#pragma once #include #include "ImGui/imgui.h" #include "ImGui/imgui_impl_dx11.h" #include "ImGui/imgui_impl_win32.h" #include "WeaponFont.h" #include "TextFont.h" #include "CheatMenu.h" #include "ESP.h" #include "cGameEntitySystem.h" #include "detour.h" LRESULT WINAPI WndProc(const HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam); VOID InitiateImGui(); typedef HRESULT(__stdcall* Present) (IDXGISwapChain* pSwapChain, UINT SyncInterval, UINT Flags); inline Present oPresent; HRESULT WINAPI hkPresent(IDXGISwapChain* pSwapChain, UINT SyncInterval, UINT Flags); extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); inline LRESULT WINAPI WndProc(const HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); inline WNDPROC oWndProc; inline HWND Window = 0; inline ID3D11Device* pDevice = 0; inline ID3D11DeviceContext* pContext = 0; inline ID3D11RenderTargetView* MainRenderTargetView; inline bool g_WantUpdateHasGamepad = true; inline bool Initiated = false; inline ImFont* CustomFont = nullptr; inline ImFont* WeaponFont = nullptr; inline ImFont* ProjectileFont = nullptr; inline ImFont* DefuseKitFont = nullptr; inline ImFont* TimerFont = nullptr;