So, I use framestage notify postdataupdate to run the skinchanger functions
Code:
(while (stage == FRAME_NET_UPDATE_POSTDATAUPDATE_START))
and set with:
Code:
CBaseCombatWeapon* pweap = Global::LocalPlayer->GetWeapon();
*(std::string*) ((DWORD)pweap + offsets.m_szCustomName) = "Test";
*(float*)((DWORD)pweap + offsets.m_flFallbackWear) = 0.00001f;
*(int*)((DWORD)pweap + offsets.m_nFallbackPaintKit) = 84;
*(int*)((DWORD)pweap + offsets.m_iEntityQuality) = 3;
*(int*)((DWORD)pweap + offsets.m_nFallbackStatTrak) = 420;
*(int*)((DWORD)pweap + offsets.m_iItemIDHigh) = -1;
break;
and it works perfectly fine, it sets every weapon to skin 84 (pink ddpat).
But, when I add checks for weaponID to purely set to certain weapon:
Code:
int currentweaponid = *(int*)((DWORD)pweap + offset.m_WeaponID);
if (currentweaponid == 7) {
 *(std::string*) ((DWORD)pweap + offsets.m_szCustomName) = "Test";
 *(float*)((DWORD)pweap + offsets.m_flFallbackWear) = 0.00001f;
 *(int*)((DWORD)pweap + offsets.m_nFallbackPaintKit) = 84;
 *(int*)((DWORD)pweap + offsets.m_iEntityQuality) = 3;
 *(int*)((DWORD)pweap + offsets.m_nFallbackStatTrak) = 420;
 *(int*)((DWORD)pweap + offsets.m_iItemIDHigh) = -1;
}
break;
The only thing it will do is set a visual nametag (only on the weapon)
Is it just moving to fast to update or?

EDIT::
It is setting the fallbackpaintkit for the weapon properly,
but it's just not visually updating..