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Nov 21st, 2017
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  1. if (g_Options.Visuals.Chamstype == 1 && strstr(ModelName, "weapon"))
  2. {
  3. IMaterial *material = g_MaterialSystem->FindMaterial("models/inventory_items/trophy_majors/gold", TEXTURE_GROUP_OTHER);
  4. Color color = Color(255, 255, 255, 255);
  5. ForceMaterial(color, material);
  6. g_ModelRender->ForcedMaterialOverride(material);
  7. ofunc(thisptr, ctx, state, pInfo, pCustomBoneToWorld);
  8. }
  9.  
  10. if (g_Options.Visuals.Chamstype == 2 && strstr(ModelName, "weapon"))
  11. {
  12. IMaterial *material = g_MaterialSystem->FindMaterial("models/inventory_items/cologne_prediction/cologne_prediction_glass", TEXTURE_GROUP_OTHER);
  13. Color color = Color(255, 255, 255, 255);
  14. ForceMaterial(color, material);
  15. g_ModelRender->ForcedMaterialOverride(material);
  16. ofunc(thisptr, ctx, state, pInfo, pCustomBoneToWorld);
  17. }
  18.  
  19. if (g_Options.Visuals.Chamstype == 3 && strstr(ModelName, "weapon"))
  20. {
  21. IMaterial *material = g_MaterialSystem->FindMaterial("models/gibs/glass/glass", TEXTURE_GROUP_OTHER);
  22. Color color = Color(255, 255, 255, 255);
  23. ForceMaterial(color, material);
  24. g_ModelRender->ForcedMaterialOverride(material);
  25. ofunc(thisptr, ctx, state, pInfo, pCustomBoneToWorld);
  26. }
  27.  
  28. if (g_Options.Visuals.Chamstype == 4 && strstr(ModelName, "weapon"))
  29. {
  30. IMaterial *material = g_MaterialSystem->FindMaterial("models/inventory_items/trophy_majors/gloss", TEXTURE_GROUP_OTHER);
  31. Color color = Color(255, 255, 255, 255);
  32. ForceMaterial(color, material);
  33. g_ModelRender->ForcedMaterialOverride(material);
  34. ofunc(thisptr, ctx, state, pInfo, pCustomBoneToWorld);
  35. }
  36. if (g_Options.Visuals.Chamstype == 5 && strstr(ModelName, "weapon"))
  37. {
  38. IMaterial *material = g_MaterialSystem->FindMaterial("models/inventory_items/trophy_majors/crystal_clear", TEXTURE_GROUP_OTHER);
  39. Color color = Color(255, 255, 255, 255);
  40. ForceMaterial(color, material);
  41. g_ModelRender->ForcedMaterialOverride(material);
  42. ofunc(thisptr, ctx, state, pInfo, pCustomBoneToWorld);
  43. }
  44.  
  45. if (g_Options.Visuals.Chamstype == 6 && strstr(ModelName, "weapon"))
  46. {
  47. IMaterial *material = g_MaterialSystem->FindMaterial("models/player/ct_fbi/ct_fbi_glass", TEXTURE_GROUP_OTHER);
  48. Color color = Color(255, 255, 255, 255);
  49. ForceMaterial(color, material);
  50. g_ModelRender->ForcedMaterialOverride(material);
  51. ofunc(thisptr, ctx, state, pInfo, pCustomBoneToWorld);
  52. }
  53.  
  54. if (g_Options.Visuals.Chamstype2 == 1 && strstr(ModelName, "models/player"))
  55. {
  56. IMaterial *material = g_MaterialSystem->FindMaterial("models/inventory_items/trophy_majors/gold", TEXTURE_GROUP_OTHER);
  57. Color color = Color(255, 255, 255, 255);
  58. ForceMaterial(color, material);
  59. g_ModelRender->ForcedMaterialOverride(material);
  60. ofunc(thisptr, ctx, state, pInfo, pCustomBoneToWorld);
  61. }
  62.  
  63. if (g_Options.Visuals.Chamstype2 == 2 && strstr(ModelName, "models/player"))
  64. {
  65. IMaterial *material = g_MaterialSystem->FindMaterial("models/inventory_items/cologne_prediction/cologne_prediction_glass", TEXTURE_GROUP_OTHER);
  66. Color color = Color(255, 255, 255, 255);
  67. ForceMaterial(color, material);
  68. g_ModelRender->ForcedMaterialOverride(material);
  69. ofunc(thisptr, ctx, state, pInfo, pCustomBoneToWorld);
  70. }
  71.  
  72. if (g_Options.Visuals.Chamstype2 == 3 && strstr(ModelName, "models/player"))
  73. {
  74. IMaterial *material = g_MaterialSystem->FindMaterial("models/gibs/glass/glass", TEXTURE_GROUP_OTHER);
  75. Color color = Color(255, 255, 255, 255);
  76. ForceMaterial(color, material);
  77. g_ModelRender->ForcedMaterialOverride(material);
  78. ofunc(thisptr, ctx, state, pInfo, pCustomBoneToWorld);
  79. }
  80.  
  81. if (g_Options.Visuals.Chamstype2 == 4 && strstr(ModelName, "models/player"))
  82. {
  83. IMaterial *material = g_MaterialSystem->FindMaterial("models/inventory_items/trophy_majors/gloss", TEXTURE_GROUP_OTHER);
  84. Color color = Color(255, 255, 255, 255);
  85. ForceMaterial(color, material);
  86. g_ModelRender->ForcedMaterialOverride(material);
  87. ofunc(thisptr, ctx, state, pInfo, pCustomBoneToWorld);
  88. }
  89. if (g_Options.Visuals.Chamstype2 == 5 && strstr(ModelName, "models/player"))
  90. {
  91. IMaterial *material = g_MaterialSystem->FindMaterial("models/inventory_items/trophy_majors/crystal_clear", TEXTURE_GROUP_OTHER);
  92. Color color = Color(255, 255, 255, 255);
  93. ForceMaterial(color, material);
  94. g_ModelRender->ForcedMaterialOverride(material);
  95. ofunc(thisptr, ctx, state, pInfo, pCustomBoneToWorld);
  96. }
  97.  
  98. if (g_Options.Visuals.Chamstype2 == 6 && strstr(ModelName, "models/player"))
  99. {
  100. IMaterial *material = g_MaterialSystem->FindMaterial("models/player/ct_fbi/ct_fbi_glass", TEXTURE_GROUP_OTHER);
  101. Color color = Color(255, 255, 255, 255);
  102. ForceMaterial(color, material);
  103. g_ModelRender->ForcedMaterialOverride(material);
  104. ofunc(thisptr, ctx, state, pInfo, pCustomBoneToWorld);
  105. }
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