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Still relying on m_pClippingWeapon to get the active weapon? It's fine, but there are cleaner ways to resolve what a player is holding by following the handle chain. This method is more robust for both internal and external projects when you need the exact m_iItemDefinitionIndex.
Weapon ID Extraction Logic
The flow is simple: grab m_pWeaponServices from the pawn, get the m_hActiveWeapon handle, and resolve it through the entity list to find the actual weapon entity. Once you have that, you just read the definition index from the attribute manager.
Resolving Entity from Handle
If you don't have a reliable GetEntityFromHandle helper yet, here is the standard logic to mask the handle and find the correct list entry in the CS2 entity list structure:
This setup avoids some of the issues seen with pClippingWeapon during certain animations or state changes. It's clean and relies on the engine's own handle system.
Anyone found a faster way to grab the attribute manager without that many offsets? Drop a comment below.
Weapon ID Extraction Logic
The flow is simple: grab m_pWeaponServices from the pawn, get the m_hActiveWeapon handle, and resolve it through the entity list to find the actual weapon entity. Once you have that, you just read the definition index from the attribute manager.
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);
auto weaponID = read<uint16_t>(weapon + Offset.EconItem.m_iItemDefinitionIndex + Offset.AttributeContainer.m_Item + Offset.EconEntity.m_AttributeManager);
Resolving Entity from Handle
If you don't have a reliable GetEntityFromHandle helper yet, here is the standard logic to mask the handle and find the correct list entry in the CS2 entity list structure:
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;
}
If you want to display the weapon name in your ESP or console instead of just a raw ID, you can use this map. It covers everything from standard rifles to the newer knife models like the Kukri.
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 setup avoids some of the issues seen with pClippingWeapon during certain animations or state changes. It's clean and relies on the engine's own handle system.
Anyone found a faster way to grab the attribute manager without that many offsets? Drop a comment below.