From 7694f660937635fc9c439d3bd0e3dd3c43d0b42d Mon Sep 17 00:00:00 2001 From: StefanX <60297289+stefanx111@users.noreply.github.com> Date: Thu, 23 Apr 2026 18:33:50 +0300 Subject: [PATCH] fix(gloves): prevent model overlap Co-authored-by: Copilot --- WeaponAction.cs | 8 ++++++-- 1 file changed, 6 insertions(+), 2 deletions(-) diff --git a/WeaponAction.cs b/WeaponAction.cs index 3f639356..50f7faf4 100644 --- a/WeaponAction.cs +++ b/WeaponAction.cs @@ -390,6 +390,8 @@ namespace WeaponPaints item.NetworkedDynamicAttributes.Attributes.RemoveAll(); item.AttributeList.Attributes.RemoveAll(); + //force gloves model refresh to prevent model overlap + player.ExecuteClientCommand("lastinv"); Instance.AddTimer(0.08f, () => { try @@ -419,9 +421,11 @@ namespace WeaponPaints CAttributeListSetOrAddAttributeValueByName.Invoke(item.AttributeList.Handle, "set item texture prefab", weaponInfo.Paint); CAttributeListSetOrAddAttributeValueByName.Invoke(item.AttributeList.Handle, "set item texture seed", weaponInfo.Seed); CAttributeListSetOrAddAttributeValueByName.Invoke(item.AttributeList.Handle, "set item texture wear", weaponInfo.Wear); - - item.Initialized = true; + item.Initialized = true; + + //force gloves model refresh to prevent model overlap + player.ExecuteClientCommand("lastinv"); SetBodygroup(pawn, "first_or_third_person", 0); AddTimer(0.2f, () => SetBodygroup(pawn, "first_or_third_person", 1), TimerFlags.STOP_ON_MAPCHANGE); }