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);
 }
Esempio n. 3
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        /// <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);
 }
Esempio n. 5
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        /// <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));
        }