Emektar Üye
Arkadaşlar basit ve kolay bir çalışmadır örneklere bakarak ve kendinizi geliştirerek daha iyisini yapabilirsiniz.
Örnek Video:
Örnek Video:
C#:
class SkinChanger
{
public static void Do()
{
int Local = ReadMemory<int>((int)g_pClient + dwLocalPlayer);
int ActiveWeapon = ReadMemory<int>(Local + m_hActiveWeapon) & 0xFFF;
ActiveWeapon = ReadMemory<int>((int)g_pClient + dwEntityList + (ActiveWeapon - 1) * 0x10);
short ActiveWeaponID = ReadMemory<short>(ActiveWeapon + m_iItemDefinitionIndex);
var CSGOActiveWeapon = (WeaponId.CSGOWeaponID)ActiveWeaponID;
int ActiveWeaponViewModelID = ReadMemory<int>(ActiveWeapon + m_iViewModelIndex);
int LocalViewModel = ReadMemory<int>(Local + m_hViewModel);
int WEAPON_KNIFECHANGER_ID = (int)Config.WEAPON_KNIFECHANGER;
for (int i = 0; i < 8; i++)
{
int Weapon = ReadMemory<int>(Local + m_hMyWeapons + i * 0x4) & 0xFFF;
Weapon = ReadMemory<int>((int)g_pClient + dwEntityList + (Weapon - 1) * 0x10);
short WeaponID = ReadMemory<short>(Weapon + m_iItemDefinitionIndex);
if (WeaponID == 0) { continue; }
var CSGOWeaponID = (WeaponId.CSGOWeaponID)WeaponID;
int PaintKit = 0;
int EntityQuality = 0;
float Wear = 0.0001f;
int Seed = 0;
int StatTrack = 1337;
string CustomName = "MyCheat.cc";
switch (CSGOWeaponID)
{
case CSGOWeaponID.WEAPON_DEAGLE:
PaintKit = 37;
CustomName = "420 blaze it";
break;
case CSGOWeaponID.WEAPON_GLOCK:
PaintKit = 353;
break;
case CSGOWeaponID.WEAPON_AK47:
PaintKit = 180;
Seed = 321;
break;
case CSGOWeaponID.WEAPON_AWP:
PaintKit = 446;
CustomName = "Magic stick";
break;
case CSGOWeaponID.WEAPON_M4A1:
PaintKit = 449;
break;
}
if (PaintKit != 0)
{
if (ReadMemory<int>(Weapon + m_iItemIDHigh) != -1)
WriteMemory<int>(Weapon + m_iItemIDHigh, -1);
WriteMemory<int>(Weapon + m_OriginalOwnerXuidLow, 0);
WriteMemory<int>(Weapon + m_OriginalOwnerXuidHigh, 0);
WriteMemory<int>(Weapon + m_nFallbackPaintKit, PaintKit);
WriteMemory<int>(Weapon + m_nFallbackSeed, Seed);
WriteMemory<int>(Weapon + m_nFallbackStatTrak, StatTrack);
WriteMemory<float>(Weapon + m_flFallbackWear, Wear);
WriteString(Weapon + m_szCustomName, CustomName);
if (StatTrack >= 0)
WriteMemory<int>(Weapon + m_iEntityQuality, 9);
else
WriteMemory<int>(Weapon + m_iEntityQuality, EntityQuality);
}
}
}
}