mirror of
https://github.com/Nereziel/cs2-WeaponPaints.git
synced 2026-03-12 09:09:49 +00:00
bodygroup and subclass change method to use AcceptInput
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@@ -93,10 +93,11 @@ public partial class WeaponPaints
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private static readonly MemoryFunctionVoid<nint, string, float> CAttributeListSetOrAddAttributeValueByName = new(GameData.GetSignature("CAttributeList_SetOrAddAttributeValueByName"));
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private static readonly MemoryFunctionVoid<nint, string, float> CAttributeListSetOrAddAttributeValueByName = new(GameData.GetSignature("CAttributeList_SetOrAddAttributeValueByName"));
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private static readonly MemoryFunctionWithReturn<nint, string, int, int> SetBodygroupFunc = new(
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//we dont need anymore because we use AcceptInput
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GameData.GetSignature("CBaseModelEntity_SetBodygroup"));
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//private static readonly MemoryFunctionWithReturn<nint, string, int, int> SetBodygroupFunc = new(
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// GameData.GetSignature("CBaseModelEntity_SetBodygroup"));
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private static readonly Func<nint, string, int, int> SetBodygroup = SetBodygroupFunc.Invoke;
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//private static readonly Func<nint, string, int, int> SetBodygroup = SetBodygroupFunc.Invoke;
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private static Dictionary<int, string> WeaponDefindex { get; } = new()
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private static Dictionary<int, string> WeaponDefindex { get; } = new()
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{
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{
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@@ -405,7 +405,7 @@ namespace WeaponPaints
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item.Initialized = true;
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item.Initialized = true;
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SetBodygroup(pawn.Handle, "default_gloves", 1);
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SetBodygroup(pawn, "default_gloves", 1);
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}
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}
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catch (Exception) { }
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catch (Exception) { }
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}, TimerFlags.STOP_ON_MAPCHANGE);
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}, TimerFlags.STOP_ON_MAPCHANGE);
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@@ -429,13 +429,15 @@ namespace WeaponPaints
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return int.TryParse(randomWeapon["paint"]?.ToString(), out var paintValue) ? paintValue : 0;
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return int.TryParse(randomWeapon["paint"]?.ToString(), out var paintValue) ? paintValue : 0;
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}
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}
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private static void SubclassChange(CBasePlayerWeapon weapon, ushort itemD)
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//xstage idea on css discord
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public static void SubclassChange(CBasePlayerWeapon weapon, ushort itemD)
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{
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{
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var subclassChangeFunc = VirtualFunction.Create<nint, string, int>(
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weapon.AcceptInput("ChangeSubclass", value: itemD.ToString());
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GameData.GetSignature("ChangeSubclass")
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}
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);
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subclassChangeFunc(weapon.Handle, itemD.ToString());
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public static void SetBodygroup(CCSPlayerPawn pawn, string group, int value)
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{
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pawn.AcceptInput("SetBodygroup", value:$"{group},{value}");
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}
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}
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private static void UpdateWeaponMeshGroupMask(CBaseEntity weapon, bool isLegacy = false)
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private static void UpdateWeaponMeshGroupMask(CBaseEntity weapon, bool isLegacy = false)
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