Post: [Release]Special Ops - Bullet Type + Give Weapons
07-16-2014, 11:52 AM #1
Mango_Knife
In my man cave
(adsbygoogle = window.adsbygoogle || []).push({}); Hey guys

A few people asked me this, and i have it for pretty much long time, so i will release this now:

Here it is:
                    public class Offsets
{
public static UInt32
Entry = 0x01227609,
Primary_1 = 0x0122762d,
Primary_2 = 0x012276a5,
AmmoPrim_1 = Primary_1 + 0x3,
AmmoPrim_2 = Primary_2 + 0x3,
AmmoPrim_3 = Primary_2 + 0x7,
Secondary_1 = 0x01227645,
Secondary_2 = 0x012276c9,
AmmoSeco_1 = Secondary_1 + 0x3,
AmmoSeco_2 = Secondary_1 + 0x3,
AmmoSeco_3 = Secondary_2 + 0x7;
}
public enum Bullets
{
BigMissiles = 0x02,
CarePackage_Marker = 0x12,
Mig27_Rockets = 0x10,
Mig27_Bullets = 0x0F,
StingerBullets = 0x16,
Airsupport_Marker = 0x46,
Mortar = 0x4C,
PredatorMissile = 0x15
}
public static void BulletType(Int32 Client, Bullets BulletType)
{
Byte Bullet = (Byte)BulletType;
UInt32 clientIndex = (UInt32)Client * 0xB0C8;
UInt32 Ammo_Address_1 = 0x012276a8;
UInt32 Ammo_Address_2 = 0x01227630;
UInt32 Ammo_Address_3 = 0x012276cc;
UInt32 Ammo_Address_4 = 0x01227648;
Byte[] Ammo = new Byte[] { 0x0F, 255, 255, 255 };
Lib.WriteBytes(0x12276CB - 2 + clientIndex, new Byte[] { 0, 0, 0 });
Lib.WriteBytes(0x0122760B - 2 + clientIndex, new Byte[] { 0, 0, 0 });
Lib.WriteBytes(0x0122751B - 2 + clientIndex, new Byte[] { 0, 0, 0 });
Lib.WriteBytes(0x0122750F - 2 + clientIndex, new Byte[] { 0, 0, 0 });
Lib.WriteBytes(0x0122762F - 2 + clientIndex, new Byte[] { 0, 0, 0 });
Lib.WriteBytes(0x012276a7 - 2 + clientIndex, new Byte[] { 0, 0, 0 });
Thread.Sleep(50);
Lib.WriteBytes(0x12276CB + clientIndex, new Byte[] { Bullet });
Lib.WriteBytes(0x0122760B + clientIndex, new Byte[] { Bullet });
Lib.WriteBytes(0x0122751B + clientIndex, new Byte[] { Bullet });
Lib.WriteBytes(0x0122750F + clientIndex, new Byte[] { Bullet });
Lib.WriteBytes(0x0122762F + clientIndex, new Byte[] { Bullet });
Lib.WriteBytes(0x012276a7 + clientIndex, new Byte[] { Bullet });
Lib.SetMemory(Ammo_Address_1 + clientIndex, Ammo);
Lib.SetMemory(Ammo_Address_2 + clientIndex, Ammo);
Lib.SetMemory(Ammo_Address_3 + clientIndex, Ammo);
Lib.SetMemory(Ammo_Address_4 + clientIndex, Ammo);
}
public static void GiveWeapon(Int32 WeaponSetUp, Int32 Client, Byte[] Weapon)
{
UInt32 Entry_1 = 0x0122751d;//+4 = Next Weapon
UInt32 Entry_2 = 0x0122764d; //+8 = Next Weapon
UInt32 Entry_3 = 0x012276d5; //+0xC = Next Weapon
UInt32 Ammo_1 = Entry_2 + 0x3; //+8 = Next Weapon
UInt32 Ammo_2 = Entry_3 + 0x3; //+0xC = Next Weapon
UInt32 Ammo_3 = Entry_3 + 0x7; //+0xC = Next Weapon
UInt32 clientIndex = (UInt32)Client * 0xB0C8;
UInt32 WeaponUI = (UInt32)WeaponSetUp;
Byte[] Ammo = new Byte[] { 0x0F, 255, 255, 255 };
if (WeaponSetUp == 0)
{ /*None*/ }
if (WeaponSetUp == 1)
{
Lib.SetMemory(Offsets.Entry + clientIndex, Weapon);
Lib.SetMemory(Offsets.Primary_1 + clientIndex, Weapon);
Lib.SetMemory(Offsets.Primary_2 + clientIndex, Weapon);
Lib.SetMemory(Offsets.AmmoPrim_1 + clientIndex, Ammo);
Lib.SetMemory(Offsets.AmmoPrim_2 + clientIndex, Ammo);
Lib.SetMemory(Offsets.AmmoPrim_3 + clientIndex, Ammo);
}
else if (WeaponSetUp == 2)
{
Lib.SetMemory(Offsets.Entry + clientIndex, Weapon);
Lib.SetMemory(Offsets.Secondary_1 + clientIndex, Weapon);
Lib.SetMemory(Offsets.Secondary_2 + clientIndex, Weapon);
Lib.SetMemory(Offsets.AmmoSeco_1 + clientIndex, Ammo);
Lib.SetMemory(Offsets.AmmoSeco_2 + clientIndex, Ammo);
Lib.SetMemory(Offsets.AmmoSeco_3 + clientIndex, Ammo);
}
else if (WeaponSetUp == 3)
{
Lib.SetMemory(Entry_1 + clientIndex, Weapon);
Lib.SetMemory(Entry_2 + clientIndex, Weapon);
Lib.SetMemory(Entry_3 + clientIndex, Weapon);
Lib.SetMemory(Ammo_1 + clientIndex, Ammo);
Lib.SetMemory(Ammo_2 + clientIndex, Ammo);
Lib.SetMemory(Ammo_3 + clientIndex, Ammo);
}
if (WeaponSetUp >= 3)
{
Lib.SetMemory(Entry_1 + (WeaponUI - 3) * 4 + (clientIndex), Weapon);
Lib.SetMemory(Entry_2 + (WeaponUI - 3) * 8 + (clientIndex), Weapon);
Lib.SetMemory(Entry_3 + (WeaponUI - 3) * 12 + (clientIndex), Weapon);
Lib.SetMemory(Ammo_1 + (WeaponUI - 3) * 8 + (clientIndex), Ammo);
Lib.SetMemory(Ammo_2 + (WeaponUI - 3) * 12 + (clientIndex), Ammo);
Lib.SetMemory(Ammo_3 + (WeaponUI - 3) * 12 + (clientIndex), Ammo);
}
}
public static class Weapons
{
public static Byte[]
//First and second byte its attachment, so i didnt used enum in case you want to edit it.
Mortar = new Byte[] { 0x00, 0x00, 0x4C },
M1014 /*Secret Weapon*/ = new Byte[] { 0x00, 0x00, 0x4A },
Claymore_Fake = new Byte[] { 0x00, 0x00, 0x49 },
Flash_Granade = new Byte[] { 0x00, 0x00, 0x48 },
Smoke_Granade = new Byte[] { 0x00, 0x00, 0x47 },
Airsupport_Marker = new Byte[] { 0x00, 0x00, 0x46 },
RPG_7 = new Byte[] { 0x00, 0x00, 0x45 },
Claymore = new Byte[] { 0x00, 0x00, 0x44 },
Barret_50Cal = new Byte[] { 0x00, 0x00, 0x43 },
AS50 = new Byte[] { 0x00, 0x00, 0x42 },
L118A = new Byte[] { 0x00, 0x00, 0x41 },
RSASS = new Byte[] { 0x00, 0x00, 0x40 },
Dragunov = new Byte[] { 0x00, 0x00, 0x3F },
MSR = new Byte[] { 0x00, 0x00, 0x3E },
AA12 = new Byte[] { 0x00, 0x00, 0x3D },
Striker = new Byte[] { 0x00, 0x00, 0x3C },
KSG_12 = new Byte[] { 0x00, 0x00, 0x3B },
SPAS_12 = new Byte[] { 0x00, 0x00, 0x3A },
USAS_12 = new Byte[] { 0x00, 0x00, 0x39 },
Model1887 = new Byte[] { 0x00, 0x00, 0x38 },
Type95 = new Byte[] { 0x00, 0x00, 0x37 },
MK14 = new Byte[] { 0x00, 0x00, 0x36 },
CM901 = new Byte[] { 0x00, 0x00, 0x35 },
G36c = new Byte[] { 0x00, 0x00, 0x34 },
FAD = new Byte[] { 0x00, 0x00, 0x33 },
AK47 = new Byte[] { 0x00, 0x00, 0x32 },
ACR = new Byte[] { 0x00, 0x00, 0x31 },
M16A4 = new Byte[] { 0x00, 0x00, 0x2F },
M4A1 = new Byte[] { 0x00, 0x00, 0x2E },
MG36 = new Byte[] { 0x00, 0x00, 0x2D },
L68LSW = new Byte[] { 0x00, 0x00, 0x2C },
MK46 = new Byte[] { 0x00, 0x00, 0x2B },
PKP_Pecheneg = new Byte[] { 0x00, 0x00, 0x2A },
M60E4 = new Byte[] { 0x00, 0x00, 0x29 },
P90 = new Byte[] { 0x00, 0x00, 0x28 },
PP90M1 = new Byte[] { 0x00, 0x00, 0x27 },
PM_9 = new Byte[] { 0x00, 0x00, 0x26 },
MP7 = new Byte[] { 0x00, 0x00, 0x25 },
UMP45 = new Byte[] { 0x00, 0x00, 0x24 },
MP5 = new Byte[] { 0x00, 0x00, 0x23 },
FMG9 = new Byte[] { 0x00, 0x00, 0x22 },
MP9 = new Byte[] { 0x00, 0x00, 0x21 },
Skorpion = new Byte[] { 0x00, 0x00, 0x20 },
G18 = new Byte[] { 0x00, 0x00, 0x1F },
P99 = new Byte[] { 0x00, 0x00, 0x1E },
Magnum44 = new Byte[] { 0x00, 0x00, 0x1D },
DesertEagle = new Byte[] { 0x00, 0x00, 0x1C },
MP412 = new Byte[] { 0x00, 0x00, 0x1B },
USP45 = new Byte[] { 0x00, 0x00, 0x1A },
FiveSeven = new Byte[] { 0x00, 0x00, 0x19 },
WiredWeapon_1/*(Freeze When Shoot)*/ = new Byte[] { 0x00, 0x00, 0x18 },
WiredWeapon_2/*(Freeze When Shoot)*/ = new Byte[] { 0x00, 0x00, 0x17 },
WiredWeapon_3/*(Freeze When Shoot)*/ = new Byte[] { 0x00, 0x00, 0x11 },
StingerBullets = new Byte[] { 0x00, 0x00, 0x16 },
C4 = new Byte[] { 0x00, 0x00, 0x14 },
Fake_C4 = new Byte[] { 0x00, 0x00, 0x13 },
CarePackage_Marker = new Byte[] { 0x00, 0x00, 0x12 },
Mig27_Rockets = new Byte[] { 0x00, 0x00, 0x10 },
Mig27_Bullets = new Byte[] { 0x00, 0x00, 0x0F },
RiotShield = new Byte[] { 0x00, 0x00, 0x07 },
M9 /*Secret */ = new Byte[] { 0x00, 0x00, 0x05 },
M67_Frag = new Byte[] { 0x00, 0x00, 0x03 },
BigMissiles /*HOLY FUCK*/= new Byte[] { 0x00, 0x00, 0x02 },
DefaultWeapon = new Byte[] { 0x00, 0x00, 0x01 },
PredatorMissile = new Byte[] { 0, 0, 0x15 };
}


Exmple:
                BulletType(0, Bullets.Mortar);
- Will give Mortar Bullet to client 0
or:
                GiveWeapon(2, 0, Weapons.Dragunov );
- Will give Dragunov to client 0 to the secondary weapon

Credits:
Me - For find all this
And i guess SN System For the debugger
Yenix - spotting the error.

Enjoy Smile
(adsbygoogle = window.adsbygoogle || []).push({});

The following 16 users say thank you to Mango_Knife for this useful post:

-JM-, .MrRedDoT, Hammy, Sabotage, Im Not Boobdidas, iMoDz-Baptiste, iNDMx, Joren, makeabce, MegaMister, Notorious, MysteryAviate, Swaqq, Hash847, Fatality
07-16-2014, 11:57 AM #2
Hash847
Purple God
Nice job, Mango
07-16-2014, 02:57 PM #3
-JM-
Space Ninja
Originally posted by Knife View Post
Hey guys

A few people asked me this, and i have it for pretty much long time, so i will release this now:

Here it is:
                    public class Offsets
{
public static UInt32
Entry = 0x01227609,
Primary_1 = 0x0122762d,
Primary_2 = 0x012276a5,
AmmoPrim_1 = Primary_1 + 0x3,
AmmoPrim_2 = Primary_2 + 0x3,
AmmoPrim_3 = Primary_2 + 0x7,
Secondary_1 = 0x01227645,
Secondary_2 = 0x012276c9,
AmmoSeco_1 = Secondary_1 + 0x3,
AmmoSeco_2 = Secondary_1 + 0x3,
AmmoSeco_3 = Secondary_2 + 0x7;
}
public enum Bullets
{
BigMissiles = 0x02,
CarePackage_Marker = 0x12,
Mig27_Rockets = 0x10,
Mig27_Bullets = 0x0F,
StingerBullets = 0x16,
Airsupport_Marker = 0x46,
Mortar = 0x4C,
PredatorMissile = 0x15
}
public static void BulletType(Int32 Client, Bullets BulletType)
{
Byte Bullet = (Byte)BulletType;
UInt32 clientIndex = (UInt32)Client * 0xB0C8;
UInt32 Ammo_Address_1 = 0x012276a8;
UInt32 Ammo_Address_2 = 0x01227630;
UInt32 Ammo_Address_3 = 0x012276cc;
UInt32 Ammo_Address_4 = 0x01227648;
Byte[] Ammo = new Byte[] { 0x0F, 255, 255, 255 };
Lib.WriteBytes(0x12276CB - 2 + clientIndex, new Byte[] { 0, 0, 0 });
Lib.WriteBytes(0x0122760B - 2 + clientIndex, new Byte[] { 0, 0, 0 });
Lib.WriteBytes(0x0122751B - 2 + clientIndex, new Byte[] { 0, 0, 0 });
Lib.WriteBytes(0x0122750F - 2 + clientIndex, new Byte[] { 0, 0, 0 });
Lib.WriteBytes(0x0122762F - 2 + clientIndex, new Byte[] { 0, 0, 0 });
Lib.WriteBytes(0x012276a7 - 2 + clientIndex, new Byte[] { 0, 0, 0 });
Thread.Sleep(50);
Lib.WriteBytes(0x12276CB + clientIndex, new Byte[] { Bullet });
Lib.WriteBytes(0x0122760B + clientIndex, new Byte[] { Bullet });
Lib.WriteBytes(0x0122751B + clientIndex, new Byte[] { Bullet });
Lib.WriteBytes(0x0122750F + clientIndex, new Byte[] { Bullet });
Lib.WriteBytes(0x0122762F + clientIndex, new Byte[] { Bullet });
Lib.WriteBytes(0x012276a7 + clientIndex, new Byte[] { Bullet });
Lib.SetMemory(Ammo_Address_1 + clientIndex, Ammo);
Lib.SetMemory(Ammo_Address_2 + clientIndex, Ammo);
Lib.SetMemory(Ammo_Address_3 + clientIndex, Ammo);
Lib.SetMemory(Ammo_Address_4 + clientIndex, Ammo);
}
public static void GiveWeapon(Int32 WeaponSetUp, Int32 Client, Byte[] Weapon)
{
UInt32 Entry_1 = 0x0122751d;//+4 = Next Weapon
UInt32 Entry_2 = 0x0122764d; //+8 = Next Weapon
UInt32 Entry_3 = 0x012276d5; //+0xC = Next Weapon
UInt32 Ammo_1 = Entry_2 + 0x3; //+8 = Next Weapon
UInt32 Ammo_2 = Entry_3 + 0x3; //+0xC = Next Weapon
UInt32 Ammo_3 = Entry_3 + 0x7; //+0xC = Next Weapon
UInt32 clientIndex = (UInt32)Client * 0xB0C8;
UInt32 WeaponUI = (UInt32)WeaponSetUp;
Byte[] Ammo = new Byte[] { 0x0F, 255, 255, 255 };
if (WeaponSetUp == 0)
{ /*None*/ }
if (WeaponSetUp == 1)
{
Lib.SetMemory(Offsets.Entry + clientIndex, Weapon);
Lib.SetMemory(Offsets.Primary_1 + clientIndex, Weapon);
Lib.SetMemory(Offsets.Primary_2 + clientIndex, Weapon);
Lib.SetMemory(Offsets.AmmoPrim_1 + clientIndex, Ammo);
Lib.SetMemory(Offsets.AmmoPrim_2 + clientIndex, Ammo);
Lib.SetMemory(Offsets.AmmoPrim_3 + clientIndex, Ammo);
}
else if (WeaponSetUp == 2)
{
Lib.SetMemory(Offsets.Entry + clientIndex, Weapon);
Lib.SetMemory(Offsets.Secondary_1 + clientIndex, Weapon);
Lib.SetMemory(Offsets.Secondary_2 + clientIndex, Weapon);
Lib.SetMemory(Offsets.AmmoSeco_1 + clientIndex, Ammo);
Lib.SetMemory(Offsets.AmmoSeco_2 + clientIndex, Ammo);
Lib.SetMemory(Offsets.AmmoSeco_3 + clientIndex, Ammo);
}
else if (WeaponSetUp == 3)
{
Lib.SetMemory(Entry_1 + clientIndex, Weapon);
Lib.SetMemory(Entry_2 + clientIndex, Weapon);
Lib.SetMemory(Entry_3 + clientIndex, Weapon);
Lib.SetMemory(Ammo_1 + clientIndex, Ammo);
Lib.SetMemory(Ammo_2 + clientIndex, Ammo);
Lib.SetMemory(Ammo_3 + clientIndex, Ammo);
}
if (WeaponSetUp >= 3)
{
Lib.SetMemory(Entry_1 + (WeaponUI - 3) * 4 + (clientIndex), Weapon);
Lib.SetMemory(Entry_2 + (WeaponUI - 3) * 8 + (clientIndex), Weapon);
Lib.SetMemory(Entry_3 + (WeaponUI - 3) * 12 + (clientIndex), Weapon);
Lib.SetMemory(Ammo_1 + (WeaponUI - 3) * 8 + (clientIndex), Ammo);
Lib.SetMemory(Ammo_2 + (WeaponUI - 3) * 12 + (clientIndex), Ammo);
Lib.SetMemory(Ammo_3 + (WeaponUI - 3) * 12 + (clientIndex), Ammo);
}
}
public static class Weapons
{
public static Byte[]
//First and second byte its attachment, so i didnt used enum in case you want to edit it.
Mortar = new Byte[] { 0x00, 0x00, 0x4C },
M1014 /*Secret Weapon*/ = new Byte[] { 0x00, 0x00, 0x4A },
Claymore_Fake = new Byte[] { 0x00, 0x00, 0x49 },
Flash_Granade = new Byte[] { 0x00, 0x00, 0x48 },
Smoke_Granade = new Byte[] { 0x00, 0x00, 0x47 },
Airsupport_Marker = new Byte[] { 0x00, 0x00, 0x46 },
RPG_7 = new Byte[] { 0x00, 0x00, 0x45 },
Claymore = new Byte[] { 0x00, 0x00, 0x44 },
Barret_50Cal = new Byte[] { 0x00, 0x00, 0x43 },
AS50 = new Byte[] { 0x00, 0x00, 0x42 },
L118A = new Byte[] { 0x00, 0x00, 0x41 },
RSASS = new Byte[] { 0x00, 0x00, 0x40 },
Dragunov = new Byte[] { 0x00, 0x00, 0x3F },
MSR = new Byte[] { 0x00, 0x00, 0x3E },
AA12 = new Byte[] { 0x00, 0x00, 0x3D },
Striker = new Byte[] { 0x00, 0x00, 0x3C },
KSG_12 = new Byte[] { 0x00, 0x00, 0x3B },
SPAS_12 = new Byte[] { 0x00, 0x00, 0x3A },
USAS_12 = new Byte[] { 0x00, 0x00, 0x39 },
Model1887 = new Byte[] { 0x00, 0x00, 0x38 },
Type95 = new Byte[] { 0x00, 0x00, 0x37 },
MK14 = new Byte[] { 0x00, 0x00, 0x36 },
CM901 = new Byte[] { 0x00, 0x00, 0x35 },
G36c = new Byte[] { 0x00, 0x00, 0x34 },
FAD = new Byte[] { 0x00, 0x00, 0x33 },
AK47 = new Byte[] { 0x00, 0x00, 0x32 },
ACR = new Byte[] { 0x00, 0x00, 0x31 },
M16A4 = new Byte[] { 0x00, 0x00, 0x2F },
M4A1 = new Byte[] { 0x00, 0x00, 0x2E },
MG36 = new Byte[] { 0x00, 0x00, 0x2D },
L68LSW = new Byte[] { 0x00, 0x00, 0x2C },
MK46 = new Byte[] { 0x00, 0x00, 0x2B },
PKP_Pecheneg = new Byte[] { 0x00, 0x00, 0x2A },
M60E4 = new Byte[] { 0x00, 0x00, 0x29 },
P90 = new Byte[] { 0x00, 0x00, 0x28 },
PP90M1 = new Byte[] { 0x00, 0x00, 0x27 },
PM_9 = new Byte[] { 0x00, 0x00, 0x26 },
MP7 = new Byte[] { 0x00, 0x00, 0x25 },
UMP45 = new Byte[] { 0x00, 0x00, 0x24 },
MP5 = new Byte[] { 0x00, 0x00, 0x23 },
FMG9 = new Byte[] { 0x00, 0x00, 0x22 },
MP9 = new Byte[] { 0x00, 0x00, 0x21 },
Skorpion = new Byte[] { 0x00, 0x00, 0x20 },
G18 = new Byte[] { 0x00, 0x00, 0x1F },
P99 = new Byte[] { 0x00, 0x00, 0x1E },
Magnum44 = new Byte[] { 0x00, 0x00, 0x1D },
DesertEagle = new Byte[] { 0x00, 0x00, 0x1C },
MP412 = new Byte[] { 0x00, 0x00, 0x1B },
USP45 = new Byte[] { 0x00, 0x00, 0x1A },
FiveSeven = new Byte[] { 0x00, 0x00, 0x19 },
WiredWeapon_1/*(Freeze When Shoot)*/ = new Byte[] { 0x00, 0x00, 0x18 },
WiredWeapon_2/*(Freeze When Shoot)*/ = new Byte[] { 0x00, 0x00, 0x17 },
WiredWeapon_3/*(Freeze When Shoot)*/ = new Byte[] { 0x00, 0x00, 0x11 },
StingerBullets = new Byte[] { 0x00, 0x00, 0x16 },
C4 = new Byte[] { 0x00, 0x00, 0x14 },
Fake_C4 = new Byte[] { 0x00, 0x00, 0x13 },
CarePackage_Marker = new Byte[] { 0x00, 0x00, 0x12 },
Mig27_Rockets = new Byte[] { 0x00, 0x00, 0x10 },
Mig27_Bullets = new Byte[] { 0x00, 0x00, 0x0F },
RiotShield = new Byte[] { 0x00, 0x00, 0x07 },
M9 /*Secret */ = new Byte[] { 0x00, 0x00, 0x05 },
M67_Frag = new Byte[] { 0x00, 0x00, 0x03 },
BigMissiles /*HOLY FUCK*/= new Byte[] { 0x00, 0x00, 0x02 },
DefaultWeapon = new Byte[] { 0x00, 0x00, 0x01 },
PredatorMissile = new Byte[] { 0, 0, 0x15 };
}


Exmple:
                BulletType(0, Bullets.Mortar);
- Will give Mortar Bullet to client 0
or:
                GiveWeapon(2, 0, Weapons.Dragunov );
- Will give Dragunov to client 0 to the secondary weapon

Credits:
Me - For find all this
And i guess SN System For the debugger
Yenix - spotting the error.

Enjoy Smile


Yo dawg awesome release tho I can't get it to work :( can you help me
nothing happens when i set it
07-16-2014, 04:19 PM #4
Mango_Knife
In my man cave
Originally posted by JM
Yo dawg awesome release tho I can't get it to work :( can you help me
nothing happens when i set it


Try this
                BulletType(0, Bullets.Mortar);
07-16-2014, 04:45 PM #5
seb5594
Proud Former Admin
Originally posted by Knife View Post
Hey guys

A few people asked me this, and i have it for pretty much long time, so i will release this now:

Here it is:
                    public class Offsets
{
public static UInt32
Entry = 0x01227609,
Primary_1 = 0x0122762d,
Primary_2 = 0x012276a5,
AmmoPrim_1 = Primary_1 + 0x3,
AmmoPrim_2 = Primary_2 + 0x3,
AmmoPrim_3 = Primary_2 + 0x7,
Secondary_1 = 0x01227645,
Secondary_2 = 0x012276c9,
AmmoSeco_1 = Secondary_1 + 0x3,
AmmoSeco_2 = Secondary_1 + 0x3,
AmmoSeco_3 = Secondary_2 + 0x7;
}
public enum Bullets
{
BigMissiles = 0x02,
CarePackage_Marker = 0x12,
Mig27_Rockets = 0x10,
Mig27_Bullets = 0x0F,
StingerBullets = 0x16,
Airsupport_Marker = 0x46,
Mortar = 0x4C,
PredatorMissile = 0x15
}
public static void BulletType(Int32 Client, Bullets BulletType)
{
Byte Bullet = (Byte)BulletType;
UInt32 clientIndex = (UInt32)Client * 0xB0C8;
UInt32 Ammo_Address_1 = 0x012276a8;
UInt32 Ammo_Address_2 = 0x01227630;
UInt32 Ammo_Address_3 = 0x012276cc;
UInt32 Ammo_Address_4 = 0x01227648;
Byte[] Ammo = new Byte[] { 0x0F, 255, 255, 255 };
Lib.WriteBytes(0x12276CB - 2 + clientIndex, new Byte[] { 0, 0, 0 });
Lib.WriteBytes(0x0122760B - 2 + clientIndex, new Byte[] { 0, 0, 0 });
Lib.WriteBytes(0x0122751B - 2 + clientIndex, new Byte[] { 0, 0, 0 });
Lib.WriteBytes(0x0122750F - 2 + clientIndex, new Byte[] { 0, 0, 0 });
Lib.WriteBytes(0x0122762F - 2 + clientIndex, new Byte[] { 0, 0, 0 });
Lib.WriteBytes(0x012276a7 - 2 + clientIndex, new Byte[] { 0, 0, 0 });
Thread.Sleep(50);
Lib.WriteBytes(0x12276CB + clientIndex, new Byte[] { Bullet });
Lib.WriteBytes(0x0122760B + clientIndex, new Byte[] { Bullet });
Lib.WriteBytes(0x0122751B + clientIndex, new Byte[] { Bullet });
Lib.WriteBytes(0x0122750F + clientIndex, new Byte[] { Bullet });
Lib.WriteBytes(0x0122762F + clientIndex, new Byte[] { Bullet });
Lib.WriteBytes(0x012276a7 + clientIndex, new Byte[] { Bullet });
Lib.SetMemory(Ammo_Address_1 + clientIndex, Ammo);
Lib.SetMemory(Ammo_Address_2 + clientIndex, Ammo);
Lib.SetMemory(Ammo_Address_3 + clientIndex, Ammo);
Lib.SetMemory(Ammo_Address_4 + clientIndex, Ammo);
}
public static void GiveWeapon(Int32 WeaponSetUp, Int32 Client, Byte[] Weapon)
{
UInt32 Entry_1 = 0x0122751d;//+4 = Next Weapon
UInt32 Entry_2 = 0x0122764d; //+8 = Next Weapon
UInt32 Entry_3 = 0x012276d5; //+0xC = Next Weapon
UInt32 Ammo_1 = Entry_2 + 0x3; //+8 = Next Weapon
UInt32 Ammo_2 = Entry_3 + 0x3; //+0xC = Next Weapon
UInt32 Ammo_3 = Entry_3 + 0x7; //+0xC = Next Weapon
UInt32 clientIndex = (UInt32)Client * 0xB0C8;
UInt32 WeaponUI = (UInt32)WeaponSetUp;
Byte[] Ammo = new Byte[] { 0x0F, 255, 255, 255 };
if (WeaponSetUp == 0)
{ /*None*/ }
if (WeaponSetUp == 1)
{
Lib.SetMemory(Offsets.Entry + clientIndex, Weapon);
Lib.SetMemory(Offsets.Primary_1 + clientIndex, Weapon);
Lib.SetMemory(Offsets.Primary_2 + clientIndex, Weapon);
Lib.SetMemory(Offsets.AmmoPrim_1 + clientIndex, Ammo);
Lib.SetMemory(Offsets.AmmoPrim_2 + clientIndex, Ammo);
Lib.SetMemory(Offsets.AmmoPrim_3 + clientIndex, Ammo);
}
else if (WeaponSetUp == 2)
{
Lib.SetMemory(Offsets.Entry + clientIndex, Weapon);
Lib.SetMemory(Offsets.Secondary_1 + clientIndex, Weapon);
Lib.SetMemory(Offsets.Secondary_2 + clientIndex, Weapon);
Lib.SetMemory(Offsets.AmmoSeco_1 + clientIndex, Ammo);
Lib.SetMemory(Offsets.AmmoSeco_2 + clientIndex, Ammo);
Lib.SetMemory(Offsets.AmmoSeco_3 + clientIndex, Ammo);
}
else if (WeaponSetUp == 3)
{
Lib.SetMemory(Entry_1 + clientIndex, Weapon);
Lib.SetMemory(Entry_2 + clientIndex, Weapon);
Lib.SetMemory(Entry_3 + clientIndex, Weapon);
Lib.SetMemory(Ammo_1 + clientIndex, Ammo);
Lib.SetMemory(Ammo_2 + clientIndex, Ammo);
Lib.SetMemory(Ammo_3 + clientIndex, Ammo);
}
if (WeaponSetUp >= 3)
{
Lib.SetMemory(Entry_1 + (WeaponUI - 3) * 4 + (clientIndex), Weapon);
Lib.SetMemory(Entry_2 + (WeaponUI - 3) * 8 + (clientIndex), Weapon);
Lib.SetMemory(Entry_3 + (WeaponUI - 3) * 12 + (clientIndex), Weapon);
Lib.SetMemory(Ammo_1 + (WeaponUI - 3) * 8 + (clientIndex), Ammo);
Lib.SetMemory(Ammo_2 + (WeaponUI - 3) * 12 + (clientIndex), Ammo);
Lib.SetMemory(Ammo_3 + (WeaponUI - 3) * 12 + (clientIndex), Ammo);
}
}
public static class Weapons
{
public static Byte[]
//First and second byte its attachment, so i didnt used enum in case you want to edit it.
Mortar = new Byte[] { 0x00, 0x00, 0x4C },
M1014 /*Secret Weapon*/ = new Byte[] { 0x00, 0x00, 0x4A },
Claymore_Fake = new Byte[] { 0x00, 0x00, 0x49 },
Flash_Granade = new Byte[] { 0x00, 0x00, 0x48 },
Smoke_Granade = new Byte[] { 0x00, 0x00, 0x47 },
Airsupport_Marker = new Byte[] { 0x00, 0x00, 0x46 },
RPG_7 = new Byte[] { 0x00, 0x00, 0x45 },
Claymore = new Byte[] { 0x00, 0x00, 0x44 },
Barret_50Cal = new Byte[] { 0x00, 0x00, 0x43 },
AS50 = new Byte[] { 0x00, 0x00, 0x42 },
L118A = new Byte[] { 0x00, 0x00, 0x41 },
RSASS = new Byte[] { 0x00, 0x00, 0x40 },
Dragunov = new Byte[] { 0x00, 0x00, 0x3F },
MSR = new Byte[] { 0x00, 0x00, 0x3E },
AA12 = new Byte[] { 0x00, 0x00, 0x3D },
Striker = new Byte[] { 0x00, 0x00, 0x3C },
KSG_12 = new Byte[] { 0x00, 0x00, 0x3B },
SPAS_12 = new Byte[] { 0x00, 0x00, 0x3A },
USAS_12 = new Byte[] { 0x00, 0x00, 0x39 },
Model1887 = new Byte[] { 0x00, 0x00, 0x38 },
Type95 = new Byte[] { 0x00, 0x00, 0x37 },
MK14 = new Byte[] { 0x00, 0x00, 0x36 },
CM901 = new Byte[] { 0x00, 0x00, 0x35 },
G36c = new Byte[] { 0x00, 0x00, 0x34 },
FAD = new Byte[] { 0x00, 0x00, 0x33 },
AK47 = new Byte[] { 0x00, 0x00, 0x32 },
ACR = new Byte[] { 0x00, 0x00, 0x31 },
M16A4 = new Byte[] { 0x00, 0x00, 0x2F },
M4A1 = new Byte[] { 0x00, 0x00, 0x2E },
MG36 = new Byte[] { 0x00, 0x00, 0x2D },
L68LSW = new Byte[] { 0x00, 0x00, 0x2C },
MK46 = new Byte[] { 0x00, 0x00, 0x2B },
PKP_Pecheneg = new Byte[] { 0x00, 0x00, 0x2A },
M60E4 = new Byte[] { 0x00, 0x00, 0x29 },
P90 = new Byte[] { 0x00, 0x00, 0x28 },
PP90M1 = new Byte[] { 0x00, 0x00, 0x27 },
PM_9 = new Byte[] { 0x00, 0x00, 0x26 },
MP7 = new Byte[] { 0x00, 0x00, 0x25 },
UMP45 = new Byte[] { 0x00, 0x00, 0x24 },
MP5 = new Byte[] { 0x00, 0x00, 0x23 },
FMG9 = new Byte[] { 0x00, 0x00, 0x22 },
MP9 = new Byte[] { 0x00, 0x00, 0x21 },
Skorpion = new Byte[] { 0x00, 0x00, 0x20 },
G18 = new Byte[] { 0x00, 0x00, 0x1F },
P99 = new Byte[] { 0x00, 0x00, 0x1E },
Magnum44 = new Byte[] { 0x00, 0x00, 0x1D },
DesertEagle = new Byte[] { 0x00, 0x00, 0x1C },
MP412 = new Byte[] { 0x00, 0x00, 0x1B },
USP45 = new Byte[] { 0x00, 0x00, 0x1A },
FiveSeven = new Byte[] { 0x00, 0x00, 0x19 },
WiredWeapon_1/*(Freeze When Shoot)*/ = new Byte[] { 0x00, 0x00, 0x18 },
WiredWeapon_2/*(Freeze When Shoot)*/ = new Byte[] { 0x00, 0x00, 0x17 },
WiredWeapon_3/*(Freeze When Shoot)*/ = new Byte[] { 0x00, 0x00, 0x11 },
StingerBullets = new Byte[] { 0x00, 0x00, 0x16 },
C4 = new Byte[] { 0x00, 0x00, 0x14 },
Fake_C4 = new Byte[] { 0x00, 0x00, 0x13 },
CarePackage_Marker = new Byte[] { 0x00, 0x00, 0x12 },
Mig27_Rockets = new Byte[] { 0x00, 0x00, 0x10 },
Mig27_Bullets = new Byte[] { 0x00, 0x00, 0x0F },
RiotShield = new Byte[] { 0x00, 0x00, 0x07 },
M9 /*Secret */ = new Byte[] { 0x00, 0x00, 0x05 },
M67_Frag = new Byte[] { 0x00, 0x00, 0x03 },
BigMissiles /*HOLY FUCK*/= new Byte[] { 0x00, 0x00, 0x02 },
DefaultWeapon = new Byte[] { 0x00, 0x00, 0x01 },
PredatorMissile = new Byte[] { 0, 0, 0x15 };
}


Exmple:
                BulletType(0, Bullets.Mortar);
- Will give Mortar Bullet to client 0
or:
                GiveWeapon(2, 0, Weapons.Dragunov );
- Will give Dragunov to client 0 to the secondary weapon

Credits:
Me - For find all this
And i guess SN System For the debugger
Yenix - spotting the error.

Enjoy Smile


Nice to see you using Enum :p
You can also use Enum for the Weapon Thing, you dont need the first 2 0x00 Bytes Smile
07-16-2014, 04:48 PM #6
cool! thank you
07-16-2014, 05:10 PM #7
Mango_Knife
In my man cave
Originally posted by seb5594 View Post
Nice to see you using Enum :p
You can also use Enum for the Weapon Thing, you dont need the first 2 0x00 Bytes Smile


Thanks man
Yeah the enum i must say i learned from your coding acctually
and yeah i know i dont need the 2 0x00
but as i said there:
" //First and second byte its attachment, so i didnt used enum in case you want to edit it."

:p

The following user thanked Mango_Knife for this useful post:

-JM-
07-16-2014, 05:14 PM #8
-JM-
Space Ninja
Originally posted by Knife View Post
Try this
                BulletType(0, Bullets.Mortar);


Yea dont work :( idk why it doesn't give me ammo too lol
07-16-2014, 05:16 PM #9
Mango_Knife
In my man cave
Originally posted by JM
Yea dont work :( idk why it doesn't give me ammo too lol


hmm strange - Special Ops?
What map?
Try on resistance
if it work their and not on other maps
Il get it working on other ..
07-16-2014, 05:27 PM #10
-JM-
Space Ninja
Originally posted by Knife View Post
hmm strange - Special Ops?
What map?
Try on resistance
if it work their and not on other maps
Il get it working on other ..

Yess I was in dlc My bad and in co-op missions Winky Winky great release dawg Thanks

Copyright © 2026, NextGenUpdate.
All Rights Reserved.

Gray NextGenUpdate Logo