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Nov 25th, 2017
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  1. #pragma once
  2.  
  3. #include "HookIncludes.h"
  4. #define RandomInt(nMin, nMax) (rand() % (nMax - nMin + 1) + nMin);
  5. std::unordered_map<char*, char*> killIcons = {};
  6. #define INVALID_EHANDLE_INDEX 0xFFFFFFFF
  7. HANDLE worldmodel_handle;
  8. CBaseCombatWeapon* worldmodel;
  9.  
  10. void SkinChanger()
  11. {
  12.  
  13. IClientEntity *pLocal = Interfaces::EntList->GetClientEntity(Interfaces::Engine->GetLocalPlayer());
  14. int iBayonet = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_bayonet.mdl");
  15. int iButterfly = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_butterfly.mdl");
  16. int iFlip = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_flip.mdl");
  17. int iGut = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_gut.mdl");
  18. int iKarambit = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_karam.mdl");
  19. int iM9Bayonet = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_m9_bay.mdl");
  20. int iHuntsman = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_tactical.mdl");
  21. int iFalchion = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_falchion_advanced.mdl");
  22. int iDagger = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_push.mdl");
  23. int iBowie = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_survival_bowie.mdl");
  24.  
  25. int iGunGame = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_gg.mdl");
  26.  
  27. IClientEntity *pLocal = Interfaces::EntList->GetClientEntity(Interfaces::Engine->GetLocalPlayer());
  28. auto weapons = pLocal->m_hMyWeapons();
  29. for (size_t i = 0; weapons[i] != INVALID_EHANDLE_INDEX; i++)
  30. {
  31. IClientEntity *pEntity = Interfaces::EntList->GetClientEntityFromHandle(weapons[i]);
  32. if (pEntity)
  33. {
  34. CBaseCombatWeapon* pWeapon = (CBaseCombatWeapon*)pEntity;
  35. if (Menu::Window.SkinchangerTab.SkinEnable.GetState())
  36. {
  37. int Model = g_Options.Skinchanger.Knife;
  38. int weapon = *pWeapon->m_AttributeManager()->m_Item()->ItemDefinitionIndex();
  39. switch (weapon)
  40. {
  41. case 7: // AK47
  42. {
  43. switch (Menu::Window.SkinchangerTab.AK47Skin.GetIndex())
  44. {
  45. case 0:
  46. break;
  47. case 1:
  48. *pWeapon->FallbackPaintKit() = 675;//Fuel Injector
  49. break;
  50. case 2:
  51. *pWeapon->FallbackPaintKit() = 639;//Bloodsport
  52. break;
  53. case 3:
  54. *pWeapon->FallbackPaintKit() = 600;//vulcan
  55. break;
  56. case 4:
  57. *pWeapon->FallbackPaintKit() = 524;//case hardened
  58. break;
  59. case 5:
  60. *pWeapon->FallbackPaintKit() = 474;//Hydroponic
  61. break;
  62. case 6:
  63. *pWeapon->FallbackPaintKit() = 380;//Aquamarine Revenge
  64. break;
  65. case 7:
  66. *pWeapon->FallbackPaintKit() = 302;//Frontside Misty
  67. break;
  68. case 8:
  69. *pWeapon->FallbackPaintKit() = 316;//Point Disarray
  70. break;
  71. case 9:
  72. *pWeapon->FallbackPaintKit() = 180;//Neon Revolution
  73. break;
  74. case 10:
  75. *pWeapon->FallbackPaintKit() = 506;//red laminate
  76. break;
  77. case 11:
  78. *pWeapon->FallbackPaintKit() = 490;//redline
  79. break;
  80. case 12:
  81. *pWeapon->FallbackPaintKit() = 394;//jaguar
  82. break;
  83. case 13:
  84. *pWeapon->FallbackPaintKit() = 44;//jetset
  85. break;
  86. case 14:
  87. *pWeapon->FallbackPaintKit() = 456;//wasteland rebel
  88. break;
  89. case 15:
  90. *pWeapon->FallbackPaintKit() = 656;//The Empress
  91. break;
  92. case 16:
  93. *pWeapon->FallbackPaintKit() = 14;//The Empress
  94. break;
  95. case 17:
  96. *pWeapon->FallbackPaintKit() = 226;//The Empress
  97. break;
  98. case 18:
  99. *pWeapon->FallbackPaintKit() = 172;//The Empress
  100. break;
  101. case 19:
  102. *pWeapon->FallbackPaintKit() = 282;//The Empress
  103. break;
  104. default:
  105. break;
  106. }
  107. }
  108. break;
  109. case 16: // M4A4
  110. {
  111. switch (Menu::Window.SkinchangerTab.M4A4Skin.GetIndex())
  112. {
  113. case 0:
  114. break;
  115. case 1:
  116. *pWeapon->FallbackPaintKit() = 309;//Howl
  117. break;
  118. case 2:
  119. *pWeapon->FallbackPaintKit() = 632;//Dragon King
  120. break;
  121. case 3:
  122. *pWeapon->FallbackPaintKit() = 533;//Poseidon
  123. break;
  124. case 4:
  125. *pWeapon->FallbackPaintKit() = 512;//Daybreak
  126. break;
  127. case 5:
  128. *pWeapon->FallbackPaintKit() = 155;//Royal Paladin
  129. break;
  130. case 6:
  131. *pWeapon->FallbackPaintKit() = 255;//BattleStar
  132. break;
  133. case 7:
  134. *pWeapon->FallbackPaintKit() = 215;//Desolate Space
  135. break;
  136. case 8:
  137. *pWeapon->FallbackPaintKit() = 664;//Buzz Kill
  138. break;
  139. case 9:
  140. *pWeapon->FallbackPaintKit() = 588;//Buzz Kill
  141. break;
  142. case 10:
  143. *pWeapon->FallbackPaintKit() = 400;//Buzz Kill
  144. break;
  145. case 11:
  146. *pWeapon->FallbackPaintKit() = 449;//Buzz Kill
  147. break;
  148. case 12:
  149. *pWeapon->FallbackPaintKit() = 471;//Buzz Kill
  150. break;
  151. case 13:
  152. *pWeapon->FallbackPaintKit() = 167;//Buzz Kill
  153. break;
  154. case 14:
  155. *pWeapon->FallbackPaintKit() = 176;//Buzz Kill
  156. break;
  157. default:
  158. break;
  159. }
  160. }
  161. break;
  162. case 2: // dual
  163. {
  164. *pWeapon->FallbackPaintKit() = 276;
  165. }
  166. break;
  167. case 60: // M4A1
  168. {
  169. switch (Menu::Window.SkinchangerTab.M41SSkin.GetIndex())
  170. {
  171. case 0:
  172. break;
  173. case 1:
  174. *pWeapon->FallbackPaintKit() = 587;//Knight
  175. break;
  176. case 2:
  177. *pWeapon->FallbackPaintKit() = 548;//Chantico's Fire
  178. break;
  179. case 3:
  180. *pWeapon->FallbackPaintKit() = 497;//Golden Coi
  181. break;
  182. case 4:
  183. *pWeapon->FallbackPaintKit() = 430;//Hyper Beast
  184. break;
  185. case 5:
  186. *pWeapon->FallbackPaintKit() = 360;//Master Piece
  187. break;
  188. case 6:
  189. *pWeapon->FallbackPaintKit() = 681;//Hot Rod
  190. break;
  191. case 7:
  192. *pWeapon->FallbackPaintKit() = 644;//Mecha Industries
  193. break;
  194. case 8:
  195. *pWeapon->FallbackPaintKit() = 257;//Cyrex
  196. break;
  197. case 9:
  198. *pWeapon->FallbackPaintKit() = 33;//Icarus Fell
  199. break;
  200. case 10:
  201. *pWeapon->FallbackPaintKit() = 326;//Flashback
  202. break;
  203. case 11:
  204. *pWeapon->FallbackPaintKit() = 321;//Flashback
  205. break;
  206. case 12:
  207. *pWeapon->FallbackPaintKit() = 631;//Flashback
  208. break;
  209. case 13:
  210. *pWeapon->FallbackPaintKit() = 189;//Flashback
  211. break;
  212. case 14:
  213. *pWeapon->FallbackPaintKit() = 440;//Flashback
  214. break;
  215. case 15:
  216. *pWeapon->FallbackPaintKit() = 254;//Flashback
  217. break;
  218. case 16:
  219. *pWeapon->FallbackPaintKit() = 615;//Flashback
  220. break;
  221. default:
  222. break;
  223. }
  224. }
  225. break;
  226. case 9: // AWP
  227. {
  228. switch (Menu::Window.SkinchangerTab.AWPSkin.GetIndex())
  229. {
  230. case 0:
  231. break;
  232. case 1:
  233. *pWeapon->FallbackPaintKit() = 662;//dlore
  234. break;
  235. case 2:
  236. *pWeapon->FallbackPaintKit() = 475;//Fever Dream
  237. break;
  238. case 3:
  239. *pWeapon->FallbackPaintKit() = 279;//medusa
  240. break;
  241. case 4:
  242. *pWeapon->FallbackPaintKit() = 51;//hyperbeast
  243. break;
  244. case 5:
  245. *pWeapon->FallbackPaintKit() = 446;//boom
  246. break;
  247. case 6:
  248. *pWeapon->FallbackPaintKit() = 344;//lightning strike
  249. break;
  250. case 7:
  251. *pWeapon->FallbackPaintKit() = 640;//pink ddpat
  252. break;
  253. case 8:
  254. *pWeapon->FallbackPaintKit() = 259;//corticera
  255. break;
  256. case 9:
  257. *pWeapon->FallbackPaintKit() = 227;//redline
  258. break;
  259. case 10:
  260. *pWeapon->FallbackPaintKit() = 212;//manowar
  261. break;
  262. case 11:
  263. *pWeapon->FallbackPaintKit() = 174;//graphite
  264. break;
  265. case 12:
  266. *pWeapon->FallbackPaintKit() = 451;//electric hive
  267. break;
  268. case 13:
  269. *pWeapon->FallbackPaintKit() = 84;//electric hive
  270. break;
  271. case 14:
  272. *pWeapon->FallbackPaintKit() = 102;//electric hive
  273. break;
  274. default:
  275. break;
  276. }
  277. }
  278. break;
  279. case 61: // USP
  280. {
  281. switch (Menu::Window.SkinchangerTab.USPSSkin.GetIndex())
  282. {
  283. case 0:
  284. break;
  285. case 1:
  286. *pWeapon->FallbackPaintKit() = 653;//Neo-Noir
  287. break;
  288. case 2:
  289. *pWeapon->FallbackPaintKit() = 504;//Cyrex
  290. break;
  291. case 3:
  292. *pWeapon->FallbackPaintKit() = 313;//Orion
  293. break;
  294. case 4:
  295. *pWeapon->FallbackPaintKit() = 637;//Kill Confirmed
  296. break;
  297. case 5:
  298. *pWeapon->FallbackPaintKit() = 290;//Overgrowth
  299. break;
  300. case 6:
  301. *pWeapon->FallbackPaintKit() = 183;//Caiman
  302. break;
  303. default:
  304. break;
  305. }
  306. }
  307. break;
  308. case 4: // Glock
  309. {
  310. switch (Menu::Window.SkinchangerTab.GLOCKSkin.GetIndex())
  311. {
  312. case 0:
  313. break;
  314. case 1:
  315. *pWeapon->FallbackPaintKit() = 586;
  316. break;
  317. case 2:
  318. *pWeapon->FallbackPaintKit() = 353;
  319. break;
  320. case 3:
  321. *pWeapon->FallbackPaintKit() = 437;
  322. break;
  323. case 4:
  324. *pWeapon->FallbackPaintKit() = 532;
  325. break;
  326. case 5:
  327. *pWeapon->FallbackPaintKit() = 230;
  328. break;
  329. case 6:
  330. *pWeapon->FallbackPaintKit() = 48;
  331. break;
  332. case 7:
  333. *pWeapon->FallbackPaintKit() = 38;
  334. break;
  335. case 8:
  336. *pWeapon->FallbackPaintKit() = 159;
  337. break;
  338. case 9:
  339. *pWeapon->FallbackPaintKit() = 680;
  340. break;
  341. case 10:
  342. *pWeapon->FallbackPaintKit() = 623;
  343. break;
  344. case 11:
  345. *pWeapon->FallbackPaintKit() = 495;
  346. break;
  347. case 12:
  348. *pWeapon->FallbackPaintKit() = 367;
  349. break;
  350. default:
  351. break;
  352. }
  353. }
  354. break;
  355. case 1: // Deagle
  356. {
  357. switch (Menu::Window.SkinchangerTab.DEAGLESkin.GetIndex())
  358. {
  359. case 0:
  360. break;
  361. case 1:
  362. *pWeapon->FallbackPaintKit() = 37;
  363. break;
  364. case 2:
  365. *pWeapon->FallbackPaintKit() = 185;
  366. break;
  367. case 3:
  368. *pWeapon->FallbackPaintKit() = 328;
  369. break;
  370. case 4:
  371. *pWeapon->FallbackPaintKit() = 232;
  372. break;
  373. case 5:
  374. *pWeapon->FallbackPaintKit() = 61;
  375. break;
  376. case 6:
  377. *pWeapon->FallbackPaintKit() = 231;
  378. break;
  379. case 7:
  380. *pWeapon->FallbackPaintKit() = 351;
  381. break;
  382. default:
  383. break;
  384. }
  385. }
  386. break;
  387. case 3: // Five Seven
  388. {
  389. switch (Menu::Window.SkinchangerTab.FIVESEVENSkin.GetIndex())
  390. {
  391. case 0:
  392. break;
  393. case 1:
  394. *pWeapon->FallbackPaintKit() = 660;
  395. break;
  396. case 2:
  397. *pWeapon->FallbackPaintKit() = 427;
  398. break;
  399. case 3:
  400. *pWeapon->FallbackPaintKit() = 352;
  401. break;
  402. case 4:
  403. *pWeapon->FallbackPaintKit() = 274;
  404. break;
  405. case 5:
  406. *pWeapon->FallbackPaintKit() = 44;
  407. break;
  408. case 6:
  409. *pWeapon->FallbackPaintKit() = 210;
  410. break;
  411. default:
  412. break;
  413.  
  414. }
  415. }
  416. break;
  417. case 8: // AUG
  418. {
  419. switch (Menu::Window.SkinchangerTab.AUGSkin.GetIndex())
  420. {
  421. case 0:
  422.  
  423. break;
  424. case 1:
  425. *pWeapon->FallbackPaintKit() = 280;
  426. break;
  427. case 2:
  428. *pWeapon->FallbackPaintKit() = 455;
  429. break;
  430. case 3:
  431. *pWeapon->FallbackPaintKit() = 601;
  432. break;
  433. case 4:
  434. *pWeapon->FallbackPaintKit() = 541;
  435. break;
  436. case 5:
  437. *pWeapon->FallbackPaintKit() = 9;
  438. break;
  439. case 6:
  440. *pWeapon->FallbackPaintKit() = 583;
  441. break;
  442. case 7:
  443. *pWeapon->FallbackPaintKit() = 28;
  444. break;
  445. case 8:
  446. *pWeapon->FallbackPaintKit() = 33;
  447. break;
  448.  
  449. default:
  450. break;
  451. }
  452. }
  453. break;
  454. case 10: // Famas
  455. {
  456. switch (Menu::Window.SkinchangerTab.FAMASSkin.GetIndex())
  457. {
  458. case 0:
  459. break;
  460. case 1:
  461. *pWeapon->FallbackPaintKit() = 604;
  462. break;
  463. case 2:
  464. *pWeapon->FallbackPaintKit() = 626;
  465. break;
  466. case 3:
  467. *pWeapon->FallbackPaintKit() = 429;
  468. break;
  469. case 4:
  470. *pWeapon->FallbackPaintKit() = 154;
  471. break;
  472. case 5:
  473. *pWeapon->FallbackPaintKit() = 260;
  474. break;
  475. case 6:
  476. *pWeapon->FallbackPaintKit() = 288;
  477. break;
  478. case 7:
  479. *pWeapon->FallbackPaintKit() = 92;
  480. break;
  481. case 8:
  482. *pWeapon->FallbackPaintKit() = 178;
  483. break;
  484. default:
  485. break;
  486. }
  487. }
  488. break;
  489. case 11: // G3SG1
  490. {
  491. switch (Menu::Window.SkinchangerTab.G3SG1Skin.GetIndex())
  492. {
  493. case 0:
  494. break;
  495. case 1:
  496. *pWeapon->FallbackPaintKit() = 604;
  497. break;
  498. case 2:
  499. *pWeapon->FallbackPaintKit() = 6;
  500. break;
  501. case 3:
  502. *pWeapon->FallbackPaintKit() = 511;
  503. break;
  504. case 4:
  505. *pWeapon->FallbackPaintKit() = 102;
  506. break;
  507. default:
  508. break;
  509. }
  510. }
  511. break;
  512. case 13: // Galil
  513. {
  514. switch (Menu::Window.SkinchangerTab.GALILSkin.GetIndex())
  515. {
  516. case 0:
  517. break;
  518. case 1:
  519. *pWeapon->FallbackPaintKit() = 398;
  520. break;
  521. case 2:
  522. *pWeapon->FallbackPaintKit() = 661;
  523. break;
  524. case 3:
  525. *pWeapon->FallbackPaintKit() = 546;
  526. break;
  527. case 4:
  528. *pWeapon->FallbackPaintKit() = 647;
  529. break;
  530. case 5:
  531. *pWeapon->FallbackPaintKit() = 428;
  532. break;
  533. case 6:
  534. *pWeapon->FallbackPaintKit() = 379;
  535. break;
  536. case 7:
  537. *pWeapon->FallbackPaintKit() = 494;
  538. break;
  539. case 8:
  540. *pWeapon->FallbackPaintKit() = 478;
  541. break;
  542. case 9:
  543. *pWeapon->FallbackPaintKit() = 216;
  544. break;
  545. case 10:
  546. *pWeapon->FallbackPaintKit() = 460;
  547. break;
  548. case 11:
  549. *pWeapon->FallbackPaintKit() = 294;
  550. break;
  551. case 12:
  552. *pWeapon->FallbackPaintKit() = 237;
  553. break;
  554. case 13:
  555. *pWeapon->FallbackPaintKit() = 76;
  556. break;
  557. default:
  558. break;
  559. }
  560. }
  561. break;
  562. case 14: // M249
  563. {
  564. *pWeapon->FallbackPaintKit() = 496;
  565. }
  566. break;
  567. case 17: // Mac 10
  568. {
  569. *pWeapon->FallbackPaintKit() = 38;
  570. }
  571. break;
  572. case 19: // P90
  573. {
  574. *pWeapon->FallbackPaintKit() = 156;
  575. }
  576. break;
  577. case 24: // UMP-45
  578. {
  579. switch (Menu::Window.MiscTab.UMP45Skin.GetIndex())
  580. {
  581. case 0:
  582. *pWeapon->FallbackPaintKit() = 37;
  583. break;
  584. case 1:
  585. *pWeapon->FallbackPaintKit() = 441;
  586. break;
  587. case 2:
  588. *pWeapon->FallbackPaintKit() = 488;
  589. break;
  590. case 3:
  591. *pWeapon->FallbackPaintKit() = 556;
  592. break;
  593. default:
  594. break;
  595. }
  596. }
  597. break;
  598. case 25: // XM1014
  599. {
  600. *pWeapon->FallbackPaintKit() = 654;
  601. }
  602. break;
  603. case 26: // Bizon
  604. {
  605. *pWeapon->FallbackPaintKit() = 676;
  606. }
  607. break;
  608. case 27: // Mag 7
  609. {
  610. *pWeapon->FallbackPaintKit() = 39;
  611. }
  612. break;
  613. case 28: // Negev
  614. {
  615. *pWeapon->FallbackPaintKit() = 514;
  616. }
  617. break;
  618. case 29: // Sawed Off
  619. {
  620. *pWeapon->FallbackPaintKit() = 638;
  621. }
  622. break;
  623. case 30: // Tec 9
  624. {
  625. switch (Menu::Window.SkinchangerTab.TECNINESkin.GetIndex())
  626. {
  627. case 0:
  628. *pWeapon->FallbackPaintKit() = 179;
  629. break;
  630. default:
  631. break;
  632. }
  633. }
  634. break;
  635. case 32: // P2000
  636. {
  637. switch (Menu::Window.SkinchangerTab.P2000Skin.GetIndex())
  638. {
  639. case 0:
  640. break;
  641. case 1:
  642. *pWeapon->FallbackPaintKit() = 181;
  643. break;
  644. case 2:
  645. *pWeapon->FallbackPaintKit() = 389;
  646. break;
  647. case 3:
  648. *pWeapon->FallbackPaintKit() = 211;
  649. break;
  650. case 4:
  651. *pWeapon->FallbackPaintKit() = 71;
  652. break;
  653. case 5:
  654. *pWeapon->FallbackPaintKit() = 246;
  655. break;
  656. case 6:
  657. *pWeapon->FallbackPaintKit() = 485;
  658. break;
  659. default:
  660. break;
  661. }
  662. }
  663. break;
  664. case 33: // MP7
  665. {
  666. *pWeapon->FallbackPaintKit() = 102;
  667. }
  668. break;
  669. case 34: // MP9
  670. {
  671. *pWeapon->FallbackPaintKit() = 39;
  672. }
  673. break;
  674. case 35: // Nova
  675. {
  676. *pWeapon->FallbackPaintKit() = 537;
  677. }
  678. break;
  679. case 36: // P250
  680. {
  681. switch (Menu::Window.SkinchangerTab.P250Skin.GetIndex())
  682. {
  683. case 0:
  684. break;
  685. case 1:
  686. *pWeapon->FallbackPaintKit() = 678;
  687. break;
  688. case 2:
  689. *pWeapon->FallbackPaintKit() = 551;
  690. break;
  691. case 3:
  692. *pWeapon->FallbackPaintKit() = 404;
  693. break;
  694. case 4:
  695. *pWeapon->FallbackPaintKit() = 271;
  696. break;
  697. case 5:
  698. *pWeapon->FallbackPaintKit() = 388;
  699. break;
  700. case 6:
  701. *pWeapon->FallbackPaintKit() = 258;
  702. break;
  703. case 7:
  704. *pWeapon->FallbackPaintKit() = 295;
  705. break;
  706. case 8:
  707. *pWeapon->FallbackPaintKit() = 358;
  708. break;
  709. case 9:
  710. *pWeapon->FallbackPaintKit() = 162;
  711. break;
  712. case 10:
  713. *pWeapon->FallbackPaintKit() = 179;
  714. break;
  715. case 11:
  716. *pWeapon->FallbackPaintKit() = 102;
  717. break;
  718. case 12:
  719. *pWeapon->FallbackPaintKit() = 15;
  720. break;
  721. default:
  722. break;
  723. }
  724. }
  725. break;
  726. case 38: // Scar 20
  727. {
  728. switch (Menu::Window.SkinchangerTab.SCAR20Skin.GetIndex())
  729. {
  730. case 0:
  731. break;
  732. case 1:
  733. *pWeapon->FallbackPaintKit() = 597;
  734. break;
  735. case 2:
  736. *pWeapon->FallbackPaintKit() = 391;
  737. break;
  738. case 3:
  739. *pWeapon->FallbackPaintKit() = 312;
  740. break;
  741. case 4:
  742. *pWeapon->FallbackPaintKit() = 165;
  743. break;
  744. case 5:
  745. *pWeapon->FallbackPaintKit() = 196;
  746. break;
  747. case 6:
  748. *pWeapon->FallbackPaintKit() = 642;
  749. break;
  750. case 7:
  751. *pWeapon->FallbackPaintKit() = 406;
  752. break;
  753. case 8:
  754. *pWeapon->FallbackPaintKit() = 12;
  755. break;
  756. case 9:
  757. *pWeapon->FallbackPaintKit() = 102;
  758. break;
  759. default:
  760. break;
  761. }
  762. }
  763. break;
  764. case 39: // SG553
  765. {
  766. switch (Menu::Window.SkinchangerTab.SG553Skin.GetIndex())
  767. {
  768. case 0:
  769. break;
  770. case 1:
  771. *pWeapon->FallbackPaintKit() = 487;
  772. break;
  773. case 2:
  774. *pWeapon->FallbackPaintKit() = 260;
  775. break;
  776. case 3:
  777. *pWeapon->FallbackPaintKit() = 39;
  778. break;
  779. case 4:
  780. *pWeapon->FallbackPaintKit() = 28;
  781. break;
  782. default:
  783. break;
  784. }
  785. }
  786. break;
  787. case 40: // SSG08
  788. {
  789. switch (Menu::Window.SkinchangerTab.SSG08Skin.GetIndex())
  790. {
  791. case 0:
  792. break;
  793. case 1:
  794. *pWeapon->FallbackPaintKit() = 624;
  795. break;
  796. case 2:
  797. *pWeapon->FallbackPaintKit() = 222;
  798. break;
  799. case 3:
  800. *pWeapon->FallbackPaintKit() = 102;
  801. break;
  802.  
  803. default:
  804. break;
  805. }
  806. }
  807. break;
  808. case 64: // Revolver
  809. {
  810. *pWeapon->FallbackPaintKit() = 683;
  811. }
  812. break;
  813. default:
  814. break;
  815. }
  816. if (pEntity->GetClientClass()->m_ClassID == (int)CSGOClassID::CKnife)
  817. {
  818. worldmodel_handle = pWeapon->m_hWeaponWorldModel();
  819. if (worldmodel_handle) worldmodel = (CBaseCombatWeapon*)Interfaces::EntList->GetClientEntityFromHandle(worldmodel_handle);
  820. if (Model == 0) // Bayonet
  821. {
  822. int iBayonet = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_bayonet.mdl");
  823. *pWeapon->ModelIndex() = iBayonet; // m_nModelIndex
  824. *pWeapon->ViewModelIndex() = iBayonet;
  825. if (worldmodel) *worldmodel->ModelIndex() = iBayonet + 1;
  826. *pWeapon->m_AttributeManager()->m_Item()->ItemDefinitionIndex() = 500;
  827. *pWeapon->GetEntityQuality() = 3;
  828. killIcons.clear();
  829. killIcons["knife_default_ct"] = "bayonet";
  830. killIcons["knife_t"] = "bayonet";
  831. int Skin = Menu::Window.SkinchangerTab.KnifeSkin.GetIndex();
  832. if (Skin == 0)
  833. {
  834. *pWeapon->FallbackPaintKit() = 0; // Forest DDPAT
  835. }
  836. else if (Skin == 1)
  837. {
  838. *pWeapon->FallbackPaintKit() = 12; // Crimson Web
  839. }
  840. else if (Skin == 2)
  841. {
  842. *pWeapon->FallbackPaintKit() = 27; // Bone Mask
  843. }
  844. else if (Skin == 3)
  845. {
  846. *pWeapon->FallbackPaintKit() = 38; // Fade
  847. }
  848. else if (Skin == 4)
  849. {
  850. *pWeapon->FallbackPaintKit() = 40; // Night
  851. }
  852. else if (Skin == 5)
  853. {
  854. *pWeapon->FallbackPaintKit() = 42; // Blue Steel
  855. }
  856. else if (Skin == 6)
  857. {
  858. *pWeapon->FallbackPaintKit() = 43; // Stained
  859. }
  860. else if (Skin == 7)
  861. {
  862. *pWeapon->FallbackPaintKit() = 44; // Case Hardened
  863. }
  864. else if (Skin == 8)
  865. {
  866. *pWeapon->FallbackPaintKit() = 59; // Slaughter
  867. }
  868. else if (Skin == 9)
  869. {
  870. *pWeapon->FallbackPaintKit() = 72; // Safari Mesh
  871. }
  872. else if (Skin == 10)
  873. {
  874. *pWeapon->FallbackPaintKit() = 77; // Boreal Forest
  875. }
  876. else if (Skin == 11)
  877. {
  878. *pWeapon->FallbackPaintKit() = 98; // Ultraviolet
  879. }
  880. else if (Skin == 12)
  881. {
  882. *pWeapon->FallbackPaintKit() = 143; // Urban Masked
  883. }
  884. else if (Skin == 13)
  885. {
  886. *pWeapon->FallbackPaintKit() = 175; // Scorched
  887. }
  888. else if (Skin == 14)
  889. {
  890. *pWeapon->FallbackPaintKit() = 323; // Rust Coat
  891. }
  892. else if (Skin == 15)
  893. {
  894. *pWeapon->FallbackPaintKit() = 409; // Tiger Tooth
  895. }
  896. else if (Skin == 16)
  897. {
  898. *pWeapon->FallbackPaintKit() = 410; // Damascus Steel
  899. }
  900. else if (Skin == 17)
  901. {
  902. *pWeapon->FallbackPaintKit() = 411; // Damascus Steel
  903. }
  904. else if (Skin == 18)
  905. {
  906. *pWeapon->FallbackPaintKit() = 413; // Marble Fade
  907. }
  908. else if (Skin == 19)
  909. {
  910. *pWeapon->FallbackPaintKit() = 414; // Rust Coat
  911. }
  912. else if (Skin == 20)
  913. {
  914. *pWeapon->FallbackPaintKit() = 415; // Doppler Ruby
  915. }
  916. else if (Skin == 21)
  917. {
  918. *pWeapon->FallbackPaintKit() = 416; // Doppler Sapphire
  919. }
  920. else if (Skin == 22)
  921. {
  922. *pWeapon->FallbackPaintKit() = 417; // Doppler Blackpearl
  923. }
  924. else if (Skin == 23)
  925. {
  926. *pWeapon->FallbackPaintKit() = 418; // Doppler Phase 1
  927. }
  928. else if (Skin == 24)
  929. {
  930. *pWeapon->FallbackPaintKit() = 419; // Doppler Phase 2
  931. }
  932. else if (Skin == 25)
  933. {
  934. *pWeapon->FallbackPaintKit() = 420; // Doppler Phase 3
  935. }
  936. else if (Skin == 26)
  937. {
  938. *pWeapon->FallbackPaintKit() = 421; // Doppler Phase 4
  939. }
  940. else if (Skin == 27)
  941. {
  942. *pWeapon->FallbackPaintKit() = 569; // Gamma Doppler Phase1
  943. }
  944. else if (Skin == 28)
  945. {
  946. *pWeapon->FallbackPaintKit() = 570; // Gamma Doppler Phase2
  947. }
  948. else if (Skin == 29)
  949. {
  950. *pWeapon->FallbackPaintKit() = 571; // Gamma Doppler Phase3
  951. }
  952. else if (Skin == 30)
  953. {
  954. *pWeapon->FallbackPaintKit() = 568; // Gamma Doppler Phase4
  955. }
  956. else if (Skin == 31)
  957. {
  958. *pWeapon->FallbackPaintKit() = 568; // Gamma Doppler Emerald
  959. }
  960. else if (Skin == 32)
  961. {
  962. *pWeapon->FallbackPaintKit() = 558; // Lore
  963. }
  964. else if (Skin == 33)
  965. {
  966. *pWeapon->FallbackPaintKit() = 573; // Autotronic
  967. }
  968. else if (Skin == 34)
  969. {
  970. *pWeapon->FallbackPaintKit() = 563; // Black Laminate
  971. }
  972. else if (Skin == 35)
  973. {
  974. *pWeapon->FallbackPaintKit() = 581; // Freehand
  975. }
  976. else if (Skin == 36)
  977. {
  978. *pWeapon->FallbackPaintKit() = 102; // White
  979. }
  980. }
  981. else if (Model == 1) // Bowie Knife
  982. {
  983. int iBowie = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_survival_bowie.mdl");
  984. *pWeapon->ModelIndex() = iBowie; // m_nModelIndex
  985. *pWeapon->ViewModelIndex() = iBowie;
  986. if (worldmodel) *worldmodel->ModelIndex() = iBowie + 1;
  987. *pWeapon->m_AttributeManager()->m_Item()->ItemDefinitionIndex() = 514;
  988. *pWeapon->GetEntityQuality() = 3;
  989. killIcons.clear();
  990. killIcons["knife_default_ct"] = "knife_survival_bowie";
  991. killIcons["knife_t"] = "knife_survival_bowie";
  992. int Skin = Menu::Window.SkinchangerTab.KnifeSkin.GetIndex();
  993. if (Skin == 0)
  994. {
  995. *pWeapon->FallbackPaintKit() = 0; // Forest DDPAT
  996. }
  997. else if (Skin == 1)
  998. {
  999. *pWeapon->FallbackPaintKit() = 12; // Crimson Web
  1000. }
  1001. else if (Skin == 2)
  1002. {
  1003. *pWeapon->FallbackPaintKit() = 27; // Bone Mask
  1004. }
  1005. else if (Skin == 3)
  1006. {
  1007. *pWeapon->FallbackPaintKit() = 38; // Fade
  1008. }
  1009. else if (Skin == 4)
  1010. {
  1011. *pWeapon->FallbackPaintKit() = 40; // Night
  1012. }
  1013. else if (Skin == 5)
  1014. {
  1015. *pWeapon->FallbackPaintKit() = 42; // Blue Steel
  1016. }
  1017. else if (Skin == 6)
  1018. {
  1019. *pWeapon->FallbackPaintKit() = 43; // Stained
  1020. }
  1021. else if (Skin == 7)
  1022. {
  1023. *pWeapon->FallbackPaintKit() = 44; // Case Hardened
  1024. }
  1025. else if (Skin == 8)
  1026. {
  1027. *pWeapon->FallbackPaintKit() = 59; // Slaughter
  1028. }
  1029. else if (Skin == 9)
  1030. {
  1031. *pWeapon->FallbackPaintKit() = 72; // Safari Mesh
  1032. }
  1033. else if (Skin == 10)
  1034. {
  1035. *pWeapon->FallbackPaintKit() = 77; // Boreal Forest
  1036. }
  1037. else if (Skin == 11)
  1038. {
  1039. *pWeapon->FallbackPaintKit() = 98; // Ultraviolet
  1040. }
  1041. else if (Skin == 12)
  1042. {
  1043. *pWeapon->FallbackPaintKit() = 143; // Urban Masked
  1044. }
  1045. else if (Skin == 13)
  1046. {
  1047. *pWeapon->FallbackPaintKit() = 175; // Scorched
  1048. }
  1049. else if (Skin == 14)
  1050. {
  1051. *pWeapon->FallbackPaintKit() = 323; // Rust Coat
  1052. }
  1053. else if (Skin == 15)
  1054. {
  1055. *pWeapon->FallbackPaintKit() = 409; // Tiger Tooth
  1056. }
  1057. else if (Skin == 16)
  1058. {
  1059. *pWeapon->FallbackPaintKit() = 410; // Damascus Steel
  1060. }
  1061. else if (Skin == 17)
  1062. {
  1063. *pWeapon->FallbackPaintKit() = 411; // Damascus Steel
  1064. }
  1065. else if (Skin == 18)
  1066. {
  1067. *pWeapon->FallbackPaintKit() = 413; // Marble Fade
  1068. }
  1069. else if (Skin == 19)
  1070. {
  1071. *pWeapon->FallbackPaintKit() = 414; // Rust Coat
  1072. }
  1073. else if (Skin == 20)
  1074. {
  1075. *pWeapon->FallbackPaintKit() = 415; // Doppler Ruby
  1076. }
  1077. else if (Skin == 21)
  1078. {
  1079. *pWeapon->FallbackPaintKit() = 416; // Doppler Sapphire
  1080. }
  1081. else if (Skin == 22)
  1082. {
  1083. *pWeapon->FallbackPaintKit() = 417; // Doppler Blackpearl
  1084. }
  1085. else if (Skin == 23)
  1086. {
  1087. *pWeapon->FallbackPaintKit() = 418; // Doppler Phase 1
  1088. }
  1089. else if (Skin == 24)
  1090. {
  1091. *pWeapon->FallbackPaintKit() = 419; // Doppler Phase 2
  1092. }
  1093. else if (Skin == 25)
  1094. {
  1095. *pWeapon->FallbackPaintKit() = 420; // Doppler Phase 3
  1096. }
  1097. else if (Skin == 26)
  1098. {
  1099. *pWeapon->FallbackPaintKit() = 421; // Doppler Phase 4
  1100. }
  1101. else if (Skin == 27)
  1102. {
  1103. *pWeapon->FallbackPaintKit() = 569; // Gamma Doppler Phase1
  1104. }
  1105. else if (Skin == 28)
  1106. {
  1107. *pWeapon->FallbackPaintKit() = 570; // Gamma Doppler Phase2
  1108. }
  1109. else if (Skin == 29)
  1110. {
  1111. *pWeapon->FallbackPaintKit() = 571; // Gamma Doppler Phase3
  1112. }
  1113. else if (Skin == 30)
  1114. {
  1115. *pWeapon->FallbackPaintKit() = 568; // Gamma Doppler Phase4
  1116. }
  1117. else if (Skin == 31)
  1118. {
  1119. *pWeapon->FallbackPaintKit() = 568; // Gamma Doppler Emerald
  1120. }
  1121. else if (Skin == 32)
  1122. {
  1123. *pWeapon->FallbackPaintKit() = 558; // Lore
  1124. }
  1125. else if (Skin == 36)
  1126. {
  1127. *pWeapon->FallbackPaintKit() = 102; // White
  1128. }
  1129.  
  1130. }
  1131. else if (Model == 2) // Butterfly Knife
  1132. {
  1133. int iButterfly = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_butterfly.mdl");
  1134. *pWeapon->ModelIndex() = iButterfly; // m_nModelIndex
  1135. *pWeapon->ViewModelIndex() = iButterfly;
  1136. if (worldmodel) *worldmodel->ModelIndex() = iButterfly + 1;
  1137. *pWeapon->m_AttributeManager()->m_Item()->ItemDefinitionIndex() = 515;
  1138. *pWeapon->GetEntityQuality() = 3;
  1139. killIcons.clear();
  1140. killIcons["knife_default_ct"] = "knife_butterfly";
  1141. killIcons["knife_t"] = "knife_butterfly";
  1142. int Skin = Menu::Window.SkinchangerTab.KnifeSkin.GetIndex();
  1143. if (Skin == 0)
  1144. {
  1145. *pWeapon->FallbackPaintKit() = 0; // Forest DDPAT
  1146. }
  1147. else if (Skin == 1)
  1148. {
  1149. *pWeapon->FallbackPaintKit() = 12; // Crimson Web
  1150. }
  1151. else if (Skin == 2)
  1152. {
  1153. *pWeapon->FallbackPaintKit() = 27; // Bone Mask
  1154. }
  1155. else if (Skin == 3)
  1156. {
  1157. *pWeapon->FallbackPaintKit() = 38; // Fade
  1158. }
  1159. else if (Skin == 4)
  1160. {
  1161. *pWeapon->FallbackPaintKit() = 40; // Night
  1162. }
  1163. else if (Skin == 5)
  1164. {
  1165. *pWeapon->FallbackPaintKit() = 42; // Blue Steel
  1166. }
  1167. else if (Skin == 6)
  1168. {
  1169. *pWeapon->FallbackPaintKit() = 43; // Stained
  1170. }
  1171. else if (Skin == 7)
  1172. {
  1173. *pWeapon->FallbackPaintKit() = 44; // Case Hardened
  1174. }
  1175. else if (Skin == 8)
  1176. {
  1177. *pWeapon->FallbackPaintKit() = 59; // Slaughter
  1178. }
  1179. else if (Skin == 9)
  1180. {
  1181. *pWeapon->FallbackPaintKit() = 72; // Safari Mesh
  1182. }
  1183. else if (Skin == 10)
  1184. {
  1185. *pWeapon->FallbackPaintKit() = 77; // Boreal Forest
  1186. }
  1187. else if (Skin == 11)
  1188. {
  1189. *pWeapon->FallbackPaintKit() = 98; // Ultraviolet
  1190. }
  1191. else if (Skin == 12)
  1192. {
  1193. *pWeapon->FallbackPaintKit() = 143; // Urban Masked
  1194. }
  1195. else if (Skin == 13)
  1196. {
  1197. *pWeapon->FallbackPaintKit() = 175; // Scorched
  1198. }
  1199. else if (Skin == 14)
  1200. {
  1201. *pWeapon->FallbackPaintKit() = 323; // Rust Coat
  1202. }
  1203. else if (Skin == 15)
  1204. {
  1205. *pWeapon->FallbackPaintKit() = 409; // Tiger Tooth
  1206. }
  1207. else if (Skin == 16)
  1208. {
  1209. *pWeapon->FallbackPaintKit() = 410; // Damascus Steel
  1210. }
  1211. else if (Skin == 17)
  1212. {
  1213. *pWeapon->FallbackPaintKit() = 411; // Damascus Steel
  1214. }
  1215. else if (Skin == 18)
  1216. {
  1217. *pWeapon->FallbackPaintKit() = 413; // Marble Fade
  1218. }
  1219. else if (Skin == 19)
  1220. {
  1221. *pWeapon->FallbackPaintKit() = 414; // Rust Coat
  1222. }
  1223. else if (Skin == 20)
  1224. {
  1225. *pWeapon->FallbackPaintKit() = 415; // Doppler Ruby
  1226. }
  1227. else if (Skin == 21)
  1228. {
  1229. *pWeapon->FallbackPaintKit() = 416; // Doppler Sapphire
  1230. }
  1231. else if (Skin == 22)
  1232. {
  1233. *pWeapon->FallbackPaintKit() = 417; // Doppler Blackpearl
  1234. }
  1235. else if (Skin == 23)
  1236. {
  1237. *pWeapon->FallbackPaintKit() = 418; // Doppler Phase 1
  1238. }
  1239. else if (Skin == 24)
  1240. {
  1241. *pWeapon->FallbackPaintKit() = 419; // Doppler Phase 2
  1242. }
  1243. else if (Skin == 25)
  1244. {
  1245. *pWeapon->FallbackPaintKit() = 420; // Doppler Phase 3
  1246. }
  1247. else if (Skin == 26)
  1248. {
  1249. *pWeapon->FallbackPaintKit() = 421; // Doppler Phase 4
  1250. }
  1251. else if (Skin == 27)
  1252. {
  1253. *pWeapon->FallbackPaintKit() = 569; // Gamma Doppler Phase1
  1254. }
  1255. else if (Skin == 28)
  1256. {
  1257. *pWeapon->FallbackPaintKit() = 570; // Gamma Doppler Phase2
  1258. }
  1259. else if (Skin == 29)
  1260. {
  1261. *pWeapon->FallbackPaintKit() = 571; // Gamma Doppler Phase3
  1262. }
  1263. else if (Skin == 30)
  1264. {
  1265. *pWeapon->FallbackPaintKit() = 568; // Gamma Doppler Phase4
  1266. }
  1267. else if (Skin == 31)
  1268. {
  1269. *pWeapon->FallbackPaintKit() = 568; // Gamma Doppler Emerald
  1270. }
  1271. else if (Skin == 32)
  1272. {
  1273. *pWeapon->FallbackPaintKit() = 558; // Lore
  1274. }
  1275. else if (Skin == 36)
  1276. {
  1277. *pWeapon->FallbackPaintKit() = 102; // White
  1278. }
  1279.  
  1280. }
  1281. else if (Model == 3) // Falchion Knife
  1282. {
  1283. int iFalchion = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_falchion_advanced.mdl");
  1284. *pWeapon->ModelIndex() = iFalchion; // m_nModelIndex
  1285. *pWeapon->ViewModelIndex() = iFalchion;
  1286. if (worldmodel) *worldmodel->ModelIndex() = iFalchion + 1;
  1287. *pWeapon->m_AttributeManager()->m_Item()->ItemDefinitionIndex() = 512;
  1288. *pWeapon->GetEntityQuality() = 3;
  1289. killIcons.clear();
  1290. killIcons["knife_default_ct"] = "knife_falchion";
  1291. killIcons["knife_t"] = "knife_falchion";
  1292. int Skin = Menu::Window.SkinchangerTab.KnifeSkin.GetIndex();
  1293. if (Skin == 0)
  1294. {
  1295. *pWeapon->FallbackPaintKit() = 0; // Forest DDPAT
  1296. }
  1297. else if (Skin == 1)
  1298. {
  1299. *pWeapon->FallbackPaintKit() = 12; // Crimson Web
  1300. }
  1301. else if (Skin == 2)
  1302. {
  1303. *pWeapon->FallbackPaintKit() = 27; // Bone Mask
  1304. }
  1305. else if (Skin == 3)
  1306. {
  1307. *pWeapon->FallbackPaintKit() = 38; // Fade
  1308. }
  1309. else if (Skin == 4)
  1310. {
  1311. *pWeapon->FallbackPaintKit() = 40; // Night
  1312. }
  1313. else if (Skin == 5)
  1314. {
  1315. *pWeapon->FallbackPaintKit() = 42; // Blue Steel
  1316. }
  1317. else if (Skin == 6)
  1318. {
  1319. *pWeapon->FallbackPaintKit() = 43; // Stained
  1320. }
  1321. else if (Skin == 7)
  1322. {
  1323. *pWeapon->FallbackPaintKit() = 44; // Case Hardened
  1324. }
  1325. else if (Skin == 8)
  1326. {
  1327. *pWeapon->FallbackPaintKit() = 59; // Slaughter
  1328. }
  1329. else if (Skin == 9)
  1330. {
  1331. *pWeapon->FallbackPaintKit() = 72; // Safari Mesh
  1332. }
  1333. else if (Skin == 10)
  1334. {
  1335. *pWeapon->FallbackPaintKit() = 77; // Boreal Forest
  1336. }
  1337. else if (Skin == 11)
  1338. {
  1339. *pWeapon->FallbackPaintKit() = 98; // Ultraviolet
  1340. }
  1341. else if (Skin == 12)
  1342. {
  1343. *pWeapon->FallbackPaintKit() = 143; // Urban Masked
  1344. }
  1345. else if (Skin == 13)
  1346. {
  1347. *pWeapon->FallbackPaintKit() = 175; // Scorched
  1348. }
  1349. else if (Skin == 14)
  1350. {
  1351. *pWeapon->FallbackPaintKit() = 323; // Rust Coat
  1352. }
  1353. else if (Skin == 15)
  1354. {
  1355. *pWeapon->FallbackPaintKit() = 409; // Tiger Tooth
  1356. }
  1357. else if (Skin == 16)
  1358. {
  1359. *pWeapon->FallbackPaintKit() = 410; // Damascus Steel
  1360. }
  1361. else if (Skin == 17)
  1362. {
  1363. *pWeapon->FallbackPaintKit() = 411; // Damascus Steel
  1364. }
  1365. else if (Skin == 18)
  1366. {
  1367. *pWeapon->FallbackPaintKit() = 413; // Marble Fade
  1368. }
  1369. else if (Skin == 19)
  1370. {
  1371. *pWeapon->FallbackPaintKit() = 414; // Rust Coat
  1372. }
  1373. else if (Skin == 20)
  1374. {
  1375. *pWeapon->FallbackPaintKit() = 415; // Doppler Ruby
  1376. }
  1377. else if (Skin == 21)
  1378. {
  1379. *pWeapon->FallbackPaintKit() = 416; // Doppler Sapphire
  1380. }
  1381. else if (Skin == 22)
  1382. {
  1383. *pWeapon->FallbackPaintKit() = 417; // Doppler Blackpearl
  1384. }
  1385. else if (Skin == 23)
  1386. {
  1387. *pWeapon->FallbackPaintKit() = 418; // Doppler Phase 1
  1388. }
  1389. else if (Skin == 24)
  1390. {
  1391. *pWeapon->FallbackPaintKit() = 419; // Doppler Phase 2
  1392. }
  1393. else if (Skin == 25)
  1394. {
  1395. *pWeapon->FallbackPaintKit() = 420; // Doppler Phase 3
  1396. }
  1397. else if (Skin == 26)
  1398. {
  1399. *pWeapon->FallbackPaintKit() = 421; // Doppler Phase 4
  1400. }
  1401. else if (Skin == 27)
  1402. {
  1403. *pWeapon->FallbackPaintKit() = 569; // Gamma Doppler Phase1
  1404. }
  1405. else if (Skin == 28)
  1406. {
  1407. *pWeapon->FallbackPaintKit() = 570; // Gamma Doppler Phase2
  1408. }
  1409. else if (Skin == 29)
  1410. {
  1411. *pWeapon->FallbackPaintKit() = 571; // Gamma Doppler Phase3
  1412. }
  1413. else if (Skin == 30)
  1414. {
  1415. *pWeapon->FallbackPaintKit() = 568; // Gamma Doppler Phase4
  1416. }
  1417. else if (Skin == 31)
  1418. {
  1419. *pWeapon->FallbackPaintKit() = 568; // Gamma Doppler Emerald
  1420. }
  1421. else if (Skin == 32)
  1422. {
  1423. *pWeapon->FallbackPaintKit() = 558; // Lore
  1424. }
  1425. else if (Skin == 36)
  1426. {
  1427. *pWeapon->FallbackPaintKit() = 102; // White
  1428. }
  1429. }
  1430. else if (Model == 4) // Flip Knife
  1431. {
  1432. int iFlip = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_flip.mdl");
  1433. *pWeapon->ModelIndex() = iFlip; // m_nModelIndex
  1434. *pWeapon->ViewModelIndex() = iFlip;
  1435. if (worldmodel) *worldmodel->ModelIndex() = iFlip + 1;
  1436. *pWeapon->m_AttributeManager()->m_Item()->ItemDefinitionIndex() = 505;
  1437. *pWeapon->GetEntityQuality() = 3;
  1438. killIcons.clear();
  1439. killIcons["knife_default_ct"] = "knife_flip";
  1440. killIcons["knife_t"] = "knife_flip";
  1441. int Skin = Menu::Window.SkinchangerTab.KnifeSkin.GetIndex();
  1442. if (Skin == 0)
  1443. {
  1444. *pWeapon->FallbackPaintKit() = 0; // Forest DDPAT
  1445. }
  1446. else if (Skin == 1)
  1447. {
  1448. *pWeapon->FallbackPaintKit() = 12; // Crimson Web
  1449. }
  1450. else if (Skin == 2)
  1451. {
  1452. *pWeapon->FallbackPaintKit() = 27; // Bone Mask
  1453. }
  1454. else if (Skin == 3)
  1455. {
  1456. *pWeapon->FallbackPaintKit() = 38; // Fade
  1457. }
  1458. else if (Skin == 4)
  1459. {
  1460. *pWeapon->FallbackPaintKit() = 40; // Night
  1461. }
  1462. else if (Skin == 5)
  1463. {
  1464. *pWeapon->FallbackPaintKit() = 42; // Blue Steel
  1465. }
  1466. else if (Skin == 6)
  1467. {
  1468. *pWeapon->FallbackPaintKit() = 43; // Stained
  1469. }
  1470. else if (Skin == 7)
  1471. {
  1472. *pWeapon->FallbackPaintKit() = 44; // Case Hardened
  1473. }
  1474. else if (Skin == 8)
  1475. {
  1476. *pWeapon->FallbackPaintKit() = 59; // Slaughter
  1477. }
  1478. else if (Skin == 9)
  1479. {
  1480. *pWeapon->FallbackPaintKit() = 72; // Safari Mesh
  1481. }
  1482. else if (Skin == 10)
  1483. {
  1484. *pWeapon->FallbackPaintKit() = 77; // Boreal Forest
  1485. }
  1486. else if (Skin == 11)
  1487. {
  1488. *pWeapon->FallbackPaintKit() = 98; // Ultraviolet
  1489. }
  1490. else if (Skin == 12)
  1491. {
  1492. *pWeapon->FallbackPaintKit() = 143; // Urban Masked
  1493. }
  1494. else if (Skin == 13)
  1495. {
  1496. *pWeapon->FallbackPaintKit() = 175; // Scorched
  1497. }
  1498. else if (Skin == 14)
  1499. {
  1500. *pWeapon->FallbackPaintKit() = 323; // Rust Coat
  1501. }
  1502. else if (Skin == 15)
  1503. {
  1504. *pWeapon->FallbackPaintKit() = 409; // Tiger Tooth
  1505. }
  1506. else if (Skin == 16)
  1507. {
  1508. *pWeapon->FallbackPaintKit() = 410; // Damascus Steel
  1509. }
  1510. else if (Skin == 17)
  1511. {
  1512. *pWeapon->FallbackPaintKit() = 411; // Damascus Steel
  1513. }
  1514. else if (Skin == 18)
  1515. {
  1516. *pWeapon->FallbackPaintKit() = 413; // Marble Fade
  1517. }
  1518. else if (Skin == 19)
  1519. {
  1520. *pWeapon->FallbackPaintKit() = 414; // Rust Coat
  1521. }
  1522. else if (Skin == 20)
  1523. {
  1524. *pWeapon->FallbackPaintKit() = 415; // Doppler Ruby
  1525. }
  1526. else if (Skin == 21)
  1527. {
  1528. *pWeapon->FallbackPaintKit() = 416; // Doppler Sapphire
  1529. }
  1530. else if (Skin == 22)
  1531. {
  1532. *pWeapon->FallbackPaintKit() = 417; // Doppler Blackpearl
  1533. }
  1534. else if (Skin == 23)
  1535. {
  1536. *pWeapon->FallbackPaintKit() = 418; // Doppler Phase 1
  1537. }
  1538. else if (Skin == 24)
  1539. {
  1540. *pWeapon->FallbackPaintKit() = 419; // Doppler Phase 2
  1541. }
  1542. else if (Skin == 25)
  1543. {
  1544. *pWeapon->FallbackPaintKit() = 420; // Doppler Phase 3
  1545. }
  1546. else if (Skin == 26)
  1547. {
  1548. *pWeapon->FallbackPaintKit() = 421; // Doppler Phase 4
  1549. }
  1550. else if (Skin == 27)
  1551. {
  1552. *pWeapon->FallbackPaintKit() = 569; // Gamma Doppler Phase1
  1553. }
  1554. else if (Skin == 28)
  1555. {
  1556. *pWeapon->FallbackPaintKit() = 570; // Gamma Doppler Phase2
  1557. }
  1558. else if (Skin == 29)
  1559. {
  1560. *pWeapon->FallbackPaintKit() = 571; // Gamma Doppler Phase3
  1561. }
  1562. else if (Skin == 30)
  1563. {
  1564. *pWeapon->FallbackPaintKit() = 568; // Gamma Doppler Phase4
  1565. }
  1566. else if (Skin == 31)
  1567. {
  1568. *pWeapon->FallbackPaintKit() = 568; // Gamma Doppler Emerald
  1569. }
  1570. else if (Skin == 32)
  1571. {
  1572. *pWeapon->FallbackPaintKit() = 559; // Lore
  1573. }
  1574. else if (Skin == 33)
  1575. {
  1576. *pWeapon->FallbackPaintKit() = 574; // Autotronic
  1577. }
  1578. else if (Skin == 34)
  1579. {
  1580. *pWeapon->FallbackPaintKit() = 564; // Black Laminate
  1581. }
  1582. else if (Skin == 35)
  1583. {
  1584. *pWeapon->FallbackPaintKit() = 581; // Freehand
  1585. }
  1586. else if (Skin == 36)
  1587. {
  1588. *pWeapon->FallbackPaintKit() = 102; // White * Special
  1589. }
  1590.  
  1591. }
  1592. else if (Model == 5) // Gut Knife
  1593. {
  1594. int iGut = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_gut.mdl");
  1595. *pWeapon->ModelIndex() = iGut; // m_nModelIndex
  1596. *pWeapon->ViewModelIndex() = iGut;
  1597. if (worldmodel) *worldmodel->ModelIndex() = iGut + 1;
  1598. *pWeapon->m_AttributeManager()->m_Item()->ItemDefinitionIndex() = 506;
  1599. *pWeapon->GetEntityQuality() = 3;
  1600. killIcons.clear();
  1601. killIcons["knife_default_ct"] = "knife_gut";
  1602. killIcons["knife_t"] = "knife_gut";
  1603. int Skin = Menu::Window.SkinchangerTab.KnifeSkin.GetIndex();
  1604. if (Skin == 0)
  1605. {
  1606. *pWeapon->FallbackPaintKit() = 0; // Forest DDPAT
  1607. }
  1608. else if (Skin == 1)
  1609. {
  1610. *pWeapon->FallbackPaintKit() = 12; // Crimson Web
  1611. }
  1612. else if (Skin == 2)
  1613. {
  1614. *pWeapon->FallbackPaintKit() = 27; // Bone Mask
  1615. }
  1616. else if (Skin == 3)
  1617. {
  1618. *pWeapon->FallbackPaintKit() = 38; // Fade
  1619. }
  1620. else if (Skin == 4)
  1621. {
  1622. *pWeapon->FallbackPaintKit() = 40; // Night
  1623. }
  1624. else if (Skin == 5)
  1625. {
  1626. *pWeapon->FallbackPaintKit() = 42; // Blue Steel
  1627. }
  1628. else if (Skin == 6)
  1629. {
  1630. *pWeapon->FallbackPaintKit() = 43; // Stained
  1631. }
  1632. else if (Skin == 7)
  1633. {
  1634. *pWeapon->FallbackPaintKit() = 44; // Case Hardened
  1635. }
  1636. else if (Skin == 8)
  1637. {
  1638. *pWeapon->FallbackPaintKit() = 59; // Slaughter
  1639. }
  1640. else if (Skin == 9)
  1641. {
  1642. *pWeapon->FallbackPaintKit() = 72; // Safari Mesh
  1643. }
  1644. else if (Skin == 10)
  1645. {
  1646. *pWeapon->FallbackPaintKit() = 77; // Boreal Forest
  1647. }
  1648. else if (Skin == 11)
  1649. {
  1650. *pWeapon->FallbackPaintKit() = 98; // Ultraviolet
  1651. }
  1652. else if (Skin == 12)
  1653. {
  1654. *pWeapon->FallbackPaintKit() = 143; // Urban Masked
  1655. }
  1656. else if (Skin == 13)
  1657. {
  1658. *pWeapon->FallbackPaintKit() = 175; // Scorched
  1659. }
  1660. else if (Skin == 14)
  1661. {
  1662. *pWeapon->FallbackPaintKit() = 323; // Rust Coat
  1663. }
  1664. else if (Skin == 15)
  1665. {
  1666. *pWeapon->FallbackPaintKit() = 409; // Tiger Tooth
  1667. }
  1668. else if (Skin == 16)
  1669. {
  1670. *pWeapon->FallbackPaintKit() = 410; // Damascus Steel
  1671. }
  1672. else if (Skin == 17)
  1673. {
  1674. *pWeapon->FallbackPaintKit() = 411; // Damascus Steel
  1675. }
  1676. else if (Skin == 18)
  1677. {
  1678. *pWeapon->FallbackPaintKit() = 413; // Marble Fade
  1679. }
  1680. else if (Skin == 19)
  1681. {
  1682. *pWeapon->FallbackPaintKit() = 414; // Rust Coat
  1683. }
  1684. else if (Skin == 20)
  1685. {
  1686. *pWeapon->FallbackPaintKit() = 415; // Doppler Ruby
  1687. }
  1688. else if (Skin == 21)
  1689. {
  1690. *pWeapon->FallbackPaintKit() = 416; // Doppler Sapphire
  1691. }
  1692. else if (Skin == 22)
  1693. {
  1694. *pWeapon->FallbackPaintKit() = 417; // Doppler Blackpearl
  1695. }
  1696. else if (Skin == 23)
  1697. {
  1698. *pWeapon->FallbackPaintKit() = 418; // Doppler Phase 1
  1699. }
  1700. else if (Skin == 24)
  1701. {
  1702. *pWeapon->FallbackPaintKit() = 419; // Doppler Phase 2
  1703. }
  1704. else if (Skin == 25)
  1705. {
  1706. *pWeapon->FallbackPaintKit() = 420; // Doppler Phase 3
  1707. }
  1708. else if (Skin == 26)
  1709. {
  1710. *pWeapon->FallbackPaintKit() = 421; // Doppler Phase 4
  1711. }
  1712. else if (Skin == 27)
  1713. {
  1714. *pWeapon->FallbackPaintKit() = 569; // Gamma Doppler Phase1
  1715. }
  1716. else if (Skin == 28)
  1717. {
  1718. *pWeapon->FallbackPaintKit() = 570; // Gamma Doppler Phase2
  1719. }
  1720. else if (Skin == 29)
  1721. {
  1722. *pWeapon->FallbackPaintKit() = 571; // Gamma Doppler Phase3
  1723. }
  1724. else if (Skin == 30)
  1725. {
  1726. *pWeapon->FallbackPaintKit() = 568; // Gamma Doppler Phase4
  1727. }
  1728. else if (Skin == 31)
  1729. {
  1730. *pWeapon->FallbackPaintKit() = 568; // Gamma Doppler Emerald
  1731. }
  1732. else if (Skin == 32)
  1733. {
  1734. *pWeapon->FallbackPaintKit() = 560; // Lore
  1735. }
  1736. else if (Skin == 33)
  1737. {
  1738. *pWeapon->FallbackPaintKit() = 575; // Autotronic
  1739. }
  1740. else if (Skin == 34)
  1741. {
  1742. *pWeapon->FallbackPaintKit() = 565; // Black Laminate
  1743. }
  1744. else if (Skin == 35)
  1745. {
  1746. *pWeapon->FallbackPaintKit() = 582; // Freehand
  1747. }
  1748. else if (Skin == 36)
  1749. {
  1750. *pWeapon->FallbackPaintKit() = 102; // White * Special
  1751. }
  1752. }
  1753. else if (Model == 6) // Huntsman Knife
  1754. {
  1755. int iHuntsman = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_tactical.mdl");
  1756. *pWeapon->ModelIndex() = iHuntsman; // m_nModelIndex
  1757. *pWeapon->ViewModelIndex() = iHuntsman;
  1758. if (worldmodel) *worldmodel->ModelIndex() = iHuntsman + 1;
  1759. *pWeapon->m_AttributeManager()->m_Item()->ItemDefinitionIndex() = 509;
  1760. *pWeapon->GetEntityQuality() = 3;
  1761. killIcons.clear();
  1762. killIcons["knife_default_ct"] = "knife_tactical";
  1763. killIcons["knife_t"] = "knife_tactical";
  1764. int Skin = Menu::Window.SkinchangerTab.KnifeSkin.GetIndex();
  1765. if (Skin == 0)
  1766. {
  1767. *pWeapon->FallbackPaintKit() = 0; // Forest DDPAT
  1768. }
  1769. else if (Skin == 1)
  1770. {
  1771. *pWeapon->FallbackPaintKit() = 12; // Crimson Web
  1772. }
  1773. else if (Skin == 2)
  1774. {
  1775. *pWeapon->FallbackPaintKit() = 27; // Bone Mask
  1776. }
  1777. else if (Skin == 3)
  1778. {
  1779. *pWeapon->FallbackPaintKit() = 38; // Fade
  1780. }
  1781. else if (Skin == 4)
  1782. {
  1783. *pWeapon->FallbackPaintKit() = 40; // Night
  1784. }
  1785. else if (Skin == 5)
  1786. {
  1787. *pWeapon->FallbackPaintKit() = 42; // Blue Steel
  1788. }
  1789. else if (Skin == 6)
  1790. {
  1791. *pWeapon->FallbackPaintKit() = 43; // Stained
  1792. }
  1793. else if (Skin == 7)
  1794. {
  1795. *pWeapon->FallbackPaintKit() = 44; // Case Hardened
  1796. }
  1797. else if (Skin == 8)
  1798. {
  1799. *pWeapon->FallbackPaintKit() = 59; // Slaughter
  1800. }
  1801. else if (Skin == 9)
  1802. {
  1803. *pWeapon->FallbackPaintKit() = 72; // Safari Mesh
  1804. }
  1805. else if (Skin == 10)
  1806. {
  1807. *pWeapon->FallbackPaintKit() = 77; // Boreal Forest
  1808. }
  1809. else if (Skin == 11)
  1810. {
  1811. *pWeapon->FallbackPaintKit() = 98; // Ultraviolet
  1812. }
  1813. else if (Skin == 12)
  1814. {
  1815. *pWeapon->FallbackPaintKit() = 143; // Urban Masked
  1816. }
  1817. else if (Skin == 13)
  1818. {
  1819. *pWeapon->FallbackPaintKit() = 175; // Scorched
  1820. }
  1821. else if (Skin == 14)
  1822. {
  1823. *pWeapon->FallbackPaintKit() = 323; // Rust Coat
  1824. }
  1825. else if (Skin == 15)
  1826. {
  1827. *pWeapon->FallbackPaintKit() = 409; // Tiger Tooth
  1828. }
  1829. else if (Skin == 16)
  1830. {
  1831. *pWeapon->FallbackPaintKit() = 410; // Damascus Steel
  1832. }
  1833. else if (Skin == 17)
  1834. {
  1835. *pWeapon->FallbackPaintKit() = 411; // Damascus Steel
  1836. }
  1837. else if (Skin == 18)
  1838. {
  1839. *pWeapon->FallbackPaintKit() = 413; // Marble Fade
  1840. }
  1841. else if (Skin == 19)
  1842. {
  1843. *pWeapon->FallbackPaintKit() = 414; // Rust Coat
  1844. }
  1845. else if (Skin == 20)
  1846. {
  1847. *pWeapon->FallbackPaintKit() = 415; // Doppler Ruby
  1848. }
  1849. else if (Skin == 21)
  1850. {
  1851. *pWeapon->FallbackPaintKit() = 416; // Doppler Sapphire
  1852. }
  1853. else if (Skin == 22)
  1854. {
  1855. *pWeapon->FallbackPaintKit() = 417; // Doppler Blackpearl
  1856. }
  1857. else if (Skin == 23)
  1858. {
  1859. *pWeapon->FallbackPaintKit() = 418; // Doppler Phase 1
  1860. }
  1861. else if (Skin == 24)
  1862. {
  1863. *pWeapon->FallbackPaintKit() = 419; // Doppler Phase 2
  1864. }
  1865. else if (Skin == 25)
  1866. {
  1867. *pWeapon->FallbackPaintKit() = 420; // Doppler Phase 3
  1868. }
  1869. else if (Skin == 26)
  1870. {
  1871. *pWeapon->FallbackPaintKit() = 421; // Doppler Phase 4
  1872. }
  1873. else if (Skin == 27)
  1874. {
  1875. *pWeapon->FallbackPaintKit() = 569; // Gamma Doppler Phase1
  1876. }
  1877. else if (Skin == 28)
  1878. {
  1879. *pWeapon->FallbackPaintKit() = 570; // Gamma Doppler Phase2
  1880. }
  1881. else if (Skin == 29)
  1882. {
  1883. *pWeapon->FallbackPaintKit() = 571; // Gamma Doppler Phase3
  1884. }
  1885. else if (Skin == 30)
  1886. {
  1887. *pWeapon->FallbackPaintKit() = 568; // Gamma Doppler Phase4
  1888. }
  1889. else if (Skin == 31)
  1890. {
  1891. *pWeapon->FallbackPaintKit() = 568; // Gamma Doppler Emerald
  1892. }
  1893. else if (Skin == 32)
  1894. {
  1895. *pWeapon->FallbackPaintKit() = 559; // Lore
  1896. }
  1897. else if (Skin == 36)
  1898. {
  1899. *pWeapon->FallbackPaintKit() = 102; // White
  1900. }
  1901. }
  1902. else if (Model == 7) // Karambit
  1903. {
  1904. int iKarambit = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_karam.mdl");
  1905. *pWeapon->ModelIndex() = iKarambit; // m_nModelIndex
  1906. *pWeapon->ViewModelIndex() = iKarambit;
  1907. if (worldmodel) *worldmodel->ModelIndex() = iKarambit + 1;
  1908. *pWeapon->m_AttributeManager()->m_Item()->ItemDefinitionIndex() = 507;
  1909. *pWeapon->GetEntityQuality() = 3;
  1910. killIcons.clear();
  1911. killIcons["knife_default_ct"] = "knife_karambit";
  1912. killIcons["knife_t"] = "knife_karambit";
  1913. int Skin = Menu::Window.SkinchangerTab.KnifeSkin.GetIndex();
  1914. if (Skin == 0)
  1915. {
  1916. *pWeapon->FallbackPaintKit() = 0; // Forest DDPAT
  1917. }
  1918. else if (Skin == 1)
  1919. {
  1920. *pWeapon->FallbackPaintKit() = 12; // Crimson Web
  1921. }
  1922. else if (Skin == 2)
  1923. {
  1924. *pWeapon->FallbackPaintKit() = 27; // Bone Mask
  1925. }
  1926. else if (Skin == 3)
  1927. {
  1928. *pWeapon->FallbackPaintKit() = 38; // Fade
  1929. }
  1930. else if (Skin == 4)
  1931. {
  1932. *pWeapon->FallbackPaintKit() = 40; // Night
  1933. }
  1934. else if (Skin == 5)
  1935. {
  1936. *pWeapon->FallbackPaintKit() = 42; // Blue Steel
  1937. }
  1938. else if (Skin == 6)
  1939. {
  1940. *pWeapon->FallbackPaintKit() = 43; // Stained
  1941. }
  1942. else if (Skin == 7)
  1943. {
  1944. *pWeapon->FallbackPaintKit() = 44; // Case Hardened
  1945. }
  1946. else if (Skin == 8)
  1947. {
  1948. *pWeapon->FallbackPaintKit() = 59; // Slaughter
  1949. }
  1950. else if (Skin == 9)
  1951. {
  1952. *pWeapon->FallbackPaintKit() = 72; // Safari Mesh
  1953. }
  1954. else if (Skin == 10)
  1955. {
  1956. *pWeapon->FallbackPaintKit() = 77; // Boreal Forest
  1957. }
  1958. else if (Skin == 11)
  1959. {
  1960. *pWeapon->FallbackPaintKit() = 98; // Ultraviolet
  1961. }
  1962. else if (Skin == 12)
  1963. {
  1964. *pWeapon->FallbackPaintKit() = 143; // Urban Masked
  1965. }
  1966. else if (Skin == 13)
  1967. {
  1968. *pWeapon->FallbackPaintKit() = 175; // Scorched
  1969. }
  1970. else if (Skin == 14)
  1971. {
  1972. *pWeapon->FallbackPaintKit() = 323; // Rust Coat
  1973. }
  1974. else if (Skin == 15)
  1975. {
  1976. *pWeapon->FallbackPaintKit() = 409; // Tiger Tooth
  1977. }
  1978. else if (Skin == 16)
  1979. {
  1980. *pWeapon->FallbackPaintKit() = 410; // Damascus Steel
  1981. }
  1982. else if (Skin == 17)
  1983. {
  1984. *pWeapon->FallbackPaintKit() = 411; // Damascus Steel
  1985. }
  1986. else if (Skin == 18)
  1987. {
  1988. *pWeapon->FallbackPaintKit() = 413; // Marble Fade
  1989. }
  1990. else if (Skin == 19)
  1991. {
  1992. *pWeapon->FallbackPaintKit() = 414; // Rust Coat
  1993. }
  1994. else if (Skin == 20)
  1995. {
  1996. *pWeapon->FallbackPaintKit() = 415; // Doppler Ruby
  1997. }
  1998. else if (Skin == 21)
  1999. {
  2000. *pWeapon->FallbackPaintKit() = 416; // Doppler Sapphire
  2001. }
  2002. else if (Skin == 22)
  2003. {
  2004. *pWeapon->FallbackPaintKit() = 417; // Doppler Blackpearl
  2005. }
  2006. else if (Skin == 23)
  2007. {
  2008. *pWeapon->FallbackPaintKit() = 418; // Doppler Phase 1
  2009. }
  2010. else if (Skin == 24)
  2011. {
  2012. *pWeapon->FallbackPaintKit() = 419; // Doppler Phase 2
  2013. }
  2014. else if (Skin == 25)
  2015. {
  2016. *pWeapon->FallbackPaintKit() = 420; // Doppler Phase 3
  2017. }
  2018. else if (Skin == 26)
  2019. {
  2020. *pWeapon->FallbackPaintKit() = 421; // Doppler Phase 4
  2021. }
  2022. else if (Skin == 27)
  2023. {
  2024. *pWeapon->FallbackPaintKit() = 570; // Doppler Phase 4
  2025. }
  2026. else if (Skin == 28)
  2027. {
  2028. *pWeapon->FallbackPaintKit() = 568; // Doppler Phase 4
  2029. }
  2030. else if (Skin == 27)
  2031. {
  2032. *pWeapon->FallbackPaintKit() = 569; // Gamma Doppler Phase1
  2033. }
  2034. else if (Skin == 28)
  2035. {
  2036. *pWeapon->FallbackPaintKit() = 570; // Gamma Doppler Phase2
  2037. }
  2038. else if (Skin == 29)
  2039. {
  2040. *pWeapon->FallbackPaintKit() = 571; // Gamma Doppler Phase3
  2041. }
  2042. else if (Skin == 30)
  2043. {
  2044. *pWeapon->FallbackPaintKit() = 568; // Gamma Doppler Phase4
  2045. }
  2046. else if (Skin == 31)
  2047. {
  2048. *pWeapon->FallbackPaintKit() = 568; // Gamma Doppler Emerald
  2049. }
  2050. else if (Skin == 32)
  2051. {
  2052. *pWeapon->FallbackPaintKit() = 561; // Lore
  2053. }
  2054. else if (Skin == 33)
  2055. {
  2056. *pWeapon->FallbackPaintKit() = 576; // Autotronic
  2057. }
  2058. else if (Skin == 34)
  2059. {
  2060. *pWeapon->FallbackPaintKit() = 566; // Black Laminate
  2061. }
  2062. else if (Skin == 35)
  2063. {
  2064. *pWeapon->FallbackPaintKit() = 581; // Freehand
  2065. }
  2066. else if (Skin == 36)
  2067. {
  2068. *pWeapon->FallbackPaintKit() = 102; // White * Special
  2069. }
  2070. }
  2071. else if (Model == 8) // M9 Bayonet
  2072. {
  2073. int iM9Bayonet = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_m9_bay.mdl");
  2074. *pWeapon->ModelIndex() = iM9Bayonet; // m_nModelIndex
  2075. *pWeapon->ViewModelIndex() = iM9Bayonet;
  2076. if (worldmodel) *worldmodel->ModelIndex() = iM9Bayonet + 1;
  2077. *pWeapon->m_AttributeManager()->m_Item()->ItemDefinitionIndex() = 508;
  2078. *pWeapon->GetEntityQuality() = 3;
  2079. killIcons.clear();
  2080. killIcons["knife_default_ct"] = "knife_m9_bayonet";
  2081. killIcons["knife_t"] = "knife_m9_bayonet";
  2082. int Skin = Menu::Window.SkinchangerTab.KnifeSkin.GetIndex();
  2083. if (Skin == 0)
  2084. {
  2085. *pWeapon->FallbackPaintKit() = 0; // Forest DDPAT
  2086. }
  2087. else if (Skin == 1)
  2088. {
  2089. *pWeapon->FallbackPaintKit() = 12; // Crimson Web
  2090. }
  2091. else if (Skin == 2)
  2092. {
  2093. *pWeapon->FallbackPaintKit() = 27; // Bone Mask
  2094. }
  2095. else if (Skin == 3)
  2096. {
  2097. *pWeapon->FallbackPaintKit() = 38; // Fade
  2098. }
  2099. else if (Skin == 4)
  2100. {
  2101. *pWeapon->FallbackPaintKit() = 40; // Night
  2102. }
  2103. else if (Skin == 5)
  2104. {
  2105. *pWeapon->FallbackPaintKit() = 42; // Blue Steel
  2106. }
  2107. else if (Skin == 6)
  2108. {
  2109. *pWeapon->FallbackPaintKit() = 43; // Stained
  2110. }
  2111. else if (Skin == 7)
  2112. {
  2113. *pWeapon->FallbackPaintKit() = 44; // Case Hardened
  2114. }
  2115. else if (Skin == 8)
  2116. {
  2117. *pWeapon->FallbackPaintKit() = 59; // Slaughter
  2118. }
  2119. else if (Skin == 9)
  2120. {
  2121. *pWeapon->FallbackPaintKit() = 72; // Safari Mesh
  2122. }
  2123. else if (Skin == 10)
  2124. {
  2125. *pWeapon->FallbackPaintKit() = 77; // Boreal Forest
  2126. }
  2127. else if (Skin == 11)
  2128. {
  2129. *pWeapon->FallbackPaintKit() = 98; // Ultraviolet
  2130. }
  2131. else if (Skin == 12)
  2132. {
  2133. *pWeapon->FallbackPaintKit() = 143; // Urban Masked
  2134. }
  2135. else if (Skin == 13)
  2136. {
  2137. *pWeapon->FallbackPaintKit() = 175; // Scorched
  2138. }
  2139. else if (Skin == 14)
  2140. {
  2141. *pWeapon->FallbackPaintKit() = 323; // Rust Coat
  2142. }
  2143. else if (Skin == 15)
  2144. {
  2145. *pWeapon->FallbackPaintKit() = 409; // Tiger Tooth
  2146. }
  2147. else if (Skin == 16)
  2148. {
  2149. *pWeapon->FallbackPaintKit() = 410; // Damascus Steel
  2150. }
  2151. else if (Skin == 17)
  2152. {
  2153. *pWeapon->FallbackPaintKit() = 411; // Damascus Steel
  2154. }
  2155. else if (Skin == 18)
  2156. {
  2157. *pWeapon->FallbackPaintKit() = 413; // Marble Fade
  2158. }
  2159. else if (Skin == 19)
  2160. {
  2161. *pWeapon->FallbackPaintKit() = 414; // Rust Coat
  2162. }
  2163. else if (Skin == 20)
  2164. {
  2165. *pWeapon->FallbackPaintKit() = 415; // Doppler Ruby
  2166. }
  2167. else if (Skin == 21)
  2168. {
  2169. *pWeapon->FallbackPaintKit() = 416; // Doppler Sapphire
  2170. }
  2171. else if (Skin == 22)
  2172. {
  2173. *pWeapon->FallbackPaintKit() = 417; // Doppler Blackpearl
  2174. }
  2175. else if (Skin == 23)
  2176. {
  2177. *pWeapon->FallbackPaintKit() = 418; // Doppler Phase 1
  2178. }
  2179. else if (Skin == 24)
  2180. {
  2181. *pWeapon->FallbackPaintKit() = 419; // Doppler Phase 2
  2182. }
  2183. else if (Skin == 25)
  2184. {
  2185. *pWeapon->FallbackPaintKit() = 420; // Doppler Phase 3
  2186. }
  2187. else if (Skin == 26)
  2188. {
  2189. *pWeapon->FallbackPaintKit() = 421; // Doppler Phase 4
  2190. }
  2191. else if (Skin == 27)
  2192. {
  2193. *pWeapon->FallbackPaintKit() = 570; // Doppler Phase 4
  2194. }
  2195. else if (Skin == 28)
  2196. {
  2197. *pWeapon->FallbackPaintKit() = 568; // Doppler Phase 4
  2198. }
  2199. else if (Skin == 27)
  2200. {
  2201. *pWeapon->FallbackPaintKit() = 569; // Gamma Doppler Phase1
  2202. }
  2203. else if (Skin == 28)
  2204. {
  2205. *pWeapon->FallbackPaintKit() = 570; // Gamma Doppler Phase2
  2206. }
  2207. else if (Skin == 29)
  2208. {
  2209. *pWeapon->FallbackPaintKit() = 571; // Gamma Doppler Phase3
  2210. }
  2211. else if (Skin == 30)
  2212. {
  2213. *pWeapon->FallbackPaintKit() = 568; // Gamma Doppler Phase4
  2214. }
  2215. else if (Skin == 31)
  2216. {
  2217. *pWeapon->FallbackPaintKit() = 568; // Gamma Doppler Emerald
  2218. }
  2219. else if (Skin == 32)
  2220. {
  2221. *pWeapon->FallbackPaintKit() = 562; // Lore
  2222. }
  2223. else if (Skin == 33)
  2224. {
  2225. *pWeapon->FallbackPaintKit() = 577; // Autotronic
  2226. }
  2227. else if (Skin == 34)
  2228. {
  2229. *pWeapon->FallbackPaintKit() = 567; // Black Lam
  2230. }
  2231. else if (Skin == 35)
  2232. {
  2233. *pWeapon->FallbackPaintKit() = 581; // Freehand
  2234. }
  2235. else if (Skin == 36)
  2236. {
  2237. *pWeapon->FallbackPaintKit() = 102; // White
  2238. }
  2239. }
  2240. else if (Model == 9) // Shadow Daggers
  2241. {
  2242. int iDagger = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_push.mdl");
  2243. *pWeapon->ModelIndex() = iDagger; // m_nModelIndex
  2244. *pWeapon->ViewModelIndex() = iDagger;
  2245. if (worldmodel) *worldmodel->ModelIndex() = iDagger + 1;
  2246. *pWeapon->m_AttributeManager()->m_Item()->ItemDefinitionIndex() = 516;
  2247. *pWeapon->GetEntityQuality() = 3;
  2248. killIcons.clear();
  2249. killIcons["knife_default_ct"] = "knife_push";
  2250. killIcons["knife_t"] = "knife_push";
  2251. int Skin = Menu::Window.SkinchangerTab.KnifeSkin.GetIndex();
  2252. if (Skin == 0)
  2253. {
  2254. *pWeapon->FallbackPaintKit() = 5; // Forest DDPAT
  2255. }
  2256. else if (Skin == 1)
  2257. {
  2258. *pWeapon->FallbackPaintKit() = 12; // Crimson Web
  2259. }
  2260. else if (Skin == 2)
  2261. {
  2262. *pWeapon->FallbackPaintKit() = 27; // Bone Mask
  2263. }
  2264. else if (Skin == 3)
  2265. {
  2266. *pWeapon->FallbackPaintKit() = 38; // Fade
  2267. }
  2268. else if (Skin == 4)
  2269. {
  2270. *pWeapon->FallbackPaintKit() = 40; // Night
  2271. }
  2272. else if (Skin == 5)
  2273. {
  2274. *pWeapon->FallbackPaintKit() = 42; // Blue Steel
  2275. }
  2276. else if (Skin == 6)
  2277. {
  2278. *pWeapon->FallbackPaintKit() = 43; // Stained
  2279. }
  2280. else if (Skin == 7)
  2281. {
  2282. *pWeapon->FallbackPaintKit() = 44; // Case Hardened
  2283. }
  2284. else if (Skin == 8)
  2285. {
  2286. *pWeapon->FallbackPaintKit() = 59; // Slaughter
  2287. }
  2288. else if (Skin == 9)
  2289. {
  2290. *pWeapon->FallbackPaintKit() = 72; // Safari Mesh
  2291. }
  2292. else if (Skin == 10)
  2293. {
  2294. *pWeapon->FallbackPaintKit() = 77; // Boreal Forest
  2295. }
  2296. else if (Skin == 11)
  2297. {
  2298. *pWeapon->FallbackPaintKit() = 98; // Ultraviolet
  2299. }
  2300. else if (Skin == 12)
  2301. {
  2302. *pWeapon->FallbackPaintKit() = 143; // Urban Masked
  2303. }
  2304. else if (Skin == 13)
  2305. {
  2306. *pWeapon->FallbackPaintKit() = 175; // Scorched
  2307. }
  2308. else if (Skin == 14)
  2309. {
  2310. *pWeapon->FallbackPaintKit() = 323; // Rust Coat
  2311. }
  2312. else if (Skin == 15)
  2313. {
  2314. *pWeapon->FallbackPaintKit() = 409; // Tiger Tooth
  2315. }
  2316. else if (Skin == 16)
  2317. {
  2318. *pWeapon->FallbackPaintKit() = 410; // Damascus Steel
  2319. }
  2320. else if (Skin == 17)
  2321. {
  2322. *pWeapon->FallbackPaintKit() = 411; // Damascus Steel
  2323. }
  2324. else if (Skin == 18)
  2325. {
  2326. *pWeapon->FallbackPaintKit() = 413; // Marble Fade
  2327. }
  2328. else if (Skin == 19)
  2329. {
  2330. *pWeapon->FallbackPaintKit() = 414; // Rust Coat
  2331. }
  2332. else if (Skin == 20)
  2333. {
  2334. *pWeapon->FallbackPaintKit() = 415; // Doppler Ruby
  2335. }
  2336. else if (Skin == 21)
  2337. {
  2338. *pWeapon->FallbackPaintKit() = 416; // Doppler Sapphire
  2339. }
  2340. else if (Skin == 22)
  2341. {
  2342. *pWeapon->FallbackPaintKit() = 417; // Doppler Blackpearl
  2343. }
  2344. else if (Skin == 23)
  2345. {
  2346. *pWeapon->FallbackPaintKit() = 418; // Doppler Phase 1
  2347. }
  2348. else if (Skin == 24)
  2349. {
  2350. *pWeapon->FallbackPaintKit() = 419; // Doppler Phase 2
  2351. }
  2352. else if (Skin == 25)
  2353. {
  2354. *pWeapon->FallbackPaintKit() = 420; // Doppler Phase 3
  2355. }
  2356. else if (Skin == 26)
  2357. {
  2358. *pWeapon->FallbackPaintKit() = 421; // Doppler Phase 4
  2359. }
  2360. else if (Skin == 27)
  2361. {
  2362. *pWeapon->FallbackPaintKit() = 569; // Gamma Doppler Phase1
  2363. }
  2364. else if (Skin == 28)
  2365. {
  2366. *pWeapon->FallbackPaintKit() = 570; // Gamma Doppler Phase2
  2367. }
  2368. else if (Skin == 29)
  2369. {
  2370. *pWeapon->FallbackPaintKit() = 571; // Gamma Doppler Phase3
  2371. }
  2372. else if (Skin == 30)
  2373. {
  2374. *pWeapon->FallbackPaintKit() = 568; // Gamma Doppler Phase4
  2375. }
  2376. else if (Skin == 31)
  2377. {
  2378. *pWeapon->FallbackPaintKit() = 568; // Gamma Doppler Emerald
  2379. }
  2380. else if (Skin == 32)
  2381. {
  2382. *pWeapon->FallbackPaintKit() = 561; // Lore
  2383. }
  2384. else if (Skin == 36)
  2385. {
  2386. *pWeapon->FallbackPaintKit() = 102; // White
  2387. }
  2388. }
  2389. }
  2390. //*pWeapon->OwnerXuidLow() = 0;
  2391. //*pWeapon->OwnerXuidHigh() = 0;
  2392. *pWeapon->FallbackWear() = 0.001f;
  2393. *pWeapon->m_AttributeManager()->m_Item()->ItemIDHigh() = 1;
  2394. }
  2395. }
  2396. }
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