I'm currently working on a networked skinchanger. The goal is to network skins to different players who use my cheat.
In order to achieve this, i need to differentiate the owners of the weapons, so that i make sure that i wont override my own skins with others their skins.
So yeah, the cheat is internal.
I have tried ItemDefinitionIndex & AccountId, but those 2 differentiate by weapons, instead of by players.
I also tried something with OwnerEntity, dont fully understand what it is supposed to do.
any help would be highly appreciated!
This is what i'm currently trying:
Getting a handle from my active weapon, then getting a handle from the owner & trying to print it.
auto pLocal = I::EntityList->GetClientEntity(I::Engine->GetLocalPlayer());
if (!pLocal) return;
auto hActiveWeapon = pLocal->GetActiveWeapon();
if (!hActiveWeapon) return;
auto pActiveWeapon = I::EntityList->GetClientEntityFromHandle(*hActiveWeapon);
if (!pActiveWeapon) return;
auto hOwner = pActiveWeapon->GetOwner();
if (!hOwner) return;
auto pOwner = I::EntityList->GetClientEntityFromHandle(*hOwner);
if (!pOwner) return;
printf("%i \n", pOwner->GetIndex());
Nothing happens, so probably a nullptr that i'm returning.
I have no idea on how i can achieve this.