#ifndef HL2H_ESP_INTERNAL_H #define HL2H_ESP_INTERNAL_H // Helpers shared between the ESP translation units (esp.cpp, items.cpp, // projectiles.cpp). Everything here has internal linkage semantics but is // exported across those TUs, so it lives in the shared header instead of being // repeated. #include "hl2h.h" #include extern int g_scr_w, g_scr_h; double esp_now(); bool esp_update_screen(); // entity helpers void *entity_networkable(int idx); const char *entity_class_name(void *net, void **out_cc); const char *entity_model_name(void *ent); const char *model_name_from_index(int modelindex); bool entity_origin(void *ent, Vector &out); bool entity_is_dormant(void *net); bool active_weapon_contains(void *local_ent, const char *needle); bool item_weapon_is_owned(void *ent); // drawing primitives void surf_rect(int filled, int x0, int y0, int x1, int y1); void surf_color(int r, int g, int b, int a); void surf_line(int x0, int y0, int x1, int y1); QAngle engine_view_angles(); bool project_segment(const Vector &a, const Vector &b, int &x0, int &y0, int &x1, int &y1); #endif