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chams.h
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#pragma once
class Chams {
public:
enum model_type_t : uint32_t {
invalid = 0,
player,
weapon,
arms,
view_weapon
};
public:
model_type_t GetModelType(const ModelRenderInfo_t& info);
bool IsInViewPlane(const vec3_t& world);
void SetColor(Color col, IMaterial* mat = nullptr);
void SetAlpha(float alpha, IMaterial* mat = nullptr);
void SetupMaterial(IMaterial* mat, Color col, bool z_flag);
void init();
bool OverridePlayer(int index);
bool GenerateLerpedMatrix(int index, BoneArray* out);
void RenderHistoryChams(int index);
bool DrawModel(uintptr_t ctx, const DrawModelState_t& state, const ModelRenderInfo_t& info, matrix3x4_t* bone);
void SceneEnd();
void RenderPlayer(Player* player);
bool SortPlayers();
public:
std::vector< Player* > m_players;
bool m_running;
IMaterial* debugambientcube;
IMaterial* debugdrawflat;
IMaterial* materialMetall;
IMaterial* materialMetall2;
IMaterial* materialMetall3;
IMaterial* materialMetallnZ;
IMaterial* skeet;
IMaterial* onetap;
IMaterial* shaded;
};
extern Chams g_chams;