if(m_pCharacter && m_pCharacter->m_Rainbow) { if (!GameServer()->m_apPlayers[SnappingClient] || (!Server()->ClientIngame(SnappingClient) && !GameServer()->m_apPlayers[SnappingClient]->IsDummy()) || Server()->GetClientVersion(SnappingClient) < CGameContext::MIN_SKINCHANGE_CLIENTVERSION) return; CNetMsg_Sv_SkinChange Msg; Msg.m_ClientID = m_ClientID;
for (int p = 0; p < NUM_SKINPARTS; p++) {
Msg.m_apSkinPartNames[p] = m_TeeInfos.m_aaSkinPartNames[p]; Msg.m_aUseCustomColors[p] = 1; Msg.m_aSkinPartColors[p] = RainbowColor;
} Server()->SendPackMsg(&Msg, MSGFLAG_VITAL|MSGFLAG_NORECORD, SnappingClient);
}
unset <varname>
r
might be bettersv_name Test server
don't work anymorepackage_default
probably works better)GAME_RELEASE_VERSION
is used for the UI and GAME_VERSION
for the network