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path: root/cheat/internal_rewrite/scene_end.cpp
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#include "hooks.hpp"
#include "settings.hpp"
#include "base_cheat.hpp"
#include "context.hpp"

void __fastcall hooks::scene_end( void* ecx_, void* edx_ ) {
	scene_end_o( edx_, 0 );

	if( !g_csgo.m_panic && g_ctx.m_local && g_settings.visuals.chams.enabled( ) && g_settings.visuals.chams.ignore_z( ) && g_settings.visuals.chams.clear_occlusion && !g_settings.misc.hide_from_obs ) {
		g_ctx.m_drawing_screneend = true;
		for( int i = 1; i < g_csgo.m_globals->m_maxclients; ++i ) {
			auto ent = g_csgo.m_entlist( )->GetClientEntity< >( i );

			if( ent && ent->is_valid( ) && !ent->m_bGunGameImmunity( ) ) {
				if( ent == g_ctx.m_local && ent->m_bIsScoped( ) ) {
					continue;
				}

				int team = ent->m_iTeamNum( );
				bool enemy = team != g_ctx.m_local->m_iTeamNum( );

				if( enemy || g_settings.visuals.chams.friendlies( ) ) {
					IMaterial* mat = g_settings.visuals.chams.flat ? g_cheat.m_chams.m_materials.m_chams_flat : g_cheat.m_chams.m_materials.m_chams;
					fclr_t clr_vis = enemy ? g_settings.visuals.chams.color_visible_enemy( ).to_fclr( ) : g_settings.visuals.chams.color_visible_friendly( ).to_fclr( );
					fclr_t clr_hid = enemy ? g_settings.visuals.chams.color_hidden_enemy( ).to_fclr( ) : g_settings.visuals.chams.color_hidden_friendly( ).to_fclr( );

					mat->SetMaterialVarFlag( MATERIAL_VAR_IGNOREZ, true );
					g_cheat.m_chams.m_materials.force_material( mat, clr_hid );
					ent->ce( )->DrawModel( 0x1, 255 );

					mat->SetMaterialVarFlag( MATERIAL_VAR_IGNOREZ, false );
					g_cheat.m_chams.m_materials.force_material( mat, clr_vis );
					ent->ce( )->DrawModel( 0x1, 255 );

					g_csgo.m_model_render( )->ForcedMaterialOverride( nullptr );
				}
			}
		}

		g_ctx.m_drawing_screneend = false;
	}
}