2025-07-25 21:45:33 +03:00

482 lines
18 KiB
C++

#include <vector>
#include "skin_changer.hpp"
#include "../cstrike/sdk/interfaces/iengineclient.h"
#include "../../core/config.h"
#include "../../core/variables.h"
#include "../../sdk/datatypes/usercmd.h"
#include "../../core/sdk.h"
#include "../../sdk/entity.h"
#include "../../sdk/interfaces/iglobalvars.h"
#include "../../sdk/interfaces/cgameentitysystem.h"
#include "../cstrike/sdk/interfaces/iengineclient.h"
#include "../../sdk/datatypes/qangle.h"
#include "../../sdk/datatypes/vector.h"
#include "../cstrike/sdk/interfaces/inetworkclientservice.h"
#include "../cstrike/sdk/interfaces/ccsgoinput.h"
#include "../misc/movement.h"
#include "../cstrike/sdk/interfaces/ccsgoinput.h"
#include "../cstrike/sdk/interfaces/ienginecvar.h"
#include "../lagcomp/lagcomp.h"
#include "../cstrike/sdk/interfaces/events.h"
#include "../penetration/penetration.h"
#include "../cstrike/sdk/interfaces/itrace.h"
#include "../cstrike/core/spoofcall/syscall.h"
#include <iostream>
#include <memoryapi.h>
#include <mutex>
#include <array>
#include "../cstrike/sdk/interfaces/iengineclient.h"
#include "../../core/spoofcall/virtualization/VirtualizerSDK64.h"
#include "../../utilities/inputsystem.h"
#include "ccsinventorymanager.hpp"
#include "ccsplayerinventory.hpp"
#include "../cstrike/core/hooks.h"
static std::vector<uint64_t> g_vecAddedItemsIDs;
static int glove_frame = 0;
struct GloveInfo {
int itemId;
uint64_t itemHighId;
uint64_t itemLowId;
int itemDefId;
};
static GloveInfo addedGloves;
// Define a struct to hold glove information
struct material_info
{
skin_changer::material_record* p_mat_records;
uint32_t ui32_count;
};
void invalidate_glove_material(C_BaseViewModel* viewmodel)
{
material_info* p_mat_info = reinterpret_cast<material_info*>(reinterpret_cast<uint8_t*>(viewmodel) + 0xf80);
for (uint32_t i = 0; i < p_mat_info->ui32_count; i++)
{
if (p_mat_info->p_mat_records[i].identifer == skin_changer::material_magic_number__gloves)
{
p_mat_info->p_mat_records[i].ui32_type_index = 0xffffffff;
break;
}
}
}
void skin_changer::OnGlove(CCSPlayerInventory* pInventory, C_CSPlayerPawn* pLocalPawn, C_BaseViewModel* pViewModel, C_EconItemView* GlovesItem, CEconItemDefinition* GlovesDefinition) {
if (!pLocalPawn) return;
if (pLocalPawn->GetHealth() <= 0)
return;
if (!pViewModel)
return;
if (!GlovesItem)
return;
if (!GlovesDefinition) return;
if (addedGloves.itemId == 0)
return;
if (glove_frame)
{
invalidate_glove_material(pViewModel);
GlovesItem->m_bInitialized() = true;
pLocalPawn->m_bNeedToReApplyGloves() = true;
glove_frame--;
}
if (GlovesItem->m_iItemID() != addedGloves.itemId) {
glove_frame = 2;
GlovesItem->m_bDisallowSOC() = false;
GlovesItem->m_iItemID() = addedGloves.itemId;
GlovesItem->m_iItemIDHigh() = addedGloves.itemHighId;
GlovesItem->m_iItemIDLow() = addedGloves.itemLowId;
GlovesItem->m_iAccountID() = uint32_t(pInventory->GetOwner().m_id);
GlovesItem->m_iItemDefinitionIndex() = addedGloves.itemDefId;
GlovesItem->m_bDisallowSOC() = false;
pViewModel->GetGameSceneNode()->SetMeshGroupMask(1);
}
}
void skin_changer::OnFrameStageNotify(int frameStage) {
if (frameStage != 6) return;
CCSPlayerInventory* pInventory = CCSPlayerInventory::GetInstance();
if (!pInventory) return;
CGameEntitySystem* pEntitySystem = I::GameResourceService->pGameEntitySystem;
if (!pEntitySystem) return;
const uint64_t steamID = pInventory->GetOwner().m_id;
CCSPlayerController* pLocalPlayerController = CCSPlayerController::GetLocalPlayerController();
if (!pLocalPlayerController) return;
C_CSPlayerPawn* pLocalPawn = I::GameResourceService->pGameEntitySystem->Get<C_CSPlayerPawn>(pLocalPlayerController->GetPawnHandle());
if (!pLocalPawn) return;
if (pLocalPawn->GetHealth() <= 0)
return;
CCSPlayer_ViewModelServices* pViewModelServices = pLocalPawn->GetViewModelServices();
if (!pViewModelServices) return;
C_CSGOViewModel* pViewModel = I::GameResourceService->pGameEntitySystem->Get<C_CSGOViewModel>(pViewModelServices->m_hViewModel());
if (!pViewModel)
return;
C_EconItemView* pGloves = &pLocalPawn->m_EconGloves();
CEconItemDefinition* pGlovesDefinition = pGloves->GetStaticData();
skin_changer::OnGlove(pInventory, pLocalPawn, pViewModel, pGloves, pGlovesDefinition);
int highestIndex = pEntitySystem->GetHighestEntityIndex();
for (int i = 64 + 1; i <= highestIndex; ++i) {
C_BaseEntity* pEntity = pEntitySystem->Get(i);
if (!pEntity || !pEntity->IsWeapon()) continue;
C_CSWeaponBase* pWeapon = reinterpret_cast<C_CSWeaponBase*>(pEntity);
if (pWeapon->GetOriginalOwnerXuid() != steamID) continue;
CAttributeManager* pAttributeContainer = &pWeapon->m_AttributeManager();
if (!pAttributeContainer) continue;
C_EconItemView* pWeaponItemView = &pAttributeContainer->m_Item();
if (!pWeaponItemView) continue;
CEconItemDefinition* pWeaponDefinition =
pWeaponItemView->GetStaticData();
if (!pWeaponDefinition) continue;
CGameSceneNode* pWeaponSceneNode = pWeapon->GetGameSceneNode();
if (!pWeaponSceneNode) continue;
// No idea how to check this faster with the new loadout system.
C_EconItemView* pWeaponInLoadoutItemView = nullptr;
if (pWeaponDefinition->IsWeapon()) {
for (int i = 0; i <= 56; ++i) {
C_EconItemView* pItemView = pInventory->GetItemInLoadout(
pWeapon->m_iOriginalTeamNumber(), i);
if (!pItemView) continue;
if (pItemView->m_iItemDefinitionIndex() ==
pWeaponDefinition->m_nDefIndex) {
pWeaponInLoadoutItemView = pItemView;
break;
}
}
}
else {
pWeaponInLoadoutItemView = pInventory->GetItemInLoadout(
pWeapon->m_iOriginalTeamNumber(),
pWeaponDefinition->GetLoadoutSlot());
}
if (!pWeaponInLoadoutItemView)
continue;
// Check if skin is added by us.
auto it = std::find(g_vecAddedItemsIDs.cbegin(), g_vecAddedItemsIDs.cend(), pWeaponInLoadoutItemView->m_iItemID());
if (it == g_vecAddedItemsIDs.cend()) continue;
CEconItemDefinition* pWeaponInLoadoutDefinition = pWeaponInLoadoutItemView->GetStaticData();
if (!pWeaponInLoadoutDefinition) continue;
// Example: Will not equip FiveSeven skin on CZ. Not applies for knives.
const bool isKnife = pWeaponInLoadoutDefinition->IsKnife(false, pWeaponInLoadoutDefinition->m_pszItemBaseName);
L_PRINT(LOG_INFO) << "applying skin on:" << pWeaponInLoadoutDefinition->m_pszItemBaseName;
pWeaponItemView->m_bDisallowSOC() = false;
pWeaponInLoadoutItemView->m_bDisallowSOC() = false;
pWeaponItemView->m_iItemID() = pWeaponInLoadoutItemView->m_iItemID();
pWeaponItemView->m_iItemIDHigh() = pWeaponInLoadoutItemView->m_iItemIDHigh();
pWeaponItemView->m_iItemIDLow() = pWeaponInLoadoutItemView->m_iItemIDLow();
pWeaponItemView->m_iAccountID() = uint32_t(pInventory->GetOwner().m_id);
pWeaponItemView->m_iItemDefinitionIndex() = pWeaponInLoadoutDefinition->m_nDefIndex;
// pWeaponItemView->m_bIsStoreItem() = true;
//pWeaponItemView->m_bIsTradeItem() = true;
// Displays nametag and stattrak on the gun.
// Found by: https://www.unknowncheats.me/forum/members/2377851.html
/* if (!pWeapon->m_bUIWeapon()) {
pWeapon->AddStattrakEntity();
pWeapon->AddNametagEntity();
}*/
CBaseHandle hWeapon = pWeapon->GetRefEHandle();
if (isKnife) {
if (pViewModel && (pViewModel->m_hWeapon().GetEntryIndex() == hWeapon.GetEntryIndex() || pViewModel->m_hWeapon() == hWeapon)) {
pWeaponItemView->m_iItemDefinitionIndex() = pWeaponInLoadoutDefinition->m_nDefIndex;
const char* knifeModel = pWeaponInLoadoutDefinition->GetModelName();
CGameSceneNode* pViewModelSceneNode = pViewModel->GetGameSceneNode();
if (pViewModelSceneNode) {
pWeaponSceneNode->SetMeshGroupMask(2);
pViewModelSceneNode->SetMeshGroupMask(2);
}
pWeapon->SetModel(knifeModel);
pViewModel->SetModel(knifeModel);
pViewModel->pAnimationGraphInstance->pAnimGraphNetworkedVariables = nullptr;
}
}
else {
// Use legacy weapon models only for skins that require them.
// Probably need to cache this if you really care that much about
// performance
const char* model = pWeaponInLoadoutDefinition->GetModelName();
pWeapon->SetModel(model);
if (pViewModel && pViewModel->m_hWeapon() == hWeapon)
{
pViewModel->SetModel(model);
}
pWeaponSceneNode->SetMeshGroupMask(2);
if (pViewModel && pViewModel->m_hWeapon().GetEntryIndex() == hWeapon.GetEntryIndex()) {
CGameSceneNode* pViewModelSceneNode = pViewModel->GetGameSceneNode();
pViewModelSceneNode->SetMeshGroupMask(2);
}
}
}
}
#include "../cstrike/sdk/interfaces/ccsgoinput.h"
void skin_changer::OnEquipItemInLoadout(int team, int slot, uint64_t itemID) {
auto it =
std::find(g_vecAddedItemsIDs.begin(), g_vecAddedItemsIDs.end(), itemID);
if (it == g_vecAddedItemsIDs.end()) return;
CCSInventoryManager* pInventoryManager = CCSInventoryManager::GetInstance();
if (!pInventoryManager) return;
CCSPlayerInventory* pInventory = CCSPlayerInventory::GetInstance();
if (!pInventory) return;
C_EconItemView* pItemViewToEquip = pInventory->GetItemViewForItem(*it);
if (!pItemViewToEquip) return;
C_EconItemView* pItemInLoadout = pInventory->GetItemInLoadout(team, slot);
if (!pItemInLoadout) return;
CEconItemDefinition* pItemInLoadoutStaticData = pItemInLoadout->GetStaticData();
if (!pItemInLoadoutStaticData)
return;
// Equip default item. If you would have bought Deagle and you previously
// had R8 equipped it will now give you a Deagle.
const uint64_t defaultItemID = (std::uint64_t(0xF) << 60) | pItemViewToEquip->m_iItemDefinitionIndex();
pInventoryManager->EquipItemInLoadout(team, slot, defaultItemID);
CEconItem* pItemInLoadoutSOCData = pItemInLoadout->GetSOCData(nullptr);
if (!pItemInLoadoutSOCData)
return;
CEconItemDefinition* toequipdata = pItemViewToEquip->GetStaticData();
if (!toequipdata)
return;
if (toequipdata->IsWeapon() && !toequipdata->IsKnife(false, pItemInLoadoutStaticData->m_pszItemTypeName) && !toequipdata->IsGlove(false, pItemInLoadoutStaticData->m_pszItemTypeName)) {
pInventory->SOUpdated(pInventory->GetOwner(), (CSharedObject*)pItemInLoadoutSOCData, eSOCacheEvent_Incremental);
return;
}
else if (toequipdata->IsGlove(false, pItemInLoadoutStaticData->m_pszItemTypeName)) {
const uint64_t steamID = pInventory->GetOwner().m_id;
CCSPlayerController* pLocalPlayerController = CCSPlayerController::GetLocalPlayerController();
if (!pLocalPlayerController) return;
C_CSPlayerPawn* pLocalPawn = I::GameResourceService->pGameEntitySystem->Get<C_CSPlayerPawn>(pLocalPlayerController->GetPawnHandle());
if (!pLocalPawn) return;
if (pLocalPawn->GetHealth() <= 0)
return;
CCSPlayer_ViewModelServices* pViewModelServices = pLocalPawn->GetViewModelServices();
if (!pViewModelServices) return;
C_BaseViewModel* pViewModel = I::GameResourceService->pGameEntitySystem->Get<C_BaseViewModel>(pViewModelServices->m_hViewModel());
if (!pViewModel)
return;
// Create a struct to store glove information
addedGloves.itemId = pItemViewToEquip->m_iItemID();
addedGloves.itemHighId = pItemViewToEquip->m_iItemIDHigh();
addedGloves.itemLowId = pItemViewToEquip->m_iItemIDLow();
addedGloves.itemDefId = pItemViewToEquip->m_iItemDefinitionIndex();
C_EconItemView* pGloves = &pLocalPawn->m_EconGloves();
if (!pGloves)
return;
CEconItemDefinition* pGlovesDefinition = pGloves->GetStaticData();
if (!pGlovesDefinition)
return;
skin_changer::OnGlove(pInventory, pLocalPawn, pViewModel, pGloves, pGlovesDefinition);
pLocalPawn->m_bNeedToReApplyGloves() = true;
pInventory->SOUpdated(pInventory->GetOwner(), (CSharedObject*)pItemInLoadoutSOCData, eSOCacheEvent_Incremental);
return;
}
else if (toequipdata->IsKnife(false, pItemInLoadoutStaticData->m_pszItemTypeName)) {
pInventory->SOUpdated(pInventory->GetOwner(), (CSharedObject*)pItemInLoadoutSOCData, eSOCacheEvent_Incremental);
return;
}
}
void skin_changer::OnSetModel(C_BaseModelEntity* pEntity, const char*& model) {
// When you're lagging you may see the default knife for one second and this
// function fixes that.
if (!I::Engine->IsConnected() || !I::Engine->IsInGame())
return;
CCSPlayerController* pLocalPlayerController = CCSPlayerController::GetLocalPlayerController();
if (!pLocalPlayerController) return;
C_CSPlayerPawn* pLocalPawn = I::GameResourceService->pGameEntitySystem->Get<C_CSPlayerPawn>(pLocalPlayerController->GetPawnHandle());
if (!pLocalPawn) return;
if (pLocalPawn->GetHealth() <= 0)
return;
if (!pEntity || !pEntity->IsViewModel()) return;
C_BaseViewModel* pViewModel = (C_BaseViewModel*)pEntity;
if (!pViewModel)
return;
CCSPlayerInventory* pInventory = CCSPlayerInventory::GetInstance();
if (!pInventory) return;
const uint64_t steamID = pInventory->GetOwner().m_id;
C_CSWeaponBase* pWeapon = I::GameResourceService->pGameEntitySystem->Get<C_CSWeaponBase>(pViewModel->m_hWeapon());
if (!pWeapon) return;
if (!pWeapon || !pWeapon->IsWeapon() ||
pWeapon->GetOriginalOwnerXuid() != steamID)
return;
CAttributeManager* pAttributeContainer = &pWeapon->m_AttributeManager();
if (!pAttributeContainer) return;
C_EconItemView* pWeaponItemView = &pAttributeContainer->m_Item();
if (!pWeaponItemView) return;
CEconItemDefinition* pWeaponDefinition = pWeaponItemView->GetStaticData();
if (!pWeaponDefinition) return;
C_EconItemView* pWeaponInLoadoutItemView = pInventory->GetItemInLoadout(
pWeapon->m_iOriginalTeamNumber(), pWeaponDefinition->GetLoadoutSlot());
if (!pWeaponInLoadoutItemView) return;
// Check if skin is added by us.
auto it = std::find(g_vecAddedItemsIDs.cbegin(), g_vecAddedItemsIDs.cend(),
pWeaponInLoadoutItemView->m_iItemID());
if (it == g_vecAddedItemsIDs.cend()) return;
CEconItemDefinition* pWeaponInLoadoutDefinition =
pWeaponInLoadoutItemView->GetStaticData();
if (!pWeaponInLoadoutDefinition)// ||
return;
model = pWeaponInLoadoutDefinition->GetModelName();
}
void skin_changer::AddEconItemToList(CEconItem* pItem) {
g_vecAddedItemsIDs.emplace_back(pItem->m_ulID);
}
void skin_changer::Shutdown() {
CCSPlayerInventory* pInventory = CCSPlayerInventory::GetInstance();
if (!pInventory) return;
for (uint64_t id : g_vecAddedItemsIDs) {
pInventory->RemoveEconItem(pInventory->GetSOCDataForItem(id));
}
}
void skin_changer::OnRoundReset(IGameEvent* pEvent) {
if (!pEvent || g_vecAddedItemsIDs.empty()) return;
const char* eventName = pEvent->GetName();
if (!eventName) return;
CCSPlayerController* pLocalPlayerController = CCSPlayerController::GetLocalPlayerController();
if (!pLocalPlayerController )
return;
C_CSPlayerPawn* pLocalPawn = I::GameResourceService->pGameEntitySystem->Get<C_CSPlayerPawn>(pLocalPlayerController->GetPawnHandle());
if (!pLocalPawn) return;
}
void skin_changer::OnPreFireEvent(IGameEvent* pEvent) {
if (!pEvent) return;
const char* eventName = pEvent->GetName();
if (!eventName) return;
const auto pControllerWhoKilled = pEvent->get_player_controller("attacker");
if (pControllerWhoKilled == nullptr)
return;
const auto pControllerWhoDied = pEvent->get_player_controller("userid");
if (pControllerWhoDied == nullptr)
return;
if (pControllerWhoKilled->GetIdentity()->GetIndex() == pControllerWhoDied->GetIdentity()->GetIndex())
return;
CCSPlayerController* pLocalPlayerController = CCSPlayerController::GetLocalPlayerController();
if (!pLocalPlayerController || pControllerWhoKilled->GetIdentity()->GetIndex() != pLocalPlayerController->GetIdentity()->GetIndex())
return;
C_CSPlayerPawn* pLocalPawn = I::GameResourceService->pGameEntitySystem->Get<C_CSPlayerPawn>(pLocalPlayerController->GetPawnHandle());
if (!pLocalPawn) return;
CPlayer_WeaponServices* pWeaponServices = pLocalPawn->GetWeaponServices();
if (!pWeaponServices) return;
C_CSWeaponBase* pActiveWeapon = pLocalPawn->ActiveWeapon();
if (!pActiveWeapon) return;
CAttributeManager* pAttributeContainer = &pActiveWeapon->m_AttributeManager();
if (!pAttributeContainer) return;
C_EconItemView* pWeaponItemView = &pAttributeContainer->m_Item();
if (!pWeaponItemView) return;
CEconItemDefinition* pWeaponDefinition = pWeaponItemView->GetStaticData();
if (!pWeaponDefinition || !pWeaponDefinition->IsKnife(true, pWeaponDefinition->m_pszItemTypeName)) return;
const std::string_view token_name = CS_XOR("weapon");
CUtlStringToken token(token_name.data());
pEvent->SetString(token, pWeaponDefinition->GetSimpleWeaponName());
}