parent
5858a2e4ec
commit
9627989304
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@ -0,0 +1,48 @@
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#include "features.h"
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#include "../include/globals.h"
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#include "../include/cvars.h"
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#include "../include/util.h"
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#include <GL/gl.h>
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enum visible_flags {
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NONE = 0,
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VISIBLE = 1,
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NOT_VISIBLE = 2,
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/* TODO: HANDS */
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};
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static visible_flags visible_mode;
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bool chams(void* this_ptr) {
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if (!CVAR_ON(chams))
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return false;
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cl_entity_t* ent = i_enginestudio->GetCurrentEntity();
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if (ent->index == localplayer->index) {
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/* TODO: Hand chams (set var, check in gl hook, return true) */
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return false;
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} else if (!valid_client(ent) || !is_alive(ent)) {
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return false;
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}
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/* If we got here it means we are rendering a valid player */
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_DEPTH_TEST); /* Ignore depth (walls between target) */
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visible_mode = NOT_VISIBLE;
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i_studiomodelrenderer->StudioRenderFinal(this_ptr);
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glEnable(GL_DEPTH_TEST); /* Don't ignore depth, different color chams */
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visible_mode = VISIBLE;
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i_studiomodelrenderer->StudioRenderFinal(this_ptr);
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/* Reset for future calls to glColor4f (from here or somewhere else) */
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visible_mode = NONE;
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glEnable(GL_TEXTURE_2D);
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/* StudioRenderModel hook doesn't need to call original */
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return true;
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}
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@ -11,4 +11,7 @@ void bhop(usercmd_t* cmd);
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void esp(void);
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void correct_movement(usercmd_t* cmd, vec3_t old_angles);
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/* src/features/chams.c */
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bool chams(void* this_ptr);
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#endif /* FEATURES_H_ */
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@ -55,7 +55,6 @@ int h_HUD_Redraw(float time, int intermission) {
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}
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void h_StudioRenderModel(void* this_ptr) {
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if (!chams(this_ptr))
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ORIGINAL(StudioRenderModel, this_ptr);
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printf("Hi from StudioRenderModel!\n");
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}
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