Run it
Copy the script and paste it into your executor.
.()
().RivalsCosmeticsCleanup
(().RivalsCosmeticsCleanup)
:()
.Loaded:()
rs = :()
= :()
plr = :().LocalPlayer
(getter)
deadline = .() +
.() < deadline
ok, value = (getter)
ok value
value
.()
scripts = plr:()
lib = (() (rs.Modules.CosmeticLibrary) )
replicated = (() (rs.Modules.ReplicatedClass) )
vmClass = (() (scripts.Modules.ClientReplicatedClasses.ClientFighter.ClientItem.ClientViewModel) )
pdc = (() (scripts.Controllers.PlayerDataController) )
viewModels = (() scripts.Assets.ViewModels )
classes = (() scripts.Modules.ViewModels )
equipRemote = (() rs.Remotes.Data.EquipCosmetic )
(lib replicated vmClass pdc viewModels classes equipRemote)
()
folder =
file = folder ..
slots = { Skin = , Wrap = , Charm = , Finisher = }
added = {}
saved = {}
alive =
swaps = {}
swapping = {}
moduleCache = {}
modelCache = {}
oldGet = replicated.Get
oldVmGet = (vmClass, )
(key)
ok, v = (pdc.CurrentData.Get, pdc.CurrentData, key)
ok v
(() () () )
()
(()
(folder)
(folder)
(file, :(saved))
)
(weapon)
list = ()
list
_, w (list)
w.Name == weapon
w
inv = ()
name (lib.Cosmetics)
inv inv[name] ==
inv[name] =
added[name] =
(()
(file)
saved = :((file))
)
weapon, picks (saved)
w = (weapon)
w
slot, entry (picks)
slots[slot] lib.Cosmetics[entry.Name]
w[slot] = entry
(object)
(object) ~=
item = (object, ) object
fighter = (item) == (item, )
(fighter) ~=
owner = (fighter, )
owner ~= owner ~= plr
(...)
i = , .((, ...), )
(((i, ...)))
(name)
cosmetic = lib.Cosmetics[name]
cosmetic cosmetic.Type == cosmetic.ItemName
cosmetic.ItemName
name
(name)
cached = moduleCache[name]
cached ==
found = classes:(name, )
cached = found found:() found
moduleCache[name] = cached
cached
(name)
cached = modelCache[name]
cached ==
cached = viewModels:(name, ) ~=
modelCache[name] = cached
cached
(weapon, skin)
defaultModule = (weapon)
skinModule = skin (skin.Name)
(defaultModule skinModule (skin.Name))
skinModule.Parent ~= defaultModule.Parent skinModule.Parent ~= defaultModule
loaded, skinClass = (, skinModule)
loaded (skinClass) == (skinClass.new) ==
skinClass
(weapon)
picks = saved[weapon]
skin = picks picks.Skin
skin
(weapon, skin) ( (skin.Name) (skin.Name))
skin.Name
(weapon)
swaps[weapon]
defaultModule = (weapon)
defaultModule
ok, class = (, defaultModule)
ok (class) ~= (class.new) ~=
origNew = class.new
swaps[weapon] = { class = class, origNew = origNew, own = (class, ) ~= }
class.new = (...)
thread = .()
mine = alive swapping[thread] (...)
picks = mine saved[weapon]
skin = picks picks.Skin
skinClass = skin (weapon, skin)
skinClass
swapping[thread] = { weapon = weapon, skin = skin.Name }
built, object = (skinClass.new, ...)
swapping[thread] =
built
(object) ==
(object, , skin.Name)
object
object = (...)
mine (object) ==
(object, , skinClass (weapon))
object
(weapon)
alive
wanted = (weapon)
_, obj (())
(obj) == ((obj, )) == (obj, ) (obj, )
item = (obj, )
(item) == (item, ) == obj (obj.Data.Name) == weapon (obj)
((obj, ) ) ~= wanted
swap = swaps[weapon]
class = swap swap.class (obj)
serial = (obj, )
(class) == (class.new) == serial
(()
setthreadidentity ()
fresh = class.(serial, item)
(fresh) ==
(fresh, ) ==
(fresh, , wanted)
item.ViewModel = fresh
(obj.Destroy, obj)
)
weapon, picks (saved)
picks.Skin
(weapon)
replicated.Get = (self, key)
alive slots[key] (self)
data = (self, )
picks = data saved[(data.Name)]
entry = picks picks[key]
entry ~=
entry
(self, key)
vmClass.Get = (self, key)
alive key == (self)
data = (self, )
data
weapon = (data.Name)
active = swapping[.()]
active active.weapon == weapon
active.skin
picks = saved[weapon]
skin = picks picks.Skin
skin (skin.Name) (skin.Name) (data.Name == weapon (data.Name))
skin.Name
(oldVmGet replicated.Get)(self, key)
(weapon, slot)
slot ~= slot ~=
_, obj (())
(obj) == ((obj, )) == (obj, ) (obj, ) (obj, ) (obj) (obj.Data.Name) == weapon
entry = saved[weapon] saved[weapon][slot]
obj.Data[slot] = entry
signal = obj._value_changed_events obj._value_changed_events[slot]
signal
(signal.Fire, signal, entry)
slot == obj._UpdateWrap
(obj._UpdateWrap, obj)
(weapon, slot, name, extra)
w = (weapon)
w
entry
name
entry = { Name = name, Inverted = slot == extra extra.IsInverted }
w[slot] = entry
saved[weapon] = saved[weapon] {}
saved[weapon][slot] = entry
slot ==
(weapon)
.(rebuildHeld, weapon)
()
(weapon, slot)
().RivalsEquipHandler = (self, ...)
alive self ~= equipRemote
weapon, slot, name, extra = ...
slots[slot] (name == lib.Cosmetics[name]) (weapon, slot, name, extra)
().RivalsNamecallOriginal
().RivalsNamecallOriginal = (, , ((self, ...)
handler = ().RivalsEquipHandler
handler () () == (self, ...)
().(self, ...)
))
().RivalsCosmeticsCleanup = ()
alive =
().RivalsEquipHandler =
replicated.Get = oldGet
vmClass.Get = oldVmGet
_, swap (swaps)
swap.class.new = swap.own swap.origNew
cur = ()
cur
name (added)
cur[name] =
().RivalsCosmeticsCleanup =
.(()
weapon, picks (saved)
picks.Skin
(weapon)
(weapon, )
(weapon, )
)Stay safe
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