XBoom31 / ApocalyseCheatsSC

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Knifechanger problem #26

Closed lightstepcpp closed 7 years ago

lightstepcpp commented 7 years ago

Hmm, the Knifechanger is only working with bots, this fixed it for me.

  1. Go to AntiAntiAim.cpp
  2. find "void Hooked_RecvProxy_Viewmodel(CRecvProxyData pData, void pStruct, void *pOut)"
  3. replace it with this

void Hooked_RecvProxy_Viewmodel(CRecvProxyData pData, void pStruct, void *pOut) { // Get the knife view model id's int default_t = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_default_t.mdl"); int default_ct = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_default_ct.mdl"); 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");

int iGunGame = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_gg.mdl");

// Get local player (just to stop replacing spectators knifes)
IClientEntity* pLocal = Interfaces::EntList->GetClientEntity(Interfaces::Engine->GetLocalPlayer());
if (Menu::Window.SkinchangerTab.SkinEnable.GetState() && pLocal)
{
    // If we are alive and holding a default knife(if we already have a knife don't worry about changing)
    if (pLocal->IsAlive() && (
        pData->m_Value.m_Int == default_t ||
        pData->m_Value.m_Int == default_ct ||
        pData->m_Value.m_Int == iBayonet ||
        pData->m_Value.m_Int == iButterfly ||
        pData->m_Value.m_Int == iFlip ||
        pData->m_Value.m_Int == iGunGame ||
        pData->m_Value.m_Int == iGut ||
        pData->m_Value.m_Int == iKarambit ||
        pData->m_Value.m_Int == iM9Bayonet ||
        pData->m_Value.m_Int == iHuntsman ||
        pData->m_Value.m_Int == iFalchion ||
        pData->m_Value.m_Int == iDagger ||
        pData->m_Value.m_Int == iBowie))
    {
        // Set whatever knife we want
        if (Menu::Window.SkinchangerTab.KnifeModel.GetIndex() == 0)
            pData->m_Value.m_Int = iBayonet;
        else if (Menu::Window.SkinchangerTab.KnifeModel.GetIndex() == 1)
            pData->m_Value.m_Int = iBowie;
        else if (Menu::Window.SkinchangerTab.KnifeModel.GetIndex() == 2)
            pData->m_Value.m_Int = iButterfly;
        else if (Menu::Window.SkinchangerTab.KnifeModel.GetIndex() == 3)
            pData->m_Value.m_Int = iFalchion;
        else if (Menu::Window.SkinchangerTab.KnifeModel.GetIndex() == 4)
            pData->m_Value.m_Int = iFlip;
        else if (Menu::Window.SkinchangerTab.KnifeModel.GetIndex() == 5)
            pData->m_Value.m_Int = iGut;
        else if (Menu::Window.SkinchangerTab.KnifeModel.GetIndex() == 6)
            pData->m_Value.m_Int = iHuntsman;
        else if (Menu::Window.SkinchangerTab.KnifeModel.GetIndex() == 7)
            pData->m_Value.m_Int = iKarambit;
        else if (Menu::Window.SkinchangerTab.KnifeModel.GetIndex() == 8)
            pData->m_Value.m_Int = iM9Bayonet;
        else if (Menu::Window.SkinchangerTab.KnifeModel.GetIndex() == 9)
            pData->m_Value.m_Int = iDagger;
    }
}

// Carry on the to original proxy
oRecvnModelIndex(pData, pStruct, pOut);

}

XBoom31 commented 7 years ago

Thanks again <3