Tests for gloves, knifes and agents (success)

This commit is contained in:
2026-08-30 14:43:15 +02:00
parent 816d71ebfe
commit d5cffea428

View File

@@ -16,6 +16,7 @@ class SkinsManager
plugin.RegisterListener<Listeners.OnEntitySpawned>((entity) => { OnEntitySpawned(entity); });
plugin.RegisterListener<Listeners.OnEntityParentChanged>((entity, parent) => { OnEntityParentChanged(entity, parent); });
plugin.RegisterEventHandler<EventItemPickup>(OnItemEquip);
plugin.RegisterEventHandler<EventPlayerSpawn>(OnPlayerSpawn);
}
public void OnEntitySpawned(CEntityInstance entity)
@@ -27,6 +28,26 @@ class SkinsManager
}
private HookResult OnPlayerSpawn(EventPlayerSpawn @event, GameEventInfo info)
{
var player = @event.Userid;
if (player == null || !player.IsValid) return HookResult.Continue;
// On attend la frame suivante pour s'assurer que le moteur du jeu a fini
// d'attribuer le corps (Pawn) et l'équipement par défaut au joueur.
Server.NextFrame(() =>
{
if (player.IsValid && player.PlayerPawn.IsValid && player.PawnIsAlive)
{
ApplySportGlovesPandorasBox(player);
ApplyAgentSirBloodyMiamiDarryl(player);
}
});
return HookResult.Continue;
}
private HookResult OnItemEquip(EventItemPickup @event, GameEventInfo info)
{
var player = @event.Userid;
@@ -54,6 +75,10 @@ class SkinsManager
{
ApplyAK47Skin1171(weapon, player);
}
else if (weapon.DesignerName.Contains("knife") || weapon.DesignerName.Contains("bayonet"))
{
ApplyButterflyKnifeFade(weapon, player);
}
}
});
@@ -88,4 +113,113 @@ class SkinsManager
Utilities.SetStateChanged(weapon, "CBaseEntity", "m_nFallbackSeed");
Utilities.SetStateChanged(weapon, "CBaseEntity", "m_flFallbackWear");
}
public void ApplyButterflyKnifeFade(CBasePlayerWeapon weapon, CCSPlayerController player)
{
// Vérifier si l'arme est un couteau (pour ne pas transformer un pistolet en couteau)
if (!weapon.DesignerName.Contains("knife") && !weapon.DesignerName.Contains("bayonet")) return;
ushort butterflyDefIndex = 515;
// Changement de la sous-classe pour charger le bon modèle d'animation et de mesh
if (weapon.AttributeManager.Item.ItemDefinitionIndex != butterflyDefIndex)
{
weapon.AcceptInput("ChangeSubclass", value: butterflyDefIndex.ToString());
}
weapon.AttributeManager.Item.ItemDefinitionIndex = butterflyDefIndex;
weapon.AttributeManager.Item.EntityQuality = 3; // Qualité "Étoile" / rare, obligatoire pour les couteaux
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;
// Application du skin Fade (38)
weapon.FallbackPaintKit = 38;
weapon.FallbackSeed = 0; // Pattern 0, modifiable pour des variations de Fade
weapon.FallbackWear = 0.01f; // Factory New
var handle = weapon.AttributeManager.Item.NetworkedDynamicAttributes.Handle;
CAttributeListSetOrAddAttributeValueByName.Invoke(handle, "set item texture prefab", 38);
CAttributeListSetOrAddAttributeValueByName.Invoke(handle, "set item texture seed", 0);
CAttributeListSetOrAddAttributeValueByName.Invoke(handle, "set item texture wear", 0.01f);
weapon.AcceptInput("SetBodygroup", value: "body,0");
Utilities.SetStateChanged(weapon, "CBaseEntity", "m_nFallbackPaintKit");
Utilities.SetStateChanged(weapon, "CBaseEntity", "m_nFallbackSeed");
Utilities.SetStateChanged(weapon, "CBaseEntity", "m_flFallbackWear");
}
public void ApplySportGlovesPandorasBox(CCSPlayerController player)
{
var pawn = player.PlayerPawn.Value;
if (pawn == null || !pawn.IsValid) return;
CEconItemView item = pawn.EconGloves;
item.NetworkedDynamicAttributes.Attributes.RemoveAll();
item.AttributeList.Attributes.RemoveAll();
// 5030 = Sport Gloves
item.ItemDefinitionIndex = 5030;
item.ItemID = SpawnedWeaponId;
item.ItemIDLow = (uint)(SpawnedWeaponId & 0xFFFFFFFF);
item.ItemIDHigh = (uint)(SpawnedWeaponId >> 32);
item.AccountID = (uint)player.SteamID;
// 10037 = Pandora's Box, 0.06f = Factory New (min float pour ce skin)
int paintKit = 10037;
float wear = 0.06f;
CAttributeListSetOrAddAttributeValueByName.Invoke(item.NetworkedDynamicAttributes.Handle, "set item texture prefab", paintKit);
CAttributeListSetOrAddAttributeValueByName.Invoke(item.NetworkedDynamicAttributes.Handle, "set item texture seed", 0);
CAttributeListSetOrAddAttributeValueByName.Invoke(item.NetworkedDynamicAttributes.Handle, "set item texture wear", wear);
CAttributeListSetOrAddAttributeValueByName.Invoke(item.AttributeList.Handle, "set item texture prefab", paintKit);
CAttributeListSetOrAddAttributeValueByName.Invoke(item.AttributeList.Handle, "set item texture seed", 0);
CAttributeListSetOrAddAttributeValueByName.Invoke(item.AttributeList.Handle, "set item texture wear", wear);
item.Initialized = true;
// Rafraîchissement visuel pour éviter les superpositions de modèles
player.ExecuteClientCommand("lastinv");
Server.NextFrame(() =>
{
if (pawn.IsValid)
{
pawn.AcceptInput("SetBodygroup", value: "first_or_third_person,0");
plugin.AddTimer(0.2f, () =>
{
if (pawn.IsValid) pawn.AcceptInput("SetBodygroup", value: "first_or_third_person,1");
});
}
});
}
public void ApplyAgentSirBloodyMiamiDarryl(CCSPlayerController player)
{
// L'agent est exclusif à l'équipe Terroriste (TeamNum 2)
if (player.TeamNum != 2) return;
Server.NextFrame(() =>
{
if (player.IsValid && player.PlayerPawn.IsValid && player.PawnIsAlive)
{
var pawn = player.PlayerPawn.Value;
if (pawn != null)
{
// CS2 requiert généralement le préfixe "characters/" au lieu de "agents/" en interne
pawn.SetModel("agents/models/tm_professional/tm_professional_varf.vmdl");
}
}
});
}
}