/// Access SealObject & Modify Weapon Ammo
{
// Create an instance of the Offsets Class
SOCOM1::Offsets offsets; // Initializing the class will auto resolve any of our offsets placed in the headerauto base = (SOCOM1::CPlayer*)offsets.SEALPointer; // Get SEALObject Classif (base->isValid()) // Check if our player object is valid, generally the value will be NULL if not in a game
base.PrimaryMag1 = 1337; // Set Ammo Count in MAG1
}