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Copy pathRare weapon animations.lua
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Rare weapon animations.lua
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slot0 = bit.band
slot1 = entity.get_local_player
slot2 = entity.get_prop
slot3 = entity.is_alive
slot4 = entity.set_prop
slot5 = pairs
slot6 = ui.get
slot10 = require("gamesense/csgo_weapons")
slot11 = require("table.clear")
function slot13(slot0)
for slot5 = 1, #slot0 do
end
return {
[slot0[slot5]] = slot5
}
end
slot15 = {}
slot17 = ui.new_multiselect("SKINS", "Model options", "\nActive rare animations", function (slot0, slot1)
for slot6, slot7 in uv0(slot0) do
-- Nothing
end
return {
[slot6] = slot1(slot7)
}
end({
{
weapon = slot10.weapon_knife_butterfly,
overrides = {
0,
[13.0] = 15,
[14.0] = 15
}
},
{
weapon = slot10.weapon_knife_falchion,
overrides = {
[12.0] = 13
}
},
{
weapon = slot10.weapon_knife_ursus,
overrides = {
[0] = 1,
[14.0] = 13
}
},
{
weapon = slot10.weapon_knife_stiletto,
overrides = {
[13.0] = 12
}
},
{
weapon = slot10.weapon_knife_widowmaker,
overrides = {
[14.0] = 15
}
},
{
weapon = slot10.weapon_knife_skeleton,
overrides = {
[0] = 1,
[13.0] = 14
}
},
{
weapon = slot10.weapon_knife_canis,
overrides = {
[0] = 1,
[14.0] = 13
}
},
{
weapon = slot10.weapon_knife_cord,
overrides = {
[0] = 1,
[14.0] = 13
}
},
{
weapon = slot10.weapon_knife_outdoor,
overrides = {
[14.0] = 13
},
overrides_durations = {
[1.0] = 4
}
},
{
weapon = slot10.weapon_deagle,
overrides = {
[7.0] = 8
}
},
{
weapon = slot10.weapon_revolver,
overrides = {
[3.0] = 4
}
}
}, function (slot0)
return slot0.name or slot0.weapon.name
end))
ui.set_visible(slot17, false)
ui.set_callback(ui.new_checkbox("SKINS", "Model options", "Rare weapon animations"), function ()
uv0(uv1, uv2(uv3))
end)
ui.set_callback(slot17, function ()
uv0(uv1)
for slot4 = 1, #uv5 do
if uv2(uv3(uv4))[uv5[slot4].name or slot5.weapon.name] ~= nil then
uv1[slot6] = uv1[slot5.weapon.idx] or {}
for slot10, slot11 in uv6(slot5.overrides) do
uv1[slot6][slot10] = slot11
end
end
end
end)
client.set_event_callback("net_update_start", function ()
if not uv0(uv1) then
return
end
if uv2() == nil or not uv3(slot0) then
return
end
if uv4(slot0, "m_hViewModel[0]") == nil then
return
end
if uv4(slot1, "m_hWeapon") == nil then
return
end
if uv6[uv5(uv4(slot2, "m_iItemDefinitionIndex") or 0, 65535)] ~= nil and slot4[uv4(slot1, "m_nSequence")] ~= nil then
uv7(slot1, "m_nSequence", slot4[slot5])
end
end)