we don't need IncrementWearForWeaponWithStickers anymore

This commit is contained in:
stefanx111
2025-08-06 16:16:23 +03:00
parent b026ce1e7d
commit 40e18c9663

View File

@@ -137,27 +137,6 @@ namespace WeaponPaints
UpdatePlayerWeaponMeshGroupMask(player, weapon, isLegacyModel);
}
// silly method to update sticker when call RefreshWeapons()
private void IncrementWearForWeaponWithStickers(CCSPlayerController player, CBasePlayerWeapon weapon)
{
int weaponDefIndex = weapon.AttributeManager.Item.ItemDefinitionIndex;
if (!HasChangedPaint(player, weaponDefIndex, out var weaponInfo) || weaponInfo == null ||
weaponInfo.Stickers.Count <= 0) return;
float wearIncrement = 0.001f;
float currentWear = weaponInfo.Wear;
var playerWear = _temporaryPlayerWeaponWear.GetOrAdd(player.Slot, _ => new ConcurrentDictionary<int, float>());
float incrementedWear = playerWear.AddOrUpdate(
weaponDefIndex,
currentWear + wearIncrement,
(_, oldWear) => Math.Min(oldWear + wearIncrement, 1.0f)
);
weapon.FallbackWear = incrementedWear;
}
private void SetStickers(CCSPlayerController? player, CBasePlayerWeapon weapon)
{
if (player == null || !player.IsValid) return;
@@ -350,8 +329,6 @@ namespace WeaponPaints
{
newWeapon.Clip1 = ammo.Item1;
newWeapon.ReserveAmmo[0] = ammo.Item2;
IncrementWearForWeaponWithStickers(player, newWeapon);
}
catch (Exception ex)
{