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Description I saw that there would be some models of arms that the plugin uses by default, repeats the same arms for all maps from what I noticed.
// Config models / arms
char g_aConfigArms [2 ][128 ] = { " models/weapons/t_arms.mdl" , " models/weapons/ct_arms.mdl" };
char g_aConfigModels [2 ][1 ][128 ] = {
{
" tm_leet_variantA"
},
{
" ctm_st6"
}
};
// Default models / arms - community maps
char g_aDefaultArms [2 ][128 ] = { " models/weapons/t_arms_phoenix.mdl" , " models/weapons/ct_arms_sas.mdl" };
char g_aDefaultModels [2 ][6 ][128 ] = {
{
" tm_phoenix" ,
" tm_phoenix_variantA" ,
" tm_phoenix_variantA" ,
" tm_phoenix_variantB" ,
" tm_phoenix_variantC" ,
" tm_phoenix_variantD"
},
{
" ctm_sas" ,
" ctm_sas_variantA" ,
" ctm_sas_variantB" ,
" ctm_sas_variantC" ,
" ctm_sas_variantD" ,
" ctm_sas_variantE"
}
};
ArrayList g_aDefaultTModels = null ;
ArrayList g_aDefaultCTModels = null ;
// Map models / arms - Valve maps
char g_aMapArms [2 ][128 ];
ArrayList g_aMapTModels = null ;
ArrayList g_aMapCTModels = null ;
Would it be possible to implement so that the plugin uses the default skins and arms of each map?
Would using this include be possible?
https://github.com/SAZONISCHE/modelch
Why this change?
Using the agents that the user has in his inventory, using cvars:
sm_arms_fix_bots "0"
sm_arms_fix_autospawn "0"
I can use my own agent, but his arms don't show, it's always being replaced.
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I saw that there would be some models of arms that the plugin uses by default, repeats the same arms for all maps from what I noticed.
Arms-Fix/addons/sourcemod/scripting/n_arms_fix.sp
Lines 39 to 77 in 03fc154
Would it be possible to implement so that the plugin uses the default skins and arms of each map?
Would using this include be possible?
https://github.com/SAZONISCHE/modelch
Why this change?
Using the agents that the user has in his inventory, using cvars:
I can use my own agent, but his arms don't show, it's always being replaced.