Членикс

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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Как фиксануть чамсы в члениксе?
Код:
void WINAPI DrawModelExecute(PVOID pContext, const DrawModelState_t& pState, const ModelRenderInfo_t& pInfo, matrix3x4_t* pCustomBoneToWorld)
{
    ModelRenderTable.UnHook();

    if (!g_pEngine->IsTakingScreenshot() && g_pEngine->IsConnected())
    {
        auto strModelName = g_pModelInfo->GetModelName(pInfo.pModel);

        if (cvar.esp_vis_chams && g_Local.bAlive && strModelName.find(XorStr("models/player")) != std::string::npos)
        {
            IClientEntity* pBaseEntity = g_pClientEntList->GetClientEntity(pInfo.entity_index);

            if (pBaseEntity && pBaseEntity->GetClientClass()->m_ClassID == CC_CCSPlayer)
            {
                if (g_Player[pInfo.entity_index].bAlive)
                {
                    bool CheckTeam = g_Esp.GetPlayerCheckTeam(pInfo.entity_index);

                    float no_vis_color[3] = { 0 };
                    float vis_color[3] = { 0 };

                      if (pBaseEntity->GetTeamNum() == TEAM_CT)
                    {
                        no_vis_color[0] = cvar.chams_color_ct_r;
                        no_vis_color[1] = cvar.chams_color_ct_g;
                        no_vis_color[2] = cvar.chams_color_ct_b;

                        vis_color[0] = cvar.chams_color_ct_vis_r;
                        vis_color[1] = cvar.chams_color_ct_vis_g;
                        vis_color[2] = cvar.chams_color_ct_vis_b;
                    }
                    else if (pBaseEntity->GetTeamNum() == TEAM_TT)
                    {
                        no_vis_color[0] = cvar.chams_color_tt_r;
                        no_vis_color[1] = cvar.chams_color_tt_g;
                        no_vis_color[2] = cvar.chams_color_tt_b;

                        vis_color[0] = cvar.chams_color_tt_vis_r;
                        vis_color[1] = cvar.chams_color_tt_vis_g;
                        vis_color[2] = cvar.chams_color_tt_vis_b;
                    }

                    if (CheckTeam)
                    {
                        Color TeamHideColor(no_vis_color[0], no_vis_color[1], no_vis_color[2]);
                        Color TeamVisibleColor(vis_color[0], vis_color[1], vis_color[2]);

                        if (cvar.esp_vis_chams == 1)
                        {
                            ForceMaterial(TeamHideColor, hidden_flat);
                            hidden_flat->SetMaterialVarFlag(MATERIAL_VAR_IGNOREZ, true);
                        }
                        else if (cvar.esp_vis_chams >= 2)
                        {
                            ForceMaterial(TeamHideColor, hidden_tex);
                            hidden_tex->SetMaterialVarFlag(MATERIAL_VAR_IGNOREZ, true);
                        }

                        g_pModelRender->DrawModelExecute(pContext, pState, pInfo, pCustomBoneToWorld);

                        if (cvar.esp_vis_chams == 1)
                        {
                            ForceMaterial(TeamVisibleColor, visible_flat);
                            visible_flat->SetMaterialVarFlag(MATERIAL_VAR_IGNOREZ, false);
                        }
                        else if (cvar.esp_vis_chams >= 2)
                        {
                            ForceMaterial(TeamVisibleColor, visible_tex);
                            visible_tex->SetMaterialVarFlag(MATERIAL_VAR_IGNOREZ, false);
                        }
                    }
                }
            }
        }
 
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Так чамсы работают же
Код:
void WINAPI DrawModelExecute(PVOID pContext, const DrawModelState_t& pState, const ModelRenderInfo_t& pInfo, matrix3x4_t* pCustomBoneToWorld)
{
    ModelRenderTable.UnHook();

    if (!g_pEngine->IsTakingScreenshot() && g_pEngine->IsConnected())
    {
        auto strModelName = g_pModelInfo->GetModelName(pInfo.pModel);

        if (cvar.esp_vis_chams && g_Local.bAlive && strModelName.find(XorStr("models/player")) != std::string::npos)
        {
            IClientEntity* pBaseEntity = g_pClientEntList->GetClientEntity(pInfo.entity_index);

            if (pBaseEntity && pBaseEntity->GetClientClass()->m_ClassID == CC_CCSPlayer)
            {
                if (g_Player[pInfo.entity_index].bAlive)
                {
                    bool CheckTeam = g_Esp.GetPlayerCheckTeam(pInfo.entity_index);

                    float no_vis_color[3] = { 0 };
                    float vis_color[3] = { 0 };

                      if (pBaseEntity->GetTeamNum() == TEAM_CT)
                    {
                        no_vis_color[0] = cvar.chams_color_ct_r;
                        no_vis_color[1] = cvar.chams_color_ct_g;
                        no_vis_color[2] = cvar.chams_color_ct_b;

                        vis_color[0] = cvar.chams_color_ct_vis_r;
                        vis_color[1] = cvar.chams_color_ct_vis_g;
                        vis_color[2] = cvar.chams_color_ct_vis_b;
                    }
                    else if (pBaseEntity->GetTeamNum() == TEAM_TT)
                    {
                        no_vis_color[0] = cvar.chams_color_tt_r;
                        no_vis_color[1] = cvar.chams_color_tt_g;
                        no_vis_color[2] = cvar.chams_color_tt_b;

                        vis_color[0] = cvar.chams_color_tt_vis_r;
                        vis_color[1] = cvar.chams_color_tt_vis_g;
                        vis_color[2] = cvar.chams_color_tt_vis_b;
                    }

                    if (CheckTeam)
                    {
                        Color TeamHideColor(no_vis_color[0], no_vis_color[1], no_vis_color[2]);
                        Color TeamVisibleColor(vis_color[0], vis_color[1], vis_color[2]);

                        if (cvar.esp_vis_chams == 1)
                        {
                            ForceMaterial(TeamHideColor, hidden_flat);
                            hidden_flat->SetMaterialVarFlag(MATERIAL_VAR_IGNOREZ, true);
                        }
                        else if (cvar.esp_vis_chams >= 2)
                        {
                            ForceMaterial(TeamHideColor, hidden_tex);
                            hidden_tex->SetMaterialVarFlag(MATERIAL_VAR_IGNOREZ, true);
                        }

                        g_pModelRender->DrawModelExecute(pContext, pState, pInfo, pCustomBoneToWorld);

                        if (cvar.esp_vis_chams == 1)
                        {
                            ForceMaterial(TeamVisibleColor, visible_flat);
                            visible_flat->SetMaterialVarFlag(MATERIAL_VAR_IGNOREZ, false);
                        }
                        else if (cvar.esp_vis_chams >= 2)
                        {
                            ForceMaterial(TeamVisibleColor, visible_tex);
                            visible_tex->SetMaterialVarFlag(MATERIAL_VAR_IGNOREZ, false);
                        }
                    }
                }
            }
        }
 
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