#pragma once
/*
===============================[ 𝗠𝗔𝗗𝗘 𝗕𝗬 @Gringoxp776 ]============================
===============================[ 𝗠𝗔𝗗𝗘 𝗕𝗬 @Gringoxp776 ]============================
===============================[ 𝗠𝗔𝗗𝗘 𝗕𝗬 @Gringoxp776 ]============================

===============================[ 𝗠𝗔𝗗𝗘 𝗕𝗬 @Gringoxp776 ]============================
===============================[ 𝗠𝗔𝗗𝗘 𝗕𝗬 @Gringoxp776 ]============================
===============================[ 𝗠𝗔𝗗𝗘 𝗕𝗬 @Gringoxp776 ]============================

===============================[ 𝗠𝗔𝗗𝗘 𝗕𝗬 @Gringoxp776 ]============================
===============================[ 𝗠𝗔𝗗𝗘 𝗕𝗬 @Gringoxp776 ]============================
===============================[ 𝗠𝗔𝗗𝗘 𝗕𝗬 @Gringoxp776 ]============================
*/


class Vvector3 {
public:
    float X;
    float Y;
    float Z;
    Vvector3() : X(0), Y(0), Z(0) {}
    Vvector3(float x1, float y1, float z1) : X(x1), Y(y1), Z(z1) {}
    Vvector3(const Vvector3 &v);
    ~Vvector3();
};

Vvector3::Vvector3(const Vvector3 &v) : X(v.X), Y(v.Y), Z(v.Z) {}
Vvector3::~Vvector3() {}

#define Class_Camera__get_main (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("UnityEngine.dll"), OBFUSCATE("UnityEngine"), OBFUSCATE("Camera"), OBFUSCATE("get_main"))


#define Class_Input__get_touchCount (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("UnityEngine.dll"), OBFUSCATE("UnityEngine"), OBFUSCATE("Input"), OBFUSCATE("get_touchCount"))
#define Class_Input__GetTouch (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("UnityEngine.dll"), OBFUSCATE("UnityEngine"), OBFUSCATE("Input"), OBFUSCATE("GetTouch"), 1)
#define Class_Input__get_mousePosition (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("UnityEngine.dll"), OBFUSCATE("UnityEngine"), OBFUSCATE("Input"), OBFUSCATE("get_mousePosition"))

//Class Screen -> UnityEngine.dll
#define Class_Screen__get_width (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("UnityEngine.dll"), OBFUSCATE("UnityEngine"), OBFUSCATE("Screen"), OBFUSCATE("get_width"))
#define Class_Screen__get_height (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("UnityEngine.dll"), OBFUSCATE("UnityEngine"), OBFUSCATE("Screen"), OBFUSCATE("get_height"))
#define Class_Screen__get_density (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("UnityEngine.dll"), OBFUSCATE("UnityEngine"), OBFUSCATE("Screen"), OBFUSCATE("get_dpi"))

#define offset_Dictionary (uintptr_t) Il2CppGetFieldOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Match"), OBFUSCATE("m_ShortIDToPlayers"))
#define ForWard (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("UnityEngine.dll"), OBFUSCATE("UnityEngine"), OBFUSCATE("Transform"), OBFUSCATE("get_forward"), 0)

#define Class_Transform__GetPosition Il2CppGetMethodOffset(OBFUSCATE("UnityEngine.dll"), OBFUSCATE("UnityEngine"), OBFUSCATE("Transform"), OBFUSCATE("get_position_Injected"), 1)

#define Class_Transform__SetPosition Il2CppGetMethodOffset(OBFUSCATE("UnityEngine.dll"), OBFUSCATE("UnityEngine"), OBFUSCATE("Transform"), OBFUSCATE("set_position_Injected"), 1)

#define Class_Camera__get_main (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("UnityEngine.dll"), OBFUSCATE("UnityEngine"), OBFUSCATE("Camera"), OBFUSCATE("get_main"))
#define Class_Camera__WorldToScreenPoint (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("UnityEngine.dll"), OBFUSCATE("UnityEngine"), OBFUSCATE("Camera"), OBFUSCATE("WorldToScreenPoint"), 1)

#define Class_Component__get_transform (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("UnityEngine.dll"), OBFUSCATE("UnityEngine"), OBFUSCATE("Component"), OBFUSCATE("get_transform"), 0)
#define Class_Transform__get_position (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("UnityEngine.dll"), OBFUSCATE("UnityEngine"), OBFUSCATE("Transform"), OBFUSCATE("get_position"), 0)
#define offset_BodyPart (uintptr_t) Il2CppGetFieldOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("DamageInfo"), OBFUSCATE("HitColliderType"))
#define offset_JDGGIFMKIKF (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Weapon"), OBFUSCATE("get_Range"), 0)
#define Class_Transform__Rotation Il2CppGetMethodOffset(OBFUSCATE("UnityEngine.dll"), OBFUSCATE("UnityEngine"), OBFUSCATE("Transform"), OBFUSCATE("get_rotation"), 0)
#define offset_isGod (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("get_IsGod"), 0)
#define offset_get_gameObject (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("UnityEngine.CoreModule.dll"), OBFUSCATE("UnityEngine"), OBFUSCATE("Component"), OBFUSCATE("get_gameObject"), 0)
#define Class_Compent__Transform Il2CppGetMethodOffset(OBFUSCATE("UnityEngine.dll"), OBFUSCATE("UnityEngine"), OBFUSCATE("Component"), OBFUSCATE("get_transform"), 0)
//Class Player


 #define Camera_get_fieldOfView (uintptr_t) Il2CppGetMethodOffset("UnityEngine.dll", "UnityEngine", "Camera", "get_fieldOfView")
#define Camera_set_fieldOfView (uintptr_t) Il2CppGetMethodOffset("UnityEngine.dll", "UnityEngine", "Camera", "set_fieldOfView", 1)

void *get_main() {
    return reinterpret_cast<void *(__fastcall *)()>(Class_Camera__get_main)();
}


float get_fieldOfView() {
    return reinterpret_cast<float(__fastcall *)(void *)>(Camera_get_fieldOfView)(get_main());
}

void *set_fieldOfView(float value) {
    return reinterpret_cast<void *(__fastcall *)(void *, float)>(Camera_set_fieldOfView)(get_main(), value);
}

static void Transform_INTERNAL_SetPosition(void *player, Vvector3 inn) {
    void (*Transform_INTERNAL_SetPosition)(void *transform, Vvector3 in) = (void (*)(void *, Vvector3))(Class_Transform__SetPosition);
    Transform_INTERNAL_SetPosition(player, inn);
}

static Quaternion GetRotation(void* player) {
    Quaternion (*_GetRotation)(void* players) = (Quaternion(*)(void *))(Class_Transform__Rotation);
    return _GetRotation(player);
}
/*
===============================[ 𝗠𝗔𝗗𝗘 𝗕𝗬 @Gringoxp776 ]============================
===============================[ 𝗠𝗔𝗗𝗘 𝗕𝗬 @Gringoxp776 ]============================
===============================[ 𝗠𝗔𝗗𝗘 𝗕𝗬 @Gringoxp776 ]============================

===============================[ 𝗠𝗔𝗗𝗘 𝗕𝗬 @Gringoxp776 ]============================
===============================[ 𝗠𝗔𝗗𝗘 𝗕𝗬 @Gringoxp776 ]============================
===============================[ 𝗠𝗔𝗗𝗘 𝗕𝗬 @Gringoxp776 ]============================

===============================[ 𝗠𝗔𝗗𝗘 𝗕𝗬 @Gringoxp776 ]============================
===============================[ 𝗠𝗔𝗗𝗘 𝗕𝗬 @Gringoxp776 ]============================
===============================[ 𝗠𝗔𝗗𝗘 𝗕𝗬 @Gringoxp776 ]============================
*/
//Player
#define offset_GetHeadCollider (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("get_HeadCollider"), 0)
#define Class_Camera__WorldToScreenPoint (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("UnityEngine.dll"), OBFUSCATE("UnityEngine"), OBFUSCATE("Camera"), OBFUSCATE("WorldToScreenPoint"), 1)

#define Class_Component__get_transform (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("UnityEngine.dll"), OBFUSCATE("UnityEngine"), OBFUSCATE("Component"), OBFUSCATE("get_transform"), 0)
#define Class_Transform__get_position (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("UnityEngine.dll"), OBFUSCATE("UnityEngine"), OBFUSCATE("Transform"), OBFUSCATE("get_position"), 0)

#define Class_Transform__Position (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("UnityEngine.CoreModule.dll"), OBFUSCATE("UnityEngine"), OBFUSCATE("Transform"), OBFUSCATE("get_position"), 0)

#define Class_Compent__Transform Il2CppGetMethodOffset(OBFUSCATE("UnityEngine.dll"), OBFUSCATE("UnityEngine"), OBFUSCATE("Component"), OBFUSCATE("get_transform"), 0)
//Class Player
#define ListPlayer (uintptr_t) Il2CppGetFieldOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Match"), OBFUSCATE("m_ShortIDToPlayers"))


#define EnemyUpdate (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("LateUpdate"), 0)


#define offset_GetWeaponOnHand (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("GetWeaponOnHand"), 0)
#define MainCam (uintptr_t) Il2CppGetFieldOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("MainCameraTransform"))


#define Match (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW"), OBFUSCATE("GameFacade"), OBFUSCATE("CurrentMatch"), 0)

#define Local (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW"), OBFUSCATE("UIHudDetectorController"), OBFUSCATE("GetLocalPlayer"), 0)


#define Visible (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("IsVisible"), 0)

#define Team (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("IsLocalTeammate"), 1)

#define Die (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("get_IsDieing"), 0)

#define CurHP (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("get_CurHP"), 0)


#define MaxHP (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("get_MaxHP"), 0)

#define Name (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("get_NickName"), 0)

#define Aim (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("set_m_AimRotation"), 1)
#define Scope (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("get_IsSighting"),0 )

#define Fire (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("IsFiring"), 0)

#define LocalBool (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("IsLocalPlayer"), 0)

#define CarLocal (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("VehicleIAmIn"), 0)

#define GetCar (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("get_IsDriver"), 0)

#define Head (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("GetHeadTF"), 0)

#define ForWard (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("UnityEngine.dll"), OBFUSCATE("UnityEngine"), OBFUSCATE("Transform"), OBFUSCATE("get_forward"), 0)


#define CharGet (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("mscorlib.dll"), OBFUSCATE("System"), OBFUSCATE("String"), OBFUSCATE("get_Chars"), 1)




#define Raycast (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("PhysicsUtil"), OBFUSCATE("SingleLineCheck"), 4)




#define Hip (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("GetHipTF"), 0)

#define HeadColider (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("get_HeadCollider"), 0)

#define Time (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("UnityEngine.dll"), OBFUSCATE("UnityEngine"), OBFUSCATE("Time"), OBFUSCATE("get_deltaTime"), 0)
static void *GetHipPositions(void *player) {
    void *(*_GetHipPositions)(void *players) = (void*(*)(void *))(Hip);
     return _GetHipPositions(player);
}
 Vector3 get_position(void *player) {
    Vector3 (*_get_position)(void *players) = (Vector3 (*)(void *))(Class_Transform__Position);
    return _get_position(player);
}

static Vector3 GetHipPosition(void* player) {
    return get_position(GetHipPositions(player));
}

static void *Player_GetHeadCollider(void *player) {
    void *(*_Player_GetHeadCollider)(void *players) = (void *(*)(void *))(HeadColider);
    return _Player_GetHeadCollider(player);
}


static void *GetLocalPlayer(void* Game) {
    void *(*_GetLocalPlayer)(void *match) = (void *(*)(void *))(Local);
    return _GetLocalPlayer(Game);
}

static Vector3 Transform_GetPosition(void *player) {
    Vector3 out = Vector3::zero();
    void (*_Transform_GetPosition)(void *transform, Vector3 * out) = (void (*)(void *, Vector3 *))(Class_Transform__GetPosition);
    _Transform_GetPosition(player, &out);
    return out;
}

static void *GetWeaponOnHand1(void *local) {
    void *(*_GetWeaponOnHand1)(void *local) = (void *(*)(void *))(offset_GetWeaponOnHand);
    return _GetWeaponOnHand1(local);
}


static void *Curent_Match() {
    void *(*_Curent_Match) (void *nuls) = (void *(*)(void *))(Match);
    return _Curent_Match(NULL);
}

static void *GetHeadCollider(void* player){
    void *(*_GetHeadCollider)(void *players) = (void *(*)(void *))(offset_GetHeadCollider);
    return _GetHeadCollider(player);
}
/*
===============================[ 𝗠𝗔𝗗𝗘 𝗕𝗬 @Gringoxp776 ]============================
===============================[ 𝗠𝗔𝗗𝗘 𝗕𝗬 @Gringoxp776 ]============================
===============================[ 𝗠𝗔𝗗𝗘 𝗕𝗬 @Gringoxp776 ]============================

===============================[ 𝗠𝗔𝗗𝗘 𝗕𝗬 @Gringoxp776 ]============================
===============================[ 𝗠𝗔𝗗𝗘 𝗕𝗬 @Gringoxp776 ]============================
===============================[ 𝗠𝗔𝗗𝗘 𝗕𝗬 @Gringoxp776 ]============================

===============================[ 𝗠𝗔𝗗𝗘 𝗕𝗬 @Gringoxp776 ]============================
===============================[ 𝗠𝗔𝗗𝗘 𝗕𝗬 @Gringoxp776 ]============================
===============================[ 𝗠𝗔𝗗𝗘 𝗕𝗬 @Gringoxp776 ]============================
*/

static void *GetHeadPositions(void *player) {
    void *(*_GetHeadPositions)(void *players) = (void*(*)(void *))(Head);
     return _GetHeadPositions(player);
}


static bool get_God(void *player) {
    bool (*_get_God)(void *players) = (bool (*)(void *))(offset_isGod);
    return _get_God(player);
}

static void *Component_GetTransform(void *player) {
    void *(*_Component_GetTransform)(void *component) = (void *(*)(void *))(Class_Compent__Transform);
    return _Component_GetTransform(player);
}

static Vector3 WorldToScreenPoint(void *WorldCam, Vector3 WorldPos) {
    Vector3 (*_WorldToScreenScene)(void* Camera, Vector3 position) = (Vector3 (*)(void*, Vector3)) (Class_Camera__WorldToScreenPoint);
    return _WorldToScreenScene(WorldCam, WorldPos);
}


static void *Camera_main() {
    void *(*_Camera_main)(void *nuls) = (void *(*)(void *))(Class_Camera__get_main);
    return _Camera_main(nullptr);
}


static bool get_isVisible(void *player) {
    bool (*_get_isVisible)(void *players) = (bool (*)(void *))(Visible);
    return _get_isVisible(player);
}

static bool get_isLocalTeam(void *player) {
    bool (*_get_isLocalTeam)(void *players) = (bool (*)(void *))(Team);
    return _get_isLocalTeam(player);
}

static bool get_IsDieing(void *player) {
    bool (*_get_die)(void *players) = (bool (*)(void *))(Die);
    return _get_die(player);
}

static int GetHp(void* player) {
    int (*_GetHp)(void* players) = (int(*)(void *))(CurHP);
    return _GetHp(player);
}

static int get_MaxHP(void* enemy) {
    int (*_get_MaxHP)(void* player) = (int(*)(void *))(MaxHP);
    return _get_MaxHP(enemy);
}

static monoString* get_NickName(void *player) {
    monoString* (*_get_NickName)(void *players) = (monoString * (*)(void *))(Name);
    return _get_NickName(player);
}

static Vector3 GetForward(void *player) {
    Vector3 (*_GetForward)(void *players) = (Vector3 (*)(void *))(ForWard);
    return _GetForward(player);
}


static bool IsLocal(void *player) {
    bool (*_isMe)(void *players) = (bool (*)(void *))(LocalBool);
    return _isMe(player);
}
   
 static void *GetLocalCar(void *playerCar) {
    void *(*_Player_get_local)(void *Player) = (void *(*)(void *))(CarLocal);
    return _Player_get_local(playerCar);
    
    
}
static bool IsDriver(void *player) {
    bool (*_IsDriver)(void *players) = (bool (*)(void *))(GetCar);
    return _IsDriver(player);
}        

/*
===============================[ 𝗠𝗔𝗗𝗘 𝗕𝗬 @Gringoxp776 ]============================
===============================[ 𝗠𝗔𝗗𝗘 𝗕𝗬 @Gringoxp776 ]============================
===============================[ 𝗠𝗔𝗗𝗘 𝗕𝗬 @Gringoxp776 ]============================

===============================[ 𝗠𝗔𝗗𝗘 𝗕𝗬 @Gringoxp776 ]============================
===============================[ 𝗠𝗔𝗗𝗘 𝗕𝗬 @Gringoxp776 ]============================
===============================[ 𝗠𝗔𝗗𝗘 𝗕𝗬 @Gringoxp776 ]============================

===============================[ 𝗠𝗔𝗗𝗘 𝗕𝗬 @Gringoxp776 ]============================
===============================[ 𝗠𝗔𝗗𝗘 𝗕𝗬 @Gringoxp776 ]============================
===============================[ 𝗠𝗔𝗗𝗘 𝗕𝗬 @Gringoxp776 ]============================
*/
struct PlayerID_MKFEKBKJCKE_o;

struct PlayerID {
    uint32_t NBPDJAAAFBH;
    uint32_t JEDDPHIHGKL;
    uint8_t IOICFFEKAIL;
    uint8_t PHAFNFOFFDB;
    uint64_t BNFAIDHEHOM;
};
           
struct DamageInfo2_o {
    void *klass;
    void *monitor;
    int32_t DBLBLKADCNP;
    int32_t KENBMOOEHBG;
    monoString* JANPNJIFOJJ;
    bool NNNADMOFPIE;
    PlayerID DHGCIEKPBFA;
    void* GPBDEDFKJNA;
    int32_t PIAMIOFEBKF;
    Vector3 CNEICNJFGLM;
    Vector3 HECJHKEDFEB;
    Vector3 JNLGFLFLBHO;
    uint8_t ACAKHEABPEJ;
    bool MJIHLDJNHLF;
    int32_t LOKIMAEAPCB;
    monoDictionary<uint8_t*, void **> *FHLFLAHCIBN;
};

static void set_aim(void *player, Quaternion look) {
    void (*_set_aim)(void *players, Quaternion lock) = (void (*)(void *, Quaternion))(Aim);
    _set_aim(player, look);
}

char get_Chars(monoString *str, int index){
    char (*_get_Chars)(monoString *str, int index) = (char (*)(monoString *, int))(CharGet);
    return _get_Chars(str, index);
}

static bool get_IsSighting(void *player) {
    bool (*_get_IsSighting)(void *players) = (bool (*)(void *))(Scope);
    return _get_IsSighting(player);
}

static bool get_IsFiring(void *player) {
    bool (*_get_IsFiring)(void *players) = (bool (*)(void *))(Fire);
    return _get_IsFiring(player);
}

static bool Physics_Raycast(Vector3 camLocation, Vector3 headLocation, unsigned int LayerID, void* collider) {
    bool (*_Physics_Raycast)(Vector3 camLocation, Vector3 headLocation, unsigned int LayerID, void* collider) = (bool(*)(Vector3, Vector3, unsigned int, void*))(Raycast);
    return _Physics_Raycast(camLocation, headLocation, LayerID, collider);
}

Vector3 getPosition(void *transform) {
    return get_position(Component_GetTransform(transform));
}   

static Vector3 GetHeadPosition(void* player) {
    return get_position(GetHeadPositions(player));
}

static Vector3 CameraMain(void* player){
    return get_position(*(void**) ((uint64_t) player + MainCam));
}


Vector3 get_mousePosition(void *_this) {
	Vector3 (*_get_mousePosition)(void *_this) = (Vector3 (*)(void *)) (Il2CppGetMethodOffset(OBFUSCATE("UnityEngine.dll"), OBFUSCATE("UnityEngine"), OBFUSCATE("Input"), OBFUSCATE("get_mousePosition"), 0));
	return _get_mousePosition(_this);
}




static float get_Range(void *pthis)
{
    return ((float (*)(void *))(offset_JDGGIFMKIKF))(pthis);
}


void *get_gameObject(void *Pthis)
{
    return ((void* (*)(void *))(offset_get_gameObject))(Pthis);
}

int get_width() {
    return reinterpret_cast<int(__fastcall *)()>(Class_Screen__get_width)();
}

int get_height() {
    return reinterpret_cast<int(__fastcall *)()>(Class_Screen__get_height)();
}

float get_density() {
    return reinterpret_cast<float(__fastcall *)()>(Class_Screen__get_density)();
}







/*
===============================[ 𝗠𝗔𝗗𝗘 𝗕𝗬 @Gringoxp776 ]============================
===============================[ 𝗠𝗔𝗗𝗘 𝗕𝗬 @Gringoxp776 ]============================
===============================[ 𝗠𝗔𝗗𝗘 𝗕𝗬 @Gringoxp776 ]============================

===============================[ 𝗠𝗔𝗗𝗘 𝗕𝗬 @Gringoxp776 ]============================
===============================[ 𝗠𝗔𝗗𝗘 𝗕𝗬 @Gringoxp776 ]============================
===============================[ 𝗠𝗔𝗗𝗘 𝗕𝗬 @Gringoxp776 ]============================

===============================[ 𝗠𝗔𝗗𝗘 𝗕𝗬 @Gringoxp776 ]============================
===============================[ 𝗠𝗔𝗗𝗘 𝗕𝗬 @Gringoxp776 ]============================
===============================[ 𝗠𝗔𝗗𝗘 𝗕𝗬 @Gringoxp776 ]============================
*/


