#pragma once #include "IEngineClient/IEngineClient.h" #include "CGameEntitySystem/CGameEntitySystem.h" #include "..\..\cs2\entity\C_CSPlayerPawn\C_CSPlayerPawn.h" #include "..\..\cs2\datatypes\cutlbuffer\cutlbuffer.h" #include "..\..\cs2\datatypes\keyvalues\keyvalues.h" #include "..\..\cs2\entity\C_Material\C_Material.h" namespace I { inline void(__fastcall* EnsureCapacityBuffer)(CUtlBuffer*, int) = nullptr; inline CUtlBuffer* (__fastcall* ConstructUtlBuffer)(CUtlBuffer*, int, int, int) = nullptr; inline void(__fastcall* PutUtlString)(CUtlBuffer*, const char*); inline std::int64_t(__fastcall* CreateMaterial)(void*, void*, const char*, void*, unsigned int, unsigned int); inline bool(__fastcall* LoadKeyValues)(CKeyValues3*, void*, const char*, const KV3ID_t*, const char*); // Logging functions inline void(__fastcall* ConMsg)(const char*, ...); inline void(__fastcall* ConColorMsg)(const Color&, const char*, ...); inline IEngineClient* EngineClient = nullptr; inline IGameResourceService* GameEntity = nullptr; class Interfaces { public: bool init(); }; }