flashbangs
function CoreEnvironmentControllerManager:set_flashbang( flashbang_pos, line_of_sight, travel_dis, linear_dis ) end

-- Resist arrest
local _arrestedUpdate = Interception.Backup(PlayerArrested, "update")
function PlayerArrested:update( t, dt )
	_arrestedUpdate(self, t, dt)
	managers.player:set_player_state( "standard" )
end

-- Don't taze me bro
function PlayerTased:enter( state_data, enter_data )
	PlayerTased.super.enter( self, state_data, enter_data )
	self._next_shock = Application:time() + 10
	self._taser_value = 1
	self._recover_delayed_clbk = "PlayerTased_recover_delayed_clbk"
	managers.enemy:add_delayed_clbk( self._recover_delayed_clbk, callback( self, self, "clbk_exit_to_std" ), Application:time() )
end

-- Small loot value multiplier (extra jewelry cash value in jewelry store, deposit boxes in bank heist, etc)
if not _uvSmallLoot then _uvSmallLoot = PlayerManager.upgrade_value end 
function PlayerManager:upgrade_value( category, upgrade, default ) 
	if category == "player" and upgrade == "small_loot_multiplier" then 
		return 1000000
	else 
		return _uvSmallLoot(self, category, upgrade, default) 
	end 
end
if not _uvlSmallLoot then _uvlSmallLoot = PlayerManager.upgrade_value_by_level end 
function PlayerManager:upgrade_value_by_level( category, upgrade, level, default ) 
	if category == "player" and upgrade == "small_loot_multiplier" then 
		return 1000000
	else 
		return _uvlSmallLoot(self, category, upgrade, level, default) 
	end 
end
I never updated my dll(iphlpapi.dll), It is the very first one I got which was from a youtube video, but these three codes is the only ones that do not work.
You should get a new .dll and its not GABE it's GAGE
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