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- //Skin system
- void ServerGameLogic::ApiPlayerUpdateWeaponSkins(obj_ServerPlayer* plr)
- {
- for( std::map< uint32_t, obj_ServerPlayer::WeaponSkins >::iterator Skinids = plr->WpnSKN.begin();Skinids != plr->WpnSKN.end(); ++Skinids )
- {
- obj_ServerPlayer::WeaponSkins& SkinWpn = Skinids->second;
- if (SkinWpn.itemID != 0)
- {
- //r3dOutToLog("############ GUARDANDO EN LA DB\n");
- for (int i = 0;i<MAX_SKINS_BY_WEAPON;i++)
- {
- if (SkinWpn.SkinsBought[i] != 99)
- {
- CJobChangeWeaponSkins* job = new CJobChangeWeaponSkins(plr);
- job->ItemID = SkinWpn.itemID;
- job->Skin = SkinWpn.SkinsBought[i];
- job->LastSkinUsed = SkinWpn.LastSKINused;
- g_AsyncApiMgr->AddJob(job);
- }
- }
- }
- }
- }
- /////
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