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chams.h
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chams.h
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#pragma once
#include "interfaces/IMaterialSystem.hpp"
#include "interfaces/IVModelRender.hpp"
#include "utils/Color.h"
#include <string>
#include "utils/utils.h"
class chams
{
public:
void init_materials();
void overrideMat(IMaterial* mat, bool ignoreZ, bool wireFrame, Color color) noexcept;
void overrideMat(IMaterial* mat, bool ignoreZ, bool wireFrame) noexcept;
IMaterial* create_material(std::string name, bool wireframe, bool ignorez, std::string data, KeyValues* val = nullptr);
void do_players_chams( void*ecx,int edx,void* ctx, const DrawModelState_t& state, ModelRenderInfo_t& pInfo, matrix3x4_t* pCustomBoneToWorld);
void do_weapon_chams();
void do_arm_chams( void* ctx, const DrawModelState_t& state, ModelRenderInfo_t& pInfo, matrix3x4_t* pCustomBoneToWorld);
void do_sleeves_chams();
IMaterial* get_material_by_cfg_material( int var);
bool should_material_envmap_override(int type);
IMaterial* player_cur_mat = nullptr;
IMaterial* hand_cur_mat = nullptr;
IMaterial* sleeves_cur_mat = nullptr;
IMaterial* weapon_cur_mat = nullptr;
public:
IMaterial* default_mat = nullptr;
IMaterial* default_mat_pulse = nullptr;
IMaterial* metallic_mat = nullptr;
IMaterial* pearlescent_mat = nullptr;
IMaterial* glass = nullptr;
IMaterial* crystal = nullptr;
IMaterial* velvet = nullptr;
IMaterial* glow = nullptr;
IMaterial* weapon_plastik = nullptr;
IMaterial* weapon_blink = nullptr;
IMaterial* weapon_gold = nullptr;
IMaterial* glow_armrace = nullptr;
IMaterial* invis_material = nullptr;
IMaterial* reflectivity_mat = nullptr;
IMaterial* glow_second = nullptr;
IMaterial* sound_esp_mat = nullptr;
KeyValues* glow_key = new KeyValues();
float old_blend[3];
IMaterialVar* materials_setting[4][10];
};
inline chams chams_;