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- ImGui::Columns(3, nullptr, false);
- ImGui::Checkbox("Enabled", &g_Options.chams_player_enabled);
- ImGui::Checkbox("Team check", &g_Options.chams_player_enemies_only);
- ImGui::Checkbox("Wireframe", &g_Options.chams_player_wireframe);
- ImGui::Checkbox("Flat", &g_Options.chams_player_flat);
- ImGui::Checkbox("Ignore-Z", &g_Options.chams_player_ignorez);
- ImGui::Checkbox("Glass", &g_Options.chams_player_glass);
- ImGui::Checkbox("Glow", &g_Options.chams_player_glow);
- ImGui::Checkbox("Metalic", &g_Options.chams_player_metalic);
- ImGui::Checkbox("Disable model occulusion", &g_Options.chams_disable_occulusion);
- ImGui::Combo("Backtrack chams", &g_Options.chams_backtrack, std::vector<std::string>{ "Off", "Last tick", "All ticks" });
- ImGui::Checkbox("Backtrack flat chams", &g_Options.chams_backtrack_flat);
- ImGui::NextColumn();
- ImGui::Checkbox("Arms chams##1", &g_Options.chams_arms);
- ImGui::Checkbox("Wireframe##1", &g_Options.chams_player_wireframeh);
- ImGui::Checkbox("Flat##1", &g_Options.chams_player_flath);
- ImGui::Checkbox("Glass##1", &g_Options.chams_player_glassh);
- ImGui::Checkbox("Glow##1", &g_Options.chams_player_glowh);
- ImGui::Checkbox("Metalic##1", &g_Options.chams_player_metalich);
- ImGui::NextColumn();
- ImGui::PushItemWidth(100);
- ImGui::ColorEdit4("Ally (Visible)", g_Options.color_chams_player_ally_visible, ImGuiColorEditFlags_NoInputs);
- ImGui::ColorEdit4("Ally (Occluded)", g_Options.color_chams_player_ally_occluded, ImGuiColorEditFlags_NoInputs);
- ImGui::ColorEdit4("Enemy (Visible)", g_Options.color_chams_player_enemy_visible, ImGuiColorEditFlags_NoInputs);
- ImGui::ColorEdit4("Enemy (Occluded)", g_Options.color_chams_player_enemy_occluded, ImGuiColorEditFlags_NoInputs);
- ImGui::ColorEdit4("Arms color", g_Options.color_chams_backtrack, ImGuiColorEditFlags_NoInputs);
- ImGui::ColorEdit4("Bactrack color", g_Options.color_chams_backtrack, ImGuiColorEditFlags_NoInputs);
- ImGui::PopItemWidth();
- ImGui::Columns(1, nullptr, false);
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