1. auto weps = localPlayer->Weapons(); 2. HANDLE* Weapons() { return (HANDLE*)( (DWORD)this + 0x2DE8 ); } 3. for ( size_t i = 0; weps[i] != nullptr; i++ ) { auto pWeapon = reinterpret_cast< CBaseCombatWeapon* >(Interfaces::EntList->GetClientEntityFromHandle(weps[i])); Credits: - bbb333