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);
}
UInt32 WeaponOffset = BG_GetWeaponDef(0x02);
PS3.WriteUInt32(Weapon + (UInt32)Offsets.weapTypet, (UInt32)weapType.Grenade);

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);
}
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

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