Question Fix Animations Knife CSGOSimple [M0ne0N]

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How can I fix M0ne0N Skin Changer knife animations?
the gloves turn green, the knives black and the talon gets buggy animation the new knife?
 

R G T X

std namespace;
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R G T X

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PostmanTapOwO

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https://www.unknowncheats.me/forum/...ensive/353632-green-cum-effect-skins-fix.html
read thru this ,helped me
for animations
C++:
        if (strstr(model, "models/weapons/v_knife_butterfly.mdl")) {
            switch (sequence) {
            case SEQUENCE_DEFAULT_DRAW:
                return random_sequence(SEQUENCE_BUTTERFLY_DRAW, SEQUENCE_BUTTERFLY_DRAW2);
            case SEQUENCE_DEFAULT_LOOKAT01:
                return random_sequence(SEQUENCE_BUTTERFLY_LOOKAT01, SEQUENCE_BUTTERFLY_LOOKAT03);
            default:
                return sequence + 1;
            }
        }
        else if (strstr(model, "models/weapons/v_knife_falchion_advanced.mdl")) {
            switch (sequence) {
            case SEQUENCE_DEFAULT_IDLE2:
                return SEQUENCE_FALCHION_IDLE1;
            case SEQUENCE_DEFAULT_HEAVY_MISS1:
                return random_sequence(SEQUENCE_FALCHION_HEAVY_MISS1, SEQUENCE_FALCHION_HEAVY_MISS1_NOFLIP);
            case SEQUENCE_DEFAULT_LOOKAT01:
                return random_sequence(SEQUENCE_FALCHION_LOOKAT01, SEQUENCE_FALCHION_LOOKAT02);
            case SEQUENCE_DEFAULT_DRAW:
            case SEQUENCE_DEFAULT_IDLE1:
                return sequence;
            default:
                return sequence - 1;
            }
        }
        else if (strstr(model, "models/weapons/v_knife_css.mdl"))
        {
            switch (sequence)
            {
            case SEQUENCE_DEFAULT_LOOKAT01:
                return random_sequence(12 , SEQUENCE_CSS_LOOKAT02);
            default:
                return sequence;
            }
        }
        else if (strstr(model, "models/weapons/v_knife_push.mdl")) {
            switch (sequence) {
            case SEQUENCE_DEFAULT_IDLE2:
                return SEQUENCE_DAGGERS_IDLE1;
            case SEQUENCE_DEFAULT_LIGHT_MISS1:
            case SEQUENCE_DEFAULT_LIGHT_MISS2:
                return random_sequence(SEQUENCE_DAGGERS_LIGHT_MISS1, SEQUENCE_DAGGERS_LIGHT_MISS5);
            case SEQUENCE_DEFAULT_HEAVY_MISS1:
                return random_sequence(SEQUENCE_DAGGERS_HEAVY_MISS2, SEQUENCE_DAGGERS_HEAVY_MISS1);
            case SEQUENCE_DEFAULT_HEAVY_HIT1:
            case SEQUENCE_DEFAULT_HEAVY_BACKSTAB:
            case SEQUENCE_DEFAULT_LOOKAT01:
                return sequence + 3;
            case SEQUENCE_DEFAULT_DRAW:
            case SEQUENCE_DEFAULT_IDLE1:
                return sequence;
            default:
                return sequence + 2;
            }
        }
        else if (strstr(model, "models/weapons/v_knife_survival_bowie.mdl")) {
            switch (sequence) {
            case SEQUENCE_DEFAULT_DRAW:
            case SEQUENCE_DEFAULT_IDLE1:
                return sequence;
            case SEQUENCE_DEFAULT_IDLE2:
                return SEQUENCE_BOWIE_IDLE1;
            default:
                return sequence - 1;
            }
        }
        else if (strstr(model, "models/weapons/v_knife_ursus.mdl"))
        {
            switch (sequence)
            {
            case SEQUENCE_DEFAULT_DRAW:
                return random_sequence(SEQUENCE_BUTTERFLY_DRAW, SEQUENCE_BUTTERFLY_DRAW2);
                //return sequence;
            case SEQUENCE_DEFAULT_LOOKAT01:
                return random_sequence(SEQUENCE_BUTTERFLY_LOOKAT01, 14);
                //return sequence;14
            default:
                return sequence + 1;
            }
        }
        else if (strstr(model, "models/weapons/v_knife_stiletto.mdl"))
        {
            switch (sequence)
            {
            case SEQUENCE_DEFAULT_LOOKAT01:
                return random_sequence(12, 13);

            default:
                return sequence;
            }
        }

        else if (strstr(model, "models/weapons/v_knife_widowmaker.mdl"))
        {
            switch (sequence)
            {
            case SEQUENCE_DEFAULT_LOOKAT01:
                return random_sequence(14, 15);

            default:
                return sequence;
            }   
        }
        else {
            return sequence;
        }
taken from my moneon pasta so should be c+p ready
 

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1571995865861.png
else if (strstr(model, "models/weapons/v_knife_css.mdl"))
{
switch (sequence)
{
case SEQUENCE_DEFAULT_LOOKAT01:
return random_sequence(12 , SEQUENCE_CSS_LOOKAT02);
default:
return sequence;
}
}

she makes another animation that is not hers and she still bugs; I just wanted to fix it because the talon I fixed
 

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View attachment 425
else if (strstr(model, "models/weapons/v_knife_css.mdl"))
{
switch (sequence)
{
case SEQUENCE_DEFAULT_LOOKAT01:
return random_sequence(12 , SEQUENCE_CSS_LOOKAT02);
default:
return sequence;
}
}

she makes another animation that is not hers and she still bugs; I just wanted to fix it because the talon I fixed
hox fix talon
 

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View attachment 425
else if (strstr(model, "models/weapons/v_knife_css.mdl"))
{
switch (sequence)
{
case SEQUENCE_DEFAULT_LOOKAT01:
return random_sequence(12 , SEQUENCE_CSS_LOOKAT02);
default:
return sequence;
}
}

she makes another animation that is not hers and she still bugs; I just wanted to fix it because the talon I fixed
i dont know how to fix the css knife. not even skeet has fixed css animations. tallon should be workin tho
 

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Please note, if you want to make a deal with this user, that it is blocked.
char* get_weapon_names() {
int WeaponId = this->GetItemDefenitionIndex();

switch (WeaponId) {
case SDK::ItemDefinitionIndex::WEAPON_KNIFE_CT:
return "knife";
case SDK::ItemDefinitionIndex::WEAPON_KNIFE_T:
return "knife";
case SDK::ItemDefinitionIndex::WEAPON_KNIFE_BAYONET:
return "bayonet";
case SDK::ItemDefinitionIndex::WEAPON_KNIFE_FLIP:
return "flip knife";
case SDK::ItemDefinitionIndex::WEAPON_KNIFE_GUT:
return "gut knife";
case SDK::ItemDefinitionIndex::WEAPON_KNIFE_KARAMBIT:
return "karambit";
case SDK::ItemDefinitionIndex::WEAPON_KNIFE_M9_BAYONET:
return "m9 bayonet";
case SDK::ItemDefinitionIndex::WEAPON_KNIFE_TACTICAL:
return "huntsman knife";
case SDK::ItemDefinitionIndex::WEAPON_KNIFE_FALCHION:
return "falchion knife";
case SDK::ItemDefinitionIndex::WEAPON_KNIFE_BOWIE:
return "bowie knife";
case SDK::ItemDefinitionIndex::WEAPON_KNIFE_BUTTERFLY:
return "butterfly knife";
case SDK::ItemDefinitionIndex::WEAPON_KNIFE_PUSH:
return "shadow daggers";
case SDK::ItemDefinitionIndex::WEAPON_DEAGLE:
 
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