
if (WeaponESP)
{
if (TargetPlayer->pCharactherFx->WeaponESP() != NULL)
{
if ((*(DWORD64*)(dwCShell + defs::weaponmgr)) != NULL)
{
DWORD64 weaponMgr = *(DWORD64*)(dwCShell + defs::weaponmgr);
DWORD64 dwep = *(DWORD64*)(weaponMgr + (8 * TargetPlayer->pCharactherFx->WeaponESP()));
if (dwep != NULL)
{
char* WeaponName = (char*)(dwep + 0xE);
if ((strlen(WeaponName) > 2))
{
char _WeaponName[256];
sprintf_s(_WeaponName, "%s", WeaponName);
DirectX->WriteText(pDevice, tBody.x - (DirectX->GetTextWidths(_WeaponName, pFont) / 2), DrawFootY + 43, D3DCOLOR_ARGB(255, 242, 206, 4), _WeaponName);
}
}
}
class CharactherFx{
public:
char pad_0000[564]; //0x0000
__int32 IsDead; //0x0234
char pad_0238[16]; //0x0238
__int32 RespawnTime; //0x0248
char pad_024C[69720]; //0x024C
WORD WeaponESPx; //0x112A4
char pad_112AC[11684]; //0x112AC
public:
WORD& WeaponESP() const
{
static int _Offset = 0x112A4;
return *(WORD*)((uintptr_t)this + _Offset);
}
}; //Size: 0x14050
