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