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Anyone still messing with m_pClippingWeapon to get indices?
It's been a bit hit or miss depending on your base, so here is a more robust alternative for grabbing weapon IDs directly from the player pawn. Instead of relying on the clipping pointer, we're hopping through offsets from m_pWeaponServices to resolve the active weapon handle through the entity list.
Implementation Logic
The flow is straightforward: you pull the weapon services from the local player pawn, grab the active weapon handle, resolve that handle via the entity list to find the actual weapon address, and then read the definition index.
Resolving Handles
If your handle resolution isn't up to date, here is the standard way to navigate the CS2 entity list structure to turn that handle into a valid pointer:
This method is way more reliable across different updates than the old clipping pointer logic. Got this working in a few internal builds recently without issues.
Anyone found a cleaner way to hit the ItemDefinitionIndex through the schema directly?
It's been a bit hit or miss depending on your base, so here is a more robust alternative for grabbing weapon IDs directly from the player pawn. Instead of relying on the clipping pointer, we're hopping through offsets from m_pWeaponServices to resolve the active weapon handle through the entity list.
Implementation Logic
The flow is straightforward: you pull the weapon services from the local player pawn, grab the active weapon handle, resolve that handle via the entity list to find the actual weapon address, and then read the definition index.
Code:
auto m_pWeaponServices = read<uintptr_t>(playerPawn + Offset.BasePlayerPawn.m_pWeaponServices);
auto activeWeaponHandle = read<uint32_t>(m_pWeaponServices + Offset.BasePlayerPawn.m_hActiveWeapon);
auto entityList = read<uintptr_t>(base + Offset.Client.dwEntityList);
uintptr_t weapon = GetEntityByIndex(entityList, activeWeaponHandle);
// Pulling the ItemDefinitionIndex
auto weaponID = read<uint16_t>(weapon + Offset.EconItem.m_iItemDefinitionIndex + Offset.AttributeContainer.m_Item + Offset.EconEntity.m_AttributeManager);
Resolving Handles
If your handle resolution isn't up to date, here is the standard way to navigate the CS2 entity list structure to turn that handle into a valid pointer:
Code:
uintptr_t GetEntityFromHandle(uintptr_t entityListBase, uint32_t handle) {
if (entityListBase == 0 || handle == 0xFFFFFFFF) return 0;
uintptr_t listEntry = MemMan.ReadMem<uintptr_t>(entityListBase + 0x10 + 8 * ((handle & 0x7FFF) >> 9));
if (listEntry == 0) return 0;
uintptr_t entity = MemMan.ReadMem<uintptr_t>(listEntry + 0x70 * (handle & 0x1FF));
return entity;
}
For those building out visuals or feature-rich debug logs, here is a breakdown of the definition index mapping for the current meta, including the Kukri and various silencers:
Code:
inline std::map<int, std::string> weapon_name_map = {
{1, "deagle"}, {2, "elite"}, {3, "fiveseven"}, {4, "glock"}, {7, "ak47"},
{8, "aug"}, {9, "awp"}, {10, "famas"}, {11, "g3sg1"}, {13, "galilar"},
{14, "m249"}, {16, "m4a1"}, {17, "mac10"}, {19, "p90"}, {24, "ump"},
{25, "xm1014"}, {26, "bizon"}, {27, "mag7"}, {28, "negev"}, {29, "sawedoff"},
{30, "tec9"}, {31, "taser"}, {32, "hkp2000"}, {33, "mp7"}, {34, "mp9"},
{35, "nova"}, {36, "p250"}, {38, "scar20"}, {39, "sg556"}, {40, "ssg08"},
{42, "knife"}, {43, "flashbang"}, {44, "hegrenade"}, {45, "smokegrenade"},
{46, "molotov"}, {47, "decoy"}, {48, "incgrenade"}, {49, "c4"}, {59, "knife"},
{60, "m4a1_silencer"}, {61, "usp_silencer"}, {63, "cz75a"}, {64, "revolver"},
{500, "knife"}, {505, "knife"}, {506, "knife"}, {507, "knife"}, {508, "knife"},
{509, "knife"}, {512, "knife"}, {514, "knife"}, {515, "knife"}, {516, "knife"}, {526, "knife"}
};
This method is way more reliable across different updates than the old clipping pointer logic. Got this working in a few internal builds recently without issues.
Anyone found a cleaner way to hit the ItemDefinitionIndex through the schema directly?