Updated how weapon names were been read (thanks to @ABC00012345)
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@@ -180,8 +180,10 @@ void CGame::loop() {
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player.flashAlpha = process->read<float>(player.pCSPlayerPawn + updater::offsets::m_flFlashOverlayAlpha);
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clippingWeapon = process->read<std::uint64_t>(player.pCSPlayerPawn + updater::offsets::m_pClippingWeapon);
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weaponData = process->read<std::uint64_t>(clippingWeapon + 0x360);
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weaponData = process->read<std::uint64_t>(weaponData + updater::offsets::m_szName);
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std::uint64_t firstLevel = process->read<std::uint64_t>(clippingWeapon + 0x10); // First offset
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weaponData = process->read<std::uint64_t>(firstLevel + 0x20); // Final offset
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/*weaponData = process->read<std::uint64_t>(clippingWeapon + 0x10);
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weaponData = process->read<std::uint64_t>(weaponData + updater::offsets::m_szName);*/
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char buffer[MAX_PATH];
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process->read_raw(weaponData, buffer, sizeof(buffer));
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std::string weaponName = std::string(buffer);
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