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Автор темы
- #1
Для начала заходим в enums и ищем: enum ItemDefinitionIndex и всё содержимое заменяем на это
Если не работает то вот на это
потом идём в ItemDefinitions.cpp и ищем вот это
Потом ищем
Ещё вот вам animfix: идём в hooks.cpp и вставляем это:
и всё, идём наслаждаемся новыми ножами с нормальной анимацией
C++:
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
C++:
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
const std::map<size_t, weapon_info> k_weapon_info
. и всё содержимое меняем на это:
C++:
{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"}}
const std::vector<weapon_name> k_knife_names
и содержимое меняем на
C++:
{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"},
C++:
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;
}
}