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Nov 16th, 2019
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  1. void GetModelIndexPlayer(char* modelname, char* texture, int* array, int index)
  2. {
  3. if (!array[index])
  4. {
  5. char filename[256];
  6. sprintf(filename, "models/player/%s/%s.mdl", modelname, modelname);
  7.  
  8. model_t* pModel = g_Engine.CL_LoadModel(filename, NULL);
  9. if (pModel)
  10. {
  11. studiohdr_t* pStudioHeader = (studiohdr_t*)g_Studio.Mod_Extradata(pModel);
  12. mstudiotexture_t* ptexture = (mstudiotexture_t*)((byte*)pStudioHeader + pStudioHeader->textureindex);
  13.  
  14. for (int i = 0; i < pStudioHeader->numtextures; i++)
  15. {
  16. if (strstr(ptexture[i].name, texture) && strstr(pModel->name, modelname))
  17. array[index] = ptexture[i].index;
  18. }
  19. }
  20. }
  21. }
  22.  
  23. char* Terror[] =
  24. {
  25. "arctic", "guerilla", "leet", "terror",
  26. };
  27.  
  28. char* CounterTerror[] =
  29. {
  30. "gign", "gsg9", "sas", "urban",
  31. };
  32.  
  33. char* PlayerModels[] =
  34. {
  35. "arctic", "gign", "gsg9", "guerilla", "leet", "sas", "terror", "urban",
  36. };
  37.  
  38. char* PlayerSkin[] =
  39. {
  40. "ARTIC_Working1", "GIGN_DMBASE2", "GSG9_Working1", "GUERILLA_DMBASE", "Arab_dmbase1", "SAS_DMBASE1", "Terrorist_Working1", "SEAL_Working1",
  41. };
  42.  
  43. void SetRemapColors(struct cl_entity_s* ent)
  44. {
  45. if (ent && ent->player)
  46. {
  47. for (int i = 0; i < 8; i++)
  48. GetModelIndexPlayer(PlayerModels[i], PlayerSkin[i], TexPlayerIndex, i);
  49. for (int i = 0; i < 4; i++)
  50. GetModelIndexPlayer(Terror[i], "Backpack1", TexBackpack1Index, i);
  51. for (int i = 0; i < 4; i++)
  52. GetModelIndexPlayer(CounterTerror[i], "Backpack2", TexBackpack2Index, i);
  53.  
  54. }
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