for (int i = 0; i <= WEAPON_DATA_SIZE; i++)
{
if (g_SkinChangerCfg[pWeaponItemIndexData[i]].nFallbackPaintKit > 0)
{
AddItem(Object, i, pWeaponItemIndexData[i], g_SkinChangerCfg[pWeaponItemIndexData[i]].Rarity, g_SkinChangerCfg[pWeaponItemIndexData[i]].nFallbackPaintKit, 0, g_SkinChangerCfg[pWeaponItemIndexData[i]].flFallbackWear, "");
}
}