#pragma once #define _WINSOCKAPI_ #include #include #include #include #include "Connectivity.h" #include "Memory.h" #include "LoggerService.h" namespace Main { //extern Logging::LoggerService* Logger; extern uint64_t baseAddr; extern DWORD t0; extern DWORD t1; extern char message[]; extern std::string serverData; extern std::string serverName; extern int playerNumber; extern bool IsProp; extern bool IsPropHuntStopped; extern bool HidePlayer32; extern std::vector FoundPlayers; extern std::vector ConnectedPlayers; extern Memory::Link_class* Link; extern Memory::World_class* World; extern Memory::OtherPlayer_class* Jugador1; extern Memory::OtherPlayer_class* Jugador2; extern Memory::OtherPlayer_class* Jugador3; extern Memory::OtherPlayer_class* Jugador4; extern Memory::OtherPlayer_class* Jugadores[]; extern Memory::BombSyncer* BombSync; extern bool QuestSyncReady; extern std::vector < std::vector > Jugador1Queue; extern std::vector < std::vector > Jugador2Queue; extern std::vector < std::vector > Jugador3Queue; extern std::vector < std::vector > Jugador4Queue; extern std::vector < std::vector > JugadoresQueues[]; extern Connectivity::namedPipeClass* namedPipe; extern Connectivity::Client* client; extern std::shared_mutex WeaponChangeMutex; extern std::shared_mutex BombExplodeMutex; extern std::vector oldLocations[]; extern float targetFPS; extern float serializationRate; extern float ping; ////// Server properties ////// extern bool isEnemySync; extern bool isGlyphSync; extern bool isQuestSync; extern bool isHvsSR; extern bool isDeathSwap; extern int GlyphUpdateTime; extern int GlyphDistance; extern std::vector questServerSettings; extern bool isPaused; }