Gladiatorcheatz skinchanger fix?

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anyone got a fix for these structs?
Код:
class C_EconItemView
{
public:
    char _pad_0x0000[0x14];
    CUtlVector<IRefCounted*>    m_CustomMaterials; //0x0014
    char _pad_0x0028[0x1F8];
    CUtlVector<IRefCounted*>    m_VisualsDataProcessors; //0x0220
};

class C_AttributeManager
{
public:
    char    _pad_0x0000[0x18];
    __int32                        m_iReapplyProvisionParity; //0x0018
    uintptr_t                        m_hOuter; //0x001C
    char    _pad_0x0020[0x4];
    __int32                        m_ProviderType; //0x0024
    char    _pad_0x0028[0x18];
    C_EconItemView                m_Item; //0x0040
};

class C_WeaponCSBase : public IClientEntity
{
public:
    char    _pad_0x0000[0x09CC];
    CUtlVector<IRefCounted*>    m_CustomMaterials; //0x09DC
    char    _pad_0x09F0[0x2380];
    C_AttributeManager            m_AttributeManager; //0x2D70
    char    _pad_0x2D84[0x2F9];
    bool                        m_bCustomMaterialInitialized; //0x32DD
};
 
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Код:
    class _ST_m_Attributes_32
    {
    public:
        int        lengthprop32; // 0x0
        int        m_iAttributeDefinitionIndex; // 0x4
        int        m_iRawValue32; // 0x8
        int        m_iRawInitialValue32; // 0xc
        int        m_nRefundableCurrency; // 0x10
        int        m_bSetBonus; // 0x14
    };
    class CAttributeList
    {
    public:
        _ST_m_Attributes_32    m_Attributes; // 0x0
    };
    class C_EconItemView
    {
    public:
        unsigned char _0x0[0x1ea];
        int        m_iItemDefinitionIndex; // 0x1ea
        int        m_iEntityQuality; // 0x1ec
        int        m_iEntityLevel; // 0x1f0
        unsigned char _0x1f4[0xc];
        int        m_iItemIDHigh; // 0x200
        int        m_iItemIDLow; // 0x204
        int        m_iAccountID; // 0x208
        unsigned char _0x20c[0x8];
        int        m_bInitialized; // 0x214
        unsigned char _0x218[0x48];
        CAttributeList    m_NetworkedDynamicAttributesForDemos; // 0x260
        unsigned char _0x278[0x4];
        char*      m_szCustomName; // 0x27c
    };
    
class C_AttributeManager
{
public: 
      unsigned char _0x0[0x18];
        int        m_iReapplyProvisionParity; // 0x18
        int        m_hOuter; // 0x1c
        unsigned char _0x20[0x4];
        int        m_ProviderType; // 0x24
        unsigned char _0x28[0x18];
       C_EconItemView    m_Item; // 0x40
};
class CWeaponCSBase :  public C_BaseCombatWeapon // 0x3254
    {
    public:
        unsigned char _0x3254[0x98];
        int        m_weaponMode; // 0x32ec
        unsigned char _0x32f0[0x14];
        float      m_fAccuracyPenalty; // 0x3304
        unsigned char _0x3308[0x8];
        int        m_iRecoilIndex; // 0x3310
        float      m_flRecoilIndex; // 0x3314
        int        m_bBurstMode; // 0x3318
        float      m_flPostponeFireReadyTime; // 0x331c
        int        m_bReloadVisuallyComplete; // 0x3320
        int        m_bSilencerOn; // 0x3321
        float      m_flDoneSwitchingSilencer; // 0x3324
        unsigned char _0x3328[0x4];
        int        m_iOriginalTeamNumber; // 0x332c
        unsigned char _0x3330[0xc];
        int        m_hPrevOwner; // 0x333c
        unsigned char _0x3340[0x20];
        float      m_fLastShotTime; // 0x3360
        unsigned char _0x3364[0x18];
        int        m_iIronSightMode; // 0x337c
    };
 
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