Skocz do zawartości

Gotowy kod skinchangera


Kochany
# CSH External VIP Project

Masz dosyć problemów z czynnikiem zaufania w CS2 lub notorycznymi banami?

Sprawdź CSH External VIP Project.


Więcej informacji  

Rekomendowane odpowiedzi

Siemka podaję wam tu kod skinchangera do csgo do ayyware trzeba zaktualizować skiny noży i będzie gotowe.

ten source pochodzi z mojej starej pasty. 

 

Funkcja skinchangera

#define RandomInt(nMin, nMax) (rand() % (nMax - nMin + 1) + nMin);
std::unordered_map<char*, char*> killIcons = {};
#define INVALID_EHANDLE_INDEX 0xFFFFFFFF
HANDLE worldmodel_handle;
CBaseCombatWeapon* worldmodel;

void SkinChanger() 
{
	IClientEntity *pLocal = Interfaces::EntList->GetClientEntity(Interfaces::Engine->GetLocalPlayer());
	auto weapons = pLocal->m_hMyWeapons();
	for (size_t i = 0; weapons[i] != INVALID_EHANDLE_INDEX; i++)
	{
		IClientEntity *pEntity = Interfaces::EntList->GetClientEntityFromHandle(weapons[i]);
		if (pEntity)
		{
			CBaseCombatWeapon* pWeapon = (CBaseCombatWeapon*)pEntity;
			if (g_Options.Skinchanger.Enabled)
			{
				int Model = g_Options.Skinchanger.Knife;
				int weapon = *pWeapon->m_AttributeManager()->m_Item()->ItemDefinitionIndex();
				switch (weapon)
				{
				case 7: // AK47 
				{
					switch (g_Options.Skinchanger.AK47Skin)
					{
					case 0:
						*pWeapon->FallbackPaintKit() = 0;//none
						break;
					case 1:
						*pWeapon->FallbackPaintKit() = 180;//fire serpent
						break;
					case 2:
						*pWeapon->FallbackPaintKit() = 524;//Fuel Injector
						break;
					case 3:
						*pWeapon->FallbackPaintKit() = 639;//Bloodsport
						break;
					case 4:
						*pWeapon->FallbackPaintKit() = 302;//vulcan
						break;
					case 5:
						*pWeapon->FallbackPaintKit() = 44;//case hardened
						break;
					case 6:
						*pWeapon->FallbackPaintKit() = 456;//Hydroponic
						break;
					case 7:
						*pWeapon->FallbackPaintKit() = 474;//Aquamarine Revenge
						break;
					case 8:
						*pWeapon->FallbackPaintKit() = 490;//Frontside Misty
						break;
					case 9:
						*pWeapon->FallbackPaintKit() = 506;//Point Disarray
						break;
					case 10:
						*pWeapon->FallbackPaintKit() = 600;//Neon Revolution
						break;
					case 11:
						*pWeapon->FallbackPaintKit() = 14;//red laminate
						break;
					case 12:
						*pWeapon->FallbackPaintKit() = 282;//redline
						break;
					case 13:
						*pWeapon->FallbackPaintKit() = 316;//jaguar
						break;
					case 14:
						*pWeapon->FallbackPaintKit() = 340;//jetset
						break;
					case 15:
						*pWeapon->FallbackPaintKit() = 380;//wasteland rebel
						break;
					case 16:
						*pWeapon->FallbackPaintKit() = 675;//The Empress
						break;
					case 17:
						*pWeapon->FallbackPaintKit() = 422;//Elite Build
						break;
					default:
						break;
					}
				}
				break;
				case 16: // M4A4
				{
					switch (g_Options.Skinchanger.M4A4Skin)
					{
					case 0:
						*pWeapon->FallbackPaintKit() = 0;//none
						break;
					case 1:
						*pWeapon->FallbackPaintKit() = 255;//Asiimov
						break;
					case 2:
						*pWeapon->FallbackPaintKit() = 309;//Howl
						break;
					case 3:
						*pWeapon->FallbackPaintKit() = 400;//Dragon King
						break;
					case 4:
						*pWeapon->FallbackPaintKit() = 449;//Poseidon
						break;
					case 5:
						*pWeapon->FallbackPaintKit() = 471;//Daybreak
						break;
					case 6:
						*pWeapon->FallbackPaintKit() = 512;//Royal Paladin
						break;
					case 7:
						*pWeapon->FallbackPaintKit() = 533;//BattleStar
						break;
					case 8:
						*pWeapon->FallbackPaintKit() = 588;//Desolate Space
						break;
					case 9:
						*pWeapon->FallbackPaintKit() = 632;//Buzz Kill
						break;
					case 10:
						*pWeapon->FallbackPaintKit() = 155;//Bullet Rain
						break;
					case 11:
						*pWeapon->FallbackPaintKit() = 664;//Hell Fire
						break;
					case 12:
						*pWeapon->FallbackPaintKit() = 480;//Evil Daimyo
						break;
					case 13:
						*pWeapon->FallbackPaintKit() = 384;//Griffin
						break;
					case 14:
						*pWeapon->FallbackPaintKit() = 187;//Zirka
						break;
					case 15:
						*pWeapon->FallbackPaintKit() = 167;//Radiation Harzard
						break;
					default:
						break;
					}
				}
				break;
				case 2: // dual
				{
					switch (g_Options.Skinchanger.DualSkin)
					{
					case 0:
						*pWeapon->FallbackPaintKit() = 0;//none
						break;
					case 1:
						*pWeapon->FallbackPaintKit() = 276;
						break;
					case 2:
						*pWeapon->FallbackPaintKit() = 491;
						break;
					case 3:
						*pWeapon->FallbackPaintKit() = 658;
						break;
					case 4:
						*pWeapon->FallbackPaintKit() = 625;
						break;
					case 5:
						*pWeapon->FallbackPaintKit() = 447;
						break;
					default:
						break;
					}
				}
				break;
				case 60: // M4A1
				{
					switch (g_Options.Skinchanger.M4A1SSkin)
					{
					case 0:
						*pWeapon->FallbackPaintKit() = 0;//none
						break;
					case 1:
						*pWeapon->FallbackPaintKit() = 644;//Decimator
						break;
					case 2:
						*pWeapon->FallbackPaintKit() = 326;//Knight
						break;
					case 3:
						*pWeapon->FallbackPaintKit() = 548;//Chantico's Fire
						break;
					case 4:
						*pWeapon->FallbackPaintKit() = 497;//Golden Coi
						break;
					case 5:
						*pWeapon->FallbackPaintKit() = 430;//Hyper Beast
						break;
					case 6:
						*pWeapon->FallbackPaintKit() = 321;//Master Piece
						break;
					case 7:
						*pWeapon->FallbackPaintKit() = 445;//Hot Rod
						break;
					case 8:
						*pWeapon->FallbackPaintKit() = 587;//Mecha Industries
						break;
					case 9:
						*pWeapon->FallbackPaintKit() = 360;//Cyrex
						break;
					case 10:
						*pWeapon->FallbackPaintKit() = 440;//Icarus Fell
						break;
					case 11:
						*pWeapon->FallbackPaintKit() = 631;//Flashback
						break;
					case 12:
						*pWeapon->FallbackPaintKit() = 681;//Flashback
						break;
					case 13:
						*pWeapon->FallbackPaintKit() = 430;//Hyper Beast
						break;
					case 14:
						*pWeapon->FallbackPaintKit() = 301;//Atomic Alloy
						break;
					case 15:
						*pWeapon->FallbackPaintKit() = 257;//Guardian
						break;
					case 16:
						*pWeapon->FallbackPaintKit() = 663;//Briefing
						break;
					default:
						break;
					}
				}
				break;
				case 9: // AWP
				{
					switch (g_Options.Skinchanger.AWPSkin)
					{
					case 0:
						*pWeapon->FallbackPaintKit() = 0;//none
						break;
					case 1:
						*pWeapon->FallbackPaintKit() = 279;//asiimov
						break;
					case 2:
						*pWeapon->FallbackPaintKit() = 344;//dlore
						break;
					case 3:
						*pWeapon->FallbackPaintKit() = 640;//Fever Dream
						break;
					case 4:
						*pWeapon->FallbackPaintKit() = 446;//medusa
						break;
					case 5:
						*pWeapon->FallbackPaintKit() = 475;//hyperbeast
						break;
					case 6:
						*pWeapon->FallbackPaintKit() = 174;//boom
						break;
					case 7:
						*pWeapon->FallbackPaintKit() = 51;//lightning strike
						break;
					case 8:
						*pWeapon->FallbackPaintKit() = 84;//pink ddpat
						break;
					case 9:
						*pWeapon->FallbackPaintKit() = 181;//corticera
						break;
					case 10:
						*pWeapon->FallbackPaintKit() = 259;//redline
						break;
					case 11:
						*pWeapon->FallbackPaintKit() = 395;//manowar
						break;
					case 12:
						*pWeapon->FallbackPaintKit() = 212;//graphite
						break;
					case 13:
						*pWeapon->FallbackPaintKit() = 227;//electric hive
						break;
					case 14:
						*pWeapon->FallbackPaintKit() = 451;//Sun in Leo
						break;
					case 15:
						*pWeapon->FallbackPaintKit() = 475;//Hyper Beast
						break;
					case 16:
						*pWeapon->FallbackPaintKit() = 251;//Pit viper
						break;
					case 17:
						*pWeapon->FallbackPaintKit() = 584;//Phobos
						break;
					case 18:
						*pWeapon->FallbackPaintKit() = 525;//Elite Build
						break;
					case 19:
						*pWeapon->FallbackPaintKit() = 424;//Worm God
						break;
					case 20:
						*pWeapon->FallbackPaintKit() = 662;//Oni Taiji
						break;
					case 21:
						*pWeapon->FallbackPaintKit() = 640;//Fever Dream
						break;
					default:
						break;
					}
				}
				break;
				case 61: // USP
				{
					switch (g_Options.Skinchanger.USPSkin)
					{
					case 0:
						*pWeapon->FallbackPaintKit() = 0;//none
						break;
					case 1:
						*pWeapon->FallbackPaintKit() = 653;//Neo-Noir
						break;
					case 2:
						*pWeapon->FallbackPaintKit() = 637;//Cyrex
						break;
					case 3:
						*pWeapon->FallbackPaintKit() = 313;//Orion
						break;
					case 4:
						*pWeapon->FallbackPaintKit() = 504;//Kill Confirmed
						break;
					case 5:
						*pWeapon->FallbackPaintKit() = 183;//Overgrowth
						break;
					case 6:
						*pWeapon->FallbackPaintKit() = 339;//Caiman
						break;
					case 7:
						*pWeapon->FallbackPaintKit() = 221;//Serum
						break;
					case 8:
						*pWeapon->FallbackPaintKit() = 290;//Guardian
						break;
					case 9:
						*pWeapon->FallbackPaintKit() = 318;//Road Rash
						break;
					default:
						break;
					}
				}
				break;
				case 4: // Glock
				{
					switch (g_Options.Skinchanger.GlockSkin)
					{
					case 0:
						*pWeapon->FallbackPaintKit() = 0;//none
						break;
					case 1:
						*pWeapon->FallbackPaintKit() = 38;
						break;
					case 2:
						*pWeapon->FallbackPaintKit() = 48;
						break;
					case 3:
						*pWeapon->FallbackPaintKit() = 437;
						break;
					case 4:
						*pWeapon->FallbackPaintKit() = 586;
						break;
					case 5:
						*pWeapon->FallbackPaintKit() = 353;
						break;
					case 6:
						*pWeapon->FallbackPaintKit() = 680;
						break;
					case 7:
						*pWeapon->FallbackPaintKit() = 607;
						break;
					case 8:
						*pWeapon->FallbackPaintKit() = 532;
						break;
					case 9:
						*pWeapon->FallbackPaintKit() = 381;
						break;
					case 10:
						*pWeapon->FallbackPaintKit() = 230;
						break;
					case 11:
						*pWeapon->FallbackPaintKit() = 159;
						break;
					case 12:
						*pWeapon->FallbackPaintKit() = 623;
						break;
					case 13:
						*pWeapon->FallbackPaintKit() = 479;
						break;
					case 14:
						*pWeapon->FallbackPaintKit() = 680;
						break;
					case 15:
						*pWeapon->FallbackPaintKit() = 367;
						break;
					default:
						break;
					}
				}
				break;
				case 1: // Deagle
				{
					switch (g_Options.Skinchanger.DeagleSkin)
					{
					case 0:
						*pWeapon->FallbackPaintKit() = 0;//none
						break;
					case 1:
						*pWeapon->FallbackPaintKit() = 37;
						break;
					case 2:
						*pWeapon->FallbackPaintKit() = 527;
						break;
					case 3:
						*pWeapon->FallbackPaintKit() = 645;
						break;
					case 4:
						*pWeapon->FallbackPaintKit() = 185;
						break;
					case 5:
						*pWeapon->FallbackPaintKit() = 37;
						break;
					case 6:
						*pWeapon->FallbackPaintKit() = 645;
						break;
					case 7:
						*pWeapon->FallbackPaintKit() = 231;
						break;
					case 8:
						*pWeapon->FallbackPaintKit() = 603;
						break;
					default:
						break;
					}
				}
				break;
				case 3: // Five Seven
				{
					switch (g_Options.Skinchanger.FiveSkin)
					{
					case 0:
						*pWeapon->FallbackPaintKit() = 0;//none
						break;
					case 1:
						*pWeapon->FallbackPaintKit() = 427;
						break;
					case 2:
						*pWeapon->FallbackPaintKit() = 660;
						break;
					case 3:
						*pWeapon->FallbackPaintKit() = 352;
						break;
					case 4:
						*pWeapon->FallbackPaintKit() = 530;
						break;
					case 5:
						*pWeapon->FallbackPaintKit() = 510;
						break;
					case 6:
						*pWeapon->FallbackPaintKit() = 646;
						break;
					case 7:
						*pWeapon->FallbackPaintKit() = 585;
						break;
					default:
						break;
					}
				}
				break;
				case 8: // AUG
				{
					switch (g_Options.Skinchanger.AUGSkin)
					{
					case 0:
						*pWeapon->FallbackPaintKit() = 0;//none
						break;
					case 1:
						*pWeapon->FallbackPaintKit() = 9;
						break;
					case 2:
						*pWeapon->FallbackPaintKit() = 33;
						break;
					case 3:
						*pWeapon->FallbackPaintKit() = 280;
						break;
					case 4:
						*pWeapon->FallbackPaintKit() = 455;
						break;
					default:
						break;
					}
				}
				break;
				case 10: // Famas
				{
					switch (g_Options.Skinchanger.FAMASSkin)
					{
					case 0:
						*pWeapon->FallbackPaintKit() = 0;//none
						break;
					case 1:
						*pWeapon->FallbackPaintKit() = 429;
						break;
					case 2:
						*pWeapon->FallbackPaintKit() = 371;
						break;
					case 3:
						*pWeapon->FallbackPaintKit() = 477;
						break;
					case 4:
						*pWeapon->FallbackPaintKit() = 492;
						break;
					default:
						break;
					}
				}
				break;
				case 11: // G3SG1
				{
					switch (g_Options.Skinchanger.G3sg1Skin)
					{
					case 0:
						*pWeapon->FallbackPaintKit() = 0;//none
						break;
					case 1:
						*pWeapon->FallbackPaintKit() = 677;
						break;
					case 2:
						*pWeapon->FallbackPaintKit() = 511;
						break;
					case 3:
						*pWeapon->FallbackPaintKit() = 463;
						break;
					default:
						break;
					}
				}
				break;
				case 13: // Galil
				{
					switch (g_Options.Skinchanger.GalilSkin)
					{
					case 0:
						*pWeapon->FallbackPaintKit() = 0;//none
						break;
					case 1:
						*pWeapon->FallbackPaintKit() = 398;
						break;
					case 2:
						*pWeapon->FallbackPaintKit() = 647;
						break;
					case 3:
						*pWeapon->FallbackPaintKit() = 661;
						break;
					case 4:
						*pWeapon->FallbackPaintKit() = 428;
						break;
					case 5:
						*pWeapon->FallbackPaintKit() = 379;
						break;
					default:
						break;
					}
				}
				break;
				case 14: // M249
				{
					switch (g_Options.Skinchanger.M249Skin)
					{
					case 0:
						*pWeapon->FallbackPaintKit() = 0;
						break;
					case 1:
						*pWeapon->FallbackPaintKit() = 496;
						break;
					case 2:
						*pWeapon->FallbackPaintKit() = 401;
						break;
					case 3:
						*pWeapon->FallbackPaintKit() = 266;
						break;
					default:
						break;
					}
				}
				break;
				case 17: // Mac 10
				{
					switch (g_Options.Skinchanger.Mac10Skin)
					{
					case 0:
						*pWeapon->FallbackPaintKit() = 0;//none
						break;
					case 1:
						*pWeapon->FallbackPaintKit() = 433;
						break;
					case 2:
						*pWeapon->FallbackPaintKit() = 651;
						break;
					case 3:
						*pWeapon->FallbackPaintKit() = 310;
						break;
					case 4:
						*pWeapon->FallbackPaintKit() = 498;
						break;
					default:
						break;
					}
				}
				break;
				case 19: // P90
				{
					*pWeapon->FallbackPaintKit() = 156;
				}
				break;
				case 24: // UMP-45
				{
					switch (g_Options.Skinchanger.UMP45Skin)
					{
					case 0:
						*pWeapon->FallbackPaintKit() = 0;//none
						break;
					case 1:
						*pWeapon->FallbackPaintKit() = 37;
						break;
					case 2:
						*pWeapon->FallbackPaintKit() = 441;
						break;
					case 3:
						*pWeapon->FallbackPaintKit() = 448;
						break;
					case 4:
						*pWeapon->FallbackPaintKit() = 556;
						break;
					case 5:
						*pWeapon->FallbackPaintKit() = 688;
						break;
					default:
						break;
					}
				}
				break;
				case 25: // XM1014
				{
					switch (g_Options.Skinchanger.XmSkin)
					{
					case 0:
						*pWeapon->FallbackPaintKit() = 0;//none
						break;
					case 1:
						*pWeapon->FallbackPaintKit() = 654;
						break;
					case 2:
						*pWeapon->FallbackPaintKit() = 363;
						break;
					case 3:
						*pWeapon->FallbackPaintKit() = 689;
						break;
					default:
						break;
					}
				}
				break;
				case 63: // CZ75-Auto
				{
					switch (g_Options.Skinchanger.Cz75Skin)
					{
					case 0:
						*pWeapon->FallbackPaintKit() = 0;//none
						break;
					case 1:
						*pWeapon->FallbackPaintKit() = 543;
						break;
					case 2:
						*pWeapon->FallbackPaintKit() = 435;
						break;
					case 3:
						*pWeapon->FallbackPaintKit() = 270;
						break;
					case 4:
						*pWeapon->FallbackPaintKit() = 643;
						break;
					default:
						break;
					}
				}
				break;
				case 26: // Bizon
				{
					switch (g_Options.Skinchanger.BizonSkin)
					{
					case 0:
						*pWeapon->FallbackPaintKit() = 0;
						break;
					case 1:
						*pWeapon->FallbackPaintKit() = 676;
						break;
					case 2:
						*pWeapon->FallbackPaintKit() = 542;
						break;
					case 3:
						*pWeapon->FallbackPaintKit() = 508;
						break;
					default:
						break;
					}
				}
				break;
				case 27: // Mag 7
				{
					switch (g_Options.Skinchanger.MagSkin)
					{
					case 0:
						*pWeapon->FallbackPaintKit() = 0;//none
						break;
					case 1:
						*pWeapon->FallbackPaintKit() = 39;
						break;
					case 2:
						*pWeapon->FallbackPaintKit() = 431;
						break;
					case 3:
						*pWeapon->FallbackPaintKit() = 608;
						break;
					default:
						break;
					}
				}
				break;
				case 28: // Negev
				{
					switch (g_Options.Skinchanger.NegevSkin)
					{
					case 0:
						*pWeapon->FallbackPaintKit() = 0;//none
						break;
					case 1:
						*pWeapon->FallbackPaintKit() = 514;
						break;
					case 2:
						*pWeapon->FallbackPaintKit() = 483;
						break;
					case 3:
						*pWeapon->FallbackPaintKit() = 432;
						break;
					default:
						break;
					}
				}
				break;
				case 29: // Sawed Off
				{
					switch (g_Options.Skinchanger.SawedSkin)
					{
					case 0:
						*pWeapon->FallbackPaintKit() = 0;//none
						break;
					case 1:
						*pWeapon->FallbackPaintKit() = 638;
						break;
					case 2:
						*pWeapon->FallbackPaintKit() = 256;
						break;
					case 3:
						*pWeapon->FallbackPaintKit() = 517;
						break;
					default:
						break;
					}
				}
				break;
				case 30: // Tec 9
				{
					switch (g_Options.Skinchanger.tec9Skin)
					{
					case 0:
						*pWeapon->FallbackPaintKit() = 0;//none
						break;
					case 1:
						*pWeapon->FallbackPaintKit() = 179;
						break;
					case 2:
						*pWeapon->FallbackPaintKit() = 248;
						break;
					case 3:
						*pWeapon->FallbackPaintKit() = 216;
						break;
					case 4:
						*pWeapon->FallbackPaintKit() = 272;
						break;
					case 5:
						*pWeapon->FallbackPaintKit() = 289;
						break;
					case 6:
						*pWeapon->FallbackPaintKit() = 303;
						break;
					case 7:
						*pWeapon->FallbackPaintKit() = 374;
						break;
					case 8:
						*pWeapon->FallbackPaintKit() = 555;
						break;
					case 9:
						*pWeapon->FallbackPaintKit() = 614;
						break;
					default:
						break;
					}
				}
				break;
				case 32: // P2000
				{
					switch (g_Options.Skinchanger.P2000Skin)
					{
					case 0:
						*pWeapon->FallbackPaintKit() = 0;//none
						break;
					case 1:
						*pWeapon->FallbackPaintKit() = 485;
						break;
					case 2:
						*pWeapon->FallbackPaintKit() = 38;
						break;
					case 3:
						*pWeapon->FallbackPaintKit() = 184;
						break;
					case 4:
						*pWeapon->FallbackPaintKit() = 211;
						break;
					case 5:
						*pWeapon->FallbackPaintKit() = 389;
						break;
					case 6:
						*pWeapon->FallbackPaintKit() = 442;
						break;
					case 7:
						*pWeapon->FallbackPaintKit() = 443;
						break;
					case 8:
						*pWeapon->FallbackPaintKit() = 515;
						break;
					case 9:
						*pWeapon->FallbackPaintKit() = 550;
						break;
					case 10:
						*pWeapon->FallbackPaintKit() = 591;
						break;
					default:
						break;
					}
				}
				break;
				case 33: // MP7
				{
					switch (g_Options.Skinchanger.Mp9Skin)
					{
					case 0:
						*pWeapon->FallbackPaintKit() = 0;
						break;
					case 1:
						*pWeapon->FallbackPaintKit() = 481;
						break;
					case 2:
						*pWeapon->FallbackPaintKit() = 536;
						break;
					case 3:
						*pWeapon->FallbackPaintKit() = 500;
						break;
					default:
						break;
					}
				}
				break;
				case 34: // MP9
				{
					switch (g_Options.Skinchanger.Mp9Skin)
					{
					case 0:
						*pWeapon->FallbackPaintKit() = 0;
						break;
					case 1:
						*pWeapon->FallbackPaintKit() = 262;
						break;
					case 2:
						*pWeapon->FallbackPaintKit() = 482;
						break;
					case 3:
						*pWeapon->FallbackPaintKit() = 609;
						break;
					default:
						break;
					}
				}
				break;
				case 35: // Nova
				{
					switch (g_Options.Skinchanger.NovaSkin)
					{
					case 0:
						*pWeapon->FallbackPaintKit() = 0;
						break;
					case 1:
						*pWeapon->FallbackPaintKit() = 537;
						break;
					case 2:
						*pWeapon->FallbackPaintKit() = 356;
						break;
					case 3:
						*pWeapon->FallbackPaintKit() = 286;
						break;
					default:
						break;
					}
				}
				break;
				case 36: // P250
				{
					switch (g_Options.Skinchanger.P250Skin)
					{
					case 0:
						*pWeapon->FallbackPaintKit() = 0;//none
						break;
					case 1:
						*pWeapon->FallbackPaintKit() = 102;
						break;
					case 2:
						*pWeapon->FallbackPaintKit() = 466;
						break;
					case 3:
						*pWeapon->FallbackPaintKit() = 467;
						break;
					case 4:
						*pWeapon->FallbackPaintKit() = 501;
						break;
					case 5:
						*pWeapon->FallbackPaintKit() = 551;
						break;
					case 6:
						*pWeapon->FallbackPaintKit() = 678;
						break;
					default:
						break;
					}
				}
				break;
				case 38: // Scar 20
				{
					switch (g_Options.Skinchanger.SCAR20Skin)
					{
					case 0:
						*pWeapon->FallbackPaintKit() = 0;//none
						break;
					case 1:
						*pWeapon->FallbackPaintKit() = 642;
						break;
					case 2:
						*pWeapon->FallbackPaintKit() = 298;
						break;
					case 3:
						*pWeapon->FallbackPaintKit() = 406;
						break;
					case 4:
						*pWeapon->FallbackPaintKit() = 453;
						break;
					case 5:
						*pWeapon->FallbackPaintKit() = 502;
						break;
					case 6:
						*pWeapon->FallbackPaintKit() = 518;
						break;
					case 7:
						*pWeapon->FallbackPaintKit() = 597;
						break;
					case 8:
						*pWeapon->FallbackPaintKit() = 685;
						break;
					default:
						break;
					}
				}
				break;
				case 39: // SG553
				{
					switch (g_Options.Skinchanger.Sg553Skin)
					{
					case 0:
						*pWeapon->FallbackPaintKit() = 0;//none
						break;
					case 1:
						*pWeapon->FallbackPaintKit() = 519;
						break;
					case 2:
						*pWeapon->FallbackPaintKit() = 487;
						break;
					case 3:
						*pWeapon->FallbackPaintKit() = 287;
						break;
					case 4:
						*pWeapon->FallbackPaintKit() = 586;
						break;
					default:
						break;
					}
				}
				break;
				case 40: // SSG08
				{
					switch (g_Options.Skinchanger.SSG08Skin)
					{
					case 0:
						*pWeapon->FallbackPaintKit() = 0;//none
						break;
					case 1:
						*pWeapon->FallbackPaintKit() = 26;
						break;
					case 2:
						*pWeapon->FallbackPaintKit() = 60;
						break;
					case 3:
						*pWeapon->FallbackPaintKit() = 96;
						break;
					case 4:
						*pWeapon->FallbackPaintKit() = 99;
						break;
					case 5:
						*pWeapon->FallbackPaintKit() = 157;
						break;
					case 6:
						*pWeapon->FallbackPaintKit() = 200;
						break;
					case 7:
						*pWeapon->FallbackPaintKit() = 222;
						break;
					case 8:
						*pWeapon->FallbackPaintKit() = 233;
						break;
					case 9:
						*pWeapon->FallbackPaintKit() = 253;
						break;
					case 10:
						*pWeapon->FallbackPaintKit() = 304;
						break;
					case 11:
						*pWeapon->FallbackPaintKit() = 319;
						break;
					case 12:
						*pWeapon->FallbackPaintKit() = 361;
						break;
					case 13:
						*pWeapon->FallbackPaintKit() = 503;
						break;
					case 14:
						*pWeapon->FallbackPaintKit() = 538;
						break;
					case 15:
						*pWeapon->FallbackPaintKit() = 554;
						break;
					case 16:
						*pWeapon->FallbackPaintKit() = 624;
						break;
					default:
						break;
					}
				}
				break;
				case 64: // Revolver
				{
					switch (g_Options.Skinchanger.RevolverSkin)
					{
					case 0:
						*pWeapon->FallbackPaintKit() = 0;//none
						break;
					case 1:
						*pWeapon->FallbackPaintKit() = 683;
						break;
					case 2:
						*pWeapon->FallbackPaintKit() = 522;
						break;
					case 3:
						*pWeapon->FallbackPaintKit() = 12;
						break;
					default:
						break;
					}
				}
				break;
				default:
					break;
				}
				if (pEntity->GetClientClass()->m_ClassID == (int)CSGOClassID::CKnife)
				{
					worldmodel_handle = pWeapon->WorldModelIndex();
					if (worldmodel_handle) worldmodel = (CBaseCombatWeapon*)Interfaces::EntList->GetClientEntityFromHandle(worldmodel_handle);
					if (Model == 0) // Bayonet
					{
						int iBayonet = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_bayonet.mdl");
						*pWeapon->ModelIndex() = iBayonet; // m_nModelIndex
						*pWeapon->ViewModelIndex() = iBayonet;
						if (worldmodel) *worldmodel->ModelIndex() = iBayonet + 1;
						*pWeapon->m_AttributeManager()->m_Item()->ItemDefinitionIndex() = 500;
						*pWeapon->GetEntityQuality() = 3;
						killIcons.clear();
						killIcons["knife_default_ct"] = "bayonet";
						killIcons["knife_t"] = "bayonet";
						int Skin = g_Options.Skinchanger.KnifeSkin;
						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 (Skin == 33)
						{
							*pWeapon->FallbackPaintKit() = 563; // Black Laminate
						}
						else if (Skin == 34)
						{
							*pWeapon->FallbackPaintKit() = 573; // Autotronic
						}
						else if (Skin == 35)
						{
							*pWeapon->FallbackPaintKit() = 580; // Freehand
						}
					}
					else if (Model == 1) // Bowie Knife
					{
						int iBowie = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_survival_bowie.mdl");
						*pWeapon->ModelIndex() = iBowie; // m_nModelIndex
						*pWeapon->ViewModelIndex() = iBowie;
						if (worldmodel) *worldmodel->ModelIndex() = iBowie + 1;
						*pWeapon->m_AttributeManager()->m_Item()->ItemDefinitionIndex() = 514;
						*pWeapon->GetEntityQuality() = 3;
						killIcons.clear();
						killIcons["knife_default_ct"] = "knife_survival_bowie";
						killIcons["knife_t"] = "knife_survival_bowie";
						int Skin = g_Options.Skinchanger.KnifeSkin;
						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 (Skin == 33)
						{
							*pWeapon->FallbackPaintKit() = 567; // Black Laminate
						}
						else if (Skin == 34)
						{
							*pWeapon->FallbackPaintKit() = 574; // Autotronic
						}
						else if (Skin == 35)
						{
							*pWeapon->FallbackPaintKit() = 580; // Freehand
						}

					}
					else if (Model == 2) // Butterfly Knife
					{
						int iButterfly = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_butterfly.mdl");
						*pWeapon->ModelIndex() = iButterfly; // m_nModelIndex
						*pWeapon->ViewModelIndex() = iButterfly;
						if (worldmodel) *worldmodel->ModelIndex() = iButterfly + 1;
						*pWeapon->m_AttributeManager()->m_Item()->ItemDefinitionIndex() = 515;
						*pWeapon->GetEntityQuality() = 3;
						killIcons.clear();
						killIcons["knife_default_ct"] = "knife_butterfly";
						killIcons["knife_t"] = "knife_butterfly";
						int Skin = g_Options.Skinchanger.KnifeSkin;
						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 (Skin == 33)
						{
							*pWeapon->FallbackPaintKit() = 567; // Black Laminate
						}
						else if (Skin == 34)
						{
							*pWeapon->FallbackPaintKit() = 574; // Autotronic
						}
						else if (Skin == 35)
						{
							*pWeapon->FallbackPaintKit() = 580; // Freehand
						}
					}
					else if (Model == 3) // Falchion Knife
					{
						int iFalchion = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_falchion_advanced.mdl");
						*pWeapon->ModelIndex() = iFalchion; // m_nModelIndex
						*pWeapon->ViewModelIndex() = iFalchion;
						if (worldmodel) *worldmodel->ModelIndex() = iFalchion + 1;
						*pWeapon->m_AttributeManager()->m_Item()->ItemDefinitionIndex() = 512;
						*pWeapon->GetEntityQuality() = 3;
						killIcons.clear();
						killIcons["knife_default_ct"] = "knife_falchion";
						killIcons["knife_t"] = "knife_falchion";
						int Skin = g_Options.Skinchanger.KnifeSkin;
						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 (Skin == 33)
						{
							*pWeapon->FallbackPaintKit() = 567; // Black Laminate
						}
						else if (Skin == 34)
						{
							*pWeapon->FallbackPaintKit() = 574; // Autotronic
						}
						else if (Skin == 35)
						{
							*pWeapon->FallbackPaintKit() = 580; // Freehand
						}
					}
					else if (Model == 4) // Flip Knife
					{
						int iFlip = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_flip.mdl");
						*pWeapon->ModelIndex() = iFlip; // m_nModelIndex
						*pWeapon->ViewModelIndex() = iFlip;
						if (worldmodel) *worldmodel->ModelIndex() = iFlip + 1;
						*pWeapon->m_AttributeManager()->m_Item()->ItemDefinitionIndex() = 505;
						*pWeapon->GetEntityQuality() = 3;
						killIcons.clear();
						killIcons["knife_default_ct"] = "knife_flip";
						killIcons["knife_t"] = "knife_flip";
						int Skin = g_Options.Skinchanger.KnifeSkin;
						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() = 559; // Lore
						}
						else if (Skin == 33)
						{
							*pWeapon->FallbackPaintKit() = 564; // Black Laminate
						}
						else if (Skin == 34)
						{
							*pWeapon->FallbackPaintKit() = 574; // Autotronic
						}
						else if (Skin == 35)
						{
							*pWeapon->FallbackPaintKit() = 580; // Freehand
						}

					}
					else if (Model == 5) // Gut Knife
					{
						int iGut = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_gut.mdl");
						*pWeapon->ModelIndex() = iGut; // m_nModelIndex
						*pWeapon->ViewModelIndex() = iGut;
						if (worldmodel) *worldmodel->ModelIndex() = iGut + 1;
						*pWeapon->m_AttributeManager()->m_Item()->ItemDefinitionIndex() = 506;
						*pWeapon->GetEntityQuality() = 3;
						killIcons.clear();
						killIcons["knife_default_ct"] = "knife_gut";
						killIcons["knife_t"] = "knife_gut";
						int Skin = g_Options.Skinchanger.KnifeSkin;
						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() = 560; // Lore
						}
						else if (Skin == 33)
						{
							*pWeapon->FallbackPaintKit() = 565; // Black Laminate
						}
						else if (Skin == 34)
						{
							*pWeapon->FallbackPaintKit() = 575; // Autotronic
						}
						else if (Skin == 35)
						{
							*pWeapon->FallbackPaintKit() = 580; // Freehand
						}
					}
					else if (Model == 6) // Huntsman Knife
					{
						int iHuntsman = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_tactical.mdl");
						*pWeapon->ModelIndex() = iHuntsman; // m_nModelIndex
						*pWeapon->ViewModelIndex() = iHuntsman;
						if (worldmodel) *worldmodel->ModelIndex() = iHuntsman + 1;
						*pWeapon->m_AttributeManager()->m_Item()->ItemDefinitionIndex() = 509;
						*pWeapon->GetEntityQuality() = 3;
						killIcons.clear();
						killIcons["knife_default_ct"] = "knife_tactical";
						killIcons["knife_t"] = "knife_tactical";
						int Skin = g_Options.Skinchanger.KnifeSkin;
						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() = 559; // Lore
						}
						else if (Skin == 33)
						{
							*pWeapon->FallbackPaintKit() = 567; // Black Laminate
						}
						else if (Skin == 34)
						{
							*pWeapon->FallbackPaintKit() = 574; // Autotronic
						}
						else if (Skin == 35)
						{
							*pWeapon->FallbackPaintKit() = 580; // Freehand
						}
					}
					else if (Model == 7) // Karambit
					{
						int iKarambit = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_karam.mdl");
						*pWeapon->ModelIndex() = iKarambit; // m_nModelIndex
						*pWeapon->ViewModelIndex() = iKarambit;
						if (worldmodel) *worldmodel->ModelIndex() = iKarambit + 1;
						*pWeapon->m_AttributeManager()->m_Item()->ItemDefinitionIndex() = 507;
						*pWeapon->GetEntityQuality() = 3;
						killIcons.clear();
						killIcons["knife_default_ct"] = "knife_karambit";
						killIcons["knife_t"] = "knife_karambit";
						int Skin = g_Options.Skinchanger.KnifeSkin;
						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() = 570; // Doppler Phase 4
						}
						else if (Skin == 28)
						{
							*pWeapon->FallbackPaintKit() = 568; // 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() = 561; // Lore
						}
						else if (Skin == 33)
						{
							*pWeapon->FallbackPaintKit() = 566; // Black Laminate
						}
						else if (Skin == 34)
						{
							*pWeapon->FallbackPaintKit() = 576; // Autotronic
						}
						else if (Skin == 35)
						{
							*pWeapon->FallbackPaintKit() = 582; // Freehand
						}

					}
					else if (Model == 8) // M9 Bayonet
					{
						int iM9Bayonet = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_m9_bay.mdl");
						*pWeapon->ModelIndex() = iM9Bayonet; // m_nModelIndex
						*pWeapon->ViewModelIndex() = iM9Bayonet;
						if (worldmodel) *worldmodel->ModelIndex() = iM9Bayonet + 1;
						*pWeapon->m_AttributeManager()->m_Item()->ItemDefinitionIndex() = 508;
						*pWeapon->GetEntityQuality() = 3;
						killIcons.clear();
						killIcons["knife_default_ct"] = "knife_m9_bayonet";
						killIcons["knife_t"] = "knife_m9_bayonet";
						int Skin = g_Options.Skinchanger.KnifeSkin;
						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() = 570; // Doppler Phase 4
						}
						else if (Skin == 28)
						{
							*pWeapon->FallbackPaintKit() = 568; // 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() = 562; // Lore
						}
						else if (Skin == 33)
						{
							*pWeapon->FallbackPaintKit() = 567; // Black Laminate
						}
						else if (Skin == 34)
						{
							*pWeapon->FallbackPaintKit() = 577; // Autotronic
						}
						else if (Skin == 35)
						{
							*pWeapon->FallbackPaintKit() = 581; // Freehand
						}

					}
					else if (Model == 9) // Shadow Daggers
					{
						int iDagger = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_push.mdl");
						*pWeapon->ModelIndex() = iDagger; // m_nModelIndex
						*pWeapon->ViewModelIndex() = iDagger;
						if (worldmodel) *worldmodel->ModelIndex() = iDagger + 1;
						*pWeapon->m_AttributeManager()->m_Item()->ItemDefinitionIndex() = 516;
						*pWeapon->GetEntityQuality() = 3;
						killIcons.clear();
						killIcons["knife_default_ct"] = "knife_push";
						killIcons["knife_t"] = "knife_push";
						int Skin = g_Options.Skinchanger.KnifeSkin;
						if (Skin == 0)
						{
							*pWeapon->FallbackPaintKit() = 5; // 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() = 561; // Lore
						}
						else if (Skin == 33)
						{
							*pWeapon->FallbackPaintKit() = 567; // Black Laminate
						}
						else if (Skin == 34)
						{
							*pWeapon->FallbackPaintKit() = 574; // Autotronic
						}
						else if (Skin == 35)
						{
							*pWeapon->FallbackPaintKit() = 580; // Freehand
						}
					}
				}
				*pWeapon->OwnerXuidLow() = 0;
				*pWeapon->OwnerXuidHigh() = 0;
				*pWeapon->FallbackWear() = 0.001f;
				*pWeapon->m_AttributeManager()->m_Item()->ItemIDHigh() = 1;
			}
		}
	}
}

Nazwy skinów do menu w "const Char"

const char* knives[] =
{
	"Bayonet",
	"Bowie Knife",
	"Butterfly Knife",
	"Falchion Knife",
	"Flip Knife",
	"Gut Knife",
	"Huntsman Knife",
	"Karambit",
	"M9 Bayonet",
	"Shadow Daggers"
};
const char* gloves[] =
{
	"Off",
	"Bloodhound",
	"Sport",
	"Driver",
	"Wraps",
	"Motorcycle",
	"Specialist"
};

const char* knifeskins[] =
{
	"None",
	"Crimson Web",
	"Bone Mask",
	"Fade",
	"Night",
	"Blue Steel",
	"Stained",
	"Case Hardened",
	"Slaughter",
	"Safari Mesh",
	"Boreal Forest",
	"Ultraviolet",
	"Urban Masked",
	"Scorched",
	"Rust Coat",
	"Tiger Tooth",
	"Damascus Steel",
	"Damascus Steel",
	"Marble Fade",
	"Rust Coat",
	"Doppler Ruby",
	"Doppler Sapphire",
	"Doppler Blackpearl",
	"Doppler Phase 1",
	"Doppler Phase 2",
	"Doppler Phase 3",
	"Doppler Phase 4",
	"Gamma Doppler Phase 1",
	"Gamma Doppler Phase 2",
	"Gamma Doppler Phase 3",
	"Gamma Doppler Phase 4",
	"Gamma Doppler Emerald",
	"Lore"
};

const char* m4a1s[] =
{
	"Decimator",
	"Knight",
	"Chantico's Fire",
	"Golden Coi",
	"Hyper Beast",
	"Master Piece",
	"Hot Rod",
	"Mecha Industries",
	"Cyrex",
	"Icarus Fell",
	"Flashback",
	"Leaded Glass"
};

const char* ak47[] =
{
	"Fire Serpent",
	"Fuel Injector",
	"Bloodsport",
	"Vulcan",
	"Case Hardened",
	"Hydroponic",
	"Aquamarine Revenge",
	"Frontside Misty",
	"Point Disarray",
	"Neon Revolution",
	"Red Laminate",
	"Redline",
	"Jaguar",
	"Jet Set",
	"Wasteland Rebel",
	"The Empress"
};

const char* m4a4[] =
{
	"Asiimov",
	"Howl",
	"Dragon King",
	"Poseidon",
	"Daybreak",
	"Royal Paladin",
	"The BattleStar",
	"Desolate Space",
	"Buzz Kill"
};

const char* aug[] =
{
	"Bengal Tiger",
	"Hot Rod",
	"Chameleon",
	"Akihabara Accept"
};

const char* famas[] =
{
	"Djinn",
	"Styx",
	"Neural Net",
	"Survivor"
};

const char* awp[] =
{
	"Asiimov",//19
	"Dragon Lore", //1
	"Fever Dream", //0
	"Medusa",//10
	"Hyper Beast",//11
	"BOOM", //0
	"Lightning Strike",//3
	"Pink DDPAT", //2
	"Corticera",//4
	"Redline",//5
	"Man-o'-war",//6
	"Graphite",//7
	"Electric Hive"//18
};

const char* ssg08[] =
{
	"Lichen Dashed",
	"Dark Water",
	"Blue Spruce",
	"Sand Dune",
	"Palm",
	"Mayan Dreams",
	"Blood in the Water",
	"Tropical Storm",
	"Acid Fade",
	"Slashed",
	"Detour",
	"Abyss",
	"Big Iron",
	"Necropos",
	"Ghost Crusader",
	"Dragonfire"
};

const char* scar20[] =
{
	"Blueprint",
	"Cyrex",
	"Emerald",
	"Green Marine",
	"Outbreak",
	"Bloodsport",
	"Jungle Slipstream"
};

const char* p90[] =
{
	"Death by Kitty",
	"Fallout Warning",
	"Scorched",
	"Emerald Dragon",
	"Teardown",
	"Blind Spot",
	"Trigon",
	"Desert Warfare",
	"Module",
	"Asiimov",
	"Elite Build",
	"Shapewood",
	"Shallow Grave"
};

const char* ump45[] =
{
	"Blaze",
	"Minotaur's Labyrinth",
	"Riot",
	"Primal Saber"
};

const char* glock[] =
{
	"Fade",
	"Dragon Tattoo",
	"Twilight Galaxy",
	"Wasteland Rebel",
	"Water Elemental",
	"Off World"
};

const char* usp[] =
{
	"Neo-Noir",
	"Cyrex",
	"Orion",
	"Kill Confirmed",
	"Overgrowth",
	"Caiman",
	"Serum",
	"Guardian",
	"Road Rash"
};

const char* deagle[] =
{
	"Blaze",
	"Kumicho Dragon",
	"Oxide Blaze"
};

const char* tec9[] =
{
	"Nuclear Threat",
	"Red Quartz",
	"Blue Titanium",
	"Titanium Bit",
	"Sandstorm",
	"Isaac",
	"Toxic",
	"Re-Entry",
	"Fuel Injector"
};

const char* p2000[] =
{
	"Handgun",
	"Fade",
	"Corticera",
	"Ocean Foam",
	"Fire Elemental",
	"Asterion",
	"Pathfinder"
};

const char* p250[] =
{
	"Whiteout",
	"Crimson Kimono",
	"Mint Kimono",
	"Wing Shot",
	"Asiimov",
	"See Ya Later"
};

 

 

UWAGA:

Skinchanger zawiera najładniejsze i najpopularniejsze skiny do broni nie ma tu wszystkich skinów 

Odnośnik do komentarza

Dołącz do dyskusji

Możesz dodać zawartość już teraz a zarejestrować się później. Jeśli posiadasz już konto, zaloguj się aby dodać zawartość za jego pomocą.

Gość
Dodaj odpowiedź do tematu...

×   Wklejono zawartość z formatowaniem.   Usuń formatowanie

  Dozwolonych jest tylko 75 emoji.

×   Odnośnik został automatycznie osadzony.   Przywróć wyświetlanie jako odnośnik

×   Przywrócono poprzednią zawartość.   Wyczyść edytor

×   Nie możesz bezpośrednio wkleić grafiki. Dodaj lub załącz grafiki z adresu URL.

×
×
  • Dodaj nową pozycję...

Powiadomienie o plikach cookie

Umieściliśmy na Twoim urządzeniu pliki cookie, aby pomóc Ci usprawnić przeglądanie strony. Możesz dostosować ustawienia plików cookie, w przeciwnym wypadku zakładamy, że wyrażasz na to zgodę. Regulamin. Polityka prywatności