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Differentiating between unlockable TF2 weapons

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    Differentiating between unlockable TF2 weapons

    Code:
    		WeaponID_t GetID ( C_BaseCombatWeapon* pBaseWeapon )
    		{
    			if(! pBaseWeapon ) return Invalid;
    			int temp =  *Utils::MakePointer<int>( (DWORD) pBaseWeapon, 0x828 );
    			if( temp < 0 || temp > 61 ) return Invalid;
    			return static_cast<WeaponID_t> ( temp );
    		}
    
    		enum WeaponID_t
    		{
    			// Default
    			Bat = 0,
    			Scrumpy = 1,
    			Fireaxe = 2,
    			Kukri = 3,
    			Knife = 4,
    			Fists = 5,
    			Shovel = 6,
    			Wrench = 7,
    			Bonesaw = 8,
    			EngineerShotgun = 9,
    			SoldierShotgun = 10,
    			HeavyShotgun = 11,
    			PyroShotgun = 12,
    			Scattergun = 13,
    			SniperRifle = 14,
    			Minigun = 15,
    			SMG = 16,
    			SyringeGun = 17,
    			RocketLauncher = 18,
    			GrenadeLauncher = 19,
    			StickyLauncher = 20,
    			Flamethrower = 21,
    			EngineerPistol = 22,
    			ScoutPistol = 23,
    			Revolver = 24,
    			Builder = 25,
    			Destructor = 26,
    			DisguiseKit = 27,
    			Sapper = 28,
    			Medigun = 29,
    
    			// Unlocks
    			Kritzkrieg = 35,
    			Blutsauger = 36,
    			Ubersaw = 37,
    			Axtingusher = 38,
    			Flaregun = 39,
    			Backburner = 40,
    			Natascha = 41,
    			Sandvich = 42,
    			KGB = 43,
    			Sandman = 44,
    			FAN = 45,
    			Bonk = 46,
    			Huntsman = 56,
    			Jarate = 58,
    			Ambassador = 61,
    			Invalid = 62
    		};

    #2
    Cool thanks!

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      #3
      mfg thx






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