CSGO: Skinchanger ayyware
Hi, i’m trying to add skinchanger to my cheat, but everytime when i join a server after 4-5 rounds its crashing the game. Can someone tell me what should i do or what should i update?
i use
auto weps = pLocal->Weapons();
for (size_t i = 0; weps[i] != nullptr; i++) {
auto pWeapons = reinterpret_cast(Interfaces::EntList->GetClientEntityFromHandle(weps[i]));
classid
enum class CSGOClassID
{
CAK47 = 1,
CBaseAnimating = 2,
CBaseAnimatingOverlay = 3,
CBaseAttributableItem = 4,
CBaseButton = 5,
CBaseCombatCharacter = 6,
CBaseCombatWeapon = 7,
CBaseCSGrenade = 8,
CBaseCSGrenadeProjectile = 9,
CBaseDoor = 10,
CBaseEntity = 11,
CBaseFlex = 12,
CBaseGrenade = 13,
CBaseParticleEntity = 14,
CBasePlayer = 15,
CBasePropDoor = 16,
CBaseTeamObjectiveResource = 17,
CBaseTempEntity = 18,
CBaseToggle = 19,
CBaseTrigger = 20,
CBaseViewModel = 21,
CBaseVPhysicsTrigger = 22,
CBaseWeaponWorldModel = 23,
CBeam = 24,
CBeamSpotlight = 25,
CBoneFollower = 26,
CBreakableProp = 27,
CBreakableSurface = 28,
CC4 = 29,
CCascadeLight = 30,
CChicken = 31,
CColorCorrection = 32,
CColorCorrectionVolume = 33,
CCSGameRulesProxy = 34,
CCSPlayer = 35,
CCSPlayerResource = 36,
CCSRagdoll = 37,
CCSTeam = 38,
CDEagle = 39,
CDecoyGrenade = 40,
CDecoyProjectile = 41,
CDynamicLight = 42,
CDynamicProp = 43,
CEconEntity = 44,
CEconWearable = 45,
CEmbers = 46,
CEntityDissolve = 47,
CEntityFlame = 48,
CEntityFreezing = 49,
CEntityParticleTrail = 50,
CEnvAmbientLight = 51,
CEnvDetailController = 52,
CEnvDOFController = 53,
CEnvParticleScript = 54,
CEnvProjectedTexture = 55,
CEnvQuadraticBeam = 56,
CEnvScreenEffect = 57,
CEnvScreenOverlay = 58,
CEnvTonemapController = 59,
CEnvWind = 60,
CFEPlayerDecal = 61,
CFireCrackerBlast = 62,
CFireSmoke = 63,
CFireTrail = 64,
CFish = 65,
CFlashbang = 66,
CFogController = 67,
CFootstepControl = 68,
CFunc_Dust = 69,
CFunc_LOD = 70,
CFuncAreaPortalWindow = 71,
CFuncBrush = 72,
CFuncConveyor = 73,
CFuncLadder = 74,
CFuncMonitor = 75,
CFuncMoveLinear = 76,
CFuncOccluder = 77,
CFuncReflectiveGlass = 78,
CFuncRotating = 79,
CFuncSmokeVolume = 80,
CFuncTrackTrain = 81,
CGameRulesProxy = 82,
CHandleTest = 83,
CHEGrenade = 84,
CHostage = 85,
CHostageCarriableProp = 86,
CIncendiaryGrenade = 87,
CInferno = 88,
CInfoLadderDismount = 89,
CInfoOverlayAccessor = 90,
CItem_Healthshot = 91,
CItemDogtags = 92,
CKnife = 93,
CKnifeGG = 94,
CLightGlow = 95,
CMaterialModifyControl = 96,
CMolotovGrenade = 97,
CMolotovProjectile = 98,
CMovieDisplay = 99,
CParticleFire = 100,
CParticlePerformanceMonitor = 101,
CParticleSystem = 102,
CPhysBox = 103,
CPhysBoxMultiplayer = 104,
CPhysicsProp = 105,
CPhysicsPropMultiplayer = 106,
CPhysMagnet = 107,
CPlantedC4 = 108,
CPlasma = 109,
CPlayerResource = 110,
CPointCamera = 111,
CPointCommentaryNode = 112,
CPointWorldText = 113,
CPoseController = 114,
CPostProcessController = 115,
CPrecipitation = 116,
CPrecipitationBlocker = 117,
CPredictedViewModel = 118,
CProp_Hallucination = 119,
CPropDoorRotating = 120,
CPropJeep = 121,
CPropVehicleDriveable = 122,
CRagdollManager = 123,
CRagdollProp = 124,
CRagdollPropAttached = 125,
CRopeKeyframe = 126,
CSCAR17 = 127,
CSceneEntity = 128,
CSensorGrenade = 129,
CSensorGrenadeProjectile = 130,
CShadowControl = 131,
CSlideshowDisplay = 132,
CSmokeGrenade = 133,
CSmokeGrenadeProjectile = 134,
CSmokeStack = 135,
CSpatialEntity = 136,
CSpotlightEnd = 137,
CSprite = 138,
CSpriteOriented = 139,
CSpriteTrail = 140,
CStatueProp = 141,
CSteamJet = 142,
CSun = 143,
CSunlightShadowControl = 144,
CTeam = 145,
CTeamplayRoundBasedRulesProxy = 146,
CTEArmorRicochet = 147,
CTEBaseBeam = 148,
CTEBeamEntPoint = 149,
CTEBeamEnts = 150,
CTEBeamFollow = 151,
CTEBeamLaser = 152,
CTEBeamPoints = 153,
CTEBeamRing = 154,
CTEBeamRingPoint = 155,
CTEBeamSpline = 156,
CTEBloodSprite = 157,
CTEBloodStream = 158,
CTEBreakModel = 159,
CTEBSPDecal = 160,
CTEBubbles = 161,
CTEBubbleTrail = 162,
CTEClientProjectile = 163,
CTEDecal = 164,
CTEDust = 165,
CTEDynamicLight = 166,
CTEEffectDispatch = 167,
CTEEnergySplash = 168,
CTEExplosion = 169,
CTEFireBullets = 170,
CTEFizz = 171,
CTEFootprintDecal = 172,
CTEFoundryHelpers = 173,
CTEGaussExplosion = 174,
CTEGlowSprite = 175,
CTEImpact = 176,
CTEKillPlayerAttachments = 177,
CTELargeFunnel = 178,
CTEMetalSparks = 179,
CTEMuzzleFlash = 180,
CTEParticleSystem = 181,
CTEPhysicsProp = 182,
CTEPlantBomb = 183,
CTEPlayerAnimEvent = 184,
CTEPlayerDecal = 185,
CTEProjectedDecal = 186,
CTERadioIcon = 187,
CTEShatterSurface = 188,
CTEShowLine = 189,
CTesla = 190,
CTESmoke = 191,
CTESparks = 192,
CTESprite = 193,
CTESpriteSpray = 194,
CTest_ProxyToggle_Networkable = 194,
CTestTraceline = 196,
CTEWorldDecal = 197,
CTriggerPlayerMovement = 198,
CTriggerSoundOperator = 199,
CVGuiScreen = 200,
CVoteController = 201,
CWaterBullet = 202,
CWaterLODControl = 203,
CWeaponAug = 204,
CWeaponAWP = 205,
CWeaponBaseItem = 206,
CWeaponBizon = 207,
CWeaponCSBase = 208,
CWeaponCSBaseGun = 209,
CWeaponCycler = 210,
CWeaponElite = 211,
CWeaponFamas = 212,
CWeaponFiveSeven = 213,
CWeaponG3SG1 = 214,
CWeaponGalil = 215,
CWeaponGalilAR = 216,
CWeaponGlock = 217,
CWeaponHKP2000 = 218,
CWeaponM249 = 219,
CWeaponM3 = 220,
CWeaponM4A1 = 221,
CWeaponMAC10 = 222,
CWeaponMag7 = 223,
CWeaponMP5Navy = 224,
CWeaponMP7 = 225,
CWeaponMP9 = 226,
CWeaponNegev = 227,
CWeaponNOVA = 228,
CWeaponP228 = 229,
CWeaponP250 = 230,
CWeaponP90 = 231,
CWeaponSawedoff = 232,
CWeaponSCAR20 = 233,
CWeaponScout = 234,
CWeaponSG550 = 235,
CWeaponSG552 = 236,
CWeaponSG556 = 237,
CWeaponSSG08 = 238,
CWeaponTaser = 239,
CWeaponTec9 = 240,
CWeaponTMP = 241,
CWeaponUMP45 = 242,
CWeaponUSP = 243,
CWeaponXM1014 = 244,
CWorld = 245,
DustTrail = 246,
MovieExplosion = 247,
ParticleSmokeGrenade = 248,
RocketTrail = 249,
SmokeTrail = 250,
SporeExplosion = 251,
SporeTrail = 252
};
skinchanger
if (Interfaces::Engine->IsConnected() && Interfaces::Engine->IsInGame() && curStage == FRAME_NET_UPDATE_POSTDATAUPDATE_START)
{
IClientEntity *pLocal = Interfaces::EntList->GetClientEntity(Interfaces::Engine->GetLocalPlayer());
ResolverSetup::GetInst().FSN(pEntity, curStage);
int iBayonet = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_bayonet.mdl");
int iButterfly = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_butterfly.mdl");
int iFlip = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_flip.mdl");
int iGut = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_gut.mdl");
int iKarambit = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_karam.mdl");
int iM9Bayonet = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_m9_bay.mdl");
int iHuntsman = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_tactical.mdl");
int iFalchion = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_falchion_advanced.mdl");
int iDagger = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_push.mdl");
int iBowie = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_survival_bowie.mdl");
int Model = Menu::Window.SkinchangerTab.KnifeModel.GetIndex();
int Skin = Menu::Window.SkinchangerTab.KnifeSkin.GetIndex();
for (int i = 0; i <= Interfaces::EntList->GetHighestEntityIndex(); i++)
{
IClientEntity *pEntity = Interfaces::EntList->GetClientEntity(i);
if (pEntity)
{
ApplyCustomGloves(pLocal);
ULONG hOwnerEntity = *(PULONG)((DWORD)pEntity + 0x148);
IClientEntity* pOwner = Interfaces::EntList->GetClientEntityFromHandle((HANDLE)hOwnerEntity);
if (pOwner)
{
if (pOwner == pLocal)
{
std::string sWeapon = Interfaces::ModelInfo->GetModelName(pEntity->GetModel());
continue;*/
auto weps = pLocal->Weapons();
for (size_t i = 0; weps[i] != nullptr; i++) {
auto pWeapons = reinterpret_cast(Interfaces::EntList->GetClientEntityFromHandle(weps[i]));
continue;
CBaseCombatWeapon* pWeapon = (CBaseCombatWeapon*)pEntity;
ClientClass *pClass = Interfaces::Client->GetAllClasses();
if (Menu::Window.SkinchangerTab.SkinEnable.GetState())
{
int Model = Menu::Window.SkinchangerTab.KnifeModel.GetIndex();
int M41S = Menu::Window.SkinchangerTab.M41SSkin.GetIndex();
int M4A4 = Menu::Window.SkinchangerTab.M4A4Skin.GetIndex();
int AK47 = Menu::Window.SkinchangerTab.AK47Skin.GetIndex();
int AWP = Menu::Window.SkinchangerTab.AWPSkin.GetIndex();
int GLOCK = Menu::Window.SkinchangerTab.GLOCKSkin.GetIndex();
int USPS = Menu::Window.SkinchangerTab.USPSSkin.GetIndex();
int DEAGLE = Menu::Window.SkinchangerTab.DEAGLESkin.GetIndex();
int FIVE7 = Menu::Window.SkinchangerTab.FIVESEVENSkin.GetIndex();
int AUG = Menu::Window.SkinchangerTab.AUGSkin.GetIndex();
int FAMAS = Menu::Window.SkinchangerTab.FAMASSkin.GetIndex();
int G3SG1 = Menu::Window.SkinchangerTab.G3SG1Skin.GetIndex();
int Galil = Menu::Window.SkinchangerTab.GALILSkin.GetIndex();
int M249 = Menu::Window.SkinchangerTab.M249Skin.GetIndex();
int MAC10 = Menu::Window.SkinchangerTab.MAC10Skin.GetIndex();
int P90 = Menu::Window.SkinchangerTab.P90Skin.GetIndex();
int UMP45 = Menu::Window.SkinchangerTab.UMP45Skin.GetIndex();
int XM1014 = Menu::Window.SkinchangerTab.XM1014Skin.GetIndex();
int BIZON = Menu::Window.SkinchangerTab.BIZONSkin.GetIndex();
int MAG7 = Menu::Window.SkinchangerTab.MAG7Skin.GetIndex();
int NEGEV = Menu::Window.SkinchangerTab.NEGEVSkin.GetIndex();
int SAWEDOFF = Menu::Window.SkinchangerTab.SAWEDOFFSkin.GetIndex();
int TEC9 = Menu::Window.SkinchangerTab.TECNINESkin.GetIndex();
int P2000 = Menu::Window.SkinchangerTab.P2000Skin.GetIndex();
int MP7 = Menu::Window.SkinchangerTab.MP7Skin.GetIndex();
int MP9 = Menu::Window.SkinchangerTab.MP9Skin.GetIndex();
int NOVA = Menu::Window.SkinchangerTab.NOVASkin.GetIndex();
int P250 = Menu::Window.SkinchangerTab.P250Skin.GetIndex();
int SCAR20 = Menu::Window.SkinchangerTab.SCAR20Skin.GetIndex();
int SG553 = Menu::Window.SkinchangerTab.SG553Skin.GetIndex();
int SSG08 = Menu::Window.SkinchangerTab.SSG08Skin.GetIndex();
int Magnum = Menu::Window.SkinchangerTab.RevolverSkin.GetIndex();
int Duals = Menu::Window.SkinchangerTab.DUALSSkin.GetIndex();
int weapon = *pWeapon->m_AttributeManager()->m_Item()->ItemDefinitionIndex();
switch (weapon)
{
case 7: // AK47
{
switch (AK47)
{
case 0:
*pWeapon->FallbackPaintKit() = 341;
break;
case 1:
*pWeapon->FallbackPaintKit() = 14;
break;
case 2:
*pWeapon->FallbackPaintKit() = 44;
break;
case 3:
*pWeapon->FallbackPaintKit() = 172;
break;
case 4:
*pWeapon->FallbackPaintKit() = 180;
break;
case 5:
*pWeapon->FallbackPaintKit() = 394;
break;
case 6:
*pWeapon->FallbackPaintKit() = 300;
break;
case 7:
*pWeapon->FallbackPaintKit() = 226;
break;
case 8:
*pWeapon->FallbackPaintKit() = 282;
break;
case 9:
*pWeapon->FallbackPaintKit() = 302;
break;
case 10:
*pWeapon->FallbackPaintKit() = 316;
break;
case 11:
*pWeapon->FallbackPaintKit() = 340;
break;
case 12:
*pWeapon->FallbackPaintKit() = 380;
break;
case 13:
*pWeapon->FallbackPaintKit() = 656;
break;
case 14:
*pWeapon->FallbackPaintKit() = 456;
break;
case 15:
*pWeapon->FallbackPaintKit() = 474;
break;
case 16:
*pWeapon->FallbackPaintKit() = 490;
break;
case 17:
*pWeapon->FallbackPaintKit() = 506;
break;
case 18:
*pWeapon->FallbackPaintKit() = 524;
break;
case 19:
*pWeapon->FallbackPaintKit() = 600;
break;
case 20:
*pWeapon->FallbackPaintKit() = 639;
break;
default:
break;
}
}
break;
case 16: // M4A4
{
switch (M4A4)
{
case 0:
*pWeapon->FallbackPaintKit() = 155;
break;
case 1:
*pWeapon->FallbackPaintKit() = 187;
break;
case 2:
*pWeapon->FallbackPaintKit() = 255;
break;
case 3:
*pWeapon->FallbackPaintKit() = 309;
break;
case 4:
*pWeapon->FallbackPaintKit() = 215;
break;
case 5:
*pWeapon->FallbackPaintKit() = 336;
break;
case 6:
*pWeapon->FallbackPaintKit() = 384;
break;
case 7:
*pWeapon->FallbackPaintKit() = 400;
break;
case 8:
*pWeapon->FallbackPaintKit() = 449;
break;
case 9:
*pWeapon->FallbackPaintKit() = 471;
break;
case 10:
*pWeapon->FallbackPaintKit() = 480;
break;
case 11:
*pWeapon->FallbackPaintKit() = 512;
break;
case 12:
*pWeapon->FallbackPaintKit() = 533;
break;
case 13:
*pWeapon->FallbackPaintKit() = 588;
break;
case 14:
*pWeapon->FallbackPaintKit() = 632;
break;
case 15:
*pWeapon->FallbackPaintKit() = 664;
break;
default:
break;
}
}
break;
case 60:
{
switch (M41S)
{
case 0:
*pWeapon->FallbackPaintKit() = 60;
break;
case 1:
*pWeapon->FallbackPaintKit() = 430;
break;
case 2:
*pWeapon->FallbackPaintKit() = 644;
break;
case 3:
*pWeapon->FallbackPaintKit() = 235;
break;
case 4:
*pWeapon->FallbackPaintKit() = 254;
break;
case 5:
*pWeapon->FallbackPaintKit() = 189;
break;
case 6:
*pWeapon->FallbackPaintKit() = 301;
break;
case 7:
*pWeapon->FallbackPaintKit() = 217;
break;
case 8:
*pWeapon->FallbackPaintKit() = 257;
break;
case 9:
*pWeapon->FallbackPaintKit() = 321;
break;
case 10:
*pWeapon->FallbackPaintKit() = 326;
break;
case 11:
*pWeapon->FallbackPaintKit() = 360;
break;
case 12:
*pWeapon->FallbackPaintKit() = 383;
break;
case 13:
*pWeapon->FallbackPaintKit() = 440;
break;
case 14:
*pWeapon->FallbackPaintKit() = 445;
break;
case 15:
*pWeapon->FallbackPaintKit() = 497;
break;
case 16:
*pWeapon->FallbackPaintKit() = 548;
break;
case 17:
*pWeapon->FallbackPaintKit() = 587;
break;
case 18:
*pWeapon->FallbackPaintKit() = 631;
break;
default:
break;
}
}
break;
case 9:
{
switch (AWP)
{
case 0:
*pWeapon->FallbackPaintKit() = 174;
break;
case 1:
*pWeapon->FallbackPaintKit() = 344;
break;
case 2:
*pWeapon->FallbackPaintKit() = 84;
break;
case 3:
*pWeapon->FallbackPaintKit() = 640;
break;
case 4:
*pWeapon->FallbackPaintKit() = 51;
break;
case 5:
*pWeapon->FallbackPaintKit() = 181;
break;
case 6:
*pWeapon->FallbackPaintKit() = 259;
break;
case 7:
*pWeapon->FallbackPaintKit() = 395;
break;
case 8:
*pWeapon->FallbackPaintKit() = 212;
break;
case 9:
*pWeapon->FallbackPaintKit() = 227;
break;
case 10:
*pWeapon->FallbackPaintKit() = 251;
break;
case 11:
*pWeapon->FallbackPaintKit() = 279;
break;
case 12:
*pWeapon->FallbackPaintKit() = 662;
break;
case 13:
*pWeapon->FallbackPaintKit() = 446;
break;
case 14:
*pWeapon->FallbackPaintKit() = 451;
break;
case 15:
*pWeapon->FallbackPaintKit() = 475;
break;
case 16:
*pWeapon->FallbackPaintKit() = 525;
break;
default:
break;
}
}
break;
case 61:
{
switch (USPS)
{
case 0:
*pWeapon->FallbackPaintKit() = 60;
break;
case 1:
*pWeapon->FallbackPaintKit() = 183;
break;
case 2:
*pWeapon->FallbackPaintKit() = 339;
break;
case 3:
*pWeapon->FallbackPaintKit() = 217;
break;
case 4:
*pWeapon->FallbackPaintKit() = 221;
break;
case 5:
*pWeapon->FallbackPaintKit() = 653;
break;
case 6:
*pWeapon->FallbackPaintKit() = 277;
break;
case 7:
*pWeapon->FallbackPaintKit() = 290;
break;
case 8:
*pWeapon->FallbackPaintKit() = 313;
break;
case 9:
*pWeapon->FallbackPaintKit() = 318;
break;
case 10:
*pWeapon->FallbackPaintKit() = 332;
break;
case 11:
*pWeapon->FallbackPaintKit() = 364;
break;
case 12:
*pWeapon->FallbackPaintKit() = 454;
break;
case 13:
*pWeapon->FallbackPaintKit() = 489;
break;
case 14:
*pWeapon->FallbackPaintKit() = 504;
break;
case 15:
*pWeapon->FallbackPaintKit() = 540;
break;
case 16:
*pWeapon->FallbackPaintKit() = 637;
break;
default:
break;
}
}
break;
case 4:
{
switch (GLOCK)
{
case 0:
*pWeapon->FallbackPaintKit() = 586;
break;
case 1:
*pWeapon->FallbackPaintKit() = 437;
break;
case 2:
*pWeapon->FallbackPaintKit() = 38;
break;
case 3:
*pWeapon->FallbackPaintKit() = 48;
break;
case 4:
*pWeapon->FallbackPaintKit() = 353;
break;
case 5:
*pWeapon->FallbackPaintKit() = 532;
break;
case 6:
*pWeapon->FallbackPaintKit() = 381;
break;
case 7:
*pWeapon->FallbackPaintKit() = 367;
break;
case 8:
*pWeapon->FallbackPaintKit() = 607;
break;
default:
break;
}
}
break;
case 1: // Deagle
{
switch (DEAGLE)
{
case 0:
*pWeapon->FallbackPaintKit() = 37;
break;
case 1:
*pWeapon->FallbackPaintKit() = 645;
break;
case 2:
*pWeapon->FallbackPaintKit() = 527;
break;
case 3:
*pWeapon->FallbackPaintKit() = 469;
break;
default:
break;
}
}
break;
case 2: //duals
{
switch (Duals)
{
case 0:
*pWeapon->FallbackPaintKit() = 491;
break;
case 1:
*pWeapon->FallbackPaintKit() = 28;
break;
case 2:
*pWeapon->FallbackPaintKit() = 447;
break;
case 3:
*pWeapon->FallbackPaintKit() = 220;
break;
case 4:
*pWeapon->FallbackPaintKit() = 261;
break;
case 5:
*pWeapon->FallbackPaintKit() = 396;
break;
default:
break;
}
}
break;
case 3: // Five Seven
{
switch (FIVE7)
{
case 0:
*pWeapon->FallbackPaintKit() = 44;
break;
case 1:
*pWeapon->FallbackPaintKit() = 352;
break;
case 2:
*pWeapon->FallbackPaintKit() = 510;
break;
case 3:
*pWeapon->FallbackPaintKit() = 530;
break;
case 4:
*pWeapon->FallbackPaintKit() = 464;
break;
case 5:
*pWeapon->FallbackPaintKit() = 427;
break;
case 6:
*pWeapon->FallbackPaintKit() = 274;
break;
case 7:
*pWeapon->FallbackPaintKit() = 660;
break;
default:
break;
}
}
break;
case 8: // AUG
{
switch (AUG)
{
case 0:
*pWeapon->FallbackPaintKit() = 9;
break;
case 1:
*pWeapon->FallbackPaintKit() = 33;
break;
case 2:
*pWeapon->FallbackPaintKit() = 280;
break;
case 3:
*pWeapon->FallbackPaintKit() = 305;
break;
case 4:
*pWeapon->FallbackPaintKit() = 375;
break;
case 5:
*pWeapon->FallbackPaintKit() = 442;
break;
case 6:
*pWeapon->FallbackPaintKit() = 444;
break;
case 7:
*pWeapon->FallbackPaintKit() = 455;
break;
case 8:
*pWeapon->FallbackPaintKit() = 507;
break;
case 9:
*pWeapon->FallbackPaintKit() = 541;
break;
case 10:
*pWeapon->FallbackPaintKit() = 601;
break;
default:
break;
}
}
break;
case 10: // Famas
{
switch (FAMAS)
{
case 0:
*pWeapon->FallbackPaintKit() = 429;
break;
case 1:
*pWeapon->FallbackPaintKit() = 154;
break;
case 2:
*pWeapon->FallbackPaintKit() = 178;
break;
case 3:
*pWeapon->FallbackPaintKit() = 194;
break;
case 4:
*pWeapon->FallbackPaintKit() = 244;
break;
case 5:
*pWeapon->FallbackPaintKit() = 218;
break;
case 6:
*pWeapon->FallbackPaintKit() = 260;
break;
case 7:
*pWeapon->FallbackPaintKit() = 288;
break;
case 8:
*pWeapon->FallbackPaintKit() = 371;
break;
case 9:
*pWeapon->FallbackPaintKit() = 477;
break;
case 10:
*pWeapon->FallbackPaintKit() = 492;
break;
case 11:
*pWeapon->FallbackPaintKit() = 529;
break;
case 12:
*pWeapon->FallbackPaintKit() = 604;
break;
case 13:
*pWeapon->FallbackPaintKit() = 626;
break;
default:
break;
}
}
break;
case 11: // G3SG1
{
switch (G3SG1)
{
case 0:
*pWeapon->FallbackPaintKit() = 195;
break;
case 1:
*pWeapon->FallbackPaintKit() = 229;
break;
case 2:
*pWeapon->FallbackPaintKit() = 294;
break;
case 3:
*pWeapon->FallbackPaintKit() = 465;
break;
case 4:
*pWeapon->FallbackPaintKit() = 464;
break;
case 5:
*pWeapon->FallbackPaintKit() = 382;
break;
case 6:
*pWeapon->FallbackPaintKit() = 438;
break;
case 7:
*pWeapon->FallbackPaintKit() = 493;
break;
case 8:
*pWeapon->FallbackPaintKit() = 511;
break;
default:
break;
}
}
break;
case 13: // Galil
{
switch (Galil)
{
case 0:
*pWeapon->FallbackPaintKit() = 83;
break;
case 1:
*pWeapon->FallbackPaintKit() = 428;
break;
case 2:
*pWeapon->FallbackPaintKit() = 494;
break;
case 3:
*pWeapon->FallbackPaintKit() = 379;
break;
case 4:
*pWeapon->FallbackPaintKit() = 460;
break;
case 5:
*pWeapon->FallbackPaintKit() = 398;
break;
case 6:
*pWeapon->FallbackPaintKit() = 546;
break;
case 7:
*pWeapon->FallbackPaintKit() = 478;
break;
case 8:
*pWeapon->FallbackPaintKit() = 661;
break;
default:
break;
}
}
break;
case 14: // M249
{
switch (M249)
{
case 0:
*pWeapon->FallbackPaintKit() = 401;
break;
case 1:
*pWeapon->FallbackPaintKit() = 452;
break;
case 2:
*pWeapon->FallbackPaintKit() = 472;
break;
case 3:
*pWeapon->FallbackPaintKit() = 496;
break;
case 4:
*pWeapon->FallbackPaintKit() = 547;
break;
default:
break;
}
}
break;
case 17: // Mac 10
{
switch (MAC10)
{
case 0:
*pWeapon->FallbackPaintKit() = 38;
break;
case 1:
*pWeapon->FallbackPaintKit() = 433;
break;
case 2:
*pWeapon->FallbackPaintKit() = 98;
break;
case 3:
*pWeapon->FallbackPaintKit() = 157;
break;
case 4:
*pWeapon->FallbackPaintKit() = 188;
break;
case 5:
*pWeapon->FallbackPaintKit() = 337;
break;
case 6:
*pWeapon->FallbackPaintKit() = 246;
break;
case 7:
*pWeapon->FallbackPaintKit() = 284;
break;
case 8:
*pWeapon->FallbackPaintKit() = 310;
break;
case 9:
*pWeapon->FallbackPaintKit() = 333;
break;
case 10:
*pWeapon->FallbackPaintKit() = 343;
break;
case 11:
*pWeapon->FallbackPaintKit() = 372;
break;
case 12:
*pWeapon->FallbackPaintKit() = 402;
break;
case 13:
*pWeapon->FallbackPaintKit() = 498;
break;
case 14:
*pWeapon->FallbackPaintKit() = 534;
break;
default:
break;
}
}
break;
case 19: // P90
{
switch (P90)
{
case 0:
*pWeapon->FallbackPaintKit() = 67;
break;
case 1:
*pWeapon->FallbackPaintKit() = 156;
break;
case 2:
*pWeapon->FallbackPaintKit() = 516;
break;
case 3:
*pWeapon->FallbackPaintKit() = 182;
break;
case 4:
*pWeapon->FallbackPaintKit() = 359;
break;
case 5:
*pWeapon->FallbackPaintKit() = 20;
break;
default:
break;
}
}
break;
case 24: // UMP-45
{
switch (UMP45)
{
case 0:
*pWeapon->FallbackPaintKit() = 37;
break;
case 1:
*pWeapon->FallbackPaintKit() = 556;
break;
case 2:
*pWeapon->FallbackPaintKit() = 441;
break;
case 3:
*pWeapon->FallbackPaintKit() = 436;
break;
default:
break;
}
}
break;
case 25: // XM1014
{
switch (XM1014)
{
case 0:
*pWeapon->FallbackPaintKit() = 393;
break;
case 1:
*pWeapon->FallbackPaintKit() = 521;
break;
case 2:
*pWeapon->FallbackPaintKit() = 505;
break;
case 3:
*pWeapon->FallbackPaintKit() = 314;
break;
case 4:
*pWeapon->FallbackPaintKit() = 407;
break;
default:
break;
}
}
break;
case 26: // Bizon
{
switch (BIZON)
{
case 0:
*pWeapon->FallbackPaintKit() = 13;
break;
case 1:
*pWeapon->FallbackPaintKit() = 267;
break;
case 2:
*pWeapon->FallbackPaintKit() = 542;
break;
case 3:
*pWeapon->FallbackPaintKit() = 349;
break;
case 4:
*pWeapon->FallbackPaintKit() = 508;
break;
default:
break;
}
}
break;
case 27: // Mag 7
{
switch (MAG7)
{
case 0:
*pWeapon->FallbackPaintKit() = 462;
break;
case 1:
*pWeapon->FallbackPaintKit() = 39;
break;
case 2:
*pWeapon->FallbackPaintKit() = 431;
break;
default:
break;
}
}
break;
case 28: // Negev
{
switch (NEGEV)
{
case 0:
*pWeapon->FallbackPaintKit() = 28;
break;
case 1:
*pWeapon->FallbackPaintKit() = 432;
break;
case 2:
*pWeapon->FallbackPaintKit() = 317;
break;
case 3:
*pWeapon->FallbackPaintKit() = 355;
break;
case 4:
*pWeapon->FallbackPaintKit() = 369;
break;
case 5:
*pWeapon->FallbackPaintKit() = 483;
break;
case 6:
*pWeapon->FallbackPaintKit() = 514;
break;
default:
break;
}
}
break;
case 29: // Sawed Off
{
switch (SAWEDOFF)
{
case 0:
*pWeapon->FallbackPaintKit() = 405;
break;
case 1:
*pWeapon->FallbackPaintKit() = 83;
break;
case 2:
*pWeapon->FallbackPaintKit() = 38;
break;
case 3:
*pWeapon->FallbackPaintKit() = 256;
break;
case 4:
*pWeapon->FallbackPaintKit() = 638;
break;
case 5:
*pWeapon->FallbackPaintKit() = 390;
break;
default:
break;
}
}
break;
case 30: // Tec 9
{
switch (TEC9)
{
case 0:
*pWeapon->FallbackPaintKit() = 463;
break;
case 1:
*pWeapon->FallbackPaintKit() = 303;
break;
case 2:
*pWeapon->FallbackPaintKit() = 248;
break;
case 3:
*pWeapon->FallbackPaintKit() = 520;
break;
case 4:
*pWeapon->FallbackPaintKit() = 374;
break;
case 5:
*pWeapon->FallbackPaintKit() = 614;
break;
case 6:
*pWeapon->FallbackPaintKit() = 555;
break;
case 7:
*pWeapon->FallbackPaintKit() = 459;
break;
case 8:
*pWeapon->FallbackPaintKit() = 179;
break;
default:
break;
}
}
break;
case 32: // P2000
{
switch (P2000)
{
case 0:
*pWeapon->FallbackPaintKit() = 485;
break;
case 1:
*pWeapon->FallbackPaintKit() = 184;
break;
case 2:
*pWeapon->FallbackPaintKit() = 211;
break;
case 3:
*pWeapon->FallbackPaintKit() = 389;
break;
case 4:
*pWeapon->FallbackPaintKit() = 591;
break;
case 5:
*pWeapon->FallbackPaintKit() = 246;
break;
default:
break;
}
}
break;
case 33: // MP7
{
switch (MP7)
{
case 0:
*pWeapon->FallbackPaintKit() = 102;
break;
case 1:
*pWeapon->FallbackPaintKit() = 481;
break;
case 2:
*pWeapon->FallbackPaintKit() = 536;
break;
default:
break;
}
}
break;
case 34: // MP9
{
switch (MP9)
{
case 0:
*pWeapon->FallbackPaintKit() = 482;
break;
case 1:
*pWeapon->FallbackPaintKit() = 33;
break;
default:
break;
}
}
break;
case 35: // Nova
{
switch (NOVA)
{
case 0:
*pWeapon->FallbackPaintKit() = 3;
break;
case 1:
*pWeapon->FallbackPaintKit() = 166;
break;
case 2:
*pWeapon->FallbackPaintKit() = 164;
break;
case 3:
*pWeapon->FallbackPaintKit() = 25;
break;
case 4:
*pWeapon->FallbackPaintKit() = 62;
break;
case 5:
*pWeapon->FallbackPaintKit() = 99;
break;
case 6:
*pWeapon->FallbackPaintKit() = 107;
break;
case 7:
*pWeapon->FallbackPaintKit() = 158;
break;
case 8:
*pWeapon->FallbackPaintKit() = 170;
break;
case 9:
*pWeapon->FallbackPaintKit() = 191;
break;
case 10:
*pWeapon->FallbackPaintKit() = 214;
break;
case 11:
*pWeapon->FallbackPaintKit() = 225;
break;
case 12:
*pWeapon->FallbackPaintKit() = 263;
break;
case 13:
*pWeapon->FallbackPaintKit() = 286;
break;
case 14:
*pWeapon->FallbackPaintKit() = 294;
break;
case 15:
*pWeapon->FallbackPaintKit() = 299;
break;
case 16:
*pWeapon->FallbackPaintKit() = 356;
break;
case 17:
*pWeapon->FallbackPaintKit() = 450;
break;
case 18:
*pWeapon->FallbackPaintKit() = 484;
break;
case 19:
*pWeapon->FallbackPaintKit() = 537;
break;
default:
break;
}
}
break;
case 36: // P250
{
switch (P250)
{
case 0:
*pWeapon->FallbackPaintKit() = 102;
break;
case 1:
*pWeapon->FallbackPaintKit() = 168;
break;
case 2:
*pWeapon->FallbackPaintKit() = 162;
break;
case 3:
*pWeapon->FallbackPaintKit() = 258;
break;
case 4:
*pWeapon->FallbackPaintKit() = 551;
break;
case 5:
*pWeapon->FallbackPaintKit() = 271;
break;
case 6:
*pWeapon->FallbackPaintKit() = 295;
break;
case 7:
*pWeapon->FallbackPaintKit() = 358;
break;
case 8:
*pWeapon->FallbackPaintKit() = 388;
break;
default:
break;
}
}
break;
case 38: // Scar 20
{
switch (SCAR20)
{
case 0:
*pWeapon->FallbackPaintKit() = 165;
break;
case 1:
*pWeapon->FallbackPaintKit() = 196;
break;
case 2:
*pWeapon->FallbackPaintKit() = 232;
break;
case 3:
*pWeapon->FallbackPaintKit() = 391;
break;
case 4:
*pWeapon->FallbackPaintKit() = 597;
break;
case 5:
*pWeapon->FallbackPaintKit() = 312;
break;
case 6:
*pWeapon->FallbackPaintKit() = 406;
break;
break;
}
}
break;
case 39: // SG553
{
switch (SG553)
{
case 0:
*pWeapon->FallbackPaintKit() = 39;
break;
case 1:
*pWeapon->FallbackPaintKit() = 98;
break;
case 2:
*pWeapon->FallbackPaintKit() = 410;
break;
case 3:
*pWeapon->FallbackPaintKit() = 347;
break;
case 4:
*pWeapon->FallbackPaintKit() = 287;
break;
case 5:
*pWeapon->FallbackPaintKit() = 298;
break;
case 6:
*pWeapon->FallbackPaintKit() = 363;
break;
case 7:
*pWeapon->FallbackPaintKit() = 378;
break;
case 8:
*pWeapon->FallbackPaintKit() = 487;
break;
case 9:
*pWeapon->FallbackPaintKit() = 519;
break;
case 10:
*pWeapon->FallbackPaintKit() = 553;
break;
default:
break;
}
}
break;
case 40: // SSG08
{
switch (SSG08)
{
case 0:
*pWeapon->FallbackPaintKit() = 624;
break;
case 1:
*pWeapon->FallbackPaintKit() = 222;
break;
case 2:
*pWeapon->FallbackPaintKit() = 554;
break;
case 3:
*pWeapon->FallbackPaintKit() = 319;
break;
case 4:
*pWeapon->FallbackPaintKit() = 361;
break;
case 5:
*pWeapon->FallbackPaintKit() = 503;
break;
default:
break;
}
}
break;
case 64: // Revolver
{
switch (Magnum)
{
case 0:
*pWeapon->FallbackPaintKit() = 522;
break;
case 1:
*pWeapon->FallbackPaintKit() = 12;
break;
case 2:
*pWeapon->FallbackPaintKit() = 523;
break;
case 3:
*pWeapon->FallbackPaintKit() = 595;
break;
default:
break;
}
}
break;
default:
break;
}
if (pEntity->GetClientClass()->m_ClassID == (int)CSGOClassID::CKnife)
{
if (Model == 0) // Bayonet
{
*pWeapon->ModelIndex() = iBayonet; // m_nModelIndex
*pWeapon->ViewModelIndex() = iBayonet;
*pWeapon->WorldModelIndex() = iBayonet + 1;
*pWeapon->m_AttributeManager()->m_Item()->ItemDefinitionIndex() = 500;
int Skin = Menu::Window.SkinchangerTab.KnifeSkin.GetIndex();
if (Skin == 0)
{
*pWeapon->FallbackPaintKit() = 0; // Forest DDPAT
}
else if (Skin == 1)
{
*pWeapon->FallbackPaintKit() = 12; // Crimson Web
}
else if (Skin == 2)
{
*pWeapon->FallbackPaintKit() = 27; // Bone Mask
}
else if (Skin == 3)
{
*pWeapon->FallbackPaintKit() = 38; // Fade
}
else if (Skin == 4)
{
*pWeapon->FallbackPaintKit() = 40; // Night
}
else if (Skin == 5)
{
*pWeapon->FallbackPaintKit() = 42; // Blue Steel
}
else if (Skin == 6)
{
*pWeapon->FallbackPaintKit() = 43; // Stained
}
else if (Skin == 7)
{
*pWeapon->FallbackPaintKit() = 44; // Case Hardened
}
else if (Skin == 8)
{
*pWeapon->FallbackPaintKit() = 59; // Slaughter
}
else if (Skin == 9)
{
*pWeapon->FallbackPaintKit() = 72; // Safari Mesh
}
else if (Skin == 10)
{
*pWeapon->FallbackPaintKit() = 77; // Boreal Forest
}
else if (Skin == 11)
{
*pWeapon->FallbackPaintKit() = 98; // Ultraviolet
}
else if (Skin == 12)
{
*pWeapon->FallbackPaintKit() = 143; // Urban Masked
}
else if (Skin == 13)
{
*pWeapon->FallbackPaintKit() = 175; // Scorched
}
else if (Skin == 14)
{
*pWeapon->FallbackPaintKit() = 323; // Rust Coat
}
else if (Skin == 15)
{
*pWeapon->FallbackPaintKit() = 409; // Tiger Tooth
}
else if (Skin == 16)
{
*pWeapon->FallbackPaintKit() = 410; // Damascus Steel
}
else if (Skin == 17)
{
*pWeapon->FallbackPaintKit() = 411; // Damascus Steel
}
else if (Skin == 18)
{
*pWeapon->FallbackPaintKit() = 413; // Marble Fade
}
else if (Skin == 19)
{
*pWeapon->FallbackPaintKit() = 414; // Rust Coat
}
else if (Skin == 20)
{
*pWeapon->FallbackPaintKit() = 415; // Doppler Ruby
}
else if (Skin == 21)
{
*pWeapon->FallbackPaintKit() = 416; // Doppler Sapphire
}
else if (Skin == 22)
{
*pWeapon->FallbackPaintKit() = 417; // Doppler Blackpearl
}
else if (Skin == 23)
{
*pWeapon->FallbackPaintKit() = 418; // Doppler Phase 1
}
else if (Skin == 24)
{
*pWeapon->FallbackPaintKit() = 419; // Doppler Phase 2
}
else if (Skin == 25)
{
*pWeapon->FallbackPaintKit() = 420; // Doppler Phase 3
}
else if (Skin == 26)
{
*pWeapon->FallbackPaintKit() = 421; // Doppler Phase 4
}
else if (Skin == 27)
{
*pWeapon->FallbackPaintKit() = 569; // Gamma Doppler Phase1
}
else if (Skin == 28)
{
*pWeapon->FallbackPaintKit() = 570; // Gamma Doppler Phase2
}
else if (Skin == 29)
{
*pWeapon->FallbackPaintKit() = 571; // Gamma Doppler Phase3
}
else if (Skin == 30)
{
*pWeapon->FallbackPaintKit() = 568; // Gamma Doppler Phase4
}
else if (Skin == 31)
{
*pWeapon->FallbackPaintKit() = 568; // Gamma Doppler Emerald
}
else if (Skin == 32)
{
*pWeapon->FallbackPaintKit() = 558; // Lore
}
}
else if (Model == 1) // Bowie Knife
{
*pWeapon->ModelIndex() = iBowie; // m_nModelIndex
*pWeapon->ViewModelIndex() = iBowie;
*pWeapon->WorldModelIndex() = iBowie + 1;
*pWeapon->m_AttributeManager()->m_Item()->ItemDefinitionIndex() = 514;
int Skin = Menu::Window.SkinchangerTab.KnifeSkin.GetIndex();
if (Skin == 0)
{
*pWeapon->FallbackPaintKit() = 0; // Forest DDPAT
}
else if (Skin == 1)
{
*pWeapon->FallbackPaintKit() = 12; // Crimson Web
}
else if (Skin == 2)
{
*pWeapon->FallbackPaintKit() = 27; // Bone Mask
}
else if (Skin == 3)
{
*pWeapon->FallbackPaintKit() = 38; // Fade
}
else if (Skin == 4)
{
*pWeapon->FallbackPaintKit() = 40; // Night
}
else if (Skin == 5)
{
*pWeapon->FallbackPaintKit() = 42; // Blue Steel
}
else if (Skin == 6)
{
*pWeapon->FallbackPaintKit() = 43; // Stained
}
else if (Skin == 7)
{
*pWeapon->FallbackPaintKit() = 44; // Case Hardened
}
else if (Skin == 8)
{
*pWeapon->FallbackPaintKit() = 59; // Slaughter
}
else if (Skin == 9)
{
*pWeapon->FallbackPaintKit() = 72; // Safari Mesh
}
else if (Skin == 10)
{
*pWeapon->FallbackPaintKit() = 77; // Boreal Forest
}
else if (Skin == 11)
{
*pWeapon->FallbackPaintKit() = 98; // Ultraviolet
}
else if (Skin == 12)
{
*pWeapon->FallbackPaintKit() = 143; // Urban Masked
}
else if (Skin == 13)
{
*pWeapon->FallbackPaintKit() = 175; // Scorched
}
else if (Skin == 14)
{
*pWeapon->FallbackPaintKit() = 323; // Rust Coat
}
else if (Skin == 15)
{
*pWeapon->FallbackPaintKit() = 409; // Tiger Tooth
}
else if (Skin == 16)
{
*pWeapon->FallbackPaintKit() = 410; // Damascus Steel
}
else if (Skin == 17)
{
*pWeapon->FallbackPaintKit() = 411; // Damascus Steel
}
else if (Skin == 18)
{
*pWeapon->FallbackPaintKit() = 413; // Marble Fade
}
else if (Skin == 19)
{
*pWeapon->FallbackPaintKit() = 414; // Rust Coat
}
else if (Skin == 20)
{
*pWeapon->FallbackPaintKit() = 415; // Doppler Ruby
}
else if (Skin == 21)
{
*pWeapon->FallbackPaintKit() = 416; // Doppler Sapphire
}
else if (Skin == 22)
{
*pWeapon->FallbackPaintKit() = 417; // Doppler Blackpearl
}
else if (Skin == 23)
{
*pWeapon->FallbackPaintKit() = 418; // Doppler Phase 1
}
else if (Skin == 24)
{
*pWeapon->FallbackPaintKit() = 419; // Doppler Phase 2
}
else if (Skin == 25)
{
*pWeapon->FallbackPaintKit() = 420; // Doppler Phase 3
}
else if (Skin == 26)
{
*pWeapon->FallbackPaintKit() = 421; // Doppler Phase 4
}
else if (Skin == 27)
{
*pWeapon->FallbackPaintKit() = 569; // Gamma Doppler Phase1
}
else if (Skin == 28)
{
*pWeapon->FallbackPaintKit() = 570; // Gamma Doppler Phase2
}
else if (Skin == 29)
{
*pWeapon->FallbackPaintKit() = 571; // Gamma Doppler Phase3
}
else if (Skin == 30)
{
*pWeapon->FallbackPaintKit() = 568; // Gamma Doppler Phase4
}
else if (Skin == 31)
{
*pWeapon->FallbackPaintKit() = 568; // Gamma Doppler Emerald
}
else if (Skin == 32)
{
*pWeapon->FallbackPaintKit() = 558; // Lore
}
}
else if (Model == 2) // Butterfly Knife
{
*pWeapon->ModelIndex() = iButterfly; // m_nModelIndex
*pWeapon->ViewModelIndex() = iButterfly;
*pWeapon->WorldModelIndex() = iButterfly + 1;
*pWeapon->m_AttributeManager()->m_Item()->ItemDefinitionIndex() = 515;
int Skin = Menu::Window.SkinchangerTab.KnifeSkin.GetIndex();
if (Skin == 0)
{
*pWeapon->FallbackPaintKit() = 0; // Forest DDPAT
}
else if (Skin == 1)
{
*pWeapon->FallbackPaintKit() = 12; // Crimson Web
}
else if (Skin == 2)
{
*pWeapon->FallbackPaintKit() = 27; // Bone Mask
}
else if (Skin == 3)
{
*pWeapon->FallbackPaintKit() = 38; // Fade
}
else if (Skin == 4)
{
*pWeapon->FallbackPaintKit() = 40; // Night
}
else if (Skin == 5)
{
*pWeapon->FallbackPaintKit() = 42; // Blue Steel
}
else if (Skin == 6)
{
*pWeapon->FallbackPaintKit() = 43; // Stained
}
else if (Skin == 7)
{
*pWeapon->FallbackPaintKit() = 44; // Case Hardened
}
else if (Skin == 8)
{
*pWeapon->FallbackPaintKit() = 59; // Slaughter
}
else if (Skin == 9)
{
*pWeapon->FallbackPaintKit() = 72; // Safari Mesh
}
else if (Skin == 10)
{
*pWeapon->FallbackPaintKit() = 77; // Boreal Forest
}
else if (Skin == 11)
{
*pWeapon->FallbackPaintKit() = 98; // Ultraviolet
}
else if (Skin == 12)
{
*pWeapon->FallbackPaintKit() = 143; // Urban Masked
}
else if (Skin == 13)
{
*pWeapon->FallbackPaintKit() = 175; // Scorched
}
else if (Skin == 14)
{
*pWeapon->FallbackPaintKit() = 323; // Rust Coat
}
else if (Skin == 15)
{
*pWeapon->FallbackPaintKit() = 409; // Tiger Tooth
}
else if (Skin == 16)
{
*pWeapon->FallbackPaintKit() = 410; // Damascus Steel
}
else if (Skin == 17)
{
*pWeapon->FallbackPaintKit() = 411; // Damascus Steel
}
else if (Skin == 18)
{
*pWeapon->FallbackPaintKit() = 413; // Marble Fade
}
else if (Skin == 19)
{
*pWeapon->FallbackPaintKit() = 414; // Rust Coat
}
else if (Skin == 20)
{
*pWeapon->FallbackPaintKit() = 415; // Doppler Ruby
}
else if (Skin == 21)
{
*pWeapon->FallbackPaintKit() = 416; // Doppler Sapphire
}
else if (Skin == 22)
{
*pWeapon->FallbackPaintKit() = 417; // Doppler Blackpearl
}
else if (Skin == 23)
{
*pWeapon->FallbackPaintKit() = 418; // Doppler Phase 1
}
else if (Skin == 24)
{
*pWeapon->FallbackPaintKit() = 419; // Doppler Phase 2
}
else if (Skin == 25)
{
*pWeapon->FallbackPaintKit() = 420; // Doppler Phase 3
}
else if (Skin == 26)
{
*pWeapon->FallbackPaintKit() = 421; // Doppler Phase 4
}
else if (Skin == 27)
{
*pWeapon->FallbackPaintKit() = 569; // Gamma Doppler Phase1
}
else if (Skin == 28)
{
*pWeapon->FallbackPaintKit() = 570; // Gamma Doppler Phase2
}
else if (Skin == 29)
{
*pWeapon->FallbackPaintKit() = 571; // Gamma Doppler Phase3
}
else if (Skin == 30)
{
*pWeapon->FallbackPaintKit() = 568; // Gamma Doppler Phase4
}
else if (Skin == 31)
{
*pWeapon->FallbackPaintKit() = 568; // Gamma Doppler Emerald
}
else if (Skin == 32)
{
*pWeapon->FallbackPaintKit() = 558; // Lore
}
}
else if (Model == 3) // Falchion Knife
{
*pWeapon->ModelIndex() = iFalchion; // m_nModelIndex
*pWeapon->ViewModelIndex() = iFalchion;
*pWeapon->WorldModelIndex() = iFalchion + 1;
*pWeapon->m_AttributeManager()->m_Item()->ItemDefinitionIndex() = 512;
int Skin = Menu::Window.SkinchangerTab.KnifeSkin.GetIndex();
if (Skin == 0)
{
*pWeapon->FallbackPaintKit() = 0; // Forest DDPAT
}
else if (Skin == 1)
{
*pWeapon->FallbackPaintKit() = 12; // Crimson Web
}
else if (Skin == 2)
{
*pWeapon->FallbackPaintKit() = 27; // Bone Mask
}
else if (Skin == 3)
{
*pWeapon->FallbackPaintKit() = 38; // Fade
}
else if (Skin == 4)
{
*pWeapon->FallbackPaintKit() = 40; // Night
}
else if (Skin == 5)
{
*pWeapon->FallbackPaintKit() = 42; // Blue Steel
}
else if (Skin == 6)
{
*pWeapon->FallbackPaintKit() = 43; // Stained
}
else if (Skin == 7)
{
*pWeapon->FallbackPaintKit() = 44; // Case Hardened
}
else if (Skin == 8)
{
*pWeapon->FallbackPaintKit() = 59; // Slaughter
}
else if (Skin == 9)
{
*pWeapon->FallbackPaintKit() = 72; // Safari Mesh
}
else if (Skin == 10)
{
*pWeapon->FallbackPaintKit() = 77; // Boreal Forest
}
else if (Skin == 11)
{
*pWeapon->FallbackPaintKit() = 98; // Ultraviolet
}
else if (Skin == 12)
{
*pWeapon->FallbackPaintKit() = 143; // Urban Masked
}
else if (Skin == 13)
{
*pWeapon->FallbackPaintKit() = 175; // Scorched
}
else if (Skin == 14)
{
*pWeapon->FallbackPaintKit() = 323; // Rust Coat
}
else if (Skin == 15)
{
*pWeapon->FallbackPaintKit() = 409; // Tiger Tooth
}
else if (Skin == 16)
{
*pWeapon->FallbackPaintKit() = 410; // Damascus Steel
}
else if (Skin == 17)
{
*pWeapon->FallbackPaintKit() = 411; // Damascus Steel
}
else if (Skin == 18)
{
*pWeapon->FallbackPaintKit() = 413; // Marble Fade
}
else if (Skin == 19)
{
*pWeapon->FallbackPaintKit() = 414; // Rust Coat
}
else if (Skin == 20)
{
*pWeapon->FallbackPaintKit() = 415; // Doppler Ruby
}
else if (Skin == 21)
{
*pWeapon->FallbackPaintKit() = 416; // Doppler Sapphire
}
else if (Skin == 22)
{
*pWeapon->FallbackPaintKit() = 417; // Doppler Blackpearl
}
else if (Skin == 23)
{
*pWeapon->FallbackPaintKit() = 418; // Doppler Phase 1
}
else if (Skin == 24)
{
*pWeapon->FallbackPaintKit() = 419; // Doppler Phase 2
}
else if (Skin == 25)
{
*pWeapon->FallbackPaintKit() = 420; // Doppler Phase 3
}
else if (Skin == 26)
{
*pWeapon->FallbackPaintKit() = 421; // Doppler Phase 4
}
else if (Skin == 27)
{
*pWeapon->FallbackPaintKit() = 569; // Gamma Doppler Phase1
}
else if (Skin == 28)
{
*pWeapon->FallbackPaintKit() = 570; // Gamma Doppler Phase2
}
else if (Skin == 29)
{
*pWeapon->FallbackPaintKit() = 571; // Gamma Doppler Phase3
}
else if (Skin == 30)
{
*pWeapon->FallbackPaintKit() = 568; // Gamma Doppler Phase4
}
else if (Skin == 31)
{
*pWeapon->FallbackPaintKit() = 568; // Gamma Doppler Emerald
}
else if (Skin == 32)
{
*pWeapon->FallbackPaintKit() = 558; // Lore
}
}
else if (Model == 4) // Flip Knife
{
*pWeapon->ModelIndex() = iFlip; // m_nModelIndex
*pWeapon->ViewModelIndex() = iFlip;
*pWeapon->WorldModelIndex() = iFlip + 1;
*pWeapon->m_AttributeManager()->m_Item()->ItemDefinitionIndex() = 505;
int Skin = Menu::Window.SkinchangerTab.KnifeSkin.GetIndex();
if (Skin == 0)
{
*pWeapon->FallbackPaintKit() = 0; // Forest DDPAT
}
else if (Skin == 1)
{
*pWeapon->FallbackPaintKit() = 12; // Crimson Web
}
else if (Skin == 2)
{
*pWeapon->FallbackPaintKit() = 27; // Bone Mask
}
else if (Skin == 3)
{
*pWeapon->FallbackPaintKit() = 38; // Fade
}
else if (Skin == 4)
{
*pWeapon->FallbackPaintKit() = 40; // Night
}
else if (Skin == 5)
{
*pWeapon->FallbackPaintKit() = 42; // Blue Steel
}
else if (Skin == 6)
{
*pWeapon->FallbackPaintKit() = 43; // Stained
}
else if (Skin == 7)
{
*pWeapon->FallbackPaintKit() = 44; // Case Hardened
}
else if (Skin == 8)
{
*pWeapon->FallbackPaintKit() = 59; // Slaughter
}
else if (Skin == 9)
{
*pWeapon->FallbackPaintKit() = 72; // Safari Mesh
}
else if (Skin == 10)
{
*pWeapon->FallbackPaintKit() = 77; // Boreal Forest
}
else if (Skin == 11)
{
*pWeapon->FallbackPaintKit() = 98; // Ultraviolet
}
else if (Skin == 12)
{
*pWeapon->FallbackPaintKit() = 143; // Urban Masked
}
else if (Skin == 13)
{
*pWeapon->FallbackPaintKit() = 175; // Scorched
}
else if (Skin == 14)
{
*pWeapon->FallbackPaintKit() = 323; // Rust Coat
}
else if (Skin == 15)
{
*pWeapon->FallbackPaintKit() = 409; // Tiger Tooth
}
else if (Skin == 16)
{
*pWeapon->FallbackPaintKit() = 410; // Damascus Steel
}
else if (Skin == 17)
{
*pWeapon->FallbackPaintKit() = 411; // Damascus Steel
}
else if (Skin == 18)
{
*pWeapon->FallbackPaintKit() = 413; // Marble Fade
}
else if (Skin == 19)
{
*pWeapon->FallbackPaintKit() = 414; // Rust Coat
}
else if (Skin == 20)
{
*pWeapon->FallbackPaintKit() = 415; // Doppler Ruby
}
else if (Skin == 21)
{
*pWeapon->FallbackPaintKit() = 416; // Doppler Sapphire
}
else if (Skin == 22)
{
*pWeapon->FallbackPaintKit() = 417; // Doppler Blackpearl
}
else if (Skin == 23)
{
*pWeapon->FallbackPaintKit() = 418; // Doppler Phase 1
}
else if (Skin == 24)
{
*pWeapon->FallbackPaintKit() = 419; // Doppler Phase 2
}
else if (Skin == 25)
{
*pWeapon->FallbackPaintKit() = 420; // Doppler Phase 3
}
else if (Skin == 26)
{
*pWeapon->FallbackPaintKit() = 421; // Doppler Phase 4
}
else if (Skin == 27)
{
*pWeapon->FallbackPaintKit() = 569; // Gamma Doppler Phase1
}
else if (Skin == 28)
{
*pWeapon->FallbackPaintKit() = 570; // Gamma Doppler Phase2
}
else if (Skin == 29)
{
*pWeapon->FallbackPaintKit() = 571; // Gamma Doppler Phase3
}
else if (Skin == 30)
{
*pWeapon->FallbackPaintKit() = 568; // Gamma Doppler Phase4
}
else if (Skin == 31)
{
*pWeapon->FallbackPaintKit() = 568; // Gamma Doppler Emerald
}
else if (Skin == 32)
{
*pWeapon->FallbackPaintKit() = 559; // Lore
}
}
else if (Model == 5) // Gut Knife
{
*pWeapon->ModelIndex() = iGut; // m_nModelIndex
*pWeapon->ViewModelIndex() = iGut;
*pWeapon->WorldModelIndex() = iGut + 1;
*pWeapon->m_AttributeManager()->m_Item()->ItemDefinitionIndex() = 506;
int Skin = Menu::Window.SkinchangerTab.KnifeSkin.GetIndex();
if (Skin == 0)
{
*pWeapon->FallbackPaintKit() = 0; // Forest DDPAT
}
else if (Skin == 1)
{
*pWeapon->FallbackPaintKit() = 12; // Crimson Web
}
else if (Skin == 2)
{
*pWeapon->FallbackPaintKit() = 27; // Bone Mask
}
else if (Skin == 3)
{
*pWeapon->FallbackPaintKit() = 38; // Fade
}
else if (Skin == 4)
{
*pWeapon->FallbackPaintKit() = 40; // Night
}
else if (Skin == 5)
{
*pWeapon->FallbackPaintKit() = 42; // Blue Steel
}
else if (Skin == 6)
{
*pWeapon->FallbackPaintKit() = 43; // Stained
}
else if (Skin == 7)
{
*pWeapon->FallbackPaintKit() = 44; // Case Hardened
}
else if (Skin == 8)
{
*pWeapon->FallbackPaintKit() = 59; // Slaughter
}
else if (Skin == 9)
{
*pWeapon->FallbackPaintKit() = 72; // Safari Mesh
}
else if (Skin == 10)
{
*pWeapon->FallbackPaintKit() = 77; // Boreal Forest
}
else if (Skin == 11)
{
*pWeapon->FallbackPaintKit() = 98; // Ultraviolet
}
else if (Skin == 12)
{
*pWeapon->FallbackPaintKit() = 143; // Urban Masked
}
else if (Skin == 13)
{
*pWeapon->FallbackPaintKit() = 175; // Scorched
}
else if (Skin == 14)
{
*pWeapon->FallbackPaintKit() = 323; // Rust Coat
}
else if (Skin == 15)
{
*pWeapon->FallbackPaintKit() = 409; // Tiger Tooth
}
else if (Skin == 16)
{
*pWeapon->FallbackPaintKit() = 410; // Damascus Steel
}
else if (Skin == 17)
{
*pWeapon->FallbackPaintKit() = 411; // Damascus Steel
}
else if (Skin == 18)
{
*pWeapon->FallbackPaintKit() = 413; // Marble Fade
}
else if (Skin == 19)
{
*pWeapon->FallbackPaintKit() = 414; // Rust Coat
}
else if (Skin == 20)
{
*pWeapon->FallbackPaintKit() = 415; // Doppler Ruby
}
else if (Skin == 21)
{
*pWeapon->FallbackPaintKit() = 416; // Doppler Sapphire
}
else if (Skin == 22)
{
*pWeapon->FallbackPaintKit() = 417; // Doppler Blackpearl
}
else if (Skin == 23)
{
*pWeapon->FallbackPaintKit() = 418; // Doppler Phase 1
}
else if (Skin == 24)
{
*pWeapon->FallbackPaintKit() = 419; // Doppler Phase 2
}
else if (Skin == 25)
{
*pWeapon->FallbackPaintKit() = 420; // Doppler Phase 3
}
else if (Skin == 26)
{
*pWeapon->FallbackPaintKit() = 421; // Doppler Phase 4
}
else if (Skin == 27)
{
*pWeapon->FallbackPaintKit() = 569; // Gamma Doppler Phase1
}
else if (Skin == 28)
{
*pWeapon->FallbackPaintKit() = 570; // Gamma Doppler Phase2
}
else if (Skin == 29)
{
*pWeapon->FallbackPaintKit() = 571; // Gamma Doppler Phase3
}
else if (Skin == 30)
{
*pWeapon->FallbackPaintKit() = 568; // Gamma Doppler Phase4
}
else if (Skin == 31)
{
*pWeapon->FallbackPaintKit() = 568; // Gamma Doppler Emerald
}
else if (Skin == 32)
{
*pWeapon->FallbackPaintKit() = 560; // Lore
}
}
else if (Model == 6) // Huntsman Knife
{
*pWeapon->ModelIndex() = iHuntsman; // m_nModelIndex
*pWeapon->ViewModelIndex() = iHuntsman;
*pWeapon->WorldModelIndex() = iHuntsman + 1;
*pWeapon->m_AttributeManager()->m_Item()->ItemDefinitionIndex() = 509;
int Skin = Menu::Window.SkinchangerTab.KnifeSkin.GetIndex();
if (Skin == 0)
{
*pWeapon->FallbackPaintKit() = 0; // Forest DDPAT
}
else if (Skin == 1)
{
*pWeapon->FallbackPaintKit() = 12; // Crimson Web
}
else if (Skin == 2)
{
*pWeapon->FallbackPaintKit() = 27; // Bone Mask
}
else if (Skin == 3)
{
*pWeapon->FallbackPaintKit() = 38; // Fade
}
else if (Skin == 4)
{
*pWeapon->FallbackPaintKit() = 40; // Night
}
else if (Skin == 5)
{
*pWeapon->FallbackPaintKit() = 42; // Blue Steel
}
else if (Skin == 6)
{
*pWeapon->FallbackPaintKit() = 43; // Stained
}
else if (Skin == 7)
{
*pWeapon->FallbackPaintKit() = 44; // Case Hardened
}
else if (Skin == 8)
{
*pWeapon->FallbackPaintKit() = 59; // Slaughter
}
else if (Skin == 9)
{
*pWeapon->FallbackPaintKit() = 72; // Safari Mesh
}
else if (Skin == 10)
{
*pWeapon->FallbackPaintKit() = 77; // Boreal Forest
}
else if (Skin == 11)
{
*pWeapon->FallbackPaintKit() = 98; // Ultraviolet
}
else if (Skin == 12)
{
*pWeapon->FallbackPaintKit() = 143; // Urban Masked
}
else if (Skin == 13)
{
*pWeapon->FallbackPaintKit() = 175; // Scorched
}
else if (Skin == 14)
{
*pWeapon->FallbackPaintKit() = 323; // Rust Coat
}
else if (Skin == 15)
{
*pWeapon->FallbackPaintKit() = 409; // Tiger Tooth
}
else if (Skin == 16)
{
*pWeapon->FallbackPaintKit() = 410; // Damascus Steel
}
else if (Skin == 17)
{
*pWeapon->FallbackPaintKit() = 411; // Damascus Steel
}
else if (Skin == 18)
{
*pWeapon->FallbackPaintKit() = 413; // Marble Fade
}
else if (Skin == 19)
{
*pWeapon->FallbackPaintKit() = 414; // Rust Coat
}
else if (Skin == 20)
{
*pWeapon->FallbackPaintKit() = 415; // Doppler Ruby
}
else if (Skin == 21)
{
*pWeapon->FallbackPaintKit() = 416; // Doppler Sapphire
}
else if (Skin == 22)
{
*pWeapon->FallbackPaintKit() = 417; // Doppler Blackpearl
}
else if (Skin == 23)
{
*pWeapon->FallbackPaintKit() = 418; // Doppler Phase 1
}
else if (Skin == 24)
{
*pWeapon->FallbackPaintKit() = 419; // Doppler Phase 2
}
else if (Skin == 25)
{
*pWeapon->FallbackPaintKit() = 420; // Doppler Phase 3
}
else if (Skin == 26)
{
*pWeapon->FallbackPaintKit() = 421; // Doppler Phase 4
}
else if (Skin == 27)
{
*pWeapon->FallbackPaintKit() = 569; // Gamma Doppler Phase1
}
else if (Skin == 28)
{
*pWeapon->FallbackPaintKit() = 570; // Gamma Doppler Phase2
}
else if (Skin == 29)
{
*pWeapon->FallbackPaintKit() = 571; // Gamma Doppler Phase3
}
else if (Skin == 30)
{
*pWeapon->FallbackPaintKit() = 568; // Gamma Doppler Phase4
}
else if (Skin == 31)
{
*pWeapon->FallbackPaintKit() = 568; // Gamma Doppler Emerald
}
else if (Skin == 32)
{
*pWeapon->FallbackPaintKit() = 559; // Lore
}
}
else if (Model == 7) // Karambit
{
*pWeapon->ModelIndex() = iKarambit; // m_nModelIndex
*pWeapon->ViewModelIndex() = iKarambit;
*pWeapon->WorldModelIndex() = iKarambit + 1;
*pWeapon->m_AttributeManager()->m_Item()->ItemDefinitionIndex() = 507;
int Skin = Menu::Window.SkinchangerTab.KnifeSkin.GetIndex();
if (Skin == 0)
{
*pWeapon->FallbackPaintKit() = 0; // Forest DDPAT
}
else if (Skin == 1)
{
*pWeapon->FallbackPaintKit() = 12; // Crimson Web
}
else if (Skin == 2)
{
*pWeapon->FallbackPaintKit() = 27; // Bone Mask
}
else if (Skin == 3)
{
*pWeapon->FallbackPaintKit() = 38; // Fade
}
else if (Skin == 4)
{
*pWeapon->FallbackPaintKit() = 40; // Night
}
else if (Skin == 5)
{
*pWeapon->FallbackPaintKit() = 42; // Blue Steel
}
else if (Skin == 6)
{
*pWeapon->FallbackPaintKit() = 43; // Stained
}
else if (Skin == 7)
{
*pWeapon->FallbackPaintKit() = 44; // Case Hardened
}
else if (Skin == 8)
{
*pWeapon->FallbackPaintKit() = 59; // Slaughter
}
else if (Skin == 9)
{
*pWeapon->FallbackPaintKit() = 72; // Safari Mesh
}
else if (Skin == 10)
{
*pWeapon->FallbackPaintKit() = 77; // Boreal Forest
}
else if (Skin == 11)
{
*pWeapon->FallbackPaintKit() = 98; // Ultraviolet
}
else if (Skin == 12)
{
*pWeapon->FallbackPaintKit() = 143; // Urban Masked
}
else if (Skin == 13)
{
*pWeapon->FallbackPaintKit() = 175; // Scorched
}
else if (Skin == 14)
{
*pWeapon->FallbackPaintKit() = 323; // Rust Coat
}
else if (Skin == 15)
{
*pWeapon->FallbackPaintKit() = 409; // Tiger Tooth
}
else if (Skin == 16)
{
*pWeapon->FallbackPaintKit() = 410; // Damascus Steel
}
else if (Skin == 17)
{
*pWeapon->FallbackPaintKit() = 411; // Damascus Steel
}
else if (Skin == 18)
{
*pWeapon->FallbackPaintKit() = 413; // Marble Fade
}
else if (Skin == 19)
{
*pWeapon->FallbackPaintKit() = 414; // Rust Coat
}
else if (Skin == 20)
{
*pWeapon->FallbackPaintKit() = 415; // Doppler Ruby
}
else if (Skin == 21)
{
*pWeapon->FallbackPaintKit() = 416; // Doppler Sapphire
}
else if (Skin == 22)
{
*pWeapon->FallbackPaintKit() = 417; // Doppler Blackpearl
}
else if (Skin == 23)
{
*pWeapon->FallbackPaintKit() = 418; // Doppler Phase 1
}
else if (Skin == 24)
{
*pWeapon->FallbackPaintKit() = 419; // Doppler Phase 2
}
else if (Skin == 25)
{
*pWeapon->FallbackPaintKit() = 420; // Doppler Phase 3
}
else if (Skin == 26)
{
*pWeapon->FallbackPaintKit() = 421; // Doppler Phase 4
}
else if (Skin == 27)
{
*pWeapon->FallbackPaintKit() = 570; // Doppler Phase 4
}
else if (Skin == 28)
{
*pWeapon->FallbackPaintKit() = 568; // Doppler Phase 4
}
else if (Skin == 27)
{
*pWeapon->FallbackPaintKit() = 569; // Gamma Doppler Phase1
}
else if (Skin == 28)
{
*pWeapon->FallbackPaintKit() = 570; // Gamma Doppler Phase2
}
else if (Skin == 29)
{
*pWeapon->FallbackPaintKit() = 571; // Gamma Doppler Phase3
}
else if (Skin == 30)
{
*pWeapon->FallbackPaintKit() = 568; // Gamma Doppler Phase4
}
else if (Skin == 31)
{
*pWeapon->FallbackPaintKit() = 568; // Gamma Doppler Emerald
}
else if (Skin == 32)
{
*pWeapon->FallbackPaintKit() = 561; // Lore
}
}
else if (Model == 8) // M9 Bayonet
{
*pWeapon->ModelIndex() = iM9Bayonet; // m_nModelIndex
*pWeapon->ViewModelIndex() = iM9Bayonet;
*pWeapon->WorldModelIndex() = iM9Bayonet + 1;
*pWeapon->m_AttributeManager()->m_Item()->ItemDefinitionIndex() = 508;
int Skin = Menu::Window.SkinchangerTab.KnifeSkin.GetIndex();
if (Skin == 0)
{
*pWeapon->FallbackPaintKit() = 0; // Forest DDPAT
}
else if (Skin == 1)
{
*pWeapon->FallbackPaintKit() = 12; // Crimson Web
}
else if (Skin == 2)
{
*pWeapon->FallbackPaintKit() = 27; // Bone Mask
}
else if (Skin == 3)
{
*pWeapon->FallbackPaintKit() = 38; // Fade
}
else if (Skin == 4)
{
*pWeapon->FallbackPaintKit() = 40; // Night
}
else if (Skin == 5)
{
*pWeapon->FallbackPaintKit() = 42; // Blue Steel
}
else if (Skin == 6)
{
*pWeapon->FallbackPaintKit() = 43; // Stained
}
else if (Skin == 7)
{
*pWeapon->FallbackPaintKit() = 44; // Case Hardened
}
else if (Skin == 8)
{
*pWeapon->FallbackPaintKit() = 59; // Slaughter
}
else if (Skin == 9)
{
*pWeapon->FallbackPaintKit() = 72; // Safari Mesh
}
else if (Skin == 10)
{
*pWeapon->FallbackPaintKit() = 77; // Boreal Forest
}
else if (Skin == 11)
{
*pWeapon->FallbackPaintKit() = 98; // Ultraviolet
}
else if (Skin == 12)
{
*pWeapon->FallbackPaintKit() = 143; // Urban Masked
}
else if (Skin == 13)
{
*pWeapon->FallbackPaintKit() = 175; // Scorched
}
else if (Skin == 14)
{
*pWeapon->FallbackPaintKit() = 323; // Rust Coat
}
else if (Skin == 15)
{
*pWeapon->FallbackPaintKit() = 409; // Tiger Tooth
}
else if (Skin == 16)
{
*pWeapon->FallbackPaintKit() = 410; // Damascus Steel
}
else if (Skin == 17)
{
*pWeapon->FallbackPaintKit() = 411; // Damascus Steel
}
else if (Skin == 18)
{
*pWeapon->FallbackPaintKit() = 413; // Marble Fade
}
else if (Skin == 19)
{
*pWeapon->FallbackPaintKit() = 414; // Rust Coat
}
else if (Skin == 20)
{
*pWeapon->FallbackPaintKit() = 415; // Doppler Ruby
}
else if (Skin == 21)
{
*pWeapon->FallbackPaintKit() = 416; // Doppler Sapphire
}
else if (Skin == 22)
{
*pWeapon->FallbackPaintKit() = 417; // Doppler Blackpearl
}
else if (Skin == 23)
{
*pWeapon->FallbackPaintKit() = 418; // Doppler Phase 1
}
else if (Skin == 24)
{
*pWeapon->FallbackPaintKit() = 419; // Doppler Phase 2
}
else if (Skin == 25)
{
*pWeapon->FallbackPaintKit() = 420; // Doppler Phase 3
}
else if (Skin == 26)
{
*pWeapon->FallbackPaintKit() = 421; // Doppler Phase 4
}
else if (Skin == 27)
{
*pWeapon->FallbackPaintKit() = 570; // Doppler Phase 4
}
else if (Skin == 28)
{
*pWeapon->FallbackPaintKit() = 568; // Doppler Phase 4
}
else if (Skin == 27)
{
*pWeapon->FallbackPaintKit() = 569; // Gamma Doppler Phase1
}
else if (Skin == 28)
{
*pWeapon->FallbackPaintKit() = 570; // Gamma Doppler Phase2
}
else if (Skin == 29)
{
*pWeapon->FallbackPaintKit() = 571; // Gamma Doppler Phase3
}
else if (Skin == 30)
{
*pWeapon->FallbackPaintKit() = 568; // Gamma Doppler Phase4
}
else if (Skin == 31)
{
*pWeapon->FallbackPaintKit() = 568; // Gamma Doppler Emerald
}
else if (Skin == 32)
{
*pWeapon->FallbackPaintKit() = 562; // Lore
}
}
else if (Model == 10) // Shadow Daggers
{
*pWeapon->ModelIndex() = iDagger; // m_nModelIndex
*pWeapon->ViewModelIndex() = iDagger;
*pWeapon->WorldModelIndex() = iDagger + 1;
*pWeapon->m_AttributeManager()->m_Item()->ItemDefinitionIndex() = 516;
int Skin = Menu::Window.SkinchangerTab.KnifeSkin.GetIndex();
if (Skin == 0)
{
*pWeapon->FallbackPaintKit() = 5; // Forest DDPAT
}
else if (Skin == 1)
{
*pWeapon->FallbackPaintKit() = 12; // Crimson Web
}
else if (Skin == 2)
{
*pWeapon->FallbackPaintKit() = 27; // Bone Mask
}
else if (Skin == 3)
{
*pWeapon->FallbackPaintKit() = 38; // Fade
}
else if (Skin == 4)
{
*pWeapon->FallbackPaintKit() = 40; // Night
}
else if (Skin == 5)
{
*pWeapon->FallbackPaintKit() = 42; // Blue Steel
}
else if (Skin == 6)
{
*pWeapon->FallbackPaintKit() = 43; // Stained
}
else if (Skin == 7)
{
*pWeapon->FallbackPaintKit() = 44; // Case Hardened
}
else if (Skin == 8)
{
*pWeapon->FallbackPaintKit() = 59; // Slaughter
}
else if (Skin == 9)
{
*pWeapon->FallbackPaintKit() = 72; // Safari Mesh
}
else if (Skin == 10)
{
*pWeapon->FallbackPaintKit() = 77; // Boreal Forest
}
else if (Skin == 11)
{
*pWeapon->FallbackPaintKit() = 98; // Ultraviolet
}
else if (Skin == 12)
{
*pWeapon->FallbackPaintKit() = 143; // Urban Masked
}
else if (Skin == 13)
{
*pWeapon->FallbackPaintKit() = 175; // Scorched
}
else if (Skin == 14)
{
*pWeapon->FallbackPaintKit() = 323; // Rust Coat
}
else if (Skin == 15)
{
*pWeapon->FallbackPaintKit() = 409; // Tiger Tooth
}
else if (Skin == 16)
{
*pWeapon->FallbackPaintKit() = 410; // Damascus Steel
}
else if (Skin == 17)
{
*pWeapon->FallbackPaintKit() = 411; // Damascus Steel
}
else if (Skin == 18)
{
*pWeapon->FallbackPaintKit() = 413; // Marble Fade
}
else if (Skin == 19)
{
*pWeapon->FallbackPaintKit() = 414; // Rust Coat
}
else if (Skin == 20)
{
*pWeapon->FallbackPaintKit() = 415; // Doppler Ruby
}
else if (Skin == 21)
{
*pWeapon->FallbackPaintKit() = 416; // Doppler Sapphire
}
else if (Skin == 22)
{
*pWeapon->FallbackPaintKit() = 417; // Doppler Blackpearl
}
else if (Skin == 23)
{
*pWeapon->FallbackPaintKit() = 418; // Doppler Phase 1
}
else if (Skin == 24)
{
*pWeapon->FallbackPaintKit() = 419; // Doppler Phase 2
}
else if (Skin == 25)
{
*pWeapon->FallbackPaintKit() = 420; // Doppler Phase 3
}
else if (Skin == 26)
{
*pWeapon->FallbackPaintKit() = 421; // Doppler Phase 4
}
else if (Skin == 27)
{
*pWeapon->FallbackPaintKit() = 569; // Gamma Doppler Phase1
}
else if (Skin == 28)
{
*pWeapon->FallbackPaintKit() = 570; // Gamma Doppler Phase2
}
else if (Skin == 29)
{
*pWeapon->FallbackPaintKit() = 571; // Gamma Doppler Phase3
}
else if (Skin == 30)
{
*pWeapon->FallbackPaintKit() = 568; // Gamma Doppler Phase4
}
else if (Skin == 31)
{
*pWeapon->FallbackPaintKit() = 568; // Gamma Doppler Emerald
}
else if (Skin == 32)
{
*pWeapon->FallbackPaintKit() = 561; // Lore
}
}
}
*pWeapon->OwnerXuidLow() = 0;//crash?
*pWeapon->OwnerXuidHigh() = 0;
*pWeapon->FallbackWear() = 0.001f;
*pWeapon->m_AttributeManager()->m_Item()->ItemIDHigh() = 1;
}
}
}
}
}
}
}
Fix:
if (Interfaces::Engine->IsConnected() && Interfaces::Engine->IsInGame() && curStage == FRAME_NET_UPDATE_POSTDATAUPDATE_START)
{
IClientEntity *pLocal = Interfaces::EntList->GetClientEntity(Interfaces::Engine->GetLocalPlayer());
int iBayonet = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_bayonet.mdl");
int iButterfly = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_butterfly.mdl");
int iFlip = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_flip.mdl");
int iGut = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_gut.mdl");
int iKarambit = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_karam.mdl");
int iM9Bayonet = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_m9_bay.mdl");
int iHuntsman = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_tactical.mdl");
int iFalchion = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_falchion_advanced.mdl");
int iDagger = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_push.mdl");
int iBowie = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_survival_bowie.mdl");
int iGunGame = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_gg.mdl");
for (int i = 0; i <= Interfaces::EntList->GetHighestEntityIndex(); i++)
{
IClientEntity *pEntity = Interfaces::EntList->GetClientEntity(i);
CBaseCombatWeapon* pWeapon = (CBaseCombatWeapon*)pEntity;
if (pEntity)
{
ApplyCustomGloves(pLocal);
ULONG hOwnerEntity = *(PULONG)((DWORD)pEntity + 0x148);
IClientEntity* pOwner = Interfaces::EntList->GetClientEntityFromHandle((HANDLE)hOwnerEntity);
if (pOwner)
{
if (pOwner == pLocal)
{
std::string sWeapon = Interfaces::ModelInfo->GetModelName(pEntity->GetModel());
auto weps = pLocal->Weapons();
for (size_t i = 0; weps[i] != nullptr; i++)
auto pWeapons = reinterpret_cast(Interfaces::EntList->GetClientEntityFromHandle(weps[i]));
if (pEntity == nullptr)
return;
if (pWeapon)
if (pWeapon == nullptr)
return;
ClientClass *pClass = Interfaces::Client->GetAllClasses();
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