
public static bool SetUp1 = (((((((ServerDetails.getMapName() == "Seatown") | (ServerDetails.getMapName() == "Arkaden")) |
(ServerDetails.getMapName() == "Downturn")) | (ServerDetails.getMapName() == "Bootleg")) | (ServerDetails.getMapName() == "Lockdown")) |
(ServerDetails.getMapName() == "Village")) | (ServerDetails.getMapName() == "Mission"));
#region Offsets
public static class Offsets
{
public static uint Akimbo_Secondary = 0x0110a531;
public static uint Akimbo_Primary = 0x0110a549;
public static uint GrandeLuncherBullets = 0x0110a6b4;
public static uint GrandeLuncherClip = 0x0110a630;
public static class Primary
{
public static uint
Weapon1 = 0x0110a4fd,
Weapon2 = 0x0110a5f1,
Weapon3 = 0x0110a6a5,
AmmoClip = 0x0110a628,
AmmoBullets = Primary.Weapon3 + 0x3,// = 0x0110a6a8,
AkimboAmmo = 0x0110a6ac;
}
public static class Secondary
{
public static uint
Weapon1 = 0x0110a4f5,
Weapon2 = 0x0110a5f1,
Weapon3 = 0x0110a68d,
AmmoClip = 0x0110a618,
AmmoBullets = Secondary.Weapon3 + 0x3,// = 0x0110a690
AkimboAmmo = 0x0110a694;
}
public static class _3Weapon
{
public static uint
Weapon1 = 0x0110a505,
Weapon2 = 0x0110a63d,
Weapon3 = 0x0110a6c9,
AmmoBullets = _3Weapon.Weapon3 + 0x3, // = 0x0110a640
AmmoClip = _3Weapon.Weapon2 + 0x3; // = 0x0110a6cc
}
public static class _4Weapon
{
public static uint
Weapon1 = 0x0110a509,
Weapon2 = 0x0110a645,
Weapon3 = 0x0110a6d5,
AmmoBullets = _4Weapon.Weapon3 + 0x3, // = 0x0110a648
AmmoClip = _4Weapon.Weapon2 + 0x3; // = 0x0110a6d8
}
public static class _5Weapon
{
public static uint
Weapon1 = 0x0110a50d,
Weapon2 = 0x0110a64d,
Weapon3 = 0x0110a6e1,
AmmoBullets = _5Weapon.Weapon3 + 0x3, // = 0x0110a6e4
AmmoClip = _5Weapon.Weapon2 + 0x3; // = 0x0110a6d8
}
public static class _6Weapon
{
public static uint
Weapon1 = 0x0110a511,
Weapon2 = 0x0110a655,
Weapon3 = 0x0110a6bd,
AmmoBullets = _6Weapon.Weapon3 + 0x3, // = 0x0110a6c0
AmmoClip = _6Weapon.Weapon2 + 0x3; // = 0x0110a658
}
public static class Tactical
{
public static uint
Weapon1 = 0x0110a501,
Weapon2 = 0x0110a635,
Weapon3 = 0x0110a6bd,
AmmoBullets = Tactical.Weapon3 + 0x3, // = 0x0110a6c0
AmmoClip = Tactical.Weapon2 + 0x3; // = 0x0110a638
}
public static class Lethal
{
public static uint
Weapon1 = 0x0110a4f9,
Weapon2 = 0x0110a61d,
Weapon3 = 0x0110a6c9,
AmmoBullets = Lethal.Weapon3 + 0x3, // = 0x0110a620
AmmoClip = Lethal.Weapon2 + 0x3, // = 0x0110a6cc
RealAmmo = 0x0110a69c;
}
}
#endregion
public static void Rockets(uint client)
{
PS3.SetMemory((Offsets.Akimbo_Secondary + ((uint)client * 0x3980)), new byte[] { 0x00 });//Remove the akimbo, to prevent Freeze issus!
byte[] Rocket_Dome = WeaponList.Dome.Harriar_Rockets;
byte[] Rocket_Seatown = WeaponList.Seatown.Harriar_Rockets;
if (SetUp1)
{
PS3.SetMemory(Offsets.Secondary.Weapon1 + (0x3980 * client), Rocket_Seatown);
PS3.SetMemory(Offsets.Secondary.Weapon2 + (0x3980 * client), Rocket_Seatown);
PS3.SetMemory(Offsets.Secondary.Weapon3 + (0x3980 * client), Rocket_Seatown);
}
else//If the maps are not the maps that are on "SetUp1"(The maps dome and etc)
{
//It will give diffrent bytes
PS3.SetMemory(Offsets.Secondary.Weapon1 + (0x3980 * client), Rocket_Dome);
PS3.SetMemory(Offsets.Secondary.Weapon2 + (0x3980 * client), Rocket_Dome);
PS3.SetMemory(Offsets.Secondary.Weapon3 + (0x3980 * client), Rocket_Dome);
}
//And Ammo:
byte[] UltimateAmmo = new byte[] { 0x0F,0xFF,0xFF,0xFF};
PS3.SetMemory(Offsets.Secondary.AkimboAmmo + (0x3980 * client), UltimateAmmo );
PS3.SetMemory(Offsets.Secondary.AmmoBullets + (0x3980 * client), UltimateAmmo);
PS3.SetMemory(Offsets.Secondary.AmmoClip + (0x3980 * client), UltimateAmmo);
}
public static void RemovenecessaryStuff(UInt32 client)
{
byte[] Remove = new byte[] { 0x00, 0, 0 };
byte[] RemoveAkimbo = new byte[] { 0x00 };
PS3.SetMemory(Offsets._3Weapon.Weapon1 + (client * 0x3980), Remove);
PS3.SetMemory(Offsets._3Weapon.Weapon2 + (client * 0x3980), Remove);
PS3.SetMemory(Offsets._3Weapon.Weapon3 + (client * 0x3980), Remove);
PS3.SetMemory(Offsets._4Weapon.Weapon1 + (client * 0x3980), Remove);
PS3.SetMemory(Offsets._4Weapon.Weapon2 + (client * 0x3980), Remove);
PS3.SetMemory(Offsets._4Weapon.Weapon3 + (client * 0x3980), Remove);
PS3.SetMemory(Offsets._5Weapon.Weapon1 + (client * 0x3980), Remove);
PS3.SetMemory(Offsets._5Weapon.Weapon2 + (client * 0x3980), Remove);
PS3.SetMemory(Offsets._5Weapon.Weapon3 + (client * 0x3980), Remove);
PS3.SetMemory(Offsets._6Weapon.Weapon1 + (client * 0x3980), Remove);
PS3.SetMemory(Offsets._6Weapon.Weapon2 + (client * 0x3980), Remove);
PS3.SetMemory(Offsets._6Weapon.Weapon3 + (client * 0x3980), Remove);
PS3.SetMemory(Offsets.Akimbo_Primary + (client * 0x3980), RemoveAkimbo);
PS3.SetMemory(Offsets.Akimbo_Secondary + (client * 0x3980), RemoveAkimbo);
}
public static void AC130_25mm(UInt32 client)
{
byte[] _25Dome = WeaponList.Dome.AC130_25mm;
byte[] _25Seatown = WeaponList.Seatown.AC130_25mm;
RemovenecessaryStuff(client);
if (SetUp1)
{
PS3.SetMemory(Offsets.Primary.Weapon1 + (client * 0x3980), _25Seatown);
PS3.SetMemory(Offsets.Primary.Weapon2 + (client * 0x3980), _25Seatown);
PS3.SetMemory(Offsets.Primary.Weapon3 + (client * 0x3980), _25Seatown);
//Now the secondary need to have the same bytes aswell, so:
PS3.SetMemory(Offsets.Secondary.Weapon1 + (client * 0x3980), _25Seatown);
PS3.SetMemory(Offsets.Secondary.Weapon2 + (client * 0x3980), _25Seatown);
PS3.SetMemory(Offsets.Secondary.Weapon3 + (client * 0x3980), _25Seatown);
}
else//For the other maps...
{
PS3.SetMemory(Offsets.Primary.Weapon1 + (client * 0x3980), _25Dome);
PS3.SetMemory(Offsets.Primary.Weapon2 + (client * 0x3980), _25Dome);
PS3.SetMemory(Offsets.Primary.Weapon3 + (client * 0x3980), _25Dome);
//Now the secondary need to have the same bytes aswell, so:
PS3.SetMemory(Offsets.Secondary.Weapon1 + (client * 0x3980), _25Dome);
PS3.SetMemory(Offsets.Secondary.Weapon2 + (client * 0x3980), _25Dome);
PS3.SetMemory(Offsets.Secondary.Weapon3 + (client * 0x3980), _25Dome);
}
//And Ammo:
byte[] UltimateAmmo = new byte[] { 0x0F,0xFF,0xFF,0xFF};
PS3.SetMemory(Offsets.Secondary.AkimboAmmo + (0x3980 * client), UltimateAmmo );
PS3.SetMemory(Offsets.Secondary.AmmoBullets + (0x3980 * client), UltimateAmmo);
PS3.SetMemory(Offsets.Secondary.AmmoClip + (0x3980 * client), UltimateAmmo);
PS3.SetMemory(Offsets.Primary.AkimboAmmo + (0x3980 * client), UltimateAmmo );
PS3.SetMemory(Offsets.Primary.AmmoBullets + (0x3980 * client), UltimateAmmo);
PS3.SetMemory(Offsets.Primary.AmmoClip + (0x3980 * client), UltimateAmmo);
}
Client 0 : 0x0110A4F0
Client 1 : 0x0110DE70
Client 2 : 0x011117F0
Client 3 : 0x01115170
Client 4 : 0x01118AF0
Client 5 : 0x0111C470
Client 6 : 0x0111FDF0
Client 7 : 0x01123770
Client 8 : 0x011270F0
Client 9 : 0x0112AA70
Client 10 : 0x0112E3F0
Client 11 : 0x01131D70
Client 12 : 0x011356F0
Client 13 : 0x01139070
Client 14 : 0x0113C9F0
Client 15 : 0x01140370
Client 16 : 0x01143CF0
Client 17 : 0x01147670

public static bool SetUp1 = (((((((ServerDetails.getMapName() == "Seatown") | (ServerDetails.getMapName() == "Arkaden")) |
(ServerDetails.getMapName() == "Downturn")) | (ServerDetails.getMapName() == "Bootleg")) | (ServerDetails.getMapName() == "Lockdown")) |
(ServerDetails.getMapName() == "Village")) | (ServerDetails.getMapName() == "Mission"));
#region Offsets
public static class Offsets
{
public static uint Akimbo_Secondary = 0x0110a531;
public static uint Akimbo_Primary = 0x0110a549;
public static uint GrandeLuncherBullets = 0x0110a6b4;
public static uint GrandeLuncherClip = 0x0110a630;
public static class Primary
{
public static uint
Weapon1 = 0x0110a4fd,
Weapon2 = 0x0110a5f1,
Weapon3 = 0x0110a6a5,
AmmoClip = 0x0110a628,
AmmoBullets = Primary.Weapon3 + 0x3,// = 0x0110a6a8,
AkimboAmmo = 0x0110a6ac;
}
public static class Secondary
{
public static uint
Weapon1 = 0x0110a4f5,
Weapon2 = 0x0110a5f1,
Weapon3 = 0x0110a68d,
AmmoClip = 0x0110a618,
AmmoBullets = Secondary.Weapon3 + 0x3,// = 0x0110a690
AkimboAmmo = 0x0110a694;
}
public static class _3Weapon
{
public static uint
Weapon1 = 0x0110a505,
Weapon2 = 0x0110a63d,
Weapon3 = 0x0110a6c9,
AmmoBullets = _3Weapon.Weapon3 + 0x3, // = 0x0110a640
AmmoClip = _3Weapon.Weapon2 + 0x3; // = 0x0110a6cc
}
public static class _4Weapon
{
public static uint
Weapon1 = 0x0110a509,
Weapon2 = 0x0110a645,
Weapon3 = 0x0110a6d5,
AmmoBullets = _4Weapon.Weapon3 + 0x3, // = 0x0110a648
AmmoClip = _4Weapon.Weapon2 + 0x3; // = 0x0110a6d8
}
public static class _5Weapon
{
public static uint
Weapon1 = 0x0110a50d,
Weapon2 = 0x0110a64d,
Weapon3 = 0x0110a6e1,
AmmoBullets = _5Weapon.Weapon3 + 0x3, // = 0x0110a6e4
AmmoClip = _5Weapon.Weapon2 + 0x3; // = 0x0110a6d8
}
public static class _6Weapon
{
public static uint
Weapon1 = 0x0110a511,
Weapon2 = 0x0110a655,
Weapon3 = 0x0110a6bd,
AmmoBullets = _6Weapon.Weapon3 + 0x3, // = 0x0110a6c0
AmmoClip = _6Weapon.Weapon2 + 0x3; // = 0x0110a658
}
public static class Tactical
{
public static uint
Weapon1 = 0x0110a501,
Weapon2 = 0x0110a635,
Weapon3 = 0x0110a6bd,
AmmoBullets = Tactical.Weapon3 + 0x3, // = 0x0110a6c0
AmmoClip = Tactical.Weapon2 + 0x3; // = 0x0110a638
}
public static class Lethal
{
public static uint
Weapon1 = 0x0110a4f9,
Weapon2 = 0x0110a61d,
Weapon3 = 0x0110a6c9,
AmmoBullets = Lethal.Weapon3 + 0x3, // = 0x0110a620
AmmoClip = Lethal.Weapon2 + 0x3, // = 0x0110a6cc
RealAmmo = 0x0110a69c;
}
}
#endregion
public static void Rockets(uint client)
{
PS3.SetMemory((Offsets.Akimbo_Secondary + ((uint)client * 0x3980)), new byte[] { 0x00 });//Remove the akimbo, to prevent Freeze issus!
byte[] Rocket_Dome = WeaponList.Dome.Harriar_Rockets;
byte[] Rocket_Seatown = WeaponList.Seatown.Harriar_Rockets;
if (SetUp1)
{
PS3.SetMemory(Offsets.Secondary.Weapon1 + (0x3980 * client), Rocket_Seatown);
PS3.SetMemory(Offsets.Secondary.Weapon2 + (0x3980 * client), Rocket_Seatown);
PS3.SetMemory(Offsets.Secondary.Weapon3 + (0x3980 * client), Rocket_Seatown);
}
else//If the maps are not the maps that are on "SetUp1"(The maps dome and etc)
{
//It will give diffrent bytes
PS3.SetMemory(Offsets.Secondary.Weapon1 + (0x3980 * client), Rocket_Dome);
PS3.SetMemory(Offsets.Secondary.Weapon2 + (0x3980 * client), Rocket_Dome);
PS3.SetMemory(Offsets.Secondary.Weapon3 + (0x3980 * client), Rocket_Dome);
}
//And Ammo:
byte[] UltimateAmmo = new byte[] { 0x0F,0xFF,0xFF,0xFF};
PS3.SetMemory(Offsets.Secondary.AkimboAmmo + (0x3980 * client), UltimateAmmo );
PS3.SetMemory(Offsets.Secondary.AmmoBullets + (0x3980 * client), UltimateAmmo);
PS3.SetMemory(Offsets.Secondary.AmmoClip + (0x3980 * client), UltimateAmmo);
}
public static void RemovenecessaryStuff(UInt32 client)
{
byte[] Remove = new byte[] { 0x00, 0, 0 };
byte[] RemoveAkimbo = new byte[] { 0x00 };
PS3.SetMemory(Offsets._3Weapon.Weapon1 + (client * 0x3980), Remove);
PS3.SetMemory(Offsets._3Weapon.Weapon2 + (client * 0x3980), Remove);
PS3.SetMemory(Offsets._3Weapon.Weapon3 + (client * 0x3980), Remove);
PS3.SetMemory(Offsets._4Weapon.Weapon1 + (client * 0x3980), Remove);
PS3.SetMemory(Offsets._4Weapon.Weapon2 + (client * 0x3980), Remove);
PS3.SetMemory(Offsets._4Weapon.Weapon3 + (client * 0x3980), Remove);
PS3.SetMemory(Offsets._5Weapon.Weapon1 + (client * 0x3980), Remove);
PS3.SetMemory(Offsets._5Weapon.Weapon2 + (client * 0x3980), Remove);
PS3.SetMemory(Offsets._5Weapon.Weapon3 + (client * 0x3980), Remove);
PS3.SetMemory(Offsets._6Weapon.Weapon1 + (client * 0x3980), Remove);
PS3.SetMemory(Offsets._6Weapon.Weapon2 + (client * 0x3980), Remove);
PS3.SetMemory(Offsets._6Weapon.Weapon3 + (client * 0x3980), Remove);
PS3.SetMemory(Offsets.Akimbo_Primary + (client * 0x3980), RemoveAkimbo);
PS3.SetMemory(Offsets.Akimbo_Secondary + (client * 0x3980), RemoveAkimbo);
}
public static void AC130_25mm(UInt32 client)
{
byte[] _25Dome = WeaponList.Dome.AC130_25mm;
byte[] _25Seatown = WeaponList.Seatown.AC130_25mm;
RemovenecessaryStuff(client);
if (SetUp1)
{
PS3.SetMemory(Offsets.Primary.Weapon1 + (client * 0x3980), _25Seatown);
PS3.SetMemory(Offsets.Primary.Weapon2 + (client * 0x3980), _25Seatown);
PS3.SetMemory(Offsets.Primary.Weapon3 + (client * 0x3980), _25Seatown);
//Now the secondary need to have the same bytes aswell, so:
PS3.SetMemory(Offsets.Secondary.Weapon1 + (client * 0x3980), _25Seatown);
PS3.SetMemory(Offsets.Secondary.Weapon2 + (client * 0x3980), _25Seatown);
PS3.SetMemory(Offsets.Secondary.Weapon3 + (client * 0x3980), _25Seatown);
}
else//For the other maps...
{
PS3.SetMemory(Offsets.Primary.Weapon1 + (client * 0x3980), _25Dome);
PS3.SetMemory(Offsets.Primary.Weapon2 + (client * 0x3980), _25Dome);
PS3.SetMemory(Offsets.Primary.Weapon3 + (client * 0x3980), _25Dome);
//Now the secondary need to have the same bytes aswell, so:
PS3.SetMemory(Offsets.Secondary.Weapon1 + (client * 0x3980), _25Dome);
PS3.SetMemory(Offsets.Secondary.Weapon2 + (client * 0x3980), _25Dome);
PS3.SetMemory(Offsets.Secondary.Weapon3 + (client * 0x3980), _25Dome);
}
//And Ammo:
byte[] UltimateAmmo = new byte[] { 0x0F,0xFF,0xFF,0xFF};
PS3.SetMemory(Offsets.Secondary.AkimboAmmo + (0x3980 * client), UltimateAmmo );
PS3.SetMemory(Offsets.Secondary.AmmoBullets + (0x3980 * client), UltimateAmmo);
PS3.SetMemory(Offsets.Secondary.AmmoClip + (0x3980 * client), UltimateAmmo);
PS3.SetMemory(Offsets.Primary.AkimboAmmo + (0x3980 * client), UltimateAmmo );
PS3.SetMemory(Offsets.Primary.AmmoBullets + (0x3980 * client), UltimateAmmo);
PS3.SetMemory(Offsets.Primary.AmmoClip + (0x3980 * client), UltimateAmmo);
}
Client 0 : 0x0110A4F0
Client 1 : 0x0110DE70
Client 2 : 0x011117F0
Client 3 : 0x01115170
Client 4 : 0x01118AF0
Client 5 : 0x0111C470
Client 6 : 0x0111FDF0
Client 7 : 0x01123770
Client 8 : 0x011270F0
Client 9 : 0x0112AA70
Client 10 : 0x0112E3F0
Client 11 : 0x01131D70
Client 12 : 0x011356F0
Client 13 : 0x01139070
Client 14 : 0x0113C9F0
Client 15 : 0x01140370
Client 16 : 0x01143CF0
Client 17 : 0x01147670
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