Post: [1.07/Multiplayer] Give Weapon + Weapon Index List [C++]
04-21-2016, 07:31 PM #1
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gclient = 0x18C6220,,
gclient_Size = 0x6200,
Primary = gclient + 0x383,

void giveWeapon(int c, int Weapon)
{
*(char*)(Primary + (c * gclient_Size)) = Weapon;
}


Specials:
    
Default Weapon = 0x01,
Combat_Knife = 0x3B,
Pink_Gun = 0x66, //Must be from development
Satellite_Ball = 0x3F,


Equipment:
    
Infinite_Flash_Bangs = 0x41,
Infinite_Grenades = 0x42,
1_Grenade_Infite_Concussions = 0x43,
Weird_Stick_Thing = 0x44,
Infinite_Sticky_Grenades = 0x45,
Infinite_Smoke_Grenades = 0x46,
Infinite_TripMines = 0x48,
Infinite_EMP_Grenades = 0x49,
Infinite_Thermites = 0x4B,
Infinite_Trophy_System = 0x4C,
Infinite_Combat_Axe = 0x4E,
Infinite_Shock_Charge = 0x4F,
Infinite_C4 = 0x50,
Infinite_Flash_Bangs = 0x51,
Infinite_Blackhat = 0x53,
Weird_Stick_Thing = 0x54,
Infinite_Nova_Gas = 0x58,


Specialists:
    
Tempest = 0x5A,
Gravity_Spikes = 0x5B,
Ripper = 0x5C,
Anihilator = 0x5D,
War_Machine = 0x5E,
Gravity_Spikes = 0x5F,
Bow = 0x60,
Hive = 0x64,
Flame_Thrower = 0x65,


Sub Machine Guns:
    
Kuda = 0x02,
VMP = 0x04,
Weevil = 0x06,
Vesper = 0x08,
Pharo = 0x0A,
Razorback = 0x0C,


Assualt Rifles:
    
KN44 = 0x0E,
XR2 = 0x10
HVK30 = 0x12,
ICR1 = 0x14,
ManOWar = 0x16,
Shieva = 0x18,
M8A7 = 0x1A,


Light Machine Guns:
    
BRM = 0x20,
Dingo = 0x22,
Gorgon = 0x24,
Dredge = 0x26,


Snipers:
    
Drakon = 0x28,
Locus = 0x2A,
P06 = 0x2C,
SVG = 0x2E,


Shotguns:
    
KRM = 0x1C,
BRECCI = 0x1D,
Haymaker = 0x1E,
Argus = 0x1F,


Pistols:
    
MR6 = 0x30,
MR6_Akimbo = 0x31, //Causes Freezing
RK5_Akimbo = 0x33, //Causes Freezing
RK5 = 0x35,
LCAR_Akimbo = 0x36, //Causes Freezing
LCAR = 0x38,


Launchers:
    
Blackcell = 0x3A,


Killstreaks:
    
Gives_HC_XD = 0x6B,
Bullets_Turret = 0x6C,
Missles_Turret = 0x6D,
Bullets_Turret = 0x6E,
Missles_Turret_Slow = 0x6F,
Give_Mothership = 0x70,
Give_Mothership = 0x71,
Bullets_Turret = 0x73,
Bullets_Turret_Fast = 0x75,
Spawns_Talon = 0x76,
Gives_Hellstorm = 0x78,
Last edited by oStankyModz ; 04-22-2016 at 02:10 AM.

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04-27-2016, 11:05 PM #11
Thanks for this bro good share
05-03-2016, 03:06 AM #12
Shark
Retired.
Originally posted by oStankyModz View Post
Here:

    
gclient = 0x18C6220,,
gclient_Size = 0x6200,
Primary = gclient + 0x383,

void giveWeapon(int c, int Weapon)
{
*(char*)(Primary + (c * gclient_Size)) = Weapon;
}


Specials:
    
Default Weapon = 0x01,
Combat_Knife = 0x3B,
Pink_Gun = 0x66, //Must be from development
Satellite_Ball = 0x3F,


Equipment:
    
Infinite_Flash_Bangs = 0x41,
Infinite_Grenades = 0x42,
1_Grenade_Infite_Concussions = 0x43,
Weird_Stick_Thing = 0x44,
Infinite_Sticky_Grenades = 0x45,
Infinite_Smoke_Grenades = 0x46,
Infinite_TripMines = 0x48,
Infinite_EMP_Grenades = 0x49,
Infinite_Thermites = 0x4B,
Infinite_Trophy_System = 0x4C,
Infinite_Combat_Axe = 0x4E,
Infinite_Shock_Charge = 0x4F,
Infinite_C4 = 0x50,
Infinite_Flash_Bangs = 0x51,
Infinite_Blackhat = 0x53,
Weird_Stick_Thing = 0x54,
Infinite_Nova_Gas = 0x58,


Specialists:
    
Tempest = 0x5A,
Gravity_Spikes = 0x5B,
Ripper = 0x5C,
Anihilator = 0x5D,
War_Machine = 0x5E,
Gravity_Spikes = 0x5F,
Bow = 0x60,
Hive = 0x64,
Flame_Thrower = 0x65,


Sub Machine Guns:
    
Kuda = 0x02,
VMP = 0x04,
Weevil = 0x06,
Vesper = 0x08,
Pharo = 0x0A,
Razorback = 0x0C,


Assualt Rifles:
    
KN44 = 0x0E,
XR2 = 0x10
HVK30 = 0x12,
ICR1 = 0x14,
ManOWar = 0x16,
Shieva = 0x18,
M8A7 = 0x1A,


Light Machine Guns:
    
BRM = 0x20,
Dingo = 0x22,
Gorgon = 0x24,
Dredge = 0x26,


Snipers:
    
Drakon = 0x28,
Locus = 0x2A,
P06 = 0x2C,
SVG = 0x2E,


Shotguns:
    
KRM = 0x1C,
BRECCI = 0x1D,
Haymaker = 0x1E,
Argus = 0x1F,


Pistols:
    
MR6 = 0x30,
MR6_Akimbo = 0x31, //Causes Freezing
RK5_Akimbo = 0x33, //Causes Freezing
RK5 = 0x35,
LCAR_Akimbo = 0x36, //Causes Freezing
LCAR = 0x38,


Launchers:
    
Blackcell = 0x3A,


Killstreaks:
    
Gives_HC_XD = 0x6B,
Bullets_Turret = 0x6C,
Missles_Turret = 0x6D,
Bullets_Turret = 0x6E,
Missles_Turret_Slow = 0x6F,
Give_Mothership = 0x70,
Give_Mothership = 0x71,
Bullets_Turret = 0x73,
Bullets_Turret_Fast = 0x75,
Spawns_Talon = 0x76,
Gives_Hellstorm = 0x78,


we use G_GivePlayerWeapon for this, and G_GetWeaponForName and then we create a list of weapons which can be dumped from memory Sal
but still nice work
Last edited by Shark ; 05-03-2016 at 03:12 AM.
05-03-2016, 04:27 AM #13
Originally posted by Shark View Post
we use G_GivePlayerWeapon for this, and G_GetWeaponForName and then we create a list of weapons which can be dumped from memory Sal
but still nice work


Yes m8 i know but the weapons names that get dumped dont include some of these, nor does it tell you what they do
05-03-2016, 06:16 AM #14
Shark
Retired.
Originally posted by oStankyModz View Post
Yes m8 i know but the weapons names that get dumped dont include some of these, nor does it tell you what they do


that's because infinite flashbangs isn't a weapon Sal

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