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#ifndef HL2H_FEATURES_H
#define HL2H_FEATURES_H
#include "core.h"
#include "settings.h"
// ---------------------------------------------------------------------------
// combat
// ---------------------------------------------------------------------------
bool aimbot_apply(CUserCmd *cmd);
bool triggerbot_apply(CUserCmd *cmd);
bool silent_aim_apply(CUserCmd *cmd);
bool melee_weapon_active(void *local_ent);
bool gravity_gun_active(void *local_ent);
bool melee_aimbot_apply(CUserCmd *cmd, bool gravity);
bool spread_control_apply(CUserCmd *cmd, void *local_ent);
int spread_best_seed(int pellets);
// ---------------------------------------------------------------------------
// cross-file declarations
// ---------------------------------------------------------------------------
void note_modified(const CUserCmd *cmd, int flags, const float *vel);
CUserCmd *get_usercmd(int seq);
void input_clear_mouse_states();
void fix_verified_crc(int seq, uint32_t crc);
uint32_t usercmd_checksum(const CUserCmd *c);
bool find_input_global();
void resolve_netvars();
bool console_cmd(const char *cmd);
bool cvar_set_int(const char *name, int value);
void fullbright_update();
void fullbright_invalidate();
void world_tint_update();
void world_tint_invalidate();
void fog_update();
void fog_invalidate();
void skybox_update();
void skybox_invalidate();
void skybox_reload_image();
bool resolve_server_netvars();
int server_entity_health(int idx, int *maxhealth, int *lifestate, void **base_out);
// Authoritative server velocity; client-side m_vecVelocity is not networked for
// NPCs. Returns false when the server interface or datamap field is missing.
bool server_entity_velocity(int idx, Vector *out);
bool server_set_velocity_z(int idx, float vz);
int server_active_weapon(int idx);
int server_npc_relation(int idx, int local_idx);
bool server_npc_has_follow_target(int idx);
int server_npc_state(int idx);
int server_npc_takedamage(int idx);
int server_player_armor(int idx);
int server_player_ammo(int idx, int type);
uint32_t server_player_weapon(int idx, int slot);
float server_grenade_detonate(int idx);
float server_grenade_radius(int idx);
int server_grenade_thrower(int idx);
int server_item_juice(int idx);
int server_entity_count();
void *server_entity_base(int idx);
const char *server_entity_classname(int idx);
bool server_trigger_info(int idx, char *map, size_t mapn, Vector &mins,
Vector &maxs);
int server_npc_turret_flags(int idx);
int server_model_index(void *base);
void find_modules();
bool module_jump_slot(const char *path, const char *name, uintptr_t *vaddr,
uintptr_t *bias);
void init_conmsg();
bool feature_active(int feature); // enabled AND bind held (or unbound)
bool feature_enabled(int feature); // enabled, regardless of bind
bool feature_has_bind(int feature);
bool feature_bind_held(int feature);
bool esp_option(int opt);
bool bhop_autostrafe_enabled();
bool jumpbug_assist_enabled();
bool spread_no_spread_enabled();
bool spread_engine_enabled();
bool aim_punch_enabled();
unsigned aimbot_bone_mask();
int aimbot_smooth_step();
bool aimbot_vischeck_enabled();
int aimbot_fov();
bool aimbot_fov_circle();
void aimbot_reset_lock();
void silentaim_reset_lock();
void *entitylist_get(int idx);
bool esp_is_npc_index(int idx);
bool esp_is_viewmodel_index(int idx);
int esp_npc_relation(int idx);
void *world_find_material(const char *name);
void chams_init();
void chams_preload();
int engine_get_local_player();
void draw_text_col(int x, int y, const char *s, int r, int g, int b);
void draw_text_small_col(int x, int y, const char *s, int r, int g, int b);
void esp_draw();
void esp_draw_fov_circle(); // aimbot cone, independent of the ESP toggle
void esp_reset_session(); // map change / respawn: clear per-map latches
void esp_draw_items();
void esp_draw_projectiles();
void prop_tint_update();
void studio_props_init();
bool world_to_screen(const Vector &w, float &sx, float &sy);
void set_silent_restore(const QAngle &angles);
bool is_visible(const Vector &eye, const Vector &point,
void *self = nullptr, void *target = nullptr);
void *trace_entity(const Vector &start, const Vector &end, void *ignore);
bool trace_solid_segment(const Vector &start, const Vector &end, void *ignore,
Vector &out_end, Vector &out_normal);
float ground_distance(const Vector &origin, void *ignore, float max_dist);
bool point_ground(const Vector &point, void *ignore);
// bones.cpp — client-side animated skeleton / hitbox access (see there)
bool bones_update(int idx, void *ent);
int bones_count(int idx);
int bone_find(int idx, const char *name);
int bone_parent(int idx, int bone);
bool bone_pos(int idx, int bone, Vector &out);
bool bone_is_skeleton_core(int idx, int bone);
int bone_nearest_core_parent(int idx, int bone);
bool bones_is_humanoid(int idx);
bool hitbox_center(int idx, const char *hitbox_name, Vector &out);
void bones_clear();
bool head_position(int idx, Vector &out);
int aim_points(int idx, unsigned group_mask, Vector *out, int max);
void outer_draw();
void gui_handle_input();
void gui_draw();
bool gui_is_open();
bool gui_bind_capture_active();
QAngle gui_frozen_view();
void gui_config_init();
void gui_config_write(FILE *f);
// Declarative settings persistence (config_table.cpp).
void settings_save(FILE *f);
void settings_load(FILE *f);
void settings_reset_defaults();
#endif
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