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  1. #1
    notham123's Avatar
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    Fixing knife changer for ayyware paste

    Hi

    I have this shitty paste for ayyware but the knife changer doesnt work and it flickers. It gives me an error in console (Failed to set custom material for 'knife_m9_bay', no matching material name found on model models/weapons/v_knife_default_t.mdl) and I know where the issue is I just don't know how to fix it. I will post the relavent code which will help.

    Code:
    if (Interfaces::Engine->IsConnected() && Interfaces::Engine->IsInGame() && curStage == FRAME_NET_UPDATE_POSTDATAUPDATE_START) 
    	{
    		IClientEntity *pLocal = Interfaces::EntList->GetClientEntity(Interfaces::Engine->GetLocalPlayer());
    
    		if (Menu::Window.SkinTab.SkinEnable.GetState() && pLocal)
    		{
    		IClientEntity* WeaponEnt = Interfaces::EntList->GetClientEntityFromHandle(pLocal->GetActiveWeaponHandle());
    		// Utilities::Log("APPLY SKIN APPLY SKIN");
    		int iBayonet = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_bayonet.mdl");
    		int iButterfly = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_butterfly.mdl");
    		int iFlip = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_flip.mdl");
    		int iGut = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_gut.mdl");
    		int iKarambit = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_karam.mdl");
    		int iM9Bayonet = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_m9_bay.mdl");
    		int iHuntsman = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_tactical.mdl");
    		int iFalchion = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_falchion_advanced.mdl");
    		int iDagger = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_push.mdl");
    		int iBowie = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_survival_bowie.mdl");
    
    		for (int i = 0; i <= Interfaces::EntList->GetHighestEntityIndex(); i++) // CHANGE
    		{
    			IClientEntity *pEntity = Interfaces::EntList->GetClientEntity(i);
    
    			IClientEntity* WeaponEnt = Interfaces::EntList->GetClientEntityFromHandle(pLocal->GetActiveWeaponHandle());
    
    			CBaseCombatWeapon* Weapon = (CBaseCombatWeapon*)WeaponEnt;
    
    			if (pEntity)
    			{
    				ULONG hOwnerEntity = *(PULONG)((DWORD)pEntity + 0x148);
    
    				IClientEntity* pOwner = Interfaces::EntList->GetClientEntityFromHandle((HANDLE)hOwnerEntity);
    
    				if (pOwner)
    				{
    					if (pOwner == pLocal)
    					{
    						std::string sWeapon = Interfaces::ModelInfo->GetModelName(pEntity->GetModel());
    
    						if (!(sWeapon.find("models/weapons", 0) != std::string::npos))
    							continue;
    
    						if (sWeapon.find("c4_planted", 0) != std::string::npos)
    							continue;
    
    						if (sWeapon.find("thrown", 0) != std::string::npos)
    							continue;
    
    						if (sWeapon.find("smokegrenade", 0) != std::string::npos)
    							continue;
    
    						if (sWeapon.find("flashbang", 0) != std::string::npos)
    							continue;
    
    						if (sWeapon.find("fraggrenade", 0) != std::string::npos)
    							continue;
    
    						if (sWeapon.find("molotov", 0) != std::string::npos)
    							continue;
    
    						if (sWeapon.find("decoy", 0) != std::string::npos)
    							continue;
    
    						if (sWeapon.find("incendiarygrenade", 0) != std::string::npos)
    							continue;
    
    						if (sWeapon.find("ied", 0) != std::string::npos)
    							continue;
    
    						if (sWeapon.find("w_eq_", 0) != std::string::npos)
    							continue;
    
    						CBaseCombatWeapon* pWeapon = (CBaseCombatWeapon*)pEntity;
    
    						ClientClass *pClass = Interfaces::Client->GetAllClasses();


    Two examples of how the knives work
    Code:
    if (pEntity->GetClientClass()->m_ClassID == (int)CSGOClassID::CKnife)
    							{
    								if (Model == 0) // Bayonet
    								{
    									*pWeapon->ModelIndex() = iBayonet; // m_nModelIndex
    									*pWeapon->ViewModelIndex() = iBayonet;
    									*pWeapon->WorldModelIndex() = iBayonet + 1;
    									*pWeapon->m_AttributeManager()->m_Item()->ItemDefinitionIndex() = 500;
    
    									int Skin = Menu::Window.SkinTab.KnifeSkin.GetIndex();
    
    									if (Skin == 0)
    									{
    										*pWeapon->FallbackPaintKit() = 0; // Forest DDPAT
    									}
    									else if (Skin == 1)
    									{
    										*pWeapon->FallbackPaintKit() = 12; // Crimson Web
    									}
    									else if (Skin == 2)
    									{
    										*pWeapon->FallbackPaintKit() = 27; // Bone Mask
    									}
    									else if (Skin == 3)
    									{
    										*pWeapon->FallbackPaintKit() = 38; // Fade
    									}
    									else if (Skin == 4)
    									{
    										*pWeapon->FallbackPaintKit() = 40; // Night
    									}
    									else if (Skin == 5)
    									{
    										*pWeapon->FallbackPaintKit() = 42; // Blue Steel
    									}
    									else if (Skin == 6)
    									{
    										*pWeapon->FallbackPaintKit() = 43; // Stained
    									}
    									else if (Skin == 7)
    									{
    										*pWeapon->FallbackPaintKit() = 44; // Case Hardened
    									}
    									else if (Skin == 8)
    									{
    										*pWeapon->FallbackPaintKit() = 59; // Slaughter
    									}
    									else if (Skin == 9)
    									{
    										*pWeapon->FallbackPaintKit() = 72; // Safari Mesh
    									}
    									else if (Skin == 10)
    									{
    										*pWeapon->FallbackPaintKit() = 77; // Boreal Forest
    									}
    									else if (Skin == 11)
    									{
    										*pWeapon->FallbackPaintKit() = 98; // Ultraviolet
    									}
    									else if (Skin == 12)
    									{
    										*pWeapon->FallbackPaintKit() = 143; // Urban Masked
    									}
    									else if (Skin == 13)
    									{
    										*pWeapon->FallbackPaintKit() = 175; // Scorched
    									}
    									else if (Skin == 14)
    									{
    										*pWeapon->FallbackPaintKit() = 323; // Rust Coat
    									}
    									else if (Skin == 15)
    									{
    										*pWeapon->FallbackPaintKit() = 409; // Tiger Tooth
    									}
    									else if (Skin == 16)
    									{
    										*pWeapon->FallbackPaintKit() = 410; // Damascus Steel
    									}
    									else if (Skin == 17)
    									{
    										*pWeapon->FallbackPaintKit() = 411; // Damascus Steel
    									}
    									else if (Skin == 18)
    									{
    										*pWeapon->FallbackPaintKit() = 413; // Marble Fade
    									}
    									else if (Skin == 19)
    									{
    										*pWeapon->FallbackPaintKit() = 414; // Rust Coat
    									}
    									else if (Skin == 20)
    									{
    										*pWeapon->FallbackPaintKit() = 415; // Doppler Ruby
    									}
    									else if (Skin == 21)
    									{
    										*pWeapon->FallbackPaintKit() = 416; // Doppler Sapphire
    									}
    									else if (Skin == 22)
    									{
    										*pWeapon->FallbackPaintKit() = 417; // Doppler Blackpearl
    									}
    									else if (Skin == 23)
    									{
    										*pWeapon->FallbackPaintKit() = 418; // Doppler Phase 1
    									}
    									else if (Skin == 24)
    									{
    										*pWeapon->FallbackPaintKit() = 419; // Doppler Phase 2
    									}
    									else if (Skin == 25)
    									{
    										*pWeapon->FallbackPaintKit() = 420; // Doppler Phase 3
    									}
    									else if (Skin == 26)
    									{
    										*pWeapon->FallbackPaintKit() = 421; // Doppler Phase 4
    									}
    									else if (Skin == 27)
    									{
    										*pWeapon->FallbackPaintKit() = 569; // Gamma Doppler Phase1
    									}
    									else if (Skin == 28)
    									{
    										*pWeapon->FallbackPaintKit() = 570; // Gamma Doppler Phase2
    									}
    									else if (Skin == 29)
    									{
    										*pWeapon->FallbackPaintKit() = 571; // Gamma Doppler Phase3
    									}
    									else if (Skin == 30)
    									{
    										*pWeapon->FallbackPaintKit() = 568; // Gamma Doppler Phase4
    									}
    									else if (Skin == 31)
    									{
    										*pWeapon->FallbackPaintKit() = 568; // Gamma Doppler Emerald
    									}
    									else if (Skin == 32)
    									{
    										*pWeapon->FallbackPaintKit() = 558; // Lore
    									}
    								}
    								else if (Model == 1) // Bowie Knife
    								{
    									*pWeapon->ModelIndex() = iBowie; // m_nModelIndex
    									*pWeapon->ViewModelIndex() = iBowie;
    									*pWeapon->WorldModelIndex() = iBowie + 1;
    									*pWeapon->m_AttributeManager()->m_Item()->ItemDefinitionIndex() = 514;
    
    									int Skin = Menu::Window.SkinTab.KnifeSkin.GetIndex();
    
    									if (Skin == 0)
    									{
    										*pWeapon->FallbackPaintKit() = 0; // Forest DDPAT
    									}
    									else if (Skin == 1)
    									{
    										*pWeapon->FallbackPaintKit() = 12; // Crimson Web
    									}
    									else if (Skin == 2)
    									{
    										*pWeapon->FallbackPaintKit() = 27; // Bone Mask
    									}
    									else if (Skin == 3)
    									{
    										*pWeapon->FallbackPaintKit() = 38; // Fade
    									}
    									else if (Skin == 4)
    									{
    										*pWeapon->FallbackPaintKit() = 40; // Night
    									}
    									else if (Skin == 5)
    									{
    										*pWeapon->FallbackPaintKit() = 42; // Blue Steel
    									}
    									else if (Skin == 6)
    									{
    										*pWeapon->FallbackPaintKit() = 43; // Stained
    									}
    									else if (Skin == 7)
    									{
    										*pWeapon->FallbackPaintKit() = 44; // Case Hardened
    									}
    									else if (Skin == 8)
    									{
    										*pWeapon->FallbackPaintKit() = 59; // Slaughter
    									}
    									else if (Skin == 9)
    									{
    										*pWeapon->FallbackPaintKit() = 72; // Safari Mesh
    									}
    									else if (Skin == 10)
    									{
    										*pWeapon->FallbackPaintKit() = 77; // Boreal Forest
    									}
    									else if (Skin == 11)
    									{
    										*pWeapon->FallbackPaintKit() = 98; // Ultraviolet
    									}
    									else if (Skin == 12)
    									{
    										*pWeapon->FallbackPaintKit() = 143; // Urban Masked
    									}
    									else if (Skin == 13)
    									{
    										*pWeapon->FallbackPaintKit() = 175; // Scorched
    									}
    									else if (Skin == 14)
    									{
    										*pWeapon->FallbackPaintKit() = 323; // Rust Coat
    									}
    									else if (Skin == 15)
    									{
    										*pWeapon->FallbackPaintKit() = 409; // Tiger Tooth
    									}
    									else if (Skin == 16)
    									{
    										*pWeapon->FallbackPaintKit() = 410; // Damascus Steel
    									}
    									else if (Skin == 17)
    									{
    										*pWeapon->FallbackPaintKit() = 411; // Damascus Steel
    									}
    									else if (Skin == 18)
    									{
    										*pWeapon->FallbackPaintKit() = 413; // Marble Fade
    									}
    									else if (Skin == 19)
    									{
    										*pWeapon->FallbackPaintKit() = 414; // Rust Coat
    									}
    									else if (Skin == 20)
    									{
    										*pWeapon->FallbackPaintKit() = 415; // Doppler Ruby
    									}
    									else if (Skin == 21)
    									{
    										*pWeapon->FallbackPaintKit() = 416; // Doppler Sapphire
    									}
    									else if (Skin == 22)
    									{
    										*pWeapon->FallbackPaintKit() = 417; // Doppler Blackpearl
    									}
    									else if (Skin == 23)
    									{
    										*pWeapon->FallbackPaintKit() = 418; // Doppler Phase 1
    									}
    									else if (Skin == 24)
    									{
    										*pWeapon->FallbackPaintKit() = 419; // Doppler Phase 2
    									}
    									else if (Skin == 25)
    									{
    										*pWeapon->FallbackPaintKit() = 420; // Doppler Phase 3
    									}
    									else if (Skin == 26)
    									{
    										*pWeapon->FallbackPaintKit() = 421; // Doppler Phase 4
    									}
    									else if (Skin == 27)
    									{
    										*pWeapon->FallbackPaintKit() = 569; // Gamma Doppler Phase1
    									}
    									else if (Skin == 28)
    									{
    										*pWeapon->FallbackPaintKit() = 570; // Gamma Doppler Phase2
    									}
    									else if (Skin == 29)
    									{
    										*pWeapon->FallbackPaintKit() = 571; // Gamma Doppler Phase3
    									}
    									else if (Skin == 30)
    									{
    										*pWeapon->FallbackPaintKit() = 568; // Gamma Doppler Phase4
    									}
    									else if (Skin == 31)
    									{
    										*pWeapon->FallbackPaintKit() = 568; // Gamma Doppler Emerald
    									}
    									else if (Skin == 32)
    									{
    										*pWeapon->FallbackPaintKit() = 558; // Lore
    									}
    
    								}


    what do i need to change to fix this

  2. #2
    notham123's Avatar
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    bump



    t o o s h o r t

  3. #3
    Joplin's Avatar
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    Look amber source. there in a fix in it

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