#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 = draw_model_execute_o; if( g_csgo.m_panic || g_ctx.m_drawing_postscreenspace || g_settings.misc.hide_from_obs ) 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( ) ) && g_settings.visuals.chams.clear_occlusion ) draw = false; else if( ( !g_settings.visuals.chams.ignore_z || !g_settings.visuals.chams.clear_occlusion ) && ( 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( ); if( g_settings.visuals.chams.ignore_z ) { fclr_t clr = team != local_team ? g_settings.visuals.chams.color_hidden_enemy( ) : g_settings.visuals.chams.color_hidden_friendly( ); mat->SetMaterialVarFlag( MATERIAL_VAR_IGNOREZ, true ); g_cheat.m_chams.m_materials.force_material( mat, clr ); dme_o( ecx_, 0, render_ctx, state, info, bone_to_world ); } 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 ) { bool should_draw = false; if( g_settings.rage.enabled( ) && g_settings.rage.resolver( ) && g_settings.rage.bt_visualize( ) && ( team != local_team || g_settings.rage.friendlies( ) ) ) should_draw = true; if( g_settings.legit.enabled( ) && g_settings.legit.backtracking_visualize( ) && ( team != local_team || g_settings.rage.friendlies( ) ) ) should_draw = true; if( should_draw ) { matrix3x4 render_matrix[ 128 ]; if( g_cheat.m_ragebot.m_lagcomp->get_render_record( info.m_entity_index, render_matrix ) ) { 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; bool wanted_ignorez = g_settings.visuals.chams.ignore_z( ); 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 == wanted_ignorez || !backup_ignorez && !g_settings.visuals.chams.clear_occlusion( ) ) { 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 ); clr_t bt_col = g_settings.legit.enabled( ) ? g_settings.legit.backtracking_col( ) : g_settings.rage.bt_col( ); g_cheat.m_chams.m_materials.force_material( g_cheat.m_chams.m_materials.m_chams_flat, bt_col ); dme_o( ecx_, edx_, render_ctx, state, info, render_matrix ); flat_mat->SetMaterialVarFlag( MATERIAL_VAR_IGNOREZ, backup_ignorez ); } 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 ); }