From 3d412a4b30a9f7c7f51ea6562e694315948bd3da Mon Sep 17 00:00:00 2001 From: boris Date: Wed, 28 Nov 2018 16:00:02 +1300 Subject: cleaned up in short, the cheat and loader are now separate solutions. unused stuff was moved into the legacy solution in case anyone wants to compile it or whatever. i can change this back if you want to. also, i configured the loader to compile in x64, and have separate build types for linux and win64 --- cheat/gmod/draw_model_execute.cpp | 167 ++++++++++++++++++++++++++++++++++++++ 1 file changed, 167 insertions(+) create mode 100644 cheat/gmod/draw_model_execute.cpp (limited to 'cheat/gmod/draw_model_execute.cpp') diff --git a/cheat/gmod/draw_model_execute.cpp b/cheat/gmod/draw_model_execute.cpp new file mode 100644 index 0000000..354a3d4 --- /dev/null +++ b/cheat/gmod/draw_model_execute.cpp @@ -0,0 +1,167 @@ +#include "hooks.hpp" +#include "base_cheat.hpp" +#include "context.hpp" +#include "util.hpp" +#include "settings.hpp" +//this is so ugly dont even look at it + +//gets called once per frame for every entity +void __fastcall hooks::draw_model_execute( IVModelRender* ecx_, void* edx_, + void* render_ctx, const DrawModelState_t& state, + const ModelRenderInfo_t& info, matrix3x4* bone_to_world ) { + static auto dme_o = g_csgo.m_model_render->get_old_function< decltype( &hooks::draw_model_execute ) >( 21 ); + + if( g_csgo.m_panic || g_ctx.m_drawing_postscreenspace ) + return dme_o( ecx_, edx_, render_ctx, state, info, bone_to_world ); + + bool draw = true; + IMaterial* mat = g_settings.visuals.chams.flat( ) ? g_cheat.m_chams.m_materials.m_chams_flat : g_cheat.m_chams.m_materials.m_chams; + auto model_name = g_csgo.m_model_info( )->GetModelName( info.m_model ); + auto local_index = g_csgo.m_engine( )->GetLocalPlayer( ); + int local_team = 0; + if( g_ctx.m_local ) + local_team = g_ctx.m_local->m_iTeamNum( ); + int team = 0; + bool is_player = false; + + if( strstr( model_name, xors( "models/player" ) ) && info.m_entity_index == local_index ) { + if( g_settings.misc.thirdperson( ) && g_ctx.m_local && g_ctx.m_local->is_valid( ) + && g_ctx.m_local->m_bIsScoped( ) ) { + float clr[ ] = { 1.0f, 1.0f, 1.0f }; + g_csgo.m_render_view( )->SetColorModulation( clr ); + g_csgo.m_render_view( )->SetBlend( 0.5f ); + return dme_o( ecx_, edx_, render_ctx, state, info, bone_to_world ); + } + } + + if( strstr( model_name, xors( "models/player" ) ) && info.m_entity_index ) { + auto player = g_csgo.m_entlist( )->GetClientEntity< >( info.m_entity_index ); + + if( player && player->is_valid( ) && !player->m_bGunGameImmunity( ) ) { + is_player = true; + team = player->m_iTeamNum( ); + + if( g_settings.visuals.chams.enabled ) { + if( g_settings.visuals.chams.ignore_z && !g_ctx.m_drawing_screneend && ( team != local_team || g_settings.visuals.chams.friendlies( ) ) ) + draw = false; + else if( !g_settings.visuals.chams.ignore_z && ( team != local_team || g_settings.visuals.chams.friendlies( ) ) ) { + fclr_t clr = team != local_team ? g_settings.visuals.chams.color_visible_enemy( ) : g_settings.visuals.chams.color_visible_friendly( ); + + mat->SetMaterialVarFlag( MATERIAL_VAR_IGNOREZ, false ); + g_cheat.m_chams.m_materials.force_material( mat, clr ); + dme_o( ecx_, 0, render_ctx, state, info, bone_to_world ); + g_csgo.m_model_render( )->ForcedMaterialOverride( nullptr ); + g_csgo.m_render_view( )->SetBlend( 1.0f ); + draw = false; + } + } + + } + } + + if( g_settings.misc.transparent_vm && strstr( model_name, xors( "weapon" ) ) ) { + if( strstr( model_name, xors( "arms" ) ) ) { + g_csgo.m_render_view( )->SetBlend( 0.6f ); + } + } + + if( is_player ) { + if( g_settings.rage.resolver( ) && g_settings.rage.bt_visualize( ) && ( team != local_team || g_settings.rage.friendlies( ) ) ) { + RecordType_t record_type = g_cheat.m_ragebot.m_lagcomp->can_backtrack_entity( info.m_entity_index ); + auto record = g_cheat.m_ragebot.m_lagcomp->get_render_record( info.m_entity_index ); + + if( record && record_type ) { + fclr_t clr_hid = team != local_team ? g_settings.visuals.chams.color_hidden_enemy( ).to_fclr( ) : g_settings.visuals.chams.color_hidden_friendly( ).to_fclr( ); + + float backup_modulation[ 3 ]{ }; + bool backup_ignorez = false; + float backup_blend = 1.0f; + + backup_blend = g_csgo.m_render_view( )->GetBlend( ); + g_csgo.m_render_view( )->GetColorModulation( backup_modulation ); + + //BIG ROFL + if( backup_modulation[ 0 ] == clr_hid.r( ) && backup_modulation[ 1 ] == clr_hid.g( ) && backup_modulation[ 2 ] == clr_hid.b( ) + && backup_blend == clr_hid.a( ) ) { + backup_ignorez = true; + } + + if( !backup_ignorez ) { + auto flat_mat = g_cheat.m_chams.m_materials.m_chams_flat.m_mat; + flat_mat->SetMaterialVarFlag( MATERIAL_VAR_IGNOREZ, g_settings.visuals.chams.ignore_z && g_settings.visuals.chams.enabled ); + g_cheat.m_chams.m_materials.force_material( g_cheat.m_chams.m_materials.m_chams_flat, g_settings.rage.bt_col( ) ); + dme_o( ecx_, edx_, render_ctx, state, info, record->m_matrix ); + flat_mat->SetMaterialVarFlag( MATERIAL_VAR_IGNOREZ, false ); + } + + g_csgo.m_render_view( )->SetBlend( backup_blend ); + g_csgo.m_render_view( )->SetColorModulation( backup_modulation ); + g_csgo.m_model_render( )->ForcedMaterialOverride( g_settings.visuals.chams.enabled( ) && + ( team != local_team || g_settings.visuals.chams.friendlies( ) ) ? mat : nullptr ); + + if( draw ) { + dme_o( ecx_, edx_, render_ctx, state, info, bone_to_world ); + draw = false; + } + } + } + + + if( g_settings.legit.backtracking_visualize( ) && ( team != local_team || g_settings.legit.friendlies( ) ) ) { + auto ent = g_csgo.m_entlist( )->GetClientEntity< >( info.m_entity_index ); + auto record = g_cheat.m_legitbot.m_lagcomp.find_best_record( info.m_entity_index ); + { //idk + auto records = g_cheat.m_legitbot.m_lagcomp.get_records( info.m_entity_index ); + if( records.size( ) ) { + for( auto& it : util::reverse_iterator( records ) ) { + if( it.is_valid( ) ) { + record = ⁢ + break; + } + } + } + } + + if( record && record->is_valid( ) && record->m_position.dist_to( ent->get_hitbox_pos( 0 ) ) > 5.f ) { + fclr_t clr_hid = team != local_team ? g_settings.visuals.chams.color_hidden_enemy( ).to_fclr( ) : g_settings.visuals.chams.color_hidden_friendly( ).to_fclr( ); + + float backup_modulation[ 3 ]{ }; + bool backup_ignorez = false; + float backup_blend = 1.0f; + + backup_blend = g_csgo.m_render_view( )->GetBlend( ); + g_csgo.m_render_view( )->GetColorModulation( backup_modulation ); + + //BIG ROFL + if( backup_modulation[ 0 ] == clr_hid.r( ) && backup_modulation[ 1 ] == clr_hid.g( ) && backup_modulation[ 2 ] == clr_hid.b( ) + && backup_blend == clr_hid.a( ) ) { + backup_ignorez = true; + } + + if( !backup_ignorez ) { + auto flat_mat = g_cheat.m_chams.m_materials.m_chams_flat.m_mat; + flat_mat->SetMaterialVarFlag( MATERIAL_VAR_IGNOREZ, g_settings.visuals.chams.ignore_z && g_settings.visuals.chams.enabled ); + g_cheat.m_chams.m_materials.force_material( g_cheat.m_chams.m_materials.m_chams_flat, g_settings.legit.backtracking_col( ) ); + dme_o( ecx_, edx_, render_ctx, state, info, record->m_matrix ); + flat_mat->SetMaterialVarFlag( MATERIAL_VAR_IGNOREZ, false ); + } + + g_csgo.m_render_view( )->SetBlend( backup_blend ); + g_csgo.m_render_view( )->SetColorModulation( backup_modulation ); + g_csgo.m_model_render( )->ForcedMaterialOverride( g_settings.visuals.chams.enabled( ) && + ( team != local_team || g_settings.visuals.chams.friendlies( ) ) ? mat : nullptr ); + + if( draw ) { + dme_o( ecx_, edx_, render_ctx, state, info, bone_to_world ); + draw = false; + } + } + } + } + + if( draw ) { + dme_o( ecx_, 0, render_ctx, state, info, bone_to_world ); + } + + g_csgo.m_model_render( )->ForcedMaterialOverride( nullptr ); +} \ No newline at end of file -- cgit v1.2.3