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Jun 2nd, 2015
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C++ 1.42 KB | None | 0 0
  1. void WINAPI hkDrawModelExecute(DrawModelState_t const& state, ModelRenderInfo_t const& pInfo, matrix3x4_t * pCustomBoneToWorld)
  2. {
  3.     if (pInfo.pModel)
  4.     {
  5.         const char* pszModelName = g_pModelInfo->GetModelName(pInfo.pModel);
  6.         if (pszModelName)
  7.         {
  8.             if (strstr(pszModelName, "flash")) // C+P from  http://www.unknowncheats.me/forum/counterstrike-source/125989-no-smoke-no-flash-using-engine.html#post1067700
  9.             {
  10.                 IMaterial* Flash = g_pMaterialSystem->FindMaterial("effects\\flashbang", "ClientEffect textures");
  11.                 IMaterial* FlashWhite = g_pMaterialSystem->FindMaterial("effects\\flashbang_white", "ClientEffect textures");
  12.  
  13.                 Flash->SetMaterialVarFlag(MATERIAL_VAR_NO_DRAW, true);
  14.                 FlashWhite->SetMaterialVarFlag(MATERIAL_VAR_NO_DRAW, true);
  15.  
  16.                 g_pModelRender->ForcedMaterialOverride(Flash);
  17.                 g_pModelRender->ForcedMaterialOverride(FlashWhite);
  18.                 g_pModelRender->ForcedMaterialOverride(NULL);
  19.             }
  20.             /*if (strstr(pszModelName, "arms") && sVars.esp_nohands)
  21.             {
  22.                 IMaterial* Material = g_pMaterialSystem->FindMaterial(pszModelName, "Model textures");
  23.                 if (!Material)
  24.                     return;
  25.  
  26.                 Material->SetMaterialVarFlag(MATERIAL_VAR_NO_DRAW, true);
  27.                 g_pModelRender->ForcedMaterialOverride(Material);
  28.                 oDrawModelExecute(state, pInfo, pCustomBoneToWorld);
  29.  
  30.                 g_pModelRender->ForcedMaterialOverride(NULL);
  31.                 active = true;
  32.             }*/
  33.         }
  34.     }
  35.     oDrawModelExecute(state, pInfo, pCustomBoneToWorld);
  36. }
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