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Для начала заходим в enums и ищем: enum ItemDefinitionIndex и всё содержимое заменяем на это
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
Если не работает то вот на это
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
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++:
{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++:
{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++:
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
 
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Спасибо конечно за помощь, думал блять никогда не найду решение.
 
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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
 
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/del
 
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