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Sick of the visual clutter in CS2? Between the massive blood splatters and bullet holes, visibility in Premier can drop significantly during heavy spray-downs. If you are working on an internal base, you can easily nuke these decals by hooking the render function in client.dll.
Engine Logic & Render Hooks
The goal here is to intercept the decal rendering pipeline. By returning a null pointer when your toggle is active, the engine simply skips the drawing calls for bullet decals, blood stains, and other surface overlays. It's a clean way to maintain high visibility without messing with game files or risky material overrides.
Implementation Notes
Definitely useful for those building a "legit" oriented internal where clean visuals are a priority. Anyone tried implementing this alongside a bloom/fog remover for a full clean-map look?
Engine Logic & Render Hooks
The goal here is to intercept the decal rendering pipeline. By returning a null pointer when your toggle is active, the engine simply skips the drawing calls for bullet decals, blood stains, and other surface overlays. It's a clean way to maintain high visibility without messing with game files or risky material overrides.
Code:
// 44 88 4C 24 ? 55 53 @ client.dll
void* __fastcall hk_render_decals(__int64 render_ctx, __int64** render_view, bool pass_flag_A, bool pass_flag_B) {
if (m_remove_decals)
return nullptr;
return hooks::m_render_decals.call<void*>(render_ctx, render_view, pass_flag_A, pass_flag_B);
}
Implementation Notes
- Signature: Use the provided 44 88 4C 24 ? 55 53 to find the function offset in the current client.dll build.
- Calling Convention: This is a __fastcall, so ensure your hook signature matches the stack layout precisely to avoid stack corruption.
- Performance: Since this is called frequently during rendering, keeping the logic to a simple boolean check is optimal.
Does this affect FPS?
Actually, it can slightly improve frame stability in heavy firefights by reducing the number of draw calls the engine has to process.
Is there a risk of crash?
Only if your hook wrapper is scuffed. Returning nullptr here is handled safely by the engine's rendering logic.
Will this work on sub-tick matches?
Yes, this is purely a visual/rendering stage hook and doesn't interfere with networking or the sub-tick system.
Actually, it can slightly improve frame stability in heavy firefights by reducing the number of draw calls the engine has to process.
Is there a risk of crash?
Only if your hook wrapper is scuffed. Returning nullptr here is handled safely by the engine's rendering logic.
Will this work on sub-tick matches?
Yes, this is purely a visual/rendering stage hook and doesn't interfere with networking or the sub-tick system.
Definitely useful for those building a "legit" oriented internal where clean visuals are a priority. Anyone tried implementing this alongside a bloom/fog remover for a full clean-map look?