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101
examples/cs2-silent-aim-master/cstrike/features/visuals/chams.h
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101
examples/cs2-silent-aim-master/cstrike/features/visuals/chams.h
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#pragma once
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// used: stronghandle
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#include "../../sdk/datatypes/stronghandle.h"
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static constexpr char szVMatBufferWhiteVisible[] =
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R"(<!-- kv3 encoding:text:version{e21c7f3c-8a33-41c5-9977-a76d3a32aa0d} format:generic:version{7412167c-06e9-4698-aff2-e63eb59037e7} -->
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{
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shader = "csgo_unlitgeneric.vfx"
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F_PAINT_VERTEX_COLORS = 1
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F_TRANSLUCENT = 1
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F_BLEND_MODE = 1
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g_vColorTint = [1, 1, 1, 1]
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TextureAmbientOcclusion = resource:"materials/default/default_mask_tga_fde710a5.vtex"
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g_tAmbientOcclusion = resource:"materials/default/default_mask_tga_fde710a5.vtex"
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g_tColor = resource:"materials/default/default_mask_tga_fde710a5.vtex"
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g_tNormal = resource:"materials/default/default_mask_tga_fde710a5.vtex"
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g_tTintMask = resource:"materials/default/default_mask_tga_fde710a5.vtex"
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})";
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static constexpr char szVMatBufferWhiteInvisible[] =
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R"(<!-- kv3 encoding:text:version{e21c7f3c-8a33-41c5-9977-a76d3a32aa0d} format:generic:version{7412167c-06e9-4698-aff2-e63eb59037e7} -->
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{
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shader = "csgo_unlitgeneric.vfx"
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F_PAINT_VERTEX_COLORS = 1
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F_TRANSLUCENT = 1
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F_BLEND_MODE = 1
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F_DISABLE_Z_BUFFERING = 1
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g_vColorTint = [1, 1, 1, 1]
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TextureAmbientOcclusion = resource:"materials/default/default_mask_tga_fde710a5.vtex"
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g_tAmbientOcclusion = resource:"materials/default/default_mask_tga_fde710a5.vtex"
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g_tColor = resource:"materials/default/default_mask_tga_fde710a5.vtex"
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g_tNormal = resource:"materials/default/default_mask_tga_fde710a5.vtex"
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g_tTintMask = resource:"materials/default/default_mask_tga_fde710a5.vtex"
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})";
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static constexpr char szVMatBufferIlluminateVisible[] =
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R"(<!-- kv3 encoding:text:version{e21c7f3c-8a33-41c5-9977-a76d3a32aa0d} format:generic:version{7412167c-06e9-4698-aff2-e63eb59037e7} -->
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{
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shader = "csgo_complex.vfx"
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F_SELF_ILLUM = 1
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F_PAINT_VERTEX_COLORS = 1
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F_TRANSLUCENT = 1
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g_vColorTint = [ 1.000000, 1.000000, 1.000000, 1.000000 ]
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g_flSelfIllumScale = [ 3.000000, 3.000000, 3.000000, 3.000000 ]
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g_flSelfIllumBrightness = [ 3.000000, 3.000000, 3.000000, 3.000000 ]
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g_vSelfIllumTint = [ 10.000000, 10.000000, 10.000000, 10.000000 ]
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g_tColor = resource:"materials/default/default_mask_tga_fde710a5.vtex"
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g_tNormal = resource:"materials/default/default_mask_tga_fde710a5.vtex"
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g_tSelfIllumMask = resource:"materials/default/default_mask_tga_fde710a5.vtex"
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TextureAmbientOcclusion = resource:"materials/debug/particleerror.vtex"
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g_tAmbientOcclusion = resource:"materials/debug/particleerror.vtex"
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})";
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static constexpr char szVMatBufferIlluminateInvisible[] =
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R"(<!-- kv3 encoding:text:version{e21c7f3c-8a33-41c5-9977-a76d3a32aa0d} format:generic:version{7412167c-06e9-4698-aff2-e63eb59037e7} -->
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{
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shader = "csgo_complex.vfx"
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F_SELF_ILLUM = 1
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F_PAINT_VERTEX_COLORS = 1
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F_TRANSLUCENT = 1
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F_DISABLE_Z_BUFFERING = 1
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g_vColorTint = [ 1.000000, 1.000000, 1.000000, 1.000000 ]
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g_flSelfIllumScale = [ 3.000000, 3.000000, 3.000000, 3.000000 ]
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g_flSelfIllumBrightness = [ 3.000000, 3.000000, 3.000000, 3.000000 ]
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g_vSelfIllumTint = [ 10.000000, 10.000000, 10.000000, 10.000000 ]
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g_tColor = resource:"materials/default/default_mask_tga_fde710a5.vtex"
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g_tNormal = resource:"materials/default/default_mask_tga_fde710a5.vtex"
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g_tSelfIllumMask = resource:"materials/default/default_mask_tga_fde710a5.vtex"
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TextureAmbientOcclusion = resource:"materials/debug/particleerror.vtex"
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g_tAmbientOcclusion = resource:"materials/debug/particleerror.vtex"
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})";
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class CMaterial2;
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class CMeshData;
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namespace F::VISUALS::CHAMS
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{
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bool Initialize();
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void Destroy();
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bool OnDrawObject(void* pAnimatableSceneObjectDesc, void* pDx11, CMeshData* arrMeshDraw, int nDataCount, void* pSceneView, void* pSceneLayer, void* pUnk, void* pUnk2);
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// @note: bDisableZBuffering == true to create invisible material
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CStrongHandle<CMaterial2> CreateMaterial(const char* szMaterialName, const char szVmatBuffer[]);
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bool OverrideMaterial(void* pAnimatableSceneObjectDesc, void* pDx11, CMeshData* arrMeshDraw, int nDataCount, void* pSceneView, void* pSceneLayer, void* pUnk, void* pUnk2);
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inline bool bInitialized = false;
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}
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