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- if (g_Options.Visuals.Chamstype == 1 && strstr(ModelName, "weapon"))
- {
- IMaterial *material = g_MaterialSystem->FindMaterial("models/inventory_items/trophy_majors/gold", TEXTURE_GROUP_OTHER);
- Color color = Color(255, 255, 255, 255);
- ForceMaterial(color, material);
- g_ModelRender->ForcedMaterialOverride(material);
- ofunc(thisptr, ctx, state, pInfo, pCustomBoneToWorld);
- }
- if (g_Options.Visuals.Chamstype == 2 && strstr(ModelName, "weapon"))
- {
- IMaterial *material = g_MaterialSystem->FindMaterial("models/inventory_items/cologne_prediction/cologne_prediction_glass", TEXTURE_GROUP_OTHER);
- Color color = Color(255, 255, 255, 255);
- ForceMaterial(color, material);
- g_ModelRender->ForcedMaterialOverride(material);
- ofunc(thisptr, ctx, state, pInfo, pCustomBoneToWorld);
- }
- if (g_Options.Visuals.Chamstype == 3 && strstr(ModelName, "weapon"))
- {
- IMaterial *material = g_MaterialSystem->FindMaterial("models/gibs/glass/glass", TEXTURE_GROUP_OTHER);
- Color color = Color(255, 255, 255, 255);
- ForceMaterial(color, material);
- g_ModelRender->ForcedMaterialOverride(material);
- ofunc(thisptr, ctx, state, pInfo, pCustomBoneToWorld);
- }
- if (g_Options.Visuals.Chamstype == 4 && strstr(ModelName, "weapon"))
- {
- IMaterial *material = g_MaterialSystem->FindMaterial("models/inventory_items/trophy_majors/gloss", TEXTURE_GROUP_OTHER);
- Color color = Color(255, 255, 255, 255);
- ForceMaterial(color, material);
- g_ModelRender->ForcedMaterialOverride(material);
- ofunc(thisptr, ctx, state, pInfo, pCustomBoneToWorld);
- }
- if (g_Options.Visuals.Chamstype == 5 && strstr(ModelName, "weapon"))
- {
- IMaterial *material = g_MaterialSystem->FindMaterial("models/inventory_items/trophy_majors/crystal_clear", TEXTURE_GROUP_OTHER);
- Color color = Color(255, 255, 255, 255);
- ForceMaterial(color, material);
- g_ModelRender->ForcedMaterialOverride(material);
- ofunc(thisptr, ctx, state, pInfo, pCustomBoneToWorld);
- }
- if (g_Options.Visuals.Chamstype == 6 && strstr(ModelName, "weapon"))
- {
- IMaterial *material = g_MaterialSystem->FindMaterial("models/player/ct_fbi/ct_fbi_glass", TEXTURE_GROUP_OTHER);
- Color color = Color(255, 255, 255, 255);
- ForceMaterial(color, material);
- g_ModelRender->ForcedMaterialOverride(material);
- ofunc(thisptr, ctx, state, pInfo, pCustomBoneToWorld);
- }
- if (g_Options.Visuals.Chamstype2 == 1 && strstr(ModelName, "models/player"))
- {
- IMaterial *material = g_MaterialSystem->FindMaterial("models/inventory_items/trophy_majors/gold", TEXTURE_GROUP_OTHER);
- Color color = Color(255, 255, 255, 255);
- ForceMaterial(color, material);
- g_ModelRender->ForcedMaterialOverride(material);
- ofunc(thisptr, ctx, state, pInfo, pCustomBoneToWorld);
- }
- if (g_Options.Visuals.Chamstype2 == 2 && strstr(ModelName, "models/player"))
- {
- IMaterial *material = g_MaterialSystem->FindMaterial("models/inventory_items/cologne_prediction/cologne_prediction_glass", TEXTURE_GROUP_OTHER);
- Color color = Color(255, 255, 255, 255);
- ForceMaterial(color, material);
- g_ModelRender->ForcedMaterialOverride(material);
- ofunc(thisptr, ctx, state, pInfo, pCustomBoneToWorld);
- }
- if (g_Options.Visuals.Chamstype2 == 3 && strstr(ModelName, "models/player"))
- {
- IMaterial *material = g_MaterialSystem->FindMaterial("models/gibs/glass/glass", TEXTURE_GROUP_OTHER);
- Color color = Color(255, 255, 255, 255);
- ForceMaterial(color, material);
- g_ModelRender->ForcedMaterialOverride(material);
- ofunc(thisptr, ctx, state, pInfo, pCustomBoneToWorld);
- }
- if (g_Options.Visuals.Chamstype2 == 4 && strstr(ModelName, "models/player"))
- {
- IMaterial *material = g_MaterialSystem->FindMaterial("models/inventory_items/trophy_majors/gloss", TEXTURE_GROUP_OTHER);
- Color color = Color(255, 255, 255, 255);
- ForceMaterial(color, material);
- g_ModelRender->ForcedMaterialOverride(material);
- ofunc(thisptr, ctx, state, pInfo, pCustomBoneToWorld);
- }
- if (g_Options.Visuals.Chamstype2 == 5 && strstr(ModelName, "models/player"))
- {
- IMaterial *material = g_MaterialSystem->FindMaterial("models/inventory_items/trophy_majors/crystal_clear", TEXTURE_GROUP_OTHER);
- Color color = Color(255, 255, 255, 255);
- ForceMaterial(color, material);
- g_ModelRender->ForcedMaterialOverride(material);
- ofunc(thisptr, ctx, state, pInfo, pCustomBoneToWorld);
- }
- if (g_Options.Visuals.Chamstype2 == 6 && strstr(ModelName, "models/player"))
- {
- IMaterial *material = g_MaterialSystem->FindMaterial("models/player/ct_fbi/ct_fbi_glass", TEXTURE_GROUP_OTHER);
- Color color = Color(255, 255, 255, 255);
- ForceMaterial(color, material);
- g_ModelRender->ForcedMaterialOverride(material);
- ofunc(thisptr, ctx, state, pInfo, pCustomBoneToWorld);
- }
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