HelpFixing knife changer for ayyware paste

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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
bump



t o o s h o r t
Look amber source. there in a fix in it
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