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1#ifndef HL2H_FEATURES_H
2#define HL2H_FEATURES_H
3
4#include "core.h"
5#include "settings.h"
6
7// ---------------------------------------------------------------------------
8// combat
9// ---------------------------------------------------------------------------
10bool aimbot_apply(CUserCmd *cmd);
11bool triggerbot_apply(CUserCmd *cmd);
12bool silent_aim_apply(CUserCmd *cmd);
13bool melee_weapon_active(void *local_ent);
14bool gravity_gun_active(void *local_ent);
15bool melee_aimbot_apply(CUserCmd *cmd, bool gravity);
16bool spread_control_apply(CUserCmd *cmd, void *local_ent);
17int spread_best_seed(int pellets);
18
19// ---------------------------------------------------------------------------
20// cross-file declarations
21// ---------------------------------------------------------------------------
22void note_modified(const CUserCmd *cmd, int flags, const float *vel);
23CUserCmd *get_usercmd(int seq);
24void input_clear_mouse_states();
25void fix_verified_crc(int seq, uint32_t crc);
26uint32_t usercmd_checksum(const CUserCmd *c);
27bool find_input_global();
28void resolve_netvars();
29bool console_cmd(const char *cmd);
30bool cvar_set_int(const char *name, int value);
31void fullbright_update();
32void fullbright_invalidate();
33void world_tint_update();
34void world_tint_invalidate();
35void fog_update();
36void fog_invalidate();
37void skybox_update();
38void skybox_invalidate();
39void skybox_reload_image();
40bool resolve_server_netvars();
41int server_entity_health(int idx, int *maxhealth, int *lifestate, void **base_out);
42// Authoritative server velocity; client-side m_vecVelocity is not networked for
43// NPCs. Returns false when the server interface or datamap field is missing.
44bool server_entity_velocity(int idx, Vector *out);
45bool server_set_velocity_z(int idx, float vz);
46int server_active_weapon(int idx);
47int server_npc_relation(int idx, int local_idx);
48bool server_npc_has_follow_target(int idx);
49int server_npc_state(int idx);
50int server_npc_takedamage(int idx);
51int server_player_armor(int idx);
52int server_player_ammo(int idx, int type);
53uint32_t server_player_weapon(int idx, int slot);
54float server_grenade_detonate(int idx);
55float server_grenade_radius(int idx);
56int server_grenade_thrower(int idx);
57int server_item_juice(int idx);
58int server_entity_count();
59void *server_entity_base(int idx);
60const char *server_entity_classname(int idx);
61bool server_trigger_info(int idx, char *map, size_t mapn, Vector &mins,
62 Vector &maxs);
63int server_npc_turret_flags(int idx);
64int server_model_index(void *base);
65void find_modules();
66bool module_jump_slot(const char *path, const char *name, uintptr_t *vaddr,
67 uintptr_t *bias);
68void init_conmsg();
69bool feature_active(int feature); // enabled AND bind held (or unbound)
70bool feature_enabled(int feature); // enabled, regardless of bind
71bool feature_has_bind(int feature);
72bool feature_bind_held(int feature);
73bool esp_option(int opt);
74bool bhop_autostrafe_enabled();
75bool jumpbug_assist_enabled();
76bool spread_no_spread_enabled();
77bool spread_engine_enabled();
78bool aim_punch_enabled();
79unsigned aimbot_bone_mask();
80int aimbot_smooth_step();
81bool aimbot_vischeck_enabled();
82int aimbot_fov();
83bool aimbot_fov_circle();
84void aimbot_reset_lock();
85void silentaim_reset_lock();
86void *entitylist_get(int idx);
87bool esp_is_npc_index(int idx);
88bool esp_is_viewmodel_index(int idx);
89int esp_npc_relation(int idx);
90void *world_find_material(const char *name);
91void chams_init();
92void chams_preload();
93int engine_get_local_player();
94void draw_text_col(int x, int y, const char *s, int r, int g, int b);
95void draw_text_small_col(int x, int y, const char *s, int r, int g, int b);
96void esp_draw();
97void esp_draw_fov_circle(); // aimbot cone, independent of the ESP toggle
98void esp_reset_session(); // map change / respawn: clear per-map latches
99void esp_draw_items();
100void esp_draw_projectiles();
101void prop_tint_update();
102void studio_props_init();
103bool world_to_screen(const Vector &w, float &sx, float &sy);
104void set_silent_restore(const QAngle &angles);
105bool is_visible(const Vector &eye, const Vector &point,
106 void *self = nullptr, void *target = nullptr);
107void *trace_entity(const Vector &start, const Vector &end, void *ignore);
108bool trace_solid_segment(const Vector &start, const Vector &end, void *ignore,
109 Vector &out_end, Vector &out_normal);
110float ground_distance(const Vector &origin, void *ignore, float max_dist);
111bool point_ground(const Vector &point, void *ignore);
112
113// bones.cpp — client-side animated skeleton / hitbox access (see there)
114bool bones_update(int idx, void *ent);
115int bones_count(int idx);
116int bone_find(int idx, const char *name);
117int bone_parent(int idx, int bone);
118bool bone_pos(int idx, int bone, Vector &out);
119bool bone_is_skeleton_core(int idx, int bone);
120int bone_nearest_core_parent(int idx, int bone);
121bool bones_is_humanoid(int idx);
122bool hitbox_center(int idx, const char *hitbox_name, Vector &out);
123void bones_clear();
124bool head_position(int idx, Vector &out);
125int aim_points(int idx, unsigned group_mask, Vector *out, int max);
126
127void outer_draw();
128void gui_handle_input();
129void gui_draw();
130bool gui_is_open();
131bool gui_bind_capture_active();
132QAngle gui_frozen_view();
133void gui_config_init();
134void gui_config_write(FILE *f);
135
136#endif