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  1. #1
    mrpepper08's Avatar
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    Help needed in finding an ID for the weapon owner

    Hello,

    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!

    EDIT:

    This is what i'm currently trying:
    Code:
    	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());
    Getting a handle from my active weapon, then getting a handle from the owner & trying to print it.
    Nothing happens, so probably a nullptr that i'm returning.

    I have no idea on how i can achieve this.
    Last edited by mrpepper08; 09-15-2019 at 05:51 PM.

  2. #2
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    Jhem's Avatar
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    Your thread is kind of similar to this.
    https://www.mpgh.net/forum/showthread.php?t=1470233

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