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| -rw-r--r-- | CONTEXT.md | 19 |
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| @@ -278,6 +278,25 @@ vocabulary / decisions. | |||
| 278 | visible corner. Each edge is clipped at the camera near plane and then to the | 278 | visible corner. Each edge is clipped at the camera near plane and then to the |
| 279 | screen, so a box straddling the camera still draws its visible portions. | 279 | screen, so a box straddling the camera still draws its visible portions. |
| 280 | 280 | ||
| 281 | ## Chams | ||
| 282 | |||
| 283 | - Hooks `IVModelRender::DrawModelExecute` (slot 19 in `VEngineModel016`). | ||
| 284 | The model's entity is `ModelRenderInfo_t::entity_index` (32-bit offset 0x30); | ||
| 285 | only entities for which `esp_is_npc_index` says the client class is an NPC | ||
| 286 | are affected. | ||
| 287 | - Uses `IVModelRender::ForcedMaterialOverride` (slot 1) with | ||
| 288 | `models/debug/debugwhite` and draws twice: first with | ||
| 289 | `MATERIAL_VAR_IGNOREZ` (1 << 15) set through `IMaterial::SetMaterialVarFlag` | ||
| 290 | (slot 29) for the through-wall pass, then without it. `IMaterial:: | ||
| 291 | ColorModulate` (slot 28) applies the configured colour. The shared material's | ||
| 292 | flag and colour are restored to (false, white) after the draw. | ||
| 293 | - Material lookup walks the `IMaterialSystem` list (`world_find_material`), with | ||
| 294 | `FindMaterial` (slot 71) as the fallback for a not-yet-resident material. | ||
| 295 | - Feature is off by default; `[chams] active/bind/walls/r/g/b`, with a | ||
| 296 | "Through walls" toggle and colour picker in the Visuals card. | ||
| 297 | - This is a flat material override, not stencil outlines; depth handling is | ||
| 298 | the simple ignorez/normal two-pass. | ||
| 299 | |||
| 281 | ## Bones / ESP | 300 | ## Bones / ESP |
| 282 | 301 | ||
| 283 | - `SetupBones(BONE_USED_BY_ANYTHING)` with engine `Time()`; studio header via | 302 | - `SetupBones(BONE_USED_BY_ANYTHING)` with engine `Time()`; studio header via |
