void Weap1(int client, int weaponIndex)
{
opd_s Weap = {0x2a8364, TOC };
void(*ARM)(int Offset,int arma,int num) = (void(*)(int,int,int))&Weap;
ARM(0x1780f28, weaponIndex, 0);
//
opd_s Weap10 = {0x1e6838, TOC };
void(*ARM1)(int Offset,int arma,int num,int num2,int num3) = (void(*)(int,int,int,int,int))&Weap10;
ARM1(0x16b9f20, weaponIndex, 0, 0x270f, 1);
}
if(scroll == 0)
{
Functions::Weap1(client, 0x02);
Functions::iPrintInBold(client, "^1Mp7");
}
void Weap1(int client, int weaponIndex)
{
opd_s Weap = {0x2a8364, TOC };
void(*ARM)(int Offset,int arma,int num) = (void(*)(int,int,int))&Weap;
ARM(0x1780f28, weaponIndex, 0);
//
opd_s Weap10 = {0x1e6838, TOC };
void(*ARM1)(int Offset,int arma,int num,int num2,int num3) = (void(*)(int,int,int,int,int))&Weap10;
ARM1(0x16b9f20, weaponIndex, 0, 0x270f, 1);
}
if(scroll == 0)
{
Functions::Weap1(client, 0x02);
Functions::iPrintInBold(client, "^1Mp7");
}
opd_s G_GivePlayerWeapon_t = { Offsets::G_GivePlayerWeapon, TOC };
int(*G_GivePlayerWeapon)(int clientIndex, int weaponIndex, int Akimbo, int Camo) = (int(*)(int, int, int, int))&G_GivePlayerWeapon_t;
opd_s G_InitializeAmmo_t = { Offsets::G_InitializeAmmo, TOC };
int(*G_InitializeAmmo)(int clientIndex, int weaponIndex, int Akimbo, int Camo) = (int(*)(int, int, int, int))&G_InitializeAmmo_t;
void GivePlayerWeapon(int clientIndex, int weaponIndex)
{
G_GivePlayerWeapon(Offsets::playerstate_s + (clientIndex * Offsets::playerstate_size), weaponIndex, 0, 0);
G_InitializeAmmo(Offsets::gentity + (clientIndex * Offsets::gentity_size), weaponIndex, 0, 0);
}
Copyright © 2026, NextGenUpdate.
All Rights Reserved.