#pragma once namespace Game { typedef void(*Jump_ClearState_t)(playerState_s* ps); extern Jump_ClearState_t Jump_ClearState; typedef void(*PM_playerTrace_t)(pmove_s* pm, trace_t* results, const float* start, const float* end, const Bounds* bounds, int passEntityNum, int contentMask); extern PM_playerTrace_t PM_playerTrace; typedef void(*PM_Trace_t)(pmove_s* pm, trace_t* results, const float* start, const float* end, const Bounds* bounds, int passEntityNum, int contentMask); extern PM_Trace_t PM_Trace; typedef EffectiveStance(*PM_GetEffectiveStance_t)(const playerState_s* ps); extern PM_GetEffectiveStance_t PM_GetEffectiveStance; typedef void(*PM_UpdateLean_t)(playerState_s* ps, float msec, usercmd_s* cmd, void(*capsuleTrace)(trace_t*, const float*, const float*, const Bounds*, int, int)); extern PM_UpdateLean_t PM_UpdateLean; typedef bool(*PM_IsSprinting_t)(const playerState_s* ps); extern PM_IsSprinting_t PM_IsSprinting; }