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May 26th, 2017
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  1. #define WEAPON_COUNT 27
  2. char *deagle_prop[3] = {"deagle", "001", "50AE"};
  3. char *ak47_prop[3] = {"ak47", "002", "762mm"};
  4. char *scout_prop[3] = {"scout", "002", "762mm"};
  5. char *aug_prop[3] = {"aug", "002", "762mm"};
  6. char *g3sg1_prop[3] = {"g3sg1", "002", "762mm"};
  7. char *galil_prop[3] = {"galil", "003", "556mm"};
  8. char *famas_prop[3] = {"famas", "003", "556mm"};
  9. char *m4a1_prop[3] = {"m4a1", "003", "556mm"};
  10. char *sg552_prop[3] = {"sg552", "003", "556mm"};
  11. char *sg550_prop[3] = {"sg550", "003", "556mm"};
  12. char *m249_prop[3] = {"m249", "004", "556mm_box"};
  13. char *awp_prop[3] = {"awp", "005", "338mag"};
  14. char *tmp_prop[3] = {"tmp", "006", "9mm"};
  15. char *mp5navy_prop[3] = {"mp5navy", "006", "9mm"};
  16. char *glock_prop[3] = {"glock", "006", "9mm"};
  17. char *elite_prop[3] = {"elite", "006", "9mm"};
  18. char *m3_prop[3] = {"m3", "007", "buckshot"};
  19. char *xm1014_prop[3] = {"xm1014", "007", "buckshot"};
  20. char *mac10_prop[3] = {"mac10", "008", "45acp"};
  21. char *ump45_prop[3] = {"ump45", "008", "45acp"};
  22. char *usp_prop[3] = {"usp", "008", "45acp"};
  23. char *p228_prop[3] = {"p228", "009", "357sig"};
  24. char *fiveseven_prop[3] = {"fiveseven", "010", "57mm"};
  25. char *p90_prop[3] = {"p90", "010", "57mm"};
  26. char *hegrenade_prop[3] = {"hegrenade", "011", "hegrenade"};
  27. char *flashbang_prop[3] = {"flashbang", "012", "flashbang"};
  28. char *smokegrenade_prop[3] = {"smokegrenade", "013", "smokegrenade"};
  29. char **props[WEAPON_COUNT] = {deagle_prop, ak47_prop, scout_prop, aug_prop, g3sg1_prop, galil_prop, famas_prop, m4a1_prop, sg552_prop, sg550_prop, m249_prop, awp_prop, tmp_prop, mp5navy_prop, glock_prop, elite_prop, m3_prop, xm1014_prop, mac10_prop, ump45_prop, usp_prop, p228_prop, fiveseven_prop, p90_prop, hegrenade_prop, flashbang_prop, smokegrenade_prop};
  30.  
  31. char *prop_prefix = "CBasePlayer.localdata.m_iAmmo.";
  32.  
  33. char *getWeaponProp(char* weapon)
  34. {
  35.     for (int i = 0; i <= WEAPON_COUNT; i++)
  36.     {
  37.         if (q_strcmp(props[i][0], weapon) == 0)
  38.         {
  39.             char *t_prop_copy = "";
  40.             strcpy(t_prop_copy, prop_prefix);
  41.             strcat(t_prop_copy, props[i][1]);
  42.             return t_prop_copy;
  43.         }
  44.     }
  45.     char *blankString = "";
  46.     return blankString;
  47. }
  48.  
  49. short unsigned int getMaxAmmo(char *weapon)
  50. {
  51.     for (int i = 0; i <= WEAPON_COUNT; i++)
  52.     {
  53.         if (q_strcmp(props[i][0], weapon) != 0) continue;
  54.         char *t_convar = "ammo_";
  55.         strcat(t_convar, props[i][2]);
  56.         strcat(t_convar, "_max");
  57.         return cvars->FindVar(t_convar)->GetInt();
  58.     }
  59.     return 0;
  60. }
  61.  
  62. void setWeaponProp(CBasePlayer *pPlayerBase, char *weapon, short unsigned int amount)
  63. {
  64.     char *weaponProp = getWeaponProp(weapon);
  65.     if (! strlen(weaponProp))
  66.     {
  67.         return;
  68.     }
  69.     OffSets->SetPlayerProp(pPlayerBase, weaponProp, amount);
  70. }
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