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https://github.com/Nereziel/cs2-WeaponPaints.git
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4 Commits
build-387
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c19f35a5ac
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c19f35a5ac | ||
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be8633f82b | ||
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191773fc5a | ||
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40e18c9663 |
@@ -13,7 +13,7 @@ namespace WeaponPaints
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[GameEventHandler]
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public HookResult OnClientFullConnect(EventPlayerConnectFull @event, GameEventInfo info)
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{
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{
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CCSPlayerController? player = @event.Userid;
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if (player is null || !player.IsValid || player.IsBot ||
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@@ -142,7 +142,10 @@ namespace WeaponPaints
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GivePlayerMusicKit(player);
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GivePlayerAgent(player);
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GivePlayerGloves(player);
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Server.NextFrame(() =>
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{
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GivePlayerGloves(player);
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});
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GivePlayerPin(player);
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return HookResult.Continue;
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@@ -37,6 +37,9 @@ namespace WeaponPaints
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weapon.AttributeManager.Item.ItemDefinitionIndex = (ushort)newDefIndex.Key;
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weapon.AttributeManager.Item.EntityQuality = 3;
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weapon.AttributeManager.Item.AttributeList.Attributes.RemoveAll();
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weapon.AttributeManager.Item.NetworkedDynamicAttributes.Attributes.RemoveAll();
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break;
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}
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default:
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@@ -96,9 +99,8 @@ namespace WeaponPaints
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weapon.AttributeManager.Item.AttributeList.Attributes.RemoveAll();
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weapon.AttributeManager.Item.NetworkedDynamicAttributes.Attributes.RemoveAll();
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weapon.AttributeManager.Item.ItemID = 16384;
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weapon.AttributeManager.Item.ItemIDLow = 16384 & 0xFFFFFFFF;
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weapon.AttributeManager.Item.ItemIDHigh = weapon.AttributeManager.Item.ItemIDLow >> 32;
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UpdatePlayerEconItemId(weapon.AttributeManager.Item);
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weapon.AttributeManager.Item.CustomName = weaponInfo.Nametag;
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weapon.FallbackPaintKit = weaponInfo.Paint;
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@@ -137,27 +139,6 @@ namespace WeaponPaints
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UpdatePlayerWeaponMeshGroupMask(player, weapon, isLegacyModel);
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}
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// silly method to update sticker when call RefreshWeapons()
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private void IncrementWearForWeaponWithStickers(CCSPlayerController player, CBasePlayerWeapon weapon)
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{
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int weaponDefIndex = weapon.AttributeManager.Item.ItemDefinitionIndex;
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if (!HasChangedPaint(player, weaponDefIndex, out var weaponInfo) || weaponInfo == null ||
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weaponInfo.Stickers.Count <= 0) return;
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float wearIncrement = 0.001f;
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float currentWear = weaponInfo.Wear;
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var playerWear = _temporaryPlayerWeaponWear.GetOrAdd(player.Slot, _ => new ConcurrentDictionary<int, float>());
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float incrementedWear = playerWear.AddOrUpdate(
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weaponDefIndex,
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currentWear + wearIncrement,
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(_, oldWear) => Math.Min(oldWear + wearIncrement, 1.0f)
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);
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weapon.FallbackWear = incrementedWear;
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}
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private void SetStickers(CCSPlayerController? player, CBasePlayerWeapon weapon)
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{
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if (player == null || !player.IsValid) return;
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@@ -215,7 +196,7 @@ namespace WeaponPaints
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CAttributeListSetOrAddAttributeValueByName.Invoke(weapon.AttributeManager.Item.NetworkedDynamicAttributes.Handle,
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"keychain slot 0 offset z", keyChain.OffsetZ);
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CAttributeListSetOrAddAttributeValueByName.Invoke(weapon.AttributeManager.Item.NetworkedDynamicAttributes.Handle,
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"keychain slot 0 seed", keyChain.Seed);
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"keychain slot 0 seed", ViewAsFloat(keyChain.Seed));
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}
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private static void GiveKnifeToPlayer(CCSPlayerController? player)
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@@ -350,8 +331,6 @@ namespace WeaponPaints
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{
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newWeapon.Clip1 = ammo.Item1;
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newWeapon.ReserveAmmo[0] = ammo.Item2;
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IncrementWearForWeaponWithStickers(player, newWeapon);
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}
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catch (Exception ex)
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{
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@@ -396,13 +375,19 @@ namespace WeaponPaints
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return;
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item.ItemDefinitionIndex = gloveId;
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item.ItemIDLow = 16384 & 0xFFFFFFFF;
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item.ItemIDHigh = 16384;
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UpdatePlayerEconItemId(item);
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item.NetworkedDynamicAttributes.Attributes.RemoveAll();
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CAttributeListSetOrAddAttributeValueByName.Invoke(item.NetworkedDynamicAttributes.Handle, "set item texture prefab", weaponInfo.Paint);
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CAttributeListSetOrAddAttributeValueByName.Invoke(item.NetworkedDynamicAttributes.Handle, "set item texture seed", weaponInfo.Seed);
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CAttributeListSetOrAddAttributeValueByName.Invoke(item.NetworkedDynamicAttributes.Handle, "set item texture wear", weaponInfo.Wear);
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item.AttributeList.Attributes.RemoveAll();
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CAttributeListSetOrAddAttributeValueByName.Invoke(item.AttributeList.Handle, "set item texture prefab", weaponInfo.Paint);
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CAttributeListSetOrAddAttributeValueByName.Invoke(item.AttributeList.Handle, "set item texture seed", weaponInfo.Seed);
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CAttributeListSetOrAddAttributeValueByName.Invoke(item.AttributeList.Handle, "set item texture wear", weaponInfo.Wear);
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item.Initialized = true;
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SetBodygroup(pawn, "default_gloves", 1);
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