Code:
local R = debug.getregistry();
local VectorConversion = function(rgb) local tbl = rgb; for k,v in next, tbl do tbl[k] = v / 255; end return tbl; end
local chamsmat = CreateMaterial("debugwhite", "VertexLitGeneric",
{["$ignorez"] = 1,["$model"] = 1,["$basetexture"] = "models/debug/debugwhite",});
local chamsmat2 = CreateMaterial("debugwhite2", "VertexLitGeneric",
{["$ignorez"] = 0,["$model"] = 1,["$basetexture"] = "models/debug/debugwhite",});
local function Chams ()
if(features["chams"]) then
for k,v in next, player.GetAll() do
if(R.Entity.Health(v) < 1 || v == LocalPlayer() || !R.Entity.IsValid(v) || v:IsDormant()) then continue; end
local pColorVis = VectorConversion(Color(256, 0, 256));
local pColor = VectorConversion(Color(128, 0, 128));
local pColorGun = VectorConversion(Color(40, 40, 40));
cam.Start3D();
render.MaterialOverride(chamsmat);
render.SetColorModulation(pColorVis.r,pColorVis.g,pColorVis.b);
render.SetBlend(1);
R.Entity.DrawModel(v);
if (R.Entity.IsValid(R.Player.GetActiveWeapon(v))) then
render.SetColorModulation(pColorGun.r,pColorGun.g,pColorGun.b);
R.Entity.DrawModel(R.Player.GetActiveWeapon(v));
end
render.SetColorModulation(pColor.r,pColor.g,pColor.b);
render.MaterialOverride(chamsmat2);
render.SetBlend(1);
R.Entity.DrawModel(v);
if (R.Entity.IsValid(R.Player.GetActiveWeapon(v))) then
render.SetColorModulation(pColorGun.r,pColorGun.g,pColorGun.b);
R.Entity.DrawModel(R.Player.GetActiveWeapon(v));
end
render.SetColorModulation(1, 1, 1);
cam.End3D();
end
end
end
local function HUDPaint()
Chams();
end
hook.Add("HUDPaint", "", HUDPaint);
yup yup features["chams"] just refers to the features table i have for all of my features booleans (convars are shit!!1), add any check there for your convar or whatever the fuck ur using
change the rgb values in the three variables (pColorVis, pColor, and pColorGun) to change the color