/*
*
*    This program is free software; you can redistribute it and/or modify it
*    under the terms of the GNU General Public License as published by the
*    Free Software Foundation; either version 2 of the License, or (at
*    your option) any later version.
*
*    This program is distributed in the hope that it will be useful, but
*    WITHOUT ANY WARRANTY; without even the implied warranty of
*    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
*    General Public License for more details.
*
*    You should have received a copy of the GNU General Public License
*    along with this program; if not, write to the Free Software Foundation,
*    Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
*
*    In addition, as a special exception, the author gives permission to
*    link the code of this program with the Half-Life Game Engine ("HL
*    Engine") and Modified Game Libraries ("MODs") developed by Valve,
*    L.L.C ("Valve").  You must obey the GNU General Public License in all
*    respects for all of the code used other than the HL Engine and MODs
*    from Valve.  If you modify this file, you may extend this exception
*    to your version of the file, but you are not obligated to do so.  If
*    you do not wish to do so, delete this exception statement from your
*    version.
*
*/

#pragma once

#include "archtypes.h"
#include "regamedll_api.h"

#ifdef REGAMEDLL_API

#define __API_HOOK(fname)\
	fname##_OrigFunc

#define LINK_HOOK_CLASS_VOID_CHAIN(className, functionName, args, ...)\
	void className::functionName args {\
		g_ReGameHookchains.m_##className##_##functionName.callChain(&className::functionName##_OrigFunc, this, __VA_ARGS__);\
	}
#define LINK_HOOK_CLASS_VOID_CHAIN2(className, functionName)\
	void EXT_FUNC className::functionName() {\
		g_ReGameHookchains.m_##className##_##functionName.callChain(&className::functionName##_OrigFunc, this);\
	}

#define LINK_HOOK_CLASS_CHAIN(ret, className, functionName, args, ...)\
	ret className::functionName args {\
		return g_ReGameHookchains.m_##className##_##functionName.callChain(&className::functionName##_OrigFunc, this, __VA_ARGS__);\
	}
#define LINK_HOOK_CLASS_CHAIN2(ret, className, functionName)\
	ret className::functionName() {\
		return g_ReGameHookchains.m_##className##_##functionName.callChain(&className::functionName##_OrigFunc, this);\
	}

#define LINK_HOOK_CLASS_VOID_CUSTOM_CHAIN(className, customPrefix, functionName, args, ...)\
	void className::functionName args {\
		g_ReGameHookchains.m_##customPrefix##_##functionName.callChain(&className::functionName##_OrigFunc, this, __VA_ARGS__);\
	}
#define LINK_HOOK_CLASS_VOID_CUSTOM_CHAIN2(className, customPrefix, functionName)\
	void className::functionName() {\
		g_ReGameHookchains.m_##customPrefix##_##functionName.callChain(&className::functionName##_OrigFunc, this);\
	}

#define LINK_HOOK_CLASS_VOID_CUSTOM2_CHAIN(className, customFuncName, functionName, args, ...)\
	void className::functionName args {\
		g_ReGameHookchains.m_##className##_##customFuncName.callChain(&className::functionName##_OrigFunc, this, __VA_ARGS__);\
	}
#define LINK_HOOK_CLASS_VOID_CUSTOM2_CHAIN2(className, customFuncName, functionName)\
	void className::functionName() {\
		g_ReGameHookchains.m_##className##_##customFuncName.callChain(&className::functionName##_OrigFunc, this);\
	}

#define LINK_HOOK_CLASS_CUSTOM_CHAIN(ret, className, customPrefix, functionName, args, ...)\
	ret className::functionName args {\
		return g_ReGameHookchains.m_##customPrefix##_##functionName.callChain(&className::functionName##_OrigFunc, this, __VA_ARGS__);\
	}
#define LINK_HOOK_CLASS_CUSTOM_CHAIN2(ret, className, customPrefix, functionName)\
	ret className::functionName() {\
		return g_ReGameHookchains.m_##customPrefix##_##functionName.callChain(&className::functionName##_OrigFunc, this);\
	}

#define LINK_HOOK_CLASS_CUSTOM2_CHAIN(ret, className, customFuncName, functionName, args, ...)\
	ret className::functionName args {\
		return g_ReGameHookchains.m_##className##_##customFuncName.callChain(&className::functionName##_OrigFunc, this, __VA_ARGS__);\
	}
#define LINK_HOOK_CLASS_CUSTOM2_CHAIN2(ret, className, customFuncName, functionName)\
	ret className::functionName() {\
		return g_ReGameHookchains.m_##className##_##customFuncName.callChain(&className::functionName##_OrigFunc, this);\
	}

#define LINK_HOOK_VOID_CHAIN(functionName, args, ...)\
	void functionName args {\
		g_ReGameHookchains.m_##functionName.callChain(functionName##_OrigFunc, __VA_ARGS__);\
	}

#define LINK_HOOK_CHAIN(ret, functionName, args, ...)\
	ret functionName args {\
		return g_ReGameHookchains.m_##functionName.callChain(functionName##_OrigFunc, __VA_ARGS__);\
	}

#define LINK_HOOK_CUSTOM2_CHAIN(ret, customFuncName, functionName, args, ...)\
	ret functionName args {\
		return g_ReGameHookchains.m_##customFuncName.callChain(functionName##_OrigFunc, __VA_ARGS__);\
	}

#define LINK_HOOK_VOID_CHAIN2(functionName)\
	void functionName() {\
		g_ReGameHookchains.m_##functionName.callChain(functionName##_OrigFunc);\
	}

#define LINK_HOOK_CHAIN2(ret, functionName)\
	ret functionName() {\
		return g_ReGameHookchains.m_##functionName.callChain(functionName##_OrigFunc);\
	}
#else

#define __API_HOOK(fname)\
	fname

#define LINK_HOOK_CLASS_VOID_CHAIN(...)
#define LINK_HOOK_CLASS_VOID_CHAIN2(...)
#define LINK_HOOK_CLASS_CHAIN(...)
#define LINK_HOOK_CLASS_CHAIN2(...)
#define LINK_HOOK_CLASS_VOID_CUSTOM_CHAIN(...)
#define LINK_HOOK_CLASS_VOID_CUSTOM_CHAIN2(...)
#define LINK_HOOK_CLASS_CUSTOM_CHAIN(...)
#define LINK_HOOK_CLASS_CUSTOM_CHAIN2(...)
#define LINK_HOOK_VOID_CHAIN(...)
#define LINK_HOOK_VOID_CHAIN2(...)
#define LINK_HOOK_CHAIN(...)
#define LINK_HOOK_CHAIN2(...)

#endif // REGAMEDLL_API

#define GAMEHOOK_REGISTRY(func)\
	IReGameHookRegistry_##func *CReGameHookchains::func() { return &m_##func; }

// CBasePlayer::Spawn hook
typedef IHookChainClassImpl<void, CBasePlayer> CReGameHook_CBasePlayer_Spawn;
typedef IHookChainRegistryClassImpl<void, CBasePlayer> CReGameHookRegistry_CBasePlayer_Spawn;

// CBasePlayer::Precache hook
typedef IHookChainClassImpl<void, CBasePlayer> CReGameHook_CBasePlayer_Precache;
typedef IHookChainRegistryClassImpl<void, CBasePlayer> CReGameHookRegistry_CBasePlayer_Precache;

// CBasePlayer::ObjectCaps hook
typedef IHookChainClassImpl<int, CBasePlayer> CReGameHook_CBasePlayer_ObjectCaps;
typedef IHookChainRegistryClassImpl<int, CBasePlayer> CReGameHookRegistry_CBasePlayer_ObjectCaps;

// CBasePlayer::Classify hook
typedef IHookChainClassImpl<int, CBasePlayer> CReGameHook_CBasePlayer_Classify;
typedef IHookChainRegistryClassImpl<int, CBasePlayer> CReGameHookRegistry_CBasePlayer_Classify;

// CBasePlayer::TraceAttack hook
typedef IHookChainClassImpl<void, CBasePlayer, entvars_t *, float, Vector &, TraceResult *, int> CReGameHook_CBasePlayer_TraceAttack;
typedef IHookChainRegistryClassImpl<void, CBasePlayer, entvars_t *, float, Vector &, TraceResult *, int> CReGameHookRegistry_CBasePlayer_TraceAttack;

// CBasePlayer::TakeDamage hook
typedef IHookChainClassImpl<BOOL, CBasePlayer, entvars_t *, entvars_t *, float&, int> CReGameHook_CBasePlayer_TakeDamage;
typedef IHookChainRegistryClassImpl<BOOL, CBasePlayer, entvars_t *, entvars_t *, float&, int> CReGameHookRegistry_CBasePlayer_TakeDamage;

// CBasePlayer::TakeHealth hook
typedef IHookChainClassImpl<BOOL, CBasePlayer, float, int> CReGameHook_CBasePlayer_TakeHealth;
typedef IHookChainRegistryClassImpl<BOOL, CBasePlayer, float, int> CReGameHookRegistry_CBasePlayer_TakeHealth;

// CBasePlayer::Killed hook
typedef IHookChainClassImpl<void, CBasePlayer, entvars_t *, int> CReGameHook_CBasePlayer_Killed;
typedef IHookChainRegistryClassImpl<void, CBasePlayer, entvars_t *, int> CReGameHookRegistry_CBasePlayer_Killed;

// CBasePlayer::AddPoints hook
typedef IHookChainClassImpl<void, CBasePlayer, int, BOOL> CReGameHook_CBasePlayer_AddPoints;
typedef IHookChainRegistryClassImpl<void, CBasePlayer, int, BOOL> CReGameHookRegistry_CBasePlayer_AddPoints;

// CBasePlayer::AddPointsToTeam hook
typedef IHookChainClassImpl<void, CBasePlayer, int, BOOL> CReGameHook_CBasePlayer_AddPointsToTeam;
typedef IHookChainRegistryClassImpl<void, CBasePlayer, int, BOOL> CReGameHookRegistry_CBasePlayer_AddPointsToTeam;

// CBasePlayer::AddPlayerItem hook
typedef IHookChainClassImpl<BOOL, CBasePlayer, CBasePlayerItem *> CReGameHook_CBasePlayer_AddPlayerItem;
typedef IHookChainRegistryClassImpl<BOOL, CBasePlayer, CBasePlayerItem *> CReGameHookRegistry_CBasePlayer_AddPlayerItem;

// CBasePlayer::RemovePlayerItem hook
typedef IHookChainClassImpl<BOOL, CBasePlayer, CBasePlayerItem *> CReGameHook_CBasePlayer_RemovePlayerItem;
typedef IHookChainRegistryClassImpl<BOOL, CBasePlayer, CBasePlayerItem *> CReGameHookRegistry_CBasePlayer_RemovePlayerItem;

// CBasePlayer::GiveAmmo hook
typedef IHookChainClassImpl<int, CBasePlayer, int , const char *, int> CReGameHook_CBasePlayer_GiveAmmo;
typedef IHookChainRegistryClassImpl<int, CBasePlayer, int , const char *, int> CReGameHookRegistry_CBasePlayer_GiveAmmo;

// CBasePlayer::ResetMaxSpeed hook
typedef IHookChainClassImpl<void, CBasePlayer> CReGameHook_CBasePlayer_ResetMaxSpeed;
typedef IHookChainRegistryClassImpl<void, CBasePlayer> CReGameHookRegistry_CBasePlayer_ResetMaxSpeed;

// CBasePlayer::Jump hook
typedef IHookChainClassImpl<void, CBasePlayer> CReGameHook_CBasePlayer_Jump;
typedef IHookChainRegistryClassImpl<void, CBasePlayer> CReGameHookRegistry_CBasePlayer_Jump;

// CBasePlayer::Duck hook
typedef IHookChainClassImpl<void, CBasePlayer> CReGameHook_CBasePlayer_Duck;
typedef IHookChainRegistryClassImpl<void, CBasePlayer> CReGameHookRegistry_CBasePlayer_Duck;

// CBasePlayer::PreThink hook
typedef IHookChainClassImpl<void, CBasePlayer> CReGameHook_CBasePlayer_PreThink;
typedef IHookChainRegistryClassImpl<void, CBasePlayer> CReGameHookRegistry_CBasePlayer_PreThink;

// CBasePlayer::PostThink hook
typedef IHookChainClassImpl<void, CBasePlayer> CReGameHook_CBasePlayer_PostThink;
typedef IHookChainRegistryClassImpl<void, CBasePlayer> CReGameHookRegistry_CBasePlayer_PostThink;

// CBasePlayer::UpdateClientData hook
typedef IHookChainClassImpl<void, CBasePlayer> CReGameHook_CBasePlayer_UpdateClientData;
typedef IHookChainRegistryClassImpl<void, CBasePlayer> CReGameHookRegistry_CBasePlayer_UpdateClientData;

// CBasePlayer::ImpulseCommands hook
typedef IHookChainClassImpl<void, CBasePlayer> CReGameHook_CBasePlayer_ImpulseCommands;
typedef IHookChainRegistryClassImpl<void, CBasePlayer> CReGameHookRegistry_CBasePlayer_ImpulseCommands;

// CBasePlayer::RoundRespawn hook
typedef IHookChainClassImpl<void, CBasePlayer> CReGameHook_CBasePlayer_RoundRespawn;
typedef IHookChainRegistryClassImpl<void, CBasePlayer> CReGameHookRegistry_CBasePlayer_RoundRespawn;

// CBasePlayer::Blind hook
typedef IHookChainClassImpl<void, CBasePlayer, float, float, float, int> CReGameHook_CBasePlayer_Blind;
typedef IHookChainRegistryClassImpl<void, CBasePlayer, float, float, float, int> CReGameHookRegistry_CBasePlayer_Blind;

// CBasePlayer::Observer_IsValidTarget hook
typedef IHookChainClassImpl<CBasePlayer *, CBasePlayer, int, bool> CReGameHook_CBasePlayer_Observer_IsValidTarget;
typedef IHookChainRegistryClassImpl<CBasePlayer *, CBasePlayer, int, bool> CReGameHookRegistry_CBasePlayer_Observer_IsValidTarget;

// CBasePlayer::SetAnimation hook
typedef IHookChainClassImpl<void, CBasePlayer, PLAYER_ANIM> CReGameHook_CBasePlayer_SetAnimation;
typedef IHookChainRegistryClassImpl<void, CBasePlayer, PLAYER_ANIM> CReGameHookRegistry_CBasePlayer_SetAnimation;

// CBasePlayer::GiveDefaultItems hook
typedef IHookChainClassImpl<void, CBasePlayer> CReGameHook_CBasePlayer_GiveDefaultItems;
typedef IHookChainRegistryClassImpl<void, CBasePlayer> CReGameHookRegistry_CBasePlayer_GiveDefaultItems;

// CBasePlayer::GiveNamedItem hook
typedef IHookChainClassImpl<CBaseEntity *, CBasePlayer, const char *> CReGameHook_CBasePlayer_GiveNamedItem;
typedef IHookChainRegistryClassImpl<CBaseEntity *, CBasePlayer, const char *> CReGameHookRegistry_CBasePlayer_GiveNamedItem;

// CBasePlayer::AddAccount hook
typedef IHookChainClassImpl<void, CBasePlayer, int, RewardType, bool> CReGameHook_CBasePlayer_AddAccount;
typedef IHookChainRegistryClassImpl<void, CBasePlayer, int, RewardType, bool> CReGameHookRegistry_CBasePlayer_AddAccount;

// CBasePlayer::GiveShield hook
typedef IHookChainClassImpl<void, CBasePlayer, bool> CReGameHook_CBasePlayer_GiveShield;
typedef IHookChainRegistryClassImpl<void, CBasePlayer, bool> CReGameHookRegistry_CBasePlayer_GiveShield;

// CBasePlayer:SetClientUserInfoModel hook
typedef IHookChainClassImpl<void, CBasePlayer, char *, char *> CReGameHook_CBasePlayer_SetClientUserInfoModel;
typedef IHookChainRegistryClassImpl<void, CBasePlayer, char *, char *> CReGameHookRegistry_CBasePlayer_SetClientUserInfoModel;

// CBasePlayer:SetClientUserInfoName hook
typedef IHookChainClassImpl<bool, CBasePlayer, char *, char *> CReGameHook_CBasePlayer_SetClientUserInfoName;
typedef IHookChainRegistryClassImpl<bool, CBasePlayer, char *, char *> CReGameHookRegistry_CBasePlayer_SetClientUserInfoName;

// CBasePlayer::HasRestrictItem hook
typedef IHookChainClassImpl<bool, CBasePlayer, ItemID, ItemRestType> CReGameHook_CBasePlayer_HasRestrictItem;
typedef IHookChainRegistryClassImpl<bool, CBasePlayer, ItemID, ItemRestType> CReGameHookRegistry_CBasePlayer_HasRestrictItem;

// CBasePlayer::DropPlayerItem hook
typedef IHookChainClassImpl<CBaseEntity *, CBasePlayer, const char *> CReGameHook_CBasePlayer_DropPlayerItem;
typedef IHookChainRegistryClassImpl<CBaseEntity *, CBasePlayer, const char *> CReGameHookRegistry_CBasePlayer_DropPlayerItem;

// CBasePlayer::DropShield hook
typedef IHookChainClassImpl<CBaseEntity *, CBasePlayer, bool> CReGameHook_CBasePlayer_DropShield;
typedef IHookChainRegistryClassImpl<CBaseEntity *, CBasePlayer, bool> CReGameHookRegistry_CBasePlayer_DropShield;

// CBasePlayer::OnSpawnEquip hook
typedef IHookChainClassImpl<void, CBasePlayer, bool, bool> CReGameHook_CBasePlayer_OnSpawnEquip;
typedef IHookChainRegistryClassImpl<void, CBasePlayer, bool, bool> CReGameHookRegistry_CBasePlayer_OnSpawnEquip;

// CBasePlayer::Radio hook
typedef IHookChainClassImpl<void, CBasePlayer, const char *, const char *, short, bool> CReGameHook_CBasePlayer_Radio;
typedef IHookChainRegistryClassImpl<void, CBasePlayer, const char *, const char *, short, bool> CReGameHookRegistry_CBasePlayer_Radio;

// CBasePlayer::Disappear hook
typedef IHookChainClassImpl<void, CBasePlayer> CReGameHook_CBasePlayer_Disappear;
typedef IHookChainRegistryClassImpl<void, CBasePlayer> CReGameHookRegistry_CBasePlayer_Disappear;

// CBasePlayer::MakeVIP hook
typedef IHookChainClassImpl<void, CBasePlayer> CReGameHook_CBasePlayer_MakeVIP;
typedef IHookChainRegistryClassImpl<void, CBasePlayer> CReGameHookRegistry_CBasePlayer_MakeVIP;

// CBasePlayer::MakeBomber hook
typedef IHookChainClassImpl<bool, CBasePlayer> CReGameHook_CBasePlayer_MakeBomber;
typedef IHookChainRegistryClassImpl<bool, CBasePlayer> CReGameHookRegistry_CBasePlayer_MakeBomber;

// CBasePlayer::StartObserver hook
typedef IHookChainClassImpl<void, CBasePlayer, Vector &, Vector &> CReGameHook_CBasePlayer_StartObserver;
typedef IHookChainRegistryClassImpl<void, CBasePlayer, Vector &, Vector &> CReGameHookRegistry_CBasePlayer_StartObserver;

// CBasePlayer::GetIntoGame hook
typedef IHookChainClassImpl<bool, CBasePlayer> CReGameHook_CBasePlayer_GetIntoGame;
typedef IHookChainRegistryClassImpl<bool, CBasePlayer> CReGameHookRegistry_CBasePlayer_GetIntoGame;

// CBaseAnimating::ResetSequenceInfo hook
typedef IHookChainClassImpl<void, CBaseAnimating> CReGameHook_CBaseAnimating_ResetSequenceInfo;
typedef IHookChainRegistryClassImpl<void, CBaseAnimating> CReGameHookRegistry_CBaseAnimating_ResetSequenceInfo;

// GetForceCamera hook
typedef IHookChainImpl<int, class CBasePlayer *> CReGameHook_GetForceCamera;
typedef IHookChainRegistryImpl<int, class CBasePlayer *> CReGameHookRegistry_GetForceCamera;

// PlayerBlind hook
typedef IHookChainImpl<void, CBasePlayer *, entvars_t *, entvars_t *, float, float, int, Vector &> CReGameHook_PlayerBlind;
typedef IHookChainRegistryImpl<void, CBasePlayer *, entvars_t *, entvars_t *, float, float, int, Vector &> CReGameHookRegistry_PlayerBlind;

// RadiusFlash_TraceLine hook
typedef IHookChainImpl<void, CBasePlayer *, entvars_t *, entvars_t *, Vector &, Vector &, TraceResult *> CReGameHook_RadiusFlash_TraceLine;
typedef IHookChainRegistryImpl<void, CBasePlayer *, entvars_t *, entvars_t *, Vector &, Vector &, TraceResult *> CReGameHookRegistry_RadiusFlash_TraceLine;

// RoundEnd hook
typedef IHookChainClassImpl<bool, class CHalfLifeMultiplay, int, ScenarioEventEndRound, float> CReGameHook_RoundEnd;
typedef IHookChainRegistryClassEmptyImpl<bool, class CHalfLifeMultiplay, int, ScenarioEventEndRound, float> CReGameHookRegistry_RoundEnd;

// InstallGameRules hook
typedef IHookChainImpl<CGameRules *> CReGameHook_InstallGameRules;
typedef IHookChainRegistryImpl<CGameRules *> CReGameHookRegistry_InstallGameRules;

// PM_Init hook
typedef IHookChainImpl<void, struct playermove_s *> CReGameHook_PM_Init;
typedef IHookChainRegistryImpl<void, struct playermove_s *> CReGameHookRegistry_PM_Init;

// PM_Move hook
typedef IHookChainImpl<void, struct playermove_s *, int> CReGameHook_PM_Move;
typedef IHookChainRegistryImpl<void, struct playermove_s *, int> CReGameHookRegistry_PM_Move;

// PM_AirMove hook
typedef IHookChainImpl<void, int> CReGameHook_PM_AirMove;
typedef IHookChainRegistryImpl<void, int> CReGameHookRegistry_PM_AirMove;

// HandleMenu_ChooseAppearance hook
typedef IHookChainImpl<void, CBasePlayer *, int> CReGameHook_HandleMenu_ChooseAppearance;
typedef IHookChainRegistryImpl<void, CBasePlayer *, int> CReGameHookRegistry_HandleMenu_ChooseAppearance;

// HandleMenu_ChooseTeam hook
typedef IHookChainImpl<BOOL, CBasePlayer *, int> CReGameHook_HandleMenu_ChooseTeam;
typedef IHookChainRegistryImpl<BOOL, CBasePlayer *, int> CReGameHookRegistry_HandleMenu_ChooseTeam;

// ShowMenu hook
typedef IHookChainImpl<void, CBasePlayer *, int, int, BOOL, char *> CReGameHook_ShowMenu;
typedef IHookChainRegistryImpl<void, CBasePlayer *, int, int, BOOL, char *> CReGameHookRegistry_ShowMenu;

// ShowVGUIMenu hook
typedef IHookChainImpl<void, CBasePlayer *, int, int, char *> CReGameHook_ShowVGUIMenu;
typedef IHookChainRegistryImpl<void, CBasePlayer *, int, int, char *> CReGameHookRegistry_ShowVGUIMenu;

// BuyGunAmmo hook
typedef IHookChainImpl<bool, CBasePlayer *, CBasePlayerItem *, bool> CReGameHook_BuyGunAmmo;
typedef IHookChainRegistryImpl<bool, CBasePlayer *, CBasePlayerItem *, bool> CReGameHookRegistry_BuyGunAmmo;

// BuyWeaponByWeaponID hook
typedef IHookChainImpl<CBaseEntity *, CBasePlayer *, WeaponIdType> CReGameHook_BuyWeaponByWeaponID;
typedef IHookChainRegistryImpl<CBaseEntity *, CBasePlayer *, WeaponIdType> CReGameHookRegistry_BuyWeaponByWeaponID;

// InternalCommand hook
typedef IHookChainImpl<void, edict_t *, const char *, const char *> CReGameHook_InternalCommand;
typedef IHookChainRegistryImpl<void, edict_t *, const char *, const char *> CReGameHookRegistry_InternalCommand;

// CHalfLifeMultiplay::FShouldSwitchWeapon hook
typedef IHookChainClassImpl<BOOL, class CHalfLifeMultiplay, CBasePlayer *, CBasePlayerItem *> CReGameHook_CSGameRules_FShouldSwitchWeapon;
typedef IHookChainRegistryClassEmptyImpl<BOOL, class CHalfLifeMultiplay, CBasePlayer *, CBasePlayerItem *> CReGameHookRegistry_CSGameRules_FShouldSwitchWeapon;

// CHalfLifeMultiplay::GetNextBestWeapon hook
typedef IHookChainClassImpl<BOOL, class CHalfLifeMultiplay, CBasePlayer *, CBasePlayerItem *> CReGameHook_CSGameRules_GetNextBestWeapon;
typedef IHookChainRegistryClassEmptyImpl<BOOL, class CHalfLifeMultiplay, CBasePlayer *, CBasePlayerItem *> CReGameHookRegistry_CSGameRules_GetNextBestWeapon;

// CHalfLifeMultiplay::FlPlayerFallDamage hook
typedef IHookChainClassImpl<float, class CHalfLifeMultiplay, CBasePlayer *> CReGameHook_CSGameRules_FlPlayerFallDamage;
typedef IHookChainRegistryClassEmptyImpl<float, class CHalfLifeMultiplay, CBasePlayer *> CReGameHookRegistry_CSGameRules_FlPlayerFallDamage;

// CHalfLifeMultiplay::FPlayerCanTakeDamage hook
typedef IHookChainClassImpl<BOOL, class CHalfLifeMultiplay, CBasePlayer *, CBaseEntity *> CReGameHook_CSGameRules_FPlayerCanTakeDamage;
typedef IHookChainRegistryClassEmptyImpl<BOOL, class CHalfLifeMultiplay, CBasePlayer *, CBaseEntity *> CReGameHookRegistry_CSGameRules_FPlayerCanTakeDamage;

// CHalfLifeMultiplay::PlayerSpawn hook
typedef IHookChainClassImpl<void, class CHalfLifeMultiplay, CBasePlayer *> CReGameHook_CSGameRules_PlayerSpawn;
typedef IHookChainRegistryClassEmptyImpl<void, class CHalfLifeMultiplay, CBasePlayer *> CReGameHookRegistry_CSGameRules_PlayerSpawn;

// CHalfLifeMultiplay::FPlayerCanRespawn hook
typedef IHookChainClassImpl<BOOL, class CHalfLifeMultiplay, CBasePlayer *> CReGameHook_CSGameRules_FPlayerCanRespawn;
typedef IHookChainRegistryClassEmptyImpl<BOOL, class CHalfLifeMultiplay, CBasePlayer *> CReGameHookRegistry_CSGameRules_FPlayerCanRespawn;

// CHalfLifeMultiplay::GetPlayerSpawnSpot hook
typedef IHookChainClassImpl<edict_t *, class CHalfLifeMultiplay, CBasePlayer *> CReGameHook_CSGameRules_GetPlayerSpawnSpot;
typedef IHookChainRegistryClassEmptyImpl<edict_t *, class CHalfLifeMultiplay, CBasePlayer *> CReGameHookRegistry_CSGameRules_GetPlayerSpawnSpot;

// CHalfLifeMultiplay::ClientUserInfoChanged hook
typedef IHookChainClassImpl<void, class CHalfLifeMultiplay, CBasePlayer *, char *> CReGameHook_CSGameRules_ClientUserInfoChanged;
typedef IHookChainRegistryClassEmptyImpl<void, class CHalfLifeMultiplay, CBasePlayer *, char *> CReGameHookRegistry_CSGameRules_ClientUserInfoChanged;

// CHalfLifeMultiplay::PlayerKilled hook
typedef IHookChainClassImpl<void, class CHalfLifeMultiplay, CBasePlayer *, entvars_t *, entvars_t *> CReGameHook_CSGameRules_PlayerKilled;
typedef IHookChainRegistryClassEmptyImpl<void, class CHalfLifeMultiplay, CBasePlayer *, entvars_t *, entvars_t *> CReGameHookRegistry_CSGameRules_PlayerKilled;

// CHalfLifeMultiplay::DeathNotice hook
typedef IHookChainClassImpl<void, class CHalfLifeMultiplay, CBasePlayer *, entvars_t *, entvars_t *> CReGameHook_CSGameRules_DeathNotice;
typedef IHookChainRegistryClassEmptyImpl<void, class CHalfLifeMultiplay, CBasePlayer *, entvars_t *, entvars_t *> CReGameHookRegistry_CSGameRules_DeathNotice;

// CHalfLifeMultiplay::CanHavePlayerItem hook
typedef IHookChainClassImpl<BOOL, class CHalfLifeMultiplay, CBasePlayer *, CBasePlayerItem *> CReGameHook_CSGameRules_CanHavePlayerItem;
typedef IHookChainRegistryClassEmptyImpl<BOOL, class CHalfLifeMultiplay, CBasePlayer *, CBasePlayerItem *> CReGameHookRegistry_CSGameRules_CanHavePlayerItem;

// CHalfLifeMultiplay::DeadPlayerWeapons hook
typedef IHookChainClassImpl<int, class CHalfLifeMultiplay, CBasePlayer *> CReGameHook_CSGameRules_DeadPlayerWeapons;
typedef IHookChainRegistryClassEmptyImpl<int, class CHalfLifeMultiplay, CBasePlayer *> CReGameHookRegistry_CSGameRules_DeadPlayerWeapons;

// CHalfLifeMultiplay::ServerDeactivate hook
typedef IHookChainClassImpl<void, class CHalfLifeMultiplay> CReGameHook_CSGameRules_ServerDeactivate;
typedef IHookChainRegistryClassEmptyImpl<void, class CHalfLifeMultiplay> CReGameHookRegistry_CSGameRules_ServerDeactivate;

// CHalfLifeMultiplay::CheckMapConditions hook
typedef IHookChainClassImpl<void, class CHalfLifeMultiplay> CReGameHook_CSGameRules_CheckMapConditions;
typedef IHookChainRegistryClassEmptyImpl<void, class CHalfLifeMultiplay> CReGameHookRegistry_CSGameRules_CheckMapConditions;

// CHalfLifeMultiplay::CleanUpMap hook
typedef IHookChainClassImpl<void, class CHalfLifeMultiplay> CReGameHook_CSGameRules_CleanUpMap;
typedef IHookChainRegistryClassEmptyImpl<void, class CHalfLifeMultiplay> CReGameHookRegistry_CSGameRules_CleanUpMap;

// CHalfLifeMultiplay::RestartRound hook
typedef IHookChainClassImpl<void, class CHalfLifeMultiplay> CReGameHook_CSGameRules_RestartRound;
typedef IHookChainRegistryClassEmptyImpl<void, class CHalfLifeMultiplay> CReGameHookRegistry_CSGameRules_RestartRound;

// CHalfLifeMultiplay::CheckWinConditions hook
typedef IHookChainClassImpl<void, class CHalfLifeMultiplay> CReGameHook_CSGameRules_CheckWinConditions;
typedef IHookChainRegistryClassEmptyImpl<void, class CHalfLifeMultiplay> CReGameHookRegistry_CSGameRules_CheckWinConditions;

// CHalfLifeMultiplay::RemoveGuns hook
typedef IHookChainClassImpl<void, class CHalfLifeMultiplay> CReGameHook_CSGameRules_RemoveGuns;
typedef IHookChainRegistryClassEmptyImpl<void, class CHalfLifeMultiplay> CReGameHookRegistry_CSGameRules_RemoveGuns;

// CHalfLifeMultiplay::GiveC4 hook
typedef IHookChainClassImpl<void, class CHalfLifeMultiplay> CReGameHook_CSGameRules_GiveC4;
typedef IHookChainRegistryClassEmptyImpl<void, class CHalfLifeMultiplay> CReGameHookRegistry_CSGameRules_GiveC4;

// CHalfLifeMultiplay::ChangeLevel hook
typedef IHookChainClassImpl<void, class CHalfLifeMultiplay> CReGameHook_CSGameRules_ChangeLevel;
typedef IHookChainRegistryClassEmptyImpl<void, class CHalfLifeMultiplay> CReGameHookRegistry_CSGameRules_ChangeLevel;

// CHalfLifeMultiplay::GoToIntermission hook
typedef IHookChainClassImpl<void, class CHalfLifeMultiplay> CReGameHook_CSGameRules_GoToIntermission;
typedef IHookChainRegistryClassEmptyImpl<void, class CHalfLifeMultiplay> CReGameHookRegistry_CSGameRules_GoToIntermission;

// CHalfLifeMultiplay::BalanceTeams hook
typedef IHookChainClassImpl<void, class CHalfLifeMultiplay> CReGameHook_CSGameRules_BalanceTeams;
typedef IHookChainRegistryClassEmptyImpl<void, class CHalfLifeMultiplay> CReGameHookRegistry_CSGameRules_BalanceTeams;

// CHalfLifeMultiplay::OnRoundFreezeEnd hook
typedef IHookChainClassImpl<void, class CHalfLifeMultiplay> CReGameHook_CSGameRules_OnRoundFreezeEnd;
typedef IHookChainRegistryClassEmptyImpl<void, class CHalfLifeMultiplay> CReGameHookRegistry_CSGameRules_OnRoundFreezeEnd;

// CSGameRules::CanPlayerHearPlayer hook
typedef IHookChainClassImpl<bool, CCStrikeGameMgrHelper, CBasePlayer *, CBasePlayer *> CReGameHook_CSGameRules_CanPlayerHearPlayer;
typedef IHookChainRegistryClassEmptyImpl<bool, CCStrikeGameMgrHelper, CBasePlayer *, CBasePlayer *> CReGameHookRegistry_CSGameRules_CanPlayerHearPlayer;

// PM_UpdateStepSound hook
typedef IHookChainImpl<void> CReGameHook_PM_UpdateStepSound;
typedef IHookChainRegistryImpl<void> CReGameHookRegistry_PM_UpdateStepSound;

// CBasePlayer::StartDeathCam hook
typedef IHookChainClassImpl<void, CBasePlayer> CReGameHook_CBasePlayer_StartDeathCam;
typedef IHookChainRegistryClassImpl<void, CBasePlayer> CReGameHookRegistry_CBasePlayer_StartDeathCam;

// CBasePlayer::SwitchTeam hook
typedef IHookChainClassImpl<void, CBasePlayer> CReGameHook_CBasePlayer_SwitchTeam;
typedef IHookChainRegistryClassImpl<void, CBasePlayer> CReGameHookRegistry_CBasePlayer_SwitchTeam;

// CBasePlayer::CanSwitchTeam hook
typedef IHookChainClassImpl<bool, CBasePlayer, TeamName> CReGameHook_CBasePlayer_CanSwitchTeam;
typedef IHookChainRegistryClassImpl<bool, CBasePlayer, TeamName> CReGameHookRegistry_CBasePlayer_CanSwitchTeam;

// CBasePlayer::ThrowGrenade hook
typedef IHookChainClassImpl<CGrenade *, CBasePlayer, CBasePlayerWeapon *, Vector &, Vector &, float, unsigned short> CReGameHook_CBasePlayer_ThrowGrenade;
typedef IHookChainRegistryClassImpl<CGrenade *, CBasePlayer, CBasePlayerWeapon *, Vector &, Vector &, float, unsigned short> CReGameHookRegistry_CBasePlayer_ThrowGrenade;

// CWeaponBox::SetModel hook
typedef IHookChainClassImpl<void, CWeaponBox, const char *> CReGameHook_CWeaponBox_SetModel;
typedef IHookChainRegistryClassImpl<void, CWeaponBox, const char *> CReGameHookRegistry_CWeaponBox_SetModel;

// CGrenade::DefuseBombStart hook
typedef IHookChainClassImpl<void, CGrenade, CBasePlayer *> CReGameHook_CGrenade_DefuseBombStart;
typedef IHookChainRegistryClassImpl<void, CGrenade, CBasePlayer *> CReGameHookRegistry_CGrenade_DefuseBombStart;

// CGrenade::DefuseBombEnd hook
typedef IHookChainClassImpl<void, CGrenade, CBasePlayer *, bool> CReGameHook_CGrenade_DefuseBombEnd;
typedef IHookChainRegistryClassImpl<void, CGrenade, CBasePlayer *, bool> CReGameHookRegistry_CGrenade_DefuseBombEnd;

// CGrenade::ExplodeHeGrenade hook
typedef IHookChainClassImpl<void, CGrenade, TraceResult *, int> CReGameHook_CGrenade_ExplodeHeGrenade;
typedef IHookChainRegistryClassImpl<void, CGrenade, TraceResult *, int> CReGameHookRegistry_CGrenade_ExplodeHeGrenade;

// CGrenade::ExplodeFlashbang hook
typedef IHookChainClassImpl<void, CGrenade, TraceResult *, int> CReGameHook_CGrenade_ExplodeFlashbang;
typedef IHookChainRegistryClassImpl<void, CGrenade, TraceResult *, int> CReGameHookRegistry_CGrenade_ExplodeFlashbang;

// CGrenade::ExplodeSmokeGrenade hook
typedef IHookChainClassImpl<void, CGrenade> CReGameHook_CGrenade_ExplodeSmokeGrenade;
typedef IHookChainRegistryClassImpl<void, CGrenade> CReGameHookRegistry_CGrenade_ExplodeSmokeGrenade;

// CGrenade::ExplodeBomb hook
typedef IHookChainClassImpl<void, CGrenade, TraceResult *, int> CReGameHook_CGrenade_ExplodeBomb;
typedef IHookChainRegistryClassImpl<void, CGrenade, TraceResult *, int> CReGameHookRegistry_CGrenade_ExplodeBomb;

// ThrowHeGrenade hook
typedef IHookChainImpl<CGrenade *, entvars_t *, Vector &, Vector &, float, int, unsigned short> CReGameHook_ThrowHeGrenade;
typedef IHookChainRegistryImpl<CGrenade *, entvars_t *, Vector &, Vector &, float, int, unsigned short> CReGameHookRegistry_ThrowHeGrenade;

// ThrowFlashbang hook
typedef IHookChainImpl<CGrenade *, entvars_t *, Vector &, Vector &, float> CReGameHook_ThrowFlashbang;
typedef IHookChainRegistryImpl<CGrenade *, entvars_t *, Vector &, Vector &, float> CReGameHookRegistry_ThrowFlashbang;

// ThrowSmokeGrenade hook
typedef IHookChainImpl<CGrenade *, entvars_t *, Vector &, Vector &, float, unsigned short> CReGameHook_ThrowSmokeGrenade;
typedef IHookChainRegistryImpl<CGrenade *, entvars_t *, Vector &, Vector &, float, unsigned short> CReGameHookRegistry_ThrowSmokeGrenade;

// PlantBomb hook
typedef IHookChainImpl<CGrenade *, entvars_t *, Vector &, Vector &> CReGameHook_PlantBomb;
typedef IHookChainRegistryImpl<CGrenade *, entvars_t *, Vector &, Vector &> CReGameHookRegistry_PlantBomb;

// CBasePlayer::SetSpawnProtection hook
typedef IHookChainClassImpl<void, CBasePlayer, float> CReGameHook_CBasePlayer_SetSpawnProtection;
typedef IHookChainRegistryClassImpl<void, CBasePlayer, float> CReGameHookRegistry_CBasePlayer_SetSpawnProtection;

// CBasePlayer::RemoveSpawnProtection hook
typedef IHookChainImpl<void, CBasePlayer> CReGameHook_CBasePlayer_RemoveSpawnProtection;
typedef IHookChainRegistryClassImpl<void, CBasePlayer> CReGameHookRegistry_CBasePlayer_RemoveSpawnProtection;

// IsPenetrableEntity hook
typedef IHookChainImpl<bool, Vector &, Vector &, entvars_t *, edict_t *> CReGameHook_IsPenetrableEntity;
typedef IHookChainRegistryImpl<bool, Vector &, Vector &, entvars_t *, edict_t *> CReGameHookRegistry_IsPenetrableEntity;

class CReGameHookchains: public IReGameHookchains {
public:
	// CBasePlayer virtual
	CReGameHookRegistry_CBasePlayer_Spawn m_CBasePlayer_Spawn;
	CReGameHookRegistry_CBasePlayer_Precache m_CBasePlayer_Precache;
	CReGameHookRegistry_CBasePlayer_ObjectCaps m_CBasePlayer_ObjectCaps;
	CReGameHookRegistry_CBasePlayer_Classify m_CBasePlayer_Classify;
	CReGameHookRegistry_CBasePlayer_TraceAttack m_CBasePlayer_TraceAttack;
	CReGameHookRegistry_CBasePlayer_TakeDamage m_CBasePlayer_TakeDamage;
	CReGameHookRegistry_CBasePlayer_TakeHealth m_CBasePlayer_TakeHealth;
	CReGameHookRegistry_CBasePlayer_Killed m_CBasePlayer_Killed;
	CReGameHookRegistry_CBasePlayer_AddPoints m_CBasePlayer_AddPoints;
	CReGameHookRegistry_CBasePlayer_AddPointsToTeam m_CBasePlayer_AddPointsToTeam;
	CReGameHookRegistry_CBasePlayer_AddPlayerItem m_CBasePlayer_AddPlayerItem;
	CReGameHookRegistry_CBasePlayer_RemovePlayerItem m_CBasePlayer_RemovePlayerItem;
	CReGameHookRegistry_CBasePlayer_GiveAmmo m_CBasePlayer_GiveAmmo;
	CReGameHookRegistry_CBasePlayer_ResetMaxSpeed m_CBasePlayer_ResetMaxSpeed;
	CReGameHookRegistry_CBasePlayer_Jump m_CBasePlayer_Jump;
	CReGameHookRegistry_CBasePlayer_Duck m_CBasePlayer_Duck;
	CReGameHookRegistry_CBasePlayer_PreThink m_CBasePlayer_PreThink;
	CReGameHookRegistry_CBasePlayer_PostThink m_CBasePlayer_PostThink;
	CReGameHookRegistry_CBasePlayer_UpdateClientData m_CBasePlayer_UpdateClientData;
	CReGameHookRegistry_CBasePlayer_ImpulseCommands m_CBasePlayer_ImpulseCommands;
	CReGameHookRegistry_CBasePlayer_RoundRespawn m_CBasePlayer_RoundRespawn;
	CReGameHookRegistry_CBasePlayer_Blind m_CBasePlayer_Blind;

	CReGameHookRegistry_CBasePlayer_Observer_IsValidTarget m_CBasePlayer_Observer_IsValidTarget;
	CReGameHookRegistry_CBasePlayer_SetAnimation m_CBasePlayer_SetAnimation;
	CReGameHookRegistry_CBasePlayer_GiveDefaultItems m_CBasePlayer_GiveDefaultItems;
	CReGameHookRegistry_CBasePlayer_GiveNamedItem m_CBasePlayer_GiveNamedItem;
	CReGameHookRegistry_CBasePlayer_AddAccount m_CBasePlayer_AddAccount;
	CReGameHookRegistry_CBasePlayer_GiveShield m_CBasePlayer_GiveShield;
	CReGameHookRegistry_CBasePlayer_SetClientUserInfoModel m_CBasePlayer_SetClientUserInfoModel;
	CReGameHookRegistry_CBasePlayer_SetClientUserInfoName m_CBasePlayer_SetClientUserInfoName;
	CReGameHookRegistry_CBasePlayer_HasRestrictItem m_CBasePlayer_HasRestrictItem;
	CReGameHookRegistry_CBasePlayer_DropPlayerItem m_CBasePlayer_DropPlayerItem;
	CReGameHookRegistry_CBasePlayer_DropShield m_CBasePlayer_DropShield;
	CReGameHookRegistry_CBasePlayer_OnSpawnEquip m_CBasePlayer_OnSpawnEquip;
	CReGameHookRegistry_CBasePlayer_Radio m_CBasePlayer_Radio;
	CReGameHookRegistry_CBasePlayer_Disappear m_CBasePlayer_Disappear;
	CReGameHookRegistry_CBasePlayer_MakeVIP m_CBasePlayer_MakeVIP;
	CReGameHookRegistry_CBasePlayer_MakeBomber m_CBasePlayer_MakeBomber;
	CReGameHookRegistry_CBasePlayer_StartObserver m_CBasePlayer_StartObserver;
	CReGameHookRegistry_CBasePlayer_GetIntoGame m_CBasePlayer_GetIntoGame;

	CReGameHookRegistry_CBaseAnimating_ResetSequenceInfo m_CBaseAnimating_ResetSequenceInfo;

	CReGameHookRegistry_GetForceCamera m_GetForceCamera;
	CReGameHookRegistry_PlayerBlind m_PlayerBlind;
	CReGameHookRegistry_RadiusFlash_TraceLine m_RadiusFlash_TraceLine;
	CReGameHookRegistry_RoundEnd m_RoundEnd;
	CReGameHookRegistry_InstallGameRules m_InstallGameRules;
	CReGameHookRegistry_PM_Init m_PM_Init;
	CReGameHookRegistry_PM_Move m_PM_Move;
	CReGameHookRegistry_PM_AirMove m_PM_AirMove;
	CReGameHookRegistry_HandleMenu_ChooseAppearance m_HandleMenu_ChooseAppearance;
	CReGameHookRegistry_HandleMenu_ChooseTeam m_HandleMenu_ChooseTeam;
	CReGameHookRegistry_ShowMenu m_ShowMenu;
	CReGameHookRegistry_ShowVGUIMenu m_ShowVGUIMenu;
	CReGameHookRegistry_BuyGunAmmo m_BuyGunAmmo;
	CReGameHookRegistry_BuyWeaponByWeaponID m_BuyWeaponByWeaponID;
	CReGameHookRegistry_InternalCommand m_InternalCommand;

	CReGameHookRegistry_CSGameRules_FShouldSwitchWeapon m_CSGameRules_FShouldSwitchWeapon;
	CReGameHookRegistry_CSGameRules_GetNextBestWeapon m_CSGameRules_GetNextBestWeapon;
	CReGameHookRegistry_CSGameRules_FlPlayerFallDamage m_CSGameRules_FlPlayerFallDamage;
	CReGameHookRegistry_CSGameRules_FPlayerCanTakeDamage m_CSGameRules_FPlayerCanTakeDamage;
	CReGameHookRegistry_CSGameRules_PlayerSpawn m_CSGameRules_PlayerSpawn;
	CReGameHookRegistry_CSGameRules_FPlayerCanRespawn m_CSGameRules_FPlayerCanRespawn;
	CReGameHookRegistry_CSGameRules_GetPlayerSpawnSpot m_CSGameRules_GetPlayerSpawnSpot;
	CReGameHookRegistry_CSGameRules_ClientUserInfoChanged m_CSGameRules_ClientUserInfoChanged;
	CReGameHookRegistry_CSGameRules_PlayerKilled m_CSGameRules_PlayerKilled;
	CReGameHookRegistry_CSGameRules_DeathNotice m_CSGameRules_DeathNotice;
	CReGameHookRegistry_CSGameRules_CanHavePlayerItem m_CSGameRules_CanHavePlayerItem;
	CReGameHookRegistry_CSGameRules_DeadPlayerWeapons m_CSGameRules_DeadPlayerWeapons;
	CReGameHookRegistry_CSGameRules_ServerDeactivate m_CSGameRules_ServerDeactivate;
	CReGameHookRegistry_CSGameRules_CheckMapConditions m_CSGameRules_CheckMapConditions;
	CReGameHookRegistry_CSGameRules_CleanUpMap m_CSGameRules_CleanUpMap;
	CReGameHookRegistry_CSGameRules_RestartRound m_CSGameRules_RestartRound;
	CReGameHookRegistry_CSGameRules_CheckWinConditions m_CSGameRules_CheckWinConditions;
	CReGameHookRegistry_CSGameRules_RemoveGuns m_CSGameRules_RemoveGuns;
	CReGameHookRegistry_CSGameRules_GiveC4 m_CSGameRules_GiveC4;
	CReGameHookRegistry_CSGameRules_ChangeLevel m_CSGameRules_ChangeLevel;
	CReGameHookRegistry_CSGameRules_GoToIntermission m_CSGameRules_GoToIntermission;
	CReGameHookRegistry_CSGameRules_BalanceTeams m_CSGameRules_BalanceTeams;
	CReGameHookRegistry_CSGameRules_OnRoundFreezeEnd m_CSGameRules_OnRoundFreezeEnd;
	CReGameHookRegistry_PM_UpdateStepSound m_PM_UpdateStepSound;
	CReGameHookRegistry_CBasePlayer_StartDeathCam m_CBasePlayer_StartDeathCam;
	CReGameHookRegistry_CBasePlayer_SwitchTeam m_CBasePlayer_SwitchTeam;
	CReGameHookRegistry_CBasePlayer_CanSwitchTeam m_CBasePlayer_CanSwitchTeam;
	CReGameHookRegistry_CBasePlayer_ThrowGrenade m_CBasePlayer_ThrowGrenade;

	CReGameHookRegistry_CSGameRules_CanPlayerHearPlayer m_CSGameRules_CanPlayerHearPlayer;
	CReGameHookRegistry_CWeaponBox_SetModel m_CWeaponBox_SetModel;
	CReGameHookRegistry_CGrenade_DefuseBombStart m_CGrenade_DefuseBombStart;
	CReGameHookRegistry_CGrenade_DefuseBombEnd m_CGrenade_DefuseBombEnd;
	CReGameHookRegistry_CGrenade_ExplodeHeGrenade m_CGrenade_ExplodeHeGrenade;
	CReGameHookRegistry_CGrenade_ExplodeFlashbang m_CGrenade_ExplodeFlashbang;
	CReGameHookRegistry_CGrenade_ExplodeSmokeGrenade m_CGrenade_ExplodeSmokeGrenade;
	CReGameHookRegistry_CGrenade_ExplodeBomb m_CGrenade_ExplodeBomb;
	CReGameHookRegistry_ThrowHeGrenade m_ThrowHeGrenade;
	CReGameHookRegistry_ThrowFlashbang m_ThrowFlashbang;
	CReGameHookRegistry_ThrowSmokeGrenade m_ThrowSmokeGrenade;
	CReGameHookRegistry_PlantBomb m_PlantBomb;
	CReGameHookRegistry_CBasePlayer_SetSpawnProtection m_CBasePlayer_SetSpawnProtection;
	CReGameHookRegistry_CBasePlayer_RemoveSpawnProtection m_CBasePlayer_RemoveSpawnProtection;
	CReGameHookRegistry_IsPenetrableEntity m_IsPenetrableEntity;
public:
	virtual IReGameHookRegistry_CBasePlayer_Spawn *CBasePlayer_Spawn();
	virtual IReGameHookRegistry_CBasePlayer_Precache *CBasePlayer_Precache();
	virtual IReGameHookRegistry_CBasePlayer_ObjectCaps *CBasePlayer_ObjectCaps();
	virtual IReGameHookRegistry_CBasePlayer_Classify *CBasePlayer_Classify();
	virtual IReGameHookRegistry_CBasePlayer_TraceAttack *CBasePlayer_TraceAttack();
	virtual IReGameHookRegistry_CBasePlayer_TakeDamage *CBasePlayer_TakeDamage();
	virtual IReGameHookRegistry_CBasePlayer_TakeHealth *CBasePlayer_TakeHealth();
	virtual IReGameHookRegistry_CBasePlayer_Killed *CBasePlayer_Killed();
	virtual IReGameHookRegistry_CBasePlayer_AddPoints *CBasePlayer_AddPoints();
	virtual IReGameHookRegistry_CBasePlayer_AddPointsToTeam *CBasePlayer_AddPointsToTeam();
	virtual IReGameHookRegistry_CBasePlayer_AddPlayerItem *CBasePlayer_AddPlayerItem();
	virtual IReGameHookRegistry_CBasePlayer_RemovePlayerItem *CBasePlayer_RemovePlayerItem();
	virtual IReGameHookRegistry_CBasePlayer_GiveAmmo *CBasePlayer_GiveAmmo();
	virtual IReGameHookRegistry_CBasePlayer_ResetMaxSpeed *CBasePlayer_ResetMaxSpeed();
	virtual IReGameHookRegistry_CBasePlayer_Jump *CBasePlayer_Jump();
	virtual IReGameHookRegistry_CBasePlayer_Duck *CBasePlayer_Duck();
	virtual IReGameHookRegistry_CBasePlayer_PreThink *CBasePlayer_PreThink();
	virtual IReGameHookRegistry_CBasePlayer_PostThink *CBasePlayer_PostThink();
	virtual IReGameHookRegistry_CBasePlayer_UpdateClientData *CBasePlayer_UpdateClientData();
	virtual IReGameHookRegistry_CBasePlayer_ImpulseCommands *CBasePlayer_ImpulseCommands();
	virtual IReGameHookRegistry_CBasePlayer_RoundRespawn *CBasePlayer_RoundRespawn();
	virtual IReGameHookRegistry_CBasePlayer_Blind *CBasePlayer_Blind();

	virtual IReGameHookRegistry_CBasePlayer_Observer_IsValidTarget *CBasePlayer_Observer_IsValidTarget();
	virtual IReGameHookRegistry_CBasePlayer_SetAnimation *CBasePlayer_SetAnimation();
	virtual IReGameHookRegistry_CBasePlayer_GiveDefaultItems *CBasePlayer_GiveDefaultItems();
	virtual IReGameHookRegistry_CBasePlayer_GiveNamedItem *CBasePlayer_GiveNamedItem();
	virtual IReGameHookRegistry_CBasePlayer_AddAccount *CBasePlayer_AddAccount();
	virtual IReGameHookRegistry_CBasePlayer_GiveShield *CBasePlayer_GiveShield();
	virtual IReGameHookRegistry_CBasePlayer_SetClientUserInfoModel *CBasePlayer_SetClientUserInfoModel();
	virtual IReGameHookRegistry_CBasePlayer_SetClientUserInfoName *CBasePlayer_SetClientUserInfoName();
	virtual IReGameHookRegistry_CBasePlayer_HasRestrictItem *CBasePlayer_HasRestrictItem();
	virtual IReGameHookRegistry_CBasePlayer_DropPlayerItem *CBasePlayer_DropPlayerItem();
	virtual IReGameHookRegistry_CBasePlayer_DropShield *CBasePlayer_DropShield();
	virtual IReGameHookRegistry_CBasePlayer_OnSpawnEquip *CBasePlayer_OnSpawnEquip();
	virtual IReGameHookRegistry_CBasePlayer_Radio *CBasePlayer_Radio();
	virtual IReGameHookRegistry_CBasePlayer_Disappear *CBasePlayer_Disappear();
	virtual IReGameHookRegistry_CBasePlayer_MakeVIP *CBasePlayer_MakeVIP();
	virtual IReGameHookRegistry_CBasePlayer_MakeBomber *CBasePlayer_MakeBomber();
	virtual IReGameHookRegistry_CBasePlayer_StartObserver *CBasePlayer_StartObserver();
	virtual IReGameHookRegistry_CBasePlayer_GetIntoGame *CBasePlayer_GetIntoGame();

	virtual IReGameHookRegistry_CBaseAnimating_ResetSequenceInfo *CBaseAnimating_ResetSequenceInfo();

	virtual IReGameHookRegistry_GetForceCamera *GetForceCamera();
	virtual IReGameHookRegistry_PlayerBlind *PlayerBlind();
	virtual IReGameHookRegistry_RadiusFlash_TraceLine *RadiusFlash_TraceLine();
	virtual IReGameHookRegistry_RoundEnd *RoundEnd();
	virtual IReGameHookRegistry_InstallGameRules *InstallGameRules();
	virtual IReGameHookRegistry_PM_Init *PM_Init();
	virtual IReGameHookRegistry_PM_Move *PM_Move();
	virtual IReGameHookRegistry_PM_AirMove *PM_AirMove();
	virtual IReGameHookRegistry_HandleMenu_ChooseAppearance *HandleMenu_ChooseAppearance();
	virtual IReGameHookRegistry_HandleMenu_ChooseTeam *HandleMenu_ChooseTeam();
	virtual IReGameHookRegistry_ShowMenu *ShowMenu();
	virtual IReGameHookRegistry_ShowVGUIMenu *ShowVGUIMenu();
	virtual IReGameHookRegistry_BuyGunAmmo *BuyGunAmmo();
	virtual IReGameHookRegistry_BuyWeaponByWeaponID *BuyWeaponByWeaponID();
	virtual IReGameHookRegistry_InternalCommand *InternalCommand();
	
	virtual IReGameHookRegistry_CSGameRules_FShouldSwitchWeapon *CSGameRules_FShouldSwitchWeapon();
	virtual IReGameHookRegistry_CSGameRules_GetNextBestWeapon *CSGameRules_GetNextBestWeapon();
	virtual IReGameHookRegistry_CSGameRules_FlPlayerFallDamage *CSGameRules_FlPlayerFallDamage();
	virtual IReGameHookRegistry_CSGameRules_FPlayerCanTakeDamage *CSGameRules_FPlayerCanTakeDamage();
	virtual IReGameHookRegistry_CSGameRules_PlayerSpawn *CSGameRules_PlayerSpawn();
	virtual IReGameHookRegistry_CSGameRules_FPlayerCanRespawn *CSGameRules_FPlayerCanRespawn();
	virtual IReGameHookRegistry_CSGameRules_GetPlayerSpawnSpot *CSGameRules_GetPlayerSpawnSpot();
	virtual IReGameHookRegistry_CSGameRules_ClientUserInfoChanged *CSGameRules_ClientUserInfoChanged();
	virtual IReGameHookRegistry_CSGameRules_PlayerKilled *CSGameRules_PlayerKilled();
	virtual IReGameHookRegistry_CSGameRules_DeathNotice *CSGameRules_DeathNotice();
	virtual IReGameHookRegistry_CSGameRules_CanHavePlayerItem *CSGameRules_CanHavePlayerItem();
	virtual IReGameHookRegistry_CSGameRules_DeadPlayerWeapons *CSGameRules_DeadPlayerWeapons();
	virtual IReGameHookRegistry_CSGameRules_ServerDeactivate *CSGameRules_ServerDeactivate();
	virtual IReGameHookRegistry_CSGameRules_CheckMapConditions *CSGameRules_CheckMapConditions();
	virtual IReGameHookRegistry_CSGameRules_CleanUpMap *CSGameRules_CleanUpMap();
	virtual IReGameHookRegistry_CSGameRules_RestartRound *CSGameRules_RestartRound();
	virtual IReGameHookRegistry_CSGameRules_CheckWinConditions *CSGameRules_CheckWinConditions();
	virtual IReGameHookRegistry_CSGameRules_RemoveGuns *CSGameRules_RemoveGuns();
	virtual IReGameHookRegistry_CSGameRules_GiveC4 *CSGameRules_GiveC4();
	virtual IReGameHookRegistry_CSGameRules_ChangeLevel *CSGameRules_ChangeLevel();
	virtual IReGameHookRegistry_CSGameRules_GoToIntermission *CSGameRules_GoToIntermission();
	virtual IReGameHookRegistry_CSGameRules_BalanceTeams *CSGameRules_BalanceTeams();
	virtual IReGameHookRegistry_CSGameRules_OnRoundFreezeEnd *CSGameRules_OnRoundFreezeEnd();
	virtual IReGameHookRegistry_PM_UpdateStepSound *PM_UpdateStepSound();
	virtual IReGameHookRegistry_CBasePlayer_StartDeathCam *CBasePlayer_StartDeathCam();
	virtual IReGameHookRegistry_CBasePlayer_SwitchTeam *CBasePlayer_SwitchTeam();
	virtual IReGameHookRegistry_CBasePlayer_CanSwitchTeam *CBasePlayer_CanSwitchTeam();
	virtual IReGameHookRegistry_CBasePlayer_ThrowGrenade *CBasePlayer_ThrowGrenade();

	virtual IReGameHookRegistry_CSGameRules_CanPlayerHearPlayer *CSGameRules_CanPlayerHearPlayer();
	virtual IReGameHookRegistry_CWeaponBox_SetModel *CWeaponBox_SetModel();
	virtual IReGameHookRegistry_CGrenade_DefuseBombStart *CGrenade_DefuseBombStart();
	virtual IReGameHookRegistry_CGrenade_DefuseBombEnd *CGrenade_DefuseBombEnd();
	virtual IReGameHookRegistry_CGrenade_ExplodeHeGrenade *CGrenade_ExplodeHeGrenade();
	virtual IReGameHookRegistry_CGrenade_ExplodeFlashbang *CGrenade_ExplodeFlashbang();
	virtual IReGameHookRegistry_CGrenade_ExplodeSmokeGrenade *CGrenade_ExplodeSmokeGrenade();
	virtual IReGameHookRegistry_CGrenade_ExplodeBomb *CGrenade_ExplodeBomb();
	virtual IReGameHookRegistry_ThrowHeGrenade *ThrowHeGrenade();
	virtual IReGameHookRegistry_ThrowFlashbang *ThrowFlashbang();
	virtual IReGameHookRegistry_ThrowSmokeGrenade *ThrowSmokeGrenade();
	virtual IReGameHookRegistry_PlantBomb *PlantBomb();
	virtual IReGameHookRegistry_CBasePlayer_SetSpawnProtection *CBasePlayer_SetSpawnProtection();
	virtual IReGameHookRegistry_CBasePlayer_RemoveSpawnProtection *CBasePlayer_RemoveSpawnProtection();
	virtual IReGameHookRegistry_IsPenetrableEntity *IsPenetrableEntity();
};

extern CReGameHookchains g_ReGameHookchains;
extern ReGameFuncs_t g_ReGameApiFuncs;

class CReGameApi: public IReGameApi {
public:
	EXT_FUNC virtual int GetMajorVersion();
	EXT_FUNC virtual int GetMinorVersion();

	EXT_FUNC virtual const ReGameFuncs_t *GetFuncs();
	EXT_FUNC virtual IReGameHookchains *GetHookchains();

	EXT_FUNC virtual CGameRules *GetGameRules();
	EXT_FUNC virtual WeaponInfoStruct *GetWeaponInfo(int weaponID);
	EXT_FUNC virtual WeaponInfoStruct *GetWeaponInfo(const char *weaponName);
	EXT_FUNC virtual playermove_t *GetPlayerMove();
	EXT_FUNC virtual WeaponSlotInfo *GetWeaponSlot(WeaponIdType weaponID);
	EXT_FUNC virtual WeaponSlotInfo *GetWeaponSlot(const char *weaponName);
	EXT_FUNC virtual ItemInfo *GetItemInfo(WeaponIdType weaponID);
	EXT_FUNC virtual AmmoInfo *GetAmmoInfo(AmmoType ammoID);
	EXT_FUNC virtual AmmoInfoStruct *GetAmmoInfoEx(AmmoType ammoID);
	EXT_FUNC virtual AmmoInfoStruct *GetAmmoInfoEx(const char *ammoName);
};

void Regamedll_ChangeString_api(char *&dest, const char *source);
void RadiusDamage_api(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, float flRadius, int iClassIgnore, int bitsDamageType);

void ClearMultiDamage_api();
void ApplyMultiDamage_api(entvars_t *pevInflictor, entvars_t *pevAttacker);
void AddMultiDamage_api(entvars_t *pevInflictor, CBaseEntity *pEntity, float flDamage, int bitsDamageType);