Show only Applicable Skins

SomeGuy19

Always Legit.
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SomeGuy19

Always Legit.
Newbie
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Jun 13, 2019
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Hi. I just making our version of M0ne0N and i want to show only applicable skins in skin changer. Like M9 Bayonet - only M9 Bayonet skins, not like now that M9 Bayonet - Asiimov :D And on Gloves too. Can someone help how to do this ?

Code:
if (selected_entry.definition_index != GLOVE_T_SIDE) {
            ImGui::Combo("Paint Kit", &selected_entry.paint_kit_vector_index, [](void* data, int idx, const char** out_text) {
                *out_text = k_skins[idx].name.c_str();
                return true;
                }, nullptr, k_skins.size(), 20);
            selected_entry.paint_kit_index = k_skins[selected_entry.paint_kit_vector_index].id;
        }
        else {
            ImGui::Combo("Paint Kit", &selected_entry.paint_kit_vector_index, [](void* data, int idx, const char** out_text) {
                *out_text = k_gloves[idx].name.c_str();
                return true;
                }, nullptr, k_gloves.size(), 20);
            selected_entry.paint_kit_index = k_gloves[selected_entry.paint_kit_vector_index].id;
        }
 

rev

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rev

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Sep 17, 2019
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Hi. I just making our version of M0ne0N and i want to show only applicable skins in skin changer. Like M9 Bayonet - only M9 Bayonet skins, not like now that M9 Bayonet - Asiimov :D And on Gloves too. Can someone help how to do this ?

Code:
if (selected_entry.definition_index != GLOVE_T_SIDE) {
            ImGui::Combo("Paint Kit", &selected_entry.paint_kit_vector_index, [](void* data, int idx, const char** out_text) {
                *out_text = k_skins[idx].name.c_str();
                return true;
                }, nullptr, k_skins.size(), 20);
            selected_entry.paint_kit_index = k_skins[selected_entry.paint_kit_vector_index].id;
        }
        else {
            ImGui::Combo("Paint Kit", &selected_entry.paint_kit_vector_index, [](void* data, int idx, const char** out_text) {
                *out_text = k_gloves[idx].name.c_str();
                return true;
                }, nullptr, k_gloves.size(), 20);
            selected_entry.paint_kit_index = k_gloves[selected_entry.paint_kit_vector_index].id;
        }
you should make an

if statement.

example:
if (menu.M9bayonet.Selected)
{
(open new combobox)
bla bla bla bla
}// this is a poor way to make it because im just bored as hell. dont even comment l0l
 
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