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Skinchanger.hpp
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#pragma once
#define SEQUENCE_DEFAULT_DRAW 0
#define SEQUENCE_DEFAULT_IDLE1 1
#define SEQUENCE_DEFAULT_IDLE2 2
#define SEQUENCE_DEFAULT_LIGHT_MISS1 3
#define SEQUENCE_DEFAULT_LIGHT_MISS2 4
#define SEQUENCE_DEFAULT_HEAVY_MISS1 9
#define SEQUENCE_DEFAULT_HEAVY_HIT1 10
#define SEQUENCE_DEFAULT_HEAVY_BACKSTAB 11
#define SEQUENCE_DEFAULT_LOOKAT01 12
#define SEQUENCE_BUTTERFLY_DRAW 0
#define SEQUENCE_BUTTERFLY_DRAW2 1
#define SEQUENCE_BUTTERFLY_LOOKAT01 13
#define SEQUENCE_BUTTERFLY_LOOKAT03 15
#define SEQUENCE_FALCHION_IDLE1 1
#define SEQUENCE_FALCHION_HEAVY_MISS1 8
#define SEQUENCE_FALCHION_HEAVY_MISS1_NOFLIP 9
#define SEQUENCE_FALCHION_LOOKAT01 12
#define SEQUENCE_FALCHION_LOOKAT02 13
#define SEQUENCE_DAGGERS_IDLE1 1
#define SEQUENCE_DAGGERS_LIGHT_MISS1 2
#define SEQUENCE_DAGGERS_LIGHT_MISS5 6
#define SEQUENCE_DAGGERS_HEAVY_MISS2 11
#define SEQUENCE_DAGGERS_HEAVY_MISS1 12
#define SEQUENCE_BOWIE_IDLE1 1
#define RandomInt(nMin, nMax) (rand() % (nMax - nMin + 1) + nMin)
struct Skin
{
int pk;
int itemDI;
int s;
float w;
int st;
std::string custName;
std::string model;
Skin(int pk, int itemDI, int s, float w, int st, std::string custName, std::string model)
{
this->pk = pk;
this->s = s;
this->itemDI = itemDI;
this->w = w;
this->st = st;
this->custName = custName;
this->model = model;
}
Skin() { };
};
extern std::unordered_map<int, Skin> skins;
class Skinchanger
{
public:
void change(ClientFrameStage_en stage);
void fireEventOnClientSide(GameEvent *gEvent);
private:
const char *getModelByItemDI(int idx);
const char *knifeToString(int idx);
};
extern bool bForceFullUpdate;
extern std::unique_ptr<Skinchanger> skinchanger;