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- void WINAPI hkDrawModelExecute(DrawModelState_t const& state, ModelRenderInfo_t const& pInfo, matrix3x4_t * pCustomBoneToWorld)
- {
- if (pInfo.pModel)
- {
- const char* pszModelName = g_pModelInfo->GetModelName(pInfo.pModel);
- if (pszModelName)
- {
- if (strstr(pszModelName, "flash")) // C+P from http://www.unknowncheats.me/forum/counterstrike-source/125989-no-smoke-no-flash-using-engine.html#post1067700
- {
- IMaterial* Flash = g_pMaterialSystem->FindMaterial("effects\\flashbang", "ClientEffect textures");
- IMaterial* FlashWhite = g_pMaterialSystem->FindMaterial("effects\\flashbang_white", "ClientEffect textures");
- Flash->SetMaterialVarFlag(MATERIAL_VAR_NO_DRAW, true);
- FlashWhite->SetMaterialVarFlag(MATERIAL_VAR_NO_DRAW, true);
- g_pModelRender->ForcedMaterialOverride(Flash);
- g_pModelRender->ForcedMaterialOverride(FlashWhite);
- g_pModelRender->ForcedMaterialOverride(NULL);
- }
- /*if (strstr(pszModelName, "arms") && sVars.esp_nohands)
- {
- IMaterial* Material = g_pMaterialSystem->FindMaterial(pszModelName, "Model textures");
- if (!Material)
- return;
- Material->SetMaterialVarFlag(MATERIAL_VAR_NO_DRAW, true);
- g_pModelRender->ForcedMaterialOverride(Material);
- oDrawModelExecute(state, pInfo, pCustomBoneToWorld);
- g_pModelRender->ForcedMaterialOverride(NULL);
- active = true;
- }*/
- }
- }
- oDrawModelExecute(state, pInfo, pCustomBoneToWorld);
- }
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