Гайд Skinchanger CSGOSimple

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Для начала заходим в enums и ищем: enum ItemDefinitionIndex и всё содержимое заменяем на это
C++:
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WEAPON_NONE = 0,
    WEAPON_DEAGLE,
    WEAPON_ELITE,
    WEAPON_FIVESEVEN,
    WEAPON_GLOCK,
    WEAPON_AK47 = 7,
    WEAPON_AUG,
    WEAPON_AWP,
    WEAPON_FAMAS,
    WEAPON_G3SG1,
    WEAPON_GALIL = 13,
    WEAPON_M249,
    WEAPON_M4A4 = 16,
    WEAPON_MAC10,
    WEAPON_P90 = 19,
    WEAPON_MP5SD = 23,
    WEAPON_UMP45,
    WEAPON_XM1014,
    WEAPON_BIZON,
    WEAPON_MAG7,
    WEAPON_NEGEV,
    WEAPON_SAWEDOFF,
    WEAPON_TEC9,
    WEAPON_ZEUS,
    WEAPON_P2000,
    WEAPON_MP7,
    WEAPON_MP9,
    WEAPON_NOVA,
    WEAPON_P250,
    WEAPON_SHIELD,
    WEAPON_SCAR20,
    WEAPON_SG553,
    WEAPON_SSG08,
    WEAPON_KNIFEGG,
    WEAPON_KNIFE,
    WEAPON_FLASHBANG,
    WEAPON_HEGRENADE,
    WEAPON_SMOKEGRENADE,
    WEAPON_MOLOTOV,
    WEAPON_DECOY,
    WEAPON_INC,
    WEAPON_C4,
    WEAPON_HEALTHSHOT = 57,
    WEAPON_KNIFE_T = 59,
    WEAPON_M4A1S,
    WEAPON_USPS,
    WEAPON_CZ75 = 63,
    WEAPON_REVOLVER,
    WEAPON_TAGRENADE = 68,
    WEAPON_FISTS,
    WEAPON_BREACHCHARGE,
    WEAPON_TABLET = 72,
    WEAPON_MELEE = 74,
    WEAPON_AXE,
    WEAPON_HAMMER,
    WEAPON_SPANNER = 78,
    WEAPON_KNIFE_GHOST = 80,
    WEAPON_FIREBOMB,
    WEAPON_DIVERSION,
    WEAPON_FRAG_GRENADE,
    WEAPON_SNOWBALL,
    WEAPON_BUMPMINE,
    WEAPON_KNIFE_BAYONET = 500,
    WEAPON_KNIFE_CSS = 503,
    WEAPON_KNIFE_FLIP = 505,
    WEAPON_KNIFE_GUT,
    WEAPON_KNIFE_KARAMBIT,
    WEAPON_KNIFE_M9_BAYONET,
    WEAPON_KNIFE_TACTICAL,
    WEAPON_KNIFE_FALCHION = 512,
    WEAPON_KNIFE_SURVIVAL_BOWIE = 514,
    WEAPON_KNIFE_BUTTERFLY,
    WEAPON_KNIFE_PUSH,
    WEAPON_KNIFE_CORD,
    WEAPON_KNIFE_CANIS,
    WEAPON_KNIFE_URSUS = 519,
    WEAPON_KNIFE_GYPSY_JACKKNIFE,
    WEAPON_KNIFE_OUTDOOR,
    WEAPON_KNIFE_STILETTO = 522,
    WEAPON_KNIFE_WIDOWMAKER,
    WEAPON_KNIFE_SKELETON = 525,
    GLOVE_STUDDED_BLOODHOUND = 5027,
    GLOVE_T_SIDE = 5028,
    GLOVE_CT_SIDE = 5029,
    GLOVE_SPORTY = 5030,
    GLOVE_SLICK = 5031,
    GLOVE_LEATHER_WRAP = 5032,
    GLOVE_MOTORCYCLE = 5033,
    GLOVE_SPECIALIST = 5034,
    GLOVE_HYDRA = 5035,
    MAX_ITEMDEF_INDEX
Если не работает то вот на это
C++:
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WEAPON_DEAGLE = 1,
    WEAPON_ELITE = 2,
    WEAPON_FIVESEVEN = 3,
    WEAPON_GLOCK = 4,
    WEAPON_AK47 = 7,
    WEAPON_AUG = 8,
    WEAPON_AWP = 9,
    WEAPON_FAMAS = 10,
    WEAPON_G3SG1 = 11,
    WEAPON_GALILAR = 13,
    WEAPON_M249 = 14,
    WEAPON_M4A1 = 16,
    WEAPON_MAC10 = 17,
    WEAPON_P90 = 19,
    WEAPON_MP5SD = 23,
    WEAPON_UMP45 = 24,
    WEAPON_XM1014 = 25,
    WEAPON_BIZON = 26,
    WEAPON_MAG7 = 27,
    WEAPON_NEGEV = 28,
    WEAPON_SAWEDOFF = 29,
    WEAPON_TEC9 = 30,
    WEAPON_TASER = 31,
    WEAPON_HKP2000 = 32,
    WEAPON_MP7 = 33,
    WEAPON_MP9 = 34,
    WEAPON_NOVA = 35,
    WEAPON_P250 = 36,
    WEAPON_SHIELD = 37,
    WEAPON_SCAR20 = 38,
    WEAPON_SG556 = 39,
    WEAPON_SSG08 = 40,
    WEAPON_KNIFEGG = 41,
    WEAPON_KNIFE = 42,
    WEAPON_FLASHBANG = 43,
    WEAPON_HEGRENADE = 44,
    WEAPON_SMOKEGRENADE = 45,
    WEAPON_MOLOTOV = 46,
    WEAPON_DECOY = 47,
    WEAPON_INCGRENADE = 48,
    WEAPON_C4 = 49,
    WEAPON_HEALTHSHOT = 57,
    WEAPON_KNIFE_T = 59,
    WEAPON_M4A1_SILENCER = 60,
    WEAPON_USP_SILENCER = 61,
    WEAPON_CZ75A = 63,
    WEAPON_REVOLVER = 64,
    WEAPON_TAGRENADE = 68,
    WEAPON_FISTS = 69,
    WEAPON_BREACHCHARGE = 70,
    WEAPON_TABLET = 72,
    WEAPON_MELEE = 74,
    WEAPON_AXE = 75,
    WEAPON_HAMMER = 76,
    WEAPON_SPANNER = 78,
    WEAPON_KNIFE_GHOST = 80,
    WEAPON_FIREBOMB = 81,
    WEAPON_DIVERSION = 82,
    WEAPON_FRAG_GRENADE = 83,
    WEAPON_SNOWBALL = 84,
    WEAPON_BUMPMINE = 85,
    WEAPON_BAYONET = 500,
    WEAPON_KNIFE_CSS = 503,
    WEAPON_KNIFE_FLIP = 505,
    WEAPON_KNIFE_GUT = 506,
    WEAPON_KNIFE_KARAMBIT = 507,
    WEAPON_KNIFE_M9_BAYONET = 508,
    WEAPON_KNIFE_TACTICAL = 509,
    WEAPON_KNIFE_FALCHION = 512,
    WEAPON_KNIFE_SURVIVAL_BOWIE = 514,
    WEAPON_KNIFE_BUTTERFLY = 515,
    WEAPON_KNIFE_PUSH = 516,
    WEAPON_KNIFE_CORD = 517,
    WEAPON_KNIFE_CANIS = 518,
    WEAPON_KNIFE_URSUS = 519,
    WEAPON_KNIFE_GYPSY_JACKKNIFE = 520,
    WEAPON_KNIFE_OUTDOOR = 521,
    WEAPON_KNIFE_STILETTO = 522,
    WEAPON_KNIFE_WIDOWMAKER = 523,
    WEAPON_KNIFE_SKELETON = 525
потом идём в ItemDefinitions.cpp и ищем вот этоconst std::map<size_t, weapon_info> k_weapon_info. и всё содержимое меняем на это:
C++:
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{WEAPON_KNIFE,{"models/weapons/v_knife_default_ct.mdl", "knife_default_ct"}},
    {WEAPON_KNIFE_T,{"models/weapons/v_knife_default_t.mdl", "knife_t"}},
    {WEAPON_KNIFE_BAYONET, {"models/weapons/v_knife_bayonet.mdl", "bayonet"}},
    {WEAPON_KNIFE_FLIP, {"models/weapons/v_knife_flip.mdl", "knife_flip"}},
    {WEAPON_KNIFE_GUT, {"models/weapons/v_knife_gut.mdl", "knife_gut"}},
    {WEAPON_KNIFE_KARAMBIT, {"models/weapons/v_knife_karam.mdl", "knife_karambit"}},
    {WEAPON_KNIFE_OUTDOOR, {"models/weapons/v_knife_outdoor.mdl", "knife_outdoor"}},
    {WEAPON_KNIFE_CANIS, {"models/weapons/v_knife_canis.mdl", "knife_canis"}},
    {WEAPON_KNIFE_CORD, {"models/weapons/v_knife_cord.mdl", "knife_cord"}},
    {WEAPON_KNIFE_M9_BAYONET, {"models/weapons/v_knife_m9_bay.mdl", "knife_m9_bayonet"}},
    {WEAPON_KNIFE_TACTICAL, {"models/weapons/v_knife_tactical.mdl", "knife_tactical"}},
    {WEAPON_KNIFE_FALCHION, {"models/weapons/v_knife_falchion_advanced.mdl", "knife_falchion"}},
    {WEAPON_KNIFE_SKELETON, {"models/weapons/v_knife_skeleton.mdl", "knife_skeleton"}},
    {WEAPON_KNIFE_SURVIVAL_BOWIE, {"models/weapons/v_knife_survival_bowie.mdl", "knife_survival_bowie"}},
    {WEAPON_KNIFE_BUTTERFLY, {"models/weapons/v_knife_butterfly.mdl", "knife_butterfly"}},
    {WEAPON_KNIFE_PUSH, {"models/weapons/v_knife_push.mdl", "knife_push"}},
    {WEAPON_KNIFE_URSUS,{"models/weapons/v_knife_ursus.mdl", "knife_ursus"}},
    {WEAPON_KNIFE_GYPSY_JACKKNIFE,{"models/weapons/v_knife_gypsy_jackknife.mdl", "knife_gypsy_jackknife"}},
    {WEAPON_KNIFE_STILETTO,{"models/weapons/v_knife_stiletto.mdl", "knife_stiletto"}},
    {WEAPON_KNIFE_WIDOWMAKER,{"models/weapons/v_knife_widowmaker.mdl", "knife_widowmaker"}},
    {WEAPON_KNIFE_CSS,{"models/weapons/v_knife_css.mdl", "knife_css"}},
    {GLOVE_STUDDED_BLOODHOUND,{"models/weapons/v_models/arms/glove_bloodhound/v_glove_bloodhound.mdl"}},
    {GLOVE_T_SIDE,{"models/weapons/v_models/arms/glove_fingerless/v_glove_fingerless.mdl"}},
    {GLOVE_CT_SIDE,{"models/weapons/v_models/arms/glove_hardknuckle/v_glove_hardknuckle.mdl"}},
    {GLOVE_SPORTY,{"models/weapons/v_models/arms/glove_sporty/v_glove_sporty.mdl"}},
    {GLOVE_SLICK,{"models/weapons/v_models/arms/glove_slick/v_glove_slick.mdl"}},
    {GLOVE_LEATHER_WRAP,{"models/weapons/v_models/arms/glove_handwrap_leathery/v_glove_handwrap_leathery.mdl"}},
    {GLOVE_MOTORCYCLE,{"models/weapons/v_models/arms/glove_motorcycle/v_glove_motorcycle.mdl"}},
    {GLOVE_SPECIALIST,{"models/weapons/v_models/arms/glove_specialist/v_glove_specialist.mdl"}},
    {GLOVE_HYDRA,{"models/weapons/v_models/arms/glove_bloodhound/v_glove_bloodhound_hydra.mdl"}}
Потом ищем const std::vector<weapon_name> k_knife_names и содержимое меняем на
C++:
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{0, "Default"},
    {WEAPON_KNIFE_BAYONET, "Bayonet"},
    {WEAPON_KNIFE_FLIP, "Flip Knife"},
    {WEAPON_KNIFE_GUT, "Gut Knife"},
    {WEAPON_KNIFE_KARAMBIT, "Karambit"},
    {WEAPON_KNIFE_M9_BAYONET, "M9 Bayonet"},
    {WEAPON_KNIFE_TACTICAL, "Huntsman Knife"},
    {WEAPON_KNIFE_FALCHION, "Falchion Knife"},
    {WEAPON_KNIFE_SURVIVAL_BOWIE, "Bowie Knife"},
    {WEAPON_KNIFE_BUTTERFLY, "Butterfly Knife"},
    {WEAPON_KNIFE_PUSH, "Shadow Daggers"},
    {WEAPON_KNIFE_URSUS, "Ursus Knife"},
    {WEAPON_KNIFE_GYPSY_JACKKNIFE, "Navaja Knife"},
    {WEAPON_KNIFE_STILETTO, "Stiletto Knife"},
    {WEAPON_KNIFE_WIDOWMAKER, "Talon Knife"},
    {WEAPON_KNIFE_CSS, "Css Knife"},
    {WEAPON_KNIFE_SKELETON, "Skeleton Knife"},
    {WEAPON_KNIFE_OUTDOOR, "Outdoor Knife"},
    {WEAPON_KNIFE_CANIS, "Canis Knife"},
    {WEAPON_KNIFE_CORD, "Cord Knife"},
Ещё вот вам animfix: идём в hooks.cpp и вставляем это:
C++:
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static auto fix_animation(const char* model, const int sequence) -> int
    {
        enum ESequence
        {
            SEQUENCE_DEFAULT_DRAW = 0,
            SEQUENCE_DEFAULT_IDLE1 = 1,
            SEQUENCE_DEFAULT_IDLE2 = 2,
            SEQUENCE_DEFAULT_LIGHT_MISS1 = 3,
            SEQUENCE_DEFAULT_LIGHT_MISS2 = 4,
            SEQUENCE_DEFAULT_HEAVY_MISS1 = 9,
            SEQUENCE_DEFAULT_HEAVY_HIT1 = 10,
            SEQUENCE_DEFAULT_HEAVY_BACKSTAB = 11,
            SEQUENCE_DEFAULT_LOOKAT01 = 12,
            SEQUENCE_BUTTERFLY_DRAW = 0,
            SEQUENCE_BUTTERFLY_DRAW2 = 1,
            SEQUENCE_BUTTERFLY_LOOKAT01 = 13,
            SEQUENCE_BUTTERFLY_LOOKAT03 = 15,
            SEQUENCE_FALCHION_IDLE1 = 1,
            SEQUENCE_FALCHION_HEAVY_MISS1 = 8,
            SEQUENCE_FALCHION_HEAVY_MISS1_NOFLIP = 9,
            SEQUENCE_FALCHION_LOOKAT01 = 12,
            SEQUENCE_FALCHION_LOOKAT02 = 13,
            SEQUENCE_DAGGERS_IDLE1 = 1,
            SEQUENCE_DAGGERS_LIGHT_MISS1 = 2,
            SEQUENCE_DAGGERS_LIGHT_MISS5 = 6,
            SEQUENCE_DAGGERS_HEAVY_MISS2 = 11,
            SEQUENCE_DAGGERS_HEAVY_MISS1 = 12,
            SEQUENCE_BOWIE_IDLE1 = 1,
        };
        if (strstr(model, "models/weapons/v_knife_canis.mdl") || strstr(model, "models/weapons/v_knife_outdoor.mdl") || strstr(model, "models/weapons/v_knife_cord.mdl") || strstr(model, "models/weapons/v_knife_skeleton.mdl")) {
            switch (sequence)
            {
            case SEQUENCE_DEFAULT_DRAW:
                return random_sequence(SEQUENCE_BUTTERFLY_DRAW, SEQUENCE_BUTTERFLY_DRAW2);
            case SEQUENCE_DEFAULT_LOOKAT01:
                return random_sequence(SEQUENCE_BUTTERFLY_LOOKAT01, 14);
            default:
                return sequence + 1;
            }
        }

        if (strstr(model, "models/weapons/v_knife_butterfly.mdl")) {
            switch (sequence) {
            case SEQUENCE_DEFAULT_DRAW:
                return random_sequence(SEQUENCE_BUTTERFLY_DRAW, SEQUENCE_BUTTERFLY_DRAW2);
            case SEQUENCE_DEFAULT_LOOKAT01:
                return random_sequence(SEQUENCE_BUTTERFLY_LOOKAT01, SEQUENCE_BUTTERFLY_LOOKAT03);
            default:
                return sequence + 1;
            }
        }
        else if (strstr(model, "models/weapons/v_knife_falchion_advanced.mdl")) {
            switch (sequence) {
            case SEQUENCE_DEFAULT_IDLE2:
                return SEQUENCE_FALCHION_IDLE1;
            case SEQUENCE_DEFAULT_HEAVY_MISS1:
                return random_sequence(SEQUENCE_FALCHION_HEAVY_MISS1, SEQUENCE_FALCHION_HEAVY_MISS1_NOFLIP);
            case SEQUENCE_DEFAULT_LOOKAT01:
                return random_sequence(SEQUENCE_FALCHION_LOOKAT01, SEQUENCE_FALCHION_LOOKAT02);
            case SEQUENCE_DEFAULT_DRAW:
            case SEQUENCE_DEFAULT_IDLE1:
                return sequence;
            default:
                return sequence - 1;
            }
        }
        else if (strstr(model, "models/weapons/v_knife_push.mdl")) {
            switch (sequence) {
            case SEQUENCE_DEFAULT_IDLE2:
                return SEQUENCE_DAGGERS_IDLE1;
            case SEQUENCE_DEFAULT_LIGHT_MISS1:
            case SEQUENCE_DEFAULT_LIGHT_MISS2:
                return random_sequence(SEQUENCE_DAGGERS_LIGHT_MISS1, SEQUENCE_DAGGERS_LIGHT_MISS5);
            case SEQUENCE_DEFAULT_HEAVY_MISS1:
                return random_sequence(SEQUENCE_DAGGERS_HEAVY_MISS2, SEQUENCE_DAGGERS_HEAVY_MISS1);
            case SEQUENCE_DEFAULT_HEAVY_HIT1:
            case SEQUENCE_DEFAULT_HEAVY_BACKSTAB:
            case SEQUENCE_DEFAULT_LOOKAT01:
                return sequence + 3;
            case SEQUENCE_DEFAULT_DRAW:
            case SEQUENCE_DEFAULT_IDLE1:
                return sequence;
            default:
                return sequence + 2;
            }
        }
        else if (strstr(model, "models/weapons/v_knife_survival_bowie.mdl")) {
            switch (sequence) {
            case SEQUENCE_DEFAULT_DRAW:
            case SEQUENCE_DEFAULT_IDLE1:
                return sequence;
            case SEQUENCE_DEFAULT_IDLE2:
                return SEQUENCE_BOWIE_IDLE1;
            default:
                return sequence - 1;
            }
        }
        else {
            return sequence;
        }
    }
и всё, идём наслаждаемся новыми ножами с нормальной анимацией
 
Спасибо конечно за помощь, думал блять никогда не найду решение.
 
ItemDefinitions.cpp у меня ее нету
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Для тех ребят которые не смогли найти те или иные файлы,или же просто не смогли спасить скинченджер себе в симпл
Держите : https://yougame.biz/threads/43230/
<3
расписано понятно
ctrl +C ctrl +V
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
/del
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
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