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Как я понял в члене нет чунгера на кнайфы и gloves.
Нашёл такое:

Как только убераю коммент, появляеться миллион ошибок

Сам код skin.cpp
Код:
#include "_skins.h"

std::unordered_map<int , EconomyItemCfg> g_SkinChangerCfg;
std::unordered_map<int , const char*> g_ViewModelCfg;
std::unordered_map<const char* , const char*> g_KillIconCfg;

RecvVarProxyFn fnSequenceProxyFn = NULL;


Bayonet - models/weapons/v_knife_bayonet.mdl                        1
Flip Knife - models/weapons/v_knife_flip.mdl                        2
Gut Knife - models/weapons/v_knife_gut.mdl                            3
Karambit - models/weapons/v_knife_karam.mdl                            4
M9 Bayonet - models/weapons/v_knife_m9_bay.mdl                        5
Huntsman Knife - models/weapons/v_knife_tactical.mdl                6
Falchion Knife - models/weapons/v_knife_falchion_advanced.mdl        7
Bowie Knife - models/weapons/v_knife_survival_bowie.mdl                8
Butterfly Knife - models/weapons/v_knife_butterfly.mdl                9
Shadow Daggers - models/weapons/v_knife_push.mdl                    10


void SetSkinConfig()
{
    // Пистолеты
    g_SkinChangerCfg[WEAPON_DEAGLE].nFallbackPaintKit = cvar.ReadInt( CFG_SKIN , WEAPON_DEAGLE_STR , 0 , cvar.IniPatch );
    g_SkinChangerCfg[WEAPON_ELITE].nFallbackPaintKit = cvar.ReadInt( CFG_SKIN , WEAPON_ELITE_STR , 0 , cvar.IniPatch );
    g_SkinChangerCfg[WEAPON_FIVESEVEN].nFallbackPaintKit = cvar.ReadInt( CFG_SKIN , WEAPON_FIVESEVEN_STR , 0 , cvar.IniPatch );
    g_SkinChangerCfg[WEAPON_GLOCK].nFallbackPaintKit = cvar.ReadInt( CFG_SKIN , WEAPON_GLOCK_STR , 0 , cvar.IniPatch );
    g_SkinChangerCfg[WEAPON_HKP2000].nFallbackPaintKit = cvar.ReadInt( CFG_SKIN , WEAPON_HKP2000_STR , 0 , cvar.IniPatch );
    g_SkinChangerCfg[WEAPON_P250].nFallbackPaintKit = cvar.ReadInt( CFG_SKIN , WEAPON_P250_STR , 0 , cvar.IniPatch );
    g_SkinChangerCfg[WEAPON_USP_SILENCER].nFallbackPaintKit = cvar.ReadInt( CFG_SKIN , WEAPON_USP_S_STR , 0 , cvar.IniPatch );
    g_SkinChangerCfg[WEAPON_CZ75A].nFallbackPaintKit = cvar.ReadInt( CFG_SKIN , WEAPON_CZ75A_STR , 0 , cvar.IniPatch );
    g_SkinChangerCfg[WEAPON_R8REVOLVER].nFallbackPaintKit = cvar.ReadInt( CFG_SKIN , WEAPON_R8REVOLVER_STR , 0 , cvar.IniPatch );

    // Автоматы
    g_SkinChangerCfg[WEAPON_AK47].nFallbackPaintKit = cvar.ReadInt( CFG_SKIN , WEAPON_AK47_STR , 0 , cvar.IniPatch );
    g_SkinChangerCfg[WEAPON_AUG].nFallbackPaintKit = cvar.ReadInt( CFG_SKIN , WEAPON_AUG_STR , 0 , cvar.IniPatch );
    g_SkinChangerCfg[WEAPON_FAMAS].nFallbackPaintKit = cvar.ReadInt( CFG_SKIN , WEAPON_FAMAS_STR , 0 , cvar.IniPatch );
    g_SkinChangerCfg[WEAPON_GALILAR].nFallbackPaintKit = cvar.ReadInt( CFG_SKIN , WEAPON_GALILAR_STR , 0 , cvar.IniPatch );
    g_SkinChangerCfg[WEAPON_M249].nFallbackPaintKit = cvar.ReadInt( CFG_SKIN , WEAPON_M249_STR , 0 , cvar.IniPatch );
    g_SkinChangerCfg[WEAPON_M4A1].nFallbackPaintKit = cvar.ReadInt( CFG_SKIN , WEAPON_M4A1_STR , 0 , cvar.IniPatch );
    g_SkinChangerCfg[WEAPON_M4A1_SILENCER].nFallbackPaintKit = cvar.ReadInt( CFG_SKIN , WEAPON_M4A1_S_STR , 0 , cvar.IniPatch );
    g_SkinChangerCfg[WEAPON_MAC10].nFallbackPaintKit = cvar.ReadInt( CFG_SKIN , WEAPON_MAC10_STR , 0 , cvar.IniPatch );
    g_SkinChangerCfg[WEAPON_P90].nFallbackPaintKit = cvar.ReadInt( CFG_SKIN , WEAPON_P90_STR , 0 , cvar.IniPatch );
    g_SkinChangerCfg[WEAPON_UMP45].nFallbackPaintKit = cvar.ReadInt( CFG_SKIN , WEAPON_UMP45_STR , 0 , cvar.IniPatch );
    g_SkinChangerCfg[WEAPON_XM1014].nFallbackPaintKit = cvar.ReadInt( CFG_SKIN , WEAPON_XM1014_STR , 0 , cvar.IniPatch );
    g_SkinChangerCfg[WEAPON_BIZON].nFallbackPaintKit = cvar.ReadInt( CFG_SKIN , WEAPON_BIZON_STR , 0 , cvar.IniPatch );
    g_SkinChangerCfg[WEAPON_MAG7].nFallbackPaintKit = cvar.ReadInt( CFG_SKIN , WEAPON_MAG7_STR , 0 , cvar.IniPatch );
    g_SkinChangerCfg[WEAPON_NEGEV].nFallbackPaintKit = cvar.ReadInt( CFG_SKIN , WEAPON_NEGEV_STR , 0 , cvar.IniPatch );
    g_SkinChangerCfg[WEAPON_SAWEDOFF].nFallbackPaintKit = cvar.ReadInt( CFG_SKIN , WEAPON_SAWEDOFF_STR , 0 , cvar.IniPatch );
    g_SkinChangerCfg[WEAPON_TEC9].nFallbackPaintKit = cvar.ReadInt( CFG_SKIN , WEAPON_TEC9_STR , 0 , cvar.IniPatch );
    g_SkinChangerCfg[WEAPON_MP7].nFallbackPaintKit = cvar.ReadInt( CFG_SKIN , WEAPON_MP7_STR , 0 , cvar.IniPatch );
    g_SkinChangerCfg[WEAPON_MP9].nFallbackPaintKit = cvar.ReadInt( CFG_SKIN , WEAPON_MP9_STR , 0 , cvar.IniPatch );
    g_SkinChangerCfg[WEAPON_NOVA].nFallbackPaintKit = cvar.ReadInt( CFG_SKIN , WEAPON_NOVA_STR , 0 , cvar.IniPatch );
    g_SkinChangerCfg[WEAPON_SG556].nFallbackPaintKit = cvar.ReadInt( CFG_SKIN , WEAPON_SG556_STR , 0 , cvar.IniPatch );

    // Снайперки
    g_SkinChangerCfg[WEAPON_AWP].nFallbackPaintKit = cvar.ReadInt( CFG_SKIN , WEAPON_AWP_STR , 0 , cvar.IniPatch );
    g_SkinChangerCfg[WEAPON_G3SG1].nFallbackPaintKit = cvar.ReadInt( CFG_SKIN , WEAPON_G3SG1_STR , 0 , cvar.IniPatch );
    g_SkinChangerCfg[WEAPON_SCAR20].nFallbackPaintKit = cvar.ReadInt( CFG_SKIN , WEAPON_SCAR20_STR , 0 , cvar.IniPatch );
    g_SkinChangerCfg[WEAPON_SSG08].nFallbackPaintKit = cvar.ReadInt( CFG_SKIN , WEAPON_SSG08_STR , 0 , cvar.IniPatch );
   
    // Ножи
    g_SkinChangerCfg[WEAPON_KNIFE_BAYONET].nFallbackPaintKit = cvar.ReadInt(CFG_SKIN, WEAPON_KNIFE_BA_STR, 0, cvar.IniPatch);
    g_SkinChangerCfg[WEAPON_KNIFE_FLIP].nFallbackPaintKit = cvar.ReadInt(CFG_SKIN, WEAPON_KNIFE_FL_STR, 0, cvar.IniPatch);
    g_SkinChangerCfg[WEAPON_KNIFE_GUT].nFallbackPaintKit = cvar.ReadInt(CFG_SKIN, WEAPON_KNIFE_GU_STR, 0, cvar.IniPatch);
    g_SkinChangerCfg[WEAPON_KNIFE_KARAMBIT].nFallbackPaintKit = cvar.ReadInt(CFG_SKIN, WEAPON_KNIFE_KA_STR, 0, cvar.IniPatch);
    g_SkinChangerCfg[WEAPON_KNIFE_M9_BAYONET].nFallbackPaintKit = cvar.ReadInt(CFG_SKIN, WEAPON_KNIFE_M9_STR, 0, cvar.IniPatch);
    g_SkinChangerCfg[WEAPON_KNIFE_TACTICAL].nFallbackPaintKit = cvar.ReadInt(CFG_SKIN, WEAPON_KNIFE_TA_STR, 0, cvar.IniPatch);
    g_SkinChangerCfg[WEAPON_KNIFE_FALCHION].nFallbackPaintKit = cvar.ReadInt(CFG_SKIN, WEAPON_KNIFE_FA_STR, 0, cvar.IniPatch);
    g_SkinChangerCfg[WEAPON_KNIFE_BOWIE].nFallbackPaintKit = cvar.ReadInt(CFG_SKIN, WEAPON_KNIFE_SB_STR, 0, cvar.IniPatch);
    g_SkinChangerCfg[WEAPON_KNIFE_BUTTERFLY].nFallbackPaintKit = cvar.ReadInt(CFG_SKIN, WEAPON_KNIFE_BU_STR, 0, cvar.IniPatch);
    g_SkinChangerCfg[WEAPON_KNIFE_PUSH].nFallbackPaintKit = cvar.ReadInt(CFG_SKIN, WEAPON_KNIFE_PU_STR, 0, cvar.IniPatch);
   
    int KnifeModelsType[10] =
    {
        WEAPON_KNIFE_BAYONET,WEAPON_KNIFE_FLIP,WEAPON_KNIFE_GUT,WEAPON_KNIFE_KARAMBIT,
        WEAPON_KNIFE_M9_BAYONET,WEAPON_KNIFE_TACTICAL,WEAPON_KNIFE_FALCHION,
        WEAPON_KNIFE_BOWIE,WEAPON_KNIFE_BUTTERFLY,WEAPON_KNIFE_PUSH
    };

    if ( cvar.knife_ct_model >= 1 && cvar.knife_ct_model <= 10 )
    {
        g_SkinChangerCfg[WEAPON_KNIFE].iItemDefinitionIndex = KnifeModelsType[cvar.knife_ct_model - 1];
    }
    if ( cvar.knife_ct_skin )
    {
        g_SkinChangerCfg[WEAPON_KNIFE].nFallbackPaintKit = cvar.knife_ct_skin;
    }

    if ( cvar.knife_tt_model )
    {
        g_SkinChangerCfg[WEAPON_KNIFE_T].iItemDefinitionIndex = KnifeModelsType[cvar.knife_tt_model - 1];
    }
    if ( cvar.knife_tt_model >= 1 && cvar.knife_tt_model <= 10 )
    {
        g_SkinChangerCfg[WEAPON_KNIFE_T].nFallbackPaintKit = cvar.knife_tt_skin;
    }
}

void SetModelConfig()
{
    char* pszDefaultCtModel = "models/weapons/v_knife_default_ct.mdl";
    char* pszDefaultTtModel = "models/weapons/v_knife_default_t.mdl";

    char* pszKnifeBayonet = "models/weapons/v_knife_bayonet.mdl";
    char* pszKnifeFlip = "models/weapons/v_knife_flip.mdl";
    char* pszKnifeGut = "models/weapons/v_knife_gut.mdl";
    char* pszKnifeKarambit = "models/weapons/v_knife_karam.mdl";
    char* pszKnifeM9Bay = "models/weapons/v_knife_m9_bay.mdl";
    char* pszKnifeHuntsman = "models/weapons/v_knife_tactical.mdl";
    char* pszKnifeFalchion = "models/weapons/v_knife_falchion_advanced.mdl";
    char* pszKnifeBowie = "models/weapons/v_knife_survival_bowie.mdl";
    char* pszKnifeButterfly = "models/weapons/v_knife_butterfly.mdl";
    char* pszKnifeShadow = "models/weapons/v_knife_push.mdl";

    char* pszKnifeModels[10] =
    {
        pszKnifeBayonet,pszKnifeFlip,pszKnifeGut,pszKnifeKarambit,
        pszKnifeM9Bay,pszKnifeHuntsman,pszKnifeFalchion,pszKnifeBowie,
        pszKnifeButterfly,pszKnifeShadow
    };

    int nOriginalKnifeCT = g_pModelInfo->GetModelIndex( pszDefaultCtModel );
    int nOriginalKnifeT = g_pModelInfo->GetModelIndex( pszDefaultTtModel );

    if ( cvar.knife_ct_model >= 1 && cvar.knife_ct_model <= 10 )
        g_ViewModelCfg[nOriginalKnifeCT] = pszKnifeModels[cvar.knife_ct_model - 1];

    if ( cvar.knife_tt_model >= 1 && cvar.knife_tt_model <= 10 )
        g_ViewModelCfg[nOriginalKnifeT] = pszKnifeModels[cvar.knife_tt_model - 1];
}

void SetKillIconCfg()
{
    char* pszKnifeModelsIcon[10] =
    {
        "bayonet","knife_flip","knife_gut","knife_karambit",
        "knife_m9_bayonet","knife_tactical","knife_falchion",
        "knife_survival_bowie","knife_butterfly","knife_push"
    };

    if ( cvar.knife_ct_model >= 1 && cvar.knife_ct_model <= 10 )
    {
        g_KillIconCfg["knife_default_ct"] = pszKnifeModelsIcon[cvar.knife_ct_model - 1];
    }
    if ( cvar.knife_tt_model >= 1 && cvar.knife_tt_model <= 10 )
    {
        g_KillIconCfg["knife_t"] = pszKnifeModelsIcon[cvar.knife_tt_model - 1];
    }
}

bool ApplyCustomSkin( CBaseAttributableItem* pWeapon , int nWeaponIndex )
{
    if ( g_SkinChangerCfg.find( nWeaponIndex ) == g_SkinChangerCfg.end() )
        return false;

    *pWeapon->GetFallbackPaintKit() = g_SkinChangerCfg[nWeaponIndex].nFallbackPaintKit;
    *pWeapon->GetEntityQuality() = g_SkinChangerCfg[nWeaponIndex].iEntityQuality;
    *pWeapon->GetFallbackWear() = g_SkinChangerCfg[nWeaponIndex].flFallbackWear;

    if ( g_SkinChangerCfg[nWeaponIndex].iItemDefinitionIndex )
        *pWeapon->GetItemDefinitionIndex() = g_SkinChangerCfg[nWeaponIndex].iItemDefinitionIndex;

    *pWeapon->GetItemIDHigh() = -1;

    return true;
}

bool ApplyCustomModel( IClientEntity* pLocal , CBaseAttributableItem* pWeapon )
{
    CBaseViewModel* pViewModel = pLocal->GetViewModel();
   
    if ( !pViewModel )
        return false;
   
    DWORD hViewModelWeapon = pViewModel->GetWeapon();
    CBaseAttributableItem* pViewModelWeapon = (CBaseAttributableItem*)g_pClientEntList->GetClientEntityFromHandle( hViewModelWeapon );

    if ( pViewModelWeapon != pWeapon )
        return false;

    int nViewModelIndex = pViewModel->GetModelIndex();

    if ( g_ViewModelCfg.find( nViewModelIndex ) == g_ViewModelCfg.end() )
        return false;

    pViewModel->SetWeaponModel( g_ViewModelCfg[nViewModelIndex] , pWeapon );
   
    return true;
}

bool ApplyCustomKillIcon( IGameEvent* pEvent )
{
    int nUserID = pEvent->GetInt( XorStr( "attacker" ) );

    if ( !nUserID )
        return false;

    if ( g_pEngine->GetPlayerForUserID( nUserID ) != g_pEngine->GetLocalPlayer() )
        return false;

    const char* szWeapon = pEvent->GetString( XorStr( "weapon" ) );

    for ( auto ReplacementIcon : g_KillIconCfg )
    {
        if ( !strcmp( szWeapon , ReplacementIcon.first ) )
        {

            pEvent->SetString( XorStr( "weapon" ) , ReplacementIcon.second );

            break;
        }

    }

    return true;
}

bool WINAPI FireEventClientSideThink( IGameEvent* pEvent )
{
    bool RET = false;

    if ( !pEvent )
    {
        GameEventTable.UnHook();
        RET = g_pGameEventMgr->FireEventClientSide( pEvent );
        GameEventTable.ReHook();
        return RET;
    }

    if (cvar.esp_bombtimer)
    {
        if (!strcmp(pEvent->GetName(), XorStr("bomb_defused")) || !strcmp(pEvent->GetName(), XorStr("bomb_exploded")))
        {
            g_Local.bC4Planted = false;
        }
        else if (!strcmp(pEvent->GetName(), XorStr("bomb_planted")))
        {
            g_Local.bC4Planted = true;
            g_Local.m_c4timer = cvar.esp_bombtimer;
        }
    }
    else
    {
        g_Local.bC4Planted = false;
    }

    if (!strcmp(pEvent->GetName(), XorStr("round_start")) || !strcmp(pEvent->GetName(), XorStr("player_connect_full")))
    {
        g_Cheat.ClearPlayers();
        g_Sound.sound.clear();
        g_Local.bC4Planted = false;
        g_Local.m_c4timer = cvar.esp_bombtimer;
    }

    if (!strcmp(pEvent->GetName(), XorStr("player_death")))
        ApplyCustomKillIcon(pEvent);

    if (!strcmp(pEvent->GetName(), XorStr("game_newmap")))
    {
        if (g_ViewModelCfg.size() >= 1)
            g_ViewModelCfg.clear();

        SetModelConfig();
    }

    GameEventTable.UnHook();
    RET = g_pGameEventMgr->FireEventClientSide(pEvent);
    GameEventTable.ReHook();

    return RET;
}

void SetViewModelSequence( const CRecvProxyData *pDataConst , void *pStruct , void *pOut )
{
    CRecvProxyData* pData = const_cast<CRecvProxyData*>( pDataConst );
    CBaseViewModel* pViewModel = (CBaseViewModel*)pStruct;

    if ( pViewModel )
    {
        IClientEntity* pOwner = g_pClientEntList->GetClientEntityFromHandle( pViewModel->GetOwner() );

        if ( pOwner && pOwner->Index() == g_pEngine->GetLocalPlayer() )
        {
            void* pModel = g_pModelInfo->GetModel( pViewModel->GetModelIndex() );
            string szModel = g_pModelInfo->GetModelName( pModel );

            int m_nSequence = pData->m_Value.m_Int;

            if ( !strcmp( szModel.c_str() , XorStr( "models/weapons/v_knife_butterfly.mdl" ) ) )
            {
                switch ( m_nSequence )
                {
                    case SEQUENCE_DEFAULT_DRAW:
                    m_nSequence = RandomInt( SEQUENCE_BUTTERFLY_DRAW , SEQUENCE_BUTTERFLY_DRAW2 ); break;
                    case SEQUENCE_DEFAULT_LOOKAT01:
                    m_nSequence = RandomInt( SEQUENCE_BUTTERFLY_LOOKAT01 , SEQUENCE_BUTTERFLY_LOOKAT03 ); break;
                    default:
                    m_nSequence++;
                }
            }
            else if ( !strcmp( szModel.c_str() , XorStr( "models/weapons/v_knife_falchion_advanced.mdl" ) ) )
            {
                switch ( m_nSequence )
                {
                    case SEQUENCE_DEFAULT_IDLE2:
                    m_nSequence = SEQUENCE_FALCHION_IDLE1; break;
                    case SEQUENCE_DEFAULT_HEAVY_MISS1:
                    m_nSequence = RandomInt( SEQUENCE_FALCHION_HEAVY_MISS1 , SEQUENCE_FALCHION_HEAVY_MISS1_NOFLIP ); break;
                    case SEQUENCE_DEFAULT_LOOKAT01:
                    m_nSequence = RandomInt( SEQUENCE_FALCHION_LOOKAT01 , SEQUENCE_FALCHION_LOOKAT02 ); break;
                    case SEQUENCE_DEFAULT_DRAW:
                    case SEQUENCE_DEFAULT_IDLE1:
                    break;
                    default:
                    m_nSequence--;
                }
            }
            else if ( !strcmp( szModel.c_str() , XorStr( "models/weapons/v_knife_push.mdl" ) ) )
            {
                switch ( m_nSequence )
                {
                    case SEQUENCE_DEFAULT_IDLE2:
                    m_nSequence = SEQUENCE_DAGGERS_IDLE1; break;
                    case SEQUENCE_DEFAULT_LIGHT_MISS1:
                    case SEQUENCE_DEFAULT_LIGHT_MISS2:
                    m_nSequence = RandomInt( SEQUENCE_DAGGERS_LIGHT_MISS1 , SEQUENCE_DAGGERS_LIGHT_MISS5 ); break;
                    case SEQUENCE_DEFAULT_HEAVY_MISS1:
                    m_nSequence = RandomInt( SEQUENCE_DAGGERS_HEAVY_MISS2 , SEQUENCE_DAGGERS_HEAVY_MISS1 ); break;
                    case SEQUENCE_DEFAULT_HEAVY_HIT1:
                    case SEQUENCE_DEFAULT_HEAVY_BACKSTAB:
                    case SEQUENCE_DEFAULT_LOOKAT01:
                    m_nSequence += 3; break;
                    case SEQUENCE_DEFAULT_DRAW:
                    case SEQUENCE_DEFAULT_IDLE1:
                    break;
                    default:
                    m_nSequence += 2;
                }
            }
            else if ( !strcmp( szModel.c_str() , XorStr( "models/weapons/v_knife_survival_bowie.mdl" ) ) )
            {
                switch ( m_nSequence )
                {
                    case SEQUENCE_DEFAULT_DRAW:
                    case SEQUENCE_DEFAULT_IDLE1:
                    break;
                    case SEQUENCE_DEFAULT_IDLE2:
                    m_nSequence = SEQUENCE_BOWIE_IDLE1; break;
                    default:
                    m_nSequence--;
                }
            }

            pData->m_Value.m_Int = m_nSequence;
        }
    }
   
    fnSequenceProxyFn( pData , pStruct , pOut );
}

void InitalizeSkins()
{
    SetSkinConfig();

    SetKillIconCfg();

    for ( ClientClass* pClass = g_pClient->GetAllClasses(); pClass; pClass = pClass->m_pNext )
    {
        if ( !strcmp( pClass->m_pNetworkName , XorStr( "CBaseViewModel" ) ) )
        {
            RecvTable* pClassTable = pClass->m_pRecvTable;

            for ( int nIndex = 0; nIndex < pClassTable->m_nProps; nIndex++ )
            {
                RecvProp* pProp = &pClassTable->m_pProps[nIndex];

                if ( !pProp || strcmp( pProp->m_pVarName , XorStr( "m_nSequence" ) ) )
                    continue;

                fnSequenceProxyFn = pProp->m_ProxyFn;

                pProp->m_ProxyFn = (RecvVarProxyFn)SetViewModelSequence;

                break;
            }

            break;
        }
    }
}
Cам чунгер работает, но нет ножей .
Можно конечно и добавить Gloves )
 
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Та нахуй тебе ченжер ?
 
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Блять, люди, учите С++, хотя бы базу.
Ты раскоментил так сказать подсказку, в который был путь к модельке, название и айди.
PS в члениксе есть фулл скинченджер с ножами
 
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Блять, люди, учите С++, хотя бы базу.
Ты раскоментил так сказать подсказку, в который был путь к модельке, название и айди.
PS в члениксе есть фулл скинченджер с ножами
Я уже понял , уже всё сам сделал
 
В игре Source SDK
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Что не понятного? Bayonet нет в текущем контексте. Я не помню какой у него тип, по пробуй LPDWORD
 
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