Не работает skin changer,не могу понять,что не так

пишу на python skin changer для csgo используя pymem,брал сурсы вот отсюда:"Тык". Вот что получилось проблема в том ,что просто не работает(нет никаких ошибок)

def test():

    knifeDefinitionIndex=dict(WEAPON_KNIFE = 42,
        WEAPON_KNIFE_T = 59,
        WEAPON_KNIFE_BAYONET = 500, # 0
        WEAPON_KNIFE_FLIP = 505, # 1
        WEAPON_KNIFE_GUT = 506, # 2
        WEAPON_KNIFE_KARAMBIT = 507, # 3
        WEAPON_KNIFE_M9_BAYONET = 508, # 4
        WEAPON_KNIFE_TACTICAL = 509, # 5
        WEAPON_KNIFE_FALCHION = 512, # 6
        WEAPON_KNIFE_SURVIVAL_BOWIE = 514, # 7
        WEAPON_KNIFE_BUTTERFLY = 515, # 8
        WEAPON_KNIFE_PUSH = 516, # 9
        WEAPON_KNIFE_URSUS = 519, # 10
        WEAPON_KNIFE_GYPSY_JACKKNIFE = 520, # 11
        WEAPON_KNIFE_STILETTO = 522, # 12
        WEAPON_KNIFE_WIDOWMAKER = 523 # 13
    )
    itemDef =515
    precache_bayonet_ct=87
    precache_bayonet_t=63
    itemIDHigh = -1
    entityQuality = 3
    fallbackWear = 0.0001
    if  8 < 10:
        knifeIDOffset = 0
    else:
        knifeIDOffset = 1
    cachedPlayer = 0
    m_iViewModelIndex = 0x3220
    modelIndex = 0
    paintKit=416
    localPlayer=pm.read_int(client.lpBaseOfDll + dwLocalPlayer)
    while (not keyboard.is_pressed('home')):
        if (localPlayer == 0):
            modelIndex = 0
            continue
        elif localPlayer != cachedPlayer:
            modelIndex = 0
            cachedPlayer = localPlayer
        if (paintKit > 0 and modelIndex == 0):
            for i in range(0,7):
                currentWeapon=pm.read_int(client.lpBaseOfDll+m_hMyWeapons+ i * 0x4) & 0xfff
                currentWeapon=pm.read_int(client.lpBaseOfDll+dwEntityList + (currentWeapon - 1) * 0x10)
                if (currentWeapon == 0):
                    continue
                weaponID=pm.read_int(currentWeapon + m_iItemDefinitionIndex)
                fallbackPaint = paintKit
                if (weaponID == 1):fallbackPaint = 37
                elif (weaponID == 4): fallbackPaint = 38
                elif (weaponID == 7): fallbackPaint = 180
                elif (weaponID == 9):fallbackPaint = 344
                elif (weaponID == 60):fallbackPaint = 445
                elif (weaponID == 61):fallbackPaint = 653
                elif  (weaponID != knifeDefinitionIndex['WEAPON_KNIFE'] and weaponID != knifeDefinitionIndex['WEAPON_KNIFE_T'] and weaponID != itemDef):continue
                else:
                    pm.write_short(currentWeapon + m_iItemDefinitionIndex, itemDef)
                    pm.write_longlong(currentWeapon + m_nModelIndex, modelIndex)
                    pm.write_longlong(currentWeapon + m_iViewModelIndex, modelIndex)
                    pm.write_int(currentWeapon + m_iEntityQuality, entityQuality)
                pm.write_int(currentWeapon + m_iItemIDHigh, itemIDHigh)
                pm.write_longlong( currentWeapon + m_nFallbackPaintKit, fallbackPaint)
                pm.write_float(currentWeapon + m_flFallbackWear, fallbackWear)
        activeWeapon=pm.read_longlong(localPlayer + m_hActiveWeapon )& 0xfff
        activeWeapon = pm.read_int(client.lpBaseOfDll + dwEntityList + (activeWeapon - 1) * 0x10)
        if (activeWeapon == 0): continue
        weaponID=pm.read_short(activeWeapon + m_iItemDefinitionIndex)
        weaponViewModelID=pm.read_int(activeWeapon + m_iViewModelIndex)
        if (weaponID == knifeDefinitionIndex['WEAPON_KNIFE'] and weaponViewModelID > 0):
            modelIndex = weaponViewModelID + precache_bayonet_ct + 3 * knifeID + knifeIDOffset
        elif (weaponID == knifeDefinitionIndex['WEAPON_KNIFE_T'] and weaponViewModelID > 0):
            modelIndex = weaponViewModelID + precache_bayonet_t + 3 * knifeID + knifeIDOffset
        elif (weaponID != itemDef or modelIndex == 0):continue
        knifeViewModel=pm.read_longlong(localPlayer + m_hViewModel)& 0xfff
        knifeViewModel=pm.read_longlong(client + m_dwEntityList + (knifeViewModel - 1) * 0x10)
        if (knifeViewModel == 0):continue
        pm.write_longlong(knifeViewModel + m_nModelIndex, modelIndex)

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