Post: [Release or whatever]Weapondef + Code and shit
04-18-2014, 11:03 PM #1
ItsLollo1000
Little One
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Hey,
I dont know why no one released it yet but yeah i got bored and thought,
hey some more guys should use it so yeah here ya go:

What u need is:
Chocos RPC fixed (for the noobs in the Community: The Fix: To Enable set this 0x90, 0x64, 0x00, 0x04 at 0x7AA240 after the RPC Enable code from Choco)
and kinda a brain

Now for the codes, its pretty simple:
            public enum Offsets: uint
{
BG_GetWeaponDef = 0x00607088,
weapTypet = 0x1C,
weapClasst = 0x20,
penetrateType_ = 0x24,
ImpactType_ = 0x28,
weapInventoryTypet = 0x2C,
weapFireTypet = 0x30,
OffhandClass_ = 0x34,
weapStancet = 0x38,
}

public enum weapFireType_t : uint
{
Full_Auto,
Single_Shot,
Round_Burst2,
Round_Burst3,
Round_Burst4,
Round_Burst5,
StackedFire,
Minigun,
Jetgun
}

public enum ImpactType : uint
{
Impact_None,
Bullet_Small,
Bullet_Large,
Bullet_AP,
Bullet_Xtreme,
Shotgun,
Grenade_Bounce,
Grenade_Explode,
Rifle_Gernade,
Rocket_Explode,
Rocket_Explode_Xtreme,
Projectile_dud,
Mortar_Shell,
Tank_Shell,
Bolt,
Blade,
Grenade,
Rocket,
FlashBang
}

public enum OffhandClass : uint
{
Class_None,
Frag,
Smoke,
Flash,
Gear,
SupplyDropMarker
}

public enum weapStance_t
{
Standing,
Duck,
Prone
}

public enum weapInventoryType_t : uint
{
Primary,
Offhand,
Item,
AltMode,
Melee,
dwLeftHand
}

public enum weapClass_t : uint
{
rifle,
mg,
smg,
spread,
pistol,
grenade,
rocketlauncher,
turret,
non_player,
gas,
item,
melee,
KillstreakStored,
pistol_Spread
}

public enum weapType_t : uint
{
Bullet,
Grenade,
Projectile,
Binoculars,
Gas,
Bomb,
Mine,
Melee,
RiotShield
}

public enum penetrateType : uint
{
none,
small,
medium,
large
}

public UInt32 BG_GetWeaponDef(UInt32 WeaponNum)
{
return (UInt32)RPC.Call((UInt32)Offsets.BG_GetWeaponDef, WeaponNum);
}

Thats how u get the weapondef offset from the WeaponNumber(Can be found in sebs weapon dump or called by name but i dont got CG_WeaponIndex for the moment)

Then after u got the WeaponDefOffset go on like this:
    
UInt32 WeaponOffset = BG_GetWeaponDef(0x02);
PS3.WriteUInt32(Weapon + (UInt32)Offsets.weapTypet, (UInt32)weapType.Grenade);


I made some Functions to change all options: Shiver
    
public void ChangeweapType_t(weapType_t weapType)
{
PS3.WriteUInt32((UInt32)WeaponOffset + (UInt32)Offsets.weapTypet, (UInt32)weapType);
}

public void ChangeweapClass_t(weapClass_t weapClass_t)
{
PS3.WriteUInt32((UInt32)WeaponOffset + (UInt32)Offsets.weapClasst, (UInt32)weapClass_t);
}

public void ChangepenetrateType(penetrateType penetrateType)
{
PS3.WriteUInt32((UInt32)WeaponOffset + (UInt32)Offsets.penetrateType_, (UInt32)penetrateType);
}

public void ChangeImpactType(ImpactType ImpactType)
{
PS3.WriteUInt32((UInt32)WeaponOffset + (UInt32)Offsets.ImpactType_, (UInt32)ImpactType);
}

public void ChangeweapInventoryType_t(weapInventoryType_t weapInventoryType_t)
{
PS3.WriteUInt32((UInt32)WeaponOffset + (UInt32)Offsets.weapInventoryTypet, (UInt32)weapInventoryType_t);
}

public void ChangeweapFireType_t(weapFireType_t weapFireType_t)
{
PS3.WriteUInt32((UInt32)WeaponOffset + (UInt32)Offsets.weapFireTypet, (UInt32)weapFireType_t);
}

public void ChangeOffhandClass(OffhandClass OffhandClass)
{
PS3.WriteUInt32((UInt32)WeaponOffset + (UInt32)Offsets.OffhandClass_, (UInt32)OffhandClass);
}

public void ChangeweapStance_t(weapStance_t weapStance_t)
{
PS3.WriteUInt32((UInt32)WeaponOffset + (UInt32)Offsets.weapStancet, (UInt32)weapStance_t);
}


So yeah hope u guys understand how it works and enjoy it

and here some other things like damage:
    
float damage;//0x3E4
float damage2;//0x3E8
float damage3;//0x3EC
float damage4;//0x3F0
float damage5;//0x3F4
float minDamage;//0x3F8
float maxDamageRange;//0x3FC
float damageRange2;//0x400
float damageRange3;//0x404
float damageRange4;//0x408
float damageRange5;//0x40C

float minPlayerDamage;//0x414
float damageDuration;//0x418
float damageInterval;//0x41C
float playerDamage;//0x420
float meleeDamage;//0x424


Credits to:
Const from Se7ensins for the enums
Shark for RPC fix
seb5594 giving the motivation :P
[/CENTER]
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The following 4 users say thank you to ItsLollo1000 for this useful post:

HackersForHire, Notorious, xReaperv3
04-18-2014, 11:45 PM #2
I have released this lol. Just not some of them because they're kind of pointless to edit.

The following user thanked Black Panther for this useful post:

ItsLollo1000
04-19-2014, 12:01 AM #3
ItsLollo1000
Little One
Originally posted by AlmightySo View Post
I have released this lol. Just not some of them because they're kind of pointless to edit.


Woops didnt mentioned that then im sorry for reposting this
04-19-2014, 12:11 AM #4
Originally posted by ItsLollo1000 View Post
Woops didnt mentioned that then im sorry for reposting this


It's cool, you posted the other stuff so it's cool :p
04-19-2014, 12:15 AM #5
ItsLollo1000
Little One
Originally posted by AlmightySo View Post
It's cool, you posted the other stuff so it's cool :p


Ok :P
04-19-2014, 01:50 AM #6
xReaperv3
Bounty hunter
For those that get Errors with "UInt32 WeaponOffset = BG_GetWeaponDef(0x02);" //< 0x02 is the MP7.

Add this to your Project:

public UInt32 BG_GetWeaponDef(int weap)
{
return RPC.Call(Offsets.BG_GetWeaponDef, weap);
}

Example:

public void ChangeweapType_t(weapType_t weapType)
{
PS3.Extension.WriteUInt32((UInt32)BG_GetWeaponDef(2) + (UInt32)Offsets.weapTypet, (UInt32)weapType);
}

Then you can use it with "ChangeweapType_t(weapType_t.RiotShield);" or whatever you want.


Btw thanks Lollo, very usefull!Enzo

The following user thanked xReaperv3 for this useful post:

ALI ALHILFI

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