public static void Reskin() { while (true) { if (Settings.m_bSkinchanger) { // Save That We Used The Skinchanger bWasActive = true; int OverrideTexture; for (var i = 1; i < 16; ++i) { // Create A New Weapon Object Weapon Weapon = new Weapon(); // Get Adress To Current Weapon Out Of Array Of Currently Equipped Weapons int iCurWeaponAdress = (ManageMemory.ReadMemory <int>(LocalPlayer.m_iBase + Offsets.m_hMyWeapons + (i - 1) * 0x4)) & 0xFFF; // Get Baseadress of The Current Weapon Weapon.m_iBase = ManageMemory.ReadMemory <int>(Offsets.m_ClientPointer + Offsets.dwEntityList + (iCurWeaponAdress - 1) * 0x10); // Get The WeaponID Weapon.m_iItemDefinitionIndex = ManageMemory.ReadMemory <int>(Weapon.m_iBase + Offsets.m_iItemDefinitionIndex); // Get EntityID Of WeaponOwner Weapon.m_iXuIDLow = ManageMemory.ReadMemory <int>(Weapon.m_iBase + Offsets.m_OriginalOwnerXuidLow); // Get Weapon Skin Weapon.m_iTexture = ManageMemory.ReadMemory <int>(Weapon.m_iBase + Offsets.m_nFallbackPaintKit); // Define Which Skin We Want (Based On The Current Weapon) switch (Weapon.m_iItemDefinitionIndex) { case (int)ItemDefinition.WEAPON_AK47: OverrideTexture = 44; break; case (int)ItemDefinition.WEAPON_M4A1_SILENCER: OverrideTexture = 440; break; case (int)ItemDefinition.WEAPON_M4A1: OverrideTexture = 309; break; case (int)ItemDefinition.WEAPON_AWP: OverrideTexture = 344; break; case (int)ItemDefinition.WEAPON_GLOCK: OverrideTexture = 38; break; case (int)ItemDefinition.WEAPON_HKP2000: OverrideTexture = 389; break; case (int)ItemDefinition.WEAPON_USP_SILENCER: OverrideTexture = 290; break; case (int)ItemDefinition.WEAPON_UMP45: OverrideTexture = 556; break; case (int)ItemDefinition.WEAPON_P250: OverrideTexture = 102; break; case (int)ItemDefinition.WEAPON_FIVESEVEN: OverrideTexture = 427; break; case (int)ItemDefinition.WEAPON_DEAGLE: OverrideTexture = 231; break; case (int)ItemDefinition.WEAPON_TEC9: OverrideTexture = 599; break; default: OverrideTexture = 1337; break; } // Check If The Weapon Doesn't Have The Skin Yet if (Weapon.m_iTexture != OverrideTexture && OverrideTexture != 1337) { // Set New Item Values ManageMemory.WriteMemory <int>(Weapon.m_iBase + Offsets.m_iItemIDHigh, -1); ManageMemory.WriteMemory <int>(Weapon.m_iBase + Offsets.m_nFallbackPaintKit, OverrideTexture); ManageMemory.WriteMemory <int>(Weapon.m_iBase + Offsets.m_nFallbackSeed, 661); ManageMemory.WriteMemory <int>(Weapon.m_iBase + Offsets.m_nFallbackStatTrak, 1337); ManageMemory.WriteMemory <float>(Weapon.m_iBase + Offsets.m_flFallbackWear, 0.00001f); ManageMemory.WriteMemory <int>(Weapon.m_iBase + Offsets.m_iAccountID, Weapon.m_iXuIDLow); ManageMemory.WriteMemory <char[]>(Weapon.m_iBase + Offsets.m_szCustomName, "C0reExternal".ToCharArray()); // Force Textures To Reload ManageMemory.WriteMemory <int>(LocalPlayer.m_iClientState + 0x16C, -1); } } } else if (!Settings.m_bSkinchanger && bWasActive) { // If Skinchanger Was Active & Is Now Inactive Force Textures To Reload ManageMemory.WriteMemory <int>(LocalPlayer.m_iClientState + 0x16C, -1); bWasActive = false; } // (-.-)Zzz... Thread.Sleep(5); } }
public static void Jump(this LocalPlayer localPlayer) { ManageMemory.WriteMemory <int>(BaseMemory.BaseAddress + MemoryAddr.dwForceJump, 5); Thread.Sleep(20); ManageMemory.WriteMemory <int>(BaseMemory.BaseAddress + MemoryAddr.dwForceJump, 4); }
/// <summary> /// Returns instance of active weapon /// </summary> /// <param name="playerBase">Pointer(handler) of player</param> /// <returns></returns> public Weapon ActiveWeapon(int playerBase) { int pointer = ManageMemory.ReadMemory <int>(playerBase + MemoryAddr.m_hActiveWeapon) & 0xFFF; return(new Weapon(pointer)); }
public static void AttackEnd(this LocalPlayer localPlayer) { ManageMemory.WriteMemory <int>(BaseMemory.BaseAddress + MemoryAddr.dwForceAttack, 4); }
/// <summary> /// Returns <see cref="Player"/> weapon on <see cref="index"/> slot /// </summary> /// <param name="playerBase">Pointer(handler) of player(</param> /// <param name="index">Inventory index (1 knife, 2 pistol etc.)</param> /// <returns></returns> public Weapon MyWeapons(int playerBase, int index) { int pointer = ManageMemory.ReadMemory <int>(playerBase + MemoryAddr.m_hMyWeapons + (index - 1) * 0x4) & 0xFFF; return(new Weapon(pointer)); }