#pragma once #include #include "util.hpp" #include "d3d.hpp" #include "interface.hpp" #include "netvar_proxy.hpp" namespace hooks { //hook like the hooker that u are long __stdcall window_procedure( HWND, uint32_t, uint32_t, long ); extern decltype( &window_procedure ) window_procedure_o; void __fastcall paint_traverse( void*, void*, unsigned int, bool, bool ); bool __fastcall create_move( void*, void*, float, user_cmd_t* ); //void __fastcall hl_create_move( void*, void*, int, float, bool ); void __fastcall frame_stage_notify( void*, void*, ClientFrameStage_t ); void __fastcall suppress_lists( void*, void*, int, bool ); void __fastcall draw_small_entities( void*, void*, bool ); void __fastcall begin_lock( void*, void* ); void __fastcall end_lock( void*, void* ); void __fastcall simulate( void*, void* ); void __fastcall run_command( void*, void*, IClientEntity*, user_cmd_t*, IMoveHelper* ); void __fastcall override_mouse_input( void*, void*, float*, float* ); void __fastcall draw_model_execute( IVModelRender*, void*, void*, const DrawModelState_t&, const ModelRenderInfo_t&, matrix3x4* ); void __fastcall scene_end( void*, void* ); bool __fastcall is_hltv_proxy( void*, void* ); bool __fastcall is_hltv( void* thisptr, uintptr_t pvs_entity ); float __fastcall get_viewmodel_fov( void*, void* ); void __fastcall get_screen_size( void*, void*, int&, int& ); void __fastcall override_view( void* ecx_, void* edx_, CViewSetup* setup ); void __fastcall emit_sound( void* ecx_, void* edx_, void* filter, int ent, int channel, const char* sound, uint32_t hash, const char* sample, float volume, float attenuation, int seed, int flags, int pitch, const vec3_t* origin, const vec3_t* direction, vec3_t* origins, bool update_pos, float sound_time, int speaker_entry ); void __fastcall shut_down( void* ecx_, void* edx_ ); void __fastcall lock_cursor( void* ecx_, void* edx_ ); bool __fastcall is_connected( void* ecx_, void* edx_ ); bool __fastcall in_prediction( void* ecx_, void* edx_ ); void __fastcall update_clientside_animation( void* ecx_, void* edx_ ); bool __fastcall material_system( void* ecx_, void* edx_, IMaterialSystem_Config_t* config, bool forceupdate ); bool __fastcall fire_event_clientside( void* ecx_, void* edx, IGameEvent* event ); void __cdecl lby_proxy_fn( const CRecvProxyData* proxy_data_const, void* entity, void* output ); void __cdecl last_shot_proxy_fn( const CRecvProxyData* proxy_data_const, void* entity, void* output ); int __fastcall send_datagram( INetChannel* channel, void* edx, void* datagram ); bool __fastcall is_paused( void* ecx_, void* edx_ ); bool __fastcall do_post_screen_space_effects( void* ecx_, void* edx_, CViewSetup* setup ); void __fastcall on_screen_size_changed( void* ecx_, void* edx_, int old_h, int old_w ); void __fastcall play_sound( void* ecx_, void* edx_, const char* name ); void __fastcall hud_process_input( void* ecx_, void* edx_, bool repaint ); void __fastcall trace_ray( void* ecx_, void* edx_, const Ray_t& ray, unsigned int fMask, ITraceFilter* pTraceFilter, CBaseTrace* pTrace ); int __fastcall debug_show_spread_get_int( void* ecx_, void* edx_ ); int __fastcall cl_interpolate_get_int( void* ecx_, void* edx_ ); int __fastcall net_showfragments_get_int( void* ecx_, void* edx_ ); extern c_netvar_proxy lby_proxy; extern c_netvar_proxy last_shot_proxy; //do we wanna only run menu in d3d or visuals too? namespace d3d { long __stdcall end_scene( IDirect3DDevice9* ); long __stdcall reset( IDirect3DDevice9*, D3DPRESENT_PARAMETERS* ); long __stdcall present( IDirect3DDevice9*, RECT*, RECT*, HWND, RGNDATA* ); long __stdcall draw( IDirect3DDevice9*, D3DPRIMITIVETYPE, int, uint32_t, uint32_t, uint32_t, uint32_t ); } extern bool commit( factory::c_csgo* ); }