Вопрос CSGOSimple - Gloves problem

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16 Дек 2020
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Hi, i using CSGOSimple base and i tried add Playermodel with tutorial from this forum, but now gloves doesnt works. When i set some gloves and skins on gloves, and click on force update, nothing do. I tried debug it but without any results.
Код:
#include "skins.hpp"
static auto erase_override_if_exists_by_index (const int definition_index) -> void {
if (k_weapon_info.count (definition_index)) {
auto & icon_override_map = g_Options.skins.m_icon_overrides;
const auto & original_item = k_weapon_info.at (definition_index);
if (original_item.icon && icon_override_map.count (original_item.icon))
icon_override_map.erase (icon_override_map.at (original_item.icon)); // Remove the leftover override
}
}
static auto apply_config_on_attributable_item (C_BaseAttributableItem * item, const item_setting * config,
const unsigned xuid_low) -> void {
if (! Config-> enabled) {
return;
}
item-> m_Item ().
item-> m_Item (). m_iAccountID () = xuid_low;
// if (config-> custom_name [0])
// strcpy_s (item-> m_Item () .m_iCustomName (), config-> custom_name);
if (config-> paint_kit_index)
item-> m_nFallbackPaintKit () = config-> paint_kit_index;
if (config-> seed)
item-> m_nFallbackSeed () = config-> seed;
if (config-> stat_trak) {
item-> m_nFallbackStatTrak () = config-> stat_trak;
item-> m_Item (). m_iEntityQuality () = 9;
}
else {
item-> m_Item (). m_iEntityQuality () = is_knife (config-> definition_index)? thirty;
}
item-> m_flFallbackWear () = config-> wear;
auto & definition_index = item-> m_Item (). m_iItemDefinitionIndex ();
auto & icon_override_map = g_Options.skins.m_icon_overrides;
if (config-> definition_override_index && config-> definition_override_index! = definition_index && k_weapon_info.count (config-> definition_override_index)) {
const auto old_definition_index = definition_index;
definition_index = config-> definition_override_index;
const auto & replacement_item = k_weapon_info.at (config-> definition_override_index);
item-> m_nModelIndex () = g_MdlInfo-> GetModelIndex (replacement_item.model);
item-> SetModelIndex (g_MdlInfo-> GetModelIndex (replacement_item.model));
item-> GetClientNetworkable () -> PreDataUpdate (0);
if (old_definition_index && k_weapon_info.count (old_definition_index)) {
const auto & original_item = k_weapon_info.at (old_definition_index);
if (original_item.icon && replacement_item.icon) {
icon_override_map [original_item.icon] = replacement_item.icon;
}
}
}
else {
erase_override_if_exists_by_index (definition_index);
}
}
static auto get_wearable_create_fn () -> CreateClientClassFn {
auto clazz = g_CHLClient-> GetAllClasses ();
// Please, if you gonna paste it into a cheat use classids here. I use names because they
// won't change in the foreseeable future and i dont need high speed, but chances are
// you already have classids, so use them instead, they are faster.
while (strcmp (clazz-> m_pNetworkName, "CEconWearable"
clazz = clazz-> m_pNext;
return clazz-> m_pCreateFn;
}
void Skins :: OnFrameStageNotify (bool frame_end) {
const auto local_index = g_EngineClient-> GetLocalPlayer ();
const auto local = static_cast <C_BasePlayer *> (g_EntityList-> GetClientEntity (local_index));
if (! local)
return;

player_info_t player_info;
if (! g_EngineClient-> GetPlayerInfo (local_index, & player_info))
return;

if (frame_end) {
const auto wearables = local-> m_hMyWearables ();
const auto glove_config = & g_Options.skins.m_items [GLOVE_T_SIDE];

static auto glove_handle = CBaseHandle (0);
auto glove = reinterpret_cast <C_BaseAttributableItem *> (g_EntityList-> GetClientEntityFromHandle (wearables [0]));
if (! glove) {
const auto our_glove = reinterpret_cast <C_BaseAttributableItem *> (g_EntityList-> GetClientEntityFromHandle (glove_handle));
if (our_glove) // Our glove still exists
{
wearables [0] = glove_handle;
glove = our_glove;
}
}

if (! local-> IsAlive ()) {
if (glove) {
glove-> GetClientNetworkable () -> SetDestroyedOnRecreateEntities ();
glove-> GetClientNetworkable () -> Release ();
}
return;
}

if (glove_config && glove_config-> definition_override_index) {
if (! glove) {
static auto create_wearable_fn = get_wearable_create_fn ();
const auto entry = g_EntityList-> GetHighestEntityIndex () + 1;
const auto serial = rand ()% 0x1000;

// glove = static_cast <C_BaseAttributableItem *> (create_wearable_fn (entry, serial));
create_wearable_fn (entry, serial);
glove = reinterpret_cast <C_BaseAttributableItem *> (g_EntityList-> GetClientEntity (entry));

assert (glove);
{
static auto set_abs_origin_addr = Utils :: PatternScan (GetModuleHandle ("client.dll"), "55 8B EC 83 E4 F8 51 53 56 57 8B F1");
const auto set_abs_origin_fn = reinterpret_cast <void (__ thiscall *) (void *, const std :: array <float, 3> &)> (set_abs_origin_addr);
static constexpr std :: array <float, 3> new_pos = {10000.f, 10000.f, 10000.f};
set_abs_origin_fn (glove, new_pos);
}

const auto wearable_handle = reinterpret_cast <CBaseHandle *> (& wearables [0]);
* wearable_handle = entry | serial << 16;
glove_handle = wearables [0];
}

// Thanks, Beakers
glove-> SetGloveModelIndex (-1);
apply_config_on_attributable_item (glove, glove_config, player_info.xuid_low);
}
}
else {
auto weapons = local-> m_hMyWeapons ();
for (int i = 0; weapons .IsValid (); i ++) {
C_BaseAttributableItem * weapon = (C_BaseAttributableItem *) g_EntityList-> GetClientEntityFromHandle (weapons );
if (! weapon)
continue;
auto & definition_index = weapon-> m_Item (). m_iItemDefinitionIndex ();
const auto active_conf = & g_Options.skins.m_items [is_knife (definition_index)? WEAPON_KNIFE: definition_index];
apply_config_on_attributable_item (weapon, active_conf, player_info.xuid_low);
}

const auto view_model_handle = local-> m_hViewModel ();
if (! view_model_handle.IsValid ())
return;

const auto view_model = static_cast <C_BaseViewModel *> (g_EntityList-> GetClientEntityFromHandle (view_model_handle));
if (! view_model)
return;

const auto view_model_weapon_handle = view_model-> m_hWeapon ();
if (! view_model_weapon_handle.IsValid ())
return;

const auto view_model_weapon = static_cast <C_BaseCombatWeapon *> (g_EntityList-> GetClientEntityFromHandle (view_model_weapon_handle));
if (! view_model_weapon)
return;

if (k_weapon_info.count (view_model_weapon-> m_Item (). m_iItemDefinitionIndex ())) {
const auto override_model = k_weapon_info.at (view_model_weapon-> m_Item (). m_iItemDefinition) .Index model;
auto override_model_index = g_MdlInfo-> GetModelIndex (override_model);
view_model-> m_nModelIndex () = override_model_index;
auto world_model_handle = view_model_weapon-> m_hWeaponWorldModel ();
if (! world_model_handle.IsValid ())
return;
const auto world_model = static_cast <C_BaseWeaponWorldModel *> (g_EntityList-> GetClientEntityFromHandle (world_model_handle));
if (! world_model)
return;
world_model-> m_nModelIndex () = override_model_index + 1;
}
}
}
[/ code]
 
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