Adde test of second weapon skin which is legacy

This commit is contained in:
2026-10-11 16:53:07 +02:00
parent e923a772cc
commit 19ff46ed06

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@@ -75,6 +75,10 @@ class SkinsManager
{ {
ApplyAK47Skin1171(weapon, player); ApplyAK47Skin1171(weapon, player);
} }
else if (weapon.DesignerName == "weapon_deagle")
{
ApplyDeagleSkin(weapon, player);
}
else if (weapon.DesignerName.Contains("knife") || weapon.DesignerName.Contains("bayonet")) else if (weapon.DesignerName.Contains("knife") || weapon.DesignerName.Contains("bayonet"))
{ {
ApplyButterflyKnifeFade(weapon, player); ApplyButterflyKnifeFade(weapon, player);
@@ -114,6 +118,35 @@ class SkinsManager
Utilities.SetStateChanged(weapon, "CEconEntity", "m_flFallbackWear"); Utilities.SetStateChanged(weapon, "CEconEntity", "m_flFallbackWear");
} }
public void ApplyDeagleSkin(CBasePlayerWeapon weapon, CCSPlayerController player)
{
if (weapon.AttributeManager.Item.ItemDefinitionIndex != 1) return;
weapon.AttributeManager.Item.AttributeList.Attributes.RemoveAll();
weapon.AttributeManager.Item.NetworkedDynamicAttributes.Attributes.RemoveAll();
weapon.AttributeManager.Item.ItemID = SpawnedWeaponId;
weapon.AttributeManager.Item.ItemIDLow = (uint)(SpawnedWeaponId & 0xFFFFFFFF);
weapon.AttributeManager.Item.ItemIDHigh = (uint)(SpawnedWeaponId >> 32);
weapon.AttributeManager.Item.AccountID = (uint)player.SteamID;
weapon.FallbackPaintKit = 962;
weapon.FallbackSeed = 0;
weapon.FallbackWear = 0.01f;
var handle = weapon.AttributeManager.Item.NetworkedDynamicAttributes.Handle;
CAttributeListSetOrAddAttributeValueByName.Invoke(handle, "set item texture prefab", 962);
CAttributeListSetOrAddAttributeValueByName.Invoke(handle, "set item texture seed", 0);
CAttributeListSetOrAddAttributeValueByName.Invoke(handle, "set item texture wear", 0.01f);
weapon.AcceptInput("SetBodygroup", value: "body,1");
Utilities.SetStateChanged(weapon, "CEconEntity", "m_nFallbackPaintKit");
Utilities.SetStateChanged(weapon, "CEconEntity", "m_nFallbackSeed");
Utilities.SetStateChanged(weapon, "CEconEntity", "m_flFallbackWear");
}
public void ApplyButterflyKnifeFade(CBasePlayerWeapon weapon, CCSPlayerController player) public void ApplyButterflyKnifeFade(CBasePlayerWeapon weapon, CCSPlayerController player)
{ {
// Vérifier si l'arme est un couteau (pour ne pas transformer un pistolet en couteau) // Vérifier si l'arme est un couteau (pour ne pas transformer un pistolet en couteau)