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 };
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Differentiating between unlockable TF2 weapons
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Differentiating between unlockable TF2 weapons
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