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7 Commits

Author SHA1 Message Date
Dawid Bepierszcz
a1fa8f37c7 Merge pull request #345 from daffyyyy/main
Website fix
2024-10-24 21:06:49 +02:00
Dawid Bepierszcz
475e91e779 Merge branch 'main' of https://github.com/daffyyyy/cs2-WeaponPaints 2024-10-24 21:00:59 +02:00
Dawid Bepierszcz
a136f5472e Website fix
- Website fix (still missing new features)
2024-10-24 21:00:44 +02:00
Dawid Bepierszcz
b5d7f12024 Merge pull request #344 from daffyyyy/main
3.2b
2024-10-24 18:04:32 +02:00
Dawid Bepierszcz
9ec64e346f Merge branch 'Nereziel:main' into main 2024-10-24 18:02:40 +02:00
Dawid Bepierszcz
b4dc20523c Merge branch 'main' of https://github.com/daffyyyy/cs2-WeaponPaints 2024-10-24 18:02:28 +02:00
Dawid Bepierszcz
8891ce815e 3.2b
- Schema for stickers when using custom coords
- Fixed some not found team key
2024-10-24 18:02:25 +02:00
1741 changed files with 59 additions and 52 deletions

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@@ -1 +1 @@
3.1a 3.1b

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@@ -20,8 +20,10 @@ namespace WeaponPaints
bool isKnife = weapon.DesignerName.Contains("knife") || weapon.DesignerName.Contains("bayonet"); bool isKnife = weapon.DesignerName.Contains("knife") || weapon.DesignerName.Contains("bayonet");
if (isKnife && !GPlayersKnife.ContainsKey(player.Slot) || if (isKnife && (!GPlayersKnife.ContainsKey(player.Slot) ||
isKnife && GPlayersKnife[player.Slot][player.Team] == "weapon_knife") return; !GPlayersKnife[player.Slot].ContainsKey(player.Team) ||
GPlayersKnife[player.Slot][player.Team] == "weapon_knife"))
return;
if (isKnife) if (isKnife)
{ {
@@ -52,7 +54,9 @@ namespace WeaponPaints
bool isLegacyModel; bool isLegacyModel;
if (_config.Additional.GiveRandomSkin && if (_config.Additional.GiveRandomSkin &&
!GPlayerWeaponsInfo[player.Slot][player.Team].ContainsKey(weaponDefIndex)) GPlayerWeaponsInfo.ContainsKey(player.Slot) &&
(!GPlayerWeaponsInfo[player.Slot].ContainsKey(player.Team) ||
!GPlayerWeaponsInfo[player.Slot][player.Team].ContainsKey(weaponDefIndex)))
{ {
// Random skins // Random skins
weapon.FallbackPaintKit = GetRandomPaint(weaponDefIndex); weapon.FallbackPaintKit = GetRandomPaint(weaponDefIndex);
@@ -103,14 +107,7 @@ namespace WeaponPaints
weapon.AttributeManager.Item.CustomName = weaponInfo.Nametag; weapon.AttributeManager.Item.CustomName = weaponInfo.Nametag;
weapon.FallbackPaintKit = weaponInfo.Paint; weapon.FallbackPaintKit = weaponInfo.Paint;
if (weaponInfo is { Paint: 38, Seed: 0 }) weapon.FallbackSeed = weaponInfo is { Paint: 38, Seed: 0 } ? _fadeSeed++ : weaponInfo.Seed;
{
weapon.FallbackSeed = _fadeSeed++;
}
else
{
weapon.FallbackSeed = weaponInfo.Seed;
}
weapon.FallbackWear = weaponInfo.Wear; weapon.FallbackWear = weaponInfo.Wear;
CAttributeListSetOrAddAttributeValueByName.Invoke(weapon.AttributeManager.Item.NetworkedDynamicAttributes.Handle, "set item texture prefab", weapon.FallbackPaintKit); CAttributeListSetOrAddAttributeValueByName.Invoke(weapon.AttributeManager.Item.NetworkedDynamicAttributes.Handle, "set item texture prefab", weapon.FallbackPaintKit);
@@ -186,15 +183,13 @@ namespace WeaponPaints
CAttributeListSetOrAddAttributeValueByName.Invoke(weapon.AttributeManager.Item.NetworkedDynamicAttributes.Handle, CAttributeListSetOrAddAttributeValueByName.Invoke(weapon.AttributeManager.Item.NetworkedDynamicAttributes.Handle,
$"sticker slot {stickerSlot} id", ViewAsFloat(sticker.Id)); $"sticker slot {stickerSlot} id", ViewAsFloat(sticker.Id));
// CAttributeListSetOrAddAttributeValueByName.Invoke(weapon.AttributeManager.Item.NetworkedDynamicAttributes.Handle, if (sticker.OffsetX != 0 || sticker.OffsetY != 0)
// $"sticker slot {stickerSlot} schema", stickerSlot); CAttributeListSetOrAddAttributeValueByName.Invoke(weapon.AttributeManager.Item.NetworkedDynamicAttributes.Handle,
// if (stickerSlot == 5) $"sticker slot {stickerSlot} schema", 0);
// {
CAttributeListSetOrAddAttributeValueByName.Invoke(weapon.AttributeManager.Item.NetworkedDynamicAttributes.Handle, CAttributeListSetOrAddAttributeValueByName.Invoke(weapon.AttributeManager.Item.NetworkedDynamicAttributes.Handle,
$"sticker slot {stickerSlot} offset x", sticker.OffsetX); $"sticker slot {stickerSlot} offset x", sticker.OffsetX);
CAttributeListSetOrAddAttributeValueByName.Invoke(weapon.AttributeManager.Item.NetworkedDynamicAttributes.Handle, CAttributeListSetOrAddAttributeValueByName.Invoke(weapon.AttributeManager.Item.NetworkedDynamicAttributes.Handle,
$"sticker slot {stickerSlot} offset y", sticker.OffsetY); $"sticker slot {stickerSlot} offset y", sticker.OffsetY);
// }
CAttributeListSetOrAddAttributeValueByName.Invoke(weapon.AttributeManager.Item.NetworkedDynamicAttributes.Handle, CAttributeListSetOrAddAttributeValueByName.Invoke(weapon.AttributeManager.Item.NetworkedDynamicAttributes.Handle,
$"sticker slot {stickerSlot} wear", sticker.Wear); $"sticker slot {stickerSlot} wear", sticker.Wear);
CAttributeListSetOrAddAttributeValueByName.Invoke(weapon.AttributeManager.Item.NetworkedDynamicAttributes.Handle, CAttributeListSetOrAddAttributeValueByName.Invoke(weapon.AttributeManager.Item.NetworkedDynamicAttributes.Handle,
@@ -217,8 +212,11 @@ namespace WeaponPaints
int weaponDefIndex = weapon.AttributeManager.Item.ItemDefinitionIndex; int weaponDefIndex = weapon.AttributeManager.Item.ItemDefinitionIndex;
if (!GPlayerWeaponsInfo.TryGetValue(player.Slot, out var playerWeaponsInfo) || if (!GPlayerWeaponsInfo.TryGetValue(player.Slot, out var playerWeaponsInfo) ||
!playerWeaponsInfo[player.Team].TryGetValue(weaponDefIndex, out var value) || !playerWeaponsInfo.TryGetValue(player.Team, out var teamWeaponsInfo) ||
value.KeyChain == null) return; !teamWeaponsInfo.TryGetValue(weaponDefIndex, out var value) ||
value.KeyChain == null)
return;
var keyChain = value.KeyChain; var keyChain = value.KeyChain;
CAttributeListSetOrAddAttributeValueByName.Invoke(weapon.AttributeManager.Item.NetworkedDynamicAttributes.Handle, CAttributeListSetOrAddAttributeValueByName.Invoke(weapon.AttributeManager.Item.NetworkedDynamicAttributes.Handle,
@@ -406,9 +404,12 @@ namespace WeaponPaints
return; return;
if (!GPlayersGlove.TryGetValue(player.Slot, out var gloveInfo) || if (!GPlayersGlove.TryGetValue(player.Slot, out var gloveInfo) ||
!gloveInfo.TryGetValue(player.Team, out var gloveId) || gloveId == 0) return; !gloveInfo.TryGetValue(player.Team, out var gloveId) ||
gloveId == 0 ||
WeaponInfo weaponInfo = GPlayerWeaponsInfo[player.Slot][player.Team][gloveId]; !GPlayerWeaponsInfo.TryGetValue(player.Slot, out var playerWeaponsInfo) ||
!playerWeaponsInfo.TryGetValue(player.Team, out var teamWeaponsInfo) ||
!teamWeaponsInfo.TryGetValue(gloveId, out var weaponInfo))
return;
item.ItemDefinitionIndex = gloveId; item.ItemDefinitionIndex = gloveId;
item.ItemIDLow = 16384 & 0xFFFFFFFF; item.ItemIDLow = 16384 & 0xFFFFFFFF;

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@@ -17,7 +17,7 @@ public partial class WeaponPaints : BasePlugin, IPluginConfig<WeaponPaintsConfig
public override string ModuleAuthor => "Nereziel & daffyy"; public override string ModuleAuthor => "Nereziel & daffyy";
public override string ModuleDescription => "Skin, gloves, agents and knife selector, standalone and web-based"; public override string ModuleDescription => "Skin, gloves, agents and knife selector, standalone and web-based";
public override string ModuleName => "WeaponPaints"; public override string ModuleName => "WeaponPaints";
public override string ModuleVersion => "3.1a"; public override string ModuleVersion => "3.1b";
public override void Load(bool hotReload) public override void Load(bool hotReload)
{ {

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@@ -49,7 +49,7 @@ internal class WeaponSynchronization
if (!_config.Additional.KnifeEnabled || string.IsNullOrEmpty(player?.SteamId)) if (!_config.Additional.KnifeEnabled || string.IsNullOrEmpty(player?.SteamId))
return; return;
const string query = "SELECT `knife`, `weapon_team` FROM `wp_player_knife` WHERE `steamid` = @steamid"; const string query = "SELECT `knife`, `weapon_team` FROM `wp_player_knife` WHERE `steamid` = @steamid ORDER BY `weapon_team` ASC";
var rows = connection.Query<dynamic>(query, new { steamid = player.SteamId }); // Retrieve all records for the player var rows = connection.Query<dynamic>(query, new { steamid = player.SteamId }); // Retrieve all records for the player
foreach (var row in rows) foreach (var row in rows)
@@ -60,9 +60,9 @@ internal class WeaponSynchronization
// Determine the weapon team based on the query result // Determine the weapon team based on the query result
CsTeam weaponTeam = (int)row.weapon_team switch CsTeam weaponTeam = (int)row.weapon_team switch
{ {
0 => CsTeam.None,
2 => CsTeam.Terrorist, 2 => CsTeam.Terrorist,
_ => CsTeam.CounterTerrorist 3 => CsTeam.CounterTerrorist,
_ => CsTeam.None,
}; };
// Get or create entries for the players slot // Get or create entries for the players slot
@@ -94,7 +94,7 @@ internal class WeaponSynchronization
if (!_config.Additional.GloveEnabled || string.IsNullOrEmpty(player?.SteamId)) if (!_config.Additional.GloveEnabled || string.IsNullOrEmpty(player?.SteamId))
return; return;
const string query = "SELECT `weapon_defindex`, `weapon_team` FROM `wp_player_gloves` WHERE `steamid` = @steamid"; const string query = "SELECT `weapon_defindex`, `weapon_team` FROM `wp_player_gloves` WHERE `steamid` = @steamid ORDER BY `weapon_team` ASC";
var rows = connection.Query<dynamic>(query, new { steamid = player.SteamId }); // Retrieve all records for the player var rows = connection.Query<dynamic>(query, new { steamid = player.SteamId }); // Retrieve all records for the player
foreach (var row in rows) foreach (var row in rows)
@@ -105,9 +105,9 @@ internal class WeaponSynchronization
var playerGloves = WeaponPaints.GPlayersGlove.GetOrAdd(player.Slot, _ => new ConcurrentDictionary<CsTeam, ushort>()); var playerGloves = WeaponPaints.GPlayersGlove.GetOrAdd(player.Slot, _ => new ConcurrentDictionary<CsTeam, ushort>());
CsTeam weaponTeam = (int)row.weapon_team switch CsTeam weaponTeam = (int)row.weapon_team switch
{ {
0 => CsTeam.None,
2 => CsTeam.Terrorist, 2 => CsTeam.Terrorist,
_ => CsTeam.CounterTerrorist 3 => CsTeam.CounterTerrorist,
_ => CsTeam.None,
}; };
// Get or create entries for the players slot // Get or create entries for the players slot
@@ -171,28 +171,27 @@ internal class WeaponSynchronization
// var weaponInfos = new ConcurrentDictionary<int, WeaponInfo>(); // var weaponInfos = new ConcurrentDictionary<int, WeaponInfo>();
const string query = "SELECT * FROM `wp_player_skins` WHERE `steamid` = @steamid"; const string query = "SELECT * FROM `wp_player_skins` WHERE `steamid` = @steamid ORDER BY `weapon_team` ASC";
var playerSkins = connection.Query<dynamic>(query, new { steamid = player.SteamId }); var playerSkins = connection.Query<dynamic>(query, new { steamid = player.SteamId });
foreach (var row in playerSkins) foreach (var row in playerSkins)
{ {
int weaponDefIndex = row?.weapon_defindex ?? 0; int weaponDefIndex = row.weapon_defindex ?? 0;
int weaponPaintId = row?.weapon_paint_id ?? 0; int weaponPaintId = row.weapon_paint_id ?? 0;
float weaponWear = row?.weapon_wear ?? 0f; float weaponWear = row.weapon_wear ?? 0f;
int weaponSeed = row?.weapon_seed ?? 0; int weaponSeed = row.weapon_seed ?? 0;
string weaponNameTag = row?.weapon_nametag ?? ""; string weaponNameTag = row.weapon_nametag ?? "";
bool weaponStatTrak = row?.weapon_stattrak ?? false; bool weaponStatTrak = row.weapon_stattrak ?? false;
int weaponStatTrakCount = row?.weapon_stattrak_count ?? 0; int weaponStatTrakCount = row.weapon_stattrak_count ?? 0;
CsTeam weaponTeam = row?.weapon_team switch CsTeam weaponTeam = row.weapon_team switch
{ {
null => CsTeam.None,
0 => CsTeam.None,
2 => CsTeam.Terrorist, 2 => CsTeam.Terrorist,
_ => CsTeam.CounterTerrorist 3 => CsTeam.CounterTerrorist,
_ => CsTeam.None,
}; };
string[]? keyChainParts = row?.weapon_keychain?.ToString().Split(';'); string[]? keyChainParts = row.weapon_keychain?.ToString().Split(';');
KeyChainInfo keyChainInfo = new KeyChainInfo(); KeyChainInfo keyChainInfo = new KeyChainInfo();
@@ -302,7 +301,7 @@ internal class WeaponSynchronization
if (!_config.Additional.MusicEnabled || string.IsNullOrEmpty(player?.SteamId)) if (!_config.Additional.MusicEnabled || string.IsNullOrEmpty(player?.SteamId))
return; return;
const string query = "SELECT `music_id`, `weapon_team` FROM `wp_player_music` WHERE `steamid` = @steamid"; const string query = "SELECT `music_id`, `weapon_team` FROM `wp_player_music` WHERE `steamid` = @steamid ORDER BY `weapon_team` ASC";
var rows = connection.Query<dynamic>(query, new { steamid = player.SteamId }); // Retrieve all records for the player var rows = connection.Query<dynamic>(query, new { steamid = player.SteamId }); // Retrieve all records for the player
foreach (var row in rows) foreach (var row in rows)
@@ -313,9 +312,9 @@ internal class WeaponSynchronization
// Determine the weapon team based on the query result // Determine the weapon team based on the query result
CsTeam weaponTeam = (int)row.weapon_team switch CsTeam weaponTeam = (int)row.weapon_team switch
{ {
0 => CsTeam.None,
2 => CsTeam.Terrorist, 2 => CsTeam.Terrorist,
_ => CsTeam.CounterTerrorist 3 => CsTeam.CounterTerrorist,
_ => CsTeam.None,
}; };
// Get or create entries for the players slot // Get or create entries for the players slot
@@ -347,7 +346,7 @@ internal class WeaponSynchronization
if (string.IsNullOrEmpty(player?.SteamId)) if (string.IsNullOrEmpty(player?.SteamId))
return; return;
const string query = "SELECT `id`, `weapon_team` FROM `wp_player_pins` WHERE `steamid` = @steamid"; const string query = "SELECT `id`, `weapon_team` FROM `wp_player_pins` WHERE `steamid` = @steamid ORDER BY `weapon_team` ASC";
var rows = connection.Query<dynamic>(query, new { steamid = player.SteamId }); // Retrieve all records for the player var rows = connection.Query<dynamic>(query, new { steamid = player.SteamId }); // Retrieve all records for the player
foreach (var row in rows) foreach (var row in rows)
@@ -358,9 +357,9 @@ internal class WeaponSynchronization
// Determine the weapon team based on the query result // Determine the weapon team based on the query result
CsTeam weaponTeam = (int)row.weapon_team switch CsTeam weaponTeam = (int)row.weapon_team switch
{ {
0 => CsTeam.None,
2 => CsTeam.Terrorist, 2 => CsTeam.Terrorist,
_ => CsTeam.CounterTerrorist 3 => CsTeam.CounterTerrorist,
_ => CsTeam.None,
}; };
// Get or create entries for the players slot // Get or create entries for the players slot

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