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  1. #1
    xfusion97's Avatar
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    Skin Changer C# Source Code

    Hey there! I am looking for source code of skin changer, I want to learn how its done from live example, modify it and stuff. So if anyone got such thing, please share it, I am really interested into it. Thank you and have a nice day

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    dat advantage's Avatar
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    Quote Originally Posted by xfusion97 View Post
    Hey there! I am looking for source code of skin changer, I want to learn how its done from live example, modify it and stuff. So if anyone got such thing, please share it, I am really interested into it. Thank you and have a nice day
    Code:
    namespace C0reExternalBase_v2.Threads
    {
        class Skinchanger
        {
            private static bool bWasActive = false;
    
            public static void Reskin()
            {
                while (true)
                {
                    if (Settings.m_bSkinchanger)
                    {
                        // Save That We Used The Skinchanger
                        bWasActive = true;
    
                        int OverrideTexture;
    
                        for (var i = 1; i < 16; ++i)
                        {
                            // Create A New Weapon Object
                            Weapon Weapon = new Weapon();
    
                            // Get Adress To Current Weapon Out Of Array Of Currently Equipped Weapons
                            int iCurWeaponAdress = (ManageMemory.ReadMemory<int>(LocalPlayer.m_iBase + Offsets.m_hMyWeapons + (i - 1) * 0x4)) & 0xFFF;
    
                            // Get Baseadress of The Current Weapon
                            Weapon.m_iBase = ManageMemory.ReadMemory<int>(Offsets.m_ClientPointer + Offsets.m_dwEntityList + (iCurWeaponAdress - 1) * 0x10);
    
                            // Get The WeaponID
                            Weapon.m_iItemDefinitionIndex = ManageMemory.ReadMemory<int>(Weapon.m_iBase + Offsets.m_iItemDefinitionIndex);
    
                            // Get EntityID Of WeaponOwner
                            Weapon.m_iXuIDLow = ManageMemory.ReadMemory<int>(Weapon.m_iBase + Offsets.m_OriginalOwnerXuidLow);
    
                            // Get Weapon Skin
                            Weapon.m_iTexture = ManageMemory.ReadMemory<int>(Weapon.m_iBase + Offsets.m_nFallbackPaintKit);
    
    
                            // Define Which Skin We Want (Based On The Current Weapon)
                            switch (Weapon.m_iItemDefinitionIndex)
                            {
                                case (int)ItemDefinition.WEAPON_AK47:
                                    OverrideTexture = 44;
                                    break;
                                case (int)ItemDefinition.WEAPON_M4A1_SILENCER:
                                    OverrideTexture = 440;
                                    break;
                                case (int)ItemDefinition.WEAPON_M4A1:
                                    OverrideTexture = 309;
                                    break;
                                case (int)ItemDefinition.WEAPON_AWP:
                                    OverrideTexture = 344;
                                    break;
                                case (int)ItemDefinition.WEAPON_GLOCK:
                                    OverrideTexture = 38;
                                    break;
                                case (int)ItemDefinition.WEAPON_HKP2000:
                                    OverrideTexture = 389;
                                    break;
                                case (int)ItemDefinition.WEAPON_USP_SILENCER:
                                    OverrideTexture = 290;
                                    break;
                                case (int)ItemDefinition.WEAPON_UMP45:
                                    OverrideTexture = 556;
                                    break;
                                case (int)ItemDefinition.WEAPON_P250:
                                    OverrideTexture = 102;
                                    break;
                                case (int)ItemDefinition.WEAPON_FIVESEVEN:
                                    OverrideTexture = 427;
                                    break;
                                case (int)ItemDefinition.WEAPON_DEAGLE:
                                    OverrideTexture = 231;
                                    break;
                                case (int)ItemDefinition.WEAPON_TEC9:
                                    OverrideTexture = 599;
                                    break;
                                default:
                                    OverrideTexture = 1337;
                                    break;
                            }
    
                            // Check If The Weapon Doesn't Have The Skin Yet
                            if (Weapon.m_iTexture != OverrideTexture && OverrideTexture != 1337)
                            {
                                // Set New Item Values
                                ManageMemory.WriteMemory<int>(Weapon.m_iBase + Offsets.m_iItemIDLow, -1);
                                ManageMemory.WriteMemory<int>(Weapon.m_iBase + Offsets.m_nFallbackPaintKit, OverrideTexture);
                                ManageMemory.WriteMemory<int>(Weapon.m_iBase + Offsets.m_nFallbackSeed, 661);
                                ManageMemory.WriteMemory<int>(Weapon.m_iBase + Offsets.m_nFallbackStatTrak, 1337);
                                ManageMemory.WriteMemory<float>(Weapon.m_iBase + Offsets.m_flFallbackWear, 0.00001f);
                                ManageMemory.WriteMemory<int>(Weapon.m_iBase + Offsets.m_iAccountID, Weapon.m_iXuIDLow);
                                ManageMemory.WriteMemory<char[]>(Weapon.m_iBase + Offsets.m_szCustomName, "C0reExternal".ToCharArray());
    
                                // Force Textures To Reload
                                ManageMemory.WriteMemory<int>(LocalPlayer.m_iClientState + 0x16C, -1);
                            }
                        }
                    }
                    else if (!Settings.m_bSkinchanger && bWasActive)
                    {
                        // If Skinchanger Was Active & Is Now Inactive Force Textures To Reload
                        ManageMemory.WriteMemory<int>(LocalPlayer.m_iClientState + 0x16C, -1);
    
                        bWasActive = false;
                    }
                    // (-.-)Zzz...
                    Thread.Sleep(5);
                }
            }
        }
    }

  3. The Following 2 Users Say Thank You to dat advantage For This Useful Post:

    jonluke (08-30-2017),xfusion97 (07-05-2017)

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