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-   -   [CS:GO] CEconEntity (https://forums.alliedmods.net/showthread.php?t=238920)

notMe2 04-18-2014 14:03

[CS:GO] CEconEntity
 
If someone is looking for CEconEntity and CBaseAttributableItem for a waepon spawn with skins...

Code:

CEconEntity = 43
 - DT_EconEntity, count 8
    baseclass: 0x0000
    m_AttributeManager: 0x1140
    m_OriginalOwnerXuidLow: 0x1448
    m_OriginalOwnerXuidHigh: 0x144C
    m_nFallbackPaintKit: 0x1450
    m_nFallbackSeed: 0x1454
    m_flFallbackWear: 0x1458
    m_nFallbackStatTrak: 0x145C
   
CBaseAttributableItem = 4
 - DT_BaseAttributableItem, count 8
    baseclass: 0x0000
    m_AttributeManager: 0x1140
    m_OriginalOwnerXuidLow: 0x1448
    m_OriginalOwnerXuidHigh: 0x144C
    m_nFallbackPaintKit: 0x1450
    m_nFallbackSeed: 0x1454
    m_flFallbackWear: 0x1458
    m_nFallbackStatTrak: 0x145C

enjoy

Franc1sco 04-18-2014 19:51

Re: [CS:GO] CEconEntity
 
Mmm how to apply this? You have been able to get weapons with skins?

As someone said in the donor section, is very difficult get it
Quote:

Originally Posted by Mainstaff (Post 2123671)
I worked some weeks on an extension to set custom weapon skins in CS:GO but I failed...

The main problem is that the CEconItemView parameter in GiveNamedItem is useless if you do not initialize the object (skin) properly in another class (can't remember the name). At the end I did not figure out how to initialize this class and I stopped working on it. You have to be really good in reverse engineering to write a code for this.

Additionally, SetEntProp (as you use it in your post) won't work in this case.


notMe2 04-18-2014 21:42

Re: [CS:GO] CEconEntity
 
Quote:

Originally Posted by Franc1sco (Post 2126648)
Mmm how to apply this? You have been able to get weapons with skins?

As someone said in the donor section, is very difficult get it

u can use the dr!fter base and instead of using a "basinc" CEconEntity create a new one and edit the offsets, must work

Mainstaff 04-19-2014 07:32

Re: [CS:GO] CEconEntity
 
Quote:

Originally Posted by notMe2 (Post 2126678)
u can use the dr!fter base and instead of using a "basinc" CEconEntity create a new one and edit the offsets, must work

As far as I know you have to initialize the skin in another class (some kind of precaching), otherwise the clients only display the default skin.

Edit: The class is "GCSDK::CSharedObject". I guess you have to create the class for this object and then call CPlayerInventory::SOCreated(CSteamID const&, GCSDK::CSharedObject const*, GCSDK::ESOCacheEvent).


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