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Автор темы
- #1
Ченджер меняет только текущее оружие. то есть, если я куплю или заспавню другой калаш то у него слетит скин. Как сделать чтобы скин закрепился на калаше?
static public void run()
{
forceUpdate();
while (true)
{
for (var i = 1; i < 16; ++i)
{
int MyWeapons = globalVar.mem.Read<int>(globalVar.localPlayer + netvars.m_hMyWeapons + (i - 1) * 0x4) & 0xFFF;
int m_iBase = globalVar.mem.Read<int>(globalVar.panorama_dll + signatures.dwEntityList + (MyWeapons - 1) * 0x10);
int m_iItemDefinitionIndex = globalVar.mem.Read<int>(m_iBase + netvars.m_iItemDefinitionIndex);
int m_iTexture = globalVar.mem.Read<int>(m_iBase + netvars.m_nFallbackPaintKit);
int acc = globalVar.mem.Read<int>(m_iBase + netvars.m_iAccountID);
int m_iItemIDLow = globalVar.mem.Read<int>(m_iBase + netvars.m_iItemIDLow);
int m_iItemIDHigh = globalVar.mem.Read<int>(m_iBase + netvars.m_iItemIDHigh);
Console.WriteLine(m_iItemDefinitionIndex);
switch (m_iItemDefinitionIndex)
{
case 1: //deset eagle
m_iTexture = 232;
break;
case 7: //deset eagle
m_iTexture = 14;
break;
case 9: //AWP
m_iTexture = 344;
break;
}
globalVar.mem.Write<int>(m_iBase + netvars.m_iItemDefinitionIndex, m_iItemDefinitionIndex);
globalVar.mem.Write<int>(m_iBase + netvars.m_iItemIDHigh, -1);
//globalVar.mem.Write<int>(m_iBase + netvars.m_iItemIDLow, -1);
globalVar.mem.Write<int>(m_iBase + netvars.m_nFallbackPaintKit, m_iTexture);
globalVar.mem.Write<int>(m_iBase + netvars.m_nFallbackSeed, 1);
globalVar.mem.Write<int>(m_iBase + netvars.m_nFallbackStatTrak, 1);
globalVar.mem.Write<int>(m_iBase + netvars.m_iAccountID, acc);
}
}
}
static public void run()
{
forceUpdate();
while (true)
{
for (var i = 1; i < 16; ++i)
{
int MyWeapons = globalVar.mem.Read<int>(globalVar.localPlayer + netvars.m_hMyWeapons + (i - 1) * 0x4) & 0xFFF;
int m_iBase = globalVar.mem.Read<int>(globalVar.panorama_dll + signatures.dwEntityList + (MyWeapons - 1) * 0x10);
int m_iItemDefinitionIndex = globalVar.mem.Read<int>(m_iBase + netvars.m_iItemDefinitionIndex);
int m_iTexture = globalVar.mem.Read<int>(m_iBase + netvars.m_nFallbackPaintKit);
int acc = globalVar.mem.Read<int>(m_iBase + netvars.m_iAccountID);
int m_iItemIDLow = globalVar.mem.Read<int>(m_iBase + netvars.m_iItemIDLow);
int m_iItemIDHigh = globalVar.mem.Read<int>(m_iBase + netvars.m_iItemIDHigh);
Console.WriteLine(m_iItemDefinitionIndex);
switch (m_iItemDefinitionIndex)
{
case 1: //deset eagle
m_iTexture = 232;
break;
case 7: //deset eagle
m_iTexture = 14;
break;
case 9: //AWP
m_iTexture = 344;
break;
}
globalVar.mem.Write<int>(m_iBase + netvars.m_iItemDefinitionIndex, m_iItemDefinitionIndex);
globalVar.mem.Write<int>(m_iBase + netvars.m_iItemIDHigh, -1);
//globalVar.mem.Write<int>(m_iBase + netvars.m_iItemIDLow, -1);
globalVar.mem.Write<int>(m_iBase + netvars.m_nFallbackPaintKit, m_iTexture);
globalVar.mem.Write<int>(m_iBase + netvars.m_nFallbackSeed, 1);
globalVar.mem.Write<int>(m_iBase + netvars.m_nFallbackStatTrak, 1);
globalVar.mem.Write<int>(m_iBase + netvars.m_iAccountID, acc);
}
}
}