// GameOverlayRenderer64.dll (steam) __int64 __fastcall Present(__int64 a1, __int64 a2, __int64 a3); // client.dll double __fastcall CreateMove(__int64 a1, unsigned int a2, __int64 a3); void __fastcall OverrideView(__int64 a1, __int64 a2); __int64 __fastcall DrawScopeOverlay(__int64 a1, __int64 a2); void __fastcall DrawLegs(__int64* a1, __int64* a2, __int64 a3, __int64 a4, __int64 a5); __int64 __fastcall ValidateInput(__int64 a1); __int64* __fastcall GetViewAngles(__int64 a1, int a2); void __fastcall SetViewAngles(__int64 a1, int a2, __int64* a3); __int64 __fastcall DrawSmokeVertex(__int64 a1, __int64 a2, int a3, int a4, __int64 a5, __int64 a6); __int64 GetChatObject(); __int64 SendChatMessage(__int64 a1, unsigned int a2, __int64 a3, ...); __int64 RegenerateWeaponSkins(); __int64 __fastcall LevelInit(__int64 a1, __int64 a2); __int64 LevelShutdown(); void __fastcall FlashOverlay(__int64 a1, int a2, __int64* a3, __int64 a4, __m128* a5); bool __fastcall TraceShape(_QWORD* a1, __int64 a2, __int64 a3, __int64 a4, _BYTE* a5, __int64 a6); __int64 __fastcall ChangeModel(__int64 a1, __int64 a2); __int64 __fastcall FrameStageNotify(__int64 a1, int a2); __int64 __fastcall OnAddEntity(__int64 a1, __int64 a2, int a3); __int64 __fastcall OnRemoveEntity(__int64 a1, _QWORD* a2, int a3); void* __fastcall UpdateGlobalVars(__int64 a1, void* a2); void __fastcall ForceButtonsDown(_QWORD* a1, __int64 a2); bool __fastcall DrawCrosshair(_QWORD* a1); void __fastcall UpdatePostProcessing(__int64 a1, _BYTE* a2); __int64 __fastcall UpdateSkybox(__int64 a1); void __fastcall CalcViewModel(__int64 a1, float* a2, float* a3); char __fastcall EquipItemInLoadout(_QWORD* a1, unsigned int a2, int a3, unsigned __int64 a4); __int64 __fastcall ComputeRandomSeed(__int64 a1, __int64 a2, int a3); unsigned __int64* __fastcall SetTypeKV3(unsigned __int64* a1, unsigned __int8 a2, unsigned __int8 a3); void __fastcall DrawTeamIntro(__int64 a1, __int64 a2, char* a3); void __fastcall ShowMessageBox(__int64 a1, const char* a2, const char* a3, char a4, char a5, const char* a6, const char* a7, const char* a8, int a9, __int64 a10); char __fastcall SetPlayerReady(__int64 a1, __int64 a2); __int64 __fastcall CreateParticleEffect(int a1, int a2, int a3, __int64 a4, int a5); bool __fastcall UnknownParticleFunction(__int64 a1, int a2, unsigned int a3, __int64 a4); __int64 __fastcall CacheParticleEffect(__int64 a1, __int64 a2, __int64 a3, int a4, __int64 a5, __int64 a6, __int64 a7, int a8); __int64 GetParticleManager(); void __fastcall PopupEventHandle(__int64 a1, __int64 a2, __int64 (__fastcall*** a3)(_QWORD), float a4); __int64 __fastcall SetMeshGroupMask(__int64 a1, _QWORD* a2); __int64 __fastcall InitTraceData(__int64 a1); __int64 __fastcall InitTraceInfo(__int64 a1); __int64 __fastcall InitFilter(__int64 a1, _DWORD* a2, __int64 a3, char a4, char a5); __int64 __fastcall CreateTrace(int* a1, __int64 a2, int a3, __int64 a4, int a5, char a6); __int64 __fastcall GetTraceInfo(__int64 a1, __int64 a2, float a3, unsigned __int64* a4); char __fastcall HandleBulletPenetration(__int64 a1, float* a2, __int64 a3, int a4, __int64 a5); __int64 __fastcall GetEntityByIndex(__int64 a1, int a2); __int64 __fastcall GetLocalPawn(int a1); __int64 __fastcall GetLocalController(int a1); char __fastcall ReportHit(_QWORD* a1); _BYTE* __fastcall RenderDecals(__int64 a1, __int64** a2, char a3, char a4); __int64 __fastcall SetupMapInfo(__int64 a1, __int64 a2); __m128 __fastcall GetSpread(__int64 a1); double __fastcall GetInaccuracy(float* a1, float* a2, float* a3); void MatchFoundHandler(); void __fastcall PanoramaEvent(__int64 a1, __int64 a2, __int64 (__fastcall*** a3)(_QWORD), float a4); __int64 __fastcall FindHudElement(const char* a1); __int64 __fastcall EmitPanoramaSound(int a1, _OWORD* a2) char IsDemoOrHltv() __int64 GetMapBSPName() void* __fastcall GetPlayerModel(__int64 a1, __int64 a2) void* GetGameModeName() __int64 GetMapName() void* __fastcall GetServerName(__int64 a1) char IsLocalPlayerWatchingOwnDemo() __int64 IsOverwatch() unsigned __int64 __fastcall SubmitCommendation(__int64 a1, __int64 a2, const char* a3) unsigned __int64 __fastcall SubmitPlayerReport(__int64 a1, __int64 a2, const char* a3) bool ShouldShowHudElements() const char* __fastcall GetPlayerTeamName(__int64 a1, __int64 a2) __int64 __fastcall IsLatched(__int64 a1) unsigned __int8 __fastcall DrawOverHead(__int64 a1, unsigned int a2) void __fastcall CalculateWorldSpaceBones(__int64 a1, unsigned int a2) __int64 __fastcall CreateNewSubtickMoveStep(__int64 a1) __int64 Shutdown() __int64 __fastcall GetSOCache(__int64 a1, int* a2, __int64 a3, __int64 a4) // materialsystem2.dll _QWORD* __fastcall CreateMaterial(__int64 a1, _QWORD* a2, __int64 a3, int a4, int a5, unsigned __int8 a6); // soundsystem.dll void __fastcall PlayVSND(const char* a1) // scenesystem.dll _UNKNOWN** __fastcall CAnimatableSceneObjectDescRender(__int64 a1, __int64 a2, __int64* a3, int a4, __int64 a5, __int64 a6, __int64 a7); __int64 __fastcall DrawLightScene(__int64 a1, __int64 a2); __int64 __fastcall DrawAggregateSceneObjectArray(__int64 a1, __int64 a2, __int64* a3); void __fastcall SkyboxDrawArray(__int64 a1, __int64 a2, __int64 a3, int a4, int a5, __int64 a6, __int64 a7); __int64 __fastcall GeneratePrimitives(__int64 a1, __int64 a2, __int64 a3, __int64 a4); void __fastcall UpdateLightObject(__int64 a1, __int64 a2, __int64 a3); __fastcall ToneMapUpdate(__int64 a1) // engine2.dll float __fastcall GetAspectRatio(__int64 a1, int a2, int a3); bool IsInGame(); char IsConnected(); void __fastcall RunCommand(__int64 a1, unsigned int a2, const char* a3, char a4, __int64 a5, __int64 a6); const char* GetLevelName(); const char* GetLevelNameShort(); void __fastcall Connect(__int64 a1, int a2, unsigned int a3, __int64 a4, unsigned int a5, char a6) // tier0.dll bool __fastcall LoadKV3(struct KeyValues3* a1, struct CUtlString* a2, const char* a3, const struct KV3ID_t* a4, const char* a5, unsigned int a6);