g_pRenderView->SetBlend(0.75f);
materials.at(1)->AlphaModulate(GetPulse() / 255.0f);
g_pModelRender->ForcedMaterialOverride(materials.at(1));
g_pRenderView->SetColorModulation(fake_color);
Vector LastAngle = Globals::LocalPlayer->GetAbsAngles();
Globals::LocalPlayer->SetAbsAngles(Vector(0, Globals::FakeAngle.y, 0));
pPlayerEntity->DrawModel(0x00000001, 255);
Globals::LocalPlayer->SetAbsAngles(Vector(0, LastAngle.y, 0));