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Been digging through some Valorant internal structures lately and found a reliable way to trigger the shell casing ejection function manually. If you are working on a custom internal and want to add some extra flair or debug your weapon firing logic, this snippet should help.
Technical Breakdown:
The logic hooks into the EjectShellCasing function within the Gun_C class. Instead of relying purely on the game's native firing events, this forces the spawn based on your own tick timing.
Implementation Logic:
The implementation uses a simple tick check to prevent flooding. I've set the gate at 50ms, but you can adjust this if you want to push more casings for visual effect.
Notes for the devs:
Has anyone found a cleaner way to hook the EjectShellCasing without potentially triggering a handle check? Also, for those running internals, are you guys still using manual map injection or something more creative to bypass the initial integrity check? Drop your thoughts below.
Technical Breakdown:
The logic hooks into the EjectShellCasing function within the Gun_C class. Instead of relying purely on the game's native firing events, this forces the spawn based on your own tick timing.
Code:
void currentequippable::EjectShellCasing()
{
static uobject* function = nullptr;
if (!function)
{
function = uobject::find_object<uobject*>(L"Gun_C.EjectShellCasing");
}
if (!function) return;
struct { } Parameters;
this->process_event(function, &Parameters);
}
Implementation Logic:
The implementation uses a simple tick check to prevent flooding. I've set the gate at 50ms, but you can adjust this if you want to push more casings for visual effect.
Code:
if (globals::misc::bullet_spawn && character->is_alive())
{
static DWORD last_shell_tick = 0;
static DWORD last_fired_time = 0;
bool is_shooting_now = (GetAsyncKeyState(VK_LBUTTON) & 0x8000) != 0 || globals::stop_for_auto_shoot;
if (is_shooting_now)
last_fired_time = GetTickCount();
bool should_eject = is_shooting_now || (GetTickCount() - last_fired_time < 5000);
if (should_eject && GetTickCount() - last_shell_tick > 50)
{
if (auto invetory = character->get_inventory())
{
if (auto get_weapon = invetory->get_current_equippable())
{
int spawn_amount = globals::misc::bullet_spawn_amount > 0 ? globals::misc::bullet_spawn_amount : 1;
for (int i = 0; i < spawn_amount; i++) {
get_weapon->EjectShellCasing();
}
last_shell_tick = GetTickCount();
}
}
}
}
Notes for the devs:
- Detection Risk: Playing internal in Valorant is asking for a hardware ban without a top-tier VGK bypass. Do not even think about running this on your main.
- Offsets: Make sure your uobject definitions are up to date. If your base is outdated, find_object is going to return null every time.
- Stability: The shell spawn doesn't inherently trigger a manual ban, but injecting a DLL and calling process_event is loud. If you aren't using an EFI-level driver, you will get flagged by Vanguard's integrity checks.
Has anyone found a cleaner way to hook the EjectShellCasing without potentially triggering a handle check? Also, for those running internals, are you guys still using manual map injection or something more creative to bypass the initial integrity check? Drop your thoughts below.