Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- IClientEntity* GetCurrentWeapon(int nEntityIndex)
- {
- int hCurrentWeapon = *MakePtr(int*, Game::EntityList->GetClientEntity(nEntityIndex), Offsets.NetVars.m_hActiveWeapon);
- return Game::EntityList->GetClientEntityFromHandle(hCurrentWeapon);
- }
- int GetWeaponID(int nEntityIndex)
- {
- IClientEntity* m_pWeaponEntity = GetCurrentWeapon(nEntityIndex);
- if (!m_pWeaponEntity)
- return 0;
- return *MakePtr(int*, m_pWeaponEntity, Offsets.NetVars.m_AttributeManager + Offsets.NetVars.m_Item + Offsets.NetVars.m_iItemDefinitionIndex);
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement