#define G_Client(clientIndex) ( 0x0110A280 + ( clientIndex * 0x3980) )
#define G_Entity(clientIndex) ( 0x00FCA280 + ( clientIndex * 0x280 ) )
int BG_GetViewmodelWeaponIndex(int clientIndex)
{
return *(int*)(G_Client(clientIndex) + 0x370);
}
opd_s GGPW = { 0x001C3034, TOC };
void(*G_GivePlayerWeapon)(int* G_Client, int iWeaponIndex, char altModelIndex) = (void(*)(int*, int, char))&GGPW;
opd_s AA = { 0x0018A29C, TOC };
void(*Add_Ammo)(int* G_Entity, unsigned int weaponIndex, char weaponModel, int count, int fillClip) = (void(*)(int*, unsigned int, char, int, int))&AA;
void TakeWeapon(int clientIndex, int WeaponIndex, int takeAwayAmmo)
{
opd_s BG_TPW = { 0x001C409C, TOC };
void(*BG_TakePlayerWeapon)(int *playerState, int WeaponIndex, int takeAwayAmmo) = (void(*)(int*, int, int))&BG_TPW;
BG_TakePlayerWeapon((int*)G_Client(clientIndex), WeaponIndex, takeAwayAmmo);
}
void GiveWeapon(int clientIndex, int Index)
{
G_GivePlayerWeapon((int*)G_Client(clientIndex), Index, 0);
Add_Ammo((int*)G_Entity(clientIndex), Index, 0, 9999, 1);
}
enum Camo
{
none,
Classic,
Snow,
Multicam,
Digital_Urban,
Hex,
Choco,
Snake,
Blue,
Red,
Autumn,
Gold,
Marine,
Winter
};
void ChangeCamo(int clientIndex, Camo camo)
{
int Index = BG_GetViewmodelWeaponIndex(clientIndex);
TakeWeapon(clientIndex, Index, 0);
int CalcIndex = 0 | ((Index >> 12 & 15) << 12) | ((Index >> 16) << 16) | Index & 0xFF;
GiveWeapon(clientIndex, CalcIndex + (camo << );
}
ChangeCamo(0, Gold);
#define G_Client(clientIndex) ( 0x0110A280 + ( clientIndex * 0x3980) )
#define G_Entity(clientIndex) ( 0x00FCA280 + ( clientIndex * 0x280 ) )
int BG_GetViewmodelWeaponIndex(int clientIndex)
{
return *(int*)(G_Client(clientIndex) + 0x370);
}
opd_s GGPW = { 0x001C3034, TOC };
void(*G_GivePlayerWeapon)(int* G_Client, int iWeaponIndex, char altModelIndex) = (void(*)(int*, int, char))&GGPW;
opd_s AA = { 0x0018A29C, TOC };
void(*Add_Ammo)(int* G_Entity, unsigned int weaponIndex, char weaponModel, int count, int fillClip) = (void(*)(int*, unsigned int, char, int, int))&AA;
void TakeWeapon(int clientIndex, int WeaponIndex, int takeAwayAmmo)
{
opd_s BG_TPW = { 0x001C409C, TOC };
void(*BG_TakePlayerWeapon)(int *playerState, int WeaponIndex, int takeAwayAmmo) = (void(*)(int*, int, int))&BG_TPW;
BG_TakePlayerWeapon((int*)G_Client(clientIndex), WeaponIndex, takeAwayAmmo);
}
void GiveWeapon(int clientIndex, int Index)
{
G_GivePlayerWeapon((int*)G_Client(clientIndex), Index, 0);
Add_Ammo((int*)G_Entity(clientIndex), Index, 0, 9999, 1);
}
enum Camo
{
none,
Classic,
Snow,
Multicam,
Digital_Urban,
Hex,
Choco,
Snake,
Blue,
Red,
Autumn,
Gold,
Marine,
Winter
};
void ChangeCamo(int clientIndex, Camo camo)
{
int Index = BG_GetViewmodelWeaponIndex(clientIndex);
TakeWeapon(clientIndex, Index, 0);
int CalcIndex = 0 | ((Index >> 12 & 15) << 12) | ((Index >> 16) << 16) | Index & 0xFF;
GiveWeapon(clientIndex, CalcIndex + (camo << );
}
ChangeCamo(0, Gold);
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