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Автор темы
- #1
Here you go !
Код:
bool bGlovesNeedUpdate;
void ApplyCustomGloves(IClientEntity* pLocal)
{
if (bGlovesNeedUpdate || !pLocal->IsAlive())
{
DWORD* hMyWearables = (DWORD*)((size_t)pLocal + 0x2EF4);
if (!Interfaces::EntList->GetClientEntity(hMyWearables[0] & 0xFFF))
{
for (ClientClass* pClass = Interfaces::Client->GetAllClasses(); pClass; pClass = pClass->m_pNext)
{
if (pClass->m_ClassID != (int)CSGOClassID::CEconWearable)
continue;
int iEntry = (Interfaces::EntList->GetHighestEntityIndex() + 1);
int iSerial = RandomInt(0x0, 0xFFF);
pClass->m_pCreateFn(iEntry, iSerial);
hMyWearables[0] = iEntry | (iSerial << 16);
break;
}
}
player_info_t LocalPlayerInfo;
Interfaces::Engine->GetPlayerInfo(Interfaces::Engine->GetLocalPlayer(), &LocalPlayerInfo);
CBaseCombatWeapon* glovestochange = (CBaseCombatWeapon*)Interfaces::EntList->GetClientEntity(hMyWearables[0] & 0xFFF);
// glove = static_cast <IClientUnknown*>(Interfaces::EntList->GetClientEntity(hMyWearables[0] & 0xFFF));
if (!glovestochange)
return;
//glove->GetClientNetworkable()->SetDestroyedOnRecreateEntities();
//glove->GetClientNetworkable()->Release();
switch (Menu::Window.MiscTab.GloveModel.GetIndex())
{
case 1:
{
*glovestochange->m_AttributeManager()->m_Item()->ItemDefinitionIndex() = 5027;
glovestochange->SetModelIndex(Interfaces::ModelInfo->GetModelIndex(XorStr("models/weapons/v_models/arms/glove_bloodhound/v_glove_bloodhound.mdl")));
//*glovestochange->ViewModelIndex() = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_models/arms/glove_bloodhound/v_glove_bloodhound.mdl");
//*glovestochange->WorldModelIndex() = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_models/arms/glove_bloodhound/v_glove_bloodhound.mdl") + 1;
break;
}
case 2:
{
*glovestochange->m_AttributeManager()->m_Item()->ItemDefinitionIndex() = 5032;
glovestochange->SetModelIndex(Interfaces::ModelInfo->GetModelIndex(XorStr("models/weapons/v_models/arms/glove_handwrap_leathery/v_glove_handwrap_leathery.mdl")));
break;
}
case 3:
{
*glovestochange->m_AttributeManager()->m_Item()->ItemDefinitionIndex() = 5031;
glovestochange->SetModelIndex(Interfaces::ModelInfo->GetModelIndex(XorStr("models/weapons/v_models/arms/glove_slick/v_glove_slick.mdl")));
break;
}
case 4:
{
*glovestochange->m_AttributeManager()->m_Item()->ItemDefinitionIndex() = 5030;
glovestochange->SetModelIndex(Interfaces::ModelInfo->GetModelIndex(XorStr("models/weapons/v_models/arms/glove_sporty/v_glove_sporty.mdl")));
break;
}
case 5:
{
*glovestochange->m_AttributeManager()->m_Item()->ItemDefinitionIndex() = 5033;
glovestochange->SetModelIndex(Interfaces::ModelInfo->GetModelIndex(XorStr("models/weapons/v_models/arms/glove_motorcycle/v_glove_motorcycle.mdl")));
break;
}
case 6:
{
*glovestochange->m_AttributeManager()->m_Item()->ItemDefinitionIndex() = 5034;
glovestochange->SetModelIndex(Interfaces::ModelInfo->GetModelIndex(XorStr("models/weapons/v_models/arms/glove_specialist/v_glove_specialist.mdl")));
break;
}
default:
break;
}
switch (Menu::Window.MiscTab.GloveSkin.GetIndex())
{
case 0:
break;
case 1:
*glovestochange->FallbackPaintKit() = 10007;
break;
case 2:
*glovestochange->FallbackPaintKit() = 10006;
break;
case 3:
*glovestochange->FallbackPaintKit() = 10039;
break;
case 4:
*glovestochange->FallbackPaintKit() = 10008;
break;
case 5:
*glovestochange->FallbackPaintKit() = 10021;
break;
case 6:
*glovestochange->FallbackPaintKit() = 10036;
break;
case 7:
*glovestochange->FallbackPaintKit() = 10009;
break;
case 8:
*glovestochange->FallbackPaintKit() = 10010;
break;
case 9:
*glovestochange->FallbackPaintKit() = 10016;
break;
case 10:
*glovestochange->FallbackPaintKit() = 10013;
break;
case 11:
*glovestochange->FallbackPaintKit() = 10040;
break;
case 12:
*glovestochange->FallbackPaintKit() = 10015;
break;
case 13:
*glovestochange->FallbackPaintKit() = 10037;
break;
case 14:
*glovestochange->FallbackPaintKit() = 10038;
break;
case 15:
*glovestochange->FallbackPaintKit() = 10018;
break;
case 16:
*glovestochange->FallbackPaintKit() = 10019;
break;
case 17:
*glovestochange->FallbackPaintKit() = 10026;
break;
case 18:
*glovestochange->FallbackPaintKit() = 10028;
break;
case 19:
*glovestochange->FallbackPaintKit() = 10027;
break;
case 20:
*glovestochange->FallbackPaintKit() = 10024;
break;
case 21:
*glovestochange->FallbackPaintKit() = 10033;
break;
case 22:
*glovestochange->FallbackPaintKit() = 10034;
break;
case 23:
*glovestochange->FallbackPaintKit() = 10035;
break;
case 24:
*glovestochange->FallbackPaintKit() = 10030;
break;
}
//*glovestochange->m_AttributeManager()->m_Item()->ItemDefinitionIndex() = whatever item definition index you want;
//glovestochange->SetModelIndex(desired model index e.g.GLOVE_BLOOD in your case);
//*glovestochange->FallbackPaintKit() = 10008;
*glovestochange->m_AttributeManager()->m_Item()->ItemIDHigh() = -1; //you need to set this to apply the custom stuff you're setting (this is probably your issue)
*glovestochange->FallbackWear() = 0.001f;
*glovestochange->m_AttributeManager()->m_Item()->AccountID() = LocalPlayerInfo.m_nXuidLow;
glovestochange->PreDataUpdate(0);
bGlovesNeedUpdate = false;
}
}
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